diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index c25feead..6a605397 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -186,7 +186,6 @@ jobs: merge-multiple: true - name: Checkout Repo - if: github.ref == 'refs/heads/master' uses: actions/checkout@v4 with: path: source @@ -201,6 +200,7 @@ jobs: git push --delete origin refs/tags/latest || true git tag latest git push --force origin refs/tags/latest + sleep 15 # make sure github can find the tag for gh release gh release create latest ../dist/* \ --generate-notes \ --title "Latest (unstable)" \ @@ -213,7 +213,6 @@ jobs: if: startsWith(github.ref, 'refs/tags/v') working-directory: source run: | - exit 0 gh release upload "$GITHUB_REF_NAME" ../dist/* --clobber env: GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} diff --git a/.github/workflows/build_language.yml b/.github/workflows/build_language.yml index 1b7d6ee4..0f97c733 100644 --- a/.github/workflows/build_language.yml +++ b/.github/workflows/build_language.yml @@ -54,12 +54,22 @@ jobs: sed -i "s|@Build@|${GAME_BUILD:0:255}|" Ja2/GameVersion.cpp cat Ja2/GameVersion.cpp + - name: Turn on link-time optimization? + if: fromJSON(inputs.assemble) + shell: bash + run: | + set -eux + + echo " + LTO=ON + " >> $GITHUB_ENV + - name: Prepare build properties shell: bash run: | set -eux - touch CMakeUserPresets.json + touch CMakePresets.json JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]') JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]') @@ -77,7 +87,7 @@ jobs: arch: x86 - name: Prepare build run: | - cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application" + cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application" -DLTO_OPTION="$Env:LTO" - name: Build run: | cmake --build build/ -- -v diff --git a/.gitignore b/.gitignore index e91f3742..6466f05c 100644 --- a/.gitignore +++ b/.gitignore @@ -6,6 +6,6 @@ /.vs/ /build/ /out/ +/CMakePresets.json /CMakeSettings.json -/CMakeUserPresets.json /lib/ diff --git a/CMakeLists.txt b/CMakeLists.txt index e70ac481..9be4f1c6 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -9,10 +9,25 @@ set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) +option(LTO_OPTION "Enable link-time optimization if supported by compiler" OFF) + +include(CheckIPOSupported) +check_ipo_supported(RESULT LinkTimeOptimization OUTPUT IpoError LANGUAGES C CXX) +if(LinkTimeOptimization AND LTO_OPTION) + message(STATUS "Configuring WITH link-time optimization") + set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE) +else() + message(STATUS "Configuring WITHOUT link-time optimization ${IpoError}") +endif() + option(ADDRESS_SANITIZER OFF) if(ADDRESS_SANITIZER) - message(STATUS "AddressSanitizer ENABLED for non-Release builds") - add_compile_options($,$>,-fsanitize=address,>) + message(STATUS "AddressSanitizer ENABLED for non-Release builds") + add_compile_options($,$>,-fsanitize=address,>) +endif() + +if(MSVC) + add_compile_options("/wd4838") endif() # whether we are using MSBuild as a generator @@ -23,7 +38,24 @@ set(usingMsBuild $) set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP _CRT_SECURE_NO_DEPRECATE) -include_directories(Ja2 "ext/VFS/include" Utils TileEngine TacticalAI "ModularizedTacticalAI/include" Tactical Strategic sgp "Ja2/Res" Lua Laptop Multiplayer Editor Console) +include_directories( + "${CMAKE_SOURCE_DIR}/Ja2" + "${CMAKE_SOURCE_DIR}/ext/VFS/include" + "${CMAKE_SOURCE_DIR}/Utils" + "${CMAKE_SOURCE_DIR}/TileEngine" + "${CMAKE_SOURCE_DIR}/TacticalAI" + "${CMAKE_SOURCE_DIR}/ModularizedTacticalAI/include" + "${CMAKE_SOURCE_DIR}/Tactical" + "${CMAKE_SOURCE_DIR}/Strategic" + "${CMAKE_SOURCE_DIR}/sgp" + "${CMAKE_SOURCE_DIR}/Ja2/Res" + "${CMAKE_SOURCE_DIR}/Lua" + "${CMAKE_SOURCE_DIR}/Laptop" + "${CMAKE_SOURCE_DIR}/Multiplayer" + "${CMAKE_SOURCE_DIR}/Editor" + "${CMAKE_SOURCE_DIR}/Console" + "${CMAKE_SOURCE_DIR}/i18n/include" +) # external libraries add_subdirectory("ext/libpng") @@ -34,32 +66,46 @@ target_link_libraries(bfVFS PRIVATE 7z) # ja2export utility add_subdirectory("ext/export/src") -# static libraries whose source files, header files or header files included -# by header files do not rely on Applications or Languages preprocessor definitions, -# and therefore only need to be compiled once. Good. -add_subdirectory(Lua) +# static libraries whose translation units don't rely on Application preprocessor definitions. +add_subdirectory(lua) add_subdirectory(Multiplayer) +add_subdirectory(wine) -# static libraries whose source files, header files or header files included -# by header files rely on Application and Language preprocessor definitions, and -# therefore need to be compiled multiple times. Very Bad. +set(Ja2_Libraries +"${CMAKE_SOURCE_DIR}/binkw32.lib" +"${CMAKE_SOURCE_DIR}/libexpatMT.lib" +"${CMAKE_SOURCE_DIR}/lua51.lib" +"${CMAKE_SOURCE_DIR}/lua51.vc9.lib" +"${CMAKE_SOURCE_DIR}/SMACKW32.LIB" +"Dbghelp.lib" +"Winmm.lib" +"ws2_32.lib" +bfVFS +Lua +Multiplayer +wine +) + +# static libraries whose translation units rely on Application preprocessor definitions. set(Ja2_Libs -TileEngine -TacticalAI -Utils -Strategic -sgp -Laptop -Editor -Console -Tactical -ModularizedTacticalAI + Console + Editor + Ja2 + Laptop + ModularizedTacticalAI + sgp + Strategic + Tactical + TacticalAI + TileEngine + Utils ) foreach(lib IN LISTS Ja2_Libs) - add_subdirectory(${lib}) + add_subdirectory(${lib}) endforeach() -add_subdirectory(Ja2) +# language library relies on Application _and_ Language preprocessor definition. very bad. +add_subdirectory(i18n) # simple function to validate Languages and Application choices include(cmake/ValidateOptions.cmake) @@ -74,47 +120,50 @@ ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "Applica # preprocessor definitions for Debug build, per the legacy MSBuild set(debugFlags $,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>) -# Due to widespread preprocessor definition abuse in the codebase, practically -# every library-language-executable combination is its own compilation target -# TODO: refactor preprocessor usage onto, ideally, a single translation unit -foreach(lang IN LISTS LangTargets) - foreach(exe IN LISTS ApplicationTargets) - set(Executable ${exe}_${lang}) +foreach(app IN LISTS ApplicationTargets) + set(isEditor $) + set(isUb $) + set(isUbEditor $) + set(compilationFlags + $ + $ + $ + ) - # executable for an application/language combination, e.g. JA2_ENGLISH.exe - add_executable(${Executable} WIN32) - target_sources(${Executable} PRIVATE ${Ja2Src}) + foreach(lib IN LISTS Ja2_Libs) + # library for an application, e.g. JA2UB_sgp + set(game_library ${app}_${lib}) + add_library(${game_library}) + target_sources(${game_library} PRIVATE ${${lib}Src}) + target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags}) + endforeach() - # Good libraries have already been built, can be simply linked here - target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries} $) - target_link_options(${Executable} PRIVATE $) + foreach(lang IN LISTS LangTargets) + # executable for an application/language combination, e.g. JA2_ENGLISH.exe + set(exe ${app}_${lang}) + add_executable(${exe} WIN32 + sgp/sgp.cpp + Ja2/Res/ja2.rc + ) + target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} $) + target_link_options(${exe} PRIVATE $) + target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags}) - # for each app/lang combination, the Very Bad libraries need to be built, - # with the appropriate preprocessor definitions - foreach(lib IN LISTS Ja2_Libs) - # syntactic sugar to hopefully make this more readable - set(VeryBadLib ${Executable}_${lib}) - set(isEditor $) - set(isUb $) - set(isUbEditor $) + # language library for an application, e.g. JA2MAPEDITOR_ENGLISH_i18n + set(language_library ${exe}_i18n) + add_library(${language_library}) + target_sources(${language_library} PRIVATE ${i18nSrc}) + target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags} ${lang}) + target_link_libraries(${exe} PRIVATE ${language_library}) - # static library for an app/lang combination, e.g. JA2_ENGLISH_sgp.lib - add_library(${VeryBadLib}) - target_sources(${VeryBadLib} PRIVATE ${${lib}Src}) + # go through all game libraries again and link them to the app/language executable + foreach(lib IN LISTS Ja2_Libs) + target_link_libraries(${exe} PRIVATE ${app}_${lib}) + endforeach() + endforeach() - target_compile_definitions(${VeryBadLib} PUBLIC - $ - $ - $ - ${debugFlags} - ${lang} - ) - target_link_libraries(${Executable} PUBLIC ${VeryBadLib}) - endforeach() - - # for sgp only - target_link_libraries(${Executable}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib") - target_link_libraries(${Executable}_sgp PUBLIC libpng) - target_compile_definitions(${Executable}_sgp PRIVATE NO_ZLIB_COMPRESSION) - endforeach() + # for SGP only + target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib") + target_link_libraries(${app}_sgp PRIVATE libpng) + target_compile_definitions(${app}_sgp PRIVATE NO_ZLIB_COMPRESSION) endforeach() diff --git a/Console/ComBSTROut.h b/Console/ComBSTROut.h index 62bac6b8..598e5204 100644 --- a/Console/ComBSTROut.h +++ b/Console/ComBSTROut.h @@ -78,4 +78,4 @@ public: ///////////////////////////////////////////////////////////////////////////// -#endif // _COMBSTROUT_H_ \ No newline at end of file +#endif // _COMBSTROUT_H_ diff --git a/Console/ComVariantOut.h b/Console/ComVariantOut.h index 0efb673f..1e52a866 100644 --- a/Console/ComVariantOut.h +++ b/Console/ComVariantOut.h @@ -106,4 +106,4 @@ public: ///////////////////////////////////////////////////////////////////////////// -#endif // _COMVARIANTOUT_H_ \ No newline at end of file +#endif // _COMVARIANTOUT_H_ diff --git a/Editor/Cursor Modes.h b/Editor/Cursor Modes.h index a81b2be8..c4994185 100644 --- a/Editor/Cursor Modes.h +++ b/Editor/Cursor Modes.h @@ -40,4 +40,4 @@ extern BOOLEAN gfCurrentSelectionWithRightButton; #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/Editor Modes.h b/Editor/Editor Modes.h index 5b6eb61e..3eae7696 100644 --- a/Editor/Editor Modes.h +++ b/Editor/Editor Modes.h @@ -14,4 +14,4 @@ void ShowExitGrids(); void HideExitGrids(); #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/Editor Taskbar Creation.h b/Editor/Editor Taskbar Creation.h index 7ed74205..ca645a7e 100644 --- a/Editor/Editor Taskbar Creation.h +++ b/Editor/Editor Taskbar Creation.h @@ -7,4 +7,4 @@ void CreateEditorTaskbarInternal(); #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/Editor Taskbar Utils.h b/Editor/Editor Taskbar Utils.h index 9750ed03..563452e6 100644 --- a/Editor/Editor Taskbar Utils.h +++ b/Editor/Editor Taskbar Utils.h @@ -67,4 +67,4 @@ extern UINT32 guiMercTempBuffer; extern INT32 giEditMercImage[2]; #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/LoadScreen.cpp b/Editor/LoadScreen.cpp index 7c7d70b4..cba550c2 100644 --- a/Editor/LoadScreen.cpp +++ b/Editor/LoadScreen.cpp @@ -173,7 +173,15 @@ void LoadSaveScreenEntry() vfs::CVirtualProfile* prof = it.value(); memset(&FileInfo, 0, sizeof(GETFILESTRUCT)); strcpy(FileInfo.zFileName, "< "); - strcat(FileInfo.zFileName, prof->cName.utf8().c_str()); + // Cut filename off if it's too long for the buffer + if (strlen(prof->cName.utf8().c_str()) > FILENAME_BUFLEN-4) + { + strncpy(FileInfo.zFileName+1, prof->cName.utf8().c_str(), FILENAME_BUFLEN-4); + } + else + { + strcat(FileInfo.zFileName, prof->cName.utf8().c_str()); + } strcat(FileInfo.zFileName, " >"); FileInfo.zFileName[FILENAME_BUFLEN] = 0; FileInfo.uiFileAttribs = FILE_IS_DIRECTORY; diff --git a/Editor/LoadScreen.h b/Editor/LoadScreen.h index c8adac4c..24518194 100644 --- a/Editor/LoadScreen.h +++ b/Editor/LoadScreen.h @@ -1,7 +1,7 @@ #include "BuildDefines.h" #include "Fileman.h" -#define FILENAME_BUFLEN (20 + 4 + 1)//dnl ch39 190909 +4 is for ".dat", +1 is for '\0' //dnl ch81 021213 +#define FILENAME_BUFLEN (30 + 4 + 1)//dnl ch39 190909 +4 is for ".dat", +1 is for '\0' //dnl ch81 021213 #ifdef JA2EDITOR diff --git a/Editor/Road Smoothing.cpp b/Editor/Road Smoothing.cpp index 5f7376f5..26787509 100644 --- a/Editor/Road Smoothing.cpp +++ b/Editor/Road Smoothing.cpp @@ -403,14 +403,42 @@ void PlaceRoadMacroAtGridNo( INT32 iMapIndex, INT32 iMacroID ) while( gRoadMacros[ i ].sMacroID == iMacroID ) { // need to recalc MACROSTRUCT::sOffset 'cause it sticked to 160*160 old map size - INT32 sdX = gRoadMacros[ i ].sOffset % OLD_WORLD_COLS; - INT32 sdY = gRoadMacros[ i ].sOffset / OLD_WORLD_COLS; - INT32 sOffset = sdY*WORLD_COLS + sdX; + INT32 sdY = gRoadMacros[ i ].sOffset / (OLD_WORLD_COLS); + INT32 sdX = gRoadMacros[ i ].sOffset - (sdY*OLD_WORLD_COLS); + + // Take into account the dfference between old and new row size for tiles that are shifted + // by one row due to X offset + // For example: + // {RBR, 159}, + //{ RBR, -159 }, + // + // Offsets for 160x160 map + // [] [] [-159] + // [] [0] [] + // [159] [] [] // - AddToUndoList( iMapIndex + sOffset ); - RemoveAllObjectsOfTypeRange( iMapIndex + sOffset, ROADPIECES, ROADPIECES );//dnl this was but is very wrong and leading to stacking tilesets, RemoveAllObjectsOfTypeRange( i, ROADPIECES, ROADPIECES ); + // Converted to 200x200 map + // [] [] [-199] + // [] [0] [] + // [199] [] [] + // + // Without this the original conversion would output 159 and -159 for X coordinate + if (sdX < -OLD_WORLD_COLS/2) + { + sdX -= WORLD_COLS - OLD_WORLD_COLS; + } + else if (sdX > OLD_WORLD_COLS / 2) + { + sdX += WORLD_COLS - OLD_WORLD_COLS; + } + + INT32 sOffset = sdY*WORLD_COLS + sdX; + INT32 newGridNo = iMapIndex + sOffset; + + AddToUndoList( newGridNo ); + RemoveAllObjectsOfTypeRange( newGridNo, ROADPIECES, ROADPIECES );//dnl this was but is very wrong and leading to stacking tilesets, RemoveAllObjectsOfTypeRange( i, ROADPIECES, ROADPIECES ); GetTileIndexFromTypeSubIndex( ROADPIECES, (UINT16)(i+1) , &usTileIndex ); - AddObjectToHead( iMapIndex + sOffset, usTileIndex ); + AddObjectToHead( newGridNo, usTileIndex ); i++; } } diff --git a/Editor/Road Smoothing.h b/Editor/Road Smoothing.h index 872c2d6b..f1b899d9 100644 --- a/Editor/Road Smoothing.h +++ b/Editor/Road Smoothing.h @@ -61,4 +61,4 @@ void InitializeRoadMacros(); #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/Sector Summary.h b/Editor/Sector Summary.h index 47da8302..c1c97758 100644 --- a/Editor/Sector Summary.h +++ b/Editor/Sector Summary.h @@ -35,4 +35,4 @@ void GetSectorFromFileName(STR16 szFileName, INT16& sSectorX, INT16& sSectorY, I void ResetCustomFileSectorSummary(void);//dnl ch30 150909 #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/Smoothing Utils.h b/Editor/Smoothing Utils.h index f1eeb0fd..7da29628 100644 --- a/Editor/Smoothing Utils.h +++ b/Editor/Smoothing Utils.h @@ -62,4 +62,4 @@ UINT16 GetHorizontalWallClass( INT32 iMapIndex ); BOOLEAN ValidDecalPlacement( INT32 iMapIndex ); #endif -#endif \ No newline at end of file +#endif diff --git a/Editor/editscreen.cpp b/Editor/editscreen.cpp index 1cd2ceb3..563561ed 100644 --- a/Editor/editscreen.cpp +++ b/Editor/editscreen.cpp @@ -1,4 +1,4 @@ - #include "builddefines.h" +#include "builddefines.h" #ifdef JA2EDITOR @@ -1069,10 +1069,7 @@ void ShowCurrentDrawingMode( void ) // Set the color for the window's border. Blueish color = Normal, Red = Fake lighting is turned on usFillColor = GenericButtonFillColors[0]; pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES ); - if(gbPixelDepth==16) - RectangleDraw( FALSE, iScreenWidthOffset + 0, 2 * iScreenHeightOffset + 400, iScreenWidthOffset + 99, 2 * iScreenHeightOffset + 458, usFillColor, pDestBuf ); - else if(gbPixelDepth==8) - RectangleDraw8( FALSE, iScreenWidthOffset + 0, 2 * iScreenHeightOffset + 400, iScreenWidthOffset + 99, 2 * iScreenHeightOffset + 458, usFillColor, pDestBuf ); + RectangleDraw( FALSE, iScreenWidthOffset + 0, 2 * iScreenHeightOffset + 400, iScreenWidthOffset + 99, 2 * iScreenHeightOffset + 458, usFillColor, pDestBuf ); UnLockVideoSurface( FRAME_BUFFER ); @@ -2954,6 +2951,23 @@ UINT32 WaitForSelectionWindowResponse( void ) } } + // Mousewheel scroll + if (_WheelValue > 0) + { + while (_WheelValue--) + { + ScrollSelWinUp(); + } + } + else + { + while (_WheelValue++) + { + ScrollSelWinDown(); + } + } + _WheelValue = 0; + if ( DoWindowSelection( ) ) { fSelectionWindow = FALSE; diff --git a/Editor/selectwin.cpp b/Editor/selectwin.cpp index 06ee221b..baf826a4 100644 --- a/Editor/selectwin.cpp +++ b/Editor/selectwin.cpp @@ -29,6 +29,16 @@ extern BOOLEAN fDontUseRandom; extern UINT16 GenericButtonFillColors[40]; +struct SelectionWindow +{ + SGPRect window; + SGPPoint displayAreaStart; // Area where selectable items are drawn + SGPPoint displayAreaEnd; + SGPPoint spacing; // For displayed items +}; + +SelectionWindow gSelection; + BOOLEAN gfRenderSquareArea = FALSE; INT16 iStartClickX,iStartClickY; INT16 iEndClickX,iEndClickY; @@ -40,7 +50,6 @@ INT32 iSelectWin,iCancelWin,iScrollUp,iScrollDown,iOkWin; BOOLEAN fAllDone=FALSE; BOOLEAN fButtonsPresent=FALSE; -SGPPoint SelWinSpacing, SelWinStartPoint, SelWinEndPoint; //These definitions help define the start and end of the various wall indices. //This needs to be maintained if the walls change. @@ -172,6 +181,30 @@ UINT16 SelWinHilightFillColor = 0x23BA; //blue, formerly 0x000d a kind of mediu // void CreateJA2SelectionWindow( INT16 sWhat ) { + auto selectWinWidth = 600; + const auto selectWinHeight = SCREEN_HEIGHT - 120; // From top edge to taskbar + if (iResolution > _800x600) + { + selectWinWidth = 900; + } + auto tlX = 0; + auto tlY = 0; + auto brX = tlX + selectWinWidth; + auto brY = tlY + selectWinHeight; + gSelection.window.iLeft = tlX; + gSelection.window.iTop = tlY; + gSelection.window.iRight = brX; + gSelection.window.iBottom = brY; + gSelection.displayAreaStart.iX = tlX + 1; + gSelection.displayAreaStart.iY = tlY + 15; + gSelection.displayAreaEnd.iX = brX - 1; + gSelection.displayAreaEnd.iY= brY - 1; + gSelection.spacing.iX = 2; + gSelection.spacing.iY = 2; + + iTopWinCutOff = gSelection.displayAreaStart.iY; + iBotWinCutOff = gSelection.displayAreaEnd.iY; + DisplaySpec *pDSpec; UINT16 usNSpecs; @@ -185,32 +218,33 @@ void CreateJA2SelectionWindow( INT16 sWhat ) iButtonIcons[ SEL_WIN_DOWN_ICON ] = LoadGenericButtonIcon( "EDITOR//lgDownArrow.sti" ); iButtonIcons[ SEL_WIN_OK_ICON ] = LoadGenericButtonIcon( "EDITOR//checkmark.sti" ); - iSelectWin = CreateHotSpot(0, 0, 600, 360, MSYS_PRIORITY_HIGH, + + iSelectWin = CreateHotSpot(0, 0, selectWinWidth, selectWinHeight, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, SelWinClkCallback); iOkWin = CreateIconButton((INT16)iButtonIcons[SEL_WIN_OK_ICON], 0, - BUTTON_USE_DEFAULT, 600, 0, + BUTTON_USE_DEFAULT, selectWinWidth, 0, 40, 40, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, OkClkCallback); SetButtonFastHelpText(iOkWin,pDisplaySelectionWindowButtonText[0]); iCancelWin = CreateIconButton((INT16)iButtonIcons[SEL_WIN_CANCEL_ICON], 0, - BUTTON_USE_DEFAULT, 600, 40, + BUTTON_USE_DEFAULT, selectWinWidth, 40, 40, 40, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, CnclClkCallback); SetButtonFastHelpText(iCancelWin,pDisplaySelectionWindowButtonText[1]); iScrollUp = CreateIconButton((INT16)iButtonIcons[SEL_WIN_UP_ICON], 0, - BUTTON_USE_DEFAULT, 600, 80, + BUTTON_USE_DEFAULT, selectWinWidth, 80, 40, 160, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, UpClkCallback); SetButtonFastHelpText(iScrollUp,pDisplaySelectionWindowButtonText[2]); iScrollDown = CreateIconButton((INT16)iButtonIcons[SEL_WIN_DOWN_ICON], 0, - BUTTON_USE_DEFAULT, 600, 240, + BUTTON_USE_DEFAULT, selectWinWidth, 240, 40, 160, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, DwnClkCallback); @@ -218,18 +252,6 @@ void CreateJA2SelectionWindow( INT16 sWhat ) fButtonsPresent = TRUE; - SelWinSpacing.iX = 2; - SelWinSpacing.iY = 2; - - SelWinStartPoint.iX = 1; - SelWinStartPoint.iY = 15; - - iTopWinCutOff = 15; - - SelWinEndPoint.iX = 599; - SelWinEndPoint.iY = 359; - - iBotWinCutOff = 359; switch( sWhat ) { @@ -347,8 +369,8 @@ void CreateJA2SelectionWindow( INT16 sWhat ) return; } - BuildDisplayWindow( pDSpec, usNSpecs, &pDispList, &SelWinStartPoint, &SelWinEndPoint, - &SelWinSpacing, CLEAR_BACKGROUND); + BuildDisplayWindow( pDSpec, usNSpecs, &pDispList, &gSelection.displayAreaStart , &gSelection.displayAreaEnd, + &gSelection.spacing, CLEAR_BACKGROUND); } @@ -849,12 +871,14 @@ void RenderSelectionWindow( void ) return; ColorFillVideoSurfaceArea(FRAME_BUFFER, - 0, 0, 600, 400, - GenericButtonFillColors[0]); + gSelection.window.iLeft, gSelection.window.iTop, gSelection.window.iRight, gSelection.window.iBottom, + GenericButtonFillColors[0] + ); DrawSelections( ); MarkButtonsDirty(); RenderButtons( ); + // Draw selection rectangle if ( gfRenderSquareArea ) { button = ButtonList[iSelectWin]; @@ -862,7 +886,7 @@ void RenderSelectionWindow( void ) return; if ( (abs( iStartClickX - button->Area.MouseXPos ) > 9) || - (abs( iStartClickY - (button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY)) > 9) ) + (abs( iStartClickY - (button->Area.MouseYPos + iTopWinCutOff - (INT16)gSelection.displayAreaStart.iY)) > 9) ) { // iSX = (INT32)iStartClickX; // iEX = (INT32)button->Area.MouseXPos; @@ -870,7 +894,7 @@ void RenderSelectionWindow( void ) // iEY = (INT32)(button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY); iSX = iStartClickX; - iSY = iStartClickY - iTopWinCutOff + SelWinStartPoint.iY; + iSY = iStartClickY - iTopWinCutOff + gSelection.displayAreaStart.iY; iEX = gusMouseXPos; iEY = gusMouseYPos; @@ -889,10 +913,10 @@ void RenderSelectionWindow( void ) iEY ^= iSY; } - iEX = min( iEX, 600 ); - iSY = max( SelWinStartPoint.iY, iSY ); - iEY = min( 359, iEY ); - iEY = max( SelWinStartPoint.iY, iEY ); + iEX = min( gSelection.displayAreaEnd.iX, iEX); + iSY = max( gSelection.displayAreaStart.iY, iSY ); + iEY = min( gSelection.displayAreaEnd.iY, iEY ); + iEY = max( gSelection.displayAreaStart.iY, iEY ); usFillColor = Get16BPPColor(FROMRGB(255, usFillGreen, 0)); usFillGreen += usDir; @@ -928,7 +952,7 @@ void SelWinClkCallback( GUI_BUTTON *button, INT32 reason ) return; iClickX = button->Area.MouseXPos; - iClickY = button->Area.MouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY; + iClickY = button->Area.MouseYPos + iTopWinCutOff - (INT16)gSelection.displayAreaStart.iY; if (reason & MSYS_CALLBACK_REASON_LBUTTON_DWN) { @@ -1035,9 +1059,9 @@ void DisplaySelectionWindowGraphicalInformation() UINT16 y; //Determine if there is a valid picture at cursor position. //iRelX = gusMouseXPos; - //iRelY = gusMouseYPos + iTopWinCutOff - (INT16)SelWinStartPoint.iY; + //iRelY = gusMouseYPos + iTopWinCutOff - (INT16)gSelection.displayAreaStart.iY; - y = gusMouseYPos + iTopWinCutOff - (UINT16)SelWinStartPoint.iY; + y = gusMouseYPos + iTopWinCutOff - (UINT16)gSelection.displayAreaStart.iY; pNode = pDispList; fDone = FALSE; while( (pNode != NULL) && !fDone ) @@ -1470,10 +1494,10 @@ void DrawSelections( void ) { SGPRect ClipRect, NewRect; - NewRect.iLeft = SelWinStartPoint.iX; - NewRect.iTop = SelWinStartPoint.iY; - NewRect.iRight = SelWinEndPoint.iX; - NewRect.iBottom = SelWinEndPoint.iY; + NewRect.iLeft = gSelection.displayAreaStart.iX; + NewRect.iTop = gSelection.displayAreaStart.iY; + NewRect.iRight = gSelection.displayAreaEnd.iX; + NewRect.iBottom = gSelection.displayAreaEnd.iY; GetClippingRect(&ClipRect); SetClippingRect(&NewRect); @@ -1483,7 +1507,7 @@ void DrawSelections( void ) SetObjectShade( gvoLargeFontType1, 0 ); // SetObjectShade( gvoLargeFont, 0 ); - DisplayWindowFunc( pDispList, iTopWinCutOff, iBotWinCutOff, &SelWinStartPoint, CLEAR_BACKGROUND ); + DisplayWindowFunc( pDispList, iTopWinCutOff, iBotWinCutOff, &gSelection.displayAreaStart, CLEAR_BACKGROUND ); SetObjectShade( gvoLargeFontType1, 4 ); diff --git a/Ja2/CMakeLists.txt b/Ja2/CMakeLists.txt index d4b60792..db892953 100644 --- a/Ja2/CMakeLists.txt +++ b/Ja2/CMakeLists.txt @@ -14,7 +14,6 @@ set(Ja2Src "${CMAKE_CURRENT_SOURCE_DIR}/JA2 Splash.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Ja25Update.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/jascreens.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/Language Defines.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Loading Screen.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/MainMenuScreen.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/MessageBoxScreen.cpp" @@ -28,26 +27,11 @@ set(Ja2Src "${CMAKE_CURRENT_SOURCE_DIR}/profiler.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/SaveLoadGame.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/SaveLoadScreen.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/SCREENS.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/Screens.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Sys Globals.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/TimeLogging.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/ub_config.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/XML_DifficultySettings.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/XML_IntroFiles.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/XML_Layout_MainMenu.cpp" -${CMAKE_CURRENT_SOURCE_DIR}/Res/ja2.rc -PARENT_SCOPE) - -set(Ja2_Libraries -"${CMAKE_SOURCE_DIR}/libexpatMT.lib" -"Dbghelp.lib" -Lua -"${CMAKE_SOURCE_DIR}/lua51.lib" -"${CMAKE_SOURCE_DIR}/lua51.vc9.lib" -"Winmm.lib" -"${CMAKE_SOURCE_DIR}/SMACKW32.LIB" -"${CMAKE_SOURCE_DIR}/binkw32.lib" -bfVFS -"ws2_32.lib" -Multiplayer PARENT_SCOPE) diff --git a/Ja2/Cheats.h b/Ja2/Cheats.h index 8e683a7e..2cd58cd1 100644 --- a/Ja2/Cheats.h +++ b/Ja2/Cheats.h @@ -1,7 +1,6 @@ #ifndef _CHEATS__H_ #define _CHEATS__H_ -#include "Language Defines.h" extern UINT8 gubCheatLevel; @@ -22,4 +21,4 @@ extern UINT8 gubCheatLevel; #define RESET_CHEAT_LEVEL( ) ( gubCheatLevel = 0 ) #define ACTIVATE_CHEAT_LEVEL() ( gubCheatLevel = 6 ) -#endif \ No newline at end of file +#endif diff --git a/Ja2/Credits.cpp b/Ja2/Credits.cpp index 7a1f8d25..f2d1fdeb 100644 --- a/Ja2/Credits.cpp +++ b/Ja2/Credits.cpp @@ -1,6 +1,5 @@ #include "Types.h" #include "Credits.h" - #include "Language Defines.h" #include "vsurface.h" #include "mousesystem.h" #include "Text.h" diff --git a/Ja2/Fade Screen.cpp b/Ja2/Fade Screen.cpp index f201e7bd..2f44de73 100644 --- a/Ja2/Fade Screen.cpp +++ b/Ja2/Fade Screen.cpp @@ -681,13 +681,9 @@ BOOLEAN UpdateSaveBufferWithBackbuffer(void) pSrcBuf = LockVideoSurface(FRAME_BUFFER, &uiSrcPitchBYTES); pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); - if(gbPixelDepth==16) - { - // BLIT HERE - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - 0, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); - } + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)pSrcBuf, uiSrcPitchBYTES, + 0, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); UnLockVideoSurface(FRAME_BUFFER); UnLockVideoSurface(guiSAVEBUFFER); diff --git a/Ja2/Fade Screen.h b/Ja2/Fade Screen.h index 5f764b7e..4daab22d 100644 --- a/Ja2/Fade Screen.h +++ b/Ja2/Fade Screen.h @@ -37,4 +37,4 @@ BOOLEAN HandleFadeInCallback( ); void FadeInNextFrame( ); void FadeOutNextFrame( ); -#endif \ No newline at end of file +#endif diff --git a/Ja2/FeaturesScreen.cpp b/Ja2/FeaturesScreen.cpp index 92d0b60f..50535f97 100644 --- a/Ja2/FeaturesScreen.cpp +++ b/Ja2/FeaturesScreen.cpp @@ -26,7 +26,6 @@ #include "Text.h" #include "Interface Control.h" #include "Message.h" -#include "Language Defines.h" #include "Multi Language Graphic Utils.h" #include "Map Information.h" #include "Sys Globals.h" diff --git a/Ja2/GameInitOptionsScreen.cpp b/Ja2/GameInitOptionsScreen.cpp index fcad1e9d..b2eb2216 100644 --- a/Ja2/GameInitOptionsScreen.cpp +++ b/Ja2/GameInitOptionsScreen.cpp @@ -1830,7 +1830,7 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ) if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT ) { UINT8 maxSquadSize = GIO_SQUAD_SIZE_10; - if (iResolution >= _800x600 && iResolution < _1024x768) + if (iResolution >= _800x600 && iResolution < _1280x720) maxSquadSize = GIO_SQUAD_SIZE_8; if ( iCurrentSquadSize < maxSquadSize ) @@ -1850,7 +1850,7 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ) btn->uiFlags|=(BUTTON_CLICKED_ON); UINT8 maxSquadSize = GIO_SQUAD_SIZE_10; - if (iResolution >= _800x600 && iResolution < _1024x768) + if (iResolution >= _800x600 && iResolution < _1280x720 ) maxSquadSize = GIO_SQUAD_SIZE_8; if ( iCurrentSquadSize < maxSquadSize ) diff --git a/Ja2/GameSettings.cpp b/Ja2/GameSettings.cpp index e6ac7a4f..cd796702 100644 --- a/Ja2/GameSettings.cpp +++ b/Ja2/GameSettings.cpp @@ -10,7 +10,6 @@ #include "GameVersion.h" #include "LibraryDataBase.h" #include "Debug.h" - #include "Language Defines.h" #include "HelpScreen.h" #include "INIReader.h" #include "Shade Table Util.h" @@ -45,7 +44,7 @@ #include #include -#define GAME_SETTINGS_FILE "Ja2_Settings.INI" +#define GAME_SETTINGS_FILE "Ja2_Settings.ini" #define FEATURE_FLAGS_FILE "Ja2_Features.ini" @@ -1999,6 +1998,7 @@ void LoadGameExternalOptions() gGameExternalOptions.fFoodDecayInSectors = iniReader.ReadBoolean("Tactical Food Settings", "FOOD_DECAY_IN_SECTORS", TRUE); gGameExternalOptions.sFoodDecayModificator = iniReader.ReadFloat("Tactical Food Settings", "FOOD_DECAY_MODIFICATOR", 1.0f, 0.1f, 10.0f); gGameExternalOptions.fFoodEatingSounds = iniReader.ReadBoolean("Tactical Food Settings", "FOOD_EATING_SOUNDS", TRUE); + gGameExternalOptions.fAlwaysFood = iniReader.ReadBoolean("Tactical Food Settings", "ALWAYS_FOOD", FALSE); //################# Disease Settings ################## gGameExternalOptions.fDisease = iniReader.ReadBoolean( "Disease Settings", "DISEASE", FALSE ); @@ -3794,7 +3794,7 @@ void LoadCTHConstants() gGameCTHConstants.RECOIL_COUNTER_ACCURACY_WIS = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_WIS",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AGI = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_AGI",1.0, 0.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_EXP_LEVEL = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_EXP_LEVEL",2.0, 0.0, 100.0); - gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR",2.0, 1.0, 100.0); + gGameCTHConstants.RECOIL_COUNTER_ACCURACY_AUTO_WEAPONS_DIVISOR = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR",2.0, 1.0, 100.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_TRACER_BONUS = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_TRACER_BONUS",10.0, -1000.0, 1000.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_ANTICIPATION = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_ANTICIPATION",25.0, -1000.0, 1000.0); gGameCTHConstants.RECOIL_COUNTER_ACCURACY_COMPENSATION = iniReader.ReadFloat("Shooting Mechanism","RECOIL_COUNTER_ACCURACY_COMPENSATION",2.0, 0.0, 5.0); diff --git a/Ja2/GameSettings.h b/Ja2/GameSettings.h index 1aeb3404..6148086c 100644 --- a/Ja2/GameSettings.h +++ b/Ja2/GameSettings.h @@ -506,6 +506,7 @@ typedef struct FLOAT sFoodDecayModificator; BOOLEAN fFoodEatingSounds; + BOOLEAN fAlwaysFood; // Flugente: disease settings BOOLEAN fDisease; diff --git a/Ja2/GameVersion.h b/Ja2/GameVersion.h index be94b01d..8cc25371 100644 --- a/Ja2/GameVersion.h +++ b/Ja2/GameVersion.h @@ -23,7 +23,8 @@ extern CHAR16 zBuildInformation[256]; // Keeps track of the saved game version. Increment the saved game version whenever // you will invalidate the saved game file -#define INCREASED_TEAMSIZES 185 // Asdow: SOLDIERTYPE ubID changed from UINT8 -> UINT16 +#define INCREASED_TEAMSIZES 186 // Asdow: SOLDIERTYPE ubID changed from UINT8 -> UINT16 +#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function #define GROWTH_MODIFIERS 184 #define REBELCOMMAND 183 #define DRAGSTRUCTURE 182 // Flugente: we can drag structures behind us diff --git a/Ja2/HelpScreen.h b/Ja2/HelpScreen.h index 3d22c3e9..fdee7428 100644 --- a/Ja2/HelpScreen.h +++ b/Ja2/HelpScreen.h @@ -72,4 +72,4 @@ void NewScreenSoResetHelpScreen( ); INT8 HelpScreenDetermineWhichMapScreenHelpToShow(); -#endif \ No newline at end of file +#endif diff --git a/Ja2/Init.cpp b/Ja2/Init.cpp index 605a13a7..a80bf217 100644 --- a/Ja2/Init.cpp +++ b/Ja2/Init.cpp @@ -35,7 +35,6 @@ #include "tile cache.h" #include "strategicmap.h" #include "Map Information.h" - #include "laptop.h" #include "Shade Table Util.h" #include "Exit Grids.h" #include "Summary Info.h" @@ -51,6 +50,7 @@ #include "Multilingual Text Code Generator.h" #include "editscreen.h" #include "Arms Dealer Init.h" +#include "Map Screen Interface Bottom.h" #include "MPXmlTeams.hpp" #include "Strategic Mines LUA.h" #include "UndergroundInit.h" @@ -76,7 +76,8 @@ #include "AimArchives.h" #include "connect.h" #include "DynamicDialogueWidget.h" // added by Flugente for InitMyBoxes() -#include "Animation Data.h" // added by Flugente + +#include extern INT16 APBPConstants[TOTAL_APBP_VALUES] = {0}; extern INT16 gubMaxActionPoints[TOTALBODYTYPES];//MAXBODYTYPES = 28... JUST GETTING IT TO WORK NOW. GOTTHARD 7/2/08 @@ -134,34 +135,6 @@ static void AddLanguagePrefix(STR fileName, const STR language) memmove( fileComponent, language, strlen( language) ); } -static const STR GetLanguagePrefix() -{ -#ifdef ENGLISH - return ""; -#endif -#ifdef GERMAN - return GERMAN_PREFIX; -#endif -#ifdef RUSSIAN - return RUSSIAN_PREFIX; -#endif -#ifdef DUTCH - return DUTCH_PREFIX; -#endif -#ifdef POLISH - return POLISH_PREFIX; -#endif -#ifdef FRENCH - return FRENCH_PREFIX; -#endif -#ifdef ITALIAN - return ITALIAN_PREFIX; -#endif -#ifdef CHINESE - return CHINESE_PREFIX; -#endif -} - static void AddLanguagePrefix(STR fileName) { AddLanguagePrefix( fileName, GetLanguagePrefix()); @@ -254,7 +227,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, AMMOFILENAME); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) @@ -268,9 +241,9 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, AMMOFILENAME); SGP_THROW_IFFALSE(ReadInAmmoStats(fileName),AMMOFILENAME); } -#else +} else { SGP_THROW_IFFALSE(ReadInAmmoStats(fileName),AMMOFILENAME); -#endif +} // Lesh: added this, begin strcpy(fileName, directoryName); @@ -294,14 +267,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) // the uiIndex (for reference), szItemName, szLongItemName, szItemDesc, szBRName, and szBRDesc tags -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInItemStats(fileName,TRUE), fileName); } -#endif +} //if(!WriteItemStats()) // return FALSE; @@ -366,14 +339,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat( fileName, DISEASEFILENAME ); SGP_THROW_IFFALSE( ReadInDiseaseStats( fileName,FALSE ), DISEASEFILENAME ); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInDiseaseStats(fileName,TRUE), DISEASEFILENAME); } -#endif +} strcpy(fileName, directoryName); strcat(fileName, STRUCTUREDECONSTRUCTFILENAME); @@ -411,14 +384,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, LOADSCREENHINTSFILENAME); SGP_THROW_IFFALSE(ReadInLoadScreenHints(fileName, FALSE),LOADSCREENHINTSFILENAME); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInLoadScreenHints(fileName,TRUE), fileName); } - #endif + } strcpy(fileName, directoryName); strcat(fileName, ARMOURSFILENAME); @@ -438,22 +411,24 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) if (isMultiplayer == false) { using namespace LogicalBodyTypes; - SGP_THROW_IFFALSE(Layers::Instance().LoadFromFile(directoryName, LBT_LAYERSFILENAME), LBT_LAYERSFILENAME); - SGP_THROW_IFFALSE(PaletteDB::Instance().LoadFromFile(directoryName, LBT_PALETTESFILENAME), LBT_PALETTESFILENAME); - SGP_THROW_IFFALSE(SurfaceDB::Instance().LoadFromFile(directoryName, LBT_ANIMSURFACESFILENAME), LBT_ANIMSURFACESFILENAME); - SGP_THROW_IFFALSE(FilterDB::Instance().LoadFromFile(directoryName, LBT_FILTERSFILENAME), LBT_FILTERSFILENAME); - SGP_THROW_IFFALSE(BodyTypeDB::Instance().LoadFromFile(directoryName, LBT_BODYTYPESFILENAME), LBT_BODYTYPESFILENAME); + CHAR8 errorBuf[512]{"Failed loading LogicalBodyTypes external data!"}; + + SGP_THROW_IFFALSE(Layers::Instance().LoadFromFile(directoryName, LBT_LAYERSFILENAME, errorBuf), errorBuf); + SGP_THROW_IFFALSE(PaletteDB::Instance().LoadFromFile(directoryName, LBT_PALETTESFILENAME, errorBuf), errorBuf); + SGP_THROW_IFFALSE(SurfaceDB::Instance().LoadFromFile(directoryName, LBT_ANIMSURFACESFILENAME, errorBuf), errorBuf); + SGP_THROW_IFFALSE(FilterDB::Instance().LoadFromFile(directoryName, LBT_FILTERSFILENAME, errorBuf), errorBuf); + SGP_THROW_IFFALSE(BodyTypeDB::Instance().LoadFromFile(directoryName, LBT_BODYTYPESFILENAME, errorBuf), errorBuf); } } -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInLBEPocketStats(fileName,TRUE), fileName); } -#endif +} // THE_BOB : added for pocket popup definitions LBEPocketPopup.clear(); @@ -461,7 +436,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, LBEPOCKETPOPUPFILENAME); SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if (FileExists(fileName)) @@ -476,10 +451,10 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, LBEPOCKETPOPUPFILENAME); SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME); } -#else +} else { // WANNE: Load english file SGP_THROW_IFFALSE(ReadInLBEPocketPopups(fileName),LBEPOCKETPOPUPFILENAME); -#endif +} #ifdef JA2UB @@ -495,14 +470,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, MERCSTARTINGGEARFILENAME); SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName, FALSE), MERCSTARTINGGEARFILENAME); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInMercStartingGearStats(fileName,TRUE), fileName); } - #endif + } #endif @@ -519,14 +494,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, ATTACHMENTSLOTSFILENAME); SGP_THROW_IFFALSE(ReadInAttachmentSlotsStats(fileName, FALSE),ATTACHMENTSLOTSFILENAME); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInAttachmentSlotsStats(fileName,TRUE), fileName); } - #endif + } // Flugente: created separate gun and item choices for different soldier classes - read in different xmls strcpy(fileName, directoryName); @@ -700,14 +675,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, CITYTABLEFILENAME); SGP_THROW_IFFALSE(ReadInMapStructure(fileName, FALSE),CITYTABLEFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInStrategicMapSectorTownNames(fileName,TRUE), fileName); } -#endif +} // Lesh: Strategic movement costs will be read in Strategic\Strategic Movement Costs.cpp, // function BOOLEAN InitStrategicMovementCosts(); @@ -758,14 +733,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInShippingDestinations(fileName, FALSE),SHIPPINGDESTINATIONSFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInShippingDestinations(fileName, TRUE),fileName); } -#endif +} strcpy(fileName, directoryName); strcat(fileName, DELIVERYMETHODSFILENAME); @@ -778,14 +753,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInFacilityTypes(fileName,FALSE), FACILITYTYPESFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInFacilityTypes(fileName,TRUE), fileName); } -#endif +} // HEADROCK HAM 3.4: Read in facility locations strcpy(fileName, directoryName); @@ -799,14 +774,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInSectorNames(fileName,FALSE,0), SECTORNAMESFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInSectorNames(fileName,TRUE, 0), fileName); } -#endif +} // HEADROCK HAM 5: Read in Coolness by Sector strcpy(fileName, directoryName); @@ -828,7 +803,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInMercProfiles(fileName, FALSE), MERCPROFILESFILENAME25); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { @@ -836,7 +811,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) if(!ReadInMercProfiles(fileName,TRUE)) return FALSE; } - #endif + } } strcpy(fileName, directoryName); @@ -854,14 +829,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInMercProfiles(fileName, FALSE), MERCPROFILESFILENAME); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInMercProfiles(fileName,TRUE), fileName); } - #endif + } // HEADROCK PROFEX: Read in Merc Opinion data to replace PROF.DAT data strcpy(fileName, directoryName); @@ -924,14 +899,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInEnemyNames(fileName,FALSE), ENEMYNAMESFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInEnemyNames(fileName,TRUE), fileName); } -#endif +} } @@ -943,14 +918,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInCivGroupNamesStats(fileName,FALSE), CIVGROUPNAMESFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInCivGroupNamesStats(fileName,TRUE), fileName); } -#endif +} } @@ -960,14 +935,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,FALSE), EMAILSENDERNAMELIST); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInSenderNameList(fileName,TRUE), fileName); } -#endif +} if (gGameExternalOptions.fEnemyRank == TRUE) { @@ -977,14 +952,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInEnemyRank(fileName,FALSE), ENEMYRANKFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInEnemyRank(fileName,TRUE), fileName); } -#endif +} } // Flugente: backgrounds @@ -993,14 +968,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,FALSE), BACKGROUNDSFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInBackgrounds(fileName,TRUE), BACKGROUNDSFILENAME); } -#endif +} // Flugente: individual militia strcpy( fileName, directoryName ); @@ -1014,14 +989,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInCampaignStatsEvents(fileName,FALSE), CAMPAIGNSTATSEVENTSFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInCampaignStatsEvents(fileName,TRUE), CAMPAIGNSTATSEVENTSFILENAME); } -#endif +} // WANNE: Only in a singleplayer game... // Externalised taunts @@ -1042,14 +1017,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, FileInfo.zFileName); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), fileName); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInTaunts(fileName,TRUE), fileName); } - #endif + } while( GetFileNext(&FileInfo) ) { strcpy(fileName, directoryName); @@ -1057,14 +1032,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) strcat(fileName, FileInfo.zFileName); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInTaunts(fileName,FALSE), fileName); - #ifndef ENGLISH + if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInTaunts(fileName,TRUE), fileName); } - #endif + } } GetFileClose(&FileInfo); } @@ -1076,14 +1051,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInHistorys(fileName,FALSE), HISTORYNAMEFILENAME); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInHistorys(fileName,TRUE), fileName); } -#endif +} // IMP Portraits List by Jazz strcpy(fileName, directoryName); @@ -1091,14 +1066,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInIMPPortraits(fileName,FALSE), IMPPORTRAITS); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInIMPPortraits(fileName,TRUE), fileName); } -#endif +} LoadIMPPortraitsTEMP( ); @@ -1183,14 +1158,14 @@ BOOLEAN LoadExternalGameplayData(STR directoryName, BOOLEAN isMultiplayer) SGP_THROW_IFFALSE(ReadInFaceGear(zNewFaceGear, fileName), FACEGEARFILENAME); //WriteFaceGear(); -#ifndef ENGLISH +if( g_lang != i18n::Lang::en ) { AddLanguagePrefix(fileName); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInMercAvailability(fileName,TRUE), fileName); } -#endif +} UINT32 i; for(i=0; i need to initiate them first + // before calling InitTacticalEngine() + InitMapScreenInterfaceBottomCoords(); + // Init tactical engine if ( !InitTacticalEngine( ) ) { diff --git a/Ja2/Intro.cpp b/Ja2/Intro.cpp index 928eaeed..113873cd 100644 --- a/Ja2/Intro.cpp +++ b/Ja2/Intro.cpp @@ -36,6 +36,7 @@ #include "LuaInitNPCs.h" #include "XML.h" +#include BOOLEAN Style_JA = TRUE; extern INT8 Test = 0; @@ -726,11 +727,11 @@ void DisplaySirtechSplashScreen() * (2006-10-10, Sergeant_Kolja) */ #ifdef _DEBUG - # if defined(ENGLISH) + if( g_lang == i18n::Lang::en ) { AssertMsg( 0, String( "Wheter English nor German works. May be You built English - but have only German or other foreign Disk?" ) ); - # elif defined(GERMAN) + } else if( g_lang == i18n::Lang::de ) { AssertMsg( 0, String( "Weder Englisch noch Deutsch geht. Deutsche Version kompiliert und mit englischer CDs gestartet? Das geht nicht!" ) ); - # endif + } #endif AssertMsg( 0, String( "Failed to load %s", VObjectDesc.ImageFile ) ); return; diff --git a/Ja2/Intro.h b/Ja2/Intro.h index 27c51ca7..da50d8bf 100644 --- a/Ja2/Intro.h +++ b/Ja2/Intro.h @@ -12,13 +12,11 @@ void StopIntroVideo(); //enums used for when the intro screen can come up, used with 'gbIntroScreenMode' enum EIntroType { -#ifdef JA2UB - INTRO_HELI_CRASH, -#endif INTRO_BEGINNING, //set when viewing the intro at the begining of the game INTRO_ENDING, //set when viewing the end game video. - INTRO_SPLASH, + // Unfinished Business + INTRO_HELI_CRASH }; @@ -42,4 +40,4 @@ typedef struct extern INTRO_NAMES_VALUES zVideoFile[255]; -#endif \ No newline at end of file +#endif diff --git a/Ja2/JA2 Splash.cpp b/Ja2/JA2 Splash.cpp index 4ef6714a..c7d9634d 100644 --- a/Ja2/JA2 Splash.cpp +++ b/Ja2/JA2 Splash.cpp @@ -5,6 +5,7 @@ #include "Timer Control.h" #include "Multi Language Graphic Utils.h" #include +#include UINT32 guiSplashFrameFade = 10; UINT32 guiSplashStartTime = 0; @@ -13,10 +14,10 @@ extern HVSURFACE ghFrameBuffer; //Simply create videosurface, load image, and draw it to the screen. void InitJA2SplashScreen() { -#ifdef ENGLISH +if( g_lang == i18n::Lang::en ) { ClearMainMenu(); -#else +} else { UINT32 uiLogoID = 0; HVSURFACE hVSurface; // unused jonathanl // lalien reenabled for international versions VSURFACE_DESC VSurfaceDesc; //unused jonathanl // lalien reenabled for international versions @@ -69,7 +70,7 @@ void InitJA2SplashScreen() GetVideoSurface( &hVSurface, uiLogoID ); BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, iScreenWidthOffset, iScreenHeightOffset, 0, NULL ); DeleteVideoSurfaceFromIndex( uiLogoID ); -#endif // ENGLISH +} // ENGLISH InvalidateScreen(); RefreshScreen( NULL ); diff --git a/Ja2/JA2 Splash.h b/Ja2/JA2 Splash.h index 5c809e68..40e18fed 100644 --- a/Ja2/JA2 Splash.h +++ b/Ja2/JA2 Splash.h @@ -6,4 +6,4 @@ void InitJA2SplashScreen(); extern UINT32 guiSplashFrameFade; extern UINT32 guiSplashStartTime; -#endif \ No newline at end of file +#endif diff --git a/Ja2/Language Defines.cpp b/Ja2/Language Defines.cpp deleted file mode 100644 index 2c7be02d..00000000 --- a/Ja2/Language Defines.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "Language Defines.h" - -#if defined(ENGLISH) -# pragma message(" (Language set to ENGLISH, You'll need english CDs)") -#elif defined(GERMAN) -# pragma message(" (Language set to GERMAN, You'll need Topware/german CDs)") -#elif defined(RUSSIAN) -# pragma message(" (Language set to RUSSIAN, You'll need russian CDs)") -#elif defined(DUTCH) -# pragma message(" (Language set to DUTCH, You'll need dutch CDs)") -#elif defined(POLISH) -# pragma message(" (Language set to POLISH, You'll need polish CDs)") -#elif defined(FRENCH) -# pragma message(" (Language set to FRENCH, You'll need french CDs)") -#elif defined(ITALIAN) -# pragma message(" (Language set to ITALIAN, You'll need italian CDs)") -#elif defined(CHINESE) -# pragma message(" (Language set to CHINESE, You'll need chinese CDs)") -#else -# error "At least You have to specify a Language somewhere. See comments above." -#endif diff --git a/Ja2/Language Defines.h b/Ja2/Language Defines.h deleted file mode 100644 index ec64ffb4..00000000 --- a/Ja2/Language Defines.h +++ /dev/null @@ -1,119 +0,0 @@ -#ifndef __LANGUAGE_DEFINES_H -#define __LANGUAGE_DEFINES_H - -#pragma once - -/* ============================================================================ - * ONLY ONE OF THESE LANGUAGES CAN BE DEFINED AT A TIME! - * BUT now You can define it _here_ by uncommenting one _or_ (better): - * You can comment them all out and then set it _global_ in "Preprocessor - * options" (do it for ALL projects in the workspace and both debug & release) - * _or_ - * give it do Your MAKEFILE, f.i. make ENGLISH, but keep in mind that some - * weird make tools will require 'make ENGLISH=1' instead - * - * using one of the two later methods will keep this SVN file unchanged for the - * future, only Your private project files (workspace/solution) will differ - * from the SVN stuff. - * (2006-10-10, Sergeant_Kolja) - */ - - -/* The recommend approach for VS2010 multi-language builds is to use the command line or the ja2.props file. - - By default the language is ENGLISH and the Language Prefix is EN. - - There are 3 ways you can build the JA2 1.13 executable file: - - // ------------------------------------------------------- - // 1. Using the command line - // ------------------------------------------------------- - - For example, where msbuild is located in %SystemRoot%\Microsoft.NET\Framework\v4.0.30319\ if not on your path - msbuild.exe /p:Configuration=Release ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=PL /p:JA2Language=POLISH ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=DE /p:JA2Language=GERMAN ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=RU /p:JA2Language=RUSSIAN ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=NL /p:JA2Language=DUTCH ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=FR /p:JA2Language=FRENCH ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=IT /p:JA2Language=ITALIAN ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=CN /p:JA2Language=CHINESE ja2_VS2010.sln - - Note: If you want to build "Unfinished Business" version, just append the /p:JA2Config=JA2UB in the command line - msbuild.exe /p:Configuration=Release /p:JA2Config=JA2UB ja2_VS2010.sln - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=DE /p:JA2Language=GERMAN /p:JA2Config=JA2UB ja2_VS2010.sln - - Note2: You can also specify the target output name with the parameter /p:TargetName - msbuild.exe /p:Configuration=Release /p:JA2LangPrefix=DE /p:JA2Language=GERMAN /p:JA2Config=JA2UB /p:TargetName="JA2UB_113" ja2_VS2010.sln - - // -------------------------------------------------------- - // 2. Editing the ja2.props file and then build in VS 2010 - // ------------------------------------------------------- - - 1. Open the "ja2.props" file in a text editor and set the tags to your likeing. - - For example: If you want to build Russian Version (normal JA2, not UB) then set the following: - - - - - - RU - - - RUSSIAN - - - 2. Save the file - 3. Build the project in Visual Studio 2010 - - // -------------------------------------------------------- - // 3. The "old" way for building the executable - // ------------------------------------------------------- - - 1. Enable the "#undef ENGLISH" define below, so English will not be used anymore - 2. Set the desired language below - 3. If you want to build "Unfinished Business" version, enable "#define JA2UB" and "#define JA2UBMAPS" in builddefines.h" - 4. Build the executable in VS 2005 / 2008 / 2010 - 5. The output will be placed in the "Build\bin\" folder -*/ - -// Only enable this "undef", if you use the 3. way of building the executable! -#undef ENGLISH - -#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(CHINESE) -/* please set one manually here (by uncommenting) if not willingly to set Workspace wide */ - -#define ENGLISH -//#define GERMAN -//#define RUSSIAN -//#define DUTCH -//#define FRENCH -//#define ITALIAN -//#define POLISH - -// INFO: For Chinese 1.13 version, you also have to set USE_WINFONTS = 1 in ja2.ini inside your JA2 installation directory! -//#define CHINESE - -#endif - -//**ddd direct link libraries -#pragma comment (lib, "user32.lib") -#pragma comment (lib, "gdi32.lib") -#pragma comment (lib, "advapi32.lib") -#pragma comment (lib, "shell32.lib") - -/* ==================================================================== - * Regardless of if we did it Workspace wide or by uncommenting above, - * HERE we must see, what language was selected. If one, we - */ -#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(CHINESE) -# error "At least You have to specify a Language somewhere. See comments above." -#endif - -//if the language represents words as single chars -/*#ifdef TAIWAN - #define SINGLE_CHAR_WORDS -#endif*/ - -#endif \ No newline at end of file diff --git a/Ja2/MPChatScreen.h b/Ja2/MPChatScreen.h index 8921fa99..af8957b9 100644 --- a/Ja2/MPChatScreen.h +++ b/Ja2/MPChatScreen.h @@ -26,4 +26,4 @@ extern BOOLEAN gfInChatBox; INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect ); void ChatLogMessage( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ...); -#endif \ No newline at end of file +#endif diff --git a/Ja2/MPConnectScreen.h b/Ja2/MPConnectScreen.h index e0412279..4e091dbb 100644 --- a/Ja2/MPConnectScreen.h +++ b/Ja2/MPConnectScreen.h @@ -11,4 +11,4 @@ void SetConnectScreenHeadingA( const char* cmsg ); void SetConnectScreenSubMessageW( STR16 cmsg ); void SetConnectScreenSubMessageA( const char* cmsg ); -#endif \ No newline at end of file +#endif diff --git a/Ja2/MPHostScreen.h b/Ja2/MPHostScreen.h index 051947ff..b1b44b38 100644 --- a/Ja2/MPHostScreen.h +++ b/Ja2/MPHostScreen.h @@ -9,4 +9,4 @@ UINT32 MPHostScreenShutdown( void ); -#endif \ No newline at end of file +#endif diff --git a/Ja2/MPScoreScreen.h b/Ja2/MPScoreScreen.h index 70043248..d70faed9 100644 --- a/Ja2/MPScoreScreen.h +++ b/Ja2/MPScoreScreen.h @@ -9,4 +9,4 @@ UINT32 MPScoreScreenShutdown( void ); -#endif \ No newline at end of file +#endif diff --git a/Ja2/MessageBoxScreen.h b/Ja2/MessageBoxScreen.h index 79827396..737cf588 100644 --- a/Ja2/MessageBoxScreen.h +++ b/Ja2/MessageBoxScreen.h @@ -152,4 +152,4 @@ BOOLEAN DoOptionsMessageBoxWithRect( UINT8 ubStyle, const STR16 zString, UINT32 BOOLEAN DoSaveLoadMessageBoxWithRect( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT32 usFlags, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect ); -#endif \ No newline at end of file +#endif diff --git a/Ja2/Options Screen.cpp b/Ja2/Options Screen.cpp index 43fd9b1f..6a9ce3d1 100644 --- a/Ja2/Options Screen.cpp +++ b/Ja2/Options Screen.cpp @@ -29,7 +29,6 @@ #include "Text.h" #include "Interface Control.h" #include "Message.h" - #include "Language Defines.h" #include "Multi Language Graphic Utils.h" #include "Map Information.h" #include "SmokeEffects.h" diff --git a/Ja2/SaveLoadGame.cpp b/Ja2/SaveLoadGame.cpp index 18270276..1674d28a 100644 --- a/Ja2/SaveLoadGame.cpp +++ b/Ja2/SaveLoadGame.cpp @@ -152,6 +152,7 @@ #endif #include "LuaInitNPCs.h" +#include #ifdef JA2UB @@ -1466,7 +1467,17 @@ BOOLEAN MERCPROFILESTRUCT::Load(HWFILE hFile, bool forceLoadOldVersion, bool for numBytesRead = ReadFieldByField( hFile, &this->ubLastDateSpokenTo, sizeof(this->ubLastDateSpokenTo), sizeof(UINT8), numBytesRead); numBytesRead = ReadFieldByField( hFile, &this->bLastQuoteSaidWasSpecial, sizeof(this->bLastQuoteSaidWasSpecial), sizeof(UINT8), numBytesRead); numBytesRead = ReadFieldByField( hFile, &this->bSectorZ, sizeof(this->bSectorZ), sizeof(INT8), numBytesRead); - numBytesRead = ReadFieldByField( hFile, &this->usStrategicInsertionData, sizeof(this->usStrategicInsertionData), sizeof(UINT16), numBytesRead); + + if ( guiCurrentSaveGameVersion >= MERC_PROFILE_INSERTION_DATA ) + { + numBytesRead = ReadFieldByField( hFile, &this->usStrategicInsertionData, sizeof( this->usStrategicInsertionData ), sizeof( UINT32 ), numBytesRead ); + } + else + { + numBytesRead = ReadFieldByField( hFile, &this->usStrategicInsertionData, sizeof(UINT16), sizeof(UINT16), numBytesRead); + buffer += 4; // To make numBytesRead check match the struct size. 2 bytes from uint32 - uint16 and 2 bytes due to struct memory layout change when usStrategicInsertionData was increased to uint32 + } + numBytesRead = ReadFieldByField( hFile, &this->bFriendlyOrDirectDefaultResponseUsedRecently, sizeof(this->bFriendlyOrDirectDefaultResponseUsedRecently), sizeof(INT8), numBytesRead); numBytesRead = ReadFieldByField( hFile, &this->bRecruitDefaultResponseUsedRecently, sizeof(this->bRecruitDefaultResponseUsedRecently), sizeof(INT8), numBytesRead); numBytesRead = ReadFieldByField( hFile, &this->bThreatenDefaultResponseUsedRecently, sizeof(this->bThreatenDefaultResponseUsedRecently), sizeof(INT8), numBytesRead); @@ -7057,7 +7068,7 @@ BOOLEAN LoadSoldierStructure( HWFILE hFile ) } } -#ifdef GERMAN +if( g_lang == i18n::Lang::de ) { // Fix neutral flags if ( guiCurrentSaveGameVersion < 94 ) { @@ -7067,7 +7078,7 @@ BOOLEAN LoadSoldierStructure( HWFILE hFile ) Menptr[ cnt].aiData.bNeutral = FALSE; } } -#endif +} //#ifdef JA2UB //if the soldier has the NON weapon version of the merc knofe or merc umbrella //ConvertWeapons( &Menptr[ cnt ] ); @@ -9749,9 +9760,9 @@ UINT32 CalcJA2EncryptionSet( SAVED_GAME_HEADER * pSaveGameHeader ) } } - #ifdef GERMAN + if( g_lang == i18n::Lang::de ) { uiEncryptionSet *= 11; - #endif + } uiEncryptionSet = uiEncryptionSet % 10; diff --git a/Ja2/Screens.h b/Ja2/Screens.h index e01af6b3..f94c05c8 100644 --- a/Ja2/Screens.h +++ b/Ja2/Screens.h @@ -34,4 +34,4 @@ extern Screens GameScreens[MAX_SCREENS]; #include "jascreens.h" -#endif \ No newline at end of file +#endif diff --git a/Ja2/builddefines.h b/Ja2/builddefines.h index 4ca80242..b1916b74 100644 --- a/Ja2/builddefines.h +++ b/Ja2/builddefines.h @@ -1,8 +1,6 @@ #ifndef _BUILDDEFINES_H #define _BUILDDEFINES_H -#include "Language Defines.h" - //----- Briefing Room (Mission based JA2 like in JA/DG) - by Jazz ----- // Once enabled here and also enabled in the ja2_options.ini (BRIEFING_ROOM), // you can access the briefing room feature from the laptop diff --git a/Ja2/jascreens.cpp b/Ja2/jascreens.cpp index 5362171a..6ecda53a 100644 --- a/Ja2/jascreens.cpp +++ b/Ja2/jascreens.cpp @@ -45,10 +45,10 @@ #include "Sound Control.h" #include "WordWrap.h" #include "text.h" - #include "Language Defines.h" #include "IniReader.h" #include "sgp_logger.h" +#include #define _UNICODE // Networking Stuff @@ -332,7 +332,7 @@ UINT32 InitScreenHandle(void) if ( ubCurrentScreen == 255 ) { - #ifdef ENGLISH + if( g_lang == i18n::Lang::en ) { if( gfDoneWithSplashScreen ) { ubCurrentScreen = 0; @@ -342,9 +342,9 @@ UINT32 InitScreenHandle(void) SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR ); return( INTRO_SCREEN ); } - #else + } else { ubCurrentScreen = 0; - #endif + } } if ( ubCurrentScreen == 0 ) @@ -397,7 +397,7 @@ UINT32 InitScreenHandle(void) // Handle queued .ini file error messages int y = 40; sgp::Logger_ID ini_id = sgp::Logger::instance().createLogger(); - sgp::Logger::instance().connectFile(ini_id, L"iniErrorReport.txt", false, sgp::Logger::FLUSH_ON_DELETE); + sgp::Logger::instance().connectFile(ini_id, L"iniErrorReport.log", false, sgp::Logger::FLUSH_ON_DELETE); sgp::Logger::LogInstance logger = sgp::Logger::instance().logger(ini_id); while (! iniErrorMessages.empty()) { static BOOL iniErrorMessage_create_out_file = TRUE; @@ -407,7 +407,7 @@ UINT32 InitScreenHandle(void) if (iniErrorMessage_create_out_file) { y += 25; - swprintf( str, L"%S", "Warning: found the following ini errors. iniErrorReport.txt has been created." ); + swprintf( str, L"%S", "Warning: found the following ini errors. iniErrorReport.log has been created." ); DisplayWrappedString( 10, y, 560, 2, FONT12ARIAL, FONT_ORANGE, str, FONT_BLACK, TRUE, LEFT_JUSTIFIED ); iniErrorMessage_create_out_file = FALSE; } @@ -943,7 +943,6 @@ void DoneFadeOutForDemoExitScreen( void ) // unused //extern INT8 gbFadeSpeed; -#ifdef GERMAN void DisplayTopwareGermanyAddress() { VOBJECT_DESC vo_desc; @@ -978,7 +977,6 @@ void DisplayTopwareGermanyAddress() ExecuteBaseDirtyRectQueue(); EndFrameBufferRender(); } -#endif UINT32 DemoExitScreenHandle(void) { diff --git a/Ja2/jascreens.h b/Ja2/jascreens.h index 89b1a223..1822b377 100644 --- a/Ja2/jascreens.h +++ b/Ja2/jascreens.h @@ -184,4 +184,4 @@ extern std::list g_ExceptionList; void PrintExceptionList(); -#endif \ No newline at end of file +#endif diff --git a/Ja2/legion cfg.h b/Ja2/legion cfg.h index c8317c2b..cff53c95 100644 --- a/Ja2/legion cfg.h +++ b/Ja2/legion cfg.h @@ -102,4 +102,4 @@ extern void RandomStats (); #endif extern void RandomStats (); -#endif \ No newline at end of file +#endif diff --git a/Ja2/mainmenuscreen.h b/Ja2/mainmenuscreen.h index c943fa7f..616eb460 100644 --- a/Ja2/mainmenuscreen.h +++ b/Ja2/mainmenuscreen.h @@ -37,4 +37,4 @@ void ClearMainMenu( ); void InitDependingGameStyleOptions(); -#endif \ No newline at end of file +#endif diff --git a/Ja2/screenids.h b/Ja2/screenids.h index 047ad188..18457c24 100644 --- a/Ja2/screenids.h +++ b/Ja2/screenids.h @@ -47,4 +47,4 @@ enum ScreenTypes MAX_SCREENS }; -#endif \ No newline at end of file +#endif diff --git a/Ja2/ub_config.cpp b/Ja2/ub_config.cpp index edf55ca0..908f7584 100644 --- a/Ja2/ub_config.cpp +++ b/Ja2/ub_config.cpp @@ -238,7 +238,8 @@ void LoadGameUBOptions() gGameUBOptions.PowergenSectorGridNo3 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_3", 14155); gGameUBOptions.PowergenSectorGridNo4 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_4", 13980); - gGameUBOptions.PowergenSectorExitgridGridNo = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_EXITGRID_GRIDNO", 19749); + gGameUBOptions.PowergenSectorExitgridGridNo = iniReader.ReadInteger( "Unfinished Business Settings", "POWERGEN_SECTOR_EXITGRID_GRIDNO", 19749 ); + gGameUBOptions.PowergenSectorExitgridSrcGridNo = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_EXITGRID_SRC_GRIDNO", 10979 ); gGameUBOptions.PowergenFanSoundGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_1", 10979); gGameUBOptions.PowergenFanSoundGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_2", 19749); gGameUBOptions.StartFanbackupAgainGridNo = iniReader.ReadInteger("Unfinished Business Settings","START_FANBACKUP_AGAIN_GRIDNO", 10980); @@ -356,6 +357,11 @@ void LoadGameUBOptions() gGameUBOptions.H10SectorPlayerQuoteZ = iniReader.ReadInteger("Unfinished Business Settings","H10_SECTOR_PLAYER_QUOTE_Z", 0); + gGameUBOptions.BettyBloodCatSectorX = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_X", 10 ); + gGameUBOptions.BettyBloodCatSectorY = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_Y", 9 ); + gGameUBOptions.BettyBloodCatSectorZ = iniReader.ReadInteger( "Unfinished Business Settings", "BETTY_BLOODCAT_SECTOR_Z", 0 ); + + if ( gGameUBOptions.InGameHeli == TRUE ) gGameUBOptions.InGameHeliCrash = FALSE; diff --git a/Ja2/ub_config.h b/Ja2/ub_config.h index 4b2c64b0..d5c98aea 100644 --- a/Ja2/ub_config.h +++ b/Ja2/ub_config.h @@ -67,6 +67,7 @@ typedef struct UINT32 PowergenSectorGridNo3; UINT32 PowergenSectorGridNo4; UINT32 PowergenSectorExitgridGridNo; + UINT32 PowergenSectorExitgridSrcGridNo; UINT32 PowergenFanSoundGridNo1; UINT32 PowergenFanSoundGridNo2; UINT32 StartFanbackupAgainGridNo; @@ -219,7 +220,10 @@ typedef struct UINT32 SectorDoorInTunnelGridNo; UINT8 MaxNumberOfMercs; - + + INT16 BettyBloodCatSectorX; + INT16 BettyBloodCatSectorY; + INT8 BettyBloodCatSectorZ; } GAME_UB_OPTIONS; extern GAME_UB_OPTIONS gGameUBOptions; @@ -230,4 +234,4 @@ extern void RandomStats (); #endif extern void RandomStats (); -#endif \ No newline at end of file +#endif diff --git a/Laptop/AimMembers.cpp b/Laptop/AimMembers.cpp index 74a83ee1..193f36e6 100644 --- a/Laptop/AimMembers.cpp +++ b/Laptop/AimMembers.cpp @@ -36,7 +36,6 @@ #include "Strategic Status.h" #include "Merc Contract.h" #include "Strategic Merc Handler.h" - #include "Language Defines.h" #include "Assignments.h" #include "Sound Control.h" #include "Quests.h" @@ -50,6 +49,7 @@ #include "Encrypted File.h" #include "InterfaceItemImages.h" #include +#include // //****** Defines ****** @@ -148,10 +148,16 @@ #define FEE_X PRICE_X + 7 #define FEE_Y NAME_Y #define FEE_WIDTH 37 +#define FEE_X_UB PRICE_X + 40 +#define FEE_Y_UB STATS_Y + 28 +#define FEE_Y_UB_NSGI STATS_Y #define AIM_CONTRACT_X PRICE_X + 51 #define AIM_CONTRACT_Y FEE_Y #define AIM_CONTRACT_WIDTH 59 +#define AIM_CONTRACT_X_UB PRICE_X + 19 +#define AIM_OFFER_X PRICE_X + 3 +#define AIM_OFFER_WIDTH 110 #define ONEDAY_X AIM_CONTRACT_X #define ONEWEEK_X AIM_CONTRACT_X @@ -1120,7 +1126,13 @@ BOOLEAN RenderAIMMembers() UpdateMercInfo(); + //Display AIM Member text + DrawTextToScreen(CharacterInfo[AIM_MEMBER_ACTIVE_MEMBERS], AIM_MEMBER_ACTIVE_TEXT_X_NSGI, AIM_MEMBER_ACTIVE_TEXT_Y_NSGI, AIM_MEMBER_ACTIVE_TEXT_WIDTH_NSGI, AIM_MAINTITLE_FONT, AIM_M_ACTIVE_MEMBER_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); + //Draw fee & contract +#ifdef JA2UB + DrawTextToScreen(CharacterInfo[AIM_MEMBER_UB_MISSION_FEE], AIM_CONTRACT_X_UB, AIM_CONTRACT_Y_NSGI, 0, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); +#else DrawTextToScreen(CharacterInfo[AIM_MEMBER_FEE], FEE_X_NSGI, FEE_Y_NSGI, 0, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); DrawTextToScreen(CharacterInfo[AIM_MEMBER_CONTRACT], AIM_CONTRACT_X_NSGI, AIM_CONTRACT_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); @@ -1129,9 +1141,6 @@ BOOLEAN RenderAIMMembers() DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X_NSGI, MARKSMAN_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X_NSGI, MECHANAICAL_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); - //Display AIM Member text - DrawTextToScreen(CharacterInfo[AIM_MEMBER_ACTIVE_MEMBERS], AIM_MEMBER_ACTIVE_TEXT_X_NSGI, AIM_MEMBER_ACTIVE_TEXT_Y_NSGI, AIM_MEMBER_ACTIVE_TEXT_WIDTH_NSGI, AIM_MAINTITLE_FONT, AIM_M_ACTIVE_MEMBER_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); - //Display Option Gear Cost text DrawTextToScreen(CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR_NSGI], AIM_MEMBER_OPTIONAL_GEAR_X_NSGI, EXPLOSIVE_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); @@ -1140,6 +1149,7 @@ BOOLEAN RenderAIMMembers() InsertDollarSignInToString( wTemp ); uiPosX = AIM_MEMBER_OPTIONAL_GEAR_X_NSGI + StringPixLength( CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR_NSGI], AIM_M_FONT_STATIC_TEXT) + 5; DrawTextToScreen(wTemp, AIM_MEMBER_OPTIONAL_GEAR_COST_X_NSGI, EXPLOSIVE_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); +#endif // JA2UB } else { @@ -1163,6 +1173,12 @@ BOOLEAN RenderAIMMembers() UpdateMercInfo(); + //Display AIM Member text + DrawTextToScreen(CharacterInfo[AIM_MEMBER_ACTIVE_MEMBERS], AIM_MEMBER_ACTIVE_TEXT_X, AIM_MEMBER_ACTIVE_TEXT_Y, AIM_MEMBER_ACTIVE_TEXT_WIDTH, AIM_MAINTITLE_FONT, AIM_M_ACTIVE_MEMBER_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); + +#ifdef JA2UB + DrawTextToScreen(CharacterInfo[AIM_MEMBER_UB_MISSION_FEE], AIM_CONTRACT_X_UB, AIM_CONTRACT_Y, 0, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); +#else //Draw fee & contract DrawTextToScreen(CharacterInfo[AIM_MEMBER_FEE], FEE_X, FEE_Y, 0, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); DrawTextToScreen(CharacterInfo[AIM_MEMBER_CONTRACT], AIM_CONTRACT_X, AIM_CONTRACT_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); @@ -1172,9 +1188,6 @@ BOOLEAN RenderAIMMembers() DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X, MARKSMAN_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X, MECHANAICAL_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); - //Display AIM Member text - DrawTextToScreen(CharacterInfo[AIM_MEMBER_ACTIVE_MEMBERS], AIM_MEMBER_ACTIVE_TEXT_X, AIM_MEMBER_ACTIVE_TEXT_Y, AIM_MEMBER_ACTIVE_TEXT_WIDTH, AIM_MAINTITLE_FONT, AIM_M_ACTIVE_MEMBER_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED ); - //Display Option Gear Cost text DrawTextToScreen(CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR], AIM_MEMBER_OPTIONAL_GEAR_X, AIM_MEMBER_OPTIONAL_GEAR_Y, 0, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); @@ -1183,6 +1196,7 @@ BOOLEAN RenderAIMMembers() InsertDollarSignInToString( wTemp ); uiPosX = AIM_MEMBER_OPTIONAL_GEAR_X + StringPixLength( CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR], AIM_M_FONT_STATIC_TEXT) + 5; DrawTextToScreen(wTemp, uiPosX, AIM_MEMBER_OPTIONAL_GEAR_Y, 0, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); +#endif } DisableAimButton(); @@ -1309,6 +1323,10 @@ BOOLEAN UpdateMercInfo(void) if(gGameExternalOptions.gfUseNewStartingGearInterface) { +#ifdef JA2UB + DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT); + DisplayWrappedString(AIM_OFFER_X, AGILITY_Y_NSGI, AIM_OFFER_WIDTH, 2, AIM_M_FONT_DYNAMIC_TEXT, AIM_FONT_MCOLOR_WHITE, zNewTacticalMessages[TACT_MSG__AIMMEMBER_FEE_TEXT], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); +#else //Display the salaries DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].sSalary, FEE_WIDTH_NSGI, FEE_X_NSGI, HEALTH_Y_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT ); DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH_NSGI, FEE_X_NSGI, AGILITY_Y_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT ); @@ -1335,6 +1353,8 @@ BOOLEAN UpdateMercInfo(void) else DisplayWrappedString(AIM_MEDICAL_DEPOSIT_X_NSGI, AIM_MEDICAL_DEPOSIT_Y_NSGI, AIM_MEDICAL_DEPOSIT_WIDTH_NSGI, 2, AIM_FONT12ARIAL, AIM_M_COLOR_DYNAMIC_TEXT, sMedicalString, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); } +#endif // JA2UB + if(!g_bUseXML_Strings) { // LoadMercBioInfo( gbCurrentSoldier, MercInfoString, AdditionalInfoString); @@ -1363,6 +1383,10 @@ BOOLEAN UpdateMercInfo(void) } else { +#ifdef JA2UB + DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT); + DisplayWrappedString(AIM_OFFER_X, AGILITY_Y, AIM_OFFER_WIDTH, 2, AIM_M_FONT_DYNAMIC_TEXT, AIM_FONT_MCOLOR_WHITE, zNewTacticalMessages[TACT_MSG__AIMMEMBER_FEE_TEXT], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); +#else //Display the salaries DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].sSalary, FEE_WIDTH, FEE_X, HEALTH_Y, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT ); DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X, AGILITY_Y, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT ); @@ -1389,6 +1413,7 @@ BOOLEAN UpdateMercInfo(void) else DisplayWrappedString(AIM_MEDICAL_DEPOSIT_X, AIM_MEDICAL_DEPOSIT_Y, AIM_MEDICAL_DEPOSIT_WIDTH, 2, AIM_FONT12ARIAL, AIM_M_COLOR_DYNAMIC_TEXT, sMedicalString, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED); } +#endif if(!g_bUseXML_Strings) { // LoadMercBioInfo( gbCurrentSoldier, MercInfoString, AdditionalInfoString); @@ -2529,6 +2554,21 @@ BOOLEAN DisplayVideoConferencingDisplay() DisplayMercChargeAmount(); +#ifdef JA2UB + if (gubVideoConferencingMode == AIM_VIDEO_HIRE_MERC_MODE) + { + CHAR16 offerText[190]; + swprintf(offerText, zNewTacticalMessages[TACT_MSG__AIMMEMBER_ONE_TIME_FEE], gMercProfiles[gbCurrentSoldier].zNickname); + const auto xCoord = AIM_MEMBER_VIDEO_CONF_TERMINAL_X + 115; + const auto yCoord = AIM_MEMBER_VIDEO_CONF_TERMINAL_Y + 45; + const auto textAreaWidth = 245; + SetFontShadow(AIM_M_VIDEO_NAME_SHADOWCOLOR); + DisplayWrappedString(xCoord, yCoord, textAreaWidth, 2, AIM_M_FONT_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, offerText, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); + SetFontShadow(DEFAULT_SHADOW); + } +#endif // JA2UB + + // if( gfMercIsTalking && !gfIsAnsweringMachineActive) if( gfMercIsTalking && gGameSettings.fOptions[ TOPTION_SUBTITLES ] ) { @@ -2578,6 +2618,9 @@ BOOLEAN DisplayMercsVideoFace() void DisplaySelectLights(BOOLEAN fContractDown, BOOLEAN fBuyEquipDown) { +#ifdef JA2UB + return; +#else UINT16 i, usPosY, usPosX; //First draw the select light for the contract length buttons @@ -2631,6 +2674,8 @@ void DisplaySelectLights(BOOLEAN fContractDown, BOOLEAN fBuyEquipDown) usPosY += AIM_MEMBER_BUY_EQUIPMENT_GAP; } InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y); + +#endif // JA2UB } @@ -2654,7 +2699,10 @@ UINT32 DisplayMercChargeAmount() giContractAmount = 0; //the contract charge amount - +#ifdef JA2UB + // Special offer for a limited time! Act fast! + giContractAmount = gMercProfiles[gbCurrentSoldier].uiWeeklySalary; +#else // Get the salary rate if( gubContractLength == AIM_CONTRACT_LENGTH_ONE_DAY) giContractAmount = gMercProfiles[gbCurrentSoldier].sSalary; @@ -2676,6 +2724,7 @@ UINT32 DisplayMercChargeAmount() { giContractAmount += gMercProfiles[gbCurrentSoldier].usOptionalGearCost; } +#endif } @@ -2686,10 +2735,15 @@ UINT32 DisplayMercChargeAmount() //if the merc hasnt just been hired // if( FindSoldierByProfileID( gbCurrentSoldier, TRUE ) == NULL ) { +#ifdef JA2UB + // Don't even have to pay for medical insurance! What a DEAL! + swprintf(wTemp, L"%s", wDollarTemp); +#else if( gMercProfiles[ gbCurrentSoldier ].bMedicalDeposit ) swprintf(wTemp, L"%s %s", wDollarTemp, VideoConfercingText[AIM_MEMBER_WITH_MEDICAL] ); else swprintf(wTemp, L"%s", wDollarTemp ); +#endif // JA2UB DrawTextToScreen(wTemp, AIM_CONTRACT_CHARGE_AMOUNNT_X+1, AIM_CONTRACT_CHARGE_AMOUNNT_Y+3, 0, AIM_M_VIDEO_CONTRACT_AMOUNT_FONT, AIM_M_VIDEO_CONTRACT_AMOUNT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); } @@ -3888,14 +3942,14 @@ BOOLEAN InitDeleteVideoConferencePopUp( ) MSYS_DisableRegion(&gSelectedShutUpMercRegion); //Enable the ability to click on the BIG face to go to different screen - MSYS_EnableRegion(&gSelectedFaceRegion); + MSYS_EnableRegion(&gSelectedFaceRegion); // EnableDisableCurrentVideoConferenceButtons(FALSE); - if( gubVideoConferencingPreviousMode == AIM_VIDEO_HIRE_MERC_MODE ) - { - // Enable the current video conference buttons - EnableDisableCurrentVideoConferenceButtons(FALSE); - } + if( gubVideoConferencingPreviousMode == AIM_VIDEO_HIRE_MERC_MODE ) + { + // Enable the current video conference buttons + EnableDisableCurrentVideoConferenceButtons(FALSE); + } fVideoConferenceCreated = FALSE; @@ -4086,6 +4140,22 @@ BOOLEAN InitDeleteVideoConferencePopUp( ) // InitVideoFaceTalking(gbCurrentSoldier, QUOTE_LENGTH_OF_CONTRACT); DelayMercSpeech( gbCurrentSoldier, QUOTE_LENGTH_OF_CONTRACT, 750, TRUE, FALSE ); + +#ifdef JA2UB + // Disable and hide contract length & gear purchase buttons + gfBuyEquipment = TRUE; + for (size_t i = 0; i < 3; i++) + { + DisableButton(giContractLengthButton[i]); + HideButton(giContractLengthButton[i]); + + if (i < 2) + { + DisableButton(giBuyEquipmentButton[i]); + HideButton(giBuyEquipmentButton[i]); + } + } +#endif // JA2UB } @@ -5298,11 +5368,17 @@ BOOLEAN DisplayShadedStretchedMercFace( UINT8 ubMercID, UINT16 usPosX, UINT16 us void DemoHiringOfMercs( ) { INT16 i; - #ifdef GERMAN - UINT8 MercID[]={ 7, 10, 4, 14, 50 }; - #else - UINT8 MercID[]={ 7, 10, 4, 42, 33 }; - #endif + UINT8 MercID[5]; + MercID[0] = 7; + MercID[1] = 10; + MercID[2] = 4; + if( g_lang == i18n::Lang::de ) { + MercID[3] = 14; + MercID[4] = 50; + } else { + MercID[3] = 42; + MercID[4] = 33; + } MERC_HIRE_STRUCT HireMercStruct; static BOOLEAN fHaveCalledBefore=FALSE; @@ -5393,20 +5469,20 @@ void DisplayPopUpBoxExplainingMercArrivalLocationAndTime( ) //create the string to display to the user, looks like.... // L"%s should arrive at the designated drop-off point ( sector %d:%d %s ) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival -#ifdef GERMAN +if( g_lang == i18n::Lang::de ) { //Germans version has a different argument order swprintf( szLocAndTime, pMessageStrings[ MSG_JUST_HIRED_MERC_ARRIVAL_LOCATION_POPUP ], gMercProfiles[ pSoldier->ubProfile ].zNickname, LaptopSaveInfo.sLastHiredMerc.uiArrivalTime / 1440, zTimeString, zSectorIDString ); -#else +} else { swprintf( szLocAndTime, pMessageStrings[ MSG_JUST_HIRED_MERC_ARRIVAL_LOCATION_POPUP ], gMercProfiles[ pSoldier->ubProfile ].zNickname, zSectorIDString, LaptopSaveInfo.sLastHiredMerc.uiArrivalTime / 1440, zTimeString ); -#endif +} diff --git a/Laptop/BaseTable.cpp b/Laptop/BaseTable.cpp index 14f3697f..8bf31a55 100644 --- a/Laptop/BaseTable.cpp +++ b/Laptop/BaseTable.cpp @@ -627,7 +627,7 @@ TestTable::Display( ) { MSYS_DefineRegion( &it->mMouseRegion[i - mFirstEntryShown], usPosX, usPosY, usPosX + it->GetRequiredLength(), usPosY + heightperrow, - MSYS_PRIORITY_HIGHEST, CURSOR_WWW, + MSYS_PRIORITY_HIGHEST-3, CURSOR_WWW, MSYS_NO_CALLBACK, ( *it ).RegionClickCallBack ); MSYS_AddRegion( &it->mMouseRegion[i - mFirstEntryShown] ); diff --git a/Laptop/BobbyRGuns.cpp b/Laptop/BobbyRGuns.cpp index 64e8281f..18aeb11b 100644 --- a/Laptop/BobbyRGuns.cpp +++ b/Laptop/BobbyRGuns.cpp @@ -20,6 +20,7 @@ // HEADROCK HAM 4 #include "input.h" #include "Encyclopedia_new.h" //update encyclopedia item visibility when viewing that item + #include #define BOBBYR_DEFAULT_MENU_COLOR 255 @@ -115,11 +116,7 @@ #define BOBBYR_ITEM_QTY_NUM_X BOBBYR_GRIDLOC_X + 105//BOBBYR_ITEM_COST_TEXT_X + 1 #define BOBBYR_ITEM_QTY_NUM_Y BOBBYR_ITEM_QTY_TEXT_Y//BOBBYR_ITEM_COST_TEXT_Y + 40 -#ifdef CHINESE - #define BOBBYR_ITEMS_BOUGHT_X BOBBYR_GRIDLOC_X + 105 - BOBBYR_ORDER_NUM_WIDTH - 10 //BOBBYR_ITEM_QTY_NUM_X -#else - #define BOBBYR_ITEMS_BOUGHT_X BOBBYR_GRIDLOC_X + 105 - BOBBYR_ORDER_NUM_WIDTH//BOBBYR_ITEM_QTY_NUM_X -#endif +#define BOBBYR_ITEMS_BOUGHT_X BOBBYR_GRIDLOC_X + 105 - BOBBYR_ORDER_NUM_WIDTH//BOBBYR_ITEM_QTY_NUM_X #define BOBBY_RAY_NOT_PURCHASED 255 #define BOBBY_RAY_MAX_AMOUNT_OF_ITEMS_TO_PURCHASE 200 @@ -2506,7 +2503,11 @@ void DisplayItemNameAndInfo(UINT16 usPosY, UINT16 usIndex, UINT16 usBobbyIndex, if( ubPurchaseNumber != BOBBY_RAY_NOT_PURCHASED) { swprintf(sTemp, L"% 4d", BobbyRayPurchases[ ubPurchaseNumber ].ubNumberPurchased); - DrawTextToScreen(sTemp, BOBBYR_ITEMS_BOUGHT_X, (UINT16)usPosY, 0, FONT14ARIAL, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); + auto bobbyRItemsBoughtX{ BOBBYR_ITEMS_BOUGHT_X }; + if (g_lang == i18n::Lang::zh) { + bobbyRItemsBoughtX -= 10; + } + DrawTextToScreen(sTemp, bobbyRItemsBoughtX, (UINT16)usPosY, 0, FONT14ARIAL, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); } } @@ -2516,11 +2517,11 @@ void DisplayItemNameAndInfo(UINT16 usPosY, UINT16 usIndex, UINT16 usBobbyIndex, //if it's a used item, display how damaged the item is if( fUsed ) { - #ifdef CHINESE + if ( g_lang == i18n::Lang::zh ) { swprintf( sTemp, ChineseSpecString2, LaptopSaveInfo.BobbyRayUsedInventory[ usBobbyIndex ].ubItemQuality );//zww - #else + } else { swprintf( sTemp, L"*%3d%%%%", LaptopSaveInfo.BobbyRayUsedInventory[ usBobbyIndex ].ubItemQuality ); - #endif + } DrawTextToScreen(sTemp, (UINT16)(BOBBYR_ITEM_NAME_X-2), (UINT16)(usPosY - BOBBYR_ORDER_NUM_Y_OFFSET), BOBBYR_ORDER_NUM_WIDTH, BOBBYR_ITEM_NAME_TEXT_FONT, BOBBYR_ITEM_NAME_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); } diff --git a/Laptop/BobbyRMailOrder.cpp b/Laptop/BobbyRMailOrder.cpp index a7610e23..a145c7a7 100644 --- a/Laptop/BobbyRMailOrder.cpp +++ b/Laptop/BobbyRMailOrder.cpp @@ -30,6 +30,7 @@ #include "GameSettings.h" #include #include +#include /* typedef struct @@ -488,11 +489,11 @@ BOOLEAN EnterBobbyRMailOrder() SetButtonCursor(guiBobbyRClearOrder, CURSOR_LAPTOP_SCREEN); SpecifyDisabledButtonStyle( guiBobbyRClearOrder, DISABLED_STYLE_NONE ); //inshy: fix position of text for buttons -#ifdef FRENCH +if(g_lang == i18n::Lang::fr) { SpecifyButtonTextOffsets( guiBobbyRClearOrder, 13, 10, TRUE ); -#else +} else { SpecifyButtonTextOffsets( guiBobbyRClearOrder, 39, 10, TRUE ); -#endif +} // Accept Order button guiBobbyRAcceptOrderImage = LoadButtonImage("LAPTOP\\AcceptOrderButton.sti", 2,0,-1,1,-1 ); @@ -504,11 +505,11 @@ BOOLEAN EnterBobbyRMailOrder() DEFAULT_MOVE_CALLBACK, BtnBobbyRAcceptOrderCallback); SetButtonCursor( guiBobbyRAcceptOrder, CURSOR_LAPTOP_SCREEN); //inshy: fix position of text for buttons -#ifdef FRENCH +if(g_lang == i18n::Lang::fr) { SpecifyButtonTextOffsets( guiBobbyRAcceptOrder, 15, 24, TRUE ); -#else +} else { SpecifyButtonTextOffsets( guiBobbyRAcceptOrder, 43, 24, TRUE ); -#endif +} SpecifyDisabledButtonStyle( guiBobbyRAcceptOrder, DISABLED_STYLE_SHADED ); if( gbSelectedCity == -1 ) diff --git a/Laptop/BriefingRoom.h b/Laptop/BriefingRoom.h index b64ea822..989937dd 100644 --- a/Laptop/BriefingRoom.h +++ b/Laptop/BriefingRoom.h @@ -17,4 +17,4 @@ BOOLEAN DrawBriefingRoomDefaults(); BOOLEAN DisplayBriefingRoomSlogan(); BOOLEAN DisplayBriefingRoomCopyright(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/BriefingRoomM.h b/Laptop/BriefingRoomM.h index d223a89a..9470a9e4 100644 --- a/Laptop/BriefingRoomM.h +++ b/Laptop/BriefingRoomM.h @@ -17,4 +17,4 @@ BOOLEAN DrawBriefingRoomEnterDefaults(); BOOLEAN DisplayBriefingRoomEnterSlogan(); BOOLEAN DisplayBriefingRoomEnterCopyright(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/BriefingRoom_Data.h b/Laptop/BriefingRoom_Data.h index e9da8074..0e41225a 100644 --- a/Laptop/BriefingRoom_Data.h +++ b/Laptop/BriefingRoom_Data.h @@ -133,4 +133,4 @@ extern BOOLEAN SaveBriefingRoomToSaveGameFile( HWFILE hFile ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/CampaignHistoryData.h b/Laptop/CampaignHistoryData.h index 278dac6f..31acffeb 100644 --- a/Laptop/CampaignHistoryData.h +++ b/Laptop/CampaignHistoryData.h @@ -3,4 +3,4 @@ -#endif // __CAMPAIGNHISTORY_DATA_H \ No newline at end of file +#endif // __CAMPAIGNHISTORY_DATA_H diff --git a/Laptop/CampaignHistory_Summary.h b/Laptop/CampaignHistory_Summary.h index 75f80692..3a67e92c 100644 --- a/Laptop/CampaignHistory_Summary.h +++ b/Laptop/CampaignHistory_Summary.h @@ -27,4 +27,4 @@ void ExitCampaignHistory_News(); void HandleCampaignHistory_News(); void RenderCampaignHistory_News(); -#endif // __CAMPAIGNHISTORY_SUMMARY_H \ No newline at end of file +#endif // __CAMPAIGNHISTORY_SUMMARY_H diff --git a/Laptop/CampaignStats.h b/Laptop/CampaignStats.h index 2721ee3d..198de5a5 100644 --- a/Laptop/CampaignStats.h +++ b/Laptop/CampaignStats.h @@ -332,4 +332,4 @@ STR16 GetIncidentName( UINT32 aIncidentId ); UINT32 GetIdOfCurrentlyOngoingIncident(); -#endif // __CAMPAIGNSTATS_H \ No newline at end of file +#endif // __CAMPAIGNSTATS_H diff --git a/Laptop/IMP AboutUs.h b/Laptop/IMP AboutUs.h index 7aff8212..e2e7eb22 100644 --- a/Laptop/IMP AboutUs.h +++ b/Laptop/IMP AboutUs.h @@ -7,4 +7,4 @@ void ExitIMPAboutUs( void ); void EnterIMPAboutUs( void ); void HandleIMPAboutUs( void ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Attribute Entrance.h b/Laptop/IMP Attribute Entrance.h index 843340a8..b31e0026 100644 --- a/Laptop/IMP Attribute Entrance.h +++ b/Laptop/IMP Attribute Entrance.h @@ -8,4 +8,4 @@ void HandleIMPAttributeEntrance( void ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Attribute Finish.h b/Laptop/IMP Attribute Finish.h index 3b6af623..bea71834 100644 --- a/Laptop/IMP Attribute Finish.h +++ b/Laptop/IMP Attribute Finish.h @@ -7,4 +7,4 @@ void RenderIMPAttributeFinish( void ); void ExitIMPAttributeFinish( void ); void HandleIMPAttributeFinish( void ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Attribute Selection.h b/Laptop/IMP Attribute Selection.h index 12965c03..2518f5aa 100644 --- a/Laptop/IMP Attribute Selection.h +++ b/Laptop/IMP Attribute Selection.h @@ -22,4 +22,4 @@ extern BOOLEAN fReturnStatus; INT8 StartingLevelChosen(); // added - SANDRO -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Begin Screen.cpp b/Laptop/IMP Begin Screen.cpp index c140ee92..3037f6b6 100644 --- a/Laptop/IMP Begin Screen.cpp +++ b/Laptop/IMP Begin Screen.cpp @@ -24,6 +24,7 @@ #include "text.h" #include "LaptopSave.h" +#include #define FULL_NAME_CURSOR_Y LAPTOP_SCREEN_WEB_UL_Y + 138 #define NICK_NAME_CURSOR_Y LAPTOP_SCREEN_WEB_UL_Y + 195 @@ -552,14 +553,14 @@ void HandleBeginScreenTextEvent( UINT32 uiKey ) //Heinz (18.01.2009): Russian layout // ViSoR (07.01.2012) : Russian and Belarussian layouts // -#if defined(RUSSIAN) || defined(BELARUSSIAN) +if(g_lang == i18n::Lang::ru) { // ViSoR (02.02.2013): Fix for Cyrillic layouts DWORD threadId = GetWindowThreadProcessId( ghWindow, 0 ); DWORD layout = (DWORD)GetKeyboardLayout( threadId ) & 0xFFFF; if( layout == 0x419 ) // Russian { unsigned char TranslationTable[] = - " #Ý####ý####á-þ.0123456789ÆæÁ#Þ,#ÔÈÑÂÓÀÏÐØÎËÄÜÒÙÇÉÊÛÅÃÌÖ×Íßõ#ú#_¸ôèñâóàïðøîëäüòùçéêûåãìö÷íÿÕ#Ú¨"; + " #Ý####ý####á-þ.0123456789ÆæÁ#Þ,#ÔÈÑÂÓÀÏÐØÎËÄÜÒÙÇÉÊÛÅÃÌÖ×Íßõ#ú#_¸ôèñâóàïðøîëäüòùçéêûåãìö÷íÿÕ#Ú¨ "; uiKey = TranslateKey( uiKey, TranslationTable ); uiKey = GetCyrillicUnicodeChar( uiKey ); @@ -567,28 +568,23 @@ void HandleBeginScreenTextEvent( UINT32 uiKey ) else if( layout == 0x423 ) // Belarussian { unsigned char TranslationTable[] = - " #Ý####ý####á-þ.0123456789ÆæÁ#Þ,#Ô²ÑÂÓÀÏÐØÎËÄÜÒ¡ÇÉÊÛÅÃÌÖ×Íßõ#'#_¸ô³ñâóàïðøîëäüò¢çéêûåãìö÷íÿÕ#'¨"; + " #Ý####ý####á-þ.0123456789ÆæÁ#Þ,#Ô²ÑÂÓÀÏÐØÎËÄÜÒ¡ÇÉÊÛÅÃÌÖ×Íßõ#'#_¸ô³ñâóàïðøîëäüò¢çéêûåãìö÷íÿÕ#'¨ "; uiKey = TranslateKey( uiKey, TranslationTable ); uiKey = GetCyrillicUnicodeChar( uiKey ); } else if( !CheckIsKeyValid( uiKey ) ) uiKey = '#'; - - if( uiKey != '#') -#else - #ifndef USE_CODE_PAGE - if( uiKey >= 'A' && uiKey <= 'Z' || +} + if( (g_lang != i18n::Lang::ru && + uiKey >= 'A' && uiKey <= 'Z' || uiKey >= 'a' && uiKey <= 'z' || uiKey >= '0' && uiKey <= '9' || uiKey == '_' || uiKey == '.' || uiKey == ' ' || uiKey == '"' || uiKey == 39 // This is ' which cannot be written explicitly here of course - ) - #else - if( charSet::IsFromSet( uiKey, charSet::CS_SPACE|charSet::CS_ALPHA_NUM|charSet::CS_SPECIAL_ALPHA ) ) - #endif -#endif + ) || + uiKey != '#') { // if the current string position is at max or great, do nothing switch( ubTextEnterMode ) diff --git a/Laptop/IMP Begin Screen.h b/Laptop/IMP Begin Screen.h index cbaa7594..9ec36bc6 100644 --- a/Laptop/IMP Begin Screen.h +++ b/Laptop/IMP Begin Screen.h @@ -9,4 +9,4 @@ void HandleIMPBeginScreen( void ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Character and Disability Entrance.h b/Laptop/IMP Character and Disability Entrance.h index 35a64a5a..72d64ba6 100644 --- a/Laptop/IMP Character and Disability Entrance.h +++ b/Laptop/IMP Character and Disability Entrance.h @@ -7,4 +7,4 @@ void RenderIMPCharacterAndDisabilityEntrance( void ); void ExitIMPCharacterAndDisabilityEntrance( void ); void HandleIMPCharacterAndDisabilityEntrance( void ); -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Compile Character.h b/Laptop/IMP Compile Character.h index 6a1d81a7..f854bd21 100644 --- a/Laptop/IMP Compile Character.h +++ b/Laptop/IMP Compile Character.h @@ -20,4 +20,4 @@ void ClearAllSkillsList( void ); extern STR8 pPlayerSelectedFaceFileNames[ NUMBER_OF_PLAYER_PORTRAITS ]; extern STR8 pPlayerSelectedBigFaceFileNames[ NUMBER_OF_PLAYER_PORTRAITS ]; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Finish.h b/Laptop/IMP Finish.h index 789bef6d..51d9c12c 100644 --- a/Laptop/IMP Finish.h +++ b/Laptop/IMP Finish.h @@ -10,4 +10,4 @@ void HandleIMPFinish( void ); extern BOOLEAN fFinishedCharGeneration; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP HomePage.h b/Laptop/IMP HomePage.h index c6d657b8..b60a73e5 100644 --- a/Laptop/IMP HomePage.h +++ b/Laptop/IMP HomePage.h @@ -15,4 +15,4 @@ void HandleImpHomePage( void ); #define IMP_MERC_FILENAME "IMP" extern INT32 GlowColorsList[][3]; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP MainPage.h b/Laptop/IMP MainPage.h index c783e801..e75f662a 100644 --- a/Laptop/IMP MainPage.h +++ b/Laptop/IMP MainPage.h @@ -29,4 +29,4 @@ enum IMP__FINISH, }; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Personality Entrance.h b/Laptop/IMP Personality Entrance.h index 6e0a9d83..3cb27fef 100644 --- a/Laptop/IMP Personality Entrance.h +++ b/Laptop/IMP Personality Entrance.h @@ -9,4 +9,4 @@ void HandleIMPPersonalityEntrance( void ); STR16 pSkillTraitBeginIMPStrings[]; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Personality Finish.h b/Laptop/IMP Personality Finish.h index 2d1400cd..8a147e1f 100644 --- a/Laptop/IMP Personality Finish.h +++ b/Laptop/IMP Personality Finish.h @@ -9,4 +9,4 @@ void HandleIMPPersonalityFinish( void ); extern UINT8 bPersonalityEndState; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Personality Quiz.h b/Laptop/IMP Personality Quiz.h index c6c27bd9..95b8b48d 100644 --- a/Laptop/IMP Personality Quiz.h +++ b/Laptop/IMP Personality Quiz.h @@ -12,4 +12,4 @@ void BltAnswerIndents( INT32 iNumberOfIndents ); extern INT32 giCurrentPersonalityQuizQuestion; extern INT32 iCurrentAnswer; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Portraits.h b/Laptop/IMP Portraits.h index e51cda26..b91b2659 100644 --- a/Laptop/IMP Portraits.h +++ b/Laptop/IMP Portraits.h @@ -10,4 +10,4 @@ BOOLEAN RenderPortrait( INT16 sX, INT16 sY ); extern INT32 iPortraitNumber; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Text System.cpp b/Laptop/IMP Text System.cpp index 4fd013b8..9555ef80 100644 --- a/Laptop/IMP Text System.cpp +++ b/Laptop/IMP Text System.cpp @@ -38,6 +38,7 @@ #include "GameSettings.h" #endif +#include #define IMP_SEEK_AMOUNT 5 * 80 * 2 @@ -204,18 +205,18 @@ void PrintImpText( void ) LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 81, LAPTOP_SCREEN_WEB_UL_Y + 259, ( 640 ), IMP_BEGIN_6, FONT14ARIAL, FONT_BLACK, FALSE, 0); //inshy (18.01.2009): fix position for russian text - #ifdef RUSSIAN + if( g_lang == i18n::Lang::ru ) { // male LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 225, LAPTOP_SCREEN_WEB_UL_Y + 259, ( 640 ), IMP_BEGIN_10, FONT14ARIAL, FONT_BLACK, FALSE, 0); // female LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 335, LAPTOP_SCREEN_WEB_UL_Y + 259, ( 640 ), IMP_BEGIN_11, FONT14ARIAL, FONT_BLACK, FALSE, 0); - #else + } else { // male LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 240, LAPTOP_SCREEN_WEB_UL_Y + 259, ( 640 ), IMP_BEGIN_10, FONT14ARIAL, FONT_BLACK, FALSE, 0); // female LoadAndDisplayIMPText( LAPTOP_SCREEN_UL_X + 360, LAPTOP_SCREEN_WEB_UL_Y + 259, ( 640 ), IMP_BEGIN_11, FONT14ARIAL, FONT_BLACK, FALSE, 0); - #endif + } break; case ( IMP_PERSONALITY ): diff --git a/Laptop/IMP Text System.h b/Laptop/IMP Text System.h index 09eebada..d0d0906a 100644 --- a/Laptop/IMP Text System.h +++ b/Laptop/IMP Text System.h @@ -145,4 +145,4 @@ enum{ }; -#endif \ No newline at end of file +#endif diff --git a/Laptop/IMP Voices.h b/Laptop/IMP Voices.h index e65f264b..99227b53 100644 --- a/Laptop/IMP Voices.h +++ b/Laptop/IMP Voices.h @@ -9,4 +9,4 @@ UINT32 PlayVoice( void ); extern UINT32 iSelectedIMPVoiceSet; -#endif \ No newline at end of file +#endif diff --git a/Laptop/MilitiaWebsite.cpp b/Laptop/MilitiaWebsite.cpp index 67e22893..16104a7e 100644 --- a/Laptop/MilitiaWebsite.cpp +++ b/Laptop/MilitiaWebsite.cpp @@ -835,4 +835,4 @@ template<> void TestTableTemplate<3>::Init( UINT16 sX, UINT16 sY, UINT16 sX_End AddColumnDataProvider( itemnamecol );*/ TestTable::Init( sX, sY, sX_End, sY_End ); -} \ No newline at end of file +} diff --git a/Laptop/PMC.cpp b/Laptop/PMC.cpp index 652e15c5..aac3c86f 100644 --- a/Laptop/PMC.cpp +++ b/Laptop/PMC.cpp @@ -851,4 +851,4 @@ BOOLEAN LoadPMC( HWFILE hwFile ) } return TRUE; -} \ No newline at end of file +} diff --git a/Laptop/PostalService.h b/Laptop/PostalService.h index c3a0aaf1..dfd4df5c 100644 --- a/Laptop/PostalService.h +++ b/Laptop/PostalService.h @@ -254,4 +254,4 @@ private: protected: }; -#endif \ No newline at end of file +#endif diff --git a/Laptop/Speck Quotes.h b/Laptop/Speck Quotes.h index a1db2643..eadeda0b 100644 --- a/Laptop/Speck Quotes.h +++ b/Laptop/Speck Quotes.h @@ -305,4 +305,4 @@ enum{ }; #endif -#endif \ No newline at end of file +#endif diff --git a/Laptop/XML_AIMAvailability.cpp b/Laptop/XML_AIMAvailability.cpp index 76f7b2c0..981c9129 100644 --- a/Laptop/XML_AIMAvailability.cpp +++ b/Laptop/XML_AIMAvailability.cpp @@ -227,4 +227,4 @@ BOOLEAN WriteAimAvailability(STR fileName) FileClose( hFile ); return( TRUE ); -} \ No newline at end of file +} diff --git a/Laptop/XML_ConditionsForMercAvailability.cpp b/Laptop/XML_ConditionsForMercAvailability.cpp index cd50b18c..0ef09034 100644 --- a/Laptop/XML_ConditionsForMercAvailability.cpp +++ b/Laptop/XML_ConditionsForMercAvailability.cpp @@ -287,4 +287,4 @@ BOOLEAN WriteMercAvailability(STR fileName) FileClose( hFile ); return( TRUE ); -} \ No newline at end of file +} diff --git a/Laptop/XML_DeliveryMethods.cpp b/Laptop/XML_DeliveryMethods.cpp index 375ce4c4..07751b22 100644 --- a/Laptop/XML_DeliveryMethods.cpp +++ b/Laptop/XML_DeliveryMethods.cpp @@ -268,4 +268,4 @@ BOOLEAN ReadInDeliveryMethods(STR fileName) return( TRUE ); -} \ No newline at end of file +} diff --git a/Laptop/XML_ShippingDestinations.cpp b/Laptop/XML_ShippingDestinations.cpp index 925465bf..e17b76ea 100644 --- a/Laptop/XML_ShippingDestinations.cpp +++ b/Laptop/XML_ShippingDestinations.cpp @@ -236,4 +236,4 @@ BOOLEAN ReadInShippingDestinations(STR fileName, BOOLEAN localizedVersion) XML_ParserFree(parser); return( TRUE ); -} \ No newline at end of file +} diff --git a/Laptop/florist Cards.h b/Laptop/florist Cards.h index 4a51c2dc..fb28fde6 100644 --- a/Laptop/florist Cards.h +++ b/Laptop/florist Cards.h @@ -16,4 +16,4 @@ void RenderFloristCards(); extern INT8 gbCurrentlySelectedCard; -#endif \ No newline at end of file +#endif diff --git a/Laptop/florist Gallery.h b/Laptop/florist Gallery.h index 4f9517ab..85939211 100644 --- a/Laptop/florist Gallery.h +++ b/Laptop/florist Gallery.h @@ -21,4 +21,4 @@ extern UINT32 guiCurrentlySelectedFlower; extern UINT8 gubCurFlowerIndex; -#endif \ No newline at end of file +#endif diff --git a/Laptop/florist Order Form.h b/Laptop/florist Order Form.h index 92823531..701eb35e 100644 --- a/Laptop/florist Order Form.h +++ b/Laptop/florist Order Form.h @@ -12,4 +12,4 @@ void InitFloristOrderForm(); void InitFloristOrderFormVariables(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/insurance Comments.h b/Laptop/insurance Comments.h index b2b32ac7..71b9c2e2 100644 --- a/Laptop/insurance Comments.h +++ b/Laptop/insurance Comments.h @@ -7,4 +7,4 @@ void ExitInsuranceComments(); void HandleInsuranceComments(); void RenderInsuranceComments(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/insurance Info.h b/Laptop/insurance Info.h index 98c727b5..3a143936 100644 --- a/Laptop/insurance Info.h +++ b/Laptop/insurance Info.h @@ -9,4 +9,4 @@ void RenderInsuranceInfo(); void EnterInitInsuranceInfo(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/mercs Account.h b/Laptop/mercs Account.h index 33af5c78..c71a499c 100644 --- a/Laptop/mercs Account.h +++ b/Laptop/mercs Account.h @@ -9,4 +9,4 @@ void RenderMercsAccount(); UINT32 CalculateHowMuchPlayerOwesSpeck(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/mercs Files.cpp b/Laptop/mercs Files.cpp index e1372176..a32a7a7c 100644 --- a/Laptop/mercs Files.cpp +++ b/Laptop/mercs Files.cpp @@ -418,6 +418,34 @@ BOOLEAN EnterMercsFiles() return( TRUE ); } +static void TryToHireMERC() +{ + if ( (gMercProfiles[GetAvailableMercIDFromMERCArray( gubCurMercIndex )].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) && !gGameExternalOptions.fGearKitsAlwaysAvailable ) + { + //bought gear before + fMercBuyEquipment = 0; + MercProcessHireAfterGear(); + } + else + { +#ifdef JA2UB + if ( gSelectedMercKit == 0 ) // First kit is free, due to M.E.R.C special offer + { + fMercBuyEquipment = 1; + MercProcessHireAfterGear(); + } + else + { + //prompt to buy gear + DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, MercInfo[MERC_FILES_BUY_GEAR], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercHireButtonGearYesNoCallback ); + } +#else + //prompt to buy gear + DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, MercInfo[MERC_FILES_BUY_GEAR], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercHireButtonGearYesNoCallback ); +#endif // JA2UB + } +} + void SelectMercsFaceRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason ) { if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) @@ -442,15 +470,7 @@ void SelectMercsFaceRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason ) //else try to hire the merc else { - if ( (gMercProfiles[ GetAvailableMercIDFromMERCArray( gubCurMercIndex ) ].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) && !gGameExternalOptions.fGearKitsAlwaysAvailable ) - { - //bought gear before - fMercBuyEquipment = 0; - MercProcessHireAfterGear(); - } - else - //prompt to buy gear - DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, MercInfo[ MERC_FILES_BUY_GEAR ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercHireButtonGearYesNoCallback ); + TryToHireMERC(); } } } @@ -701,15 +721,7 @@ void BtnMercHireButtonCallback(GUI_BUTTON *btn,INT32 reason) //else try to hire the merc else { - if ( (gMercProfiles[ GetAvailableMercIDFromMERCArray( gubCurMercIndex ) ].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) && !gGameExternalOptions.fGearKitsAlwaysAvailable ) - { - //bought gear before - fMercBuyEquipment = 0; - MercProcessHireAfterGear(); - } - else - //prompt to buy gear - DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, MercInfo[ MERC_FILES_BUY_GEAR ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercHireButtonGearYesNoCallback ); + TryToHireMERC(); } InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); @@ -1040,14 +1052,25 @@ void DisplayMercsStats( UINT8 ubMercID ) DrawNumeralsToScreen(gMercProfiles[ ubMercID ].bMedical, 3, MERC_STATS_SECOND_NUM_COL_X, usPosY, MERC_STATS_FONT, ubColor); usPosY += MERC_SPACE_BN_LINES; - //Daily Salary - DrawTextToScreen( MercInfo[MERC_FILES_SALARY], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_STATS_FONT, MERC_STATIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); + //Merc Salary +#ifdef JA2UB + // One time "Fee" instead of "Salary" per day + DrawTextToScreen( CharacterInfo[AIM_MEMBER_FEE], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_TITLE_FONT, MERC_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); - usPosX = MERC_STATS_SECOND_COL_X + StringPixLength(MercInfo[MERC_FILES_SALARY], MERC_NAME_FONT); - swprintf(sString, L"%d", gMercProfiles[ ubMercID ].sSalary); + usPosX = MERC_STATS_SECOND_COL_X + StringPixLength( CharacterInfo[AIM_MEMBER_FEE], MERC_NAME_FONT ); + swprintf( sString, L"%d", gMercProfiles[ubMercID].uiWeeklySalary ); InsertCommasForDollarFigure( sString ); InsertDollarSignInToString( sString ); - swprintf(sTemp, L" %s", MercInfo[MERC_FILES_PER_DAY]); +#else + DrawTextToScreen( MercInfo[MERC_FILES_SALARY], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_STATS_FONT, MERC_STATIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); + + usPosX = MERC_STATS_SECOND_COL_X + StringPixLength( MercInfo[MERC_FILES_SALARY], MERC_NAME_FONT ); + swprintf( sString, L"%d", gMercProfiles[ubMercID].sSalary ); + InsertCommasForDollarFigure( sString ); + InsertDollarSignInToString( sString ); + swprintf( sTemp, L" %s", MercInfo[MERC_FILES_PER_DAY] ); +#endif // JA2UB + wcscat( sString, sTemp ); DrawTextToScreen( sString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED); @@ -1059,14 +1082,27 @@ void DisplayMercsStats( UINT8 ubMercID ) if (gubCurMercFilesTogglePage == MERC_FILES_INV_PAGE) { //Gear Cost - usPosY = usPosY + 145; + usPosY = usPosY + 148; DrawTextToScreen( MercInfo[MERC_FILES_GEAR], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_STATS_FONT, MERC_STATIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); - if ( (gMercProfiles[ ubMercID ].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS ) - && ( !(gMercProfiles[ ubMercID ].ubMiscFlags2 & PROFILE_MISC_FLAG2_MERC_GEARKIT_UNPAID) || gGameExternalOptions.fGearKitsAlwaysAvailable ) ) + if ( (gMercProfiles[ubMercID].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) + && (!(gMercProfiles[ubMercID].ubMiscFlags2 & PROFILE_MISC_FLAG2_MERC_GEARKIT_UNPAID) || gGameExternalOptions.fGearKitsAlwaysAvailable) ) + { gMercProfiles[ ubMercID ].usOptionalGearCost = 0; + } +#ifdef JA2UB + if ( gSelectedMercKit == 0 ) // First kit is free, due to M.E.R.C special offer + { + gMercProfiles[ubMercID].usOptionalGearCost = 0; - swprintf(NsString, L"+ "); + // Special offer text above the gear cost + const auto y = usPosY - MERC_SPACE_BN_LINES + 2; + swprintf( NsString, MercInfo[MERC_FILES_SPECIAL_OFFER] ); + DrawTextToScreen( NsString, usPosX, y, 95, MERC_TITLE_FONT, MERC_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED ); + } +#endif // JA2UB + + swprintf( NsString, L"+ " ); swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost); InsertCommasForDollarFigure( sTemp ); InsertDollarSignInToString( sTemp ); @@ -1078,7 +1114,11 @@ void DisplayMercsStats( UINT8 ubMercID ) DrawTextToScreen( MercInfo[MERC_FILES_TOTAL], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_NAME_FONT, MERC_STATIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); swprintf(N2sString, L"= "); +#ifdef JA2UB + swprintf( sTemp, L"%d", gMercProfiles[ubMercID].usOptionalGearCost + gMercProfiles[ubMercID].uiWeeklySalary ); +#else swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost+gMercProfiles[ ubMercID ].sSalary); +#endif InsertCommasForDollarFigure( sTemp ); InsertDollarSignInToString( sTemp ); wcscat( N2sString, sTemp ); @@ -1175,6 +1215,22 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID) return(FALSE);//not enough big ones $$$sATMText } +#ifdef JA2UB + Namount = 0; + Namount += gMercProfiles[ubMercID].uiWeeklySalary; + if ( gSelectedMercKit > 0 ) + { + Namount += gMercProfiles[ubMercID].usOptionalGearCost; + } + + if ( Namount > LaptopSaveInfo.iCurrentBalance ) + { + DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, sATMText[4], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL ); + return(FALSE);//not enough big ones $$$sATMText + } +#endif // JA2UB + + bReturnCode = HireMerc( &HireMercStruct ); //already have limit of mercs on the team @@ -1196,16 +1252,25 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID) AddTransactionToPlayersBook( HIRED_MERC, ubMercID, GetWorldTotalMin(), Namount ); } - #ifdef JA2UB +#ifdef JA2UB //add an entry in the finacial page for the hiring of the merc - AddTransactionToPlayersBook(PAY_SPECK_FOR_MERC, ubMercID, GetWorldTotalMin(), -(INT32)( gMercProfiles[ubMercID].uiWeeklySalary ) ); - #endif + INT32 totalCost = gMercProfiles[ubMercID].uiWeeklySalary; + if ( gSelectedMercKit > 0 ) // First kit is included in the initial fee + { + totalCost += gMercProfiles[ubMercID].usOptionalGearCost; + } + AddTransactionToPlayersBook(PAY_SPECK_FOR_MERC, ubMercID, GetWorldTotalMin(), -totalCost ); +#endif //JMich_MMG: Setting the flag that we bought the gear and still haven't paid for it if we succesfully hired the merc if ( fMercBuyEquipment ) { gMercProfiles[ ubMercID ].ubMiscFlags |= PROFILE_MISC_FLAG_ALREADY_USED_ITEMS; +#ifdef JA2UB + // Gear cost gets added to initial hiring fee in UB +#else gMercProfiles[ ubMercID ].ubMiscFlags2 |= PROFILE_MISC_FLAG2_MERC_GEARKIT_UNPAID; +#endif // JA2UB } return(TRUE); @@ -1305,15 +1370,7 @@ void HandleMercsFilesKeyBoardInput( ) //else try to hire the merc else { - //bought gear before - if ( (gMercProfiles[ GetAvailableMercIDFromMERCArray( gubCurMercIndex ) ].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) && !gGameExternalOptions.fGearKitsAlwaysAvailable ) - { - fMercBuyEquipment = 0; - MercProcessHireAfterGear(); - } - //prompt to buy gear - else - DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, MercInfo[ MERC_FILES_BUY_GEAR ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercHireButtonGearYesNoCallback ); + TryToHireMERC(); } } break; @@ -1783,11 +1840,22 @@ void MercWeaponKitSelectionUpdate(UINT8 selectedInventory) void MercHireButtonGearYesNoCallback (UINT8 bExitValue) { //yes, buy gear - if( bExitValue == MSG_BOX_RETURN_YES ) + if ( bExitValue == MSG_BOX_RETURN_YES ) + { fMercBuyEquipment = 1; + } //no, no gear else + { +#ifdef JA2UB + // Switch to the free, first kit + gSelectedMercKit = 0; + MercWeaponKitSelectionUpdate( gSelectedMercKit ); + fMercBuyEquipment = 1; +#else fMercBuyEquipment = 0; +#endif // JA2UB + } MercProcessHireAfterGear(); } @@ -1810,6 +1878,10 @@ void MercProcessHireAfterGear() void NextMercMember() { + // Reset selected kit, cannot assume next merc has more than 1 kit + gSelectedMercKit = 0; + MercWeaponKitSelectionUpdate( gSelectedMercKit ); + if (gfKeyState [ CTRL ]) gubCurMercIndex = LaptopSaveInfo.gubLastMercIndex; else if (gfKeyState [ SHIFT ]) @@ -1840,6 +1912,10 @@ void NextMercMember() void PrevMercMember() { + // Reset selected kit, cannot assume next merc has more than 1 kit + gSelectedMercKit = 0; + MercWeaponKitSelectionUpdate( gSelectedMercKit ); + if (gfKeyState [ CTRL ]) gubCurMercIndex = 0; else if (gfKeyState [ SHIFT ]) diff --git a/Laptop/mercs Files.h b/Laptop/mercs Files.h index 02142305..3491eeac 100644 --- a/Laptop/mercs Files.h +++ b/Laptop/mercs Files.h @@ -7,4 +7,4 @@ void ExitMercsFiles(); void HandleMercsFiles(); void RenderMercsFiles(); -#endif \ No newline at end of file +#endif diff --git a/Laptop/mercs No Account.h b/Laptop/mercs No Account.h index 5872d69c..46def55f 100644 --- a/Laptop/mercs No Account.h +++ b/Laptop/mercs No Account.h @@ -7,4 +7,4 @@ void ExitMercsNoAccount(); void HandleMercsNoAccount(); void RenderMercsNoAccount(); -#endif \ No newline at end of file +#endif diff --git a/ModularizedTacticalAI/src/LegacyAIPlan.cpp b/ModularizedTacticalAI/src/LegacyAIPlan.cpp index f08340ee..d672870e 100644 --- a/ModularizedTacticalAI/src/LegacyAIPlan.cpp +++ b/ModularizedTacticalAI/src/LegacyAIPlan.cpp @@ -15,7 +15,7 @@ #include "../../TileEngine/Isometric Utils.h" // defines NOWHERE #include "../../Utils/Debug Control.h" // LiveMessage #include "../../Utils/Font Control.h" // ScreenMsg about deadlock -#include "../../Utils/Text.h" // Sniper warning +#include // Sniper warning #include "../../Utils/message.h" // ditto diff --git a/Multiplayer/network.h b/Multiplayer/network.h index b2571b4f..e90064f6 100644 --- a/Multiplayer/network.h +++ b/Multiplayer/network.h @@ -159,4 +159,4 @@ namespace ja2 { void InitializeMultiplayerProfile(vfs::Path const& profileRoot); } -} \ No newline at end of file +} diff --git a/Multiplayer/raknet/AsynchronousFileIO.h b/Multiplayer/raknet/AsynchronousFileIO.h index e2de9189..e1dc25c5 100644 --- a/Multiplayer/raknet/AsynchronousFileIO.h +++ b/Multiplayer/raknet/AsynchronousFileIO.h @@ -88,4 +88,4 @@ void WriteAsynch( HANDLE handle, ExtendedOverlappedStruct *extended ); BOOL ReadAsynch( HANDLE handle, ExtendedOverlappedStruct *extended ); #endif -*/ \ No newline at end of file +*/ diff --git a/Multiplayer/raknet/BitStream_NoTemplate.h b/Multiplayer/raknet/BitStream_NoTemplate.h index 79aca6c4..afbc313c 100644 --- a/Multiplayer/raknet/BitStream_NoTemplate.h +++ b/Multiplayer/raknet/BitStream_NoTemplate.h @@ -781,4 +781,4 @@ namespace RakNet #endif // VC6 -#endif \ No newline at end of file +#endif diff --git a/Multiplayer/raknet/PacketPool.h b/Multiplayer/raknet/PacketPool.h index b534cac4..76ba0fc6 100644 --- a/Multiplayer/raknet/PacketPool.h +++ b/Multiplayer/raknet/PacketPool.h @@ -1 +1 @@ -// REMOVEME \ No newline at end of file +// REMOVEME diff --git a/Multiplayer/raknet/SimpleTCPServer.h b/Multiplayer/raknet/SimpleTCPServer.h index 1181cd0d..fc79bf1a 100644 --- a/Multiplayer/raknet/SimpleTCPServer.h +++ b/Multiplayer/raknet/SimpleTCPServer.h @@ -1 +1 @@ -// Eraseme \ No newline at end of file +// Eraseme diff --git a/Strategic/Auto Resolve.h b/Strategic/Auto Resolve.h index a1d0acb5..d848c976 100644 --- a/Strategic/Auto Resolve.h +++ b/Strategic/Auto Resolve.h @@ -60,4 +60,4 @@ void AutoResolveMilitiaDropAndPromote(); BOOLEAN IndividualMilitiaInUse_AutoResolve( UINT32 aMilitiaId ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Campaign Init.h b/Strategic/Campaign Init.h index c0765bd2..e730c689 100644 --- a/Strategic/Campaign Init.h +++ b/Strategic/Campaign Init.h @@ -6,4 +6,4 @@ extern void InitNewCampaign(); extern void BuildUndergroundSectorInfoList(); extern void TrashUndergroundSectorInfo(); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Facilities.h b/Strategic/Facilities.h index 6c0d5526..887e4344 100644 --- a/Strategic/Facilities.h +++ b/Strategic/Facilities.h @@ -80,4 +80,4 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive ); void InitFacilities(); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Game Init.h b/Strategic/Game Init.h index 77532945..fa07026f 100644 --- a/Strategic/Game Init.h +++ b/Strategic/Game Init.h @@ -18,4 +18,4 @@ void InitBloodCatSectors(); void InitVIPSectors(); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Ja25 Strategic Ai.h b/Strategic/Ja25 Strategic Ai.h index 4de27d9a..2404b35a 100644 --- a/Strategic/Ja25 Strategic Ai.h +++ b/Strategic/Ja25 Strategic Ai.h @@ -333,4 +333,4 @@ extern void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCat #endif -#endif \ No newline at end of file +#endif diff --git a/Strategic/LuaInitNPCs.cpp b/Strategic/LuaInitNPCs.cpp index 5a0141f2..94236a0f 100644 --- a/Strategic/LuaInitNPCs.cpp +++ b/Strategic/LuaInitNPCs.cpp @@ -96,6 +96,7 @@ extern "C" { #include "Merc Contract.h" #include "message.h" #include "Town Militia.h" +#include extern UINT8 gubWaitingForAllMercsToExitCode; @@ -12802,26 +12803,7 @@ static int l_GetUsedLanguage( lua_State *L ) { if ( lua_gettop( L ) ) { - INT32 val = 0; - -#if defined(ENGLISH) - val = 0; -#elif defined(GERMAN) - val = 1; -#elif defined(RUSSIAN) - val = 2; -#elif defined(DUTCH) - val = 3; -#elif defined(POLISH) - val = 4; -#elif defined(FRENCH) - val = 5; -#elif defined(ITALIAN) - val = 6; -#elif defined(CHINESE) - val = 7; -#endif - + INT32 val = static_cast(g_lang); lua_pushinteger( L, val ); } diff --git a/Strategic/Luaglobal.cpp b/Strategic/Luaglobal.cpp index 3abb4a73..3c13deea 100644 --- a/Strategic/Luaglobal.cpp +++ b/Strategic/Luaglobal.cpp @@ -742,4 +742,4 @@ void IniGlobalGameSetting(lua_State *L) lua_pushinteger(L, MORRIS_INSTRUCTION_NOTE); lua_setglobal(L, "UB_itemMORRIS_INSTRUCTION_NOTE"); #endif -} \ No newline at end of file +} diff --git a/Strategic/Map Screen Helicopter.cpp b/Strategic/Map Screen Helicopter.cpp index f6bf41ec..b58510f9 100644 --- a/Strategic/Map Screen Helicopter.cpp +++ b/Strategic/Map Screen Helicopter.cpp @@ -1278,8 +1278,7 @@ void LandHelicopter( void ) else { #ifdef JA2UB - Assert( 0 ); -//No meanwhiles + //No meanwhiles in UB #else // play meanwhile scene if it hasn't been used yet HandleKillChopperMeanwhileScene(); diff --git a/Strategic/Map Screen Helicopter.h b/Strategic/Map Screen Helicopter.h index e8256701..05c8e7bf 100644 --- a/Strategic/Map Screen Helicopter.h +++ b/Strategic/Map Screen Helicopter.h @@ -310,4 +310,4 @@ BOOLEAN SoldierAboardAirborneHeli( SOLDIERTYPE *pSoldier ); UINT8 MoveAllInHelicopterToFootMovementGroup( INT8 bNewSquad = 0 ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Map Screen Interface Border.h b/Strategic/Map Screen Interface Border.h index c17ef7b1..1447b461 100644 --- a/Strategic/Map Screen Interface Border.h +++ b/Strategic/Map Screen Interface Border.h @@ -107,4 +107,4 @@ void InitMapBorderButtonCoordinates(); void DisableMapBorderButtons(void); void EnableMapBorderButtons(void); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Map Screen Interface Bottom.cpp b/Strategic/Map Screen Interface Bottom.cpp index 1cb96593..49ee8f29 100644 --- a/Strategic/Map Screen Interface Bottom.cpp +++ b/Strategic/Map Screen Interface Bottom.cpp @@ -50,11 +50,11 @@ #include "Ja25 Strategic Ai.h" #include "MapScreen Quotes.h" #include "SaveLoadGame.h" -#include "strategicmap.h" #endif #include "connect.h" +#include struct UILayout_BottomButtons { diff --git a/Strategic/Map Screen Interface Bottom.h b/Strategic/Map Screen Interface Bottom.h index c43ebe14..aee14fc0 100644 --- a/Strategic/Map Screen Interface Bottom.h +++ b/Strategic/Map Screen Interface Bottom.h @@ -4,12 +4,6 @@ #include "types.h" #include "Soldier Control.h" - -#ifdef CHINESE //zwwoooooo: Chinese fonts relatively high , so to reduce the number of rows -#define MAX_MESSAGES_ON_MAP_BOTTOM 6 -#else -#define MAX_MESSAGES_ON_MAP_BOTTOM 9 -#endif #ifdef JA2UB extern INT8 gbExitingMapScreenToWhere; #endif @@ -76,4 +70,4 @@ void MoveToEndOfMapScreenMessageList( void ); // HEADROCK HAM 3.6: Reset coordinates for slider bar and message window void InitMapScreenInterfaceBottomCoords( void ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Map Screen Interface Map.cpp b/Strategic/Map Screen Interface Map.cpp index 46332334..2481d5c1 100644 --- a/Strategic/Map Screen Interface Map.cpp +++ b/Strategic/Map Screen Interface Map.cpp @@ -56,6 +56,7 @@ #include "MilitiaSquads.h" #include "LaptopSave.h" +#include // added by Flugente extern CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH]; @@ -1199,11 +1200,11 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen1"); // don't show loyalty string until loyalty tracking for that town has been started if( gTownLoyalty[ bTown ].fStarted && gfTownUsesLoyalty[ bTown ]) { - #ifdef CHINESE + if ( g_lang == i18n::Lang::zh ) { swprintf( sStringA, L"%d%£¥%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]); - #else + } else { swprintf( sStringA, L"%d%%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]); - #endif + } // if loyalty is too low to train militia, and militia training is allowed here if ( ( gTownLoyalty[ bTown ].ubRating < iMinLoyaltyToTrain ) && MilitiaTrainingAllowedInTown( bTown ) ) @@ -4873,11 +4874,11 @@ void BlitMineText( INT16 sMapX, INT16 sMapY ) // if potential is not nil, show percentage of the two if (GetMaxPeriodicRemovalFromMine(ubMineIndex) > 0) { - #ifdef CHINESE + if ( g_lang == i18n::Lang::zh ) { swprintf( wSubString, L" (%d%£¥%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) ); - #else + } else { swprintf( wSubString, L" (%d%%%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) ); - #endif + } wcscat( wString, wSubString ); } @@ -5282,12 +5283,12 @@ BOOLEAN LoadMilitiaPopUpBox( void ) // load the militia pop up box VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; - if (iResolution >= _640x480 && iResolution < _800x600) - FilenameForBPP("INTERFACE\\Militia.sti", VObjectDesc.ImageFile); - else if (iResolution < _1024x768) + if ( isWidescreenUI() || iResolution >= _1024x768) + FilenameForBPP("INTERFACE\\Militia_1024x768.sti", VObjectDesc.ImageFile); + else if (iResolution >= _800x600) FilenameForBPP("INTERFACE\\Militia_800x600.sti", VObjectDesc.ImageFile); else - FilenameForBPP("INTERFACE\\Militia_1024x768.sti", VObjectDesc.ImageFile); + FilenameForBPP("INTERFACE\\Militia.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiMilitia)); diff --git a/Strategic/Map Screen Interface TownMine Info.h b/Strategic/Map Screen Interface TownMine Info.h index 2c092f6b..73d210f6 100644 --- a/Strategic/Map Screen Interface TownMine Info.h +++ b/Strategic/Map Screen Interface TownMine Info.h @@ -12,4 +12,4 @@ void DisplayTownInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ); void CreateDestroyTownInfoBox( void ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Meanwhile.cpp b/Strategic/Meanwhile.cpp index 82ec3e04..1baf0aa3 100644 --- a/Strategic/Meanwhile.cpp +++ b/Strategic/Meanwhile.cpp @@ -864,7 +864,7 @@ void EndMeanwhile( ) { // We leave this sector open for our POWs to escape! // Set music mode to enemy present! - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); diff --git a/Strategic/Player Command.cpp b/Strategic/Player Command.cpp index 729a957c..56e64411 100644 --- a/Strategic/Player Command.cpp +++ b/Strategic/Player Command.cpp @@ -342,8 +342,8 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B // Ja25: no loyalty #else HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_GAIN_SAM, sMapX, sMapY, bMapZ ); - UpdateAirspaceControl( ); #endif + UpdateAirspaceControl( ); // if Skyrider has been delivered to chopper, and already mentioned Drassen SAM site, but not used this quote yet if ( IsHelicopterPilotAvailable( ) && ( guiHelicopterSkyriderTalkState >= 1 ) && ( !gfSkyriderSaidCongratsOnTakingSAM ) ) { diff --git a/Strategic/Player Command.h b/Strategic/Player Command.h index c4bcee2f..8b56835d 100644 --- a/Strategic/Player Command.h +++ b/Strategic/Player Command.h @@ -30,4 +30,4 @@ void MakePlayerPerceptionOfSectorControlCorrect( INT16 sMapX, INT16 sMapY, INT8 void ReplaceSoldierProfileInPlayerGroup( UINT8 ubGroupID, UINT8 ubOldProfile, UINT8 ubNewProfile ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/PreBattle Interface.cpp b/Strategic/PreBattle Interface.cpp index 30d8f540..1810eaae 100644 --- a/Strategic/PreBattle Interface.cpp +++ b/Strategic/PreBattle Interface.cpp @@ -1070,8 +1070,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI ) //Disable the options button when the auto resolve screen comes up EnableDisAbleMapScreenOptionsButton( FALSE ); - UseCreatureMusic(HostileZombiesPresent()); - + CheckForZombieMusic(); + #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ]; if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 ) diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 0841d470..40c745c4 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -3072,7 +3072,7 @@ BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam ) void HandleBloodCatDeaths( SECTORINFO *pSector ) { //if the current sector is the first part of the town - if( gWorldSectorX == 10 && gWorldSectorY == 9 && gbWorldSectorZ == 0 ) + if( gWorldSectorX == BETTY_BLOODCAT_SECTOR_X && gWorldSectorY == BETTY_BLOODCAT_SECTOR_Y && gbWorldSectorZ == BETTY_BLOODCAT_SECTOR_Z ) { //if ALL the bloodcats are killed if( pSector->bBloodCats == 0 ) diff --git a/Strategic/Quest Debug System.h b/Strategic/Quest Debug System.h index 46cf6a5c..2de86c5d 100644 --- a/Strategic/Quest Debug System.h +++ b/Strategic/Quest Debug System.h @@ -13,4 +13,4 @@ void NpcRecordLoggingInit( UINT8 ubNpcID, UINT8 ubMercID, UINT8 ubQuoteNum, UINT void NpcRecordLogging( UINT8 ubApproach, STR pStringA, ...); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 91f80588..b3ea5b27 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1609,6 +1609,11 @@ void InitStrategicAI() case 1: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { + // (0,0) coordinates signify a not used cache sector + if ( gModSettings.ubWeaponCache1X == 0 || gModSettings.ubWeaponCache1Y == 0 ) + { + break; + } pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); @@ -1627,6 +1632,10 @@ void InitStrategicAI() case 2: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { + if ( gModSettings.ubWeaponCache2X == 0 || gModSettings.ubWeaponCache2Y == 0 ) + { + break; + } pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); @@ -1645,6 +1654,10 @@ void InitStrategicAI() case 3: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { + if ( gModSettings.ubWeaponCache3X == 0 || gModSettings.ubWeaponCache3Y == 0 ) + { + break; + } pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); @@ -1663,6 +1676,10 @@ void InitStrategicAI() case 4: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { + if ( gModSettings.ubWeaponCache4X == 0 || gModSettings.ubWeaponCache4Y == 0 ) + { + break; + } pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); @@ -1681,6 +1698,10 @@ void InitStrategicAI() case 5: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { + if ( gModSettings.ubWeaponCache5X == 0 || gModSettings.ubWeaponCache5Y == 0 ) + { + break; + } pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); @@ -1705,25 +1726,40 @@ void InitStrategicAI() } else { - pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 - pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); + if ( gModSettings.ubWeaponCache1X != 0 && gModSettings.ubWeaponCache1Y != 0 ) + { + pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y )]; //SEC_E11 + pSector->uiFlags |= SF_USE_ALTERNATE_MAP; + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops1 * 2); + } - pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 - pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); + if ( gModSettings.ubWeaponCache2X != 0 && gModSettings.ubWeaponCache2Y != 0 ) + { + pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y )]; //SEC_H5 + pSector->uiFlags |= SF_USE_ALTERNATE_MAP; + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops2 * 2); + } - pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 - pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); + if ( gModSettings.ubWeaponCache3X != 0 && gModSettings.ubWeaponCache3Y != 0 ) + { + pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y )]; //SEC_H10 + pSector->uiFlags |= SF_USE_ALTERNATE_MAP; + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops3 * 2); + } - pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 - pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); + if ( gModSettings.ubWeaponCache4X != 0 && gModSettings.ubWeaponCache4Y != 0 ) + { + pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y )]; //SEC_J12 + pSector->uiFlags |= SF_USE_ALTERNATE_MAP; + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops4 * 2); + } - pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 - pSector->uiFlags |= SF_USE_ALTERNATE_MAP; - pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); + if ( gModSettings.ubWeaponCache5X != 0 && gModSettings.ubWeaponCache5Y != 0 ) + { + pSector = &SectorInfo[SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y )]; //SEC_M9 + pSector->uiFlags |= SF_USE_ALTERNATE_MAP; + pSector->ubNumTroops = (UINT8)(6 + zDiffSetting[gGameOptions.ubDifficultyLevel].iWeaponCacheTroops5 * 2); + } /* pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 @@ -7113,15 +7149,16 @@ void InitializeGroup( const GROUP_TYPE groupType, const UINT16 groupSize, UINT16 tankCount++; } - if ( gGameExternalOptions.fASDAssignsJeeps && ASDSoldierUpgradeToJeep( ) ) + if ( troopCount > 0 && gGameExternalOptions.fASDAssignsJeeps && ASDSoldierUpgradeToJeep( ) ) { troopCount--; jeepCount++; } - if ( gGameExternalOptions.fASDAssignsRobots && ASDSoldierUpgradeToRobot() ) + if ( troopCount > 0 && gGameExternalOptions.fASDAssignsRobots && ASDSoldierUpgradeToRobot() ) { - const int numRobots = 1 + Random(difficultyMod); + // Limit amount of robots, if randomized difficulty bonus would cause us to go over the troopCount amount + const int numRobots = min( (1 + Random(difficultyMod)), troopCount); troopCount -= numRobots; robotCount += numRobots; } diff --git a/Strategic/Strategic Event Handler.h b/Strategic/Strategic Event Handler.h index 1f30da0f..65e78aaa 100644 --- a/Strategic/Strategic Event Handler.h +++ b/Strategic/Strategic Event Handler.h @@ -27,4 +27,4 @@ void MakeCivGroupHostileOnNextSectorEntrance( UINT8 ubCivGroup ); void RemoveAssassin( UINT8 ubProfile ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Strategic Mines.h b/Strategic/Strategic Mines.h index b7ad4048..63351652 100644 --- a/Strategic/Strategic Mines.h +++ b/Strategic/Strategic Mines.h @@ -218,4 +218,4 @@ BOOLEAN AreThereMinersInsideThisMine( UINT8 ubMineIndex ); // use this to determine whether or not the player has spoken to a head miner BOOLEAN SpokenToHeadMiner( UINT8 ubMineIndex ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index 09c9ff0c..0c12e04e 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -1085,7 +1085,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating } //Set music - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; @@ -2639,6 +2639,7 @@ BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup ) { if ( pGroup != pFirstGroup && (pGroup->usGroupTeam == OUR_TEAM || pGroup->usGroupTeam == MILITIA_TEAM) && pGroup->fBetweenSectors && pGroup->ubNextX == pFirstGroup->ubSectorX && pGroup->ubNextY == pFirstGroup->ubSectorY && + pFirstGroup->ubSectorZ == pGroup->ubSectorZ && !(pGroup->uiFlags & GROUPFLAG_SIMULTANEOUSARRIVAL_CHECKED) && !IsGroupTheHelicopterGroup( pGroup ) ) { diff --git a/Strategic/Strategic Pathing.cpp b/Strategic/Strategic Pathing.cpp index f39d47b5..37c260bf 100644 --- a/Strategic/Strategic Pathing.cpp +++ b/Strategic/Strategic Pathing.cpp @@ -2221,4 +2221,4 @@ PathStPtr GetLastNodeOfPath(PathStPtr pNode) } return pNode; -} \ No newline at end of file +} diff --git a/Strategic/Strategic Status.h b/Strategic/Strategic Status.h index e3ad182f..a7bb86a3 100644 --- a/Strategic/Strategic Status.h +++ b/Strategic/Strategic Status.h @@ -167,4 +167,4 @@ UINT8 RankIndexToSoldierClass( UINT8 ubRankIndex ); void UpdateLastDayOfPlayerActivity( UINT16 usDay ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Strategic Town Loyalty.cpp b/Strategic/Strategic Town Loyalty.cpp index e9fdea1b..1187e8c1 100644 --- a/Strategic/Strategic Town Loyalty.cpp +++ b/Strategic/Strategic Town Loyalty.cpp @@ -40,6 +40,7 @@ #include "Luaglobal.h" #include "LuaInitNPCs.h" #include "Interface.h" +#include #include "GameInitOptionsScreen.h" extern WorldItems gAllWorldItems; @@ -1630,12 +1631,12 @@ void AdjustLoyaltyForCivsEatenByMonsters( INT16 sSectorX, INT16 sSectorY, UINT8 swprintf( str, gpStrategicString[STR_PB_BANDIT_KILLCIVS_IN_SECTOR], ubHowMany, pSectorString ); else { -#ifdef CHINESE +if( g_lang == i18n::Lang::zh ) { //diffrent order of words in Chinese swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], pSectorString, ubHowMany ); -#else +} else { swprintf( str, gpStrategicString[STR_DIALOG_CREATURES_KILL_CIVILIANS], ubHowMany, pSectorString ); -#endif +} } DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback ); diff --git a/Strategic/Strategic Town Loyalty.h b/Strategic/Strategic Town Loyalty.h index 2cde0c52..2d420c2f 100644 --- a/Strategic/Strategic Town Loyalty.h +++ b/Strategic/Strategic Town Loyalty.h @@ -224,4 +224,4 @@ void MaximizeLoyaltyForDeidrannaKilled( void ); // HEADROCK HAM 3.6: Loyalty hit for owing too much money on facility work void HandleFacilityDebtLoyaltyHit( void ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/Strategic Turns.h b/Strategic/Strategic Turns.h index febe75c1..26d2399c 100644 --- a/Strategic/Strategic Turns.h +++ b/Strategic/Strategic Turns.h @@ -8,4 +8,4 @@ void HandleStrategicTurn( ); void SyncStrategicTurnTimes( ); void HandleStrategicTurnImplicationsOfExitingCombatMode( void ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/UndergroundInit.cpp b/Strategic/UndergroundInit.cpp index 9e102d26..f2feac82 100644 --- a/Strategic/UndergroundInit.cpp +++ b/Strategic/UndergroundInit.cpp @@ -79,6 +79,7 @@ BOOLEAN LuaUnderground::InitializeSectorList() .TableOpen() .TParam("difficultyLevel", int(gGameOptions.ubDifficultyLevel)) .TParam("gameStyle", int(gGameOptions.ubGameStyle)) + .TParam("maxTacticalEnemies", int(gGameExternalOptions.ubGameMaximumNumberOfEnemies)) .TableClose(); SGP_THROW_IFFALSE(initsectorlist_func.Call(1), "call to lua function BuildUndergroundSectorList failed"); diff --git a/Strategic/XML_Creatures.cpp b/Strategic/XML_Creatures.cpp index d0b482f2..d6fcc9d4 100644 --- a/Strategic/XML_Creatures.cpp +++ b/Strategic/XML_Creatures.cpp @@ -648,4 +648,4 @@ BOOLEAN ReadInCreaturePlacements(STR fileName) XML_ParserFree(parser); return TRUE; -} \ No newline at end of file +} diff --git a/Strategic/XML_SquadNames.cpp b/Strategic/XML_SquadNames.cpp index d41cd8bc..8d82d6b7 100644 --- a/Strategic/XML_SquadNames.cpp +++ b/Strategic/XML_SquadNames.cpp @@ -160,4 +160,4 @@ BOOLEAN ReadInSquadNamesStats(STR fileName) BOOLEAN WriteSquadNamesStats() { return( TRUE ); -} \ No newline at end of file +} diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index 52e9deb0..ba06d330 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -11,10 +11,8 @@ #include "font.h" #include "screenids.h" #include "screens.h" - #include "gameloop.h" #include "overhead.h" #include "sysutil.h" - #include "input.h" #include "Event Pump.h" #include "Font Control.h" #include "Timer Control.h" @@ -44,18 +42,15 @@ #include "PopUpBox.h" #include "Game Clock.h" #include "items.h" - #include "vobject.h" #include "Cursor Control.h" #include "text.h" #include "strategic.h" #include "strategicmap.h" - #include "interface.h" #include "strategic pathing.h" #include "Map Screen Interface Bottom.h" #include "Map Screen Interface Border.h" #include "Map Screen Interface Map.h" #include "Map Screen Interface.h" - #include "Strategic Pathing.h" #include "Assignments.h" #include "points.h" #include "Squads.h" @@ -114,7 +109,7 @@ #include "connect.h" //hayden #include "InterfaceItemImages.h" -#include "vobject.h" +#include #ifdef JA2UB #include "laptop.h" @@ -4795,9 +4790,6 @@ UINT32 MapScreenHandle(void) InitPreviousPaths(); - // HEADROCK HAM 3.6: Init coordinates for new variable-sized message window - InitMapScreenInterfaceBottomCoords(); - // if arrival sector is invalid, reset to A9 if ( ( gsMercArriveSectorX < 1 ) || ( gsMercArriveSectorY < 1 ) || ( gsMercArriveSectorX > 16 ) || ( gsMercArriveSectorY > 16 ) ) @@ -9065,12 +9057,8 @@ void RenderMapHighlight( INT16 sMapX, INT16 sMapY, UINT16 usLineColor, BOOLEAN f // clip to view region ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES ); - if(gbPixelDepth==16) - { - // DB Need to add a radar color for 8-bit - RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, usLineColor, pDestBuf ); - InvalidateRegion( sScreenX, sScreenY - 2, sScreenX + UI_MAP.GridSize.iX + 1 + 1, sScreenY + UI_MAP.GridSize.iY + 1 - 1 ); - } + RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, usLineColor, pDestBuf ); + InvalidateRegion( sScreenX, sScreenY - 2, sScreenX + UI_MAP.GridSize.iX + 1 + 1, sScreenY + UI_MAP.GridSize.iY + 1 - 1 ); RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES ); UnLockVideoSurface( FRAME_BUFFER ); @@ -9673,27 +9661,27 @@ void BltCharInvPanel() // print armor/weight/camo labels mprintf(UI_CHARINV.Text.ArmorLabel.iX, UI_CHARINV.Text.ArmorLabel.iY, pInvPanelTitleStrings[ 0 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf(UI_CHARINV.Text.ArmorPercent.iX, UI_CHARINV.Text.ArmorPercent.iY, ChineseSpecString1 ); - #else + } else { mprintf(UI_CHARINV.Text.ArmorPercent.iX, UI_CHARINV.Text.ArmorPercent.iY, L"%%" ); - #endif + } mprintf(UI_CHARINV.Text.WeightLabel.iX, UI_CHARINV.Text.WeightLabel.iY, pInvPanelTitleStrings[ 1 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf(UI_CHARINV.Text.WeightPercent.iX, UI_CHARINV.Text.WeightPercent.iY, ChineseSpecString1 ); - #else + } else { mprintf(UI_CHARINV.Text.WeightPercent.iX, UI_CHARINV.Text.WeightPercent.iY, L"%%" ); - #endif + } mprintf(UI_CHARINV.Text.CamoLabel.iX, UI_CHARINV.Text.CamoLabel.iY, pInvPanelTitleStrings[ 2 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf(UI_CHARINV.Text.CamoPercent.iX, UI_CHARINV.Text.CamoPercent.iY, ChineseSpecString1 ); - #else + } else { mprintf(UI_CHARINV.Text.CamoPercent.iX, UI_CHARINV.Text.CamoPercent.iY, L"%%" ); - #endif + } const auto width = UI_CHARINV.Text.PercentWidth; const auto height = UI_CHARINV.Text.PercentHeight; diff --git a/Strategic/strategic town reputation.h b/Strategic/strategic town reputation.h index 853a4ac2..2ad89fa9 100644 --- a/Strategic/strategic town reputation.h +++ b/Strategic/strategic town reputation.h @@ -33,4 +33,4 @@ void HandleSpreadOfTownsOpinionForCurrentMercs( void ); void HandleSpreadOfTownOpinionForMercForSoldier( SOLDIERTYPE *pSoldier ); */ -#endif \ No newline at end of file +#endif diff --git a/Strategic/strategic.h b/Strategic/strategic.h index 082b3f95..c8d86357 100644 --- a/Strategic/strategic.h +++ b/Strategic/strategic.h @@ -65,4 +65,4 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier ); BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier ); -#endif \ No newline at end of file +#endif diff --git a/Strategic/strategicmap.cpp b/Strategic/strategicmap.cpp index 191fb0ad..8abd1baa 100644 --- a/Strategic/strategicmap.cpp +++ b/Strategic/strategicmap.cpp @@ -6671,18 +6671,16 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( ) if ( guiCurrentScreen == AUTORESOLVE_SCREEN ) { - if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ ) - { //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside - //TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because - //we are in the autoresolve screen, soldiers are internally created different (from pointers instead of - //the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the - //screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is - //complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions - //don't change throughout this whole process which makes it necessary to do it this way. - guiCurrentScreen = MAP_SCREEN; - TrashWorld( ); - guiCurrentScreen = AUTORESOLVE_SCREEN; - } + //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside + //TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because + //we are in the autoresolve screen, soldiers are internally created different (from pointers instead of + //the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the + //screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is + //complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions + //don't change throughout this whole process which makes it necessary to do it this way. + guiCurrentScreen = MAP_SCREEN; + TrashWorld( ); + guiCurrentScreen = AUTORESOLVE_SCREEN; } else { @@ -7786,6 +7784,7 @@ void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( ) void HandlePowerGenFanSoundModification( ) { + extern UINT32 POWERGENSECTOREXITGRID_SRC_GRIDNO; SetTileAnimCounter( TILE_ANIM__FAST_SPEED ); switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector ) @@ -7794,7 +7793,7 @@ void HandlePowerGenFanSoundModification( ) HandleAddingPowerGenFanSound( ); //MAKE SURE the fan does not have an exit grid - RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO ); + RemoveExitGridFromWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO ); break; case PGF__STOPPED: diff --git a/TODO b/TODO new file mode 100644 index 00000000..e2e87827 --- /dev/null +++ b/TODO @@ -0,0 +1,5 @@ +# stuff that needs doing +# priority (LOW,HIGH) and description + +LOW readd the C4838 (https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-1-c4838) warning to CMakeLists.txt once they're all fixed in the code +HIGH get rid of ENGLISH, GERMAN, etc preprocessor definitions completely. that way i18n can be built just once and language can be changed in the options screen pending game restart (hotloading will likely require more work) diff --git a/Tactical/Action Items.h b/Tactical/Action Items.h index cb90e2c5..551a4fc0 100644 --- a/Tactical/Action Items.h +++ b/Tactical/Action Items.h @@ -40,4 +40,4 @@ typedef enum #endif } ItemActionType; -#endif \ No newline at end of file +#endif diff --git a/Tactical/Air Raid.h b/Tactical/Air Raid.h index 919c8f15..14fc7cbd 100644 --- a/Tactical/Air Raid.h +++ b/Tactical/Air Raid.h @@ -62,4 +62,4 @@ BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile ); void EndAirRaid( ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Arms Dealer Init.cpp b/Tactical/Arms Dealer Init.cpp index 977701bf..679b0420 100644 --- a/Tactical/Arms Dealer Init.cpp +++ b/Tactical/Arms Dealer Init.cpp @@ -1015,7 +1015,7 @@ UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem ) return( ARMS_DEALER_MEDICAL ); else if (ItemIsAttachment(usItem)) return( ARMS_DEALER_ATTACHMENTS ); - else if (ItemIsDetonator(usItem) || ItemIsRemoteDetonator(usItem) || ItemIsRemoteTrigger(usItem)) + else if ( IsAttachmentClass( usItem, (AC_DETONATOR | AC_REMOTEDET) ) || ItemIsRemoteTrigger(usItem)) return( ARMS_DEALER_DETONATORS ); else return( ARMS_DEALER_MISC ); diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index 0534fb05..736d66ea 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -67,6 +67,7 @@ #include "ub_config.h" #include "history.h" +#include //forward declarations of common classes to eliminate includes class OBJECTTYPE; @@ -1344,10 +1345,10 @@ void HandleDialogue( ) { HandleEveryoneDoneTheirEndGameQuotes(); } - else + else if ( QItem.uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH ) { // grab soldier ptr from profile ID - pSoldier = FindSoldierByProfileID( (UINT8)QItem.uiSpecialEventData, FALSE ); + pSoldier = FindSoldierByProfileID( (UINT8)QItem.uiSpecialEventData2, FALSE ); // FindSoldier was returning a lot of nullptrs which would crash the game very quickly after Jerry gets up. This check is here to circumvent that. if (pSoldier != nullptr) @@ -2408,8 +2409,8 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN { if ( fWavFile ) { -#ifdef RUSSIAN - if ( ( gMercProfiles[ubCharacterNum].Type == PROFILETYPE_RPC || + if ( g_lang == i18n::Lang::ru && + ( gMercProfiles[ubCharacterNum].Type == PROFILETYPE_RPC || gMercProfiles[ubCharacterNum].Type == PROFILETYPE_NPC || gMercProfiles[ubCharacterNum].Type == PROFILETYPE_VEHICLE ) && gMercProfiles[ ubCharacterNum ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) { @@ -2427,7 +2428,7 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN #endif } else -#endif + { // build name of wav file (characternum + quotenum) sprintf( zFileNameHelper, "SPEECH\\%03d_%03d", usVoiceSet, usQuoteNum ); diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h index 1b469faf..5c422c2e 100644 --- a/Tactical/Dialogue Control.h +++ b/Tactical/Dialogue Control.h @@ -262,6 +262,7 @@ enum DialogQuoteIDs #ifdef JA2UB #define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x20000000 #define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x10000000 +#define MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH 0x08000000 #else #define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x00000001 #define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x00000002 @@ -489,4 +490,4 @@ void SetExternMapscreenSpeechPanelXY( INT16 sXPos, INT16 sYPos ); void RemoveJerryMiloBrokenLaptopOverlay(); #endif -#endif \ No newline at end of file +#endif diff --git a/Tactical/End Game.h b/Tactical/End Game.h index a5c8da35..d7bdf22b 100644 --- a/Tactical/End Game.h +++ b/Tactical/End Game.h @@ -25,4 +25,4 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel ); #endif -#endif \ No newline at end of file +#endif diff --git a/Tactical/Enemy Soldier Save.h b/Tactical/Enemy Soldier Save.h index 9d22adf6..1c82ced2 100644 --- a/Tactical/Enemy Soldier Save.h +++ b/Tactical/Enemy Soldier Save.h @@ -22,4 +22,4 @@ BOOLEAN SaveEnemySoldiersToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSecto extern BOOLEAN gfRestoringEnemySoldiersFromTempFile; -#endif \ No newline at end of file +#endif diff --git a/Tactical/EnemyItemDrops.cpp b/Tactical/EnemyItemDrops.cpp index 30e61581..0d720289 100644 --- a/Tactical/EnemyItemDrops.cpp +++ b/Tactical/EnemyItemDrops.cpp @@ -6,4 +6,4 @@ WEAPON_DROPS gEnemyWeaponDrops[MAX_DROP_ITEMS]; AMMO_DROPS gEnemyAmmoDrops[MAX_DROP_ITEMS]; EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS]; ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS]; -MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS]; \ No newline at end of file +MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS]; diff --git a/Tactical/EnemyItemDrops.h b/Tactical/EnemyItemDrops.h index f2bc9169..7b531cb4 100644 --- a/Tactical/EnemyItemDrops.h +++ b/Tactical/EnemyItemDrops.h @@ -49,4 +49,4 @@ extern EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS]; extern ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS]; extern MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS]; -#endif \ No newline at end of file +#endif diff --git a/Tactical/Handle Doors.cpp b/Tactical/Handle Doors.cpp index 52704cfc..7d255b7b 100644 --- a/Tactical/Handle Doors.cpp +++ b/Tactical/Handle Doors.cpp @@ -33,6 +33,7 @@ #include "GameSettings.h" #include "fresh_header.h" #include "connect.h" +#include #ifdef JA2UB #include "Explosion Control.h" @@ -1490,7 +1491,7 @@ void SetDoorString( INT32 sGridNo ) // ATE: If here, we try to say, opened or closed... if ( gfUIIntTileLocation2 == FALSE ) { -#ifdef GERMAN +if( g_lang == i18n::Lang::de ) { wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_DOOR_MOUSE_DESCRIPTION ] ); gfUIIntTileLocation2 = TRUE; @@ -1533,7 +1534,7 @@ void SetDoorString( INT32 sGridNo ) gfUIIntTileLocation = TRUE; } } -#else +} else { // Try to get doors status here... pDoorStatus = GetDoorStatus( sGridNo ); @@ -1574,7 +1575,7 @@ void SetDoorString( INT32 sGridNo ) } } -#endif +} } } diff --git a/Tactical/Handle Doors.h b/Tactical/Handle Doors.h index 95a68305..6376ee6c 100644 --- a/Tactical/Handle Doors.h +++ b/Tactical/Handle Doors.h @@ -26,4 +26,4 @@ void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN f -#endif \ No newline at end of file +#endif diff --git a/Tactical/Handle UI Plan.h b/Tactical/Handle UI Plan.h index b4ccc3b2..5861c34b 100644 --- a/Tactical/Handle UI Plan.h +++ b/Tactical/Handle UI Plan.h @@ -14,4 +14,4 @@ void EndUIPlan( ); BOOLEAN InUIPlanMode( ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Interface Control.h b/Tactical/Interface Control.h index 5fc96c36..8131ab3c 100644 --- a/Tactical/Interface Control.h +++ b/Tactical/Interface Control.h @@ -73,4 +73,4 @@ void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay ); // For now, we aren't using usColour, but that will likely change in the future void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Interface Cursors.h b/Tactical/Interface Cursors.h index 0c89da40..507ab6ea 100644 --- a/Tactical/Interface Cursors.h +++ b/Tactical/Interface Cursors.h @@ -249,4 +249,4 @@ extern UINT32 gusCurMousePos; UINT16 GetSnapCursorIndex( UINT16 usAdditionalData ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index 65fbf560..1d9670a1 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -2355,7 +2355,8 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum break; case NPC_ACTION_HAVE_PACOS_FOLLOW: pSoldier = FindSoldierByProfileID( 114, FALSE ); - sGridNo = 18193; //dnl!!! + sGridNo = 8537; //dnl!!! + //kitty: changed gridno from 18193 to 8537, that's at entrance door to rebel basement, where Fatima and Dimitri dialogue happens if (pSoldier) { if (NewOKDestination( pSoldier, sGridNo, TRUE, 0 ) ) @@ -4334,7 +4335,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum case NPC_ACTION_PUT_PACOS_IN_BASEMENT: gMercProfiles[ PACOS ].sSectorX = 10; gMercProfiles[ PACOS ].sSectorY = MAP_ROW_A; - gMercProfiles[ PACOS ].bSectorZ = 0; + gMercProfiles[ PACOS ].bSectorZ = 1; //kitty: fixed - first level underground is 1, not 0 break; case NPC_ACTION_HISTORY_ASSASSIN: AddHistoryToPlayersLog( HISTORY_ASSASSIN, 0, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY ); diff --git a/Tactical/Interface Enhanced.cpp b/Tactical/Interface Enhanced.cpp index c6eee82c..85b1d188 100644 --- a/Tactical/Interface Enhanced.cpp +++ b/Tactical/Interface Enhanced.cpp @@ -44,7 +44,6 @@ #include "soldier macros.h" #include "squads.h" #include "MessageBoxScreen.h" - #include "Language Defines.h" #include "GameSettings.h" #include "Map Screen Interface Map Inventory.h" #include "Quests.h" @@ -55,6 +54,7 @@ #include "Food.h" // added by Flugente #include "Multi Language Graphic Utils.h" +#include //forward declarations of common classes to eliminate includes class OBJECTTYPE; @@ -2527,7 +2527,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr } //////////////////// REMOTE DETONATOR - if (ItemIsRemoteDetonator(gpItemDescObject->usItem)) + if ( IsAttachmentClass( gpItemDescObject->usItem, AC_REMOTEDET ) ) { swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 15 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 15 ]); SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr ); @@ -2536,7 +2536,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr } //////////////////// TIMER DETONATOR - if (ItemIsDetonator(gpItemDescObject->usItem)) + if ( IsAttachmentClass( gpItemDescObject->usItem, AC_DETONATOR )) { swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[ 16 ], szUDBGenSecondaryStatsExplanationsTooltipText[ 16 ]); SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + cnt ]), pStr ); @@ -6246,16 +6246,16 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject ) } //////////////////// REMOTE DETONATOR - if ( (ItemIsRemoteDetonator(gpItemDescObject->usItem) && !fComparisonMode ) || - ( fComparisonMode && ItemIsRemoteDetonator(gpComparedItemDescObject->usItem) ) ) + if ( (IsAttachmentClass( gpItemDescObject->usItem, AC_REMOTEDET ) && !fComparisonMode ) || + ( fComparisonMode && IsAttachmentClass( gpComparedItemDescObject->usItem, AC_REMOTEDET )) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 15, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); cnt++; } //////////////////// TIMER DETONATOR - if ( (ItemIsDetonator(gpItemDescObject->usItem) && !fComparisonMode ) || - ( fComparisonMode && ItemIsDetonator(gpComparedItemDescObject->usItem)) ) + if ( (IsAttachmentClass( gpItemDescObject->usItem, AC_DETONATOR ) && !fComparisonMode ) || + ( fComparisonMode && IsAttachmentClass( gpComparedItemDescObject->usItem, AC_DETONATOR )) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 16, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); cnt++; @@ -6587,11 +6587,11 @@ void DrawPropertyValueInColour( INT16 iValue, UINT8 ubNumLine, UINT8 ubNumRegion if( fPercentSign && wcscmp( pStr, L"--" ) != 0 && wcscmp( pStr, L"=" ) != 0 ) { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } mprintf( usX, usY, pStr ); @@ -6682,11 +6682,11 @@ void DrawPropertyValueInColour_X( INT16 iValue, UINT8 numBullets, UINT8 ubNumLin if ( fPercentSign && wcscmp( pStr, L"--" ) != 0 && wcscmp( pStr, L"=" ) != 0 ) { -#ifdef CHINESE +if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); -#else +} else { wcscat( pStr, L"%" ); -#endif +} } mprintf( usX, usY, pStr ); @@ -10357,11 +10357,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10369,11 +10369,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -10485,11 +10485,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10497,11 +10497,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -10613,11 +10613,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10625,11 +10625,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -10746,11 +10746,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10758,11 +10758,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -10817,11 +10817,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10829,11 +10829,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode && cnt2 != 1 ) { @@ -10889,11 +10889,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10901,11 +10901,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -10959,11 +10959,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -10971,11 +10971,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11028,11 +11028,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11040,11 +11040,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11097,11 +11097,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11109,11 +11109,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11521,11 +11521,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11533,11 +11533,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11765,11 +11765,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11777,11 +11777,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11834,11 +11834,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11846,11 +11846,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -11962,11 +11962,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"-%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -11974,11 +11974,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12032,11 +12032,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"-%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12044,11 +12044,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12102,11 +12102,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"-%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12114,11 +12114,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12172,11 +12172,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"-%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12184,11 +12184,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12242,11 +12242,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"-%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12254,11 +12254,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12491,11 +12491,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] > 0) { @@ -12503,11 +12503,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", abs(iModifier[cnt2]) ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12680,11 +12680,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12692,11 +12692,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12750,11 +12750,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12762,11 +12762,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12820,11 +12820,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12832,11 +12832,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12890,11 +12890,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12902,11 +12902,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -12960,11 +12960,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -12972,11 +12972,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13030,11 +13030,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13042,11 +13042,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13100,11 +13100,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13112,11 +13112,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13170,11 +13170,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13182,11 +13182,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13240,11 +13240,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13252,11 +13252,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13310,11 +13310,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13322,11 +13322,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13380,11 +13380,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13392,11 +13392,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13450,11 +13450,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iModifier[cnt2] < 0) { @@ -13462,11 +13462,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%d", iModifier[cnt2] ); wcscat( pStr, L"%" ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13539,11 +13539,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13552,11 +13552,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13616,11 +13616,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13629,11 +13629,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13693,11 +13693,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.0f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13706,11 +13706,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.0f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13770,11 +13770,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.0f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13783,11 +13783,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.0f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13844,11 +13844,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13857,11 +13857,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13918,11 +13918,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -13931,11 +13931,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -13989,11 +13989,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -14002,11 +14002,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -14060,11 +14060,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -14073,11 +14073,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -14131,11 +14131,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -14144,11 +14144,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -14212,11 +14212,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"+%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if (iFloatModifier[cnt2] < 0) { @@ -14225,11 +14225,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) swprintf( pStr, L"%4.2f", iFloatModifier[cnt2] ); FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%" ); - #endif + } } else if( fComparisonMode ) { @@ -14595,11 +14595,11 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject ) if( !( fComparisonMode && iModifier[0] == 0 ) ) { wcscat( pStr, L"%" ); -#ifdef CHINESE +if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); -#else +} else { wcscat( pStr, L"%" ); -#endif +} } mprintf( usX, usY, pStr ); } diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index ed3ee63b..cd0ab5c5 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -57,7 +57,6 @@ #include "game clock.h" #include "squads.h" #include "MessageBoxScreen.h" - #include "Language Defines.h" #include "GameSettings.h" #include "Map Screen Interface Map Inventory.h" #include "Quests.h" @@ -83,6 +82,7 @@ #include "Sound Control.h" #include "Multi Language Graphic Utils.h" +#include #ifdef JA2UB #include "Ja25_Tactical.h" @@ -7412,11 +7412,11 @@ void RenderItemDescriptionBox( ) FindFontRightCoordinates( gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sTop, gODBItemDescRegions[0][0].sRight - gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sBottom - gODBItemDescRegions[0][0].sTop ,pStr, BLOCKFONT2, &usX, &usY); } - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { wcscat( pStr, ChineseSpecString1 ); - #else + } else { wcscat( pStr, L"%%" ); - #endif + } mprintf( usX, usY, pStr ); } @@ -11183,11 +11183,11 @@ void SetupPickupPage( INT8 bPage ) } else { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString3, sValue ); - #else + } else { swprintf( pStr, L"%d%%", sValue ); - #endif + } } SetRegionFastHelpText( &(gItemPickupMenu.Regions[ cnt - iStart ]), pStr ); @@ -12285,12 +12285,28 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 ) { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString11, - #else + ItemNames[ usItem ], + AmmoCaliber[ Weapon[ usItem ].ubCalibre ], + sValue, + sThreshold, + gWeaponStatsDesc[ 9 ], //Accuracy String + accuracy, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), + gWeaponStatsDesc[ 10 ], //Range String + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range + gWeaponStatsDesc[ 6 ], //AP String + (Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's + apStr, //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } else { swprintf( pStr, L"%s (%s) [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #endif - ItemNames[ usItem ], AmmoCaliber[ Weapon[ usItem ].ubCalibre ], sValue, @@ -12309,16 +12325,12 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } } else { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString4, - #else - swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #endif - - ItemNames[ usItem ], AmmoCaliber[ Weapon[ usItem ].ubCalibre ], sValue, @@ -12336,6 +12348,28 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + + swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", + ItemNames[ usItem ], + AmmoCaliber[ Weapon[ usItem ].ubCalibre ], + sValue, + gWeaponStatsDesc[ 9 ], //Accuracy String + accuracy, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), + gWeaponStatsDesc[ 10 ], //Range String + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range + gWeaponStatsDesc[ 6 ], //AP String + (Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's + apStr, //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } + } } break; @@ -12384,12 +12418,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 ) { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, L"%s [%d%£¥(%d%£¥)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #else - swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #endif - ItemNames[ usItem ], sValue, sThreshold, @@ -12407,15 +12437,31 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", + ItemNames[ usItem ], + sValue, + sThreshold, + gWeaponStatsDesc[ 9 ], //Accuracy String + accuracy, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), + gWeaponStatsDesc[ 10 ], //Range String + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range + gWeaponStatsDesc[ 6 ], //AP String + (Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's + apStr, //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } else { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, L"%s [%d%£¥]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #else - swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", - #endif - ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 9 ], //Accuracy String @@ -12432,6 +12478,25 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", + ItemNames[ usItem ], + sValue, + gWeaponStatsDesc[ 9 ], //Accuracy String + accuracy, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), + gWeaponStatsDesc[ 10 ], //Range String + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range + gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range + gWeaponStatsDesc[ 6 ], //AP String + (Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's + apStr, //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } } break; @@ -12442,13 +12507,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier { if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 ) { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString9, - #else - swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %1.1f %s", - #endif - - ItemNames[ usItem ], + ItemNames[ usItem ], sValue, sThreshold, gWeaponStatsDesc[ 11 ], //Damage String @@ -12459,16 +12520,26 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d\n%s %d\n%s %1.1f %s", + ItemNames[ usItem ], + sValue, + sThreshold, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), //Melee damage + gWeaponStatsDesc[ 6 ], //AP String + BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], pObject, pSoldier ), //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } else { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString5, - #else - swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", - #endif - - ItemNames[ usItem ], + ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 11 ], //Damage String GetDamage(pObject), //Melee damage @@ -12478,6 +12549,19 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", + ItemNames[ usItem ], + sValue, + gWeaponStatsDesc[ 11 ], //Damage String + GetDamage(pObject), //Melee damage + gWeaponStatsDesc[ 6 ], //AP String + BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], pObject, pSoldier ), //AP's + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } } break; @@ -12517,13 +12601,9 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubDamage, 0 ); UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage, 1 ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString5, - #else - swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", - #endif - - ItemNames[ usItem ], + ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 11 ], //Damage String explDamage, @@ -12533,6 +12613,19 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", + ItemNames[ usItem ], + sValue, + gWeaponStatsDesc[ 11 ], //Damage String + explDamage, + gWeaponStatsDesc[ 13 ], //Stun Damage String + explStunDamage, //Stun Damage + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } break; @@ -12562,12 +12655,8 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier if ( gGameExternalOptions.fAdvRepairSystem && sThreshold < 100 ) { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString10, - #else - swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", - #endif - ItemNames[ usItem ], //Item long name sValue, //Item condition sThreshold, //repair threshold @@ -12581,15 +12670,27 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%(%d%%)]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", + ItemNames[ usItem ], //Item long name + sValue, //Item condition + sThreshold, //repair threshold + pInvPanelTitleStrings[ 4 ], //Protection string + iProtection, //Protection rating in % based on best armor + Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100, + Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data) + pInvPanelTitleStrings[ 3 ], //Camo string + GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus + gWeaponStatsDesc[ 12 ], //Weight string + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } else { - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString6, - #else - swprintf( pStr, L"%s [%d%%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", - #endif - ItemNames[ usItem ], //Item long name sValue, //Item condition pInvPanelTitleStrings[ 4 ], //Protection string @@ -12602,6 +12703,21 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", + ItemNames[ usItem ], //Item long name + sValue, //Item condition + pInvPanelTitleStrings[ 4 ], //Protection string + iProtection, //Protection rating in % based on best armor + Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100, + Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data) + pInvPanelTitleStrings[ 3 ], //Camo string + GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus + gWeaponStatsDesc[ 12 ], //Weight string + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } } break; @@ -12614,17 +12730,23 @@ void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier default: { // The final, and typical case, is that of an item with a percent status - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { swprintf( pStr, ChineseSpecString7, - #else - swprintf( pStr, L"%s [%d%%]\n%s %1.1f %s", - #endif ItemNames[ usItem ], //Item long name sValue, //Item condition gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); + } else { + swprintf( pStr, L"%s [%d%%]\n%s %1.1f %s", + ItemNames[ usItem ], //Item long name + sValue, //Item condition + gWeaponStatsDesc[ 12 ], //Weight String + fWeight, //Weight + GetWeightUnitString() //Weight units + ); + } } break; } diff --git a/Tactical/Interface Panels.cpp b/Tactical/Interface Panels.cpp index b723ab93..885e133d 100644 --- a/Tactical/Interface Panels.cpp +++ b/Tactical/Interface Panels.cpp @@ -73,6 +73,8 @@ //legion by Jazz #include "Interface Utils.h" +#include + //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; @@ -2748,27 +2750,27 @@ void RenderSMPanel( BOOLEAN *pfDirty ) mprintf( SM_ARMOR_LABEL_X - StringPixLength( pInvPanelTitleStrings[0], BLOCKFONT2 ) / 2, SM_ARMOR_LABEL_Y, pInvPanelTitleStrings[ 0 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf( SM_ARMOR_PERCENT_X, SM_ARMOR_PERCENT_Y, ChineseSpecString1 ); - #else + } else { mprintf( SM_ARMOR_PERCENT_X, SM_ARMOR_PERCENT_Y, L"%%" ); - #endif + } mprintf( SM_WEIGHT_LABEL_X - StringPixLength( pInvPanelTitleStrings[1], BLOCKFONT2 ), SM_WEIGHT_LABEL_Y, pInvPanelTitleStrings[ 1 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf( SM_WEIGHT_PERCENT_X, SM_WEIGHT_PERCENT_Y, ChineseSpecString1 ); - #else + } else { mprintf( SM_WEIGHT_PERCENT_X, SM_WEIGHT_PERCENT_Y, L"%%" ); - #endif + } mprintf( SM_CAMMO_LABEL_X - StringPixLength( pInvPanelTitleStrings[2], BLOCKFONT2 ), SM_CAMMO_LABEL_Y, pInvPanelTitleStrings[ 2 ] ); - #ifdef CHINESE + if( g_lang == i18n::Lang::zh ) { mprintf( SM_CAMMO_PERCENT_X, SM_CAMMO_PERCENT_Y, ChineseSpecString1 ); - #else + } else { mprintf( SM_CAMMO_PERCENT_X, SM_CAMMO_PERCENT_Y, L"%%" ); - #endif + } UpdateStatColor( gpSMCurrentMerc->timeChanges.uiChangeAgilityTime, (BOOLEAN)(gpSMCurrentMerc->usValueGoneUp & AGIL_INCREASE ? TRUE : FALSE), (BOOLEAN)((gGameOptions.fNewTraitSystem && (gpSMCurrentMerc->ubCriticalStatDamage[DAMAGED_STAT_AGILITY] > 0)) ? TRUE : FALSE), gpSMCurrentMerc->bExtraAgility != 0 ); // SANDRO diff --git a/Tactical/Interface Utils.h b/Tactical/Interface Utils.h index a8e128ca..5a421c0d 100644 --- a/Tactical/Interface Utils.h +++ b/Tactical/Interface Utils.h @@ -27,4 +27,4 @@ void UnLoadCarPortraits( void ); void DrawItemOutlineZoomedInventory( INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, INT16 sColor, UINT32 uiBuffer ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index b25d4c7a..793bcf23 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -459,14 +459,7 @@ BOOLEAN InitializeTacticalInterface( ) // failing the CHECKF after this will cause you to lose your mouse - if ( GETPIXELDEPTH() == 8 ) - { - strcpy( vs_desc.ImageFile, "INTERFACE\\IN_TEXT_8.pcx" ); - } - else if ( GETPIXELDEPTH() == 16 ) - { - strcpy( vs_desc.ImageFile, "INTERFACE\\IN_TEXT.STI" ); - } + strcpy( vs_desc.ImageFile, "INTERFACE\\IN_TEXT.STI" ); if( !AddVideoSurface( &vs_desc, &guiINTEXT ) ) AssertMsg( 0, "Missing INTERFACE\\In_text.sti"); @@ -3556,10 +3549,7 @@ void DrawBarsInUIBox( SOLDIERTYPE *pSoldier , INT16 sXPos, INT16 sYPos, INT16 sW } if ( pSoldier->ubID == gusSelectedSoldier ) { - if(gbPixelDepth==16) - RectangleDraw( TRUE, sXPos+1, sYPos-1, sXPos+sWidth+3, sYPos+1+interval*3, color16, pDestBuf); - else - RectangleDraw8( TRUE, sXPos+1, sYPos-1, sXPos+sWidth+3, sYPos+1+interval*3, color8, pDestBuf); + RectangleDraw( TRUE, sXPos+1, sYPos-1, sXPos+sWidth+3, sYPos+1+interval*3, color16, pDestBuf); } } @@ -5805,10 +5795,7 @@ void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16 { for( INT32 i=0; i < height; i++ ) { - if(gbPixelDepth==16) - LineDraw( TRUE, x, y+i, x+width-1, y+i, color16, pDestBuf ); - else if(gbPixelDepth==8) - LineDraw8( TRUE, x, y+i, x+width-1, y+i, color8, pDestBuf ); + LineDraw( TRUE, x, y+i, x+width-1, y+i, color16, pDestBuf ); } } } diff --git a/Tactical/Item Types.h b/Tactical/Item Types.h index 98f57ded..34799f74 100644 --- a/Tactical/Item Types.h +++ b/Tactical/Item Types.h @@ -738,18 +738,18 @@ extern OBJECTTYPE gTempObject; // note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above #define BLOOD_BAG 0x00000001 //1 // this item is a blood bag can can be used to boost surgery #define MANPAD 0x00000002 //2 // this item is a MAn-Portable Air-Defense System -#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it +#define BEARTRAP 0x00000004 //4 // a mechanical trap that does no explosion, but causes leg damage to whoever activates it #define CAMERA 0x00000008 //8 #define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in #define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat #define MEAT_COW 0x00000040 //64 // retrieve this by gutting a cow -#define BELT_FED 0x00000080 //128 // item can be fed externally +#define BELT_FED 0x00000080 //128 // item can be fed externally #define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally #define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots -#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo -#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit +#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo +#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit #define ATTENTION_ITEM 0x00001000 //4096 // this item is 'interesting' to the AI. Dumb soldiers may try to pick it up #define GAROTTE 0x00002000 //8192 // this item is a garotte @@ -758,18 +758,18 @@ extern OBJECTTYPE gTempObject; #define SKIN_BLOODCAT 0x00010000 //65536 // retrieve this by skinning (=decapitating) a bloodcat #define NO_METAL_DETECTION 0x00020000 //131072 // a planted bomb with this flag can NOT be detected via metal detector. Use sparingly! -#define JUMP_GRENADE 0x00040000 //262144 // add +25 heigth to explosion, used for bouncing grenades and jumping mines +#define JUMP_GRENADE 0x00040000 //262144 // add +25 heigth to explosion, used for bouncing grenades and jumping mines #define HANDCUFFS 0x00080000 //524288 // item can be used to capture soldiers #define TASER 0x00100000 //1048576 // item is a taser, melee hits with this will drain breath (if batteries are supplied) -#define SCUBA_BOTTLE 0x00200000 //2097152 // item is a scuba gear air bottle +#define SCUBA_BOTTLE 0x00200000 //2097152 // item is a scuba gear air bottle #define SCUBA_MASK 0x00400000 //4194304 // item is a scuba gear breathing mask #define SCUBA_FINS 0x00800000 //8388608 // this item speed up swimming, but slows walking and running -#define TRIPWIREROLL 0x01000000 //16777216 // this item is a tripwire roll +#define TRIPWIREROLL 0x01000000 //16777216 // this item is a tripwire roll #define RADIO_SET 0x02000000 //33554432 // item can be used to radio militia/squads in other sectors -#define SIGNAL_SHELL 0x04000000 //67108864 // this is a signal shell that precedes artillery barrages -#define SODA 0x08000000 //134217728 // item is a can of soda, sold in vending machines +#define SIGNAL_SHELL 0x04000000 //67108864 // this is a signal shell that precedes artillery barrages +#define SODA 0x08000000 //134217728 // item is a can of soda, sold in vending machines #define ROOF_COLLAPSE_ITEM 0x10000000 //268435456 // this item is required in the collapsing of roof tiles. It is used internally and should never be seen by the player #define DISEASEPROTECTION_1 0x20000000 //536870912 // this item protects us from getting diseases by human contact if kept in inventory @@ -787,40 +787,40 @@ extern OBJECTTYPE gTempObject; #define ITEM_sinks 0x0000004000000000 #define ITEM_showstatus 0x0000008000000000 -#define ITEM_hiddenaddon 0x0000010000000000 +#define ITEM_hiddenaddon 0x0000010000000000 #define ITEM_twohanded 0x0000020000000000 #define ITEM_notbuyable 0x0000040000000000 #define ITEM_attachment 0x0000080000000000 #define ITEM_hiddenattachment 0x0000100000000000 #define ITEM_biggunlist 0x0000200000000000 -#define ITEM_notineditor 0x0000400000000000 +#define ITEM_notineditor 0x0000400000000000 #define ITEM_defaultundroppable 0x0000800000000000 #define ITEM_unaerodynamic 0x0001000000000000 #define ITEM_electronic 0x0002000000000000 #define ITEM_cannon 0x0004000000000000 -#define ITEM_rocketrifle 0x0008000000000000 +#define ITEM_rocketrifle 0x0008000000000000 #define ITEM_fingerprintid 0x0010000000000000 #define ITEM_metaldetector 0x0020000000000000 -#define ITEM_gasmask 0x0040000000000000 +#define ITEM_gasmask 0x0040000000000000 #define ITEM_lockbomb 0x0080000000000000 #define ITEM_flare 0x0100000000000000 -#define ITEM_grenadelauncher 0x0200000000000000 +#define ITEM_grenadelauncher 0x0200000000000000 #define ITEM_mortar 0x0400000000000000 #define ITEM_duckbill 0x0800000000000000 -#define ITEM_detonator 0x1000000000000000 -#define ITEM_remotedetonator 0x2000000000000000 -#define ITEM_hidemuzzleflash 0x4000000000000000 +//UNUSED #define ITEM_detonator 0x1000000000000000 +//UNUSED #define ITEM_remotedetonator 0x2000000000000000 +#define ITEM_hidemuzzleflash 0x4000000000000000 #define ITEM_rocketlauncher 0x8000000000000000 // New UINT64 Item Flag => usItemFlag2 #define ITEM_singleshotrocketlauncher 0x00000001 #define ITEM_brassknuckles 0x00000002 -#define ITEM_crowbar 0x00000004 +#define ITEM_crowbar 0x00000004 #define ITEM_glgrenade 0x00000008 #define ITEM_flakjacket 0x00000010 @@ -829,17 +829,17 @@ extern OBJECTTYPE gTempObject; #define ITEM_needsbatteries 0x00000080 #define ITEM_xray 0x00000100 -#define ITEM_wirecutters 0x00000200 -#define ITEM_toolkit 0x00000400 -#define ITEM_firstaidkit 0x00000800 +#define ITEM_wirecutters 0x00000200 +#define ITEM_toolkit 0x00000400 +#define ITEM_firstaidkit 0x00000800 #define ITEM_medicalkit 0x00001000 -#define ITEM_canteen 0x00002000 -#define ITEM_jar 0x00004000 +#define ITEM_canteen 0x00002000 +#define ITEM_jar 0x00004000 #define ITEM_canandstring 0x00008000 -#define ITEM_marbles 0x00010000 -#define ITEM_walkman 0x00020000 +#define ITEM_marbles 0x00010000 +#define ITEM_walkman 0x00020000 #define ITEM_remotetrigger 0x00040000 #define ITEM_robotremotecontrol 0x00080000 @@ -849,7 +849,7 @@ extern OBJECTTYPE gTempObject; #define ITEM_antitankmine 0x00800000 #define ITEM_hardware 0x01000000 -#define ITEM_medical 0x02000000 +#define ITEM_medical 0x02000000 #define ITEM_gascan 0x04000000 #define ITEM_containsliquid 0x08000000 @@ -863,7 +863,7 @@ extern OBJECTTYPE gTempObject; #define ITEM_tripwireactivation 0x0000000400000000 // item (mine) can be activated by nearby tripwire #define ITEM_tripwire 0x0000000800000000 // item is tripwire -#define ITEM_directional 0x0000001000000000 // item is a directional mine/bomb (actual direction is set upon planting) +#define ITEM_directional 0x0000001000000000 // item is a directional mine/bomb (actual direction is set upon planting) #define ITEM_blockironsight 0x0000002000000000 // if a gun or any attachment have this property, the iron sight won't be usable (if there is at least one other usable sight) #define ITEM_fAllowClimbing 0x0000004000000000 // JMich: BackpackClimb does item allow climbing while wearing it #define ITEM_cigarette 0x0000008000000000 // Flugente: this item can be smoked diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 645ba111..a6a0923d 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -1271,13 +1271,21 @@ BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness ) if ( Item[usItemIndex].ubCoolness == 0 && !fIgnoreCoolness ) return FALSE; - // silversurfer: no food items if the food system is off - if ( !UsingFoodSystem() && Item[ usItemIndex ].foodtype > 0 ) + // kitty: players might want food items in game for roleplay reasons, i.e. when interacting with npc-dealer in restaurant, no food might seems odd + // with the option "ALWAYS_FOOD" set TRUE, food items will show even without using the foodsystem + // should it be set to FALSE, no food items will be shown without using the foodsystem + if (!gGameExternalOptions.fAlwaysFood) { - // Only restrict food for now. Water can be used to replenish lost energy so it is useful even without the food system. - if ( Food[Item[usItemIndex].foodtype].bFoodPoints > 0 ) - return FALSE; - } + // silversurfer: no food items if the food system is off + if (!UsingFoodSystem() && Item[usItemIndex].foodtype > 0 ) + { + // silversurfer: Only restrict food for now. Water can be used to replenish lost energy so it is useful even without the food system. + // kitty: and only if food isn't a drug at the same time, to make sure using those drugs without food system is possible + if (Food[Item[usItemIndex].foodtype].bFoodPoints > 0 && Item[usItemIndex].drugtype == 0 ) + + return FALSE; + } + } // kitty: no disease items if the disease system is off // whether the item is exclusive is defined by tag @@ -12075,7 +12083,7 @@ BOOLEAN IsDetonatorAttached( OBJECTTYPE * pObj ) // return TRUE; for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) { - if (ItemIsDetonator(iter->usItem) && iter->exists() ) + if ( IsAttachmentClass( iter->usItem, AC_DETONATOR ) && iter->exists() ) { return( TRUE ); } @@ -12091,7 +12099,7 @@ BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj ) // return TRUE; for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) { - if (ItemIsRemoteDetonator(iter->usItem) && iter->exists() ) + if ( IsAttachmentClass( iter->usItem, AC_REMOTEDET ) && iter->exists() ) { return( TRUE ); } @@ -16081,8 +16089,6 @@ BOOLEAN ItemIsFlare(UINT16 usItem) { return HasItemFlag(usItem, ITEM_flare); } BOOLEAN ItemIsGrenadeLauncher(UINT16 usItem) { return HasItemFlag(usItem, ITEM_grenadelauncher); } BOOLEAN ItemIsMortar(UINT16 usItem) { return HasItemFlag(usItem, ITEM_mortar); } BOOLEAN ItemIsDuckbill(UINT16 usItem) { return HasItemFlag(usItem, ITEM_duckbill); } -BOOLEAN ItemIsDetonator(UINT16 usItem) { return HasItemFlag(usItem, ITEM_detonator); } -BOOLEAN ItemIsRemoteDetonator(UINT16 usItem) { return HasItemFlag(usItem, ITEM_remotedetonator); } BOOLEAN ItemHasHiddenMuzzleFlash(UINT16 usItem) { return HasItemFlag(usItem, ITEM_hidemuzzleflash); } BOOLEAN ItemIsRocketLauncher(UINT16 usItem) { return HasItemFlag(usItem, ITEM_rocketlauncher); } // usItemFlag2 diff --git a/Tactical/Items.h b/Tactical/Items.h index 9b533363..05060e95 100644 --- a/Tactical/Items.h +++ b/Tactical/Items.h @@ -204,8 +204,6 @@ BOOLEAN ItemIsFlare(UINT16 usItem); BOOLEAN ItemIsGrenadeLauncher(UINT16 usItem); BOOLEAN ItemIsMortar(UINT16 usItem); BOOLEAN ItemIsDuckbill(UINT16 usItem); -BOOLEAN ItemIsDetonator(UINT16 usItem); -BOOLEAN ItemIsRemoteDetonator(UINT16 usItem); BOOLEAN ItemHasHiddenMuzzleFlash(UINT16 usItem); BOOLEAN ItemIsRocketLauncher(UINT16 usItem); BOOLEAN ItemIsSingleShotRocketLauncher(UINT16 usItem); diff --git a/Tactical/Ja25_Tactical.cpp b/Tactical/Ja25_Tactical.cpp index a56d530e..000ba5fc 100644 --- a/Tactical/Ja25_Tactical.cpp +++ b/Tactical/Ja25_Tactical.cpp @@ -293,7 +293,8 @@ UINT32 POWERGENSECTOR_GRIDNO1 = 15100; UINT32 POWERGENSECTOR_GRIDNO2 = 12220; UINT32 POWERGENSECTOR_GRIDNO3 = 14155; UINT32 POWERGENSECTOR_GRIDNO4 = 13980; -UINT32 POWERGENSECTOREXITGRID_GRIDNO1 = 19749; +UINT32 POWERGENSECTOREXITGRID_SRC_GRIDNO = 10979; +UINT32 POWERGENSECTOREXITGRID_DST_GRIDNO = 19749; UINT32 POWERGENFANSOUND_GRIDNO1 = 10979; UINT32 POWERGENFANSOUND_GRIDNO2 = 19749; UINT32 STARTFANBACKUPAGAIN_GRIDNO = 10980; @@ -304,17 +305,22 @@ UINT32 SECTOR_LAUNCH_MISSLES_Y = 12; UINT32 SECTOR_LAUNCH_MISSLES_Z = 3; //J13-0 UINT32 SECTOR_FAN_X = 13; -UINT32 SECTOR_FAN_Z = 10; -UINT32 SECTOR_FAN_Y = 0; +UINT32 SECTOR_FAN_Y = 10; +UINT32 SECTOR_FAN_Z = 0; //K14-1 UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_X = 14; UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Y = 11; UINT32 SECTOR_OPEN_GATE_IN_TUNNEL_Z = 1; -//J14-1 +// Destination sector for fan exitgrid +//J14-1 UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = 14; UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = 10; UINT32 EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = 1; +INT16 BETTY_BLOODCAT_SECTOR_X = 10; +INT16 BETTY_BLOODCAT_SECTOR_Y = 9; +INT8 BETTY_BLOODCAT_SECTOR_Z = 0; + void InitGridNoUB() { SWITCHINMORRISAREA_GRIDNO = gGameUBOptions.SwitchInMorrisAreaGridNo; //= 15231; @@ -326,7 +332,8 @@ void InitGridNoUB() POWERGENSECTOR_GRIDNO2 = gGameUBOptions.PowergenSectorGridNo2; //= 12220; POWERGENSECTOR_GRIDNO3 = gGameUBOptions.PowergenSectorGridNo3; //= 14155; POWERGENSECTOR_GRIDNO4 = gGameUBOptions.PowergenSectorGridNo4; //= 13980; - POWERGENSECTOREXITGRID_GRIDNO1 = gGameUBOptions.PowergenSectorExitgridGridNo; // = 19749; + POWERGENSECTOREXITGRID_SRC_GRIDNO = gGameUBOptions.PowergenSectorExitgridSrcGridNo; //= 10979; // Exitgrid location in the sector it is created in + POWERGENSECTOREXITGRID_DST_GRIDNO = gGameUBOptions.PowergenSectorExitgridGridNo; // = 19749; // Exitgrid location in the destination sector POWERGENFANSOUND_GRIDNO1 = gGameUBOptions.PowergenFanSoundGridNo1; //= 10979; POWERGENFANSOUND_GRIDNO2 = gGameUBOptions.PowergenFanSoundGridNo2; //= 19749; STARTFANBACKUPAGAIN_GRIDNO = gGameUBOptions.StartFanbackupAgainGridNo; //= 10980; @@ -338,8 +345,8 @@ void InitGridNoUB() SECTOR_LAUNCH_MISSLES_Z = gGameUBOptions.SectorLaunchMisslesZ; //3; //J13-0 SECTOR_FAN_X = gGameUBOptions.SectorFanX; //13; - SECTOR_FAN_Z = gGameUBOptions.SectorFanY; //10; - SECTOR_FAN_Y = gGameUBOptions.SectorFanZ; //0; + SECTOR_FAN_Y = gGameUBOptions.SectorFanY; //10; + SECTOR_FAN_Z = gGameUBOptions.SectorFanZ; //0; //K14-1 SECTOR_OPEN_GATE_IN_TUNNEL_X = gGameUBOptions.SectorOpenGateInTunnelX; //14; SECTOR_OPEN_GATE_IN_TUNNEL_Y = gGameUBOptions.SectorOpenGateInTunnelY; //11; @@ -348,7 +355,12 @@ void InitGridNoUB() EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X = gGameUBOptions.ExitForFanToPowerGenSectorX; //14; EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y = gGameUBOptions.ExitForFanToPowerGenSectorY; //10; EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z = gGameUBOptions.ExitForFanToPowerGenSectorZ; //1; - + + BETTY_BLOODCAT_SECTOR_X = gGameUBOptions.BettyBloodCatSectorX; + BETTY_BLOODCAT_SECTOR_Y = gGameUBOptions.BettyBloodCatSectorY; + BETTY_BLOODCAT_SECTOR_Z = gGameUBOptions.BettyBloodCatSectorZ; + + MANUEL_UB = gGameUBOptions.ubMANUEL_UB; BIGGENS_UB = gGameUBOptions.ubBIGGENS_UB; JOHN_K_UB = gGameUBOptions.ubJOHN_K_UB; @@ -646,7 +658,7 @@ void HandleWhenCertainPercentageOfEnemiesDie() UINT32 uiPercentEnemiesKilled; UINT8 ubSectorID; - //if there isnt enemies in the sector + //if there isn't enemies in the sector if( ( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector + gTacticalStatus.ubArmyGuysKilled ) == 0 ) { //get out @@ -663,7 +675,7 @@ void HandleWhenCertainPercentageOfEnemiesDie() switch( ubSectorID ) { case SEC_K15: - //all enemies are dead and if the quote hasnt been said yet + //all enemies are dead and if the quote hasn't been said yet if( uiPercentEnemiesKilled >= 100 && !( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__ALL_DEAD_TOP_LEVEL_OF_COMPLEX ) ) { INT16 bProfile = RandomProfileIdFromNewMercsOnPlayerTeam(); @@ -703,7 +715,7 @@ void StopPowerGenFan() return; } - //Remeber how the player got through + //Remember how the player got through SetJa25GeneralFlag( JA_GF__POWER_GEN_FAN_HAS_BEEN_STOPPED ); gJa25SaveStruct.ubStateOfFanInPowerGenSector = PGF__STOPPED; @@ -721,7 +733,7 @@ void StopPowerGenFan() //Turn off the power gen fan sound HandleRemovingPowerGenFanSound(); - //remeber which turn the fan stopped on + //remember which turn the fan stopped on gJa25SaveStruct.uiTurnPowerGenFanWentDown = gJa25SaveStruct.uiTacticalTurnCounter; @@ -729,7 +741,7 @@ void StopPowerGenFan() // Replace the Fan graphic // - // Turn on permenant changes.... + // Turn on permanent changes.... ApplyMapChangesToMapTempFile( TRUE ); //Add the exit grid to the power gen fan @@ -784,7 +796,7 @@ void StartFanBackUpAgain() return; } - //Remeber how the player got through + //Remember how the player got through gJa25SaveStruct.ubStateOfFanInPowerGenSector = PGF__RUNNING_NORMALLY; @@ -796,7 +808,7 @@ void StartFanBackUpAgain() // Replace the Fan graphic // - // Turn on permenant changes.... + // Turn on permanent changes.... ApplyMapChangesToMapTempFile( TRUE ); // Remove it! @@ -821,7 +833,7 @@ void StartFanBackUpAgain() gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY; //Remove the exit grid - RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO ); + RemoveExitGridFromWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO ); // FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES SetRenderFlags(RENDER_FLAG_FULL); @@ -914,7 +926,7 @@ void HandleAddingPowerGenFanSound() sGridNo = POWERGENFANSOUND_GRIDNO2; //Create the new ambient fan sound - //gJa25SaveStruct.iPowerGenFanPositionSndID = NewPositionSnd( sGridNo, POSITION_SOUND_STATIONATY_OBJECT, 0, POWER_GEN_FAN_SOUND ); + gJa25SaveStruct.iPowerGenFanPositionSndID = NewPositionSnd( sGridNo, POSITION_SOUND_STATIONATY_OBJECT, 0, POWER_GEN_FAN_SOUND, 30 ); SetPositionSndsInActive( ); SetPositionSndsActive( ); @@ -942,10 +954,10 @@ void AddExitGridForFanToPowerGenSector() ExitGrid.ubGotoSectorX = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_X; //14; ExitGrid.ubGotoSectorY = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Y; //MAP_ROW_J; ExitGrid.ubGotoSectorZ = EXIT_FOR_FAN_TO_POWER_GEN_SECTOR_Z; //1; - ExitGrid.usGridNo = POWERGENSECTOREXITGRID_GRIDNO1; + ExitGrid.usGridNo = POWERGENSECTOREXITGRID_DST_GRIDNO; //Add the exit grid when the fan is either stopped or blown up - AddExitGridToWorld( PGF__FAN_EXIT_GRID_GRIDNO, &ExitGrid ); + AddExitGridToWorld( POWERGENSECTOREXITGRID_SRC_GRIDNO, &ExitGrid ); } BOOLEAN HandlePlayerSayingQuoteWhenFailingToOpenGateInTunnel( SOLDIERTYPE *pSoldierAtDoor, BOOLEAN fSayQuoteOnlyOnce ) diff --git a/Tactical/Ja25_Tactical.h b/Tactical/Ja25_Tactical.h index 5e5c6603..48d36b81 100644 --- a/Tactical/Ja25_Tactical.h +++ b/Tactical/Ja25_Tactical.h @@ -5,7 +5,6 @@ #include "MapScreen Quotes.h" -#define PGF__FAN_EXIT_GRID_GRIDNO 10979 #define NUM_MERCS_WITH_NEW_QUOTES 20//7 @@ -144,6 +143,10 @@ extern UINT8 RAUL_UB; extern UINT8 MORRIS_UB; extern UINT8 RUDY_UB; +extern INT16 BETTY_BLOODCAT_SECTOR_X; +extern INT16 BETTY_BLOODCAT_SECTOR_Y; +extern INT8 BETTY_BLOODCAT_SECTOR_Z; + extern void Old_UB_Inventory (); extern void New_UB_Inventory (); diff --git a/Tactical/Keys.h b/Tactical/Keys.h index 8937d292..cd92ae38 100644 --- a/Tactical/Keys.h +++ b/Tactical/Keys.h @@ -281,4 +281,4 @@ void AttachStringToDoor( INT32 sGridNo ); void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/LogicalBodyTypes/AbstractXMLLoader.cpp b/Tactical/LogicalBodyTypes/AbstractXMLLoader.cpp index ab182259..93d74672 100644 --- a/Tactical/LogicalBodyTypes/AbstractXMLLoader.cpp +++ b/Tactical/LogicalBodyTypes/AbstractXMLLoader.cpp @@ -24,14 +24,15 @@ AbstractXMLLoader::ParseData* AbstractXMLLoader::MakeParseData(XML_Parser* parse return new ParseData(parser); } -bool AbstractXMLLoader::LoadFromFile(const char* directoryName, const char* fileName) { +bool AbstractXMLLoader::LoadFromFile(const char* directoryName, const char* fileName, CHAR8* errorBuf) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8* lpcBuffer; char fileNameFull[MAX_PATH + 1]; if (strlen(fileName) + strlen(directoryName) >= MAX_PATH) { - LiveMessage("Can't load file. Concatinated filename too long for buffer!"); + sprintf(errorBuf, "Can't load file %s%s, Concatenated filename too long for buffer!", directoryName, fileName); + LiveMessage(errorBuf); return false; } SetDirectoryName(directoryName); @@ -46,12 +47,14 @@ bool AbstractXMLLoader::LoadFromFile(const char* directoryName, const char* file DebugMsg(TOPIC_JA2, DBG_LEVEL_3, msg.c_str()); hFile = FileOpen(fileNameFull, FILE_ACCESS_READ, FALSE); if (!hFile) { + sprintf(errorBuf, "Can't open %s", fileNameFull); delete data; return false; } uiFSize = FileGetSize(hFile); lpcBuffer = (CHAR8*)MemAlloc(uiFSize + 1); if (!FileRead(hFile, lpcBuffer, uiFSize, &uiBytesRead)) { + sprintf(errorBuf, "Error reading %s to buffer", fileNameFull); MemFree(lpcBuffer); delete data; return false; @@ -72,7 +75,6 @@ bool AbstractXMLLoader::LoadFromFile(const char* directoryName, const char* file try { if (!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { - CHAR8 errorBuf[512]; sprintf(errorBuf, "XML Parser Error in %s[%d]: %s", fileNameFull, XML_GetCurrentLineNumber(parser), XML_ErrorString(XML_GetErrorCode(parser))); LiveMessage(errorBuf); MemFree(lpcBuffer); @@ -80,7 +82,6 @@ bool AbstractXMLLoader::LoadFromFile(const char* directoryName, const char* file return false; } } catch (XMLParseException e) { - CHAR8 errorBuf[512]; sprintf(errorBuf, "XML Parser Exception in %s[%d]: %s", fileNameFull, e._LINE, e.what()); LiveMessage(errorBuf); MemFree(lpcBuffer); diff --git a/Tactical/LogicalBodyTypes/AbstractXMLLoader.h b/Tactical/LogicalBodyTypes/AbstractXMLLoader.h index 765c127b..20749ba0 100644 --- a/Tactical/LogicalBodyTypes/AbstractXMLLoader.h +++ b/Tactical/LogicalBodyTypes/AbstractXMLLoader.h @@ -55,7 +55,7 @@ private: public: AbstractXMLLoader(XML_StartElementHandler startHandler, XML_EndElementHandler endHandler, XML_CharacterDataHandler charHandler, ParseDataFactoryFunc parseDataFactF = MakeParseData); ~AbstractXMLLoader(void); - bool LoadFromFile(const char* directoryName, const char* fileName); + bool LoadFromFile(const char* directoryName, const char* fileName, CHAR8* errorBuf); const char* GetFileName(); const char* GetDirectoryName(); void SetFileName(const char* fileName); diff --git a/Tactical/LogicalBodyTypes/Filter.cpp b/Tactical/LogicalBodyTypes/Filter.cpp index d0a60a9e..3d666cbf 100644 --- a/Tactical/LogicalBodyTypes/Filter.cpp +++ b/Tactical/LogicalBodyTypes/Filter.cpp @@ -258,6 +258,18 @@ bool Filter::Match(SOLDIERTYPE* pSoldier) { case REQ_LEGPOSATTACHMENT3: cmp_val = CompareAttachment(pSoldier, LEGPOS, 3); break; + case REQ_VESTPOSATTACHMENT0: + cmp_val = CompareAttachment( pSoldier, VESTPOS, 0 ); + break; + case REQ_VESTPOSATTACHMENT1: + cmp_val = CompareAttachment( pSoldier, VESTPOS, 1 ); + break; + case REQ_VESTPOSATTACHMENT2: + cmp_val = CompareAttachment( pSoldier, VESTPOS, 2 ); + break; + case REQ_VESTPOSATTACHMENT3: + cmp_val = CompareAttachment( pSoldier, VESTPOS, 3 ); + break; default: if (q < NUM_REQTYPESINV) { cmp_val = pSoldier->inv[q].usItem; diff --git a/Tactical/LogicalBodyTypes/Filter.h b/Tactical/LogicalBodyTypes/Filter.h index b8a865d2..cbc896bb 100644 --- a/Tactical/LogicalBodyTypes/Filter.h +++ b/Tactical/LogicalBodyTypes/Filter.h @@ -75,6 +75,10 @@ public: REQ_LEGPOSATTACHMENT1, REQ_LEGPOSATTACHMENT2, REQ_LEGPOSATTACHMENT3, + REQ_VESTPOSATTACHMENT0, + REQ_VESTPOSATTACHMENT1, + REQ_VESTPOSATTACHMENT2, + REQ_VESTPOSATTACHMENT3, NUM_REQTYPES, // 3rd byte is for operator flags _REQ_BTWN = 0x20000, diff --git a/Tactical/LogicalBodyTypes/FilterDB.cpp b/Tactical/LogicalBodyTypes/FilterDB.cpp index 747d19f1..b5f23d73 100644 --- a/Tactical/LogicalBodyTypes/FilterDB.cpp +++ b/Tactical/LogicalBodyTypes/FilterDB.cpp @@ -270,7 +270,7 @@ namespace LogicalBodyTypes { /***************************************** Filter enum criterion types ******************************************/ - LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 43, + LOGBT_ENUMDB_ADD("IntegerFilterCriterionTypes", 47, Filter::REQ_HELMETPOS, Filter::REQ_VESTPOS, Filter::REQ_LEGPOS, @@ -313,7 +313,11 @@ namespace LogicalBodyTypes { Filter::REQ_LEGPOSATTACHMENT0, Filter::REQ_LEGPOSATTACHMENT1, Filter::REQ_LEGPOSATTACHMENT2, - Filter::REQ_LEGPOSATTACHMENT3 + Filter::REQ_LEGPOSATTACHMENT3, + Filter::REQ_VESTPOSATTACHMENT0, + Filter::REQ_VESTPOSATTACHMENT1, + Filter::REQ_VESTPOSATTACHMENT2, + Filter::REQ_VESTPOSATTACHMENT3 ); /***************************************** diff --git a/Tactical/Map Information.h b/Tactical/Map Information.h index bbda9ca2..76d4e36b 100644 --- a/Tactical/Map Information.h +++ b/Tactical/Map Information.h @@ -66,4 +66,4 @@ BOOLEAN ValidateEntryPointGridNo( INT32 *sGridNo ); extern BOOLEAN gfWorldLoaded; -#endif \ No newline at end of file +#endif diff --git a/Tactical/Merc Entering.cpp b/Tactical/Merc Entering.cpp index e657ad45..31dabb3e 100644 --- a/Tactical/Merc Entering.cpp +++ b/Tactical/Merc Entering.cpp @@ -991,7 +991,7 @@ void HandleFirstHeliDropOfGame( ) SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE ); // Start music - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; diff --git a/Tactical/Merc Hiring.cpp b/Tactical/Merc Hiring.cpp index a1db1e9d..d6b58553 100644 --- a/Tactical/Merc Hiring.cpp +++ b/Tactical/Merc Hiring.cpp @@ -1037,78 +1037,78 @@ if ( gGameUBOptions.InGameHeliCrash == TRUE ) void UpdateJerryMiloInInitialSector() { - SOLDIERTYPE *pSoldier = NULL; - SOLDIERTYPE *pJerrySoldier=NULL; + SOLDIERTYPE *pSoldier = NULL; + SOLDIERTYPE *pJerrySoldier = NULL; - - //SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE; - SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE; - //SectorInfo[ SEC_H7 ].ubNumAdmins = 2; - StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE; - -if ( gGameUBOptions.InGameHeli == TRUE ) - return; //AA -if ( gGameUBOptions.InGameHeliCrash == TRUE ) - { - //if it is the first sector we are loading up, place Jerry in the map - if( !gfFirstTimeInGameHeliCrash ) - return; - - if ( gGameUBOptions.InJerry == TRUE ) - { - pSoldier = FindSoldierByProfileID( JERRY_MILO_UB, FALSE ); //JERRY - if( pSoldier == NULL ) - { - Assert( 0 ); - } - - } - - //the internet part of the laptop isnt working. It gets broken in the heli crash. - if ( gGameUBOptions.LaptopQuestEnabled == TRUE ) - StartQuest( QUEST_FIX_LAPTOP, -1, -1 ); - - //Record the initial sector as ours //SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE; - SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE; - StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE; - - if ( gGameUBOptions.InJerry == TRUE ) + SectorInfo[(UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].fSurfaceWasEverPlayerControlled = TRUE; + //SectorInfo[ SEC_H7 ].ubNumAdmins = 2; + StrategicMap[CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].fEnemyControlled = FALSE; + + if ( gGameUBOptions.InGameHeli == TRUE ) + return; //AA + + if ( gGameUBOptions.InGameHeliCrash == TRUE ) { - //Set some variable so Jerry will be on the ground - pSoldier->fWaitingToGetupFromJA25Start = TRUE; - pSoldier->fIgnoreGetupFromCollapseCheck = TRUE; + //if it is the first sector we are loading up, place Jerry in the map + if ( !gfFirstTimeInGameHeliCrash ) + return; - //pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; //to by³o wy³¹czone - //pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( ); //to by³o wy³¹czone + if ( gGameUBOptions.InJerry == TRUE ) + { + pSoldier = FindSoldierByProfileID( JERRY_MILO_UB, FALSE ); //JERRY + if ( pSoldier == NULL ) + { + Assert( 0 ); + } - RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, gsInitialHeliRandomTimes[ 6 ] + 800 + Random( 400 ) ); + } - //should we be on our back or tummy - if( Random( 100 ) < 50 ) - pSoldier->EVENT_InitNewSoldierAnim( STAND_FALLFORWARD_STOP, 1, TRUE ); - else - pSoldier->EVENT_InitNewSoldierAnim( FALLBACKHIT_STOP, 1, TRUE ); - } + //the internet part of the laptop isnt working. It gets broken in the heli crash. + if ( gGameUBOptions.LaptopQuestEnabled == TRUE ) + StartQuest( QUEST_FIX_LAPTOP, -1, -1 ); -//Wont work cause it gets reset every frame - //make sure we can see Jerry - - if ( gGameUBOptions.InJerry == TRUE ) - { - pJerrySoldier = FindSoldierByProfileID(JERRY_MILO_UB, FALSE );//JERRY - if( pJerrySoldier != NULL ) - { - //Make sure we can see the pilot - gbPublicOpplist[OUR_TEAM][ pJerrySoldier->ubID ] = SEEN_CURRENTLY; - pJerrySoldier->bVisible = TRUE; - } + //Record the initial sector as ours + //SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE; + SectorInfo[(UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].fSurfaceWasEverPlayerControlled = TRUE; + StrategicMap[CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].fEnemyControlled = FALSE; - } + if ( gGameUBOptions.InJerry == TRUE ) + { + //Set some variable so Jerry will be on the ground + pSoldier->fWaitingToGetupFromJA25Start = TRUE; + pSoldier->fIgnoreGetupFromCollapseCheck = TRUE; - //Lock the interface - guiPendingOverrideEvent = LU_BEGINUILOCK; + //pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; //to by³o wy³¹czone + //pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( ); //to by³o wy³¹czone + + RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, gsInitialHeliRandomTimes[6] + 800 + Random( 400 ) ); + + //should we be on our back or tummy + if ( Random( 100 ) < 50 ) + pSoldier->EVENT_InitNewSoldierAnim( STAND_FALLFORWARD_STOP, 1, TRUE ); + else + pSoldier->EVENT_InitNewSoldierAnim( FALLBACKHIT_STOP, 1, TRUE ); + } + + //Wont work cause it gets reset every frame + //make sure we can see Jerry + + if ( gGameUBOptions.InJerry == TRUE ) + { + pJerrySoldier = FindSoldierByProfileID( JERRY_MILO_UB, FALSE );//JERRY + if ( pJerrySoldier != NULL ) + { + //Make sure we can see the pilot + gbPublicOpplist[OUR_TEAM][pJerrySoldier->ubID] = SEEN_CURRENTLY; + pJerrySoldier->bVisible = TRUE; + } + + } + + //Lock the interface + guiPendingOverrideEvent = LU_BEGINUILOCK; } } diff --git a/Tactical/Militia Control.h b/Tactical/Militia Control.h index 68113765..b309e288 100644 --- a/Tactical/Militia Control.h +++ b/Tactical/Militia Control.h @@ -28,4 +28,4 @@ BOOLEAN CreateDestroyMilitiaControlPopUpBoxes( void ); BOOLEAN CheckIfRadioIsEquipped( void ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/MiniGame.h b/Tactical/MiniGame.h index a1f634ae..550634db 100644 --- a/Tactical/MiniGame.h +++ b/Tactical/MiniGame.h @@ -43,4 +43,4 @@ void SetInteractivePicture( std::string aStr, bool aVal ); void MiniGame_Init_Picture(); UINT32 MiniGame_Handle_Picture(); -#endif //__MINIGAME_H \ No newline at end of file +#endif //__MINIGAME_H diff --git a/Tactical/Morale.h b/Tactical/Morale.h index db146a76..c423faa3 100644 --- a/Tactical/Morale.h +++ b/Tactical/Morale.h @@ -160,4 +160,4 @@ void DailyMoraleUpdate( SOLDIERTYPE *pSoldier ); void DecayTacticalMoraleModifiers( void ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index f3495a11..344d0558 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -1074,7 +1074,7 @@ BOOLEAN ExecuteOverhead( ) pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } - SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, pSoldier->ubProfile, 0, 0, pSoldier->iFaceIndex, 0 ); + SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH, pSoldier->ubProfile, 0, pSoldier->iFaceIndex, 0 ); } } else @@ -6646,7 +6646,7 @@ void ExitCombatMode( ) // unused //gfForceMusicToTense = TRUE; - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; @@ -6688,63 +6688,62 @@ void ExitCombatMode( ) } -void SetEnemyPresence( ) +void SetEnemyPresence() { - // We have an ememy present.... - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence")); + // We have an ememy present.... + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence" ) ); - // Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet ) - if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector ) - { - // If we have a guy selected, say quote! - // For now, display ono status message - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] ); + // Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet ) + if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector ) + { + // If we have a guy selected, say quote! + // For now, display ono status message + ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ENEMY_IN_SECTOR_STR] ); - // Change music modes.. + // Change music modes.. - // If we are just starting game, don't do this! + // If we are just starting game, don't do this! #ifdef JA2UB - //Ja25: no meanwhiles - if ( !DidGameJustStart() ) + //Ja25: no meanwhiles + if ( !DidGameJustStart() ) #else - if ( !DidGameJustStart() && !AreInMeanwhile( ) ) - + if ( !DidGameJustStart() && !AreInMeanwhile() ) #endif - { + { - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); #ifdef NEWMUSIC - GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; - if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 ) - SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] ); - else + GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ]; + if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] != -1 ) + SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] ); + else #endif - SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); + SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false")); - sniperwarning = FALSE; - biggunwarning = FALSE; - gogglewarning = FALSE; - checkBonusMilitia = TRUE; - // airstrikeavailable = TRUE; - } - else - { - DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true")); - sniperwarning = TRUE; - biggunwarning = TRUE; - //gogglewarning = TRUE; - // airstrikeavailable = FALSE; - } + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = false" ) ); + sniperwarning = FALSE; + biggunwarning = FALSE; + gogglewarning = FALSE; + checkBonusMilitia = TRUE; + // airstrikeavailable = TRUE; + } + else + { + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = true" ) ); + sniperwarning = TRUE; + biggunwarning = TRUE; + //gogglewarning = TRUE; + // airstrikeavailable = FALSE; + } - // Say quote... - //SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE ); + // Say quote... + //SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE ); - gTacticalStatus.fEnemyInSector = TRUE; + gTacticalStatus.fEnemyInSector = TRUE; - } + } } @@ -7057,7 +7056,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen ) // Begin tense music.... // unused //gfForceMusicToTense = TRUE; - UseCreatureMusic(HostileZombiesPresent()); + CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; @@ -7889,7 +7888,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) ) { // ATE: Need to trigger record for this event .... for NPC scripting - TriggerNPCRecord( PACOS, 18 ); + TriggerNPCRecord( PACOS, 20 ); // this is our first battle... and we won! SetFactTrue( FACT_FIRST_BATTLE_FOUGHT ); diff --git a/Tactical/PathAIDebug.h b/Tactical/PathAIDebug.h index 2bc3342e..0eec71c0 100644 --- a/Tactical/PathAIDebug.h +++ b/Tactical/PathAIDebug.h @@ -1 +1 @@ -//#define PATHAI_VISIBLE_DEBUG \ No newline at end of file +//#define PATHAI_VISIBLE_DEBUG diff --git a/Tactical/Rain.h b/Tactical/Rain.h index f7c78c74..de20e8b6 100644 --- a/Tactical/Rain.h +++ b/Tactical/Rain.h @@ -5,4 +5,4 @@ BOOLEAN IsItAllowedToRenderRain(); void RenderRain(); void ResetRain(); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index c6c3ce0b..ff0c4525 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -3259,3 +3259,26 @@ FLOAT GetCorpseRotFactor( ROTTING_CORPSE* pCorpse ) return (FLOAT)(min(gGameExternalOptions.usCorpseDelayUntilRotting, GetWorldTotalMin() - pCorpse->def.uiTimeOfDeath)) / gGameExternalOptions.usCorpseDelayUntilRotting; } + +void CheckForZombieMusic() +{ + extern UINT8 LightGetColors( SGPPaletteEntry * pPal ); + + if ( gGameSettings.fOptions[TOPTION_ZOMBIES] ) + { + SGPPaletteEntry LColors[3]; + LightGetColors( LColors ); + + // If we're underground in the creature caves, use creepy music based on the cave light colors. + // Without this, the crepitus cave music is not working correctly as these checks override the original musicmode choice + // See PrepareCreaturesForBattle() in Creature Spreading.cpp + if ( gbWorldSectorZ ) + { + UseCreatureMusic( LColors->peBlue || HostileZombiesPresent() ); + } + else + { + UseCreatureMusic( HostileZombiesPresent() ); + } + } +} diff --git a/Tactical/Rotting Corpses.h b/Tactical/Rotting Corpses.h index 79c53918..af65bcbc 100644 --- a/Tactical/Rotting Corpses.h +++ b/Tactical/Rotting Corpses.h @@ -242,4 +242,6 @@ BOOLEAN CorpseOkToDress( ROTTING_CORPSE* pCorpse ); // Flugente: how rotten is this corpse? values from 0 to 1, 1 as soon as it is rotting FLOAT GetCorpseRotFactor( ROTTING_CORPSE* pCorpse ); -#endif \ No newline at end of file +void CheckForZombieMusic(); + +#endif diff --git a/Tactical/ShopKeeper Quotes.h b/Tactical/ShopKeeper Quotes.h index 48bd83f6..a7a05a10 100644 --- a/Tactical/ShopKeeper Quotes.h +++ b/Tactical/ShopKeeper Quotes.h @@ -83,4 +83,4 @@ enum #define ARNIE_QUOTE_NOT_REPAIRED_YET 33 -#endif \ No newline at end of file +#endif diff --git a/Tactical/SkillCheck.h b/Tactical/SkillCheck.h index d1e203b7..e166c09b 100644 --- a/Tactical/SkillCheck.h +++ b/Tactical/SkillCheck.h @@ -46,4 +46,4 @@ enum SkillChecks -#endif \ No newline at end of file +#endif diff --git a/Tactical/SkillMenu.cpp b/Tactical/SkillMenu.cpp index 18a175ae..b77141e4 100644 --- a/Tactical/SkillMenu.cpp +++ b/Tactical/SkillMenu.cpp @@ -909,7 +909,9 @@ DragSelection::Setup( UINT32 aVal ) if ( xmlentry >= 0 ) { - swprintf( pStr, L"%hs (%s)", gStructureMovePossible[xmlentry].szTileSetDisplayName, FaceDirs[gOneCDirection[ubDirection]] ); + WCHAR buf[256]; + MultiByteToWideChar(CP_UTF8, 0, gStructureMovePossible[xmlentry].szTileSetDisplayName, -1, buf, 256); + swprintf(pStr, L"%s (%s)", buf, FaceDirs[gOneCDirection[ubDirection]]); // we have to use an offset of NOBODY in order to differentiate between person and corpse pOption = new POPUP_OPTION( &std::wstring( pStr ), new popupCallbackFunction( &Wrapper_Function_DragSelection_GridNo, sTempGridNo ) ); diff --git a/Tactical/SkillMenu.h b/Tactical/SkillMenu.h index c24958d9..13676ff9 100644 --- a/Tactical/SkillMenu.h +++ b/Tactical/SkillMenu.h @@ -197,4 +197,4 @@ public: void EquipmentListMenu(); void EquipmentListMenuCancel(); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Soldier Add.cpp b/Tactical/Soldier Add.cpp index ac65d912..d2e3804a 100644 --- a/Tactical/Soldier Add.cpp +++ b/Tactical/Soldier Add.cpp @@ -1199,7 +1199,14 @@ BOOLEAN InternalAddSoldierToSector(SoldierID ubID, BOOLEAN fCalculateDirection, if( fCalculateDirection ) ubDirection = ubCalculatedDirection; else + { + // Override calculated direction if we were told to.... + if ( pSoldier->ubInsertionDirection >= 100 ) + { + pSoldier->ubInsertionDirection -= 100; + } ubDirection = pSoldier->ubInsertionDirection; + } } else { diff --git a/Tactical/Soldier Ani.h b/Tactical/Soldier Ani.h index f18e5802..0865019f 100644 --- a/Tactical/Soldier Ani.h +++ b/Tactical/Soldier Ani.h @@ -15,4 +15,4 @@ BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier ); void KickOutWheelchair( SOLDIERTYPE *pSoldier ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index be63bdff..5341dad7 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -2461,7 +2461,7 @@ BOOLEAN SOLDIERTYPE::CreateSoldierCommon( UINT8 ubBodyType, SoldierID usSoldierI if ( this->ubBodyType == QUEENMONSTER ) { - this->iPositionSndID = NewPositionSnd( NOWHERE, POSITION_SOUND_FROM_SOLDIER, (UINT32)this, QUEEN_AMBIENT_NOISE ); + this->iPositionSndID = NewPositionSnd( NOWHERE, POSITION_SOUND_FROM_SOLDIER, (UINT32)this, QUEEN_AMBIENT_NOISE, 15 ); } diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 478b3f9d..a5386b39 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -419,6 +419,7 @@ SOLDIERCREATE_STRUCT::~SOLDIERCREATE_STRUCT() { // Note that the constructor does this automatically. void SOLDIERCREATE_STRUCT::initialize() { memset( this, 0, SIZEOF_SOLDIERCREATE_STRUCT_POD); + this->bAIMorale = MORALE_NORMAL; Inv.clear(); } diff --git a/Tactical/Soldier Functions.h b/Tactical/Soldier Functions.h index 5bf64b68..a48fb12a 100644 --- a/Tactical/Soldier Functions.h +++ b/Tactical/Soldier Functions.h @@ -25,4 +25,4 @@ void HandleCrowShadowVisibility( SOLDIERTYPE *pSoldier ); BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier);//dnl ch40 200909 -#endif \ No newline at end of file +#endif diff --git a/Tactical/Soldier macros.h b/Tactical/Soldier macros.h index af0a32fe..a436a3cd 100644 --- a/Tactical/Soldier macros.h +++ b/Tactical/Soldier macros.h @@ -41,4 +41,4 @@ //#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE ) #define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE ) -#endif \ No newline at end of file +#endif diff --git a/Tactical/Spread burst.h b/Tactical/Spread burst.h index cfd040f2..fe074cfd 100644 --- a/Tactical/Spread burst.h +++ b/Tactical/Spread burst.h @@ -23,4 +23,4 @@ void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pT void RenderAccumulatedBurstLocations( ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Strategic Exit GUI.h b/Tactical/Strategic Exit GUI.h index 2bfb23df..b3cae78c 100644 --- a/Tactical/Strategic Exit GUI.h +++ b/Tactical/Strategic Exit GUI.h @@ -25,4 +25,4 @@ BOOLEAN HandleSectorExitMenu( ); void RemoveSectorExitMenu( BOOLEAN fOK ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Structure Wrap.h b/Tactical/Structure Wrap.h index 5187f3b1..49557ee2 100644 --- a/Tactical/Structure Wrap.h +++ b/Tactical/Structure Wrap.h @@ -53,4 +53,4 @@ BOOLEAN SetOpenableStructureToClosed( INT32 sGridNo, UINT8 ubLevel ); BOOLEAN IsJumpableWindowPresentAtGridNo( INT32 sGridNo , INT8 direction2, BOOLEAN fIntactWindowsAlso ); //legion 2 Windows BOOLEAN IsLegionWallPresentAtGridno( INT32 sGridNo ); //legion 2 Fence -#endif \ No newline at end of file +#endif diff --git a/Tactical/Tactical Turns.h b/Tactical/Tactical Turns.h index 173f2fd4..0a9ce4c1 100644 --- a/Tactical/Tactical Turns.h +++ b/Tactical/Tactical Turns.h @@ -4,4 +4,4 @@ void HandleTacticalEndTurn( ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/VehicleMenu.cpp b/Tactical/VehicleMenu.cpp index c5cb8e3c..ca4d704a 100644 --- a/Tactical/VehicleMenu.cpp +++ b/Tactical/VehicleMenu.cpp @@ -219,4 +219,4 @@ void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle ) pCurrentSoldier = pSoldier; pCurrentVehicle = pVehicle; gVehicleSelection.Setup(0); -} \ No newline at end of file +} diff --git a/Tactical/VehicleMenu.h b/Tactical/VehicleMenu.h index 7d5a418c..bd21ab3d 100644 --- a/Tactical/VehicleMenu.h +++ b/Tactical/VehicleMenu.h @@ -82,4 +82,4 @@ private: void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 85f3b54c..cd2d6961 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -9964,10 +9964,6 @@ BOOLEAN IsGunBurstCapable(OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE* pSo fCapable = TRUE; } } - else if (Weapon[pObject->usItem].fBurstOnlyByFanTheHammer) - { - fCapable = FALSE; - } } } } diff --git a/Tactical/XML.h b/Tactical/XML.h index 963417ef..d1ab96b9 100644 --- a/Tactical/XML.h +++ b/Tactical/XML.h @@ -58,14 +58,6 @@ typedef PARSE_STAGE; #define TABLEDATA_DIRECTORY "TableData\\" #define TABLEDATA_LAPTOP_DIRECTORY "Laptop\\" -#define GERMAN_PREFIX "German." -#define RUSSIAN_PREFIX "Russian." -#define DUTCH_PREFIX "Dutch." -#define POLISH_PREFIX "Polish." -#define FRENCH_PREFIX "French." -#define ITALIAN_PREFIX "Italian." -#define CHINESE_PREFIX "Chinese." - #define ATTACHMENTSFILENAME "Items\\Attachments.xml" #define ATTACHMENTINFOFILENAME "Items\\AttachmentInfo.xml" #define ITEMSFILENAME "Items\\Items.xml" diff --git a/Tactical/XML_HiddenNames.cpp b/Tactical/XML_HiddenNames.cpp index a3382066..c86f9840 100644 --- a/Tactical/XML_HiddenNames.cpp +++ b/Tactical/XML_HiddenNames.cpp @@ -212,4 +212,4 @@ void LoadHiddenNames() strcat(fileName, HIDDENNAMESFILENAME); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInHiddenNamesStats(zHiddenNames,fileName), HIDDENNAMESFILENAME); -} \ No newline at end of file +} diff --git a/Tactical/XML_LBEPocketPopup.cpp b/Tactical/XML_LBEPocketPopup.cpp index bcf2ed49..40c959bf 100644 --- a/Tactical/XML_LBEPocketPopup.cpp +++ b/Tactical/XML_LBEPocketPopup.cpp @@ -489,4 +489,4 @@ BOOLEAN ReadInLBEPocketPopups(STR fileName) return( TRUE ); -} \ No newline at end of file +} diff --git a/Tactical/XML_MercStartingGear.cpp b/Tactical/XML_MercStartingGear.cpp index e2430171..1713ea75 100644 --- a/Tactical/XML_MercStartingGear.cpp +++ b/Tactical/XML_MercStartingGear.cpp @@ -757,4 +757,4 @@ BOOLEAN WriteMercStartingGearStats() FileClose( hFile ); return( TRUE ); -} \ No newline at end of file +} diff --git a/Tactical/XML_RPCFacesSmall.cpp b/Tactical/XML_RPCFacesSmall.cpp index 0ff4d3c4..dee7f4c1 100644 --- a/Tactical/XML_RPCFacesSmall.cpp +++ b/Tactical/XML_RPCFacesSmall.cpp @@ -231,4 +231,4 @@ BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName) FileClose( hFile ); return( TRUE ); -} \ No newline at end of file +} diff --git a/Tactical/XML_RandomStats.cpp b/Tactical/XML_RandomStats.cpp index b1531b23..c9489e97 100644 --- a/Tactical/XML_RandomStats.cpp +++ b/Tactical/XML_RandomStats.cpp @@ -298,4 +298,4 @@ BOOLEAN WriteRandomStats( STR fileName) FileClose( hFile ); return( TRUE ); -} \ No newline at end of file +} diff --git a/Tactical/fov.h b/Tactical/fov.h index c1e115f6..82b57eff 100644 --- a/Tactical/fov.h +++ b/Tactical/fov.h @@ -20,4 +20,4 @@ void ExamineSlantRoofFOVSlots( ); -#endif \ No newline at end of file +#endif diff --git a/Tactical/qarray.h b/Tactical/qarray.h index 19f57e68..8027ef55 100644 --- a/Tactical/qarray.h +++ b/Tactical/qarray.h @@ -29,4 +29,4 @@ extern QARRAY_VALUES QuoteExp[NUM_PROFILES]; -#endif \ No newline at end of file +#endif diff --git a/Tactical/rt time defines.h b/Tactical/rt time defines.h index 445ee50a..e112bc99 100644 --- a/Tactical/rt time defines.h +++ b/Tactical/rt time defines.h @@ -22,4 +22,4 @@ #define RT_COMPRESSION_TACTICAL_TURN_MODIFIER 10 -#endif \ No newline at end of file +#endif diff --git a/Tactical/soldier profile type.h b/Tactical/soldier profile type.h index 8d427a5b..222d5401 100644 --- a/Tactical/soldier profile type.h +++ b/Tactical/soldier profile type.h @@ -934,7 +934,7 @@ public: UINT8 ubLastDateSpokenTo; UINT8 bLastQuoteSaidWasSpecial; INT8 bSectorZ; - UINT16 usStrategicInsertionData; + UINT32 usStrategicInsertionData; INT8 bFriendlyOrDirectDefaultResponseUsedRecently; INT8 bRecruitDefaultResponseUsedRecently; INT8 bThreatenDefaultResponseUsedRecently; diff --git a/Tactical/soldier tile.h b/Tactical/soldier tile.h index 66ebf4cf..e20e3232 100644 --- a/Tactical/soldier tile.h +++ b/Tactical/soldier tile.h @@ -27,4 +27,4 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bVal BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow ); -#endif \ No newline at end of file +#endif diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index e320e442..d92cd409 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -2784,7 +2784,7 @@ INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo) BOOL OppPosKnown = FALSE; if (CREATURE_OR_BLOODCAT(pSoldier)) { - if (pSoldier->aiData.bAlertStatus == STATUS_BLACK) + if (pSoldier->aiData.bAlertStatus > STATUS_YELLOW) { *pusFromGridNo = pSoldier->sGridNo; // from current position! return(MAX_ROAMING_RANGE); diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index ddddd888..d581d72c 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -2548,32 +2548,35 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) } // if we're an alerted enemy, and there are panic bombs or a trigger around - if ( (!PTR_CIVILIAN || pSoldier->ubProfile == WARDEN) && ( ( gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || (pSoldier->ubID == gTacticalStatus.ubTheChosenOne) || (pSoldier->ubProfile == WARDEN) ) && - (gTacticalStatus.fPanicFlags & (PANIC_BOMBS_HERE | PANIC_TRIGGERS_HERE ) ) ) ) + if ( !ENEMYROBOT(pSoldier) ) { - if ( pSoldier->ubProfile == WARDEN && gTacticalStatus.ubTheChosenOne == NOBODY ) + if ( (!PTR_CIVILIAN || pSoldier->ubProfile == WARDEN) && ( ( gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || (pSoldier->ubID == gTacticalStatus.ubTheChosenOne) || (pSoldier->ubProfile == WARDEN) ) && + (gTacticalStatus.fPanicFlags & (PANIC_BOMBS_HERE | PANIC_TRIGGERS_HERE ) ) ) ) { - PossiblyMakeThisEnemyChosenOne( pSoldier ); + if ( pSoldier->ubProfile == WARDEN && gTacticalStatus.ubTheChosenOne == NOBODY ) + { + PossiblyMakeThisEnemyChosenOne( pSoldier ); + } + + // do some special panic AI decision making + bActionReturned = PanicAI(pSoldier,ubCanMove); + + // if we decided on an action while in there, we're done + if (bActionReturned != -1) + return(bActionReturned); } - // do some special panic AI decision making - bActionReturned = PanicAI(pSoldier,ubCanMove); - - // if we decided on an action while in there, we're done - if (bActionReturned != -1) - return(bActionReturned); - } - - if ( pSoldier->ubProfile != NO_PROFILE ) - { - if ( (pSoldier->ubProfile == QUEEN || pSoldier->ubProfile == JOE) && ubCanMove ) + if ( pSoldier->ubProfile != NO_PROFILE ) { - if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 0 && !gfUseAlternateQueenPosition ) + if ( (pSoldier->ubProfile == QUEEN || pSoldier->ubProfile == JOE) && ubCanMove ) { - bActionReturned = HeadForTheStairCase( pSoldier ); - if ( bActionReturned != AI_ACTION_NONE ) + if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 0 && !gfUseAlternateQueenPosition ) { - return( bActionReturned ); + bActionReturned = HeadForTheStairCase( pSoldier ); + if ( bActionReturned != AI_ACTION_NONE ) + { + return( bActionReturned ); + } } } } @@ -5160,13 +5163,16 @@ INT16 ubMinAPCost; // offer surrender? #ifndef JA2UB - if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) ) + if ( !is_networked ) // No surrender in multiplayer { - if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 ) + if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) ) { - if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) + if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 && gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector >= NumPCsInSector() * 3 ) { - return( AI_ACTION_OFFER_SURRENDER ); + if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) + { + return( AI_ACTION_OFFER_SURRENDER ); + } } } } @@ -9576,13 +9582,16 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier ) // offer surrender? #ifndef JA2UB - if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) ) + if ( !is_networked ) // No surrender in multiplayer { - if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector( ) < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector( ) * 3 ) + if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->bVisible == TRUE && !(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2 && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) ) { - if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) + if ( gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0 && gTacticalStatus.Team[CREATURE_TEAM].bMenInSector == 0 && NumPCsInSector() < 4 && gTacticalStatus.Team[ENEMY_TEAM].bMenInSector >= NumPCsInSector() * 3 ) { - return(AI_ACTION_OFFER_SURRENDER); + if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED ) + { + return(AI_ACTION_OFFER_SURRENDER); + } } } } diff --git a/TacticalAI/Movement.cpp b/TacticalAI/Movement.cpp index 08a974a8..a2e8d3a4 100644 --- a/TacticalAI/Movement.cpp +++ b/TacticalAI/Movement.cpp @@ -516,13 +516,18 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN #ifdef DEBUGDECISIONS AIPopMessage("destination Grid # itself not valid, looking around it"); #endif - if ( CREATURE_OR_BLOODCAT( pSoldier ) ) - { - // we tried to get close, failed; abort! - pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize = 0; - return( NOWHERE ); - } - else + // Commented out this branch for now because bloodcats are constantly failing to find a legal destination in the previous call to legalNPCDestination + // Following the function calls deep enough ( GoAsFarAsPossibleTowards -> InternalGoAsFarAsPossibleTowards -> LegalNPCDestination -> NewOKDestination -> InternalOkayToAddStructureToWorld -> OkayToAddStructureToTile) shows that the last one fails when checking if we can add bloodcat's structure onto the tile our merc is + // This then results them freezing and staying in place even if they can see our mercs + // The reason I'm leaving the code here instead of simply removing it is because this and the check for adding structures to a tile are really old code, + // which has definitely worked fine at some point. As I'm right now unable to find the real reason for this breaking, I'm just circumventing the issue for now. -Asdow + //if ( CREATURE_OR_BLOODCAT( pSoldier ) ) + //{ + // // we tried to get close, failed; abort! + // pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize = 0; + // return( NOWHERE ); + //} + //else { // else look at the 8 nearest gridnos to sDesGrid for a valid destination diff --git a/TileEngine/Ambient Control.cpp b/TileEngine/Ambient Control.cpp index 321ebcdc..cf42114a 100644 --- a/TileEngine/Ambient Control.cpp +++ b/TileEngine/Ambient Control.cpp @@ -721,4 +721,4 @@ void SetSSA(void) //guiCurrentSteadyStateSoundHandle = SoundPlay( zFileName, &spParms ); guiCurrentSteadyStateSoundHandle = SoundPlayStreamedFile(zFileName, &spParms); -} \ No newline at end of file +} diff --git a/TileEngine/Ambient Control.h b/TileEngine/Ambient Control.h index 2668d25e..01035d22 100644 --- a/TileEngine/Ambient Control.h +++ b/TileEngine/Ambient Control.h @@ -51,4 +51,4 @@ typedef struct -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Buildings.h b/TileEngine/Buildings.h index 998551cc..b7f9022c 100644 --- a/TileEngine/Buildings.h +++ b/TileEngine/Buildings.h @@ -29,4 +29,4 @@ void GenerateBuildings( void ); INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp ); BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Fog Of War.h b/TileEngine/Fog Of War.h index 7ac4b40f..4dd33c30 100644 --- a/TileEngine/Fog Of War.h +++ b/TileEngine/Fog Of War.h @@ -5,4 +5,4 @@ //Removes and smooths the adjacent tiles. void RemoveFogFromGridNo( INT32 uiGridNo ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Interactive Tiles.h b/TileEngine/Interactive Tiles.h index 01ec0aa3..00700e0a 100644 --- a/TileEngine/Interactive Tiles.h +++ b/TileEngine/Interactive Tiles.h @@ -46,4 +46,4 @@ LEVELNODE *ConditionalGetCurInteractiveTileGridNoAndStructure( INT32 *psGridNo, -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Radar Screen.cpp b/TileEngine/Radar Screen.cpp index c485d8ca..12877324 100644 --- a/TileEngine/Radar Screen.cpp +++ b/TileEngine/Radar Screen.cpp @@ -493,30 +493,21 @@ void RenderRadarScreen( ) if( !( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) { - if(gbPixelDepth==16) + // WANNE: Correct radar rectangle size if it is too large to fit in radar screen [2007-05-14] + if (fAllowRadarMovementHor == FALSE) { - // WANNE: Correct radar rectangle size if it is too large to fit in radar screen [2007-05-14] - if (fAllowRadarMovementHor == FALSE) - { - sRadarTLX = RADAR_WINDOW_TM_X; - sRadarBRX = RADAR_WINDOW_TM_X + RADAR_WINDOW_WIDTH; - } - - if (fAllowRadarMovementVer == FALSE) - { - sRadarTLY = RADAR_WINDOW_TM_Y; - sRadarBRY = RADAR_WINDOW_TM_Y + RADAR_WINDOW_HEIGHT; - } - - usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) ); - RectangleDraw( TRUE, sRadarTLX, sRadarTLY, sRadarBRX, sRadarBRY - 1, usLineColor, pDestBuf ); + sRadarTLX = RADAR_WINDOW_TM_X; + sRadarBRX = RADAR_WINDOW_TM_X + RADAR_WINDOW_WIDTH; } - else if(gbPixelDepth==8) + + if (fAllowRadarMovementVer == FALSE) { - // DB Need to change this to a color from the 8-but standard palette - usLineColor = COLOR_GREEN; - RectangleDraw8( TRUE, sRadarTLX + 1, sRadarTLY + 1, sRadarBRX + 1, sRadarBRY + 1, usLineColor, pDestBuf ); + sRadarTLY = RADAR_WINDOW_TM_Y; + sRadarBRY = RADAR_WINDOW_TM_Y + RADAR_WINDOW_HEIGHT; } + + usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) ); + RectangleDraw( TRUE, sRadarTLX, sRadarTLY, sRadarBRX, sRadarBRY - 1, usLineColor, pDestBuf ); } // Cycle fFlash variable @@ -556,24 +547,20 @@ void RenderRadarScreen( ) sXSoldRadar += RADAR_WINDOW_TM_X; sYSoldRadar += gsRadarY; - // if we are in 16 bit mode....kind of redundant - if(gbPixelDepth==16) + if( ( fFlashHighLightInventoryItemOnradarMap ) ) { - if( ( fFlashHighLightInventoryItemOnradarMap ) ) - { - usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) ); + usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) ); - } - else - { - // DB Need to add a radar color for 8-bit - usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) ); - } + } + else + { + // DB Need to add a radar color for 8-bit + usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) ); + } - if( iCurrentlyHighLightedItem == iCounter ) - { - RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar + 1, sYSoldRadar + 1, usLineColor, pDestBuf ); - } + if( iCurrentlyHighLightedItem == iCounter ) + { + RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar + 1, sYSoldRadar + 1, usLineColor, pDestBuf ); } } } @@ -632,77 +619,67 @@ void RenderRadarScreen( ) sXSoldRadar += gsRadarX; sYSoldRadar += gsRadarY; - if(gbPixelDepth==16) - { - // DB Need to add a radar color for 8-bit - // Are we a selected guy? - if ( pSoldier->ubID == gusSelectedSoldier ) + // Are we a selected guy? + if ( pSoldier->ubID == gusSelectedSoldier ) + { + if ( gfRadarCurrentGuyFlash ) { - if ( gfRadarCurrentGuyFlash ) - { - usLineColor = 0; - } - else - { - // If on roof, make darker.... - if ( pSoldier->pathing.bLevel > 0 ) - { - usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) ); - } - else - { - usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor ); - } - } + usLineColor = 0; } else { - usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor ); - - if ( pSoldier->bTeam == CIV_TEAM ) - { - // Override civ team with red if hostile... - if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral ) - usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) ); - // if uncovered, different colour (so the player doesn't have to search for us) - else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden ) - usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) ); - } - - // Flugente 18-04-15: observed an odd bug: if we play with a release build and see a creature for the first time, their overhead/radar map pins do not have the correct colour. - // Bizarrely enough, the issue seems dependent on the colour value (pink, RGB: 255/0/255) itself. - // Saving and reloading solves the issue, but I am not sure why. As a fix we now use a slightly dampened pink. - if ( pSoldier->bTeam == CREATURE_TEAM ) - { - usLineColor = Get16BPPColor( FROMRGB( 247, 0, 247 ) ); - } - - // Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us - if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) - usLineColor = Get16BPPColor( gTacticalStatus.Team[ MILITIA_TEAM ].RadarColor ); - - // Render different color if an enemy and he's unconscious - if ( pSoldier->bTeam != gbPlayerNum && pSoldier->stats.bLife < OKLIFE ) - { - usLineColor = Get16BPPColor( FROMRGB( 128, 128, 128 ) ); - } - // If on roof, make darker.... - if ( pSoldier->bTeam == gbPlayerNum && pSoldier->pathing.bLevel > 0 ) + if ( pSoldier->pathing.bLevel > 0 ) { usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) ); } + else + { + usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor ); + } + } + } + else + { + usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor ); + + if ( pSoldier->bTeam == CIV_TEAM ) + { + // Override civ team with red if hostile... + if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral ) + usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) ); + // if uncovered, different colour (so the player doesn't have to search for us) + else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden ) + usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) ); } - RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf ); - } - else if(gbPixelDepth==8) - { - // DB Need to change this to a color from the 8-but standard palette - usLineColor = COLOR_BLUE; - RectangleDraw8( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf ); + // Flugente 18-04-15: observed an odd bug: if we play with a release build and see a creature for the first time, their overhead/radar map pins do not have the correct colour. + // Bizarrely enough, the issue seems dependent on the colour value (pink, RGB: 255/0/255) itself. + // Saving and reloading solves the issue, but I am not sure why. As a fix we now use a slightly dampened pink. + if ( pSoldier->bTeam == CREATURE_TEAM ) + { + usLineColor = Get16BPPColor( FROMRGB( 247, 0, 247 ) ); + } + + // Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us + if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) + usLineColor = Get16BPPColor( gTacticalStatus.Team[ MILITIA_TEAM ].RadarColor ); + + // Render different color if an enemy and he's unconscious + if ( pSoldier->bTeam != gbPlayerNum && pSoldier->stats.bLife < OKLIFE ) + { + usLineColor = Get16BPPColor( FROMRGB( 128, 128, 128 ) ); + } + + // If on roof, make darker.... + if ( pSoldier->bTeam == gbPlayerNum && pSoldier->pathing.bLevel > 0 ) + { + usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) ); + } } + + RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf ); } } } diff --git a/TileEngine/Radar Screen.h b/TileEngine/Radar Screen.h index 666a7fc2..7d5b3adb 100644 --- a/TileEngine/Radar Screen.h +++ b/TileEngine/Radar Screen.h @@ -41,4 +41,4 @@ void ClearOutRadarMapImage( void ); // do we render the radar screen?..or the squad list? extern BOOLEAN fRenderRadarScreen; -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Render Dirty.cpp b/TileEngine/Render Dirty.cpp index 1e22feb6..8fb82dad 100644 --- a/TileEngine/Render Dirty.cpp +++ b/TileEngine/Render Dirty.cpp @@ -604,20 +604,9 @@ BOOLEAN UpdateSaveBuffer(void) pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES); pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); - if(gbPixelDepth==16) - { - // BLIT HERE - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - 0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) ); - } - else if(gbPixelDepth==8) - { - // BLIT HERE - Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES, - pSrcBuf, uiSrcPitchBYTES, - 0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, gsVIEWPORT_WINDOW_END_Y ); - } + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)pSrcBuf, uiSrcPitchBYTES, + 0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) ); UnLockVideoSurface(guiRENDERBUFFER); UnLockVideoSurface(guiSAVEBUFFER); @@ -643,22 +632,11 @@ BOOLEAN RestoreExternBackgroundRect( INT16 sLeft, INT16 sTop, INT16 sWidth, INT1 pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES); pSrcBuf = LockVideoSurface(guiSAVEBUFFER, &uiSrcPitchBYTES); - if(gbPixelDepth==16) - { - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } - else if(gbPixelDepth==8) - { - Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES, - pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)pSrcBuf, uiSrcPitchBYTES, + sLeft , sTop, + sLeft , sTop, + sWidth, sHeight); UnLockVideoSurface(guiRENDERBUFFER); UnLockVideoSurface(guiSAVEBUFFER); @@ -695,22 +673,11 @@ BOOLEAN RestoreExternBackgroundRectGivenID( INT32 iBack ) pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES); pSrcBuf = LockVideoSurface(guiSAVEBUFFER, &uiSrcPitchBYTES); - if(gbPixelDepth==16) - { - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } - else if(gbPixelDepth==8) - { - Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES, - pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)pSrcBuf, uiSrcPitchBYTES, + sLeft , sTop, + sLeft , sTop, + sWidth, sHeight); UnLockVideoSurface(guiRENDERBUFFER); UnLockVideoSurface(guiSAVEBUFFER); @@ -730,22 +697,11 @@ BOOLEAN CopyExternBackgroundRect( INT16 sLeft, INT16 sTop, INT16 sWidth, INT16 s pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES); - if(gbPixelDepth==16) - { - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } - else if(gbPixelDepth==8) - { - Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES, - pSrcBuf, uiSrcPitchBYTES, - sLeft , sTop, - sLeft , sTop, - sWidth, sHeight); - } + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)pSrcBuf, uiSrcPitchBYTES, + sLeft , sTop, + sLeft , sTop, + sWidth, sHeight); UnLockVideoSurface(guiSAVEBUFFER); UnLockVideoSurface(guiRENDERBUFFER); @@ -1342,18 +1298,11 @@ BOOLEAN RestoreShiftedVideoOverlays( INT16 sShiftX, INT16 sShiftY ) usHeight = sBottom - sTop; usWidth = sRight - sLeft; - if(gbPixelDepth==16) - { - - Blt16BPPTo16BPP((UINT16 *)(UINT16 *)pDestBuf, uiDestPitchBYTES, - (UINT16 *)gVideoOverlays[uiCount].pSaveArea, gBackSaves[ iBackIndex ].sWidth*2, - sLeft, sTop, - uiLeftSkip, uiTopSkip, - usWidth, usHeight ); - } - else if(gbPixelDepth==8) - { - } + Blt16BPPTo16BPP((UINT16 *)(UINT16 *)pDestBuf, uiDestPitchBYTES, + (UINT16 *)gVideoOverlays[uiCount].pSaveArea, gBackSaves[ iBackIndex ].sWidth*2, + sLeft, sTop, + uiLeftSkip, uiTopSkip, + usWidth, usHeight ); // Once done, check for pending deletion if ( gVideoOverlays[uiCount].fDeletionPending ) diff --git a/TileEngine/Render Fun.h b/TileEngine/Render Fun.h index e3d8ad4c..dda58f34 100644 --- a/TileEngine/Render Fun.h +++ b/TileEngine/Render Fun.h @@ -34,4 +34,4 @@ void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo ); void SetRecalculateWireFrameFlagRadius(INT16 sX, INT16 sY, INT16 sRadius); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Shade Table Util.h b/TileEngine/Shade Table Util.h index c0cac312..e26e9588 100644 --- a/TileEngine/Shade Table Util.h +++ b/TileEngine/Shade Table Util.h @@ -13,4 +13,4 @@ extern BOOLEAN gfForceBuildShadeTables; BOOLEAN DeleteShadeTableDir( ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Simple Render Utils.h b/TileEngine/Simple Render Utils.h index ad1e1aa1..1e76db85 100644 --- a/TileEngine/Simple Render Utils.h +++ b/TileEngine/Simple Render Utils.h @@ -5,4 +5,4 @@ void MarkMapIndexDirty( INT32 iMapIndex ); void CenterScreenAtMapIndex( INT32 iMapIndex ); void MarkWorldDirty(); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Structure Internals.h b/TileEngine/Structure Internals.h index fcf95687..d05a043a 100644 --- a/TileEngine/Structure Internals.h +++ b/TileEngine/Structure Internals.h @@ -250,4 +250,4 @@ typedef struct TAG_STRUCTURE_FILE_HEADER #define STRUCTURE_FILE_CONTAINS_AUXIMAGEDATA 0x01 #define STRUCTURE_FILE_CONTAINS_STRUCTUREDATA 0x02 -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Tactical Placement GUI.h b/TileEngine/Tactical Placement GUI.h index 06307750..1571bf57 100644 --- a/TileEngine/Tactical Placement GUI.h +++ b/TileEngine/Tactical Placement GUI.h @@ -26,4 +26,4 @@ extern SOLDIERTYPE *gpTacticalPlacementHilightedSoldier; //Saved value. Contains the last choice for future battles. extern UINT8 gubDefaultButton; -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Tile Cache.h b/TileEngine/Tile Cache.h index 5cca3600..9753b3b2 100644 --- a/TileEngine/Tile Cache.h +++ b/TileEngine/Tile Cache.h @@ -45,4 +45,4 @@ void CheckForAndDeleteTileCacheStructInfo( LEVELNODE *pNode, UINT16 usIndex ); void GetRootName( STR8 pDestStr, const STR8 pSrcStr ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/Tile Surface.h b/TileEngine/Tile Surface.h index e19d8f93..4ccd6ecf 100644 --- a/TileEngine/Tile Surface.h +++ b/TileEngine/Tile Surface.h @@ -14,4 +14,4 @@ void DeleteTileSurface( PTILE_IMAGERY pTileSurf ); void SetRaisedObjectFlag( char *cFilename, TILE_IMAGERY *pTileSurf ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/World Tileset Enums.h b/TileEngine/World Tileset Enums.h index a9039b98..7c90c5b3 100644 --- a/TileEngine/World Tileset Enums.h +++ b/TileEngine/World Tileset Enums.h @@ -170,4 +170,4 @@ enum }; #endif -#endif \ No newline at end of file +#endif diff --git a/TileEngine/WorldDat.h b/TileEngine/WorldDat.h index f70dfa3f..5d020aa2 100644 --- a/TileEngine/WorldDat.h +++ b/TileEngine/WorldDat.h @@ -34,4 +34,4 @@ void SetTilesetTwoTerrainValues( ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/lighting.cpp b/TileEngine/lighting.cpp index f873eaf1..f7652598 100644 --- a/TileEngine/lighting.cpp +++ b/TileEngine/lighting.cpp @@ -460,36 +460,36 @@ UINT16 usNumNodes; ***************************************************************************************/ BOOLEAN LightTileBlocked(INT16 iSrcX, INT16 iSrcY, INT16 iX, INT16 iY) { -UINT16 usTileNo, usSrcTileNo; +UINT32 uiTileNo, uiSrcTileNo; Assert(gpWorldLevelData!=NULL); - usTileNo=MAPROWCOLTOPOS(iY, iX); - usSrcTileNo=MAPROWCOLTOPOS(iSrcY, iSrcX); + uiTileNo=MAPROWCOLTOPOS(iY, iX); + uiSrcTileNo=MAPROWCOLTOPOS(iSrcY, iSrcX); - if (TileIsOutOfBounds(usTileNo)) + if (TileIsOutOfBounds(uiTileNo)) { return( FALSE ); } - if (TileIsOutOfBounds(usSrcTileNo)) + if (TileIsOutOfBounds(uiSrcTileNo)) { return( FALSE ); } - if(gpWorldLevelData[ usTileNo ].sHeight > gpWorldLevelData[ usSrcTileNo ].sHeight) + if(gpWorldLevelData[ uiTileNo ].sHeight > gpWorldLevelData[ uiSrcTileNo ].sHeight) return(TRUE); { - UINT16 usTileNo; + UINT32 uiTileNo; LEVELNODE *pStruct; - usTileNo=MAPROWCOLTOPOS(iY, iX); + uiTileNo=MAPROWCOLTOPOS(iY, iX); - pStruct = gpWorldLevelData[ usTileNo ].pStructHead; + pStruct = gpWorldLevelData[ uiTileNo ].pStructHead; if ( pStruct != NULL ) { // IF WE ARE A WINDOW, DO NOT BLOCK! - if ( FindStructure( usTileNo, STRUCTURE_WALLNWINDOW ) != NULL ) + if ( FindStructure( uiTileNo, STRUCTURE_WALLNWINDOW ) != NULL ) { return( FALSE ); } @@ -509,8 +509,8 @@ BOOLEAN LightTileHasWall( INT16 iSrcX, INT16 iSrcY, INT16 iX, INT16 iY) { //LEVELNODE *pStruct; //UINT32 uiType; -UINT16 usTileNo; -UINT16 usSrcTileNo; +UINT32 uiTileNo; +UINT32 uiSrcTileNo; INT8 bDirection; UINT8 ubTravelCost; //INT8 bWallCount = 0; @@ -518,20 +518,20 @@ UINT8 ubTravelCost; Assert(gpWorldLevelData!=NULL); - usTileNo=MAPROWCOLTOPOS(iY, iX); - usSrcTileNo=MAPROWCOLTOPOS(iSrcY, iSrcX); + uiTileNo=MAPROWCOLTOPOS(iY, iX); + uiSrcTileNo=MAPROWCOLTOPOS(iSrcY, iSrcX); - if ( usTileNo == usSrcTileNo ) + if ( uiTileNo == uiSrcTileNo ) { return( FALSE ); } - if ( TileIsOutOfBounds(usTileNo)) + if ( TileIsOutOfBounds(uiTileNo)) { return( FALSE ); } - if ( TileIsOutOfBounds(usSrcTileNo)) + if ( TileIsOutOfBounds(uiSrcTileNo)) { return( FALSE ); } @@ -541,7 +541,7 @@ UINT8 ubTravelCost; bDirection = atan8( iSrcX, iSrcY, iX, iY ); - ubTravelCost = gubWorldMovementCosts[ usTileNo ][ bDirection ][ 0 ]; + ubTravelCost = gubWorldMovementCosts[ uiTileNo ][ bDirection ][ 0 ]; if ( ubTravelCost == TRAVELCOST_WALL ) { @@ -550,7 +550,7 @@ UINT8 ubTravelCost; if ( IS_TRAVELCOST_DOOR( ubTravelCost ) ) { - ubTravelCost = DoorTravelCost( NULL, usTileNo, ubTravelCost, TRUE, NULL ); + ubTravelCost = DoorTravelCost( NULL, uiTileNo, ubTravelCost, TRUE, NULL ); if ( ubTravelCost == TRAVELCOST_OBSTACLE || ubTravelCost == TRAVELCOST_DOOR ) { diff --git a/TileEngine/overhead map.cpp b/TileEngine/overhead map.cpp index df808584..b0cf2a69 100644 --- a/TileEngine/overhead map.cpp +++ b/TileEngine/overhead map.cpp @@ -1367,8 +1367,7 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart GetCurrentVideoSettings(&usWidth, &usHeight, &ubBitDepth); pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES); pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES); - if(gbPixelDepth == 16)// BLIT HERE - Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight); + Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight); UnLockVideoSurface(guiRENDERBUFFER); UnLockVideoSurface(guiSAVEBUFFER); } diff --git a/TileEngine/renderworld.cpp b/TileEngine/renderworld.cpp index 755f4738..1be8762b 100644 --- a/TileEngine/renderworld.cpp +++ b/TileEngine/renderworld.cpp @@ -2398,617 +2398,528 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT } else { - if (gbPixelDepth == 16) + /*if(fConvertTo16) { - /*if(fConvertTo16) + ConvertVObjectRegionTo16BPP(hVObject, usImageIndex, 4); + if(CheckFor16BPPRegion(hVObject, usImageIndex, 4, &us16BPPIndex)) { - ConvertVObjectRegionTo16BPP(hVObject, usImageIndex, 4); - if(CheckFor16BPPRegion(hVObject, usImageIndex, 4, &us16BPPIndex)) - { - Blt16BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, us16BPPIndex, &gClippingRect); - } - }*/ - - if (fMultiTransShadowZBlitter) - { - if (fZBlitter) - { - if (fObscuredBlitter) - { - if (hVObjectAlpha == NULL) { - Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); - } - else { - Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, hVObjectAlpha, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); - } - } - else - { - if (hVObjectAlpha == NULL) { - Blt8BPPDataTo16BPPBufferTransZTransShadowIncClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); - } - else { - Blt8BPPDataTo16BPPBufferTransZTransShadowIncClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, hVObjectAlpha, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); - } - } - } - else - { - //Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect ); - } + Blt16BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, us16BPPIndex, &gClippingRect); } - else if (fMultiZBlitter) + }*/ + + if (fMultiTransShadowZBlitter) + { + if (fZBlitter) { - if (fZBlitter) + if (fObscuredBlitter) { - if (fObscuredBlitter) - { - Blt8BPPDataTo16BPPBufferTransZIncObscureClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + if (hVObjectAlpha == NULL) { + Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); } - else - { - if (fWallTile) - { - if (sZStripIndex == -1) - { - Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, usImageIndex); - } - else - { - Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sZStripIndex); - } - } - else - { - Blt8BPPDataTo16BPPBufferTransZIncClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } + else { + Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, hVObjectAlpha, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); } } else { - Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + if (hVObjectAlpha == NULL) { + Blt8BPPDataTo16BPPBufferTransZTransShadowIncClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); + } + else { + Blt8BPPDataTo16BPPBufferTransZTransShadowIncClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, hVObjectAlpha, sXPos, sYPos, usImageIndex, &gClippingRect, sMultiTransShadowZBlitterIndex, pShadeTable, fIgnoreShadows); + } } } else { - bBlitClipVal = BltIsClippedOrOffScreen(hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - - if (bBlitClipVal == TRUE) - { - if (fPixelate) - { - if (fTranslucencyType) - { - //if(fZWrite) - // Blt8BPPDataTo16BPPBufferTransZClipTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - //else - Blt8BPPDataTo16BPPBufferTransZNBClipTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - else - { - //if(fZWrite) - // Blt8BPPDataTo16BPPBufferTransZClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - //else - Blt8BPPDataTo16BPPBufferTransZNBClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - } - else if (fMerc) - { - if (fZBlitter) - { - if (fZWrite) - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowZClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - } - else - { - if (fObscuredBlitter) - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - } - else - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowZNBClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - } - } - - if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) - { - pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); - - // BLIT HERE - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowClipAlpha((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowClip((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - - UnLockVideoSurface(guiSAVEBUFFER); - - // Turn it off! - pNode->uiFlags &= (~LEVELNODE_UPDATESAVEBUFFERONCE); - } - - } - else - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable, - fIgnoreShadows); - } - } - } - else if (fShadowBlitter) - { - if (fZBlitter) - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - else - Blt8BPPDataTo16BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - else - { - Blt8BPPDataTo16BPPBufferShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - } - else if (fIntensityBlitter) - { - if (fZBlitter) - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferIntensityZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - else - Blt8BPPDataTo16BPPBufferIntensityZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - else - { - Blt8BPPDataTo16BPPBufferIntensityClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - } - else if (fZBlitter) - { - if (fZWrite) - { - if (fObscuredBlitter) - { - Blt8BPPDataTo16BPPBufferTransZClipPixelateObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - else - { - Blt8BPPDataTo16BPPBufferTransZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - } - else - { - Blt8BPPDataTo16BPPBufferTransZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - - if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) - { - pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); - - // BLIT HERE - Blt8BPPDataTo16BPPBufferTransZClip((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - - UnLockVideoSurface(guiSAVEBUFFER); - } - - } - else - Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - - } - else if (bBlitClipVal == FALSE) - { - if (fPixelate) - { - if (fTranslucencyType) - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferTransZTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - else - Blt8BPPDataTo16BPPBufferTransZNBTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - else - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferTransZPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - else - Blt8BPPDataTo16BPPBufferTransZNBPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - } - else if (fMerc) - { - // Flugente: draw riot shield UNDER the soldier - if ( pSoldier && - pSoldier->bVisible != -1 && - ( pSoldier->ubDirection == NORTH || - pSoldier->ubDirection == NORTHWEST || - pSoldier->ubDirection == WEST ) - && pSoldier->IsRiotShieldEquipped() ) - { - ShowRiotShield( pSoldier, (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel ); - } - - if (fZBlitter) - { - if (fZWrite) - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowZAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - } - else - { - if (fObscuredBlitter) - { - if (hVObjectAlpha != NULL) { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - else { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - } - else - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowZNBAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadowZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - } - } - - if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) - { - pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); - - // BLIT HERE - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowAlpha((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadow((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - - UnLockVideoSurface(guiSAVEBUFFER); - - } - - } - else - { - if (hVObjectAlpha != NULL) - { - Blt8BPPDataTo16BPPBufferTransShadowAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - else - { - Blt8BPPDataTo16BPPBufferTransShadow((UINT16*)pDestBuf, uiDestPitchBYTES, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); - } - - } - - // Flugente: draw riot shield OVER the soldier - if ( pSoldier && - pSoldier->bVisible != -1 && - ( pSoldier->ubDirection == EAST || - pSoldier->ubDirection == SOUTHEAST || - pSoldier->ubDirection == SOUTH || - pSoldier->ubDirection == SOUTHWEST || - pSoldier->ubDirection == NORTHEAST ) - && pSoldier->IsRiotShieldEquipped() ) - { - ShowRiotShield( pSoldier, (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel ); - } - } - else if (fShadowBlitter) - { - if (fZBlitter) - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferShadowZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - else - Blt8BPPDataTo16BPPBufferShadowZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - else - { - Blt8BPPDataTo16BPPBufferShadow((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); - } - } - else if (fIntensityBlitter) - { - if (fZBlitter) - { - if (fZWrite) - Blt8BPPDataTo16BPPBufferIntensityZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - else - Blt8BPPDataTo16BPPBufferIntensityZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - else - { - Blt8BPPDataTo16BPPBufferIntensity((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); - } - } - else if (fZBlitter) - { - if (fZWrite) - { - // TEST - //Blt8BPPDataTo16BPPBufferTransZPixelate( (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - - if (fObscuredBlitter) - { - Blt8BPPDataTo16BPPBufferTransZPixelateObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - else - { - Blt8BPPDataTo16BPPBufferTransZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - } - } - else - Blt8BPPDataTo16BPPBufferTransZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - - - if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) - { - pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); - - // BLIT HERE - Blt8BPPDataTo16BPPBufferTransZ((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); - - UnLockVideoSurface(guiSAVEBUFFER); - } - - } - else - Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); - } + //Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect ); } } - else // 8bpp section + else if (fMultiZBlitter) { - if (fPixelate) + if (fZBlitter) { - if (fZWrite) - Blt8BPPDataTo8BPPBufferTransZClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - else - Blt8BPPDataTo8BPPBufferTransZNBClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - } - else if (BltIsClipped(hVObject, sXPos, sYPos, usImageIndex, &gClippingRect)) - { - if (fMerc) + if (fObscuredBlitter) { - Blt8BPPDataTo8BPPBufferTransShadowZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - &gClippingRect, - pShadeTable); - } - else if (fShadowBlitter) - if (fZWrite) - Blt8BPPDataTo8BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - else - Blt8BPPDataTo8BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - - else if (fZBlitter) - { - if (fZWrite) - Blt8BPPDataTo8BPPBufferTransZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - else - Blt8BPPDataTo8BPPBufferTransZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + Blt8BPPDataTo16BPPBufferTransZIncObscureClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); } else - Blt8BPPDataTo8BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + { + if (fWallTile) + { + if (sZStripIndex == -1) + { + Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, usImageIndex); + } + else + { + Blt8BPPDataTo16BPPBufferTransZIncClipZSameZBurnsThrough((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect, sZStripIndex); + } + } + else + { + Blt8BPPDataTo16BPPBufferTransZIncClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + } } else { - if (fMerc) - { + Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + } + else + { + bBlitClipVal = BltIsClippedOrOffScreen(hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); - // why to 16BPP here?? - if (hVObjectAlpha != NULL) + if (bBlitClipVal == TRUE) + { + if (fPixelate) + { + if (fTranslucencyType) { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - hVObjectAlpha, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); + //if(fZWrite) + // Blt8BPPDataTo16BPPBufferTransZClipTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + //else + Blt8BPPDataTo16BPPBufferTransZNBClipTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); } else { - Blt8BPPDataTo16BPPBufferTransShadowZNBObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - hVObject, - sXPos, sYPos, - usImageIndex, - pShadeTable, - fIgnoreShadows); + //if(fZWrite) + // Blt8BPPDataTo16BPPBufferTransZClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + //else + Blt8BPPDataTo16BPPBufferTransZNBClipPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); } + } + else if (fMerc) + { + if (fZBlitter) + { + if (fZWrite) + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowZClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + } + else + { + if (fObscuredBlitter) + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + } + else + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowZNBClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + } + } - // Blt8BPPDataTo8BPPBufferTransShadowZNB( (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, - // hVObject, - // sXPos, sYPos, - // usImageIndex, - // pShadeTable); + if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) + { + pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); + + // BLIT HERE + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowClipAlpha((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowClip((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, + hVObject, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + + UnLockVideoSurface(guiSAVEBUFFER); + + // Turn it off! + pNode->uiFlags &= (~LEVELNODE_UPDATESAVEBUFFERONCE); + } + + } + else + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowClipAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, + hVObject, + sXPos, sYPos, + usImageIndex, + &gClippingRect, + pShadeTable, + fIgnoreShadows); + } + } } else if (fShadowBlitter) { - if (fZWrite) - Blt8BPPDataTo8BPPBufferShadowZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + if (fZBlitter) + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + else + Blt8BPPDataTo16BPPBufferShadowZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } else - Blt8BPPDataTo8BPPBufferShadowZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + { + Blt8BPPDataTo16BPPBufferShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + } + else if (fIntensityBlitter) + { + if (fZBlitter) + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferIntensityZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + else + Blt8BPPDataTo16BPPBufferIntensityZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + else + { + Blt8BPPDataTo16BPPBufferIntensityClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } } else if (fZBlitter) { if (fZWrite) - Blt8BPPDataTo8BPPBufferTransZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + { + if (fObscuredBlitter) + { + Blt8BPPDataTo16BPPBufferTransZClipPixelateObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + else + { + Blt8BPPDataTo16BPPBufferTransZClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + } else - Blt8BPPDataTo8BPPBufferTransZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + { + Blt8BPPDataTo16BPPBufferTransZNBClip((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + } + + if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) + { + pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); + + // BLIT HERE + Blt8BPPDataTo16BPPBufferTransZClip((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + + UnLockVideoSurface(guiSAVEBUFFER); + } + } else - Blt8BPPDataTo8BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); + Blt8BPPDataTo16BPPBufferTransparentClip((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex, &gClippingRect); + + } + else if (bBlitClipVal == FALSE) + { + if (fPixelate) + { + if (fTranslucencyType) + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferTransZTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + else + Blt8BPPDataTo16BPPBufferTransZNBTranslucent((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + else + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferTransZPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + else + Blt8BPPDataTo16BPPBufferTransZNBPixelate((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + } + else if (fMerc) + { + // Flugente: draw riot shield UNDER the soldier + if ( pSoldier && + pSoldier->bVisible != -1 && + ( pSoldier->ubDirection == NORTH || + pSoldier->ubDirection == NORTHWEST || + pSoldier->ubDirection == WEST ) + && pSoldier->IsRiotShieldEquipped() ) + { + ShowRiotShield( pSoldier, (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel ); + } + + if (fZBlitter) + { + if (fZWrite) + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowZAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + } + else + { + if (fObscuredBlitter) + { + if (hVObjectAlpha != NULL) { + Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + else { + Blt8BPPDataTo16BPPBufferTransShadowZNBObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + } + else + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowZNBAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadowZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, + hVObject, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + } + } + + if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) + { + pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); + + // BLIT HERE + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowAlpha((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadow((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, + hVObject, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + + UnLockVideoSurface(guiSAVEBUFFER); + + } + + } + else + { + if (hVObjectAlpha != NULL) + { + Blt8BPPDataTo16BPPBufferTransShadowAlpha((UINT16*)pDestBuf, uiDestPitchBYTES, + hVObject, + hVObjectAlpha, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + else + { + Blt8BPPDataTo16BPPBufferTransShadow((UINT16*)pDestBuf, uiDestPitchBYTES, + hVObject, + sXPos, sYPos, + usImageIndex, + pShadeTable, + fIgnoreShadows); + } + + } + + // Flugente: draw riot shield OVER the soldier + if ( pSoldier && + pSoldier->bVisible != -1 && + ( pSoldier->ubDirection == EAST || + pSoldier->ubDirection == SOUTHEAST || + pSoldier->ubDirection == SOUTH || + pSoldier->ubDirection == SOUTHWEST || + pSoldier->ubDirection == NORTHEAST ) + && pSoldier->IsRiotShieldEquipped() ) + { + ShowRiotShield( pSoldier, (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel ); + } + } + else if (fShadowBlitter) + { + if (fZBlitter) + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferShadowZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + else + Blt8BPPDataTo16BPPBufferShadowZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + else + { + Blt8BPPDataTo16BPPBufferShadow((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); + } + } + else if (fIntensityBlitter) + { + if (fZBlitter) + { + if (fZWrite) + Blt8BPPDataTo16BPPBufferIntensityZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + else + Blt8BPPDataTo16BPPBufferIntensityZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + else + { + Blt8BPPDataTo16BPPBufferIntensity((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); + } + } + else if (fZBlitter) + { + if (fZWrite) + { + // TEST + //Blt8BPPDataTo16BPPBufferTransZPixelate( (UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + + if (fObscuredBlitter) + { + Blt8BPPDataTo16BPPBufferTransZPixelateObscured((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + else + { + Blt8BPPDataTo16BPPBufferTransZ((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + } + } + else + Blt8BPPDataTo16BPPBufferTransZNB((UINT16*)pDestBuf, uiDestPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + + + if ((uiLevelNodeFlags & LEVELNODE_UPDATESAVEBUFFERONCE)) + { + pSaveBuf = LockVideoSurface(guiSAVEBUFFER, &uiSaveBufferPitchBYTES); + + // BLIT HERE + Blt8BPPDataTo16BPPBufferTransZ((UINT16*)pSaveBuf, uiSaveBufferPitchBYTES, gpZBuffer, sZLevel, hVObject, sXPos, sYPos, usImageIndex); + + UnLockVideoSurface(guiSAVEBUFFER); + } + + } + else + Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sXPos, sYPos, usImageIndex); } } diff --git a/TileEngine/renderworld.h b/TileEngine/renderworld.h index 140e5d5f..124487e6 100644 --- a/TileEngine/renderworld.h +++ b/TileEngine/renderworld.h @@ -227,4 +227,4 @@ BOOLEAN Blt8BPPDataTo16BPPBufferTransZIncObscureClip(UINT16 *pBuffer, UINT32 uiD BOOLEAN Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClip(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, INT16 sZIndex, UINT16 *p16BPPPalette, BOOLEAN fIgnoreShadows = FALSE); BOOLEAN Blt8BPPDataTo16BPPBufferTransZTransShadowIncObscureClipAlpha(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, HVOBJECT hAlphaVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, INT16 sZIndex, UINT16 *p16BPPPalette, BOOLEAN fIgnoreShadows = FALSE); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/sysutil.h b/TileEngine/sysutil.h index f067d71f..5b460d63 100644 --- a/TileEngine/sysutil.h +++ b/TileEngine/sysutil.h @@ -18,4 +18,4 @@ BOOLEAN InitializeSystemVideoObjects( ); BOOLEAN InitializeGameVideoObjects( ); -#endif \ No newline at end of file +#endif diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index d8a44a4b..a5efd7ac 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -2929,7 +2929,7 @@ BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinor SetWorldSize(iRowSize, iColSize); // We still have the "normal" map size AND the map is saved in vanilla format - if ((iRowSize <= OLD_WORLD_ROWS && iRowSize <= OLD_WORLD_COLS) && (dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)) + if ((iRowSize <= OLD_WORLD_ROWS && iColSize <= OLD_WORLD_COLS) && (dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)) { // Check "vanilla map saving" gfVanillaMode = TRUE;//dnl ch74 191013 diff --git a/Utils/Animated ProgressBar.h b/Utils/Animated ProgressBar.h index ac9aab75..d1beb047 100644 --- a/Utils/Animated ProgressBar.h +++ b/Utils/Animated ProgressBar.h @@ -149,4 +149,4 @@ void SetProgressBarRenderBuffer( UINT32 ubID , UINT32 uiBufferID ); void CreateProgressBarNoBorder( UINT8 ubProgressBarID, UINT16 usLeft, UINT16 usTop, UINT16 usRight, UINT16 usBottom ); -#endif \ No newline at end of file +#endif diff --git a/Utils/CMakeLists.txt b/Utils/CMakeLists.txt index 688f9555..537e2335 100644 --- a/Utils/CMakeLists.txt +++ b/Utils/CMakeLists.txt @@ -7,7 +7,6 @@ set(UtilsSrc "${CMAKE_CURRENT_SOURCE_DIR}/dsutil.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Encrypted File.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Event Pump.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/ExportStrings.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Font Control.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/ImportStrings.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/INIReader.cpp" @@ -16,7 +15,6 @@ set(UtilsSrc "${CMAKE_CURRENT_SOURCE_DIR}/MapUtility.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/MercTextBox.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/message.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/Multi Language Graphic Utils.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Multilingual Text Code Generator.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Music Control.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/PopUpBox.cpp" @@ -37,20 +35,4 @@ set(UtilsSrc "${CMAKE_CURRENT_SOURCE_DIR}/XML_Items.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/XML_Language.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/XML_SenderNameList.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_ChineseText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_DutchText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_EnglishText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_FrenchText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_GermanText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_ItalianText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ChineseText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25DutchText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25EnglishText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25FrenchText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25GermanText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ItalianText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25PolishText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25RussianText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_PolishText.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/_RussianText.cpp" PARENT_SCOPE) diff --git a/Utils/Cinematics Bink.h b/Utils/Cinematics Bink.h index f45ec3d4..7989488b 100644 --- a/Utils/Cinematics Bink.h +++ b/Utils/Cinematics Bink.h @@ -46,4 +46,4 @@ void BinkShutdownVideo(void); BINKFLIC *BinkPlayFlic(const CHAR8 *cFilename, UINT32 uiLeft, UINT32 uiTop, UINT32 uiFlags ); -#endif \ No newline at end of file +#endif diff --git a/Utils/Cursors.h b/Utils/Cursors.h index 0a763a15..32f194a2 100644 --- a/Utils/Cursors.h +++ b/Utils/Cursors.h @@ -318,4 +318,4 @@ void SetCursorFlags( UINT32 uiCursor, UINT8 ubFlags ); void RemoveCursorFlags( UINT32 uiCursor, UINT8 ubFlags ); -#endif \ No newline at end of file +#endif diff --git a/Utils/Debug Control.h b/Utils/Debug Control.h index 8d562fa5..3609c3d9 100644 --- a/Utils/Debug Control.h +++ b/Utils/Debug Control.h @@ -55,4 +55,4 @@ extern void AiDbgMessage( CHAR8 *Str); #endif -#endif \ No newline at end of file +#endif diff --git a/Utils/Encrypted File.cpp b/Utils/Encrypted File.cpp index 4238886b..20fba544 100644 --- a/Utils/Encrypted File.cpp +++ b/Utils/Encrypted File.cpp @@ -2,7 +2,6 @@ #include "FileMan.h" #include "Debug.h" -#include "Language Defines.h" // anv: for selecting random line #include "Random.h" @@ -230,4 +229,4 @@ void DecodeString(STR16 pDestString, UINT32 uiSeekAmount) // } //#endif } -} \ No newline at end of file +} diff --git a/Utils/Encrypted File.h b/Utils/Encrypted File.h index 110b31d5..26806730 100644 --- a/Utils/Encrypted File.h +++ b/Utils/Encrypted File.h @@ -7,4 +7,4 @@ BOOLEAN LoadEncryptedDataFromFile(STR pFileName, STR16 pDestString, UINT32 uiSee BOOLEAN LoadEncryptedDataFromFileRandomLine(STR pFileName, STR16 pDestString, UINT32 uiSeekAmount); void DecodeString(STR16 pDestString, UINT32 uiSeekAmount); -#endif \ No newline at end of file +#endif diff --git a/Utils/Font Control.cpp b/Utils/Font Control.cpp index 87c140f5..efb10ba5 100644 --- a/Utils/Font Control.cpp +++ b/Utils/Font Control.cpp @@ -5,6 +5,7 @@ #include "vsurface.h" #include "wcheck.h" #include "Font Control.h" +#include INT32 giCurWinFont = 0; //BOOLEAN gfUseWinFonts = FALSE; @@ -77,8 +78,8 @@ HVOBJECT gvoBlockFontNarrow; INT32 gp14PointHumanist; HVOBJECT gvo14PointHumanist; -#if defined( JA2EDITOR ) && defined( ENGLISH ) - INT32 gpHugeFont; +#if defined( JA2EDITOR ) + INT32 gpHugeFont; HVOBJECT gvoHugeFont; #endif @@ -94,8 +95,8 @@ UINT16 CreateFontPaletteTables(HVOBJECT pObj ); extern UINT16 gzFontName[32]; auto GetHugeFont() -> INT32 { -#if defined(JA2EDITOR) && defined(ENGLISH) - return gpHugeFont; +#if defined(JA2EDITOR) + return g_lang == i18n::Lang::en ? gpHugeFont : gp16PointArial; #else return gp16PointArial; #endif @@ -216,10 +217,12 @@ BOOLEAN InitializeFonts( ) gvo14PointHumanist = GetFontObject( gp14PointHumanist ); CHECKF( CreateFontPaletteTables( gvo14PointHumanist ) ); - #if defined( JA2EDITOR ) && defined( ENGLISH ) + #if defined( JA2EDITOR ) + if(g_lang == i18n::Lang::en) { gpHugeFont = LoadFontFile( "FONTS\\HUGEFONT.sti" ); gvoHugeFont = GetFontObject( gpHugeFont ); CHECKF( CreateFontPaletteTables( gvoHugeFont ) ); + } #endif // Set default for font system @@ -254,8 +257,10 @@ void ShutdownFonts( ) UnloadFont( gp14PointArial); UnloadFont( gpBlockyFont); UnloadFont( gp12PointArialFixedFont ); - #if defined( JA2EDITOR ) && defined( ENGLISH ) + #if defined( JA2EDITOR ) + if(g_lang == i18n::Lang::en) { UnloadFont( gpHugeFont ); + } #endif // ATE: Shutdown any win fonts diff --git a/Utils/ImportStrings.cpp b/Utils/ImportStrings.cpp index 1d4131c4..cbe3a711 100644 --- a/Utils/ImportStrings.cpp +++ b/Utils/ImportStrings.cpp @@ -1,6 +1,5 @@ #include "ImportStrings.h" #include "LocalizedStrings.h" -#include "Language Defines.h" #include #include diff --git a/Utils/Multilingual Text Code Generator.cpp b/Utils/Multilingual Text Code Generator.cpp index 256f9280..2bdfcb2a 100644 --- a/Utils/Multilingual Text Code Generator.cpp +++ b/Utils/Multilingual Text Code Generator.cpp @@ -32,7 +32,6 @@ CREATED: Feb 16, 1999 #include "builddefines.h" #include #include "types.h" -#include "Language Defines.h" #include "debug.h" #include "Fileman.h" diff --git a/Utils/Multilingual Text Code Generator.h b/Utils/Multilingual Text Code Generator.h index 653fd559..1df17a81 100644 --- a/Utils/Multilingual Text Code Generator.h +++ b/Utils/Multilingual Text Code Generator.h @@ -9,4 +9,4 @@ BOOLEAN ProcessIfMultilingualCmdLineArgDetected( STR8 str ); //macro function out #define ProcessIfMultilingualCmdLineArgDetected( a ) 0 -#endif \ No newline at end of file +#endif diff --git a/Utils/Music Control.cpp b/Utils/Music Control.cpp index aa86d29d..1030cd3d 100644 --- a/Utils/Music Control.cpp +++ b/Utils/Music Control.cpp @@ -234,7 +234,7 @@ BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex) return FALSE; } - MusicPlay(MusicLists[mode][songIndex]); + return MusicPlay(MusicLists[mode][songIndex]); } //******************************************************************************** diff --git a/Utils/Quantize Wrap.h b/Utils/Quantize Wrap.h index daec31a1..92003163 100644 --- a/Utils/Quantize Wrap.h +++ b/Utils/Quantize Wrap.h @@ -18,4 +18,4 @@ void MapPalette( UINT8 *pDest, UINT8 *pSrc, INT16 sWidth, INT16 sHeight, INT16 s -#endif \ No newline at end of file +#endif diff --git a/Utils/Quantize.h b/Utils/Quantize.h index 508ebdeb..0a3e15ec 100644 --- a/Utils/Quantize.h +++ b/Utils/Quantize.h @@ -40,4 +40,4 @@ protected: void GetPaletteColors (NODE* pTree, RGBQUAD* prgb, UINT* pIndex); }; -#endif \ No newline at end of file +#endif diff --git a/Utils/STIConvert.h b/Utils/STIConvert.h index 39d44ba8..4cfb1f34 100644 --- a/Utils/STIConvert.h +++ b/Utils/STIConvert.h @@ -9,4 +9,4 @@ void WriteSTIFile( INT8 *pData, SGPPaletteEntry *pPalette, INT16 sWidth, INT16 s UINT32 ETRLECompressSubImage( UINT8 * pDest, UINT32 uiDestLen, UINT8 * p8BPPBuffer, UINT16 usWidth, UINT16 usHeight, STCISubImage * pSubImage ); -#endif \ No newline at end of file +#endif diff --git a/Utils/Sound Control.cpp b/Utils/Sound Control.cpp index f51b6347..ca6c255b 100644 --- a/Utils/Sound Control.cpp +++ b/Utils/Sound Control.cpp @@ -767,12 +767,13 @@ void DelayedSoundTimerCallback( void ) typedef struct { UINT32 uiFlags; - INT32 sGridNo; - INT32 iSoundSampleID; - INT32 iSoundToPlay; + INT32 sGridNo; + INT32 iSoundSampleID; + INT32 iSoundToPlay; UINT32 uiData; BOOLEAN fAllocated; BOOLEAN fInActive; + UINT8 volume; } POSITIONSND; @@ -792,88 +793,89 @@ INT32 GetFreePositionSnd( void ) { UINT32 uiCount; - for(uiCount=0; uiCount < guiNumPositionSnds; uiCount++) + for ( uiCount = 0; uiCount < guiNumPositionSnds; uiCount++ ) { - if(( gPositionSndData[uiCount].fAllocated==FALSE ) ) - return( (INT32)uiCount ); + if ( (gPositionSndData[uiCount].fAllocated == FALSE) ) + return((INT32)uiCount); } - if( guiNumPositionSnds < NUM_POSITION_SOUND_EFFECT_SLOTS ) - return( (INT32) guiNumPositionSnds++ ); + if ( guiNumPositionSnds < NUM_POSITION_SOUND_EFFECT_SLOTS ) + return((INT32)guiNumPositionSnds++); - return( -1 ); + return(-1); } void RecountPositionSnds( void ) { INT32 uiCount; - for(uiCount=guiNumPositionSnds-1; (uiCount >=0) ; uiCount--) + for ( uiCount = guiNumPositionSnds - 1; (uiCount >= 0); uiCount-- ) { - if( ( gPositionSndData[uiCount].fAllocated ) ) + if ( (gPositionSndData[uiCount].fAllocated) ) { - guiNumPositionSnds=(UINT32)(uiCount+1); + guiNumPositionSnds = (UINT32)(uiCount + 1); break; } } } -INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ) +INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay, UINT8 volume ) { POSITIONSND *pPositionSnd; INT32 iPositionSndIndex; - if( ( iPositionSndIndex = GetFreePositionSnd() )==(-1) ) + if ( (iPositionSndIndex = GetFreePositionSnd()) == (-1) ) return(-1); - memset( &gPositionSndData[ iPositionSndIndex ], 0, sizeof( POSITIONSND ) ); + memset( &gPositionSndData[iPositionSndIndex], 0, sizeof( POSITIONSND ) ); - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; // Default to inactive if ( gfPositionSoundsActive ) { - pPositionSnd->fInActive = FALSE; + pPositionSnd->fInActive = FALSE; } else { - pPositionSnd->fInActive = TRUE; + pPositionSnd->fInActive = TRUE; } - pPositionSnd->sGridNo = sGridNo; - pPositionSnd->uiData = uiData; - pPositionSnd->uiFlags = uiFlags; - pPositionSnd->fAllocated = TRUE; + pPositionSnd->sGridNo = sGridNo; + pPositionSnd->uiData = uiData; + pPositionSnd->uiFlags = uiFlags; + pPositionSnd->fAllocated = TRUE; pPositionSnd->iSoundToPlay = iSoundToPlay; + pPositionSnd->volume = volume; pPositionSnd->iSoundSampleID = NO_SAMPLE; - return( iPositionSndIndex ); + return(iPositionSndIndex); } void DeletePositionSnd( INT32 iPositionSndIndex ) { POSITIONSND *pPositionSnd; - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; if ( pPositionSnd->fAllocated ) { - // Turn inactive first... - pPositionSnd->fInActive = TRUE; + // Turn inactive first... + pPositionSnd->fInActive = TRUE; - // End sound... - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) - { - SoundStop( pPositionSnd->iSoundSampleID ); - } + // End sound... + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + { + SoundStop( pPositionSnd->iSoundSampleID ); + } - pPositionSnd->fAllocated = FALSE; + pPositionSnd->fAllocated = FALSE; - RecountPositionSnds( ); + RecountPositionSnds(); } } @@ -881,17 +883,17 @@ void SetPositionSndGridNo( INT32 iPositionSndIndex, INT32 sGridNo ) { POSITIONSND *pPositionSnd; - pPositionSnd = &gPositionSndData[ iPositionSndIndex ]; + pPositionSnd = &gPositionSndData[iPositionSndIndex]; if ( pPositionSnd->fAllocated ) { - pPositionSnd->sGridNo = sGridNo; + pPositionSnd->sGridNo = sGridNo; - SetPositionSndsVolumeAndPanning( ); + SetPositionSndsVolumeAndPanning(); } } -void SetPositionSndsActive( ) +void SetPositionSndsActive() { UINT32 cnt; POSITIONSND *pPositionSnd; @@ -900,24 +902,31 @@ void SetPositionSndsActive( ) for ( cnt = 0; cnt < guiNumPositionSnds; cnt++ ) { - pPositionSnd = &gPositionSndData[ cnt ]; + pPositionSnd = &gPositionSndData[cnt]; - if ( pPositionSnd->fAllocated ) - { - if ( pPositionSnd->fInActive ) + if ( pPositionSnd->fAllocated ) { - pPositionSnd->fInActive = FALSE; + if ( pPositionSnd->fInActive ) + { + pPositionSnd->fInActive = FALSE; - // Begin sound effect - // Volume 0 - pPositionSnd->iSoundSampleID = PlayJA2Sample( pPositionSnd->iSoundToPlay, RATE_11025, 0, 0, MIDDLEPAN ); + // Begin sound effect + // Volume 0 + if ( pPositionSnd->iSoundToPlay == POWER_GEN_FAN_SOUND ) + { + pPositionSnd->iSoundSampleID = PlayJA2SampleFromFile( "Sounds\\POWERGENFAN.WAV", RATE_11025, 0, 0, MIDDLEPAN ); + } + else + { + pPositionSnd->iSoundSampleID = PlayJA2Sample( pPositionSnd->iSoundToPlay, RATE_11025, 0, 0, MIDDLEPAN ); + } + } } } - } } -void SetPositionSndsInActive( ) +void SetPositionSndsInActive() { UINT32 cnt; POSITIONSND *pPositionSnd; @@ -926,20 +935,20 @@ void SetPositionSndsInActive( ) for ( cnt = 0; cnt < guiNumPositionSnds; cnt++ ) { - pPositionSnd = &gPositionSndData[ cnt ]; + pPositionSnd = &gPositionSndData[cnt]; - if ( pPositionSnd->fAllocated ) - { - pPositionSnd->fInActive = TRUE; - - // End sound... - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + if ( pPositionSnd->fAllocated ) { - SoundStop( pPositionSnd->iSoundSampleID ); - pPositionSnd->iSoundSampleID = NO_SAMPLE; + pPositionSnd->fInActive = TRUE; + + // End sound... + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) + { + SoundStop( pPositionSnd->iSoundSampleID ); + pPositionSnd->iSoundSampleID = NO_SAMPLE; + } } } - } } // == Lesh slightly changed this function ============ @@ -949,51 +958,51 @@ UINT8 PositionSoundDir( INT32 sGridNo ) INT16 sScreenX, sScreenY; INT16 sMiddleX; INT16 sDif, sAbsDif; - - if (TileIsOutOfBounds(sGridNo)) + + if ( TileIsOutOfBounds( sGridNo ) ) { - return( MIDDLEPAN ); + return(MIDDLEPAN); } // OK, get screen position of gridno..... ConvertGridNoToXY( sGridNo, &sWorldX, &sWorldY ); // Get screen coordinates for current position of soldier - GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY); + GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY ); // Get middle of where we are now.... - sMiddleX = gsTopLeftWorldX + ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2; + sMiddleX = gsTopLeftWorldX + (gsBottomRightWorldX - gsTopLeftWorldX) / 2; sDif = sMiddleX - sScreenX; - if ( ( sAbsDif = abs( sDif ) ) > 64 ) + if ( (sAbsDif = abs( sDif )) > 64 ) { // OK, NOT the middle. // Is it outside the screen? - if ( sAbsDif > ( ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2 ) ) - { + if ( sAbsDif > ((gsBottomRightWorldX - gsTopLeftWorldX) / 2) ) + { // yes, outside... if ( sDif > 0 ) { - return( FARLEFT ); + return(FARLEFT); //return( 1 ); } - else - return( FARRIGHT ); - //return( 126 ); + else + return(FARRIGHT); + //return( 126 ); - } + } else // inside screen { - if ( sDif > 0) - return( LEFTSIDE ); + if ( sDif > 0 ) + return(LEFTSIDE); else - return( RIGHTSIDE ); + return(RIGHTSIDE); } } else // hardly any difference, so sound should be played from middle - return(MIDDLE); + return(MIDDLE); } @@ -1006,21 +1015,21 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT32 sGridNo ) INT16 sDifY, sAbsDifY; INT16 sMaxDistX, sMaxDistY; double sMaxSoundDist, sSoundDist; - - if (TileIsOutOfBounds(sGridNo)) + + if ( TileIsOutOfBounds( sGridNo ) ) { - return( bInitialVolume ); + return(bInitialVolume); } // OK, get screen position of gridno..... ConvertGridNoToXY( sGridNo, &sWorldX, &sWorldY ); // Get screen coordinates for current position of soldier - GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY); + GetWorldXYAbsoluteScreenXY( (INT16)(sWorldX), (INT16)(sWorldY), &sScreenX, &sScreenY ); // Get middle of where we are now.... - sMiddleX = gsTopLeftWorldX + ( gsBottomRightWorldX - gsTopLeftWorldX ) / 2; - sMiddleY = gsTopLeftWorldY + ( gsBottomRightWorldY - gsTopLeftWorldY ) / 2; + sMiddleX = gsTopLeftWorldX + (gsBottomRightWorldX - gsTopLeftWorldX) / 2; + sMiddleY = gsTopLeftWorldY + (gsBottomRightWorldY - gsTopLeftWorldY) / 2; sDifX = sMiddleX - sScreenX; sDifY = sMiddleY - sScreenY; @@ -1028,28 +1037,28 @@ INT8 PositionSoundVolume( INT8 bInitialVolume, INT32 sGridNo ) sAbsDifX = abs( sDifX ); sAbsDifY = abs( sDifY ); - sMaxDistX = (INT16)( ( gsBottomRightWorldX - gsTopLeftWorldX ) * 1.5 ); - sMaxDistY = (INT16)( ( gsBottomRightWorldY - gsTopLeftWorldY ) * 1.5 ); + sMaxDistX = (INT16)((gsBottomRightWorldX - gsTopLeftWorldX) * 1.5); + sMaxDistY = (INT16)((gsBottomRightWorldY - gsTopLeftWorldY) * 1.5); - sMaxSoundDist = sqrt( (double) ( sMaxDistX * sMaxDistX ) + ( sMaxDistY * sMaxDistY ) ); - sSoundDist = sqrt( (double)( sAbsDifX * sAbsDifX ) + ( sAbsDifY * sAbsDifY ) ); + sMaxSoundDist = sqrt( (double)(sMaxDistX * sMaxDistX) + (sMaxDistY * sMaxDistY) ); + sSoundDist = sqrt( (double)(sAbsDifX * sAbsDifX) + (sAbsDifY * sAbsDifY) ); if ( sSoundDist == 0 ) { - return( bInitialVolume ); + return(bInitialVolume); } if ( sSoundDist > sMaxSoundDist ) { - sSoundDist = sMaxSoundDist; + sSoundDist = sMaxSoundDist; } // Scale - return( (INT8)( bInitialVolume * ( ( sMaxSoundDist - sSoundDist ) / sMaxSoundDist ) ) ); + return((INT8)(bInitialVolume * ((sMaxSoundDist - sSoundDist) / sMaxSoundDist))); } -void SetPositionSndsVolumeAndPanning( ) +void SetPositionSndsVolumeAndPanning() { UINT32 cnt; POSITIONSND *pPositionSnd; @@ -1059,49 +1068,49 @@ void SetPositionSndsVolumeAndPanning( ) for ( cnt = 0; cnt < guiNumPositionSnds; cnt++ ) { - pPositionSnd = &gPositionSndData[ cnt ]; + pPositionSnd = &gPositionSndData[cnt]; - if ( pPositionSnd->fAllocated ) - { - if ( !pPositionSnd->fInActive ) + if ( pPositionSnd->fAllocated ) { - if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) - { - bVolume = PositionSoundVolume( 15, pPositionSnd->sGridNo ); - - if ( pPositionSnd->uiFlags & POSITION_SOUND_FROM_SOLDIER ) + if ( !pPositionSnd->fInActive ) { - pSoldier = (SOLDIERTYPE*)pPositionSnd->uiData; - - if ( pSoldier->bVisible == -1 ) + if ( pPositionSnd->iSoundSampleID != NO_SAMPLE ) { - // Limit volume,,, - if ( bVolume > 10 ) + bVolume = PositionSoundVolume( pPositionSnd->volume, pPositionSnd->sGridNo ); + + if ( pPositionSnd->uiFlags & POSITION_SOUND_FROM_SOLDIER ) { - bVolume = 10; + pSoldier = (SOLDIERTYPE *)pPositionSnd->uiData; + + if ( pSoldier->bVisible == -1 ) + { + // Limit volume,,, + if ( bVolume > 10 ) + { + bVolume = 10; + } + } } + + //if the sound is from a stationary object + if ( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT ) + { + // make sure you can always hear it + if ( bVolume < 5 ) + { + bVolume = 5; + } + } + + SoundSetVolume( pPositionSnd->iSoundSampleID, bVolume ); + + ubPan = PositionSoundDir( pPositionSnd->sGridNo ); + + SoundSetPan( pPositionSnd->iSoundSampleID, ubPan ); } } - - //if the sound is from a stationay object - if( pPositionSnd->uiFlags & POSITION_SOUND_STATIONATY_OBJECT ) - { - // make sure you can always hear it - if ( bVolume < 5 ) - { - bVolume = 5; - } - } - - SoundSetVolume( pPositionSnd->iSoundSampleID, bVolume ); - - ubPan = PositionSoundDir( pPositionSnd->sGridNo ); - - SoundSetPan( pPositionSnd->iSoundSampleID, ubPan ); - } } } - } } diff --git a/Utils/Sound Control.h b/Utils/Sound Control.h index 64efce99..65535793 100644 --- a/Utils/Sound Control.h +++ b/Utils/Sound Control.h @@ -381,7 +381,9 @@ enum SoundDefines S_VAL, //BREAK_LIGHT_IGNITING, - NUM_SAMPLES + NUM_SAMPLES, + POWER_GEN_FAN_SOUND = 5001 // This is a workaround to get the generator fan positional sound working in UB campaign. + // Had to special case it because sound effects have been externalized. }; enum AmbientDefines @@ -455,7 +457,7 @@ void PlayDelayedJA2Sample( UINT32 uiDelay, UINT32 usNum, UINT32 usRate, UINT32 u #define POSITION_SOUND_FROM_SOLDIER 0x00000001 #define POSITION_SOUND_STATIONATY_OBJECT 0x00000002 -INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay ); +INT32 NewPositionSnd( INT32 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay, UINT8 volume ); void DeletePositionSnd( INT32 iPositionSndIndex ); void SetPositionSndsActive( ); void SetPositionSndsInActive( ); diff --git a/Utils/Text Input.cpp b/Utils/Text Input.cpp index 3efcb415..7f403388 100644 --- a/Utils/Text Input.cpp +++ b/Utils/Text Input.cpp @@ -937,11 +937,7 @@ BOOLEAN HandleTextInput( InputAtom *Event ) UINT32 key = Event->usParam; UINT16 type = gpActive->usInputType; //Handle space key -#ifndef USE_CODE_PAGE if( key == SPACE && type & INPUTTYPE_SPACES ) -#else - if( charSet::IsFromSet(key, charSet::CS_SPACE) && type & INPUTTYPE_SPACES ) -#endif { AddChar( key ); return TRUE; @@ -953,11 +949,7 @@ BOOLEAN HandleTextInput( InputAtom *Event ) return TRUE; } //Handle numerics -#ifndef USE_CODE_PAGE if( key >= '0' && key <= '9' && type & INPUTTYPE_NUMERICSTRICT ) -#else - if( charSet::IsFromSet(key, charSet::CS_NUMERIC) && type & INPUTTYPE_NUMERICSTRICT ) -#endif { AddChar( key ); return TRUE; @@ -965,22 +957,14 @@ BOOLEAN HandleTextInput( InputAtom *Event ) //Handle alphas if( type & INPUTTYPE_ALPHA ) { -#ifndef USE_CODE_PAGE if( key >= 'A' && key <= 'Z' ) -#else - if( charSet::IsFromSet(key, charSet::CS_ALPHA_UC) ) -#endif { if( type & INPUTTYPE_LOWERCASE ) key -= 32; // won't work for non-ascii alpha characters AddChar( key ); return TRUE; } -#ifndef USE_CODE_PAGE if( key >= 'a' && key <= 'z' ) -#else - if( charSet::IsFromSet(key, charSet::CS_ALPHA_LC) ) -#endif { if( type & INPUTTYPE_UPPERCASE ) key += 32; // won't work for non-ascii alpha characters @@ -992,14 +976,10 @@ BOOLEAN HandleTextInput( InputAtom *Event ) if( type & INPUTTYPE_SPECIAL ) { //More can be added, but not all of the fonts support these -#ifndef USE_CODE_PAGE if( key >= 0x21 && key <= 0x2f || // ! " # $ % & ' ( ) * + , - . / key >= 0x3a && key <= 0x40 || // : ; < = > ? @ key >= 0x5b && key <= 0x5f || // [ \ ] ^ _ key >= 0x7b && key <= 0x7d ) // { | } -#else - if( charSet::IsFromSet(key, charSet::CS_SPECIAL_ALPHA|charSet::CS_SPECIAL_NON_CHAR) ) -#endif { AddChar( key ); return TRUE; diff --git a/Utils/Text Input.h b/Utils/Text Input.h index ad6d60df..c713056c 100644 --- a/Utils/Text Input.h +++ b/Utils/Text Input.h @@ -192,4 +192,4 @@ void KillClipboard(); extern BOOLEAN gfNoScroll; -#endif \ No newline at end of file +#endif diff --git a/Utils/Timer Control.h b/Utils/Timer Control.h index 50636184..16b25c3b 100644 --- a/Utils/Timer Control.h +++ b/Utils/Timer Control.h @@ -129,4 +129,4 @@ void ZeroTimeCounter(INT32& timer); #define ZEROTIMECOUNTER(c) ZeroTimeCounter(c) void SetTileAnimCounter( INT32 iTime ); -#endif \ No newline at end of file +#endif diff --git a/Utils/Utilities.cpp b/Utils/Utilities.cpp index a2634b5f..f8ed4476 100644 --- a/Utils/Utilities.cpp +++ b/Utils/Utilities.cpp @@ -15,8 +15,6 @@ extern BOOLEAN GetCDromDriveLetter( STR8 pString ); -#define DATA_8_BIT_DIR "8-Bit\\" - BOOLEAN PerformTimeLimitedCheck(); // WANNE: Given a string, replaces all instances of "oldpiece" with "newpiece" @@ -97,26 +95,7 @@ BOOLEAN PerformTimeLimitedCheck(); //#define TIME_LIMITED_VERSION void FilenameForBPP(STR pFilename, STR pDestination) { -CHAR8 Drive[128], Dir[128], Name[128], Ext[128]; - - if(GETPIXELDEPTH()==16) - { - // no processing for 16 bit names - strcpy(pDestination, pFilename); - } - else - { - _splitpath(pFilename, Drive, Dir, Name, Ext); - - strcat(Name, "_8"); - - strcpy(pDestination, Drive); - //strcat(pDestination, Dir); - strcat(pDestination, DATA_8_BIT_DIR); - strcat(pDestination, Name); - strcat(pDestination, Ext); - } - + strcpy(pDestination, pFilename); } BOOLEAN CreateSGPPaletteFromCOLFile( SGPPaletteEntry *pPalette, SGPFILENAME ColFile ) diff --git a/Utils/Utilities.h b/Utils/Utilities.h index 3ffc30e0..d0d5dda0 100644 --- a/Utils/Utilities.h +++ b/Utils/Utilities.h @@ -5,8 +5,6 @@ #include "sgp.h" -#define GETPIXELDEPTH( ) ( gbPixelDepth ) - // WANNE: Maximum number of characters in german description (German xml files) #define MAXLINE 200 diff --git a/Utils/Utils All.h b/Utils/Utils All.h index 208f4990..3b6750c6 100644 --- a/Utils/Utils All.h +++ b/Utils/Utils All.h @@ -41,7 +41,6 @@ #include "opplist.h" #include "himage.h" #include "vsurface_private.h" -#include "Language Defines.h" #include "text.h" #include "Screens.h" #include "Maputility.h" diff --git a/Utils/WordWrap.cpp b/Utils/WordWrap.cpp index 3368c2f9..b0e8e432 100644 --- a/Utils/WordWrap.cpp +++ b/Utils/WordWrap.cpp @@ -5,6 +5,7 @@ #include "Stdio.h" #include "WinFont.h" +#include #define SINGLE_CHARACTER_WORD_FOR_WORDWRAP @@ -224,8 +225,9 @@ WRAPPED_STRING *LineWrap(INT32 iFont, UINT16 usLineWidthPixels, UINT16 *pusLineW } - if((usCurrentWidthPixels > usLineWidthPixels) -#ifdef CHINESE + if( (g_lang != i18n::Lang::zh && usCurrentWidthPixels > usLineWidthPixels) + || + (g_lang == i18n::Lang::zh && usCurrentWidthPixels > usLineWidthPixels && TempString[usCurIndex] != L',' && TempString[usCurIndex] != L'。' && TempString[usCurIndex] != L'ï¼›' @@ -237,8 +239,8 @@ WRAPPED_STRING *LineWrap(INT32 iFont, UINT16 usLineWidthPixels, UINT16 *pusLineW && TempString[usCurIndex] != L'?' && TempString[usCurIndex] != L')' && TempString[usCurIndex] != L')' -#endif )//||(DestString[ usDestIndex ]==NEWLINE_CHAR )||(fNewLine)) +) { //if an error has occured, and the string is too long @@ -250,11 +252,10 @@ WRAPPED_STRING *LineWrap(INT32 iFont, UINT16 usLineWidthPixels, UINT16 *pusLineW usLastMaxWidthIndex = usDestIndex; //Go back to begining of word - while( (DestString[ usDestIndex ] != L' ') && (usCurIndex > 0) && (usDestIndex > 0) -#ifdef CHINESE - && DestString[usDestIndex] < 255 -#endif - ) + while( + (g_lang != i18n::Lang::zh && DestString[ usDestIndex ] != L' ' && usCurIndex > 0 && usDestIndex > 0) + || + (g_lang == i18n::Lang::zh && DestString[ usDestIndex ] != L' ' && usCurIndex > 0 && usDestIndex > 0 && DestString[usDestIndex] < 255)) { OneChar[0] = DestString[ usDestIndex ]; @@ -263,8 +264,7 @@ WRAPPED_STRING *LineWrap(INT32 iFont, UINT16 usLineWidthPixels, UINT16 *pusLineW usCurIndex--; usDestIndex--; } -#ifdef CHINESE - if (DestString[usDestIndex] > 255) + if (g_lang == i18n::Lang::zh && DestString[usDestIndex] > 255) { if (DestString[usDestIndex] == L',' || DestString[usDestIndex] == L',' @@ -282,7 +282,7 @@ WRAPPED_STRING *LineWrap(INT32 iFont, UINT16 usLineWidthPixels, UINT16 *pusLineW else {usCurIndex--;} } -#endif + usEndIndex = usDestIndex; // OJW - 20090427 @@ -576,21 +576,19 @@ UINT16 IanDisplayWrappedString(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UIN { // each character goes towards building a new word -#ifdef CHINESE //zwwooooo: Chinese Text is not need SPACE to segmentation words, so need another process - if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0 && pString[usSourceCounter] < 255) { +//zwwooooo: Chinese Text is not need SPACE to segmentation words, so need another process + if ( + (g_lang == i18n::Lang::zh && pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0 && pString[usSourceCounter] < 255) + || + (g_lang != i18n::Lang::zh && pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0) + ) { zWordString[usDestCounter++] = pString[usSourceCounter]; } else { + if(g_lang == i18n::Lang::zh) { zWordString[usDestCounter++] = pString[usSourceCounter]; -#else - if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0) - { - zWordString[usDestCounter++] = pString[usSourceCounter]; - } - else - { -#endif + } // we hit a space (or end of record), so this is the END of a word! // is this a special CODE? @@ -924,12 +922,11 @@ DEF: commented out for Beta. Nov 30 // get the length (in pixels) of this word usWordLengthPixels = WFStringPixLength(zWordString,uiLocalFont); -#ifdef CHINESE //zwwooooo: Chinese Text don't need add space -#else +if(g_lang != i18n::Lang::zh) { // add a space (in case we add another word to it) zWordString[usDestCounter++] = 32; -#endif +} // RE-terminate the string zWordString[usDestCounter] = 0; @@ -1381,33 +1378,33 @@ INT16 IanDisplayWrappedStringToPages(UINT16 usPosX, UINT16 usPosY, UINT16 usWidt } else // not a special character { -#ifdef CHINESE wchar_t currentChar=pString[usSourceCounter]; - if (currentChar> 255 ) + if (g_lang == i18n::Lang::zh && currentChar> 255 ) { if (usDestCounter == 0) {zWordString[usDestCounter++] = currentChar;} else {usSourceCounter--;} } -#endif // terminate the string TEMPORARILY zWordString[usDestCounter] = 0; // get the length (in pixels) of this word usWordLengthPixels = WFStringPixLength(zWordString,uiLocalFont); -#ifdef CHINESE - if (currentChar <= 255) -#endif + if (g_lang != i18n::Lang::zh || + g_lang == i18n::Lang::zh && currentChar <= 255) { // add a space (in case we add another word to it) zWordString[usDestCounter++] = 32; + } // RE-terminate the string zWordString[usDestCounter] = 0; // can we fit it onto the length of our "line" ? - if ((usLineLengthPixels + usWordLengthPixels) < usWidth -#ifdef CHINESE + if ( + (g_lang != i18n::Lang::zh && (usLineLengthPixels + usWordLengthPixels) < usWidth) + || + (g_lang == i18n::Lang::zh && (usLineLengthPixels + usWordLengthPixels) < usWidth || pString[usSourceCounter] == L',' || pString[usSourceCounter] == L',' || pString[usSourceCounter] == L'。' @@ -1420,7 +1417,7 @@ INT16 IanDisplayWrappedStringToPages(UINT16 usPosX, UINT16 usPosY, UINT16 usWidt || pString[usSourceCounter] == L'?' || pString[usSourceCounter] == L')' || pString[usSourceCounter] == L')' -#endif +) ) { // yes we can fit this word. @@ -1506,10 +1503,10 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT do { // each character goes towards building a new word - if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0 -#ifdef CHINESE - && pString[usSourceCounter] <= 255 -#endif + if ( + (g_lang != i18n::Lang::zh && pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0) + || + (g_lang == i18n::Lang::zh && pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0 && pString[usSourceCounter] <= 255) ) { zWordString[usDestCounter++] = pString[usSourceCounter]; @@ -1723,24 +1720,21 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT } else // not a special character { -#ifdef CHINESE wchar_t currentChar = pString[usSourceCounter]; - if (currentChar > 255 ) + if (g_lang == i18n::Lang::zh && currentChar > 255 ) { if (usDestCounter == 0) {zWordString[usDestCounter++] = currentChar;} else {usSourceCounter--;} } -#endif // terminate the string TEMPORARILY zWordString[usDestCounter] = 0; // get the length (in pixels) of this word usWordLengthPixels = WFStringPixLength(zWordString,uiLocalFont); -#ifdef CHINESE - if (currentChar <= 255) -#endif + if (g_lang != i18n::Lang::zh || + g_lang == i18n::Lang::zh && currentChar <= 255) // add a space (in case we add another word to it) zWordString[usDestCounter++] = 32; @@ -1748,8 +1742,10 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT zWordString[usDestCounter] = 0; // can we fit it onto the length of our "line" ? - if ((usLineLengthPixels + usWordLengthPixels) <= usWidth -#ifdef CHINESE + if ( + (g_lang != i18n::Lang::zh && (usLineLengthPixels + usWordLengthPixels) <= usWidth) + || + (g_lang == i18n::Lang::zh && (usLineLengthPixels + usWordLengthPixels) <= usWidth || pString[usSourceCounter] == L',' || pString[usSourceCounter] == L',' || pString[usSourceCounter] == L'。' @@ -1759,8 +1755,7 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT || pString[usSourceCounter] == L':' || pString[usSourceCounter] == L')' || pString[usSourceCounter] == L')' -#endif - ) + )) { // yes we can fit this word. diff --git a/Utils/XML_Items.cpp b/Utils/XML_Items.cpp index 412a96fa..52f14ece 100644 --- a/Utils/XML_Items.cpp +++ b/Utils/XML_Items.cpp @@ -205,7 +205,7 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at strcmp(name, "CamouflageKit") == 0 || strcmp(name, "LocksmithKit") == 0 || strcmp(name, "Mine") == 0 || - strcmp(name, "antitankmine" ) == 0 || + strcmp(name, "AntitankMine" ) == 0 || strcmp(name, "GasCan") == 0 || strcmp(name, "ContainsLiquid") == 0 || strcmp(name, "Rock") == 0 || @@ -248,7 +248,7 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at strcmp(name, "RecoilModifierX") == 0 || strcmp(name, "RecoilModifierY") == 0 || strcmp(name, "PercentRecoilModifier") == 0 || - strcmp(name, "barrel") == 0 || + strcmp(name, "Barrel") == 0 || strcmp(name, "usOverheatingCooldownFactor") == 0 || strcmp(name, "overheatTemperatureModificator") == 0 || strcmp(name, "overheatCooldownModificator") == 0 || @@ -284,16 +284,45 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at strcmp(name, "SleepModifier") == 0 || strcmp(name, "usSpotting") == 0 || strcmp(name, "sBackpackWeightModifier") == 0 || - strcmp(name, "fAllowClimbing") == 0 || + strcmp(name, "AllowClimbing") == 0 || strcmp(name, "cigarette" ) == 0 || strcmp(name, "usPortionSize" ) == 0 || - strcmp(name, "diseaseprotectionface" ) == 0 || - strcmp(name, "diseaseprotectionhand" ) == 0|| + strcmp(name, "DiseaseprotectionFace" ) == 0 || + strcmp(name, "DiseaseprotectionHand" ) == 0|| strcmp(name, "usRiotShieldStrength" ) == 0 || strcmp(name, "usRiotShieldGraphic" ) == 0 || - strcmp(name, "bloodbag" ) == 0 || - strcmp(name, "emptybloodbag" ) == 0 || - strcmp(name, "medicalsplint" ) == 0 || + strcmp(name, "Bloodbag") == 0 || + strcmp(name, "Manpad" ) == 0 || + strcmp(name, "Beartrap") == 0 || + strcmp(name, "Camera") == 0 || + strcmp(name, "Waterdrum") == 0 || + strcmp(name, "BloodcatMeat") == 0 || + strcmp(name, "CowMeat") == 0 || + strcmp(name, "Beltfed") == 0 || + strcmp(name, "Ammobelt") == 0 || + strcmp(name, "AmmobeltVest") == 0 || + strcmp(name, "CamoRemoval") == 0 || + strcmp(name, "Cleaningkit") == 0 || + strcmp(name, "AttentionItem") == 0 || + strcmp(name, "Garotte") == 0 || + strcmp(name, "Covert") == 0 || + strcmp(name, "Corpse") == 0 || + strcmp(name, "BloodcatSkin") == 0 || + strcmp(name, "NoMetalDetection") == 0 || + strcmp(name, "JumpGrenade") == 0 || + strcmp(name, "Handcuffs") == 0 || + strcmp(name, "Taser") == 0 || + strcmp(name, "ScubaBottle") == 0 || + strcmp(name, "ScubaMask") == 0 || + strcmp(name, "ScubaFins") == 0 || + strcmp(name, "TripwireRoll") == 0 || + strcmp(name, "Radioset") == 0 || + strcmp(name, "SignalShell") == 0 || + strcmp(name, "Soda") == 0 || + strcmp(name, "RoofcollapseItem") == 0 || + strcmp(name, "LBEexplosionproof") == 0 || + strcmp(name, "EmptyBloodbag" ) == 0 || + strcmp(name, "MedicalSplint" ) == 0 || strcmp(name, "sFireResistance" ) == 0 || strcmp(name, "usAdministrationModifier" ) == 0) || strcmp(name, "RobotDamageReduction") == 0 || @@ -353,7 +382,6 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at strcmp(name, "PercentDropCompensation") == 0 || strcmp(name, "PercentMaxCounterForce") == 0 || strcmp(name, "PercentCounterForceAccuracy") == 0 || - strcmp(name, "PercentCounterForceFrequency") == 0 || strcmp(name, "AimLevels") == 0)) { pData->curElement = ELEMENT_SUBLIST_PROPERTY; @@ -835,18 +863,6 @@ itemEndElementHandle(void *userData, const XML_Char *name) if ((BOOLEAN)atol(pData->szCharData)) pData->curItem.usItemFlag |= ITEM_duckbill; } - else if(strcmp(name, "Detonator") == 0) - { - pData->curElement = ELEMENT; - if ((BOOLEAN)atol(pData->szCharData)) - pData->curItem.usItemFlag |= ITEM_detonator; - } - else if(strcmp(name, "RemoteDetonator") == 0) - { - pData->curElement = ELEMENT; - if ((BOOLEAN)atol(pData->szCharData)) - pData->curItem.usItemFlag |= ITEM_remotedetonator; - } else if(strcmp(name, "ThermalOptics") == 0) { pData->curElement = ELEMENT; @@ -1098,7 +1114,7 @@ itemEndElementHandle(void *userData, const XML_Char *name) if ((BOOLEAN)atol(pData->szCharData)) pData->curItem.usItemFlag2 |= ITEM_mine; } - else if ( strcmp( name, "antitankmine" ) == 0 ) + else if ( strcmp( name, "AntitankMine" ) == 0 ) { pData->curElement = ELEMENT; if ((BOOLEAN)atol(pData->szCharData)) @@ -1277,7 +1293,7 @@ itemEndElementHandle(void *userData, const XML_Char *name) } // Flugente - else if(strcmp(name, "barrel") == 0) + else if(strcmp(name, "Barrel") == 0) { pData->curElement = ELEMENT; if ((BOOLEAN)atol(pData->szCharData)) @@ -1342,11 +1358,6 @@ itemEndElementHandle(void *userData, const XML_Char *name) if ((BOOLEAN)atol(pData->szCharData)) pData->curItem.usItemFlag2 |= ITEM_blockironsight; } - else if(strcmp(name, "ItemFlag") == 0) - { - pData->curElement = ELEMENT; - pData->curItem.usItemFlag = (UINT64) strtoul(pData->szCharData, NULL, 0); - } else if(strcmp(name, "FoodType") == 0) { pData->curElement = ELEMENT; @@ -1448,7 +1459,7 @@ itemEndElementHandle(void *userData, const XML_Char *name) pData->curElement = ELEMENT; pData->curItem.sBackpackWeightModifier = (INT16)atol(pData->szCharData); } - else if (strcmp(name, "fAllowClimbing") == 0) + else if (strcmp(name, "AllowClimbing") == 0) { pData->curElement = ELEMENT; if ((BOOLEAN)atol(pData->szCharData)) @@ -1466,7 +1477,7 @@ itemEndElementHandle(void *userData, const XML_Char *name) pData->curItem.usPortionSize = (UINT8)atol( pData->szCharData ); } // Flugente: simple tags in the xml get translated into flags - else if ( strcmp( name, "diseaseprotectionface" ) == 0 ) + else if ( strcmp( name, "DiseaseprotectionFace" ) == 0 ) { pData->curElement = ELEMENT; BOOLEAN val = (BOOLEAN)atol( pData->szCharData ); @@ -1474,7 +1485,7 @@ itemEndElementHandle(void *userData, const XML_Char *name) if ( val ) pData->curItem.usItemFlag |= DISEASEPROTECTION_1; } - else if ( strcmp( name, "diseaseprotectionhand" ) == 0 ) + else if ( strcmp( name, "DiseaseprotectionHand" ) == 0 ) { pData->curElement = ELEMENT; BOOLEAN val = (BOOLEAN)atol( pData->szCharData ); @@ -1492,21 +1503,224 @@ itemEndElementHandle(void *userData, const XML_Char *name) pData->curElement = ELEMENT; pData->curItem.usRiotShieldGraphic = (UINT16)atol( pData->szCharData ); } - else if ( strcmp( name, "bloodbag" ) == 0 ) + else if ( strcmp( name, "Bloodbag" ) == 0 ) { pData->curElement = ELEMENT; if ( (BOOLEAN)atol( pData->szCharData ) ) pData->curItem.usItemFlag |= BLOOD_BAG; } - else if ( strcmp( name, "emptybloodbag" ) == 0 ) + else if ( strcmp( name, "Manpad" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= MANPAD; + } + else if ( strcmp( name, "Beartrap" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= BEARTRAP; + } + else if ( strcmp( name, "Camera" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= CAMERA; + } + else if ( strcmp( name, "Waterdrum" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= WATER_DRUM; + } + else if ( strcmp( name, "BloodcatMeat" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= MEAT_BLOODCAT; + } + else if ( strcmp( name, "CowMeat" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= MEAT_COW; + } + else if ( strcmp( name, "Beltfed" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= BELT_FED; + } + else if ( strcmp( name, "Ammobelt" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= AMMO_BELT; + } + else if ( strcmp( name, "AmmobeltVest" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= AMMO_BELT_VEST; + } + else if ( strcmp( name, "CamoRemoval" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= CAMO_REMOVAL; + } + else if ( strcmp( name, "Cleaningkit" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= CLEANING_KIT; + } + else if ( strcmp( name, "AttentionItem" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= ATTENTION_ITEM; + } + else if ( strcmp( name, "Garotte" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= GAROTTE; + } + else if ( strcmp( name, "Covert" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= COVERT; + } + else if ( strcmp( name, "Corpse" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= CORPSE; + } + else if ( strcmp( name, "BloodcatSkin" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SKIN_BLOODCAT; + } + else if ( strcmp( name, "NoMetalDetection" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= NO_METAL_DETECTION; + } + else if ( strcmp( name, "JumpGrenade" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= JUMP_GRENADE; + } + else if ( strcmp( name, "Handcuffs" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= HANDCUFFS; + } + else if ( strcmp( name, "Taser" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= TASER; + } + else if ( strcmp( name, "ScubaBottle" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SCUBA_BOTTLE; + } + else if ( strcmp( name, "ScubaMask" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SCUBA_MASK; + } + else if ( strcmp( name, "ScubaFins" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SCUBA_FINS; + } + else if ( strcmp( name, "TripwireRoll" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= TRIPWIREROLL; + } + else if ( strcmp( name, "Radioset" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= RADIO_SET; + } + else if ( strcmp( name, "SignalShell" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SIGNAL_SHELL; + } + else if ( strcmp( name, "Soda" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= SODA; + } + else if ( strcmp( name, "RoofcollapseItem" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= ROOF_COLLAPSE_ITEM; + } + else if ( strcmp( name, "LBEexplosionproof" ) == 0 ) + { + pData->curElement = ELEMENT; + + if ( (BOOLEAN)atol( pData->szCharData ) ) + pData->curItem.usItemFlag |= LBE_EXPLOSIONPROOF; + } + else if ( strcmp( name, "EmptyBloodbag" ) == 0 ) { pData->curElement = ELEMENT; if ( (BOOLEAN)atol( pData->szCharData ) ) pData->curItem.usItemFlag |= EMPTY_BLOOD_BAG; } - else if ( strcmp( name, "medicalsplint" ) == 0 ) + else if ( strcmp( name, "MedicalSplint" ) == 0 ) { pData->curElement = ELEMENT; @@ -1971,153 +2185,88 @@ BOOLEAN WriteItemStats() FilePrintf(hFile,"\r\n"); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usItemClass); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nasAttachmentClass); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nasLayoutClass); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubClassIndex); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubCursor); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bSoundType); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nasAttachmentClass); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nasLayoutClass); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubClassIndex); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubCursor); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bSoundType); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubGraphicType); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubGraphicNum); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubWeight); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubPerPocket); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ItemSize); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usPrice); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubCoolness); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bReliability); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bRepairEase); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubWeight); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubPerPocket); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ItemSize); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usPrice); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubCoolness); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bReliability); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bRepairEase); - if (ItemIsDamageable(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRepairable(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsDamagedByWater(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMetal(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemSinks(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (HasItemFlag2(cnt, ITEM_showstatus)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsHiddenAddon(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsTwoHanded(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsNotBuyable(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsAttachment(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsHiddenAttachment(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsOnlyInTonsOfGuns(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsOnlyInScifi(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsOnlyInNIV(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsNotInEditor(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsUndroppableByDefault(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsUnaerodynamic(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsElectronic(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemHasHiddenMuzzleFlash(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubAttachmentSystem ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubAttachmentSystem ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].inseparable ); - FilePrintf(hFile,"\t\t%d\r\n", StoreInventory[cnt][0] ); - FilePrintf(hFile,"\t\t%d\r\n", StoreInventory[cnt][1] ); - FilePrintf(hFile,"\t\t%d\r\n", WeaponROF[cnt]); + FilePrintf(hFile,"\t\t%d\r\n", StoreInventory[cnt][0] ); + FilePrintf(hFile,"\t\t%d\r\n", StoreInventory[cnt][1] ); + FilePrintf(hFile,"\t\t%d\r\n", WeaponROF[cnt]); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentnoisereduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bipod ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].tohitbonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].aimbonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].minrangeforaimbonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentnoisereduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bipod ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].tohitbonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].aimbonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].minrangeforaimbonus ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].magsizebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rateoffirebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bulletspeedbonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].burstsizebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bestlaserrange ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bursttohitbonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].autofiretohitbonus); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].APBonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].rateoffirebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bulletspeedbonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].burstsizebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bestlaserrange ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bursttohitbonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].autofiretohitbonus); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].APBonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentburstfireapreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentautofireapreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentreadytimeapreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentreloadtimeapreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentapreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentstatusdrainreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentburstfireapreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentautofireapreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentreadytimeapreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentreloadtimeapreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentapreduction ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentstatusdrainreduction ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].damagebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].meleedamagebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].discardedlauncheritem ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].damagebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].meleedamagebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].discardedlauncheritem ); - if (ItemIsMortar(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRocketLauncher(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsSingleShotRocketLauncher(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsGrenadeLauncher(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsDuckbill(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsGLgrenade(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMine(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsATMine(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRocketRifle(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemHasFingerPrintID(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCannon(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); for(UINT8 cnt2 = 0; cnt2 < MAX_DEFAULT_ATTACHMENTS; cnt2++){ if(Item[cnt].defaultattachments[cnt2] != 0){ - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].defaultattachments[cnt2] ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].defaultattachments[cnt2] ); } } - if (ItemIsBrassKnuckles(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCrowbar(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRock(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bloodieditem ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].camobonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].urbanCamobonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].desertCamobonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].snowCamobonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].camobonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].urbanCamobonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].desertCamobonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].snowCamobonus ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].stealthbonus ); - if (ItemIsFlakJacket(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsLeatherJacket(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsDetonator(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRemoteDetonator(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRemoteTrigger(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsLockBomb(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsFlare(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsRobotRemote(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsWalkman(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsThermalOptics(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsGasmask(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].hearingrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].visionrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nightvisionrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].dayvisionrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].cavevisionrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].brightlightvisionrangebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].itemsizebonus ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percenttunnelvision ); - FilePrintf(hFile,"\t\t%3.2f\r\n", Item[cnt].alcohol ); - - if (ItemIsHardware(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMedical(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCamoKit(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsLocksmithKit(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsToolkit(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsFirstAidKit(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMedicalKit(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsWirecutters(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCanteen(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsGascan(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMarbles(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCanAndString(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsJar(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemHasXRay(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsBatteries(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemNeedsBatteries(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemContainsLiquid(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsMetalDetector(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].visionrangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].nightvisionrangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].dayvisionrangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].cavevisionrangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].brightlightvisionrangebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].itemsizebonus ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percenttunnelvision ); + FilePrintf(hFile,"\t\t%3.2f\r\n", Item[cnt].alcohol ); // HEADROCK HAM 4: Print out new values FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].scopemagfactor ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].projectionfactor ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentaccuracymodifier ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].RecoilModifierX ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].RecoilModifierY ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].PercentRecoilModifier ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].projectionfactor ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].percentaccuracymodifier ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].RecoilModifierX ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].RecoilModifierY ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].PercentRecoilModifier ); // HEADROCK HAM 4: Print out stance-based values FilePrintf(hFile,"\t\t\r\n"); @@ -2130,7 +2279,7 @@ BOOLEAN WriteItemStats() FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].percentdropcompensationmodifier[0] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].maxcounterforcemodifier[0] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].counterforceaccuracymodifier[0] ); - FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[0] ); + FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[0] ); FilePrintf(hFile,"\t\t\r\n"); FilePrintf(hFile,"\t\t\r\n"); @@ -2143,7 +2292,7 @@ BOOLEAN WriteItemStats() FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].percentdropcompensationmodifier[1] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].maxcounterforcemodifier[1] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].counterforceaccuracymodifier[1] ); - FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[1] ); + FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[1] ); FilePrintf(hFile,"\t\t\r\n"); FilePrintf(hFile,"\t\t\r\n"); @@ -2156,58 +2305,42 @@ BOOLEAN WriteItemStats() FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].percentdropcompensationmodifier[2] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].maxcounterforcemodifier[2] ); FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].counterforceaccuracymodifier[2] ); - FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[2] ); + FilePrintf(hFile,"\t\t\t%d\r\n", Item[cnt].aimlevelsmodifier[2] ); FilePrintf(hFile,"\t\t\r\n"); // Flugente FTW 1.2 - if (ItemIsBarrel(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].usOverheatingCooldownFactor ); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatTemperatureModificator ); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatCooldownModificator ); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatJamThresholdModificator ); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatDamageThresholdModificator ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].usOverheatingCooldownFactor ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatTemperatureModificator ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatCooldownModificator ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatJamThresholdModificator ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].overheatDamageThresholdModificator ); - FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].attachmentclass ); - - if (ItemHasTripwireActivation(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsTripwire(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsDirectional(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemBlocksIronsight(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usItemFlag ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].drugtype ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].foodtype ); + FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].attachmentclass ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].drugtype ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].foodtype ); //JMich_SkillModifiers: Adding the values here as well - FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].LockPickModifier ); + FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].LockPickModifier ); FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].CrowbarModifier ); - FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].DisarmModifier ); - FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].RepairModifier ); + FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].DisarmModifier ); + FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].RepairModifier ); FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].usHackingModifier ); - FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].usBurialModifier ); + FilePrintf(hFile, "\t\t%d\r\n", Item[cnt].usBurialModifier ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usDamageChance ); FilePrintf(hFile,"\t\t%4.2f\r\n", Item[cnt].dirtIncreaseFactor ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usActionItemFlag ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].clothestype ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].randomitem ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usActionItemFlag ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].clothestype ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].randomitem ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].randomitemcoolnessmodificator ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usFlashLightRange ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usItemChoiceTimeSetting ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usBuddyItem ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubSleepModifier ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usSpotting ); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].sBackpackWeightModifier); - FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usPortionSize ); - - if (ItemAllowsClimbing(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsCigarette(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if ( HasItemFlag( cnt, DISEASEPROTECTION_1 ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); - if ( HasItemFlag( cnt, DISEASEPROTECTION_2 ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); - if ( HasItemFlag( cnt, BLOOD_BAG) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); - if ( HasItemFlag( cnt, EMPTY_BLOOD_BAG ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); - if ( HasItemFlag( cnt, MEDICAL_SPLINT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usFlashLightRange ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usItemChoiceTimeSetting ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usBuddyItem ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].ubSleepModifier ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usSpotting ); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].sBackpackWeightModifier); + FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usPortionSize ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usRiotShieldStrength ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].usRiotShieldGraphic ); @@ -2221,10 +2354,115 @@ BOOLEAN WriteItemStats() FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bRobotChassisSkillGrant ); FilePrintf(hFile,"\t\t%d\r\n", Item[cnt].bRobotUtilitySkillGrant ); - if (ItemProvidesRobotCamo(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemProvidesRobotNightvision(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemProvidesRobotLaserBonus(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); - if (ItemIsOnlyInDisease(cnt)) FilePrintf(hFile, "\t\t%d\r\n", 1); + // usItemFlag + if ( HasItemFlag( cnt, BLOOD_BAG ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, MANPAD ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, BEARTRAP ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, CAMERA ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, WATER_DRUM ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, MEAT_BLOODCAT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, MEAT_COW ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, BELT_FED ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, AMMO_BELT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, AMMO_BELT_VEST ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, CAMO_REMOVAL ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, CLEANING_KIT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, ATTENTION_ITEM ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, GAROTTE ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, COVERT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, CORPSE ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SKIN_BLOODCAT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, NO_METAL_DETECTION ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, JUMP_GRENADE ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, HANDCUFFS ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, TASER ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SCUBA_BOTTLE ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SCUBA_MASK ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SCUBA_FINS ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, TRIPWIREROLL ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, RADIO_SET ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SIGNAL_SHELL ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, SODA ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, ROOF_COLLAPSE_ITEM ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, DISEASEPROTECTION_1 ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, DISEASEPROTECTION_2 ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, LBE_EXPLOSIONPROOF ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, EMPTY_BLOOD_BAG ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, MEDICAL_SPLINT ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsDamageable( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRepairable( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsDamagedByWater( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMetal( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemSinks( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( HasItemFlag( cnt, ITEM_showstatus ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsHiddenAddon( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsTwoHanded( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsNotBuyable( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsAttachment( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsHiddenAttachment( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsOnlyInTonsOfGuns( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsNotInEditor( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsUndroppableByDefault( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsUnaerodynamic( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsElectronic( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCannon( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRocketRifle( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemHasFingerPrintID( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMetalDetector( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsGasmask( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsLockBomb( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsFlare( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsGrenadeLauncher( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMortar( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsDuckbill( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemHasHiddenMuzzleFlash( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRocketLauncher( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + + // usItemFlag2 + if ( ItemIsSingleShotRocketLauncher( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsBrassKnuckles( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCrowbar( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsGLgrenade( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsFlakJacket( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsLeatherJacket( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsBatteries( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemNeedsBatteries( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemHasXRay( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsWirecutters( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsToolkit( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsFirstAidKit( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMedicalKit( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCanteen( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsJar( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCanAndString( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMarbles( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsWalkman( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRemoteTrigger( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRobotRemote( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCamoKit( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsLocksmithKit( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMine( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsATMine( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsHardware( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsMedical( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsGascan( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemContainsLiquid( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsRock( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsThermalOptics( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsOnlyInScifi( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsOnlyInNIV( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsOnlyInDisease( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsBarrel( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemHasTripwireActivation( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsTripwire( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsDirectional( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemBlocksIronsight( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemAllowsClimbing( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemIsCigarette( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemProvidesRobotCamo( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemProvidesRobotNightvision( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + if ( ItemProvidesRobotLaserBonus( cnt ) ) FilePrintf( hFile, "\t\t%d\r\n", 1 ); + FilePrintf(hFile,"\t\r\n"); } diff --git a/Utils/XML_Language.h b/Utils/XML_Language.h index 3269c316..a039faa6 100644 --- a/Utils/XML_Language.h +++ b/Utils/XML_Language.h @@ -14,4 +14,4 @@ typedef struct extern LANGUAGE_LOCATION zlanguageText[1000]; -#endif \ No newline at end of file +#endif diff --git a/Utils/XML_SenderNameList.cpp b/Utils/XML_SenderNameList.cpp index e0bedaee..6baad540 100644 --- a/Utils/XML_SenderNameList.cpp +++ b/Utils/XML_SenderNameList.cpp @@ -167,4 +167,4 @@ BOOLEAN ReadInSenderNameList(STR fileName, BOOLEAN localizedVersion) return( TRUE ); -} \ No newline at end of file +} diff --git a/Utils/maputility.h b/Utils/maputility.h index 276af932..26084b9b 100644 --- a/Utils/maputility.h +++ b/Utils/maputility.h @@ -5,4 +5,4 @@ void GenerateAllMapsInit(void); #endif -#endif \ No newline at end of file +#endif diff --git a/Utils/message.cpp b/Utils/message.cpp index 2befaa26..4b09a0b9 100644 --- a/Utils/message.cpp +++ b/Utils/message.cpp @@ -22,6 +22,7 @@ #include "GameSettings.h" #include "sgp_logger.h" +#include typedef struct { UINT32 uiFont; diff --git a/Utils/message.h b/Utils/message.h index cb2e94e7..360a764d 100644 --- a/Utils/message.h +++ b/Utils/message.h @@ -118,4 +118,4 @@ void DisplayLastMessage( void ); */ -#endif \ No newline at end of file +#endif diff --git a/Utils/popup_callback.h b/Utils/popup_callback.h index 8bceddc7..f38b103e 100644 --- a/Utils/popup_callback.h +++ b/Utils/popup_callback.h @@ -337,4 +337,4 @@ }; }; -#endif \ No newline at end of file +#endif diff --git a/Utils/popup_class.cpp b/Utils/popup_class.cpp index b35cee4b..fec319e9 100644 --- a/Utils/popup_class.cpp +++ b/Utils/popup_class.cpp @@ -1861,4 +1861,4 @@ void popupMouseClickCallback(MOUSE_REGION *pRegion, INT32 iReason) if (p) { p->MenuBtnCallBack(pRegion, iReason); } -} \ No newline at end of file +} diff --git a/Utils/popup_definition.cpp b/Utils/popup_definition.cpp index 25b3f0dd..261db649 100644 --- a/Utils/popup_definition.cpp +++ b/Utils/popup_definition.cpp @@ -232,4 +232,4 @@ return applyPopupContentGenerator( popup, this->generatorId ); } - \ No newline at end of file + diff --git a/Utils/popup_definition.h b/Utils/popup_definition.h index 2b687f8f..79a3e5bd 100644 --- a/Utils/popup_definition.h +++ b/Utils/popup_definition.h @@ -106,4 +106,4 @@ protected: UINT16 generatorId; }; -#endif \ No newline at end of file +#endif diff --git a/cmake/CopyUserPresetTemplate.cmake b/cmake/CopyUserPresetTemplate.cmake index 484f7ec8..fda0af34 100644 --- a/cmake/CopyUserPresetTemplate.cmake +++ b/cmake/CopyUserPresetTemplate.cmake @@ -5,7 +5,7 @@ function(CopyUserPresetTemplate) NOT EXISTS "${CMAKE_SOURCE_DIR}/CMakePresets.json" AND NOT EXISTS "${CMAKE_SOURCE_DIR}/CMakeUserPresets.json" ) - file(COPY "${CMAKE_SOURCE_DIR}/cmake/presets/CMakeUserPresets.json" DESTINATION "${CMAKE_SOURCE_DIR}") - message(FATAL_ERROR "No existing preset was found, copied a preset template to ${CMAKE_SOURCE_DIR}/CMakeUserPresets.json.") + file(COPY "${CMAKE_SOURCE_DIR}/cmake/presets/CMakePresets.json" DESTINATION "${CMAKE_SOURCE_DIR}") + message(FATAL_ERROR "No existing preset was found, copied a preset template to ${CMAKE_SOURCE_DIR}/CMakePresets.json.") endif() endfunction() diff --git a/cmake/clang-toolchain.cmake b/cmake/clang-toolchain.cmake new file mode 100644 index 00000000..e70a1375 --- /dev/null +++ b/cmake/clang-toolchain.cmake @@ -0,0 +1,39 @@ +set(CMAKE_SYSTEM_NAME Windows) + +set(CMAKE_C_COMPILER clang) +set(CMAKE_CXX_COMPILER clang++) +set(CMAKE_RC_COMPILER llvm-rc) + +set(triple i386-pc-win32-msvc) +set(CMAKE_C_COMPILER_TARGET ${triple}) +set(CMAKE_CXX_COMPILER_TARGET ${triple}) +set(CMAKE_RC_COMPILER_TARGET ${triple}) + +set(msvc_dir "$ENV{MSVC_DIRECTORY}") +if(msvc_dir STREQUAL "") + message(FATAL_ERROR "Please set a valid MSVC_DIRECTORY environment variable") +endif() + +# Don't remember which version of Visual Studio Build Tools this is. +# When updating this, make sure to pin the version so people can get it. +set(msvc_include + "${msvc_dir}/14.34.31933/include" + "${msvc_dir}/14.34.31933/ATLMFC/include" + "${msvc_dir}/include/10.0.22000.0/ucrt" + "${msvc_dir}/include/10.0.22000.0/um" + "${msvc_dir}/include/10.0.22000.0/shared" + "${msvc_dir}/include/10.0.22000.0/winrt" + "${msvc_dir}/include/10.0.22000.0/cppwinrt" +) +set(msvc_libraries + "${msvc_dir}/14.34.31933/ATLMFC/lib/x86" + "${msvc_dir}/14.34.31933/lib/x86" + "${msvc_dir}/lib/10.0.22000.0/ucrt/x86" + "${msvc_dir}/lib/10.0.22000.0/um/x86" +) + +foreach(LANG C CXX) + set(CMAKE_${LANG}_STANDARD_INCLUDE_DIRECTORIES ${msvc_include}) +endforeach() + +link_directories(${msvc_libraries}) diff --git a/cmake/mingw-toolchain.cmake b/cmake/mingw-toolchain.cmake new file mode 100644 index 00000000..f8742cfb --- /dev/null +++ b/cmake/mingw-toolchain.cmake @@ -0,0 +1,11 @@ +set(CMAKE_SYSTEM_NAME Windows) +set(CMAKE_SYSTEM_PROCESSOR i686) + +set(triple ${CMAKE_SYSTEM_PROCESSOR}-w64-mingw32) + +set(CMAKE_C_COMPILER ${triple}-gcc) +set(CMAKE_CXX_COMPILER ${triple}-g++) +set(CMAKE_RC_COMPILER ${triple}-windres) + +set(CMAKE_C_COMPILER_TARGET ${triple}) +set(CMAKE_CXX_COMPILER_TARGET ${triple}) diff --git a/cmake/presets/CMakeUserPresets.json b/cmake/presets/CMakePresets.json similarity index 100% rename from cmake/presets/CMakeUserPresets.json rename to cmake/presets/CMakePresets.json diff --git a/ext/VFS/src/Core/files.cmake b/ext/VFS/src/Core/files.cmake index ce308133..ab8fa54e 100644 --- a/ext/VFS/src/Core/files.cmake +++ b/ext/VFS/src/Core/files.cmake @@ -77,4 +77,4 @@ set(${mod}_files ${INCLUDE_Core_Interface} ${SOURCE_Core_Interface} ${INCLUDE_Core_Location} ${SOURCE_Core_Location} CACHE INTERNAL "" -) \ No newline at end of file +) diff --git a/ext/export/src/export/sti/stci_image_utils.h b/ext/export/src/export/sti/stci_image_utils.h index 38c6e7a1..258baec7 100644 --- a/ext/export/src/export/sti/stci_image_utils.h +++ b/ext/export/src/export/sti/stci_image_utils.h @@ -42,10 +42,5 @@ namespace ja2xp UINT32 UnpackETRLEImageToBuffer(UINT8 *pBuffer, image_type *pImage, UINT16 ueETRLEIndex); UINT32 UnpackETRLEImageToRGBABuffer(UINT8 *pBuffer, image_type *pImage, UINT16 ueETRLEIndex); - /** - * NOTE: implemented in msvc inline assembler - * does not work with gcc -> use 'UnpackETRLEImageToBuffer' - */ - BOOLEAN Blt8BPPDataTo8BPPBuffer( UINT8 *pBuffer, UINT32 uiDestPitchBYTES, image_type *hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); }; #endif // _STCI_IMAGE_UTILS_H_ diff --git a/ext/export/src/ja2/Structure Internals.h b/ext/export/src/ja2/Structure Internals.h index 3d86fe57..639e74a9 100644 --- a/ext/export/src/ja2/Structure Internals.h +++ b/ext/export/src/ja2/Structure Internals.h @@ -240,4 +240,4 @@ typedef struct TAG_STRUCTURE_FILE_HEADER #define STRUCTURE_FILE_CONTAINS_AUXIMAGEDATA 0x01 #define STRUCTURE_FILE_CONTAINS_STRUCTUREDATA 0x02 -#endif \ No newline at end of file +#endif diff --git a/ext/export/src/ja2/Types.h b/ext/export/src/ja2/Types.h index b6e9ba28..78047e54 100644 --- a/ext/export/src/ja2/Types.h +++ b/ext/export/src/ja2/Types.h @@ -100,4 +100,4 @@ typedef VECTOR4 MATRIX4[4]; // 4x4 matrix typedef VECTOR4 COLOR; // rgba color array -#endif \ No newline at end of file +#endif diff --git a/i18n/CMakeLists.txt b/i18n/CMakeLists.txt new file mode 100644 index 00000000..6d200975 --- /dev/null +++ b/i18n/CMakeLists.txt @@ -0,0 +1,23 @@ +set(i18nSrc +"${CMAKE_CURRENT_SOURCE_DIR}/language.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/Ja2 Libs.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/ExportStrings.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_ChineseText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_DutchText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_EnglishText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_FrenchText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_GermanText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_ItalianText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ChineseText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25DutchText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25EnglishText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25FrenchText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25GermanText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ItalianText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25PolishText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25RussianText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_PolishText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/_RussianText.cpp" +"${CMAKE_CURRENT_SOURCE_DIR}/Multi Language Graphic Utils.cpp" +PARENT_SCOPE +) diff --git a/Utils/ExportStrings.cpp b/i18n/ExportStrings.cpp similarity index 97% rename from Utils/ExportStrings.cpp rename to i18n/ExportStrings.cpp index b79841b9..20a72d82 100644 --- a/Utils/ExportStrings.cpp +++ b/i18n/ExportStrings.cpp @@ -1,707 +1,707 @@ -#include "ExportStrings.h" -#include "LocalizedStrings.h" -#include "Map Screen Interface.h" -#include "personnel.h" -#include "soldier profile type.h" -#include "interface.h" -#include "Keys.h" -#include "Merc Contract.h" -#include "Campaign Types.h" -#include "Finances.h" -#include "Laptop.h" - -#include -#include -#include -#include - -namespace Loc -{ - bool Translate(vfs::String::char_t* str, int len, Language lang); - - void ExportMercBio(); - void ExportAIMHistory(); - void ExportAIMPolicy(); - void ExportAlumniName(); - void ExportDialogues(); - void ExportNPCDialogues(); -}; - -////////////////////////////////////////////////////////// - -//#define GERMAN -#include "Text.h" -namespace Loc -{ -#ifdef CHINESE -# include "_ChineseText.cpp" - static Loc::Language gs_Lang = Loc::Chinese; -#endif -#ifdef DUTCH -# include "_DutchText.cpp" - static Loc::Language gs_Lang = Loc::Dutch; -#endif -#ifdef ENGLISH -# include "_EnglishText.cpp" - static Loc::Language gs_Lang = Loc::English; -#endif -#ifdef FRENCH -# include "_FrenchText.cpp" - static Loc::Language gs_Lang = Loc::French; -#endif -#ifdef GERMAN -# include "_GermanText.cpp" - static Loc::Language gs_Lang = Loc::German; -#endif -#ifdef ITALIAN -# include "_ItalianText.cpp" - static Loc::Language gs_Lang = Loc::Italian; -#endif -#ifdef POLISH -# include "_PolishText.cpp" - static Loc::Language gs_Lang = Loc::Polish; -#endif -#ifdef RUSSIAN -# include "_RussianText.cpp" - static Loc::Language gs_Lang = Loc::Russian; -#endif -} - -#include "Assignments.h" -#include "History.h" - -template -void ExportSection(vfs::PropertyContainer& props, const vfs::String::char_t* section_name, T* strings, int min, int max) -{ - for(int i = min; i < max; ++i) - { - vfs::String str(strings[i]); - //Loc::Translate(&str.r_wcs()[0],str.length(), gs_Lang); - if(!str.empty()) - { - props.setStringProperty(section_name, vfs::toString(i), str); - } - } -} - -template<> -void ExportSection(vfs::PropertyContainer& props, const vfs::String::char_t* section_name, wchar_t* strings, int min, int max) -{ - ExportSection(props,section_name, &strings, min, max); -} - - -bool Loc::ExportStrings() -{ - vfs::PropertyContainer::TagMap tmap; - //tmap.Container(L"LocalizedStrings"); - //tmap.Section(L"Topic"); - //tmap.SectionID(L"name"); - //tmap.Key(L"msg"); - //tmap.KeyID(L"index"); - - vfs::PropertyContainer props; - - //not_required ExportSection(props, L"Ja2Credits", Loc::pCreditsJA2113, 0, 7); - ExportSection(props, L"WeaponType", Loc::WeaponType, 0, MAXITEMS); - ExportSection(props, L"TeamTurn", Loc::TeamTurnString, 0, 10); - ExportSection(props, L"Message", Loc::Message, 0, TEXT_NUM_STR_MESSAGE); - ExportSection(props, L"TownNames", Loc::pTownNames, 0, MAX_TOWNS); - ExportSection(props, L"Time", Loc::sTimeStrings, 0, 6); - ExportSection(props, L"Assignment", Loc::pAssignmentStrings, 0, NUM_ASSIGNMENTS); - ExportSection(props, L"PersonnelAssignment", Loc::pPersonnelAssignmentStrings, 0, NUM_ASSIGNMENTS); - ExportSection(props, L"LongAssignment", Loc::pLongAssignmentStrings, 0, NUM_ASSIGNMENTS); - ExportSection(props, L"Militia", Loc::pMilitiaString, 0, 3); - - ExportSection(props, L"MilitiaButton", Loc::pMilitiaButtonString, 0, 2); - ExportSection(props, L"Condition", Loc::pConditionStrings, 0, 9); - ExportSection(props, L"EpcMenu", Loc::pEpcMenuStrings, 0, MAX_EPC_MENU_STRING_COUNT); - ExportSection(props, L"Contract", Loc::pContractStrings, 0, MAX_CONTRACT_MENU_STRING_COUNT); - ExportSection(props, L"POW", Loc::pPOWStrings, 0, 2); - ExportSection(props, L"InvPanelTitle", Loc::pInvPanelTitleStrings, 0, 5); - ExportSection(props, L"LongAttribute", Loc::pLongAttributeStrings, 0, 10); - ExportSection(props, L"ShortAttribute", Loc::pShortAttributeStrings, 0, 10); - ExportSection(props, L"UpperLeftMapScreen", Loc::pUpperLeftMapScreenStrings, 0, 6); - ExportSection(props, L"Training", Loc::pTrainingStrings, 0, 4); - - ExportSection(props, L"GuardMenu", Loc::pGuardMenuStrings, 0, 10); - ExportSection(props, L"OtherGuardMenu", Loc::pOtherGuardMenuStrings, 0, 10); - ExportSection(props, L"AssignMenu", Loc::pAssignMenuStrings, 0, MAX_ASSIGN_STRING_COUNT); - ExportSection(props, L"MilitiaControlMenu", Loc::pMilitiaControlMenuStrings, 0, MAX_MILCON_STRING_COUNT); - ExportSection(props, L"RemoveMerc", Loc::pRemoveMercStrings, 0, MAX_REMOVE_MERC_COUNT); - ExportSection(props, L"AttributeMenu", Loc::pAttributeMenuStrings, 0, MAX_ATTRIBUTE_STRING_COUNT); - ExportSection(props, L"TrainingMenu", Loc::pTrainingMenuStrings, 0, MAX_TRAIN_STRING_COUNT); - ExportSection(props, L"SquadMenu", Loc::pSquadMenuStrings, 0, MAX_SQUAD_MENU_STRING_COUNT); - - ExportSection(props, L"SnitchMenu", Loc::pSnitchMenuStrings, 0, MAX_SNITCH_MENU_STRING_COUNT); - ExportSection(props, L"SnitchMenuDesc", Loc::pSnitchMenuDescStrings, 0, MAX_SNITCH_MENU_STRING_COUNT-1); - ExportSection(props, L"SnitchToggleMenu", Loc::pSnitchToggleMenuStrings, 0, MAX_SNITCH_TOGGLE_MENU_STRING_COUNT); - ExportSection(props, L"SnitchToggleMenuDesc", Loc::pSnitchToggleMenuDescStrings, 0, MAX_SNITCH_TOGGLE_MENU_STRING_COUNT-1); - ExportSection(props, L"SnitchSectorMenu", Loc::pSnitchSectorMenuStrings, 0, MAX_SNITCH_SECTOR_MENU_STRING_COUNT); - ExportSection(props, L"SnitchSectorMenuDesc", Loc::pSnitchSectorMenuDescStrings, 0, MAX_SNITCH_SECTOR_MENU_STRING_COUNT-1); - ExportSection(props, L"PrisonerMenu", Loc::pPrisonerMenuStrings, 0, MAX_PRISONER_MENU_STRING_COUNT ); - ExportSection(props, L"PrisonerMenuDesc", Loc::pPrisonerMenuDescStrings, 0, MAX_PRISONER_MENU_STRING_COUNT - 1 ); - ExportSection(props, L"SnitchPrisonExposed", Loc::pSnitchPrisonExposedStrings, 0, NUM_SNITCH_PRISON_EXPOSED); - ExportSection(props, L"SnitchGatheringRumoursResult", Loc::pSnitchGatheringRumoursResultStrings, 0, NUM_SNITCH_GATHERING_RUMOURS_RESULT); - - ExportSection(props, L"PersonnelTitle", Loc::pPersonnelTitle, 0, 1); - ExportSection(props, L"PersonnelScreen", Loc::pPersonnelScreenStrings, 0, TEXT_NUM_PRSNL); - - ExportSection(props, L"MercSkill", Loc::gzMercSkillText, 0, NUM_SKILLTRAITS_OT); - ExportSection(props, L"TacticalPopupButton", Loc::pTacticalPopupButtonStrings, 0, NUM_ICONS); - ExportSection(props, L"DoorTrap", Loc::pDoorTrapStrings, 0, NUM_DOOR_TRAPS); - ExportSection(props, L"ContractExtend", Loc::pContractExtendStrings, 0, NUM_CONTRACT_EXTEND); - ExportSection(props, L"MapScreenMouseRegionHelp", Loc::pMapScreenMouseRegionHelpText, 0, 6); - ExportSection(props, L"NoiseVol", Loc::pNoiseVolStr, 0, 4); - ExportSection(props, L"NoiseType", Loc::pNoiseTypeStr, 0, 12); - ExportSection(props, L"Direction", Loc::pDirectionStr, 0, 8); - ExportSection(props, L"LandType", Loc::pLandTypeStrings, 0, NUM_TRAVTERRAIN_TYPES); - ExportSection(props, L"Strategic", Loc::gpStrategicString, 0, TEXT_NUM_STRATEGIC_TEXT); - - ExportSection(props, L"GameClock", Loc::gpGameClockString, 0, TEXT_NUM_GAMECLOCK); - ExportSection(props, L"KeyDescription", Loc::sKeyDescriptionStrings, 0, 2); - ExportSection(props, L"WeaponStatsDesc", Loc::gWeaponStatsDesc, 0, 17); - ExportSection(props, L"WeaponStatsFasthelpTactical",Loc::gzWeaponStatsFasthelpTactical, 0, 29); - ExportSection(props, L"MiscItemStatsFasthelp", Loc::gzMiscItemStatsFasthelp, 0, 34); - ExportSection(props, L"MoneyStatsDesc", Loc::gMoneyStatsDesc, 0, TEXT_NUM_MONEY_DESC); - - ExportSection(props, L"Health", Loc::zHealthStr, 0, 7); - ExportSection(props, L"MoneyAmounts", Loc::gzMoneyAmounts, 0, 6); - ExportSection(props, L"ProsLabel", Loc::gzProsLabel, 0, 1); - ExportSection(props, L"ConsLabel", Loc::gzConsLabel, 0, 1); - ExportSection(props, L"TalkMenu", Loc::zTalkMenuStrings, 0, 6); - ExportSection(props, L"Dealer", Loc::zDealerStrings, 0, 4); - ExportSection(props, L"DialogActions", Loc::zDialogActions, 0, 1); - ExportSection(props, L"Vehicle", Loc::pVehicleStrings, 0, 6); - ExportSection(props, L"ShortVehicle", Loc::pShortVehicleStrings, 0, 6); - ExportSection(props, L"VehicleName", Loc::zVehicleName, 0, 6); - ExportSection(props, L"VehicleSeatsStrings", Loc::pVehicleSeatsStrings, 0, 2); - - ExportSection(props, L"Tactical", Loc::TacticalStr, 0, TEXT_NUM_TACTICAL_STR); - ExportSection(props, L"ExitingSectorHelp", Loc::pExitingSectorHelpText, 0, TEXT_NUM_EXIT_GUI); - ExportSection(props, L"Repair", Loc::pRepairStrings, 0, 4); - ExportSection(props, L"PreStatBuild", Loc::sPreStatBuildString, 0, 6); - ExportSection(props, L"StatGain", Loc::sStatGainStrings, 0, 11); - ExportSection(props, L"HelicopterEta", Loc::pHelicopterEtaStrings, 0, TEXT_NUM_STR_HELI_ETA); - ExportSection(props, L"HelicopterRepair", Loc::pHelicopterRepairRefuelStrings, 0, TEXT_NUM_STR_HELI_REPAIRS); - ExportSection(props, L"MapLevel", Loc::sMapLevelString, 0, 1); - ExportSection(props, L"Loyal", Loc::gsLoyalString, 0, 1); - ExportSection(props, L"Underground", Loc::gsUndergroundString, 0, 1); - ExportSection(props, L"TimeStings", Loc::gsTimeStrings, 0, 1); - - ExportSection(props, L"Facilities", Loc::sFacilitiesStrings, 0, 7); - ExportSection(props, L"MapPopUpInventory", Loc::pMapPopUpInventoryText, 0, 2); - ExportSection(props, L"TownInfo", Loc::pwTownInfoStrings, 0, 12); - ExportSection(props, L"Mine", Loc::pwMineStrings, 0, 14); - ExportSection(props, L"MiscSector", Loc::pwMiscSectorStrings, 0, 7); - ExportSection(props, L"MapInventoryError", Loc::pMapInventoryErrorString, 0, 7); - ExportSection(props, L"MapInventory", Loc::pMapInventoryStrings, 0, 2); - ExportSection(props, L"MapScreenFastHelp", Loc::pMapScreenFastHelpTextList, 0, 10); - ExportSection(props, L"MovementMenu", Loc::pMovementMenuStrings, 0, 4); - ExportSection(props, L"UpdateMerc", Loc::pUpdateMercStrings, 0, 6); - - ExportSection(props, L"MapScreenBorderButtonHelp", Loc::pMapScreenBorderButtonHelpText,0, 6); - ExportSection(props, L"MapScreenBottomFastHelp", Loc::pMapScreenBottomFastHelp, 0, 8); - ExportSection(props, L"MapScreenBottom", Loc::pMapScreenBottomText, 0, 1); - ExportSection(props, L"MercDead", Loc::pMercDeadString, 0, 1); - ExportSection(props, L"Day", Loc::pDayStrings, 0, 1); - ExportSection(props, L"SenderName", Loc::pSenderNameList, 0, 51); - ExportSection(props, L"Traverse", Loc::pTraverseStrings, 0, 2); - ExportSection(props, L"NewMail", Loc::pNewMailStrings, 0, 1); - ExportSection(props, L"DeleteMail", Loc::pDeleteMailStrings, 0, 2); - ExportSection(props, L"EmailHeader", Loc::pEmailHeaders, 0, 3); - - ExportSection(props, L"EmailTitle", Loc::pEmailTitleText, 0, 1); - ExportSection(props, L"FinanceTitle", Loc::pFinanceTitle, 0, 1); - ExportSection(props, L"FinanceSummary", Loc::pFinanceSummary, 0, 12); - ExportSection(props, L"FinanceHeader", Loc::pFinanceHeaders, 0, 7); - ExportSection(props, L"Transaction", Loc::pTransactionText, 0, TEXT_NUM_FINCANCES); - ExportSection(props, L"TransactionAlternate", Loc::pTransactionAlternateText, 0, 4); - ExportSection(props, L"Skyrider", Loc::pSkyriderText, 0, 7); - ExportSection(props, L"Moral", Loc::pMoralStrings, 0, 6); - ExportSection(props, L"LeftEquipment", Loc::pLeftEquipmentString, 0, 2); - ExportSection(props, L"MapScreenStatus", Loc::pMapScreenStatusStrings, 0, 5); - - ExportSection(props, L"MapScreenPrevNextCharButtonHelp", Loc::pMapScreenPrevNextCharButtonHelpText, 0, 2); - ExportSection(props, L"Eta", Loc::pEtaString, 0, 1); - ExportSection(props, L"TrashItem", Loc::pTrashItemText, 0, 2); - ExportSection(props, L"MapError", Loc::pMapErrorString, 0, 50); - ExportSection(props, L"MapPlot", Loc::pMapPlotStrings, 0, 5); - ExportSection(props, L"Bullseye", Loc::pBullseyeStrings, 0, 5); - ExportSection(props, L"MiscMapScreenMouseRegionHelp", Loc::pMiscMapScreenMouseRegionHelpText, 0, 3); - ExportSection(props, L"MercHeLeave", Loc::pMercHeLeaveString, 0, 5); - ExportSection(props, L"MercSheLeave", Loc::pMercSheLeaveString, 0, 5); - ExportSection(props, L"MercContractOver", Loc::pMercContractOverStrings, 0, 5); - - ExportSection(props, L"ImpPopUp", Loc::pImpPopUpStrings, 0, 12); - ExportSection(props, L"ImpButton", Loc::pImpButtonText, 0, 26); - ExportSection(props, L"ExtraIMP", Loc::pExtraIMPStrings, 0, 4); - ExportSection(props, L"FilesTitle", Loc::pFilesTitle, 0, 1); - ExportSection(props, L"FilesSender", Loc::pFilesSenderList, 0, 7); - ExportSection(props, L"HistoryTitle", Loc::pHistoryTitle, 0, 1); - ExportSection(props, L"HistoryHeader", Loc::pHistoryHeaders, 0, 5); - //ExportSection(props, L"History", Loc::pHistoryStrings, 0, TEXT_NUM_HISTORY); - ExportSection(props, L"HistoryLocation", Loc::pHistoryLocations, 0, 1); - ExportSection(props, L"LaptopIcon", Loc::pLaptopIcons, 0, 8); - - ExportSection(props, L"BookMark", Loc::pBookMarkStrings, 0, TEXT_NUM_LAPTOP_BOOKMARKS); - ExportSection(props, L"BookmarkTitle", Loc::pBookmarkTitle, 0, 2); - ExportSection(props, L"Download", Loc::pDownloadString, 0, 2); - ExportSection(props, L"AtmSideButton", Loc::gsAtmSideButtonText, 0, 5); - ExportSection(props, L"AtmStartButton", Loc::gsAtmStartButtonText, 0, 4); - ExportSection(props, L"ATM", Loc::sATMText, 0, 6); - ExportSection(props, L"Error", Loc::pErrorStrings, 0, 5); - ExportSection(props, L"Personnel", Loc::pPersonnelString, 0, 1); - ExportSection(props, L"WebTitle", Loc::pWebTitle, 0, 1); - ExportSection(props, L"WebPagesTitle", Loc::pWebPagesTitles, 0, 36); - - ExportSection(props, L"ShowBookmark", Loc::pShowBookmarkString, 0, 2); - ExportSection(props, L"LaptopTitle", Loc::pLaptopTitles, 0, 5); - ExportSection(props, L"PersonnelDepartedState", Loc::pPersonnelDepartedStateStrings, 0, TEXT_NUM_DEPARTED); - ExportSection(props, L"PersonelTeam", Loc::pPersonelTeamStrings, 0, 8); - ExportSection(props, L"PersonnelCurrentTeamStats", Loc::pPersonnelCurrentTeamStatsStrings, 0, 3); - ExportSection(props, L"PersonnelTeamStats", Loc::pPersonnelTeamStatsStrings, 0, 11); - ExportSection(props, L"MapVertIndex", Loc::pMapVertIndex, 0, 17); - ExportSection(props, L"MapHortIndex", Loc::pMapHortIndex, 0, 17); - ExportSection(props, L"MapDepthIndex", Loc::pMapDepthIndex, 0, 4); - ExportSection(props, L"ContractButton", Loc::pContractButtonString, 0, 1); - - ExportSection(props, L"UpdatePanelButton", Loc::pUpdatePanelButtons, 0, 2); - ExportSection(props, L"LargeTactical", Loc::LargeTacticalStr, 0, TEXT_NUM_LARGESTR); - ExportSection(props, L"InsContract", Loc::InsContractText, 0, TEXT_NUM_INS_CONTRACT); - ExportSection(props, L"InsInfo", Loc::InsInfoText, 0, TEXT_NUM_INS_INFO); - ExportSection(props, L"MercAccount", Loc::MercAccountText, 0, TEXT_NUM_MERC_ACCOUNT); - ExportSection(props, L"MercAccountPage", Loc::MercAccountPageText, 0, 2); - ExportSection(props, L"MercInfo", Loc::MercInfo, 0, TEXT_NUM_MERC_FILES); - ExportSection(props, L"MercNoAccount", Loc::MercNoAccountText, 0, TEXT_NUM_MERC_NO_ACC); - ExportSection(props, L"MercHomePage", Loc::MercHomePageText, 0, TEXT_NUM_MERC); - ExportSection(props, L"Funeral", Loc::sFuneralString, 0, TEXT_NUM_FUNERAL); - - ExportSection(props, L"Florist", Loc::sFloristText, 0, TEXT_NUM_FLORIST); - ExportSection(props, L"OrderForm", Loc::sOrderFormText, 0, TEXT_NUM_FLORIST_ORDER); - ExportSection(props, L"FloristGallery", Loc::sFloristGalleryText, 0, TEXT_NUM_FLORIST_GALLERY); - ExportSection(props, L"FloristCards", Loc::sFloristCards, 0, TEXT_NUM_FLORIST_CARDS); - ExportSection(props, L"BobbyROrderForm", Loc::BobbyROrderFormText, 0, TEXT_NUM_BOBBYR_MAILORDER); - ExportSection(props, L"BobbyRFilter", Loc::BobbyRFilter, 0, TEXT_NUM_BOBBYR_FILTER); - ExportSection(props, L"BobbyR", Loc::BobbyRText, 0, TEXT_NUM_BOBBYR_GUNS); - ExportSection(props, L"BobbyRaysFront", Loc::BobbyRaysFrontText, 0, TEXT_NUM_BOBBYR); - ExportSection(props, L"AimSort", Loc::AimSortText, 0, TEXT_NUM_AIM_SORT); - ExportSection(props, L"AimPolicy", Loc::AimPolicyText, 0, TEXT_NUM_AIM_POLICIES); - - ExportSection(props, L"AimMember", Loc::AimMemberText, 0, 4); - ExportSection(props, L"CharacterInfo", Loc::CharacterInfo, 0, TEXT_NUM_AIM_MEMBER_CHARINFO); - ExportSection(props, L"VideoConfercing", Loc::VideoConfercingText, 0, TEXT_NUM_AIM_MEMBER_VCONF); - ExportSection(props, L"AimPopUp", Loc::AimPopUpText, 0, TEXT_NUM_AIM_MEMBER_POPUP); - ExportSection(props, L"AimLink", Loc::AimLinkText, 0, TEXM_NUM_AIM_LINK); - ExportSection(props, L"AimHistory", Loc::AimHistoryText, 0, TEXT_NUM_AIM_HISTORY); - ExportSection(props, L"AimFi", Loc::AimFiText, 0, TEXT_NUM_AIM_FI); - ExportSection(props, L"AimAlumni", Loc::AimAlumniText, 0, TEXT_NUM_AIM_ALUMNI); - ExportSection(props, L"AimScreen", Loc::AimScreenText, 0, TEXT_NUM_AIM_SCREEN); - ExportSection(props, L"AimBottomMenu", Loc::AimBottomMenuText, 0, TEXT_NUM_AIM_MENU); - - ExportSection(props, L"SKI", Loc::SKI_Text, 0, TEXT_NUM_SKI_TEXT); - ExportSection(props, L"SkiAtm", Loc::SkiAtmText, 0, NUM_SKI_ATM_BUTTONS); - ExportSection(props, L"SkiAtmText", Loc::gzSkiAtmText, 0, TEXT_NUM_SKI_ATM_MODE_TEXT); - ExportSection(props, L"SkiMessageBox", Loc::SkiMessageBoxText, 0, TEXT_NUM_SKI_MBOX_TEXT); - ExportSection(props, L"Options", Loc::zOptionsText, 0, TEXT_NUM_OPT_TEXT); - ExportSection(props, L"SaveLoad", Loc::zSaveLoadText, 0, TEXT_NUM_SLG_TEXT); - ExportSection(props, L"MarksMapScreen", Loc::zMarksMapScreenText, 0, 25); - ExportSection(props, L"LandMarkInSector", Loc::pLandMarkInSectorString, 0, 1); - ExportSection(props, L"MilitiaConfirm", Loc::pMilitiaConfirmStrings, 0, 11); - ExportSection(props, L"MoneyWithdrawMessage", Loc::gzMoneyWithdrawMessageText, 0, TEXT_NUM_MONEY_WITHDRAW); - - ExportSection(props, L"Copyright", Loc::gzCopyrightText, 0, 1); - ExportSection(props, L"OptionsToggle", Loc::zOptionsToggleText, 0, 49); - ExportSection(props, L"OptionsScreenHelp", Loc::zOptionsScreenHelpText, 0, 49); - ExportSection(props, L"GIOScreen", Loc::gzGIOScreenText, 0, TEXT_NUM_GIO_TEXT); - ExportSection(props, L"MPJScreen", Loc::gzMPJScreenText, 0, TEXT_NUM_MPJ_TEXT); - ExportSection(props, L"MPJHelpText", Loc::gzMPJHelpText, 0, 10); - ExportSection(props, L"MPHScreen", Loc::gzMPHScreenText, 0, TEXT_NUM_MPH_TEXT); - ExportSection(props, L"DeliveryLocation", Loc::pDeliveryLocationStrings, 0, 17); - ExportSection(props, L"SkillAtZeroWarning", Loc::pSkillAtZeroWarning, 0, 1); - ExportSection(props, L"IMPBeginScreen", Loc::pIMPBeginScreenStrings, 0, 1); - ExportSection(props, L"IMPFinishButton", Loc::pIMPFinishButtonText, 0, 1); - - ExportSection(props, L"IMPFinish", Loc::pIMPFinishStrings, 0, 1); - ExportSection(props, L"IMPVoices", Loc::pIMPVoicesStrings, 0, 1); - ExportSection(props, L"DepartedMercPortrait", Loc::pDepartedMercPortraitStrings, 0, 3); - ExportSection(props, L"PersTitle", Loc::pPersTitleText, 0, 1); - ExportSection(props, L"PausedGame", Loc::pPausedGameText, 0, 3); - ExportSection(props, L"MessageStrings", Loc::pMessageStrings, 0, TEXT_NUM_MSG); - ExportSection(props, L"ItemPickupHelpPopup", Loc::ItemPickupHelpPopup, 0, 5); - ExportSection(props, L"DoctorWarning", Loc::pDoctorWarningString, 0, 2); - ExportSection(props, L"MilitiaButtonsHelp", Loc::pMilitiaButtonsHelpText, 0, 4); - ExportSection(props, L"MapScreenJustStartedHelp", Loc::pMapScreenJustStartedHelpText, 0, 2); - - ExportSection(props, L"AntiHacker", Loc::pAntiHackerString, 0, TEXT_NUM_ANTIHACKERSTR); - ExportSection(props, L"LaptopHelp", Loc::gzLaptopHelpText, 0, TEXT_NUM_LAPTOP_BN_BOOKMARK_TEXT); - ExportSection(props, L"HelpScreen", Loc::gzHelpScreenText, 0, TEXT_NUM_HLP); - ExportSection(props, L"NonPersistantPBI", Loc::gzNonPersistantPBIText, 0, 10); - ExportSection(props, L"MiscString", Loc::gzMiscString, 0, 5); - ExportSection(props, L"IntroScreen", Loc::gzIntroScreen, 0, 1); - ExportSection(props, L"NewNoise", Loc::pNewNoiseStr, 0, 11/*MAX_NOISES*/); - ExportSection(props, L"MapScreenSortButtonHelp", Loc::wMapScreenSortButtonHelpText, 0, 6); - ExportSection(props, L"BrokenLink", Loc::BrokenLinkText, 0, TEXT_NUM_BROKEN_LINK); - ExportSection(props, L"BobbyRShipment", Loc::gzBobbyRShipmentText, 0, TEXT_NUM_BOBBYR_SHIPMENT); - - ExportSection(props, L"CreditNames", Loc::gzCreditNames, 0, 15); - ExportSection(props, L"CreditNameTitle", Loc::gzCreditNameTitle, 0, 15); - ExportSection(props, L"CreditNameFunny", Loc::gzCreditNameFunny, 0, 15); - ExportSection(props, L"RepairsDone", Loc::sRepairsDoneString, 0, 7); - ExportSection(props, L"GioDifConfirm", Loc::zGioDifConfirmText, 0, TEXT_NUM_GIO_CFS); - ExportSection(props, L"LateLocalized", Loc::gzLateLocalizedString, 0, 64); - ExportSection(props, L"CWStrings", Loc::gzCWStrings, 0, 1); - ExportSection(props, L"TooltipStrings", Loc::gzTooltipStrings, 0, TEXT_NUM_STR_TT); - ExportSection(props, L"New113Message", Loc::New113Message, 0, TEXT_NUM_MSG113); - - ExportSection(props, L"New113HAMMessage", Loc::New113HAMMessage, 0, 25); - ExportSection(props, L"New113MERCMercMail", Loc::New113MERCMercMailTexts, 0, 4); - ExportSection(props, L"New113AIMMercMail", Loc::New113AIMMercMailTexts, 0, 16); - ExportSection(props, L"MissingIMPSkills", Loc::MissingIMPSkillsDescriptions, 0, 2); - ExportSection(props, L"NewInvMessage", Loc::NewInvMessage, 0, TEXT_NUM_NIV); - ExportSection(props, L"MPServerMessage", Loc::MPServerMessage, 0, 13); - ExportSection(props, L"MPClientMessage", Loc::MPClientMessage, 0, 69); - ExportSection(props, L"MPEdges", Loc::gszMPEdgesText, 0, 5); - ExportSection(props, L"MPTeamName", Loc::gszMPTeamNames, 0, 5); - ExportSection(props, L"MPMapscreen", Loc::gszMPMapscreenText, 0, 9); - - ExportSection(props, L"MPSScreen", Loc::gzMPSScreenText, 0, TEXT_NUM_MPS_TEXT); - ExportSection(props, L"MPCScreen", Loc::gzMPCScreenText, 0, TEXT_NUM_MPC_TEXT); - ExportSection(props, L"MPChatToggle", Loc::gzMPChatToggleText, 0, 2); - ExportSection(props, L"MPChatbox", Loc::gzMPChatboxText, 0, 2); - - props.writeToXMLFile(L"Localization/GameStrings.xml",tmap); - props.writeToIniFile(L"Localization/GameStrings.ini",true); - - Loc::ExportMercBio(); - Loc::ExportAIMHistory(); - Loc::ExportAIMPolicy(); - Loc::ExportAlumniName(); - Loc::ExportDialogues(); - Loc::ExportNPCDialogues(); - - return true; -} - -#include -#include "Encrypted File.h" - -namespace Loc -{ - wchar_t ToPolish(wchar_t siChar) - { - switch( siChar ) - { - case 165: siChar = 260; break; - case 198: siChar = 262; break; - case 202: siChar = 280; break; - case 163: siChar = 321; break; - case 209: siChar = 323; break; - case 211: siChar = 211; break; - - case 140: siChar = 346; break; - case 175: siChar = 379; break; - case 143: siChar = 377; break; - case 185: siChar = 261; break; - case 230: siChar = 263; break; - case 234: siChar = 281; break; - - case 179: siChar = 322; break; - case 241: siChar = 324; break; - case 243: siChar = 243; break; - case 156: siChar = 347; break; - case 191: siChar = 380; break; - case 159: siChar = 378; break; - } - return siChar; - } - - wchar_t ToRussian(wchar_t siChar) - { - switch( siChar ) - { - //capital letters - case 168: siChar = 1025; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO - case 192: siChar = 1040; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A - case 193: siChar = 1041; break; - case 194: siChar = 1042; break; - case 195: siChar = 1043; break; - case 196: siChar = 1044; break; - case 197: siChar = 1045; break; - case 198: siChar = 1046; break; - case 199: siChar = 1047; break; - case 200: siChar = 1048; break; - case 201: siChar = 1049; break; - case 202: siChar = 1050; break; - case 203: siChar = 1051; break; - case 204: siChar = 1052; break; - case 205: siChar = 1053; break; - case 206: siChar = 1054; break; - case 207: siChar = 1055; break; - case 208: siChar = 1056; break; - case 209: siChar = 1057; break; - case 210: siChar = 1058; break; - case 211: siChar = 1059; break; - case 212: siChar = 1060; break; - case 213: siChar = 1061; break; - case 214: siChar = 1062; break; - case 215: siChar = 1063; break; - case 216: siChar = 1064; break; - case 217: siChar = 1065; break; - case 218: siChar = 1066; break; - case 219: siChar = 1067; break; - case 220: siChar = 1068; break; - case 221: siChar = 1069; break; - case 222: siChar = 1070; break; - case 223: siChar = 1071; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA - - //small letters - case 185: siChar = 8470; break; // ¹ - case 178: siChar = 1030; break; // ² - case 161: siChar = 1038; break; // ¡ - case 179: siChar = 1110; break; // ³ - case 162: siChar = 1118; break; // ¢ - case 165: siChar = 1168; break; // Â¥ - case 170: siChar = 1028; break; // ª - case 175: siChar = 1031; break; // ¯ - case 180: siChar = 1169; break; // ´ - case 186: siChar = 1108; break; // º - case 191: siChar = 1111; break; // ¿ - - case 184: siChar = 1105; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO - case 224: siChar = 1072; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A - case 225: siChar = 1073; break; - case 226: siChar = 1074; break; - case 227: siChar = 1075; break; - case 228: siChar = 1076; break; - case 229: siChar = 1077; break; - case 230: siChar = 1078; break; - case 231: siChar = 1079; break; - case 232: siChar = 1080; break; - case 233: siChar = 1081; break; - case 234: siChar = 1082; break; - case 235: siChar = 1083; break; - case 236: siChar = 1084; break; - case 237: siChar = 1085; break; - case 238: siChar = 1086; break; - case 239: siChar = 1087; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE - case 240: siChar = 1088; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER - case 241: siChar = 1089; break; - case 242: siChar = 1090; break; - case 243: siChar = 1091; break; - case 244: siChar = 1092; break; - case 245: siChar = 1093; break; - case 246: siChar = 1094; break; - case 247: siChar = 1095; break; - case 248: siChar = 1096; break; - case 249: siChar = 1097; break; - case 250: siChar = 1098; break; - case 251: siChar = 1099; break; - case 252: siChar = 1100; break; - case 253: siChar = 1101; break; - case 254: siChar = 1102; break; - case 255: siChar = 1103; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA - } - return siChar; - } - bool Translate(vfs::String::char_t* str, int len, Language lang) - { - if(lang == English || lang == German) - { - return true; - } - else if(lang == Russian) - { - for(int i=0; i(i), pInfoString); - - file.read((vfs::Byte*)pAddInfo, SIZE_MERC_ADDITIONAL_INFO); - DecodeString(pAddInfo, SIZE_MERC_ADDITIONAL_INFO); - Loc::Translate(pAddInfo, SIZE_MERC_ADDITIONAL_INFO, lang); - props.setStringProperty(L"Add", vfs::toString(i), pAddInfo); - } - props.writeToXMLFile(L"Localization/AimBiographies.xml", vfs::PropertyContainer::TagMap()); -} - -void Loc::ExportAIMHistory() -{ - Loc::Language lang = gs_Lang; - #define AIM_HISTORY_LINE_SIZE 400 * 2 - vfs::String::char_t pHistLine[AIM_HISTORY_LINE_SIZE]; - vfs::COpenReadFile rfile("BINARYDATA\\AimHist.edt"); - vfs::tReadableFile& file = rfile.file(); - - vfs::PropertyContainer props; - for(int i=0; i<23; ++i) - { - memset(pHistLine,0,AIM_HISTORY_LINE_SIZE*sizeof(wchar_t)); - // - file.read((vfs::Byte*)pHistLine, AIM_HISTORY_LINE_SIZE); - DecodeString(pHistLine,AIM_HISTORY_LINE_SIZE); - Loc::Translate(pHistLine, AIM_HISTORY_LINE_SIZE, lang); - props.setStringProperty(L"Line", vfs::toString(i), pHistLine); - } - props.writeToXMLFile(L"Localization/AimHistory.xml", vfs::PropertyContainer::TagMap()); -} - - -void Loc::ExportAIMPolicy() -{ - Loc::Language lang = gs_Lang; - #define AIM_HISTORY_LINE_SIZE 400 * 2 - vfs::String::char_t pPolLine[AIM_HISTORY_LINE_SIZE]; - vfs::COpenReadFile rfile("BINARYDATA\\AimPol.edt"); - vfs::tReadableFile& file = rfile.file(); - - vfs::PropertyContainer props; - for(int i=0; i<46; ++i) - { - memset(pPolLine,0,400*sizeof(wchar_t)); - // - file.read((vfs::Byte*)pPolLine, AIM_HISTORY_LINE_SIZE); - DecodeString(pPolLine,AIM_HISTORY_LINE_SIZE); - Loc::Translate(pPolLine, AIM_HISTORY_LINE_SIZE, lang); - props.setStringProperty(L"Line", vfs::toString(i), pPolLine); - } - props.writeToXMLFile(L"Localization/AimPolicy.xml", vfs::PropertyContainer::TagMap()); -} - -void Loc::ExportAlumniName() -{ - Loc::Language lang = gs_Lang; - #define AIM_ALUMNI_NAME_SIZE 80 * 2 - vfs::String::char_t pAlumniName[AIM_ALUMNI_NAME_SIZE]; - vfs::COpenReadFile rfile("BINARYDATA\\AlumName.edt"); - vfs::tReadableFile& file = rfile.file(); - - vfs::PropertyContainer props; - for(int i=0; i<51; ++i) - { - memset(pAlumniName,0,AIM_ALUMNI_NAME_SIZE*sizeof(wchar_t)); - // - file.read((vfs::Byte*)pAlumniName, AIM_ALUMNI_NAME_SIZE); - DecodeString(pAlumniName,AIM_ALUMNI_NAME_SIZE); - Loc::Translate(pAlumniName, AIM_ALUMNI_NAME_SIZE, lang); - props.setStringProperty(L"Line", vfs::toString(i), pAlumniName); - } - props.writeToXMLFile(L"Localization/AlumniName.xml", vfs::PropertyContainer::TagMap()); -} - -#include - -void Loc::ExportDialogues() -{ - Loc::Language lang = gs_Lang; - #define DIALOGUESIZE 480 - vfs::String::char_t pDiagLine[DIALOGUESIZE]; - - vfs::CVirtualFileSystem::Iterator it = getVFS()->begin(L"MercEdt/*.edt"); - for(; !it.end(); it.next()) - { - vfs::PropertyContainer props; - vfs::COpenReadFile rfile(it.value()); - vfs::tReadableFile& file = rfile.file(); - - std::wstringstream wss; - wss.str(file.getName().c_str()); - int id=0; - wss >> id; - - for(int i=0; i<200; ++i) - { - memset(pDiagLine,0,DIALOGUESIZE*sizeof(wchar_t)); - // - if(file.read((vfs::Byte*)pDiagLine, DIALOGUESIZE) > 0) - { - DecodeString(pDiagLine,DIALOGUESIZE); - Loc::Translate(pDiagLine, DIALOGUESIZE, lang); - if(wcslen(pDiagLine)) - { - props.setStringProperty(vfs::toString(id),vfs::toString(i), pDiagLine); - } - } - } - vfs::Path x(L"Localization/Dialogue"); - x += vfs::Path(file.getName().c_wcs() + L".xml"); - props.writeToXMLFile(x, vfs::PropertyContainer::TagMap()); - } -} - -void Loc::ExportNPCDialogues() -{ - Loc::Language lang = gs_Lang; - #define DIALOGUESIZE 480 - #define CIVQUOTESIZE 320 - vfs::String::char_t pDiagLine[DIALOGUESIZE]; - - vfs::CVirtualFileSystem::Iterator it = getVFS()->begin(L"npcdata/*.edt"); - for(; !it.end(); it.next()) - { - vfs::PropertyContainer props; - vfs::COpenReadFile rfile(it.value()); - vfs::tReadableFile& file = rfile.file(); - - vfs::String::str_t const& ws = file.getName().c_wcs(); - vfs::String::str_t::size_type pos = ws.find_first_of(L"."); - vfs::String id = ws.substr(0,pos); - - int SIZE; - if(vfs::matchPattern(L"civ*", id)) - { - SIZE = CIVQUOTESIZE; - } - else - { - SIZE = DIALOGUESIZE; - } - - for(int i=0; i<200; ++i) - { - memset(pDiagLine,0,DIALOGUESIZE*sizeof(wchar_t)); - // - if(file.read((vfs::Byte*)pDiagLine, SIZE) > 0) - { - DecodeString(pDiagLine,SIZE); - Loc::Translate(pDiagLine, SIZE, lang); - if(wcslen(pDiagLine)) - { - props.setStringProperty(id,vfs::toString(i), pDiagLine); - } - } - } - vfs::Path x(L"Localization/NpcDialogue"); - x += vfs::Path(file.getName().c_wcs() + L".xml"); - props.writeToXMLFile(x, vfs::PropertyContainer::TagMap()); - } -} +#include "ExportStrings.h" +#include "LocalizedStrings.h" +#include "Map Screen Interface.h" +#include "personnel.h" +#include "soldier profile type.h" +#include "interface.h" +#include "Keys.h" +#include "Merc Contract.h" +#include "Campaign Types.h" +#include "Finances.h" +#include "Laptop.h" + +#include +#include +#include +#include + +namespace Loc +{ + bool Translate(vfs::String::char_t* str, int len, Language lang); + + void ExportMercBio(); + void ExportAIMHistory(); + void ExportAIMPolicy(); + void ExportAlumniName(); + void ExportDialogues(); + void ExportNPCDialogues(); +}; + +////////////////////////////////////////////////////////// + +//#define GERMAN +#include "Text.h" +namespace Loc +{ +#ifdef CHINESE +# include "_ChineseText.cpp" + static Loc::Language gs_Lang = Loc::Chinese; +#endif +#ifdef DUTCH +# include "_DutchText.cpp" + static Loc::Language gs_Lang = Loc::Dutch; +#endif +#ifdef ENGLISH +# include "_EnglishText.cpp" + static Loc::Language gs_Lang = Loc::English; +#endif +#ifdef FRENCH +# include "_FrenchText.cpp" + static Loc::Language gs_Lang = Loc::French; +#endif +#ifdef GERMAN +# include "_GermanText.cpp" + static Loc::Language gs_Lang = Loc::German; +#endif +#ifdef ITALIAN +# include "_ItalianText.cpp" + static Loc::Language gs_Lang = Loc::Italian; +#endif +#ifdef POLISH +# include "_PolishText.cpp" + static Loc::Language gs_Lang = Loc::Polish; +#endif +#ifdef RUSSIAN +# include "_RussianText.cpp" + static Loc::Language gs_Lang = Loc::Russian; +#endif +} + +#include "Assignments.h" +#include "History.h" + +template +void ExportSection(vfs::PropertyContainer& props, const vfs::String::char_t* section_name, T* strings, int min, int max) +{ + for(int i = min; i < max; ++i) + { + vfs::String str(strings[i]); + //Loc::Translate(&str.r_wcs()[0],str.length(), gs_Lang); + if(!str.empty()) + { + props.setStringProperty(section_name, vfs::toString(i), str); + } + } +} + +template<> +void ExportSection(vfs::PropertyContainer& props, const vfs::String::char_t* section_name, wchar_t* strings, int min, int max) +{ + ExportSection(props,section_name, &strings, min, max); +} + + +bool Loc::ExportStrings() +{ + vfs::PropertyContainer::TagMap tmap; + //tmap.Container(L"LocalizedStrings"); + //tmap.Section(L"Topic"); + //tmap.SectionID(L"name"); + //tmap.Key(L"msg"); + //tmap.KeyID(L"index"); + + vfs::PropertyContainer props; + + //not_required ExportSection(props, L"Ja2Credits", Loc::pCreditsJA2113, 0, 7); + ExportSection(props, L"WeaponType", Loc::WeaponType, 0, MAXITEMS); + ExportSection(props, L"TeamTurn", Loc::TeamTurnString, 0, 10); + ExportSection(props, L"Message", Loc::Message, 0, TEXT_NUM_STR_MESSAGE); + ExportSection(props, L"TownNames", Loc::pTownNames, 0, MAX_TOWNS); + ExportSection(props, L"Time", Loc::sTimeStrings, 0, 6); + ExportSection(props, L"Assignment", Loc::pAssignmentStrings, 0, NUM_ASSIGNMENTS); + ExportSection(props, L"PersonnelAssignment", Loc::pPersonnelAssignmentStrings, 0, NUM_ASSIGNMENTS); + ExportSection(props, L"LongAssignment", Loc::pLongAssignmentStrings, 0, NUM_ASSIGNMENTS); + ExportSection(props, L"Militia", Loc::pMilitiaString, 0, 3); + + ExportSection(props, L"MilitiaButton", Loc::pMilitiaButtonString, 0, 2); + ExportSection(props, L"Condition", Loc::pConditionStrings, 0, 9); + ExportSection(props, L"EpcMenu", Loc::pEpcMenuStrings, 0, MAX_EPC_MENU_STRING_COUNT); + ExportSection(props, L"Contract", Loc::pContractStrings, 0, MAX_CONTRACT_MENU_STRING_COUNT); + ExportSection(props, L"POW", Loc::pPOWStrings, 0, 2); + ExportSection(props, L"InvPanelTitle", Loc::pInvPanelTitleStrings, 0, 5); + ExportSection(props, L"LongAttribute", Loc::pLongAttributeStrings, 0, 10); + ExportSection(props, L"ShortAttribute", Loc::pShortAttributeStrings, 0, 10); + ExportSection(props, L"UpperLeftMapScreen", Loc::pUpperLeftMapScreenStrings, 0, 6); + ExportSection(props, L"Training", Loc::pTrainingStrings, 0, 4); + + ExportSection(props, L"GuardMenu", Loc::pGuardMenuStrings, 0, 10); + ExportSection(props, L"OtherGuardMenu", Loc::pOtherGuardMenuStrings, 0, 10); + ExportSection(props, L"AssignMenu", Loc::pAssignMenuStrings, 0, MAX_ASSIGN_STRING_COUNT); + ExportSection(props, L"MilitiaControlMenu", Loc::pMilitiaControlMenuStrings, 0, MAX_MILCON_STRING_COUNT); + ExportSection(props, L"RemoveMerc", Loc::pRemoveMercStrings, 0, MAX_REMOVE_MERC_COUNT); + ExportSection(props, L"AttributeMenu", Loc::pAttributeMenuStrings, 0, MAX_ATTRIBUTE_STRING_COUNT); + ExportSection(props, L"TrainingMenu", Loc::pTrainingMenuStrings, 0, MAX_TRAIN_STRING_COUNT); + ExportSection(props, L"SquadMenu", Loc::pSquadMenuStrings, 0, MAX_SQUAD_MENU_STRING_COUNT); + + ExportSection(props, L"SnitchMenu", Loc::pSnitchMenuStrings, 0, MAX_SNITCH_MENU_STRING_COUNT); + ExportSection(props, L"SnitchMenuDesc", Loc::pSnitchMenuDescStrings, 0, MAX_SNITCH_MENU_STRING_COUNT-1); + ExportSection(props, L"SnitchToggleMenu", Loc::pSnitchToggleMenuStrings, 0, MAX_SNITCH_TOGGLE_MENU_STRING_COUNT); + ExportSection(props, L"SnitchToggleMenuDesc", Loc::pSnitchToggleMenuDescStrings, 0, MAX_SNITCH_TOGGLE_MENU_STRING_COUNT-1); + ExportSection(props, L"SnitchSectorMenu", Loc::pSnitchSectorMenuStrings, 0, MAX_SNITCH_SECTOR_MENU_STRING_COUNT); + ExportSection(props, L"SnitchSectorMenuDesc", Loc::pSnitchSectorMenuDescStrings, 0, MAX_SNITCH_SECTOR_MENU_STRING_COUNT-1); + ExportSection(props, L"PrisonerMenu", Loc::pPrisonerMenuStrings, 0, MAX_PRISONER_MENU_STRING_COUNT ); + ExportSection(props, L"PrisonerMenuDesc", Loc::pPrisonerMenuDescStrings, 0, MAX_PRISONER_MENU_STRING_COUNT - 1 ); + ExportSection(props, L"SnitchPrisonExposed", Loc::pSnitchPrisonExposedStrings, 0, NUM_SNITCH_PRISON_EXPOSED); + ExportSection(props, L"SnitchGatheringRumoursResult", Loc::pSnitchGatheringRumoursResultStrings, 0, NUM_SNITCH_GATHERING_RUMOURS_RESULT); + + ExportSection(props, L"PersonnelTitle", Loc::pPersonnelTitle, 0, 1); + ExportSection(props, L"PersonnelScreen", Loc::pPersonnelScreenStrings, 0, TEXT_NUM_PRSNL); + + ExportSection(props, L"MercSkill", Loc::gzMercSkillText, 0, NUM_SKILLTRAITS_OT); + ExportSection(props, L"TacticalPopupButton", Loc::pTacticalPopupButtonStrings, 0, NUM_ICONS); + ExportSection(props, L"DoorTrap", Loc::pDoorTrapStrings, 0, NUM_DOOR_TRAPS); + ExportSection(props, L"ContractExtend", Loc::pContractExtendStrings, 0, NUM_CONTRACT_EXTEND); + ExportSection(props, L"MapScreenMouseRegionHelp", Loc::pMapScreenMouseRegionHelpText, 0, 6); + ExportSection(props, L"NoiseVol", Loc::pNoiseVolStr, 0, 4); + ExportSection(props, L"NoiseType", Loc::pNoiseTypeStr, 0, 12); + ExportSection(props, L"Direction", Loc::pDirectionStr, 0, 8); + ExportSection(props, L"LandType", Loc::pLandTypeStrings, 0, NUM_TRAVTERRAIN_TYPES); + ExportSection(props, L"Strategic", Loc::gpStrategicString, 0, TEXT_NUM_STRATEGIC_TEXT); + + ExportSection(props, L"GameClock", Loc::gpGameClockString, 0, TEXT_NUM_GAMECLOCK); + ExportSection(props, L"KeyDescription", Loc::sKeyDescriptionStrings, 0, 2); + ExportSection(props, L"WeaponStatsDesc", Loc::gWeaponStatsDesc, 0, 17); + ExportSection(props, L"WeaponStatsFasthelpTactical",Loc::gzWeaponStatsFasthelpTactical, 0, 29); + ExportSection(props, L"MiscItemStatsFasthelp", Loc::gzMiscItemStatsFasthelp, 0, 34); + ExportSection(props, L"MoneyStatsDesc", Loc::gMoneyStatsDesc, 0, TEXT_NUM_MONEY_DESC); + + ExportSection(props, L"Health", Loc::zHealthStr, 0, 7); + ExportSection(props, L"MoneyAmounts", Loc::gzMoneyAmounts, 0, 6); + ExportSection(props, L"ProsLabel", Loc::gzProsLabel, 0, 1); + ExportSection(props, L"ConsLabel", Loc::gzConsLabel, 0, 1); + ExportSection(props, L"TalkMenu", Loc::zTalkMenuStrings, 0, 6); + ExportSection(props, L"Dealer", Loc::zDealerStrings, 0, 4); + ExportSection(props, L"DialogActions", Loc::zDialogActions, 0, 1); + ExportSection(props, L"Vehicle", Loc::pVehicleStrings, 0, 6); + ExportSection(props, L"ShortVehicle", Loc::pShortVehicleStrings, 0, 6); + ExportSection(props, L"VehicleName", Loc::zVehicleName, 0, 6); + ExportSection(props, L"VehicleSeatsStrings", Loc::pVehicleSeatsStrings, 0, 2); + + ExportSection(props, L"Tactical", Loc::TacticalStr, 0, TEXT_NUM_TACTICAL_STR); + ExportSection(props, L"ExitingSectorHelp", Loc::pExitingSectorHelpText, 0, TEXT_NUM_EXIT_GUI); + ExportSection(props, L"Repair", Loc::pRepairStrings, 0, 4); + ExportSection(props, L"PreStatBuild", Loc::sPreStatBuildString, 0, 6); + ExportSection(props, L"StatGain", Loc::sStatGainStrings, 0, 11); + ExportSection(props, L"HelicopterEta", Loc::pHelicopterEtaStrings, 0, TEXT_NUM_STR_HELI_ETA); + ExportSection(props, L"HelicopterRepair", Loc::pHelicopterRepairRefuelStrings, 0, TEXT_NUM_STR_HELI_REPAIRS); + ExportSection(props, L"MapLevel", Loc::sMapLevelString, 0, 1); + ExportSection(props, L"Loyal", Loc::gsLoyalString, 0, 1); + ExportSection(props, L"Underground", Loc::gsUndergroundString, 0, 1); + ExportSection(props, L"TimeStings", Loc::gsTimeStrings, 0, 1); + + ExportSection(props, L"Facilities", Loc::sFacilitiesStrings, 0, 7); + ExportSection(props, L"MapPopUpInventory", Loc::pMapPopUpInventoryText, 0, 2); + ExportSection(props, L"TownInfo", Loc::pwTownInfoStrings, 0, 12); + ExportSection(props, L"Mine", Loc::pwMineStrings, 0, 14); + ExportSection(props, L"MiscSector", Loc::pwMiscSectorStrings, 0, 7); + ExportSection(props, L"MapInventoryError", Loc::pMapInventoryErrorString, 0, 7); + ExportSection(props, L"MapInventory", Loc::pMapInventoryStrings, 0, 2); + ExportSection(props, L"MapScreenFastHelp", Loc::pMapScreenFastHelpTextList, 0, 10); + ExportSection(props, L"MovementMenu", Loc::pMovementMenuStrings, 0, 4); + ExportSection(props, L"UpdateMerc", Loc::pUpdateMercStrings, 0, 6); + + ExportSection(props, L"MapScreenBorderButtonHelp", Loc::pMapScreenBorderButtonHelpText,0, 6); + ExportSection(props, L"MapScreenBottomFastHelp", Loc::pMapScreenBottomFastHelp, 0, 8); + ExportSection(props, L"MapScreenBottom", Loc::pMapScreenBottomText, 0, 1); + ExportSection(props, L"MercDead", Loc::pMercDeadString, 0, 1); + ExportSection(props, L"Day", Loc::pDayStrings, 0, 1); + ExportSection(props, L"SenderName", Loc::pSenderNameList, 0, 51); + ExportSection(props, L"Traverse", Loc::pTraverseStrings, 0, 2); + ExportSection(props, L"NewMail", Loc::pNewMailStrings, 0, 1); + ExportSection(props, L"DeleteMail", Loc::pDeleteMailStrings, 0, 2); + ExportSection(props, L"EmailHeader", Loc::pEmailHeaders, 0, 3); + + ExportSection(props, L"EmailTitle", Loc::pEmailTitleText, 0, 1); + ExportSection(props, L"FinanceTitle", Loc::pFinanceTitle, 0, 1); + ExportSection(props, L"FinanceSummary", Loc::pFinanceSummary, 0, 12); + ExportSection(props, L"FinanceHeader", Loc::pFinanceHeaders, 0, 7); + ExportSection(props, L"Transaction", Loc::pTransactionText, 0, TEXT_NUM_FINCANCES); + ExportSection(props, L"TransactionAlternate", Loc::pTransactionAlternateText, 0, 4); + ExportSection(props, L"Skyrider", Loc::pSkyriderText, 0, 7); + ExportSection(props, L"Moral", Loc::pMoralStrings, 0, 6); + ExportSection(props, L"LeftEquipment", Loc::pLeftEquipmentString, 0, 2); + ExportSection(props, L"MapScreenStatus", Loc::pMapScreenStatusStrings, 0, 5); + + ExportSection(props, L"MapScreenPrevNextCharButtonHelp", Loc::pMapScreenPrevNextCharButtonHelpText, 0, 2); + ExportSection(props, L"Eta", Loc::pEtaString, 0, 1); + ExportSection(props, L"TrashItem", Loc::pTrashItemText, 0, 2); + ExportSection(props, L"MapError", Loc::pMapErrorString, 0, 50); + ExportSection(props, L"MapPlot", Loc::pMapPlotStrings, 0, 5); + ExportSection(props, L"Bullseye", Loc::pBullseyeStrings, 0, 5); + ExportSection(props, L"MiscMapScreenMouseRegionHelp", Loc::pMiscMapScreenMouseRegionHelpText, 0, 3); + ExportSection(props, L"MercHeLeave", Loc::pMercHeLeaveString, 0, 5); + ExportSection(props, L"MercSheLeave", Loc::pMercSheLeaveString, 0, 5); + ExportSection(props, L"MercContractOver", Loc::pMercContractOverStrings, 0, 5); + + ExportSection(props, L"ImpPopUp", Loc::pImpPopUpStrings, 0, 12); + ExportSection(props, L"ImpButton", Loc::pImpButtonText, 0, 26); + ExportSection(props, L"ExtraIMP", Loc::pExtraIMPStrings, 0, 4); + ExportSection(props, L"FilesTitle", Loc::pFilesTitle, 0, 1); + ExportSection(props, L"FilesSender", Loc::pFilesSenderList, 0, 7); + ExportSection(props, L"HistoryTitle", Loc::pHistoryTitle, 0, 1); + ExportSection(props, L"HistoryHeader", Loc::pHistoryHeaders, 0, 5); + //ExportSection(props, L"History", Loc::pHistoryStrings, 0, TEXT_NUM_HISTORY); + ExportSection(props, L"HistoryLocation", Loc::pHistoryLocations, 0, 1); + ExportSection(props, L"LaptopIcon", Loc::pLaptopIcons, 0, 8); + + ExportSection(props, L"BookMark", Loc::pBookMarkStrings, 0, TEXT_NUM_LAPTOP_BOOKMARKS); + ExportSection(props, L"BookmarkTitle", Loc::pBookmarkTitle, 0, 2); + ExportSection(props, L"Download", Loc::pDownloadString, 0, 2); + ExportSection(props, L"AtmSideButton", Loc::gsAtmSideButtonText, 0, 5); + ExportSection(props, L"AtmStartButton", Loc::gsAtmStartButtonText, 0, 4); + ExportSection(props, L"ATM", Loc::sATMText, 0, 6); + ExportSection(props, L"Error", Loc::pErrorStrings, 0, 5); + ExportSection(props, L"Personnel", Loc::pPersonnelString, 0, 1); + ExportSection(props, L"WebTitle", Loc::pWebTitle, 0, 1); + ExportSection(props, L"WebPagesTitle", Loc::pWebPagesTitles, 0, 36); + + ExportSection(props, L"ShowBookmark", Loc::pShowBookmarkString, 0, 2); + ExportSection(props, L"LaptopTitle", Loc::pLaptopTitles, 0, 5); + ExportSection(props, L"PersonnelDepartedState", Loc::pPersonnelDepartedStateStrings, 0, TEXT_NUM_DEPARTED); + ExportSection(props, L"PersonelTeam", Loc::pPersonelTeamStrings, 0, 8); + ExportSection(props, L"PersonnelCurrentTeamStats", Loc::pPersonnelCurrentTeamStatsStrings, 0, 3); + ExportSection(props, L"PersonnelTeamStats", Loc::pPersonnelTeamStatsStrings, 0, 11); + ExportSection(props, L"MapVertIndex", Loc::pMapVertIndex, 0, 17); + ExportSection(props, L"MapHortIndex", Loc::pMapHortIndex, 0, 17); + ExportSection(props, L"MapDepthIndex", Loc::pMapDepthIndex, 0, 4); + ExportSection(props, L"ContractButton", Loc::pContractButtonString, 0, 1); + + ExportSection(props, L"UpdatePanelButton", Loc::pUpdatePanelButtons, 0, 2); + ExportSection(props, L"LargeTactical", Loc::LargeTacticalStr, 0, TEXT_NUM_LARGESTR); + ExportSection(props, L"InsContract", Loc::InsContractText, 0, TEXT_NUM_INS_CONTRACT); + ExportSection(props, L"InsInfo", Loc::InsInfoText, 0, TEXT_NUM_INS_INFO); + ExportSection(props, L"MercAccount", Loc::MercAccountText, 0, TEXT_NUM_MERC_ACCOUNT); + ExportSection(props, L"MercAccountPage", Loc::MercAccountPageText, 0, 2); + ExportSection(props, L"MercInfo", Loc::MercInfo, 0, TEXT_NUM_MERC_FILES); + ExportSection(props, L"MercNoAccount", Loc::MercNoAccountText, 0, TEXT_NUM_MERC_NO_ACC); + ExportSection(props, L"MercHomePage", Loc::MercHomePageText, 0, TEXT_NUM_MERC); + ExportSection(props, L"Funeral", Loc::sFuneralString, 0, TEXT_NUM_FUNERAL); + + ExportSection(props, L"Florist", Loc::sFloristText, 0, TEXT_NUM_FLORIST); + ExportSection(props, L"OrderForm", Loc::sOrderFormText, 0, TEXT_NUM_FLORIST_ORDER); + ExportSection(props, L"FloristGallery", Loc::sFloristGalleryText, 0, TEXT_NUM_FLORIST_GALLERY); + ExportSection(props, L"FloristCards", Loc::sFloristCards, 0, TEXT_NUM_FLORIST_CARDS); + ExportSection(props, L"BobbyROrderForm", Loc::BobbyROrderFormText, 0, TEXT_NUM_BOBBYR_MAILORDER); + ExportSection(props, L"BobbyRFilter", Loc::BobbyRFilter, 0, TEXT_NUM_BOBBYR_FILTER); + ExportSection(props, L"BobbyR", Loc::BobbyRText, 0, TEXT_NUM_BOBBYR_GUNS); + ExportSection(props, L"BobbyRaysFront", Loc::BobbyRaysFrontText, 0, TEXT_NUM_BOBBYR); + ExportSection(props, L"AimSort", Loc::AimSortText, 0, TEXT_NUM_AIM_SORT); + ExportSection(props, L"AimPolicy", Loc::AimPolicyText, 0, TEXT_NUM_AIM_POLICIES); + + ExportSection(props, L"AimMember", Loc::AimMemberText, 0, 4); + ExportSection(props, L"CharacterInfo", Loc::CharacterInfo, 0, TEXT_NUM_AIM_MEMBER_CHARINFO); + ExportSection(props, L"VideoConfercing", Loc::VideoConfercingText, 0, TEXT_NUM_AIM_MEMBER_VCONF); + ExportSection(props, L"AimPopUp", Loc::AimPopUpText, 0, TEXT_NUM_AIM_MEMBER_POPUP); + ExportSection(props, L"AimLink", Loc::AimLinkText, 0, TEXM_NUM_AIM_LINK); + ExportSection(props, L"AimHistory", Loc::AimHistoryText, 0, TEXT_NUM_AIM_HISTORY); + ExportSection(props, L"AimFi", Loc::AimFiText, 0, TEXT_NUM_AIM_FI); + ExportSection(props, L"AimAlumni", Loc::AimAlumniText, 0, TEXT_NUM_AIM_ALUMNI); + ExportSection(props, L"AimScreen", Loc::AimScreenText, 0, TEXT_NUM_AIM_SCREEN); + ExportSection(props, L"AimBottomMenu", Loc::AimBottomMenuText, 0, TEXT_NUM_AIM_MENU); + + ExportSection(props, L"SKI", Loc::SKI_Text, 0, TEXT_NUM_SKI_TEXT); + ExportSection(props, L"SkiAtm", Loc::SkiAtmText, 0, NUM_SKI_ATM_BUTTONS); + ExportSection(props, L"SkiAtmText", Loc::gzSkiAtmText, 0, TEXT_NUM_SKI_ATM_MODE_TEXT); + ExportSection(props, L"SkiMessageBox", Loc::SkiMessageBoxText, 0, TEXT_NUM_SKI_MBOX_TEXT); + ExportSection(props, L"Options", Loc::zOptionsText, 0, TEXT_NUM_OPT_TEXT); + ExportSection(props, L"SaveLoad", Loc::zSaveLoadText, 0, TEXT_NUM_SLG_TEXT); + ExportSection(props, L"MarksMapScreen", Loc::zMarksMapScreenText, 0, 25); + ExportSection(props, L"LandMarkInSector", Loc::pLandMarkInSectorString, 0, 1); + ExportSection(props, L"MilitiaConfirm", Loc::pMilitiaConfirmStrings, 0, 11); + ExportSection(props, L"MoneyWithdrawMessage", Loc::gzMoneyWithdrawMessageText, 0, TEXT_NUM_MONEY_WITHDRAW); + + ExportSection(props, L"Copyright", Loc::gzCopyrightText, 0, 1); + ExportSection(props, L"OptionsToggle", Loc::zOptionsToggleText, 0, 49); + ExportSection(props, L"OptionsScreenHelp", Loc::zOptionsScreenHelpText, 0, 49); + ExportSection(props, L"GIOScreen", Loc::gzGIOScreenText, 0, TEXT_NUM_GIO_TEXT); + ExportSection(props, L"MPJScreen", Loc::gzMPJScreenText, 0, TEXT_NUM_MPJ_TEXT); + ExportSection(props, L"MPJHelpText", Loc::gzMPJHelpText, 0, 10); + ExportSection(props, L"MPHScreen", Loc::gzMPHScreenText, 0, TEXT_NUM_MPH_TEXT); + ExportSection(props, L"DeliveryLocation", Loc::pDeliveryLocationStrings, 0, 17); + ExportSection(props, L"SkillAtZeroWarning", Loc::pSkillAtZeroWarning, 0, 1); + ExportSection(props, L"IMPBeginScreen", Loc::pIMPBeginScreenStrings, 0, 1); + ExportSection(props, L"IMPFinishButton", Loc::pIMPFinishButtonText, 0, 1); + + ExportSection(props, L"IMPFinish", Loc::pIMPFinishStrings, 0, 1); + ExportSection(props, L"IMPVoices", Loc::pIMPVoicesStrings, 0, 1); + ExportSection(props, L"DepartedMercPortrait", Loc::pDepartedMercPortraitStrings, 0, 3); + ExportSection(props, L"PersTitle", Loc::pPersTitleText, 0, 1); + ExportSection(props, L"PausedGame", Loc::pPausedGameText, 0, 3); + ExportSection(props, L"MessageStrings", Loc::pMessageStrings, 0, TEXT_NUM_MSG); + ExportSection(props, L"ItemPickupHelpPopup", Loc::ItemPickupHelpPopup, 0, 5); + ExportSection(props, L"DoctorWarning", Loc::pDoctorWarningString, 0, 2); + ExportSection(props, L"MilitiaButtonsHelp", Loc::pMilitiaButtonsHelpText, 0, 4); + ExportSection(props, L"MapScreenJustStartedHelp", Loc::pMapScreenJustStartedHelpText, 0, 2); + + ExportSection(props, L"AntiHacker", Loc::pAntiHackerString, 0, TEXT_NUM_ANTIHACKERSTR); + ExportSection(props, L"LaptopHelp", Loc::gzLaptopHelpText, 0, TEXT_NUM_LAPTOP_BN_BOOKMARK_TEXT); + ExportSection(props, L"HelpScreen", Loc::gzHelpScreenText, 0, TEXT_NUM_HLP); + ExportSection(props, L"NonPersistantPBI", Loc::gzNonPersistantPBIText, 0, 10); + ExportSection(props, L"MiscString", Loc::gzMiscString, 0, 5); + ExportSection(props, L"IntroScreen", Loc::gzIntroScreen, 0, 1); + ExportSection(props, L"NewNoise", Loc::pNewNoiseStr, 0, 11/*MAX_NOISES*/); + ExportSection(props, L"MapScreenSortButtonHelp", Loc::wMapScreenSortButtonHelpText, 0, 6); + ExportSection(props, L"BrokenLink", Loc::BrokenLinkText, 0, TEXT_NUM_BROKEN_LINK); + ExportSection(props, L"BobbyRShipment", Loc::gzBobbyRShipmentText, 0, TEXT_NUM_BOBBYR_SHIPMENT); + + ExportSection(props, L"CreditNames", Loc::gzCreditNames, 0, 15); + ExportSection(props, L"CreditNameTitle", Loc::gzCreditNameTitle, 0, 15); + ExportSection(props, L"CreditNameFunny", Loc::gzCreditNameFunny, 0, 15); + ExportSection(props, L"RepairsDone", Loc::sRepairsDoneString, 0, 7); + ExportSection(props, L"GioDifConfirm", Loc::zGioDifConfirmText, 0, TEXT_NUM_GIO_CFS); + ExportSection(props, L"LateLocalized", Loc::gzLateLocalizedString, 0, 64); + ExportSection(props, L"CWStrings", Loc::gzCWStrings, 0, 1); + ExportSection(props, L"TooltipStrings", Loc::gzTooltipStrings, 0, TEXT_NUM_STR_TT); + ExportSection(props, L"New113Message", Loc::New113Message, 0, TEXT_NUM_MSG113); + + ExportSection(props, L"New113HAMMessage", Loc::New113HAMMessage, 0, 25); + ExportSection(props, L"New113MERCMercMail", Loc::New113MERCMercMailTexts, 0, 4); + ExportSection(props, L"New113AIMMercMail", Loc::New113AIMMercMailTexts, 0, 16); + ExportSection(props, L"MissingIMPSkills", Loc::MissingIMPSkillsDescriptions, 0, 2); + ExportSection(props, L"NewInvMessage", Loc::NewInvMessage, 0, TEXT_NUM_NIV); + ExportSection(props, L"MPServerMessage", Loc::MPServerMessage, 0, 13); + ExportSection(props, L"MPClientMessage", Loc::MPClientMessage, 0, 69); + ExportSection(props, L"MPEdges", Loc::gszMPEdgesText, 0, 5); + ExportSection(props, L"MPTeamName", Loc::gszMPTeamNames, 0, 5); + ExportSection(props, L"MPMapscreen", Loc::gszMPMapscreenText, 0, 9); + + ExportSection(props, L"MPSScreen", Loc::gzMPSScreenText, 0, TEXT_NUM_MPS_TEXT); + ExportSection(props, L"MPCScreen", Loc::gzMPCScreenText, 0, TEXT_NUM_MPC_TEXT); + ExportSection(props, L"MPChatToggle", Loc::gzMPChatToggleText, 0, 2); + ExportSection(props, L"MPChatbox", Loc::gzMPChatboxText, 0, 2); + + props.writeToXMLFile(L"Localization/GameStrings.xml",tmap); + props.writeToIniFile(L"Localization/GameStrings.ini",true); + + Loc::ExportMercBio(); + Loc::ExportAIMHistory(); + Loc::ExportAIMPolicy(); + Loc::ExportAlumniName(); + Loc::ExportDialogues(); + Loc::ExportNPCDialogues(); + + return true; +} + +#include +#include "Encrypted File.h" + +namespace Loc +{ + wchar_t ToPolish(wchar_t siChar) + { + switch( siChar ) + { + case 165: siChar = 260; break; + case 198: siChar = 262; break; + case 202: siChar = 280; break; + case 163: siChar = 321; break; + case 209: siChar = 323; break; + case 211: siChar = 211; break; + + case 140: siChar = 346; break; + case 175: siChar = 379; break; + case 143: siChar = 377; break; + case 185: siChar = 261; break; + case 230: siChar = 263; break; + case 234: siChar = 281; break; + + case 179: siChar = 322; break; + case 241: siChar = 324; break; + case 243: siChar = 243; break; + case 156: siChar = 347; break; + case 191: siChar = 380; break; + case 159: siChar = 378; break; + } + return siChar; + } + + wchar_t ToRussian(wchar_t siChar) + { + switch( siChar ) + { + //capital letters + case 168: siChar = 1025; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO + case 192: siChar = 1040; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A + case 193: siChar = 1041; break; + case 194: siChar = 1042; break; + case 195: siChar = 1043; break; + case 196: siChar = 1044; break; + case 197: siChar = 1045; break; + case 198: siChar = 1046; break; + case 199: siChar = 1047; break; + case 200: siChar = 1048; break; + case 201: siChar = 1049; break; + case 202: siChar = 1050; break; + case 203: siChar = 1051; break; + case 204: siChar = 1052; break; + case 205: siChar = 1053; break; + case 206: siChar = 1054; break; + case 207: siChar = 1055; break; + case 208: siChar = 1056; break; + case 209: siChar = 1057; break; + case 210: siChar = 1058; break; + case 211: siChar = 1059; break; + case 212: siChar = 1060; break; + case 213: siChar = 1061; break; + case 214: siChar = 1062; break; + case 215: siChar = 1063; break; + case 216: siChar = 1064; break; + case 217: siChar = 1065; break; + case 218: siChar = 1066; break; + case 219: siChar = 1067; break; + case 220: siChar = 1068; break; + case 221: siChar = 1069; break; + case 222: siChar = 1070; break; + case 223: siChar = 1071; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA + + //small letters + case 185: siChar = 8470; break; // ¹ + case 178: siChar = 1030; break; // ² + case 161: siChar = 1038; break; // ¡ + case 179: siChar = 1110; break; // ³ + case 162: siChar = 1118; break; // ¢ + case 165: siChar = 1168; break; // Â¥ + case 170: siChar = 1028; break; // ª + case 175: siChar = 1031; break; // ¯ + case 180: siChar = 1169; break; // ´ + case 186: siChar = 1108; break; // º + case 191: siChar = 1111; break; // ¿ + + case 184: siChar = 1105; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO + case 224: siChar = 1072; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A + case 225: siChar = 1073; break; + case 226: siChar = 1074; break; + case 227: siChar = 1075; break; + case 228: siChar = 1076; break; + case 229: siChar = 1077; break; + case 230: siChar = 1078; break; + case 231: siChar = 1079; break; + case 232: siChar = 1080; break; + case 233: siChar = 1081; break; + case 234: siChar = 1082; break; + case 235: siChar = 1083; break; + case 236: siChar = 1084; break; + case 237: siChar = 1085; break; + case 238: siChar = 1086; break; + case 239: siChar = 1087; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE + case 240: siChar = 1088; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER + case 241: siChar = 1089; break; + case 242: siChar = 1090; break; + case 243: siChar = 1091; break; + case 244: siChar = 1092; break; + case 245: siChar = 1093; break; + case 246: siChar = 1094; break; + case 247: siChar = 1095; break; + case 248: siChar = 1096; break; + case 249: siChar = 1097; break; + case 250: siChar = 1098; break; + case 251: siChar = 1099; break; + case 252: siChar = 1100; break; + case 253: siChar = 1101; break; + case 254: siChar = 1102; break; + case 255: siChar = 1103; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA + } + return siChar; + } + bool Translate(vfs::String::char_t* str, int len, Language lang) + { + if(lang == English || lang == German) + { + return true; + } + else if(lang == Russian) + { + for(int i=0; i(i), pInfoString); + + file.read((vfs::Byte*)pAddInfo, SIZE_MERC_ADDITIONAL_INFO); + DecodeString(pAddInfo, SIZE_MERC_ADDITIONAL_INFO); + Loc::Translate(pAddInfo, SIZE_MERC_ADDITIONAL_INFO, lang); + props.setStringProperty(L"Add", vfs::toString(i), pAddInfo); + } + props.writeToXMLFile(L"Localization/AimBiographies.xml", vfs::PropertyContainer::TagMap()); +} + +void Loc::ExportAIMHistory() +{ + Loc::Language lang = gs_Lang; + #define AIM_HISTORY_LINE_SIZE 400 * 2 + vfs::String::char_t pHistLine[AIM_HISTORY_LINE_SIZE]; + vfs::COpenReadFile rfile("BINARYDATA\\AimHist.edt"); + vfs::tReadableFile& file = rfile.file(); + + vfs::PropertyContainer props; + for(int i=0; i<23; ++i) + { + memset(pHistLine,0,AIM_HISTORY_LINE_SIZE*sizeof(wchar_t)); + // + file.read((vfs::Byte*)pHistLine, AIM_HISTORY_LINE_SIZE); + DecodeString(pHistLine,AIM_HISTORY_LINE_SIZE); + Loc::Translate(pHistLine, AIM_HISTORY_LINE_SIZE, lang); + props.setStringProperty(L"Line", vfs::toString(i), pHistLine); + } + props.writeToXMLFile(L"Localization/AimHistory.xml", vfs::PropertyContainer::TagMap()); +} + + +void Loc::ExportAIMPolicy() +{ + Loc::Language lang = gs_Lang; + #define AIM_HISTORY_LINE_SIZE 400 * 2 + vfs::String::char_t pPolLine[AIM_HISTORY_LINE_SIZE]; + vfs::COpenReadFile rfile("BINARYDATA\\AimPol.edt"); + vfs::tReadableFile& file = rfile.file(); + + vfs::PropertyContainer props; + for(int i=0; i<46; ++i) + { + memset(pPolLine,0,400*sizeof(wchar_t)); + // + file.read((vfs::Byte*)pPolLine, AIM_HISTORY_LINE_SIZE); + DecodeString(pPolLine,AIM_HISTORY_LINE_SIZE); + Loc::Translate(pPolLine, AIM_HISTORY_LINE_SIZE, lang); + props.setStringProperty(L"Line", vfs::toString(i), pPolLine); + } + props.writeToXMLFile(L"Localization/AimPolicy.xml", vfs::PropertyContainer::TagMap()); +} + +void Loc::ExportAlumniName() +{ + Loc::Language lang = gs_Lang; + #define AIM_ALUMNI_NAME_SIZE 80 * 2 + vfs::String::char_t pAlumniName[AIM_ALUMNI_NAME_SIZE]; + vfs::COpenReadFile rfile("BINARYDATA\\AlumName.edt"); + vfs::tReadableFile& file = rfile.file(); + + vfs::PropertyContainer props; + for(int i=0; i<51; ++i) + { + memset(pAlumniName,0,AIM_ALUMNI_NAME_SIZE*sizeof(wchar_t)); + // + file.read((vfs::Byte*)pAlumniName, AIM_ALUMNI_NAME_SIZE); + DecodeString(pAlumniName,AIM_ALUMNI_NAME_SIZE); + Loc::Translate(pAlumniName, AIM_ALUMNI_NAME_SIZE, lang); + props.setStringProperty(L"Line", vfs::toString(i), pAlumniName); + } + props.writeToXMLFile(L"Localization/AlumniName.xml", vfs::PropertyContainer::TagMap()); +} + +#include + +void Loc::ExportDialogues() +{ + Loc::Language lang = gs_Lang; + #define DIALOGUESIZE 480 + vfs::String::char_t pDiagLine[DIALOGUESIZE]; + + vfs::CVirtualFileSystem::Iterator it = getVFS()->begin(L"MercEdt/*.edt"); + for(; !it.end(); it.next()) + { + vfs::PropertyContainer props; + vfs::COpenReadFile rfile(it.value()); + vfs::tReadableFile& file = rfile.file(); + + std::wstringstream wss; + wss.str(file.getName().c_str()); + int id=0; + wss >> id; + + for(int i=0; i<200; ++i) + { + memset(pDiagLine,0,DIALOGUESIZE*sizeof(wchar_t)); + // + if(file.read((vfs::Byte*)pDiagLine, DIALOGUESIZE) > 0) + { + DecodeString(pDiagLine,DIALOGUESIZE); + Loc::Translate(pDiagLine, DIALOGUESIZE, lang); + if(wcslen(pDiagLine)) + { + props.setStringProperty(vfs::toString(id),vfs::toString(i), pDiagLine); + } + } + } + vfs::Path x(L"Localization/Dialogue"); + x += vfs::Path(file.getName().c_wcs() + L".xml"); + props.writeToXMLFile(x, vfs::PropertyContainer::TagMap()); + } +} + +void Loc::ExportNPCDialogues() +{ + Loc::Language lang = gs_Lang; + #define DIALOGUESIZE 480 + #define CIVQUOTESIZE 320 + vfs::String::char_t pDiagLine[DIALOGUESIZE]; + + vfs::CVirtualFileSystem::Iterator it = getVFS()->begin(L"npcdata/*.edt"); + for(; !it.end(); it.next()) + { + vfs::PropertyContainer props; + vfs::COpenReadFile rfile(it.value()); + vfs::tReadableFile& file = rfile.file(); + + vfs::String::str_t const& ws = file.getName().c_wcs(); + vfs::String::str_t::size_type pos = ws.find_first_of(L"."); + vfs::String id = ws.substr(0,pos); + + int SIZE; + if(vfs::matchPattern(L"civ*", id)) + { + SIZE = CIVQUOTESIZE; + } + else + { + SIZE = DIALOGUESIZE; + } + + for(int i=0; i<200; ++i) + { + memset(pDiagLine,0,DIALOGUESIZE*sizeof(wchar_t)); + // + if(file.read((vfs::Byte*)pDiagLine, SIZE) > 0) + { + DecodeString(pDiagLine,SIZE); + Loc::Translate(pDiagLine, SIZE, lang); + if(wcslen(pDiagLine)) + { + props.setStringProperty(id,vfs::toString(i), pDiagLine); + } + } + } + vfs::Path x(L"Localization/NpcDialogue"); + x += vfs::Path(file.getName().c_wcs() + L".xml"); + props.writeToXMLFile(x, vfs::PropertyContainer::TagMap()); + } +} diff --git a/sgp/Ja2 Libs.cpp b/i18n/Ja2 Libs.cpp similarity index 96% rename from sgp/Ja2 Libs.cpp rename to i18n/Ja2 Libs.cpp index cf911864..ed4541d8 100644 --- a/sgp/Ja2 Libs.cpp +++ b/i18n/Ja2 Libs.cpp @@ -1,60 +1,60 @@ -#include "LibraryDataBase.h" -LibraryInitHeader gGameLibaries[ ] = -{ - //Library Name Can be Init at start -// on cd - { "Data.slf", FALSE, TRUE }, - { "Editor.slf", FALSE, FALSE }, - { "Ambient.slf", FALSE, TRUE }, - { "Anims.slf", FALSE, TRUE }, - { "BattleSnds.slf", FALSE, TRUE }, - { "BigItems.slf", FALSE, TRUE }, - { "BinaryData.slf", FALSE, TRUE }, - { "Cursors.slf", FALSE, TRUE }, - { "Faces.slf", FALSE, TRUE }, - { "Fonts.slf", FALSE, TRUE }, - { "Interface.slf", FALSE, TRUE }, - { "Laptop.slf", FALSE, TRUE }, - { "Maps.slf", TRUE, TRUE }, - { "MercEdt.slf", FALSE, TRUE }, - { "Music.slf", TRUE, TRUE }, - { "Npc_Speech.slf", TRUE, TRUE }, - { "NpcData.slf", FALSE, TRUE }, - { "RadarMaps.slf", FALSE, TRUE }, - { "Sounds.slf", FALSE, TRUE }, - { "Speech.slf", TRUE, TRUE }, -// { "TileCache.slf", FALSE, TRUE }, - { "TileSets.slf", TRUE, TRUE }, - { "LoadScreens.slf", TRUE, TRUE }, - { "Intro.slf", TRUE, TRUE }, - -#ifdef GERMAN - { "German.slf", FALSE, TRUE }, -#endif - -#ifdef POLISH - { "Polish.slf", FALSE, TRUE }, -#endif - -#ifdef DUTCH - { "Dutch.slf", FALSE, TRUE }, -#endif - -#ifdef ITALIAN - { "Italian.slf", FALSE, TRUE }, -#endif - -#ifdef RUSSIAN - { "Russian.slf", FALSE, TRUE }, -#endif - -#ifdef FRENCH - { "French.slf", FALSE, TRUE }, -#endif - -#ifdef CHINESE - { "Chinese.slf", FALSE, TRUE }, -#endif -}; - - +#include "LibraryDataBase.h" +LibraryInitHeader gGameLibaries[ ] = +{ + //Library Name Can be Init at start +// on cd + { "Data.slf", FALSE, TRUE }, + { "Editor.slf", FALSE, FALSE }, + { "Ambient.slf", FALSE, TRUE }, + { "Anims.slf", FALSE, TRUE }, + { "BattleSnds.slf", FALSE, TRUE }, + { "BigItems.slf", FALSE, TRUE }, + { "BinaryData.slf", FALSE, TRUE }, + { "Cursors.slf", FALSE, TRUE }, + { "Faces.slf", FALSE, TRUE }, + { "Fonts.slf", FALSE, TRUE }, + { "Interface.slf", FALSE, TRUE }, + { "Laptop.slf", FALSE, TRUE }, + { "Maps.slf", TRUE, TRUE }, + { "MercEdt.slf", FALSE, TRUE }, + { "Music.slf", TRUE, TRUE }, + { "Npc_Speech.slf", TRUE, TRUE }, + { "NpcData.slf", FALSE, TRUE }, + { "RadarMaps.slf", FALSE, TRUE }, + { "Sounds.slf", FALSE, TRUE }, + { "Speech.slf", TRUE, TRUE }, +// { "TileCache.slf", FALSE, TRUE }, + { "TileSets.slf", TRUE, TRUE }, + { "LoadScreens.slf", TRUE, TRUE }, + { "Intro.slf", TRUE, TRUE }, + +#ifdef GERMAN + { "German.slf", FALSE, TRUE }, +#endif + +#ifdef POLISH + { "Polish.slf", FALSE, TRUE }, +#endif + +#ifdef DUTCH + { "Dutch.slf", FALSE, TRUE }, +#endif + +#ifdef ITALIAN + { "Italian.slf", FALSE, TRUE }, +#endif + +#ifdef RUSSIAN + { "Russian.slf", FALSE, TRUE }, +#endif + +#ifdef FRENCH + { "French.slf", FALSE, TRUE }, +#endif + +#ifdef CHINESE + { "Chinese.slf", FALSE, TRUE }, +#endif +}; + + diff --git a/Utils/Multi Language Graphic Utils.cpp b/i18n/Multi Language Graphic Utils.cpp similarity index 93% rename from Utils/Multi Language Graphic Utils.cpp rename to i18n/Multi Language Graphic Utils.cpp index 102c7d3f..368e0756 100644 --- a/Utils/Multi Language Graphic Utils.cpp +++ b/i18n/Multi Language Graphic Utils.cpp @@ -1,591 +1,581 @@ -#include "builddefines.h" -#include "stdio.h" -#include "Windows.h" -#include "Types.h" -#include "Multi Language Graphic Utils.h" - -#include "Language Defines.h" -//SB -#include "FileMan.h" - -BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID ) -{ - #if defined( ENGLISH ) - switch( usMLGGraphicID ) - { - case MLG_AIMSYMBOL: - sprintf( filename, "LAPTOP\\AimSymbol.sti" ); - return TRUE; - case MLG_AIMSYMBOL_SMALL: - sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); - return TRUE; - case MLG_BOBBYNAME: - sprintf( filename, "LAPTOP\\BobbyName.sti" ); - return TRUE; - case MLG_BOBBYRAYAD21: - sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); - return TRUE; - case MLG_BOBBYRAYLINK: - sprintf( filename, "LAPTOP\\BobbyRayLink.sti" ); - return TRUE; - case MLG_CLOSED: - sprintf( filename, "LAPTOP\\Closed.sti" ); - return TRUE; - case MLG_CONFIRMORDER: - sprintf( filename, "LAPTOP\\ConfirmOrder.sti" ); - return TRUE; - case MLG_DESKTOP: - sprintf( filename, "LAPTOP\\desktop.pcx" ); - return TRUE; - case MLG_FUNERALAD9: - sprintf( filename, "LAPTOP\\FuneralAd_9.sti" ); - return TRUE; - case MLG_GOLDPIECEBUTTONS: - sprintf( filename, "INTERFACE\\goldpiecebuttons.sti" ); - return TRUE; - case MLG_HISTORY: - sprintf( filename, "LAPTOP\\history.sti" ); - return TRUE; - case MLG_INSURANCEAD10: - sprintf( filename, "LAPTOP\\insurancead_10.sti" ); - return TRUE; - case MLG_INSURANCELINK: - sprintf( filename, "LAPTOP\\insurancelink.sti" ); - return TRUE; - case MLG_INSURANCETITLE: - sprintf( filename, "LAPTOP\\largetitle.sti" ); - return TRUE; - case MLG_LARGEFLORISTSYMBOL: - sprintf( filename, "LAPTOP\\LargeSymbol.sti" ); - return TRUE; - case MLG_SMALLFLORISTSYMBOL: - sprintf( filename, "LAPTOP\\SmallSymbol.sti" ); - return TRUE; - case MLG_MCGILLICUTTYS: - sprintf( filename, "LAPTOP\\McGillicuttys.sti" ); - return TRUE; - case MLG_MORTUARY: - sprintf( filename, "LAPTOP\\Mortuary.sti" ); - return TRUE; - case MLG_MORTUARYLINK: - sprintf( filename, "LAPTOP\\MortuaryLink.sti" ); - return TRUE; - case MLG_ORDERGRID: - sprintf( filename, "LAPTOP\\OrderGrid.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL: - sprintf( filename, "INTERFACE\\PreBattlePanel.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL_800x600: - sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1024x768: - sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1280x720: - sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti"); - return TRUE; - case MLG_SMALLTITLE: - sprintf( filename, "LAPTOP\\SmallTitle.sti" ); - return TRUE; - case MLG_STATSBOX: - sprintf( filename, "LAPTOP\\StatsBox.sti" ); - return TRUE; - case MLG_STOREPLAQUE: - sprintf( filename, "LAPTOP\\BobbyStorePlaque.sti" ); - return TRUE; - case MLG_TITLETEXT: - sprintf( filename, "LOADSCREENS\\titletext.sti" ); - return TRUE; - case MLG_TITLETEXT_MP: - sprintf( filename, "LOADSCREENS\\titletext_mp.sti" ); - return TRUE; - case MLG_TOALUMNI: - sprintf( filename, "LAPTOP\\ToAlumni.sti" ); - return TRUE; - case MLG_TOMUGSHOTS: - sprintf( filename, "LAPTOP\\ToMugShots.sti" ); - return TRUE; - case MLG_TOSTATS: - sprintf( filename, "LAPTOP\\ToStats.sti" ); - return TRUE; - case MLG_WARNING: - sprintf( filename, "LAPTOP\\Warning.sti" ); - return TRUE; - case MLG_YOURAD13: - sprintf( filename, "LAPTOP\\YourAd_13.sti" ); - return TRUE; - case MLG_OPTIONHEADER: - sprintf( filename, "INTERFACE\\optionscreenaddons.sti" ); - return TRUE; - case MLG_LOADSAVEHEADER: - sprintf( filename, "INTERFACE\\loadscreenaddons.sti" ); - return TRUE; - case MLG_SPLASH: - sprintf( filename, "INTERFACE\\splash.sti" ); - return TRUE; - case MLG_IMPSYMBOL: - sprintf( filename, "LAPTOP\\IMPSymbol.sti" ); - return TRUE; -//inshy: translation needed for russian version - case MLG_BOBBYRAYTITLE: - sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); - return TRUE; - case MLG_BR: - sprintf( filename, "LAPTOP\\BR.STI" ); - return TRUE; - case MLG_MP_GOLDPIECEBUTTONS: - sprintf( filename, "INTERFACE\\MPGOLDPIECEBUTTONS.sti" ); - return TRUE; - case MLG_ITEMINFOADVANCEDICONS: - sprintf( filename, "INTERFACE\\ITEMINFOADVANCEDICONS.sti" ); - return TRUE; - } - - #elif defined( GERMAN ) - switch( usMLGGraphicID ) - { - case MLG_AIMSYMBOL: - //Same graphic (no translation needed) - sprintf( filename, "LAPTOP\\AimSymbol.sti" ); - return TRUE; - case MLG_AIMSYMBOL_SMALL: - //Same graphic (no translation needed) - sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); - return TRUE; - case MLG_BOBBYNAME: - //Same graphic (no translation needed) - sprintf( filename, "LAPTOP\\BobbyName.sti" ); - return TRUE; - case MLG_BOBBYRAYAD21: - //Same graphic (no translation needed) - sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); - return TRUE; - case MLG_BOBBYRAYLINK: - sprintf( filename, "GERMAN\\BobbyRayLink_german.sti" ); - return TRUE; - case MLG_CLOSED: - sprintf( filename, "GERMAN\\Closed_german.sti" ); - return TRUE; - case MLG_CONFIRMORDER: - sprintf( filename, "GERMAN\\ConfirmOrder_german.sti" ); - return TRUE; - case MLG_DESKTOP: - sprintf( filename, "GERMAN\\desktop_german.pcx" ); - return TRUE; - case MLG_FUNERALAD9: - sprintf( filename, "GERMAN\\FuneralAd_12_german.sti" ); - return TRUE; - case MLG_GOLDPIECEBUTTONS: - sprintf( filename, "GERMAN\\goldpiecebuttons_german.sti" ); - return TRUE; - case MLG_HISTORY: - sprintf( filename, "GERMAN\\history_german.sti" ); - return TRUE; - case MLG_IMPSYMBOL: - sprintf( filename, "German\\IMPSymbol_german.sti" ); - return TRUE; - case MLG_INSURANCEAD10: - sprintf( filename, "GERMAN\\insurancead_10_german.sti" ); - return TRUE; - case MLG_INSURANCELINK: - sprintf( filename, "GERMAN\\insurancelink_german.sti" ); - return TRUE; - case MLG_INSURANCETITLE: - sprintf( filename, "GERMAN\\largetitle_german.sti" ); - return TRUE; - case MLG_LARGEFLORISTSYMBOL: - sprintf( filename, "GERMAN\\LargeSymbol_german.sti" ); - return TRUE; - case MLG_SMALLFLORISTSYMBOL: - sprintf( filename, "GERMAN\\SmallSymbol_german.sti" ); - return TRUE; - case MLG_MCGILLICUTTYS: - sprintf( filename, "GERMAN\\McGillicuttys_german.sti" ); - return TRUE; - case MLG_MORTUARY: - sprintf( filename, "GERMAN\\Mortuary_german.sti" ); - return TRUE; - case MLG_MORTUARYLINK: - sprintf( filename, "GERMAN\\MortuaryLink_german.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL: - sprintf( filename, "GERMAN\\PreBattlePanel_german.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL_800x600: - sprintf(filename, "GERMAN\\PreBattlePanel_800x600_german.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1024x768: - sprintf(filename, "GERMAN\\PreBattlePanel_1024x768_german.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1280x720: - sprintf(filename, "GERMAN\\PreBattlePanel_1280x720_german.sti"); - return TRUE; - case MLG_SMALLTITLE: - sprintf( filename, "GERMAN\\SmallTitle_german.sti" ); - return TRUE; - case MLG_STATSBOX: - //Same file - sprintf( filename, "LAPTOP\\StatsBox.sti" ); - return TRUE; - case MLG_STOREPLAQUE: - sprintf( filename, "GERMAN\\StorePlaque_german.sti" ); - return TRUE; - case MLG_TITLETEXT: - sprintf( filename, "GERMAN\\titletext_german.sti" ); - return TRUE; - case MLG_TITLETEXT_MP: - sprintf( filename, "GERMAN\\titletext_mp_german.sti" ); - return TRUE; - case MLG_TOALUMNI: - sprintf( filename, "GERMAN\\ToAlumni_german.sti" ); - return TRUE; - case MLG_TOMUGSHOTS: - sprintf( filename, "GERMAN\\ToMugShots_german.sti" ); - return TRUE; - case MLG_TOSTATS: - sprintf( filename, "GERMAN\\ToStats_german.sti" ); - return TRUE; - case MLG_WARNING: - sprintf( filename, "GERMAN\\Warning_german.sti" ); - return TRUE; - case MLG_YOURAD13: - sprintf( filename, "GERMAN\\YourAd_13_german.sti" ); - return TRUE; - case MLG_OPTIONHEADER: - sprintf( filename, "GERMAN\\optionscreenaddons_german.sti" ); - return TRUE; - case MLG_LOADSAVEHEADER: - sprintf( filename, "GERMAN\\loadscreenaddons_german.sti" ); - return TRUE; - case MLG_ORDERGRID: - //Same file - sprintf( filename, "LAPTOP\\OrderGrid.sti" ); - return TRUE; - case MLG_SPLASH: - sprintf( filename, "German\\splash_german.sti" ); - return TRUE; -//inshy: Same graphic (no translation needed) - case MLG_BOBBYRAYTITLE: - sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); - return TRUE; - case MLG_BR: - sprintf( filename, "LAPTOP\\BR.STI" ); - return TRUE; - case MLG_MP_GOLDPIECEBUTTONS: - sprintf( filename, "GERMAN\\MPGOLDPIECEBUTTONS_german.sti" ); - return TRUE; - case MLG_ITEMINFOADVANCEDICONS: - sprintf( filename, "GERMAN\\ITEMINFOADVANCEDICONS_german.sti" ); - return TRUE; - } - - #else - - UINT8 zLanguage[64]; - - //The foreign language defined determines the name of the directory and filename. - //For example, the German version of: - // - // "LAPTOP\\IMPSymbol.sti" - // - // would become: - // - // "GERMAN\\IMPSymbol_German.sti" - - #if defined( DUTCH ) - sprintf( (char *)zLanguage, "DUTCH" ); - #elif defined( FRENCH ) - sprintf( (char *)zLanguage, "FRENCH" ); - #elif defined( GERMAN ) - sprintf( (char *)zLanguage, "GERMAN" ); - #elif defined( ITALIAN ) - sprintf( (char *)zLanguage, "ITALIAN" ); - #elif defined( JAPANESE ) - sprintf( (char *)zLanguage, "JAPANESE" ); - #elif defined( KOREAN ) - sprintf( (char *)zLanguage, "KOREAN" ); - #elif defined( POLISH ) - sprintf( (char *)zLanguage, "POLISH" ); - #elif defined( RUSSIAN ) - sprintf( (char *)zLanguage, "RUSSIAN" ); - #elif defined( SPANISH ) - sprintf( (char *)zLanguage, "SPANISH" ); - #elif defined( CHINESE ) - sprintf( (char *)zLanguage, "CHINESE" ); - #else - # error "At least You have to specify a Language somewhere. See comments above." - #endif - -//SB: Also check for russian Gold version, like English - switch( usMLGGraphicID ) - { - case MLG_AIMSYMBOL: - sprintf( filename, "%s\\AimSymbol_%s.sti", zLanguage, zLanguage ); - break; - case MLG_AIMSYMBOL_SMALL: - sprintf( filename, "%s\\AimSymbol_Small_%s.sti", zLanguage, zLanguage ); - break; - case MLG_BOBBYNAME: - sprintf( filename, "%s\\BobbyName_%s.sti", zLanguage, zLanguage ); - break; - case MLG_BOBBYRAYAD21: - sprintf( filename, "%s\\BobbyRayAd_21_%s.sti", zLanguage, zLanguage ); - break; - case MLG_BOBBYRAYLINK: - sprintf( filename, "%s\\BobbyRayLink_%s.sti", zLanguage, zLanguage ); - break; - case MLG_CLOSED: - sprintf( filename, "%s\\Closed_%s.sti", zLanguage, zLanguage ); - break; - case MLG_CONFIRMORDER: - sprintf( filename, "%s\\ConfirmOrder_%s.sti", zLanguage, zLanguage ); - break; - case MLG_DESKTOP: - sprintf( filename, "%s\\desktop_%s.pcx", zLanguage, zLanguage ); - break; - case MLG_FUNERALAD9: - sprintf( filename, "%s\\FuneralAd_9_%s.sti", zLanguage, zLanguage ); - break; - case MLG_GOLDPIECEBUTTONS: - sprintf( filename, "%s\\goldpiecebuttons_%s.sti", zLanguage, zLanguage ); - break; - case MLG_HISTORY: - sprintf( filename, "%s\\history_%s.sti", zLanguage, zLanguage ); - break; - case MLG_INSURANCEAD10: - sprintf( filename, "%s\\insurancead_10_%s.sti", zLanguage, zLanguage ); - break; - case MLG_INSURANCELINK: - sprintf( filename, "%s\\insurancelink_%s.sti", zLanguage, zLanguage ); - break; - case MLG_INSURANCETITLE: - sprintf( filename, "%s\\largetitle_%s.sti", zLanguage, zLanguage ); - break; - case MLG_LARGEFLORISTSYMBOL: - sprintf( filename, "%s\\LargeSymbol_%s.sti", zLanguage, zLanguage ); - break; - case MLG_ORDERGRID: - sprintf( filename, "%s\\OrderGrid_%s.sti", zLanguage, zLanguage ); - break; - case MLG_SMALLFLORISTSYMBOL: - sprintf( filename, "%s\\SmallSymbol_%s.sti", zLanguage, zLanguage ); - break; - case MLG_STATSBOX: - sprintf( filename, "%s\\StatsBox_%s.sti", zLanguage, zLanguage ); - break; - case MLG_MCGILLICUTTYS: - sprintf( filename, "%s\\McGillicuttys_%s.sti", zLanguage, zLanguage ); - break; - case MLG_MORTUARY: - sprintf( filename, "%s\\Mortuary_%s.sti", zLanguage, zLanguage ); - break; - case MLG_MORTUARYLINK: - sprintf( filename, "%s\\MortuaryLink_%s.sti", zLanguage, zLanguage ); - break; - case MLG_PREBATTLEPANEL: - sprintf( filename, "%s\\PreBattlePanel_%s.sti", zLanguage, zLanguage ); - break; - case MLG_PREBATTLEPANEL_800x600: - sprintf(filename, "%s\\PreBattlePanel_800x600_%s.sti", zLanguage, zLanguage); - break; - case MLG_PREBATTLEPANEL_1024x768: - sprintf(filename, "%s\\PreBattlePanel_1024x768_%s.sti", zLanguage, zLanguage); - break; - case MLG_PREBATTLEPANEL_1280x720: - sprintf(filename, "%s\\PreBattlePanel_1280x720_%s.sti", zLanguage, zLanguage); - break; - case MLG_SMALLTITLE: - sprintf( filename, "%s\\SmallTitle_%s.sti", zLanguage, zLanguage ); - break; - case MLG_STOREPLAQUE: - sprintf( filename, "%s\\StorePlaque_%s.sti", zLanguage, zLanguage ); - break; - case MLG_TITLETEXT: - sprintf( filename, "%s\\titletext_%s.sti", zLanguage, zLanguage ); - break; - case MLG_TITLETEXT_MP: - sprintf( filename, "%s\\titletext_mp_%s.sti", zLanguage, zLanguage ); - return TRUE; - case MLG_TOALUMNI: - sprintf( filename, "%s\\ToAlumni_%s.sti", zLanguage, zLanguage ); - break; - case MLG_TOMUGSHOTS: - sprintf( filename, "%s\\ToMugShots_%s.sti", zLanguage, zLanguage ); - break; - case MLG_TOSTATS: - sprintf( filename, "%s\\ToStats_%s.sti", zLanguage, zLanguage ); - break; - case MLG_WARNING: - sprintf( filename, "%s\\Warning_%s.sti", zLanguage, zLanguage ); - break; - case MLG_YOURAD13: - sprintf( filename, "%s\\YourAd_13_%s.sti", zLanguage, zLanguage ); - break; - case MLG_OPTIONHEADER: - sprintf( filename, "%s\\optionscreenaddons_%s.sti", zLanguage, zLanguage ); - break; - case MLG_LOADSAVEHEADER: - sprintf( filename, "%s\\loadscreenaddons_%s.sti", zLanguage, zLanguage ); - break; - case MLG_SPLASH: - sprintf( filename, "%s\\splash_%s.sti", zLanguage, zLanguage ); - break; - case MLG_IMPSYMBOL: - sprintf( filename, "%s\\IMPSymbol_%s.sti", zLanguage, zLanguage ); - break; -//inshy: translation needed for russian version - case MLG_BOBBYRAYTITLE: - sprintf( filename, "%s\\BOBBYRAYTITLE_%s.STI", zLanguage, zLanguage ); - break; - case MLG_BR: - sprintf( filename, "%s\\BR_%s.STI", zLanguage, zLanguage ); - break; - case MLG_MP_GOLDPIECEBUTTONS: - sprintf( filename, "%s\\MPGOLDPIECEBUTTONS_%s.sti", zLanguage, zLanguage ); - break; - case MLG_ITEMINFOADVANCEDICONS: - sprintf( filename, "%s\\ITEMINFOADVANCEDICONS_%s.sti", zLanguage, zLanguage ); - break; - default: - return FALSE; - } - - if(FileExists( filename )) - return TRUE; - - switch( usMLGGraphicID ) - { - case MLG_AIMSYMBOL: - sprintf( filename, "LAPTOP\\AimSymbol.sti" ); - return TRUE; - case MLG_AIMSYMBOL_SMALL: - sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); - return TRUE; - case MLG_BOBBYNAME: - sprintf( filename, "LAPTOP\\BobbyName.sti" ); - return TRUE; - case MLG_BOBBYRAYAD21: - sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); - return TRUE; - case MLG_BOBBYRAYLINK: - sprintf( filename, "LAPTOP\\BobbyRayLink.sti" ); - return TRUE; - case MLG_CLOSED: - sprintf( filename, "LAPTOP\\Closed.sti" ); - return TRUE; - case MLG_CONFIRMORDER: - sprintf( filename, "LAPTOP\\ConfirmOrder.sti" ); - return TRUE; - case MLG_DESKTOP: - sprintf( filename, "LAPTOP\\desktop.pcx" ); - return TRUE; - case MLG_FUNERALAD9: - sprintf( filename, "LAPTOP\\FuneralAd_9.sti" ); - return TRUE; - case MLG_GOLDPIECEBUTTONS: - sprintf( filename, "INTERFACE\\goldpiecebuttons.sti" ); - return TRUE; - case MLG_HISTORY: - sprintf( filename, "LAPTOP\\history.sti" ); - return TRUE; - case MLG_INSURANCEAD10: - sprintf( filename, "LAPTOP\\insurancead_10.sti" ); - return TRUE; - case MLG_INSURANCELINK: - sprintf( filename, "LAPTOP\\insurancelink.sti" ); - return TRUE; - case MLG_INSURANCETITLE: - sprintf( filename, "LAPTOP\\largetitle.sti" ); - return TRUE; - case MLG_LARGEFLORISTSYMBOL: - sprintf( filename, "LAPTOP\\LargeSymbol.sti" ); - return TRUE; - case MLG_SMALLFLORISTSYMBOL: - sprintf( filename, "LAPTOP\\SmallSymbol.sti" ); - return TRUE; - case MLG_MCGILLICUTTYS: - sprintf( filename, "LAPTOP\\McGillicuttys.sti" ); - return TRUE; - case MLG_MORTUARY: - sprintf( filename, "LAPTOP\\Mortuary.sti" ); - return TRUE; - case MLG_MORTUARYLINK: - sprintf( filename, "LAPTOP\\MortuaryLink.sti" ); - return TRUE; - case MLG_ORDERGRID: - sprintf( filename, "LAPTOP\\OrderGrid.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL: - sprintf( filename, "INTERFACE\\PreBattlePanel.sti" ); - return TRUE; - case MLG_PREBATTLEPANEL_800x600: - sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1024x768: - sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti"); - return TRUE; - case MLG_PREBATTLEPANEL_1280x720: - sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti"); - return TRUE; - case MLG_SMALLTITLE: - sprintf( filename, "LAPTOP\\SmallTitle.sti" ); - return TRUE; - case MLG_STATSBOX: - sprintf( filename, "LAPTOP\\StatsBox.sti" ); - return TRUE; - case MLG_STOREPLAQUE: - sprintf( filename, "LAPTOP\\BobbyStorePlaque.sti" ); - return TRUE; - case MLG_TITLETEXT: - sprintf( filename, "LOADSCREENS\\titletext.sti" ); - return TRUE; - case MLG_TITLETEXT_MP: - sprintf( filename, "LOADSCREENS\\titletext_mp.sti" ); - return TRUE; - case MLG_TOALUMNI: - sprintf( filename, "LAPTOP\\ToAlumni.sti" ); - return TRUE; - case MLG_TOMUGSHOTS: - sprintf( filename, "LAPTOP\\ToMugShots.sti" ); - return TRUE; - case MLG_TOSTATS: - sprintf( filename, "LAPTOP\\ToStats.sti" ); - return TRUE; - case MLG_WARNING: - sprintf( filename, "LAPTOP\\Warning.sti" ); - return TRUE; - case MLG_YOURAD13: - sprintf( filename, "LAPTOP\\YourAd_13.sti" ); - return TRUE; - case MLG_OPTIONHEADER: - sprintf( filename, "INTERFACE\\optionscreenaddons.sti" ); - return TRUE; - case MLG_LOADSAVEHEADER: - sprintf( filename, "INTERFACE\\loadscreenaddons.sti" ); - return TRUE; - case MLG_SPLASH: - sprintf( filename, "INTERFACE\\splash.sti" ); - return TRUE; - case MLG_IMPSYMBOL: - sprintf( filename, "LAPTOP\\IMPSymbol.sti" ); - return TRUE; -//inshy: translation needed for russian version - case MLG_BOBBYRAYTITLE: - sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); - return TRUE; - case MLG_BR: - sprintf( filename, "LAPTOP\\BR.STI" ); - return TRUE; - case MLG_MP_GOLDPIECEBUTTONS: - sprintf( filename, "INTERFACE\\MPGOLDPIECEBUTTONS.sti" ); - return TRUE; - case MLG_ITEMINFOADVANCEDICONS: - sprintf( filename, "INTERFACE\\ITEMINFOADVANCEDICONS.sti" ); - return TRUE; - } - - #endif - - return FALSE; -} +#include "builddefines.h" +#include "stdio.h" +#include "Windows.h" +#include "Types.h" +#include "Multi Language Graphic Utils.h" + +//SB +#include "FileMan.h" +#include + +BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID ) +{ + if( g_lang == i18n::Lang::en ) { + switch( usMLGGraphicID ) + { + case MLG_AIMSYMBOL: + sprintf( filename, "LAPTOP\\AimSymbol.sti" ); + return TRUE; + case MLG_AIMSYMBOL_SMALL: + sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); + return TRUE; + case MLG_BOBBYNAME: + sprintf( filename, "LAPTOP\\BobbyName.sti" ); + return TRUE; + case MLG_BOBBYRAYAD21: + sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); + return TRUE; + case MLG_BOBBYRAYLINK: + sprintf( filename, "LAPTOP\\BobbyRayLink.sti" ); + return TRUE; + case MLG_CLOSED: + sprintf( filename, "LAPTOP\\Closed.sti" ); + return TRUE; + case MLG_CONFIRMORDER: + sprintf( filename, "LAPTOP\\ConfirmOrder.sti" ); + return TRUE; + case MLG_DESKTOP: + sprintf( filename, "LAPTOP\\desktop.pcx" ); + return TRUE; + case MLG_FUNERALAD9: + sprintf( filename, "LAPTOP\\FuneralAd_9.sti" ); + return TRUE; + case MLG_GOLDPIECEBUTTONS: + sprintf( filename, "INTERFACE\\goldpiecebuttons.sti" ); + return TRUE; + case MLG_HISTORY: + sprintf( filename, "LAPTOP\\history.sti" ); + return TRUE; + case MLG_INSURANCEAD10: + sprintf( filename, "LAPTOP\\insurancead_10.sti" ); + return TRUE; + case MLG_INSURANCELINK: + sprintf( filename, "LAPTOP\\insurancelink.sti" ); + return TRUE; + case MLG_INSURANCETITLE: + sprintf( filename, "LAPTOP\\largetitle.sti" ); + return TRUE; + case MLG_LARGEFLORISTSYMBOL: + sprintf( filename, "LAPTOP\\LargeSymbol.sti" ); + return TRUE; + case MLG_SMALLFLORISTSYMBOL: + sprintf( filename, "LAPTOP\\SmallSymbol.sti" ); + return TRUE; + case MLG_MCGILLICUTTYS: + sprintf( filename, "LAPTOP\\McGillicuttys.sti" ); + return TRUE; + case MLG_MORTUARY: + sprintf( filename, "LAPTOP\\Mortuary.sti" ); + return TRUE; + case MLG_MORTUARYLINK: + sprintf( filename, "LAPTOP\\MortuaryLink.sti" ); + return TRUE; + case MLG_ORDERGRID: + sprintf( filename, "LAPTOP\\OrderGrid.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL: + sprintf( filename, "INTERFACE\\PreBattlePanel.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL_800x600: + sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1024x768: + sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1280x720: + sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti"); + return TRUE; + case MLG_SMALLTITLE: + sprintf( filename, "LAPTOP\\SmallTitle.sti" ); + return TRUE; + case MLG_STATSBOX: + sprintf( filename, "LAPTOP\\StatsBox.sti" ); + return TRUE; + case MLG_STOREPLAQUE: + sprintf( filename, "LAPTOP\\BobbyStorePlaque.sti" ); + return TRUE; + case MLG_TITLETEXT: + sprintf( filename, "LOADSCREENS\\titletext.sti" ); + return TRUE; + case MLG_TITLETEXT_MP: + sprintf( filename, "LOADSCREENS\\titletext_mp.sti" ); + return TRUE; + case MLG_TOALUMNI: + sprintf( filename, "LAPTOP\\ToAlumni.sti" ); + return TRUE; + case MLG_TOMUGSHOTS: + sprintf( filename, "LAPTOP\\ToMugShots.sti" ); + return TRUE; + case MLG_TOSTATS: + sprintf( filename, "LAPTOP\\ToStats.sti" ); + return TRUE; + case MLG_WARNING: + sprintf( filename, "LAPTOP\\Warning.sti" ); + return TRUE; + case MLG_YOURAD13: + sprintf( filename, "LAPTOP\\YourAd_13.sti" ); + return TRUE; + case MLG_OPTIONHEADER: + sprintf( filename, "INTERFACE\\optionscreenaddons.sti" ); + return TRUE; + case MLG_LOADSAVEHEADER: + sprintf( filename, "INTERFACE\\loadscreenaddons.sti" ); + return TRUE; + case MLG_SPLASH: + sprintf( filename, "INTERFACE\\splash.sti" ); + return TRUE; + case MLG_IMPSYMBOL: + sprintf( filename, "LAPTOP\\IMPSymbol.sti" ); + return TRUE; +//inshy: translation needed for russian version + case MLG_BOBBYRAYTITLE: + sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); + return TRUE; + case MLG_BR: + sprintf( filename, "LAPTOP\\BR.STI" ); + return TRUE; + case MLG_MP_GOLDPIECEBUTTONS: + sprintf( filename, "INTERFACE\\MPGOLDPIECEBUTTONS.sti" ); + return TRUE; + case MLG_ITEMINFOADVANCEDICONS: + sprintf( filename, "INTERFACE\\ITEMINFOADVANCEDICONS.sti" ); + return TRUE; + } + + } else if( g_lang == i18n::Lang::de ) { + switch( usMLGGraphicID ) + { + case MLG_AIMSYMBOL: + //Same graphic (no translation needed) + sprintf( filename, "LAPTOP\\AimSymbol.sti" ); + return TRUE; + case MLG_AIMSYMBOL_SMALL: + //Same graphic (no translation needed) + sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); + return TRUE; + case MLG_BOBBYNAME: + //Same graphic (no translation needed) + sprintf( filename, "LAPTOP\\BobbyName.sti" ); + return TRUE; + case MLG_BOBBYRAYAD21: + //Same graphic (no translation needed) + sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); + return TRUE; + case MLG_BOBBYRAYLINK: + sprintf( filename, "GERMAN\\BobbyRayLink_german.sti" ); + return TRUE; + case MLG_CLOSED: + sprintf( filename, "GERMAN\\Closed_german.sti" ); + return TRUE; + case MLG_CONFIRMORDER: + sprintf( filename, "GERMAN\\ConfirmOrder_german.sti" ); + return TRUE; + case MLG_DESKTOP: + sprintf( filename, "GERMAN\\desktop_german.pcx" ); + return TRUE; + case MLG_FUNERALAD9: + sprintf( filename, "GERMAN\\FuneralAd_12_german.sti" ); + return TRUE; + case MLG_GOLDPIECEBUTTONS: + sprintf( filename, "GERMAN\\goldpiecebuttons_german.sti" ); + return TRUE; + case MLG_HISTORY: + sprintf( filename, "GERMAN\\history_german.sti" ); + return TRUE; + case MLG_IMPSYMBOL: + sprintf( filename, "German\\IMPSymbol_german.sti" ); + return TRUE; + case MLG_INSURANCEAD10: + sprintf( filename, "GERMAN\\insurancead_10_german.sti" ); + return TRUE; + case MLG_INSURANCELINK: + sprintf( filename, "GERMAN\\insurancelink_german.sti" ); + return TRUE; + case MLG_INSURANCETITLE: + sprintf( filename, "GERMAN\\largetitle_german.sti" ); + return TRUE; + case MLG_LARGEFLORISTSYMBOL: + sprintf( filename, "GERMAN\\LargeSymbol_german.sti" ); + return TRUE; + case MLG_SMALLFLORISTSYMBOL: + sprintf( filename, "GERMAN\\SmallSymbol_german.sti" ); + return TRUE; + case MLG_MCGILLICUTTYS: + sprintf( filename, "GERMAN\\McGillicuttys_german.sti" ); + return TRUE; + case MLG_MORTUARY: + sprintf( filename, "GERMAN\\Mortuary_german.sti" ); + return TRUE; + case MLG_MORTUARYLINK: + sprintf( filename, "GERMAN\\MortuaryLink_german.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL: + sprintf( filename, "GERMAN\\PreBattlePanel_german.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL_800x600: + sprintf(filename, "GERMAN\\PreBattlePanel_800x600_german.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1024x768: + sprintf(filename, "GERMAN\\PreBattlePanel_1024x768_german.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1280x720: + sprintf(filename, "GERMAN\\PreBattlePanel_1280x720_german.sti"); + return TRUE; + case MLG_SMALLTITLE: + sprintf( filename, "GERMAN\\SmallTitle_german.sti" ); + return TRUE; + case MLG_STATSBOX: + //Same file + sprintf( filename, "LAPTOP\\StatsBox.sti" ); + return TRUE; + case MLG_STOREPLAQUE: + sprintf( filename, "GERMAN\\StorePlaque_german.sti" ); + return TRUE; + case MLG_TITLETEXT: + sprintf( filename, "GERMAN\\titletext_german.sti" ); + return TRUE; + case MLG_TITLETEXT_MP: + sprintf( filename, "GERMAN\\titletext_mp_german.sti" ); + return TRUE; + case MLG_TOALUMNI: + sprintf( filename, "GERMAN\\ToAlumni_german.sti" ); + return TRUE; + case MLG_TOMUGSHOTS: + sprintf( filename, "GERMAN\\ToMugShots_german.sti" ); + return TRUE; + case MLG_TOSTATS: + sprintf( filename, "GERMAN\\ToStats_german.sti" ); + return TRUE; + case MLG_WARNING: + sprintf( filename, "GERMAN\\Warning_german.sti" ); + return TRUE; + case MLG_YOURAD13: + sprintf( filename, "GERMAN\\YourAd_13_german.sti" ); + return TRUE; + case MLG_OPTIONHEADER: + sprintf( filename, "GERMAN\\optionscreenaddons_german.sti" ); + return TRUE; + case MLG_LOADSAVEHEADER: + sprintf( filename, "GERMAN\\loadscreenaddons_german.sti" ); + return TRUE; + case MLG_ORDERGRID: + //Same file + sprintf( filename, "LAPTOP\\OrderGrid.sti" ); + return TRUE; + case MLG_SPLASH: + sprintf( filename, "German\\splash_german.sti" ); + return TRUE; +//inshy: Same graphic (no translation needed) + case MLG_BOBBYRAYTITLE: + sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); + return TRUE; + case MLG_BR: + sprintf( filename, "LAPTOP\\BR.STI" ); + return TRUE; + case MLG_MP_GOLDPIECEBUTTONS: + sprintf( filename, "GERMAN\\MPGOLDPIECEBUTTONS_german.sti" ); + return TRUE; + case MLG_ITEMINFOADVANCEDICONS: + sprintf( filename, "GERMAN\\ITEMINFOADVANCEDICONS_german.sti" ); + return TRUE; + } + + } else { + + UINT8 zLanguage[64]; + + //The foreign language defined determines the name of the directory and filename. + //For example, the German version of: + // + // "LAPTOP\\IMPSymbol.sti" + // + // would become: + // + // "GERMAN\\IMPSymbol_German.sti" + + if(g_lang == i18n::Lang::nl) { + sprintf( (char *)zLanguage, "DUTCH" ); + } else if(g_lang == i18n::Lang::fr) { + sprintf( (char *)zLanguage, "FRENCH" ); + } else if(g_lang == i18n::Lang::it) { + sprintf( (char *)zLanguage, "ITALIAN" ); + } else if(g_lang == i18n::Lang::pl) { + sprintf( (char *)zLanguage, "POLISH" ); + } else if(g_lang == i18n::Lang::ru) { + sprintf( (char *)zLanguage, "RUSSIAN" ); + } else if(g_lang == i18n::Lang::zh) { + sprintf( (char *)zLanguage, "CHINESE" ); + } + +//SB: Also check for russian Gold version, like English + switch( usMLGGraphicID ) + { + case MLG_AIMSYMBOL: + sprintf( filename, "%s\\AimSymbol_%s.sti", zLanguage, zLanguage ); + break; + case MLG_AIMSYMBOL_SMALL: + sprintf( filename, "%s\\AimSymbol_Small_%s.sti", zLanguage, zLanguage ); + break; + case MLG_BOBBYNAME: + sprintf( filename, "%s\\BobbyName_%s.sti", zLanguage, zLanguage ); + break; + case MLG_BOBBYRAYAD21: + sprintf( filename, "%s\\BobbyRayAd_21_%s.sti", zLanguage, zLanguage ); + break; + case MLG_BOBBYRAYLINK: + sprintf( filename, "%s\\BobbyRayLink_%s.sti", zLanguage, zLanguage ); + break; + case MLG_CLOSED: + sprintf( filename, "%s\\Closed_%s.sti", zLanguage, zLanguage ); + break; + case MLG_CONFIRMORDER: + sprintf( filename, "%s\\ConfirmOrder_%s.sti", zLanguage, zLanguage ); + break; + case MLG_DESKTOP: + sprintf( filename, "%s\\desktop_%s.pcx", zLanguage, zLanguage ); + break; + case MLG_FUNERALAD9: + sprintf( filename, "%s\\FuneralAd_9_%s.sti", zLanguage, zLanguage ); + break; + case MLG_GOLDPIECEBUTTONS: + sprintf( filename, "%s\\goldpiecebuttons_%s.sti", zLanguage, zLanguage ); + break; + case MLG_HISTORY: + sprintf( filename, "%s\\history_%s.sti", zLanguage, zLanguage ); + break; + case MLG_INSURANCEAD10: + sprintf( filename, "%s\\insurancead_10_%s.sti", zLanguage, zLanguage ); + break; + case MLG_INSURANCELINK: + sprintf( filename, "%s\\insurancelink_%s.sti", zLanguage, zLanguage ); + break; + case MLG_INSURANCETITLE: + sprintf( filename, "%s\\largetitle_%s.sti", zLanguage, zLanguage ); + break; + case MLG_LARGEFLORISTSYMBOL: + sprintf( filename, "%s\\LargeSymbol_%s.sti", zLanguage, zLanguage ); + break; + case MLG_ORDERGRID: + sprintf( filename, "%s\\OrderGrid_%s.sti", zLanguage, zLanguage ); + break; + case MLG_SMALLFLORISTSYMBOL: + sprintf( filename, "%s\\SmallSymbol_%s.sti", zLanguage, zLanguage ); + break; + case MLG_STATSBOX: + sprintf( filename, "%s\\StatsBox_%s.sti", zLanguage, zLanguage ); + break; + case MLG_MCGILLICUTTYS: + sprintf( filename, "%s\\McGillicuttys_%s.sti", zLanguage, zLanguage ); + break; + case MLG_MORTUARY: + sprintf( filename, "%s\\Mortuary_%s.sti", zLanguage, zLanguage ); + break; + case MLG_MORTUARYLINK: + sprintf( filename, "%s\\MortuaryLink_%s.sti", zLanguage, zLanguage ); + break; + case MLG_PREBATTLEPANEL: + sprintf( filename, "%s\\PreBattlePanel_%s.sti", zLanguage, zLanguage ); + break; + case MLG_PREBATTLEPANEL_800x600: + sprintf(filename, "%s\\PreBattlePanel_800x600_%s.sti", zLanguage, zLanguage); + break; + case MLG_PREBATTLEPANEL_1024x768: + sprintf(filename, "%s\\PreBattlePanel_1024x768_%s.sti", zLanguage, zLanguage); + break; + case MLG_PREBATTLEPANEL_1280x720: + sprintf(filename, "%s\\PreBattlePanel_1280x720_%s.sti", zLanguage, zLanguage); + break; + case MLG_SMALLTITLE: + sprintf( filename, "%s\\SmallTitle_%s.sti", zLanguage, zLanguage ); + break; + case MLG_STOREPLAQUE: + sprintf( filename, "%s\\StorePlaque_%s.sti", zLanguage, zLanguage ); + break; + case MLG_TITLETEXT: + sprintf( filename, "%s\\titletext_%s.sti", zLanguage, zLanguage ); + break; + case MLG_TITLETEXT_MP: + sprintf( filename, "%s\\titletext_mp_%s.sti", zLanguage, zLanguage ); + return TRUE; + case MLG_TOALUMNI: + sprintf( filename, "%s\\ToAlumni_%s.sti", zLanguage, zLanguage ); + break; + case MLG_TOMUGSHOTS: + sprintf( filename, "%s\\ToMugShots_%s.sti", zLanguage, zLanguage ); + break; + case MLG_TOSTATS: + sprintf( filename, "%s\\ToStats_%s.sti", zLanguage, zLanguage ); + break; + case MLG_WARNING: + sprintf( filename, "%s\\Warning_%s.sti", zLanguage, zLanguage ); + break; + case MLG_YOURAD13: + sprintf( filename, "%s\\YourAd_13_%s.sti", zLanguage, zLanguage ); + break; + case MLG_OPTIONHEADER: + sprintf( filename, "%s\\optionscreenaddons_%s.sti", zLanguage, zLanguage ); + break; + case MLG_LOADSAVEHEADER: + sprintf( filename, "%s\\loadscreenaddons_%s.sti", zLanguage, zLanguage ); + break; + case MLG_SPLASH: + sprintf( filename, "%s\\splash_%s.sti", zLanguage, zLanguage ); + break; + case MLG_IMPSYMBOL: + sprintf( filename, "%s\\IMPSymbol_%s.sti", zLanguage, zLanguage ); + break; +//inshy: translation needed for russian version + case MLG_BOBBYRAYTITLE: + sprintf( filename, "%s\\BOBBYRAYTITLE_%s.STI", zLanguage, zLanguage ); + break; + case MLG_BR: + sprintf( filename, "%s\\BR_%s.STI", zLanguage, zLanguage ); + break; + case MLG_MP_GOLDPIECEBUTTONS: + sprintf( filename, "%s\\MPGOLDPIECEBUTTONS_%s.sti", zLanguage, zLanguage ); + break; + case MLG_ITEMINFOADVANCEDICONS: + sprintf( filename, "%s\\ITEMINFOADVANCEDICONS_%s.sti", zLanguage, zLanguage ); + break; + default: + return FALSE; + } + + if(FileExists( filename )) + return TRUE; + + switch( usMLGGraphicID ) + { + case MLG_AIMSYMBOL: + sprintf( filename, "LAPTOP\\AimSymbol.sti" ); + return TRUE; + case MLG_AIMSYMBOL_SMALL: + sprintf( filename, "LAPTOP\\AimSymbol_Small.sti" ); + return TRUE; + case MLG_BOBBYNAME: + sprintf( filename, "LAPTOP\\BobbyName.sti" ); + return TRUE; + case MLG_BOBBYRAYAD21: + sprintf( filename, "LAPTOP\\BobbyRayAd_21.sti" ); + return TRUE; + case MLG_BOBBYRAYLINK: + sprintf( filename, "LAPTOP\\BobbyRayLink.sti" ); + return TRUE; + case MLG_CLOSED: + sprintf( filename, "LAPTOP\\Closed.sti" ); + return TRUE; + case MLG_CONFIRMORDER: + sprintf( filename, "LAPTOP\\ConfirmOrder.sti" ); + return TRUE; + case MLG_DESKTOP: + sprintf( filename, "LAPTOP\\desktop.pcx" ); + return TRUE; + case MLG_FUNERALAD9: + sprintf( filename, "LAPTOP\\FuneralAd_9.sti" ); + return TRUE; + case MLG_GOLDPIECEBUTTONS: + sprintf( filename, "INTERFACE\\goldpiecebuttons.sti" ); + return TRUE; + case MLG_HISTORY: + sprintf( filename, "LAPTOP\\history.sti" ); + return TRUE; + case MLG_INSURANCEAD10: + sprintf( filename, "LAPTOP\\insurancead_10.sti" ); + return TRUE; + case MLG_INSURANCELINK: + sprintf( filename, "LAPTOP\\insurancelink.sti" ); + return TRUE; + case MLG_INSURANCETITLE: + sprintf( filename, "LAPTOP\\largetitle.sti" ); + return TRUE; + case MLG_LARGEFLORISTSYMBOL: + sprintf( filename, "LAPTOP\\LargeSymbol.sti" ); + return TRUE; + case MLG_SMALLFLORISTSYMBOL: + sprintf( filename, "LAPTOP\\SmallSymbol.sti" ); + return TRUE; + case MLG_MCGILLICUTTYS: + sprintf( filename, "LAPTOP\\McGillicuttys.sti" ); + return TRUE; + case MLG_MORTUARY: + sprintf( filename, "LAPTOP\\Mortuary.sti" ); + return TRUE; + case MLG_MORTUARYLINK: + sprintf( filename, "LAPTOP\\MortuaryLink.sti" ); + return TRUE; + case MLG_ORDERGRID: + sprintf( filename, "LAPTOP\\OrderGrid.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL: + sprintf( filename, "INTERFACE\\PreBattlePanel.sti" ); + return TRUE; + case MLG_PREBATTLEPANEL_800x600: + sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1024x768: + sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti"); + return TRUE; + case MLG_PREBATTLEPANEL_1280x720: + sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti"); + return TRUE; + case MLG_SMALLTITLE: + sprintf( filename, "LAPTOP\\SmallTitle.sti" ); + return TRUE; + case MLG_STATSBOX: + sprintf( filename, "LAPTOP\\StatsBox.sti" ); + return TRUE; + case MLG_STOREPLAQUE: + sprintf( filename, "LAPTOP\\BobbyStorePlaque.sti" ); + return TRUE; + case MLG_TITLETEXT: + sprintf( filename, "LOADSCREENS\\titletext.sti" ); + return TRUE; + case MLG_TITLETEXT_MP: + sprintf( filename, "LOADSCREENS\\titletext_mp.sti" ); + return TRUE; + case MLG_TOALUMNI: + sprintf( filename, "LAPTOP\\ToAlumni.sti" ); + return TRUE; + case MLG_TOMUGSHOTS: + sprintf( filename, "LAPTOP\\ToMugShots.sti" ); + return TRUE; + case MLG_TOSTATS: + sprintf( filename, "LAPTOP\\ToStats.sti" ); + return TRUE; + case MLG_WARNING: + sprintf( filename, "LAPTOP\\Warning.sti" ); + return TRUE; + case MLG_YOURAD13: + sprintf( filename, "LAPTOP\\YourAd_13.sti" ); + return TRUE; + case MLG_OPTIONHEADER: + sprintf( filename, "INTERFACE\\optionscreenaddons.sti" ); + return TRUE; + case MLG_LOADSAVEHEADER: + sprintf( filename, "INTERFACE\\loadscreenaddons.sti" ); + return TRUE; + case MLG_SPLASH: + sprintf( filename, "INTERFACE\\splash.sti" ); + return TRUE; + case MLG_IMPSYMBOL: + sprintf( filename, "LAPTOP\\IMPSymbol.sti" ); + return TRUE; +//inshy: translation needed for russian version + case MLG_BOBBYRAYTITLE: + sprintf( filename, "LAPTOP\\BOBBYRAYTITLE.STI" ); + return TRUE; + case MLG_BR: + sprintf( filename, "LAPTOP\\BR.STI" ); + return TRUE; + case MLG_MP_GOLDPIECEBUTTONS: + sprintf( filename, "INTERFACE\\MPGOLDPIECEBUTTONS.sti" ); + return TRUE; + case MLG_ITEMINFOADVANCEDICONS: + sprintf( filename, "INTERFACE\\ITEMINFOADVANCEDICONS.sti" ); + return TRUE; + } + + } + + return FALSE; +} diff --git a/Utils/_ChineseText.cpp b/i18n/_ChineseText.cpp similarity index 97% rename from Utils/_ChineseText.cpp rename to i18n/_ChineseText.cpp index 923dcc50..418ddc44 100644 --- a/Utils/_ChineseText.cpp +++ b/i18n/_ChineseText.cpp @@ -1,12256 +1,12243 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("CHINESE") - - #include "Language Defines.h" - #if defined( CHINESE ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_ChineseText_public_symbol(void){;} - -#if defined( CHINESE ) - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"地点", //0 //L"Locations", - L"人物", //L"Characters", - L"物å“", //L"Items", - L"任务", //L"Quests", - L"èœå•5", //L"Menu 5", - L"èœå•6", //5 //L"Menu 6", - L"èœå•7", //L"Menu 7", - L"èœå•8", //L"Menu 8", - L"èœå•9", //L"Menu 9", - L"èœå•10", //L"Menu 10", - L"èœå•11", //10 //L"Menu 11", - L"èœå•12", //L"Menu 12", - L"èœå•13", //L"Menu 13", - L"èœå•14", //L"Menu 14", - L"èœå•15", //L"Menu 15", - L"èœå•15", // 15 //L"Menu 15", - - //Briefing Room - L"进入", //L"Enter", -}; - -STR16 pOtherButtonsText[] = -{ - L"简报", //L"Briefing", - L"接å—", //L"Accept", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"简报", //L"Briefing", - L"接å—任务", //L"Accept missions", -}; - - -STR16 pLocationPageText[] = -{ - L"上一页", //L"Prev page", - L"照片", //L"Photo", - L"下一页", //L"Next page", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"主页é¢", //L"Main page", - L">>", - L"类型: ", //L"Type: ", - L"空白数æ®", //L"Empty data", - L"è¯¥ä»»åŠ¡å°šæœªå®šä¹‰ã€‚å°†ä»»åŠ¡ä»£ç æ”¾åˆ°è¿™é‡Œï¼šTableData\\BriefingRoom\\BriefingRoom.xml。 首个任务必须å¯è§ï¼Œå®šä¹‰å€¼Hidden = 0为å¯è§ã€‚", //L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", - L"简报室。请点击 '进入' 按钮", //L"Briefing Room. Please click the 'Enter' button.", -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"未知", //0 //L"Unknown", - L"城市", //1 //L"City", - L"SAM导弹基地", //2 //L"SAM Site", - L"其它ä½ç½®", //3 //L"Other Location", - L"矿场", //4 //L"Mine", - L"军事设施", //5 //L"Military Complex", - L"研究设施", //6 //L"Laboratory Complex", - L"工厂设施", //7 //L"Factory Complex", - L"医院", //8 //L"Hospital", - L"监狱", //9 //L"Prison", - L"机场", //10 //L"Airport", -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"全部显示", //L"Show All", - L"显示AIMæˆå‘˜", //L"Show AIM", - L"显示MERCæˆå‘˜", //L"Show MERC", - L"显示RPC", //L"Show RPC", - L"显示NPC", //L"Show NPC", - L"显示车辆", //L"Show Vehicle", - L"显示IMP", //L"Show IMP", - L"显示EPC", //L"Show EPC", - L"过滤", //L"Filter", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"全部", //L"All", - L"AIM", //L"AIM", - L"MERC", //L"MERC", - L"RPC", //L"RPC", - L"NPC", //L"NPC", - L"车辆", //L"Veh.", - L"IMP", //L"IMP", - L"EPC", //L"EPC", - L"过滤", //L"Filter", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"全部显示", //L"Show All", - L"显示城市", //L"Show City", - L"显示SAM导弹基地", //L"Show SAM Site", - L"显示其它区域", //L"Show Other Location", - L"显示矿场", //L"Show Mine", - L"显示军事设施", //L"Show Military Complex", - L"显示研究设施", //L"Show Laboratory Complex", - L"显示工厂设施", //L"Show Factory Complex", - L"显示医院", //L"Show Hospital", - L"显示监狱", //L"Show Prison", - L"显示机场", //L"Show Airport", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"全部", //L"All", - L"城市", //L"City", - L"SAM", //L"SAM", - L"其它", //L"Other", - L"矿场", //L"Mine", - L"军事", //L"Mil.", - L"研究所", //L"Lab.", - L"工厂", //L"Fact.", - L"医院", //L"Hosp.", - L"监狱", //L"Prison", - L"机场", //L"Air.", -}; - -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"全部",//All - L"城市",//City - L"SAM",//SAM - L"矿场",//Mine - L"机场",//Airport - L"è’野", - L"地下", - L"设施", - L"其它",//Other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"显示全部",//Show all - L"显示城市",//Show Cities - L"显示SAM",//Show SAM - L"显示矿场",//Show mines - L"显示机场",//Show airports - L"显示è’野", - L"显示地下分区", - L"显示有设施的分区\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示其它分区", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; - -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"全部",//All - L"A.I.M", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"其它",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"显示全部",//Show all - L"显示A.I.Mæˆå‘˜", - L"显示M.E.R.Cæˆå‘˜", - L"æ˜¾ç¤ºåæŠ—军", - L"显示ä¸å¯é›‡ä½£è§’色", - L"显示玩家创建角色", - L"显示其他角色\n|å·¦|键开å¯ï¼Œ|å³|键关闭", -}; - -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"车辆",//vehicles - L"机器",//electronic chars - L"",//reserved. Insert new Other filters above! -}; - -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"全部",//All - L"枪械", - L"å¼¹è¯", - L"护具", - L"æºå…·", - L"附件", - L"æ‚物",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"显示全部",//Show all - L"显示枪械\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示弹è¯\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示护具\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示æºè¡Œå…·\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示附件\n|å·¦|键开å¯ï¼Œ|å³|键关闭", - L"显示其它物å“\n|å·¦|键开å¯ï¼Œ|å³|键关闭", -}; - -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"手枪", - L"自动手枪", - L"冲锋枪", - L"步枪", - L"狙击步枪", - L"çªå‡»æ­¥æžª", - L"机枪", - L"霰弹枪", - L"釿­¦å™¨", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"手枪", - L"自动手枪", - L"冲锋枪", - L"步枪", - L"狙击步枪", - L"çªå‡»æ­¥æžª", - L"机枪", - L"霰弹枪", - L"釿­¦å™¨", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"头盔", - L"胸甲", - L"护腿", - L"æ’æ¿", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"贴身", - L"背心", - L"战斗包", - L"背包", - L"å£è¢‹", - L"其它", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"瞄准", - L"ä¾§ä»¶", - L"枪å£", - L"外部", - L"内部", - L"其它", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"刀具", - L"飞刀", - L"é’器", - L"手雷", - L"炸弹", - L"医疗箱", - L"工具箱", - L"é¢å…·", - L"其它", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; - -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"全部",//All - L"进行中", - L"已完æˆ", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"显示全部",//Show all - L"显示正在进行的任务", - L"显示已ç»å®Œæˆçš„任务", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"全部", //0 //L"All", - L"枪械", //L"Gun", - L"å¼¹è¯", //L"Ammo", - L"æºè¡Œå…·", //L"LBE", - L"æ‚è´§", //L"Misc", - - L"显示全部", //5 //L"Show All", - L"显示枪械", //L"Show Gun", - L"显示弹è¯", //L"Show Ammo", - L"显示æºè¡Œå…·", //L"Show LBE Gear", - L"显示æ‚è´§", //L"Show Misc", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"釿­¦å™¨", //L"Heavy", - L"手枪", //L"Pistol", - L"自动手枪", //L"M. Pist.", - L"冲锋枪", //L"SMG", - L"步枪", //L"Rifle", - L"狙击枪", //L"S. Rifle", - L"çªå‡»æ­¥æžª", //L"A. Rifle", - L"机枪", //L"MG", - L"霰弹枪", //L"Shotg.", - - // Ammo - L"手枪", //L"Pistol", - L"自动手枪", //10 //L"M. Pist.", - L"冲锋枪", //L"SMG", - L"步枪", //L"Rifle", - L"狙击枪", //L"S. Rifle", - L"çªå‡»æ­¥æžª", //L"A. Rifle", - L"机枪", //L"MG", - L"霰弹枪", //L"Shotg.", - - // Used - L"枪械", //L"Gun", - L"护甲", //L"Armor", - L"æºè¡Œå…·", //L"LBE Gear", - L"æ‚è´§", //20 //L"Misc", - - // Armour - L"头盔", //L"Helmet", - L"防弹衣", //L"Vest", - L"作战裤", //L"Legging", - L"防弹æ¿", //L"Plate", - - // Misc - L"刀具", //L"Blade", - L"飞刀", //L"Th. Kn.", - L"格斗", //L"Blunt", - L"手雷等", //L"Grena.", - L"炸è¯", //L"Bomb", - L"医疗", //30 //L"Med.", - L"工具", //L"Kit", - L"é¢éƒ¨è®¾å¤‡", //L"Face", - L"æºè¡Œå…·", //L"LBE", - L"其它", //34 //L"Misc", -}; - -STR16 QuestDescText[] = -{ - L"é€ä¿¡",//L"Deliver Letter", - L"食物补给线",//L"Food Route", - L"ææ€–分å­",//L"Terrorists", - L"Kingpinçš„åœ£æ¯ ",//L"Kingpin Chalice", - L"Kingpin的黑钱",//L"Kingpin Money", - L"逃走的Joey",//L"Runaway Joey", - L"拯救Maria",//L"Rescue Maria", - L"Chitzena圣æ¯",//L"Chitzena Chalice", - L"被困在Alma",//L"Held in Alma", - L"审讯",//L"Interogation", - - L"乡巴佬的问题",//L"Hillbilly Problem", //10 - L"找到科学家",//L"Find Scientist", - L"逿‘„åƒæœº",//L"Deliver Video Camera", - L"血猫",//L"Blood Cats", - L"找到Hermit",//L"Find Hermit", - L"异形",//L"Creatures", - L"æ‰¾åˆ°ç›´å‡æœºé£žè¡Œå‘˜",//L"Find Chopper Pilot", - L"护é€SkyRider",//L"Escort SkyRider", - L"解救Dyname",//L"Free Dynamo", - L"æŠ¤é€æ¸¸å®¢",//L"Escort Tourists", - - - L"Doreen",//L"Doreen", //20 - L"关于皮é©å•†åº—的梦想",//L"Leather Shop Dream", - L"护é€Shank",//L"Escort Shank", - L"没有23",//L"No 23 Yet", - L"没有24",//L"No 24 Yet", - L"æ€æ­»Deidranna",//L"Kill Deidranna", - L"没有26",//L"No 26 Yet", - L"没有27",//L"No 27 Yet", - L"没有28",//L"No 28 Yet", - L"没有29",//L"No 29 Yet", -}; - -STR16 FactDescText[] = -{ - L"Omerta被解放了",//L"Omerta Liberated", - L"Drassen被解放了",//L"Drassen Liberated", - L"Sanmona被解放了",//L"Sanmona Liberated", - L"Cambria被解放了",//L"Cambria Liberated", - L"Alma被解放了",//L"Alma Liberated", - L"Grumm被解放了",//L"Grumm Liberated", - L"Tixa被解放了",//L"Tixa Liberated", - L"Chitzena被解放了",//L"Chitzena Liberated", - L"Estoni被解放了",//L"Estoni Liberated", - L"Balime被解放了",//L"Balime Liberated", - - L"Orta被解放了",//L"Orta Liberated", //10 - L"Meduna被解放了",//L"Meduna Liberated", - L"Pacos走近了",//L"Pacos approched", - L"Fatima阅读了信件",//L"Fatima Read note", - L"Fatima从佣兵身边离开",//L"Fatima Walked away from player", - L"Dimitri死了",//L"Dimitri (#60) is dead", - L"Fatima回应了Dimitri的惊讶",//L"Fatima responded to Dimitri's supprise", - L"Carloå–Šé“'都ä¸è®¸åЍ'",//L"Carlo's exclaimed 'no one moves'", - L"Fatimaæè¿°äº†ä¿¡ä»¶",//L"Fatima described note", - L"Fatima到达最终目的地",//L"Fatima arrives at final dest", - - L"Dimitri说Fatimaæœ‰è¯æ®",//L"Dimitri said Fatima has proof", //20 - L"Miguelå¬åˆ°äº†å¯¹è¯",//L"Miguel overheard conversation", - L"Miguelè¦çœ‹ä¿¡ä»¶",//L"Miguel asked for letter", - L"Miguel阅读了信件",//L"Miguel read note", - L"Ira在Miguel阅读信件时å‘表æ„è§",//L"Ira comment on Miguel reading note", - L"åæŠ—军是敌人",//L"Rebels are enemies", - L"把信交给Fatima之å‰ä¸ŽFatima对è¯",//L"Fatima spoken to before given note", - L"开始Drassen任务",//L"Start Drassen quest", - L"Miguel安排了Ira",//L"Miguel offered Ira", - L"Pacoså—伤了/è¢«æ€æ­»äº†",//L"Pacos hurt/Killed", - - L"Pacos在A10区域",//L"Pacos is in A10", //30 - L"ç›®å‰åŒºåŸŸå®‰å…¨",//L"Current Sector is safe", - L"Bobby R的包裹在路上",//L"Bobby R Shpmnt in transit", - L"Bobby R的包裹到达Drassen",//L"Bobby R Shpmnt in Drassen", - L"33是TRUE,包裹在ä¸åˆ°2å°æ—¶ä¹‹å‰åˆ°è¾¾",//L"33 is TRUE and it arrived within 2 hours", - L"33是TRUE,34是False,包裹到达时刻è·çŽ°åœ¨å·²ç»è¶…过2å°æ—¶",//L"33 is TRUE 34 is false more then 2 hours", - L"佣兵å‘现部分包裹丢失了",//L"Player has realized part of shipment is missing", - L"36是TRUE,Pablo被佣兵伤害了",//L"36 is TRUE and Pablo was injured by player", - L"Pablo承认å·çªƒ",//L"Pablo admitted theft", - L"Pablo返还货物,设置37为False",//L"Pablo returned goods, set 37 false", - - L"Miguel将会加入团队",//L"Miguel will join team", //40 - L"ç»™Pablo一些钱",//L"Gave some cash to Pablo", - L"Skyrider正在被护é€ä¸­",//L"Skyrider is currently under escort", - L"Skyrider接近Drassençš„ç›´å‡æœº",//L"Skyrider is close to his chopper in Drassen", - L"Skyrider解释了交易",//L"Skyrider explained deal", - L"佣兵在地图å±å¹•ä¸Šç‚¹å‡»äº†ç›´å‡æœºè‡³å°‘一次",//L"Player has clicked on Heli in Mapscreen at least once", - L"欠了NPC的钱",//L"NPC is owed money", - L"NPCå—伤了",//L"Npc is wounded", - L"NPC被佣兵伤害了",//L"Npc was wounded by Player", - L"将食物短缺的情况告知了J.Walkder神父",//L"Father J.Walker was told of food shortage", - - L"Iraä¸åœ¨è¿™ä¸ªåŒºåŸŸ",//L"Ira is not in sector", //50 - L"Ira在说è¯ä¸­",//L"Ira is doing the talking", - L"寻找食物任务完æˆ",//L"Food quest over", - L"Pable从最近的货物中å·äº†äº›ä¸œè¥¿",//L"Pablo stole something from last shpmnt", - L"最近的货物æŸå了",//L"Last shipment crashed", - L"最近的货物被å‘到了错误的机场",//L"Last shipment went to wrong airport", - L"自从得知货物被å‘到了错误的机场,24å°æ—¶è¿‡åŽ»äº†",//L"24 hours elapsed since notified that shpment went to wrong airport", - L"丢失的包裹到达,但是(æŸäº›ï¼‰è´§ç‰©æŸå了, 把 56 è®¾æˆ False",//L"Lost package arrived with damaged goods. 56 to False", - L"丢失的包裹永久丢失, 把 56 è®¾æˆ False",//L"Lost package is lost permanently. Turn 56 False", - L"下一个包裹å¯èƒ½ï¼ˆéšæœºï¼‰ä¸¢å¤±",//L"Next package can (random) be lost", - - L"下一个包裹å¯èƒ½ï¼ˆéšæœºï¼‰è¢«å»¶è¯¯",//L"Next package can(random) be delayed", //60 - L"包裹是中等尺寸的",//L"Package is medium sized", - L"包裹是大尺寸的",//L"Package is largesized", - L"Doreen有良心",//L"Doreen has conscience", - L"佣兵对Gordon说è¯",//L"Player Spoke to Gordon", - L"Iraä»ç„¶æ˜¯NPC,ä½äºŽA10-2区域(尚未加入)",//L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamoè¦æ±‚急救",//L"Dynamo asked for first aid", - L"Dynamoå¯ä»¥è¢«æ‹›è˜",//L"Dynamo can be recruited", - L"NPC在æµè¡€",//L"Npc is bleeding", - L"Shank想加入",//L"Shank wnts to join", - - L"NPC在æµè¡€",//L"NPC is bleeding", //70 - L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在San Mona",//L"Player Team has head & Carmen in San Mona", - L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在Cambria",//L"Player Team has head & Carmen in Cambria", - L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在Drassen",//L"Player Team has head & Carmen in Drassen", - L"神父å–醉了",//L"Father is drunk", - L"佣兵伤害了在NPC身边8个格å­å†…的佣兵",//L"Player has wounded mercs within 8 tiles of NPC", - L"NPC身边8个格å­å†…åªæœ‰1个佣兵å—伤",//L"1 & only 1 merc wounded within 8 tiles of NPC", - L"NPC身边8个格å­å†…有多于1个佣兵å—伤",//L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda在商店中",//L"Brenda is in the store ", - L"Brenda死了",//L"Brenda is Dead", - - L"Brenda在家",//L"Brenda is at home", //80 - L"NPC是敌人",//L"NPC is an enemy", - L"扩音器音é‡>=84,<3个男性出现",//L"Speaker Strength >= 84 and < 3 males present", - L"扩音器音é‡>=84,和至少3å男性",//L"Speaker Strength >= 84 and at least 3 males present", - L"Hans引è了Tony",//L"Hans lets ou see Tony", - L"Hans正站在 13523",//L"Hans is standing on 13523", - L"Tony今天ä¸åœ¨",//L"Tony isnt available Today", - L"妓女在和NPC说è¯",//L"Female is speaking to NPC", - L"佣兵很享å—妓院",//L"Player has enjoyed the Brothel", - L"Carla有空",//L"Carla is available", - - L"Cindy有空",//L"Cindy is available", //90 - L"Bambi有空",//L"Bambi is available", - L"没有å°å§æœ‰ç©º",//L"No girls is available", - L"佣兵在等å°å§",//L"Player waited for girls", - L"佣兵付了钱",//L"Player paid right amount of money", - L"ä½£å…µä»Žå°æ··æ··èº«è¾¹èµ°è¿‡",//L"Mercs walked by goon", - L"NPC身边3个格å­å†…有多于1个佣兵",//L"More thean 1 merc present within 3 tiles of NPC", - L"NPC身边3个格å­å†…至少有1个佣兵",//L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping等待佣兵的拜访",//L"Kingping expectingh visit from player", - L"Darren等待佣兵付钱",//L"Darren expecting money from player", - - L"佣兵在5格内,NPCå¯è§",//L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen在San Mona",//L"Carmen is in San Mona", - L"佣兵对Carmen说è¯",//L"Player Spoke to Carmen", - L"Kingpin知é“自己的钱被å·äº†",//L"KingPin knows about stolen money", - L"佣兵把钱还给了KingPin",//L"Player gave money back to KingPin", - L"给了Franké’±ï¼ˆä¸æ˜¯åŽ»ä¹°é…’ï¼‰",//L"Frank was given the money ( not to buy booze )", - L"佣兵被告知KingPin看拳击比赛",//L"Player was told about KingPin watching fights", - L"过了俱ä¹éƒ¨çš„关门时间,Darren警告佣兵(æ¯å¤©é‡ç½®ï¼‰",//L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey是EPC",//L"Joey is EPC", - L"Joey在C5",//L"Joey is in C5", - - L"Joey在Martha(109)çš„5格内,G8区域",//L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey死了",//L"Joey is Dead!", - L"至少有一个佣兵在Martha身边的5格内",//L"At least one player merc within 5 tiles of Martha", - L"Spike站在9817æ ¼",//L"Spike is occuping tile 9817", - L"Angelæä¾›äº†èƒŒå¿ƒ",//L"Angel offered vest", - L"Angelå–了背心",//L"Angel sold vest", - L"Maria是EPC",//L"Maria is EPC", - L"Maria是EPC,在皮é©åº—里",//L"Maria is EPC and inside leather Shop", - L"佣兵想买背心",//L"Player wants to buy vest", - L"è¥æ•‘Maria被KingPin的狗腿å­å‘现了,Kingpin现在是敌人了",//L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel把契约留在了柜å°ä¸Š",//L"Angel left deed on counter", //120 - L"Maria任务结æŸ",//L"Maria quest over", - L"佣兵今天对NPC进行了包扎",//L"Player bandaged NPC today", - L"Doreen展现了对女皇的忠诚",//L"Doreen revealed allegiance to Queen", - L"Pabloä¸åº”该å·ä½£å…µçš„东西",//L"Pablo should not steal from player", - L"佣兵的货物到了,但因忠诚度过低而被迫è¿ç¦»",//L"Player shipment arrived but loyalty to low, so it left", - L"ç›´å‡æœºå¾…命中",//L"Helicopter is in working condition", - L"佣兵给予的金钱>=1000美金",//L"Player is giving amount of money >= $1000", - L"佣兵给予的金钱<1000美金",//L"Player is giving amount less than $1000", - L"WaldoåŒæ„ä¿®ç†ç›´å‡æœºï¼ˆç›´å‡æœºå·²æŸå)",//L"Waldo agreed to fix helicopter( heli is damaged )", - - L"ç›´å‡æœºå·²è¢«æ‘§æ¯",//L"Helicopter was destroyed", //130 - L"Waldoå‘Šè¯‰æˆ‘ä»¬å…³äºŽç›´å‡æœºé£žè¡Œå‘˜çš„事情",//L"Waldo told us about heli pilot", - L"神父告诉我们Deidranna在屠æ€ç”Ÿç—…的人们",//L"Father told us about Deidranna killing sick people", - L"神父告诉我们Chivaldori一家的事情",//L"Father told us about Chivaldori family", - L"神父告诉我们关于异形的事情",//L"Father told us about creatures", - L"忠诚度一般",//L"Loyalty is OK", - L"忠诚度低",//L"Loyalty is Low", - L"忠诚度高",//L"Loyalty is High", - L"佣兵åšçš„很糟糕",//L"Player doing poorly", - L"佣兵把通缉犯的头颅给了Carmen",//L"Player gave valid head to Carmen", - - L"ç›®å‰çš„区域是G9(Cambria)",//L"Current sector is G9(Cambria)", //140 - L"ç›®å‰çš„区域是C5(SanMona)",//L"Current sector is C5(SanMona)", - L"ç›®å‰çš„区域是C13(Drassen)",//L"Current sector is C13(Drassen", - L"Carmen带了至少10000美金",//L"Carmen has at least $10,000 on him", - L"Slay加入佣兵团队超过48å°æ—¶",//L"Player has Slay on team for over 48 hours", - L"Carmen在怀疑Slay",//L"Carmen is suspicous about slay", - L"Slay在目å‰çš„区域中",//L"Slay is in current sector", - L"Carmen给了我们最终的警告",//L"Carmen gave us final warning", - L"Vinceè§£é‡Šäº†ä»–ä¸ºä½•è¦æ±‚日薪",//L"Vince has explained that he has to charge", - L"需è¦ç»™Vinceæ”¯ä»˜è–ªé‡‘ï¼ˆæ¯æ—¥é‡è®¾ï¼‰",//L"Vince is expecting cash (reset everyday)", - - L"佣兵å·äº†äº›åŒ»ç–—用å“",//L"Player stole some medical supplies once", //150 - L"佣兵åˆå·äº†äº›åŒ»ç–—用å“",//L"Player stole some medical supplies again", - L"Vinceå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Vince can be recruited", - L"Vince正在å诊",//L"Vince is currently doctoring", - L"Vince被招募了",//L"Vince was recruited", - L"Slayæä¾›äº†äº¤æ˜“",//L"Slay offered deal", - L"æ‰€æœ‰çš„ææ€–分å­å·²è¢«æ­¼ç­",//L"All terrorists killed", - L"", - L"Maria被è½åœ¨äº†é”™è¯¯çš„区域",//L"Maria left in wrong sector", - L"Skyrider被è½åœ¨äº†é”™è¯¯çš„区域",//L"Skyrider left in wrong sector", - - L"Joey被è½åœ¨äº†é”™è¯¯çš„区域",//L"Joey left in wrong sector", //160 - L"John被è½åœ¨äº†é”™è¯¯çš„区域",//L"John left in wrong sector", - L"Mary被è½åœ¨äº†é”™è¯¯çš„区域",//L"Mary left in wrong sector", - L"Walter被贿赂了",//L"Walter was bribed", - L"Shank(67)在队ä¼ä¸­ï¼Œä½†ä¸æ˜¯å‚与对è¯çš„人",//L"Shank(67) is part of squad but not speaker", - L"å’ŒMaddog说è¯",//L"Maddog spoken to", - L"Jake和我们谈论了Shank",//L"Jake told us about shank", - L"Shank(67)ä¸åœ¨åŒºåŸŸä¸­",//L"Shank(67) is not in secotr", - L"血猫任务开始超过2天了",//L"Bloodcat quest on for more than 2 days", - L"对Armand进行了有效的å¨èƒ",//L"Effective threat made to Armand", - - L"女皇死了ï¼",//L"Queen is DEAD!", //170 - L"å‚与对è¯çš„人是AIM佣兵,或者队ä¼å†…çš„AIM佣兵在10格内",//L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"现有的矿已ç»ç©ºäº†",//L"Current mine is empty", - L"现有的矿快è¦è¢«å¼€é‡‡å®Œäº†",//L"Current mine is running out", - L"矿区忠诚度低(低矿产产é‡ï¼‰",//L"Loyalty low in affiliated town (low mine production)", - L"异形入侵了矿å‘",//L"Creatures invaded current mine", - L"佣兵失去了矿å‘",//L"Player LOST current mine", - L"矿å‘在全速生产中",//L"Current mine is at FULL production", - L"å‚与对è¯çš„人是Dynamo,或者在å‚与对è¯çš„人的10格内",//L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred告诉了我们异形的事情",//L"Fred told us about creatures", - - L"Matt告诉了我们异形的事情",//L"Matt told us about creatures", //180 - L"Oswald告诉了我们异形的事情",//L"Oswald told us about creatures", - L"Calvin告诉了我们异形的事情",//L"Calvin told us about creatures", - L"Carl告诉了我们异形的事情",//L"Carl told us about creatures", - L"åšç‰©é¦†é‡Œçš„圣æ¯è¢«å·èµ°äº†",//L"Chalice stolen from museam", - L"John是EPC",//L"John(118) is EPC", - L"Maryå’ŒJohn是EPC",//L"Mary(119) and John (118) are EPC's", - L"Mary还活ç€",//L"Mary(119) is alive", - L"Mary是EPC",//L"Mary(119)is EPC", - L"Mary在æµè¡€",//L"Mary(119) is bleeding", - - L"John还活ç€",//L"John(118) is alive", //190 - L"John在æµè¡€",//L"John(118) is bleeding", - L"John或者Maryé è¿‘了Drassen(B13)的机场",//L"John or Mary close to airport in Drassen(B13)", - L"Mary死了",//L"Mary is Dead", - L"矿工被部署了",//L"Miners placed", - L"Krott在计划对佣兵开枪",//L"Krott planning to shoot player", - L"Madlab解释了他的情况",//L"Madlab explained his situation", - L"Madlab期望有一把枪",//L"Madlab expecting a firearm", - L"MadlabæœŸæœ›æœ‰ä¸ªæ‘„åƒæœº",//L"Madlab expecting a video camera.", - L"物å“状况<70",//L"Item condition is < 70 ", - - L"Madlab抱怨枪å了",//L"Madlab complained about bad firearm.", //200 - L"MadlabæŠ±æ€¨æ‘„åƒæœºå了",//L"Madlab complained about bad video camera.", - L"机器人准备出å‘",//L"Robot is ready to go!", - L"第一个机器人被摧æ¯äº†",//L"First robot destroyed.", - L"ç»™Madlabä¸€ä¸ªå¥½çš„æ‘„åƒæœº",//L"Madlab given a good camera.", - L"机器人准备第二次出å‘",//L"Robot is ready to go a second time!", - L"第二个机器人被摧æ¯äº†",//L"Second robot destroyed.", - L"给佣兵介ç»äº†çŸ¿æ´ž",//L"Mines explained to player.", - L"Dynamo在J9区域",//L"Dynamo (#66) is in sector J9.", - L"Dynamo还活ç€",//L"Dynamo (#66) is alive.", - - L"在总共进行过ä¸åˆ°3场战斗的情况下,有一个有能力å‚加战斗的NPC没有å‚加过一次战斗,",//L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"佣兵收到了æ¥è‡ªDrassen,Cambria,Almaå’ŒChitzena的采矿收入",//L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"佣兵去过K4_b1",//L"Player has been to K4_b1", - L"当Wardenæ´»ç€æ—¶ï¼Œå’ŒBrewster谈过",//L"Brewster got to talk while Warden was alive", - L"Warden死了",//L"Warden (#103) is dead.", - L"Ernest给我们些枪",//L"Ernest gave us the guns", - L"这是第一个酒ä¿",//L"This is the first bartender", - L"这是第二个酒ä¿",//L"This is the second bartender", - L"这是第三个酒ä¿",//L"This is the third bartender", - L"这是第四个酒ä¿",//L"This is the fourth bartender", - - - L"Manny是个酒ä¿",//L"Manny is a bartender.", //220 - L"没有东西被修好了(有些东西正在修ç†ä¸­ï¼ŒçŽ°åœ¨æ²¡æœ‰ä¿®å¥½çš„ä¸œè¥¿å¯ä»¥ç»™ä½£å…µï¼‰",//L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"佣兵从Howard处买了东西",//L"Player made purchase from Howard (#125)", - L"买了Dave的汽车",//L"Dave sold vehicle", - L"Dave的车准备好了",//L"Dave's vehicle ready", - L"Dave期望拿到å–车的钱",//L"Dave expecting cash for car", - L"Daveæœ‰æ±½æ²¹ï¼ˆæ¯æ—¥éšæœºï¼‰",//L"Dave has gas. (randomized daily)", - L"汽车准备好了",//L"Vehicle is present", - L"第一场战斗被佣兵赢得了",//L"First battle won by player", - L"机器人被招募和移动",//L"Robot recruited and moved", - - L"俱ä¹éƒ¨å†…ä¸å…许斗殴",//L"No club fighting allowed", //230 - L"ä½£å…µä»Šå¤©å·²ç»æ‰“了三场拳击了",//L"Player already fought 3 fights today", - L"Hansæåˆ°äº†Joey",//L"Hans mentioned Joey", - L"佣兵的表现超过了50%",//L"Player is doing better than 50% (Alex's function)", - L"佣兵的表现éžå¸¸å¥½ï¼ˆè¶…过80%)",//L"Player is doing very well (better than 80%)", - L"神父å–醉了并且开å¯äº†ç§‘幻模å¼",//L"Father is drunk and sci-fi option is on", - L"Mickyå–醉了",//L"Micky (#96) is drunk", - L"佣兵å°è¯•用暴力方å¼è¿›å…¥å¦“院",//L"Player has attempted to force their way into brothel", - L"有效地å¨èƒäº†Rat三次",//L"Rat effectively threatened 3 times", - L"佣兵为两个人付了去妓院的钱",//L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"佣兵控制了两个城镇,包括omerta",//L"Player owns 2 towns including omerta", - L"佣兵控制了三个城镇,包括omerta",//L"Player owns 3 towns including omerta",// 243 - L"佣兵控制了四个城镇,包括omerta",//L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"男性谈论女性的现状(也å¯èƒ½æ˜¯ç”·æ‰®å¥³è£…çš„æ„æ€ï¼‰",//L"Fact male speaking female present", - L"Hicks娶了你的一个雇佣兵",//L"Fact hicks married player merc",// 249 - - L"åšç‰©é¦†å¼€äº†",//L"Fact museum open",// 250 - L"妓院开放",//L"Fact brothel open",// 251 - L"俱ä¹éƒ¨å¼€æ”¾",//L"Fact club open",// 252 - L"第一局打å“",//L"Fact first battle fought",// 253 - L"第一局正在进行",//L"Fact first battle being fought",// 254 - L"Kingpin介ç»äº†ä»–自己",//L"Fact kingpin introduced self",// 255 - L"Kingpinä¸åœ¨åŠžå…¬å®¤",//L"Fact kingpin not in office",// 256 - L"䏿¬ Kingpiné’±",//L"Fact dont owe kingpin money",// 257 - L"darylå’Œflo结婚了",// L"Fact pc marrying daryl is flo", 258 - L"", - - L"", //260 - L"NPCç•缩了",//L"Fact npc cowering", // 261, - L"", - L"", - L"上层和底层已被清ç†",//L"Fact top and bottom levels cleared", - L"上层已被清ç†",//L"Fact top level cleared",// 265 - L"底层已被清ç†",//L"Fact bottom level cleared",// 266 - L"需è¦å‹å–„地说è¯",//L"Fact need to speak nicely",// 267 - L"物å“å·²ç»è¢«å®‰è£…过了",//L"Fact attached item before",// 268 - L"Skyrider被护é€è¿‡",//L"Fact skyrider ever escorted",// 269 - - L"NPCä¸åœ¨äº¤ç«ä¸­",//L"Fact npc not under fire",// 270 - L"Williså¬è¯´äº†Joeyçš„è¥æ•‘",//L"Fact willis heard about joey rescue",// 271 - L"Willis给了折扣",//L"Fact willis gives discount",// 272 - L"乡巴佬被æ€äº†",//L"Fact hillbillies killed",// 273 - L"Keithä¸è¥ä¸šäº†",//L"Fact keith out of business", // 274 - L"Mikeå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Fact mike available to army",// 275 - L"Kingpin会派刺客",//L"Fact kingpin can send assassins",// 276 - L"Estoniå¯ä»¥åŠ æ²¹",//L"Fact estoni refuelling possible",// 277 - L"åšç‰©é¦†çš„警报被关了",//L"Fact museum alarm went off",// 278 - L"", - - L"maddog是å‚与对è¯çš„人",//L"Fact maddog is speaker", //280, - L"", - L"Angelæåˆ°äº†å¥‘约",//L"Fact angel mentioned deed", // 282, - L"Iggyå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Fact iggy available to army",// 283 - L"æ˜¯å¦æ‹›å‹Ÿconrads",//L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"NPCå……æ»¡æ•Œæ„æˆ–者å“å了",//L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Tony在房å­é‡Œ",//L"Fact tony in building", //291, - L"Shank在说è¯",//L"Fact shank speaking", // 292, - L"Doreen还活ç€",//L"Fact doreen alive",// 293 - L"Waldo还活ç€",//L"Fact waldo alive",// 294 - L"Perko还活ç€",//L"Fact perko alive",// 295 - L"Tony还活ç€",//L"Fact tony alive",// 296 - L"", - L"Vince还活ç€",//L"Fact vince alive",// 298, - L"Jenny还活ç€",//L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Arnold还活ç€",//L"Fact arnold alive",// 302, - L"", - L"存在ç«ç®­æžª",//L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; - -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"删除", //L"Delete", - L"删除物å“(|D|e|l)", //L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"北", //L"north", - L"东北", //L"northeast", - L"东", //L"east", - L"东å—", //L"southeast", - L"å—", //L"south", - L"西å—", //L"southwest", - L"西", //L"west", - L"西北", //L"northwest", -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"切æ¢ä½£å…µæ˜¾ç¤º", //0 //L"Toggle viewing of players", - L"åˆ‡æ¢æ•Œå…µæ˜¾ç¤º", //L"Toggle viewing of enemies", - L"切æ¢ç”Ÿç‰©æ˜¾ç¤º", //L"Toggle viewing of creatures", - L"切æ¢å抗军显示", //L"Toggle viewing of rebels", - L"åˆ‡æ¢æ°‘兵显示", //L"Toggle viewing of civilians", - - L"佣兵", //L"Player", - L"敌兵", //L"Enemy", - L"生物", //L"Creature", - L"åæŠ—军", //L"Rebels", - L"æ°‘å…µ", //L"Civilian", - - L"细节", //10 //L"DETAILED PLACEMENT", - L"ä¸€èˆ¬ä¿¡æ¯æ¨¡å¼", //L"General information mode", - L"角色体型模å¼", //L"Physical appearance mode", - L"角色属性模å¼", //L"Attributes mode", - L"装备模å¼", //L"Inventory mode", - L"个性化制定", //L"Profile ID mode", - L"行动安排", //L"Schedule mode", - L"行动安排", //L"Schedule mode", - L"删除", //L"DELETE", - L"删除当å‰é€‰ä¸­ä½£å…µ(|D|e|l)", //L"Delete currently selected merc (|D|e|l)", - L"下一个", //20 //L"NEXT", - L"定ä½ä¸‹ä¸€ä¸ªä½£å…µ(|S|p|a|c|e)\n定ä½ä¸Šä¸€ä¸ªä½£å…µ(|C|t|r|l+|S|p|a|c|e)", //L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"选择优先级", //L"Toggle priority existance", - L"选择此人是å¦å¯ä»¥å¼€å…³é—¨", //L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"站立", //L"STATIONARY", - L"守å«", //L"ON GUARD", - L"呼å«", //L"ON CALL", - L"寻找敌人", //L"SEEK ENEMY", - L"è¿‘è·å·¡é€»", //L"CLOSE PATROL", - L"é•¿è·å·¡é€»", //L"FAR PATROL", - L"固定巡逻", //30 //L"POINT PATROL", - L"往返巡逻", //L"RND PT PATROL", - - //Attitudes - L"防守", //L"DEFENSIVE", - L"大胆独行", //L"BRAVE SOLO", - L"大胆助攻", //L"BRAVE AID", - L"积æžè¿›æ”»", //L"AGGRESSIVE", - L"å·è¢­ç‹¬è¡Œ", //L"CUNNING SOLO", - L"å·è¢­åŠ©æ”»", //L"CUNNING AID", - - L"佣兵é¢å‘%sæ–¹", //L"Set merc to face %s", - - L"找到", // L"Find", - L"糟糕", //40 //L"BAD", - L"ä¸è‰¯", //L"POOR", - L"一般", //L"AVERAGE", - L"良好", //L"GOOD", - L"优秀", //L"GREAT", - - L"糟糕", //L"BAD", - L"ä¸è‰¯", //L"POOR", - L"一般", //L"AVERAGE", - L"良好", //L"GOOD", - L"优秀", //L"GREAT", - - L"上一个颜色设定", //50 //L"Previous color set", - L"下一个颜色设定", //L"Next color set", - - L"上一个体型", //L"Previous body type", - L"下一个体型", //L"Next body type", - - L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", - L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", - L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", - L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", - - L"无行动", //L"No action", - L"无行动", //L"No action", - L"无行动", //60 //L"No action", - L"无行动", //L"No action", - - L"清空任务列表", //L"Clear Schedule", - - L"定ä½é€‰ä¸­ä½£å…µ", //L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"房顶", //0 //L"ROOFS", - L"墙", //L"WALLS", - L"房间信æ¯", //L"ROOM INFO", - - L"使用所选方å¼è®¾ç½®å¢™", //L"Place walls using selection method", - L"使用所选方å¼è®¾ç½®é—¨", //L"Place doors using selection method", - L"使用所选方å¼è®¾ç½®å±‹é¡¶", //L"Place roofs using selection method", - L"使用所选方å¼è®¾ç½®çª—户", //L"Place windows using selection method", - L"使用所选方å¼è®¾ç½®ç ´æŸå¢™", //L"Place damaged walls using selection method.", - L"使用所选方å¼è®¾ç½®å®¶å…·", //L"Place furniture using selection method", - L"使用所选方å¼è®¾ç½®å¢™çº¸", //L"Place wall decals using selection method", - L"使用所选方å¼è®¾ç½®åœ°æ¿", //10 //L"Place floors using selection method", - L"使用所选方å¼è®¾ç½®ä¸€èˆ¬å®¶å…·", //L"Place generic furniture using selection method", - L"智能设置墙", //L"Place walls using smart method", - L"智能设置门", //L"Place doors using smart method", - L"智能设置窗户", //L"Place windows using smart method", - L"智能设置破æŸå¢™", //L"Place damaged walls using smart method", - L"ç»™é—¨è®¾ç½®é”æˆ–陷阱", //L"Lock or trap existing doors", - - L"添加一个新房间", //L"Add a new room", - L"编辑å塌的墙。", //L"Edit cave walls.", - L"将选中区域从建筑中移走。", //L"Remove an area from existing building.", - L"移走一个建筑", //20 //L"Remove a building", - L"添加平屋顶或替æ¢å·²æœ‰å±‹é¡¶ã€‚", //L"Add/replace building's roof with new flat roof.", - L"å¤åˆ¶å»ºç­‘", //L"Copy a building", - L"移动建筑", //L"Move a building", - L"房间编å·\n(按ä½|S|h|i|f|tå¤åˆ¶æˆ¿é—´ç¼–å·ï¼‰", //L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"清除房间编å·", //L"Erase room numbers", - - L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //L"Toggle |Erase mode", - L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", - L"屋顶(|H)", //L"Roofs (|H)", - L"墙(|W)", //30 //L"|Walls", //30 - L"房间信æ¯(|N)", //L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"武器", //0 //L"Wpns", - L"å¼¹è¯", //L"Ammo", - L"护甲", //L"Armour", - L"LBE", //L"LBE", - L"Exp", //L"Exp", - L"E1", //L"E1", - L"E2", //L"E2", - L"E3", //L"E3", - L"触å‘器", //L"Triggers", - L"钥匙", //L"Keys", - L"Rnd", //10 //L"Rnd", - L"上一个(|,)", //L"Previous (|,)", - L"下一个(|.)", //L"Next (|.)", -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"添加环境光æº", //0 //L"Add ambient light source", //0 - L"显示éžçŽ¯å¢ƒå…‰ç…§ã€‚", //L"Toggle fake ambient lights.", - L"添加撤退方格(冿¬¡å•击显示现有方格)。", //L"Add exit grids (r-clk to query existing).", - L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", - L"撤销(|B|a|c|k|s|p|a|c|e)", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //L"Toggle |Erase mode", - L"冿¬¡ç¡®å®šæœåŒ—点。", //L"Specify north point for validation purposes.", - L"冿¬¡ç¡®å®šæœè¥¿ç‚¹ã€‚", //L"Specify west point for validation purposes.", - L"冿¬¡ç¡®å®šæœä¸œç‚¹ã€‚", //L"Specify east point for validation purposes.", - L"冿¬¡ç¡®å®šæœå—点。", //L"Specify south point for validation purposes.", - L"冿¬¡ç¡®å®šä¸­å¿ƒç‚¹ã€‚", //10 //L"Specify center point for validation purposes.", - L"冿¬¡ç¡®å®šç‹¬ç«‹ç‚¹ã€‚", //L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"添加屋顶层", //0 //L"New outdoor level", - L"添加地下室层", //L"New basement", - L"添加洞穴层", //L"New cave level", - L"ä¿å­˜åœ°å›¾(|C|t|r|l+|S)", //L"Save map (|C|t|r|l+|S)", - L"读å–地图(|C|t|r|l+|L)", //L"Load map (|C|t|r|l+|L)", - L"选择图片模å—", //L"Select tileset", - L"退出编辑模å¼", //L"Leave Editor mode", - L"退出游æˆ(|A|l|t+|X)", //L"Exit game (|A|l|t+|X)", - L"编辑雷达图", //L"Create radar map", - L"如果点选,地图会被ä¿å­˜ä¸ºåŽŸç‰ˆJA2的地图格å¼ï¼ŒIDç¼–å·å¤§äºŽ350的物å“会丢失。\n该选项åªå¯¹åŽŸç‰ˆå¤§å°çš„地图有效,地图ä¸åº”超过25600格。", //L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"如果点选,载入地图åŽï¼Œè¯¥åœ°å›¾ä¼šè‡ªåŠ¨æŒ‰ç…§æ‰€é€‰çš„è¡Œåˆ—æ•°æ”¾å¤§ã€‚", //L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"ç»˜åˆ¶åœ°é¢æž„图(|G)", //0 //L"Draw |Ground textures", - L"é€‰æ‹©åœ°é¢æž„图", //L"Set map ground textures", - L"设置海岸或山崖(|C)", //L"Place banks and |Cliffs", - L"绘制公路(|P)", //L"Draw roads (|P)", - L"绘制废墟(|D)", //L"Draw |Debris", - L"放置树木或树丛(|T)", //L"Place |Trees & bushes", - L"放置石å—(|R)", //L"Place |Rocks", - L"放置路障或垃圾(|O)", //L"Place barrels & |Other junk", - L"填满区域", //L"Fill area", - L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //10 //L"Toggle |Erase mode", - L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", - L"增加刷å­åŽšåº¦(|])", //L"Raise brush density (|])", - L"å‡å°‘刷å­åŽšåº¦(|[)", //L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"地形", //0 //L"Terrain", - L"建筑", //L"Buildings", - L"物å“", //L"Items", - L"佣兵", //L"Mercs", - L"地图信æ¯", //L"Map Info", - L"选项", //L"Options", - L"\n|./|,:切æ¢åˆ·å­:宽xx\n|P|g|U|p/|P|g|D|n:智能模å¼é€‰æ‹©å‰/åŽä¸€ä¸ªæ¨¡æ¿ ", //Terrain fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", - L"\n|./|,:切æ¢åˆ·å­:宽xx\n|P|g|U|p/|P|g|D|n:智能模å¼é€‰æ‹©å‰/åŽä¸€ä¸ªæ¨¡æ¿ ", //Buildings fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", - L"|S|p|a|c|e:选择åŽä¸€ä¸ªç‰©å“\n|C|t|r|l+|S|p|a|c|e:选择å‰ä¸€ä¸ªç‰©å“\n \n|/:å…‰æ ‡ä¸‹æ”¾ç½®åŒæ ·ç‰©å“\n|C|t|r|l+|/:光标处放置新物å“", //Items fasthelp text //L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", - L"|1-|9:设置路标 \n|C|t|r|l+|C/|C|t|r|l+|V:å¤åˆ¶/粘贴佣兵 \n|P|g|U|p/|P|g|D|n:切æ¢ä¿‘å…µä½ç½®å±‚", //Mercs fasthelp text L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", - L"|C|t|r|l+|G:è½¬åˆ°æŸæ ¼\n|S|h|i|f|t:地图超出边界\n \n|~:切æ¢å…‰æ ‡å±‚\n|I:查看å°åœ°å›¾\n|J:åˆ‡æ¢æˆ¿é¡¶ç»˜åˆ¶\n|K:显示房顶标记\n|S|h|i|f|t+|L:显示地图边界 \n|S|h|i|f|t+|T:显示树顶\n|U:切æ¢åœ°å›¾é«˜åº¦\n \n|./|,:切æ¢åˆ·å­:宽xx", //Map Info fasthelp text //L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", - L"|C|t|r|l+|N:创造新地图\n \n|F|5:显示总信æ¯/大地图\n|F|1|0:移除所有光æº\n|F|1|1:å–æ¶ˆä¿®æ”¹\n|F|1|2:清空所有\n \n|S|h|i|f|t+|R:éšæœºæ”¾ç½®é€‰å®šæ•°é‡çš„物å“\n \n命令行选项\n|-|D|O|M|A|P|S:雷达地图批é‡ç”Ÿæˆ\n|-|D|O|M|A|P|S|C|N|V:é›·è¾¾åŠæ´žç©´åœ°å›¾æ‰¹é‡ç”Ÿæˆ ", //Options fasthelp text //L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", // -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"北部é™è½ç‚¹", //0 //L"North Entry Point", - L"西部é™è½ç‚¹", //L"West Entry Point", - L"东部é™è½ç‚¹", //L"East Entry Point", - L"å—部é™è½ç‚¹", //L"South Entry Point", - L"中心é™è½ç‚¹", //L"Center Entry Point", - L"独立é™è½ç‚¹", //L"Isolated Entry Point", - - L"最亮", //L"Prime", - L"晚上", //L"Night", - L"全天", //L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"惊慌激活1", //0 //L"Panic Trigger1", - L"惊慌激活2", //L"Panic Trigger2", - L"惊慌激活3", //L"Panic Trigger3", - L"激活%d", //L"Trigger%d", - - L"压力下行为", //L"Pressure Action", - L"惊慌动作1", //L"Panic Action1", - L"惊慌动作2", //L"Panic Action2", - L"惊慌动作3", //L"Panic Action3", - L"动作%d", //L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"没有é”ID", //0 //L"No Lock ID", - L"爆炸陷阱", //L"Explosion Trap", - L"电击陷阱", //L"Electric Trap", - L"警报器", //L"Siren Trap", - L"é™é»˜è­¦æŠ¥", //L"Silent Alarm", - L"超级电击陷阱", //5 //L"Super Electric Trap", - L"妓院警报器", //L"Brothel Siren Trap", - L"陷阱等级%d", //L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"地图ä¿å­˜ä¸ºåŽŸç‰ˆJA2(v1.12)格å¼ï¼ˆç‰ˆæœ¬:5.00/25)", //0 //L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", - L"尚未读å–地图", //L"No map currently loaded.", - L"文件: %S,当å‰åˆ†åŒº: %s", //L"File: %S, Current Tileset: %s", - L"è¯»å–æ—¶æ”¾å¤§åœ°å›¾", //L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"转æ¢", //0 //L"TOGGLE", - L"视野", //L"VIEWS", - L"选择方å¼", //L"SELECTION METHOD", - L"智能模å¼", //L"SMART METHOD", - L"建造方法", //L"BUILDING METHOD", - L"房间#", //5 //L"Room#", -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"编辑%då·åœ°å›¾é”的属性。", //L"Editing lock attributes at map index %d.", - L"é”ID", //L"Lock ID", - L"陷阱类型", //L"Trap Type", - L"陷阱等级", //L"Trap Level", - L"é”上的", //L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"压力下行为", //0 //L"Pressure Action", - L"惊慌动作1", //L"Panic Action1", - L"惊慌动作2", //L"Panic Action2", - L"惊慌动作3", //L"Panic Action3", - L"动作%d", //L"Action%d", - - L"惊慌激活1", //5 //L"Panic Trigger1", - L"惊慌激活2", //L"Panic Trigger2", - L"惊慌激活3", //L"Panic Trigger3", - L"激活%d", //L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"状æ€ä¿¡æ¯ç¬¬1行", //L"Status Info Line 1", - L"状æ€ä¿¡æ¯ç¬¬2行", //L"Status Info Line 2", - L"状æ€ä¿¡æ¯ç¬¬3行", //L"Status Info Line 3", - L"状æ€ä¿¡æ¯ç¬¬4行", //L"Status Info Line 4", - L"状æ€ä¿¡æ¯ç¬¬5行", //L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 //L"R", - L"G", //L"G", - L"B", //L"B", - - L"最亮", //L"Prime", - L"晚上", //L"Night", - L"全天", //L"24Hour", - - L"范围", //L"Radius", - - L"地下", //L"Underground", - L"光照等级", //L"Light Level", - - L"户外", //L"Outdoors", - L"地下室", //10 //L"Basement", - L"æ´žç©´", //L"Caves", - - L"é™åˆ¶", //L"Restricted", - L"滚动ID", //L"Scroll ID", - - L"地点", //L"Destination", - L"分区", //15 //L"Sector", - L"地点", //L"Destination", - L"地下室层", //L"Bsmt. Level", - L"地点", //L"Dest.", - L"网格数", //L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"没有动作", //L"No action", - L"上é”", //L"Lock door", - L"è§£é”", //L"Unlock door", - L"å¼€é”", //L"Open door", - L"关门", //L"Close door", - L"移动到æŸç½‘æ ¼", //L"Move to gridno", - L"离开分区", //L"Leave sector", - L"进入分区", //L"Enter sector", - L"留在分区", //L"Stay in sector", - L"ç¡è§‰", //L"Sleep", - L"算了", //L"Ignore this!", -}; - -STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 -{ - L"软弱", //L"Wimp", - L"简å•", //L"Easy", - L"一般", //L"Average", - L"顽强", //L"Tough", - L"使用兴奋剂", //L"Steroid Users Only", -}; - -STR16 EditMercStat[12] = -{ - L"最大生命值", //L"Max Health", - L"治疗åŽç”Ÿå‘½å€¼", //L"Cur Health", - L"力é‡", //L"Strength", - L"æ•æ·", //L"Agility", - L"çµå·§", //L"Dexterity", - L"领导", //L"Charisma", - L"智慧", //L"Wisdom", - L"枪法", //L"Marksmanship", - L"爆破", //L"Explosives", - L"医疗", //L"Medical", - L"机械", //L"Scientific", - L"等级", //L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"站立", //L"Stationary", - L"守å«", //L"On Guard", - L"è¿‘è·å·¡é€»", //L"Close Patrol", - L"é•¿è·å·¡é€»", //L"Far Patrol", - L"固定巡逻", //L"Point Patrol", - L"呼å«", //L"On Call", - L"寻找敌人", //L"Seek Enemy", - L"éšæœºå·¡é€»", //L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"防守", //L"Defensive", - L"大胆独行", //L"Brave Loner", - L"大胆å助", //L"Brave Buddy", - L"å·è¢­ç‹¬è¡Œ", //L"Cunning Loner", - L"å·è¢­å助", //L"Cunning Loner", - L"积æž", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"佣兵åç§°:", //0 //L"Merc Name:", - L"指令:", //L"Orders:", - L"战斗倾å‘:", //L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"佣兵颜色", //0 //L"Merc Colors", - L"完æˆ", //L"Done", - - L"上一个佣兵站立指令", //L"Previous merc standing orders", - L"下一个佣兵站立指令", //L"Next merc standing orders", - - L"上一个佣兵战斗倾å‘", //L"Previous merc combat attitude", - L"下一个佣兵战斗倾å‘", //5 //L"Next merc combat attitude", - - L"é™ä½Žä½£å…µå£«æ°”", //L"Decrease merc stat", - L"æå‡ä½£å…µå£«æ°”", //L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"éšæœº", //0 //L"Random", - L"普通男性", //L"Reg Male", - L"高大男性", //L"Big Male", - L"肌肉男", //L"Stocky Male", - L"普通女性", //L"Reg Female", - L"NEå¦å…‹", //5 //L"NE Tank", - L"NWå¦å…‹", //L"NW Tank", - L"胖å­å¸‚æ°‘", //L"Fat Civilian", - L"M市民", //L"M Civilian", - L"迷你裙", //L"Miniskirt", - L"F市民", //10 //L"F Civilian", - L"帽å­å°å­©", //L"Kid w/ Hat", - L"æ‚马", //L"Humvee", - L"凯迪拉克", //L"Eldorado", - L"冰激凌车", //L"Icecream Truck", - L"剿™®è½¦", //15 //L"Jeep", - L"平民å°å­©", //L"Kid Civilian", - L"奶牛", //L"Domestic Cow", - L"瘸å­", //L"Cripple", - L"无武器机器人", //L"Unarmed Robot", - L"异形虫åµ", //20 //L"Larvae", - L"异形幼虫", //L"Infant", - L"幼年æ¯å¼‚å½¢", //L"Yng F Monster", - L"幼年公异形", //L"Yng M Monster", - L"æˆå¹´æ¯å¼‚å½¢", //L"Adt F Monster", - L"æˆå¹´å…¬å¼‚å½¢", //25 //L"Adt M Monster", - L"异形女王", //L"Queen Monster", - L"血猫", //L"Bloodcat", - L"æ‚马",//L"Humvee", -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=指令=-- ", //0 //L" --=ORDERS=-- ", - L"--=倾å‘=--", //L"--=ATTITUDE=--", - - L"对比", //L"RELATIVE", - L"属性", //L"ATTRIBUTES", - - L"对比", //L"RELATIVE", - L"装备", //L"EQUIPMENT", - - L"对比", //L"RELATIVE", - L"属性", //L"ATTRIBUTES", - - L"军队", //L"Army", - L"行政人员", //L"Admin", - L"精英", //10 //L"Elite", - - L"等级", //L"Exp. Level", - L"生命值", //L"Life", - L"最大生命值", //L"LifeMax", - L"枪法", //L"Marksmanship", - L"力é‡", //L"Strength", - L"æ•æ·", //L"Agility", - L"çµå·§", //L"Dexterity", - L"智慧", //L"Wisdom", - L"领导", //L"Leadership", - L"爆破", //20 //L"Explosives", - L"医疗", //L"Medical", - L"机械", //L"Mechanical", - L"士气", //L"Morale", - - L"头å‘颜色:", //L"Hair color:", - L"皮肤颜色:", //L"Skin color:", - L"上衣颜色:", //L"Vest color:", - L"裤å­é¢œè‰²:", //L"Pant color:", - - L"éšæœº", //L"RANDOM", - L"éšæœº", //L"RANDOM", - L"éšæœº", //30 //L"RANDOM", - L"éšæœº", //L"RANDOM", - - L"输入档案ID并从中æå–资料。", //L"By specifying a profile index, all of the information will be extracted from the profile ", - L"è¿™æ ·ä¼šè¦†ç›–æ‰‹åŠ¨ç¼–è¾‘çš„èµ„æ–™ï¼Œå¹¶ä¸”ç¦æ­¢æ‚¨å¯¹æ‰€æœ‰è®¾ç½®è¿›è¡Œä¿®æ”¹ã€‚", //L"and override any values that you have edited. It will also disable the editing features ", - L"ä½ ä»ç„¶å¯ä»¥æŸ¥çœ‹å„ç§è®¾ç½®ä¿¡æ¯ã€‚按ENTERé”®å¼€å§‹è¯»å–æŒ‡å®šçš„æ–‡ä»¶ã€‚", //L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"你输入的数字是空的,会将设定文件清空。", //L"extract the number you have typed. A blank field will clear the profile. The current ", - L"现有设定文件的索引为 0-", //L"number of profiles range from 0 to ", - - L"当剿¡£æ¡ˆ: n/a", //L"Current Profile: n/a ", - L"当剿¡£æ¡ˆ: %s", //L"Current Profile: %s", - - L"站立", //L"STATIONARY", - L"呼å«", //40 //L"ON CALL", - L"守å«", //L"ON GUARD", - L"寻找敌人", //L"SEEK ENEMY", - L"è¿‘è·å·¡é€»", //L"CLOSE PATROL", - L"é•¿è·å·¡é€»", //L"FAR PATROL", - L"固定巡逻", //L"POINT PATROL", - L"往返巡逻", //L"RND PT PATROL", - - L"行动", //L"Action", - L"æ—¶é—´", //L"Time", - L"V", //L"V", - L"网格å·1", //50 //L"GridNo 1", - L"网格å·2", //L"GridNo 2", - L"1)", //L"1)", - L"2)", //L"2)", - L"3)", //L"3)", - L"4)", //L"4)", - - L"上é”", //L"lock", - L"è§£é”", //L"unlock", - L"开门", //L"open", - L"关门", //L"close", - - L"点击门相邻的网格å·å¯ä»¥%s。", //60 //L"Click on the gridno adjacent to the door that you wish to %s.", - L"点击网格å·è®¾å®šä½ %såŽèµ°åˆ°ä»€ä¹ˆåœ°æ–¹ã€‚", //L"Click on the gridno where you wish to move after you %s the door.", - L"点击网格å·é€‰æ‹©ä½ æƒ³åŽ»çš„åœ°æ–¹ã€‚", //L"Click on the gridno where you wish to move to.", - L"点击网格å·é€‰æ‹©ä½ æƒ³ç¡è§‰çš„地方,角色唤醒åŽè‡ªåЍæ¢å¤åŽŸæœ‰å§¿åŠ¿ã€‚", //L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L"点击ESC撤销你所输入的指令。", //L" Hit ESC to abort entering this line in the schedule.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"#%då·ä½ç½®", //L"Slot #%d", - L"无固定点的巡逻指令", //L"Patrol orders with no waypoints", - L"未设定指令的路标", //L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"无动作", //L"No action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"未选择放置å“ï¼Œæ”¾ç½®å“æ— æ³•被å¤åˆ¶ã€‚", //L"Placement not copied because no placement selected.", - L"放置å“å·²å¤åˆ¶ã€‚", //L"Placement copied.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"因为缓存中无资料,放置å“粘贴失败。", //L"Placement not pasted as no placement is saved in buffer.", - L"æ”¾ç½®å“æˆåŠŸç²˜è´´ã€‚", //L"Placement pasted.", - L"因为该组放置å“已满,放置å“粘贴失败。", //L"Placement not pasted as the maximum number of placements for this team has been reached.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"退出编辑器?", //L"Exit editor?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"确定è¦ç§»é™¤æ‰€æœ‰å…‰æºå—?", //0 //L"Are you sure you wish to remove all lights?", - L"ç¡®å®šè¦æ’¤é”€æ‰€æœ‰ä¿®æ”¹å—?", //L"Are you sure you wish to reverse the schedules?", - L"ç¡®å®šè¦æ¸…除所有物å“å—?", //L"Are you sure you wish to clear all of the schedules?", - - L"å…许æ“作放置å“", //L"Clicked Placement Enabled", - L"无法æ“作放置å“", //L"Clicked Placement Disabled", - - L"开坿ˆ¿é¡¶æ“作", //5 //L"Draw High Ground Enabled", - L"关闭房顶æ“作", //L"Draw High Ground Disabled", - - L"边界点数目: N=%d E=%d S=%d W=%d", //L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"å¼€å¯éšæœºæ”¾ç½®ç‰©å“", //L"Random Placement Enabled", - L"å…³é—­éšæœºæ”¾ç½®ç‰©å“", //L"Random Placement Disabled", - - L"éšè—æ ‘é¡¶", //10 //L"Removing Treetops", - L"显示树顶", //L"Showing Treetops", - - L"é‡è®¾åœ°å›¾æ°´å¹³", //L"World Raise Reset", - - L"地图水平还原", //L"World Raise Set Old", - L"地图水平设定", //L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"创建%S的雷达图", //0 //L"Creating radar map for %S", - - L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚地下室?", //L"Delete current map and start a new basement level?", - L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚洞穴?", //L"Delete current map and start a new cave level?", - L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚地é¢ï¼Ÿ", //L"Delete current map and start a new outdoor level?", - - L"清除地é¢åŒºå—?", //L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 //L"HOME", - L"éžçŽ¯å¢ƒå…‰ç…§å¼€/å…³", //L"Toggle fake editor lighting ON/OFF", - - L"INSERT", //L"INSERT", - L"填充模å¼å¼€/å…³", //L"Toggle fill mode ON/OFF", - - L"BKSPC", //L"BKSPC", - L"撤销", //L"Undo last change", - - L"DEL", //L"DEL", - L"快速删除光标指示物å“", //L"Quick erase object under mouse cursor", - - L"ESC", //L"ESC", - L"退出编辑器", //L"Exit editor", - - L"PGUP/PGDN", //10 //L"PGUP/PGDN", - L"切æ¢è¦å¤åˆ¶ç‰©å“", //L"Change object to be pasted", - - L"F1", //L"F1", - L"打开这个帮助æ ", //L"This help screen", - - L"F10", //L"F10", - L"ä¿å­˜å½“å‰åœ°å›¾", //L"Save current map", - - L"F11", //L"F11", - L"读å–到当å‰åœ°å›¾", //L"Load map as current", - - L"+/-", //L"+/-", - L"增å‡0.01的阴影等级", //L"Change shadow darkness by .01", - - L"SHFT +/-", //20 //L"SHFT +/-", - L"增å‡0.05的阴影等级", //L"Change shadow darkness by .05", - - L"0 - 9", //L"0 - 9", - L"改å˜åœ°å›¾/åŒºå—æ–‡ä»¶å", //L"Change map/tileset filename", - - L"b", //L"b", - L"改å˜åˆ·å­å¤§å°", //L"Change brush size", - - L"d", //L"d", - L"绘制废墟", //L"Draw debris", - - L"o", //L"o", - L"绘制障ç¢ç‰©", //L"Draw obstacle", - - L"r", //30 //L"r", - L"绘制石å—", //L"Draw rocks", - - L"t", //L"t", - L"显示树顶开/å…³", //L"Toggle trees display ON/OFF", - - L"g", //L"g", - L"绘制地é¢åŒºå—", //L"Draw ground textures", - - L"w", //L"w", - L"绘制墙é¢", //L"Draw building walls", - - L"e", //L"e", - L"擦除模å¼å¼€/å…³", //L"Toggle erase mode ON/OFF", - - L"h", //40 //L"h", - L"显示屋顶开/å…³", //L"Toggle roofs ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"地图数æ®å´©æºƒï¼Œä¸è¦é€€å‡ºæˆ–ä¿å­˜ï¼Œè¯·ä¿å­˜å´©æºƒå‰çš„地图和最åŽä¸€æ¬¡æ“作并å馈此问题。", //L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"任务数æ®å´©æºƒï¼Œä¸è¦é€€å‡ºæˆ–ä¿å­˜ï¼Œè¯·ä¿å­˜å´©æºƒå‰çš„地图和最åŽä¸€æ¬¡æ“作并å馈此问题。", //L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"显示高地标记", //L"Showing High Ground Markers", - L"éšè—高地标记", //L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"åˆ‡æ¢æ——å­å¼€å…³", //0 //L"Toggle hide flag", - L"为选择物å“。", //L"No item selected.", - L"å¯ç”¨ç©ºä½", //L"Slot available for", - L"éšæœºç”Ÿæˆã€‚", //L"Random generation.", - L"钥匙ä¸å¯ç¼–辑。", //L"Keys not editable.", - L"此人档案ID", //L"ProfileID of owner", - L"ç‰©å“æœªåˆ†ç±»ã€‚", //L"Item class not implemented.", - L"空ä½é”定为空。", //L"Slot locked as empty.", - L"状æ€", //L"Status", - L"回åˆ", //L"Rounds", - L"陷阱等级", //10 //L"Trap Level", - L"æ•°é‡", //L"Quantity", - L"陷阱等级", //L"Trap Level", - L"状æ€", //L"Status", - L"陷阱等级", //L"Trap Level", - L"状æ€", //L"Status", - L"æ•°é‡", //L"Quantity", - L"陷阱等级", //L"Trap Level", - L"美元", //L"Dollars", - L"状æ€", //L"Status", - L"陷阱等级", //20 //L"Trap Level", - L"陷阱等级", //L"Trap Level", - L"å¿è€", //L"Tolerance", - L"激活警报", //L"Alarm Trigger", - L"放弃机会", //L"Exist Chance", - L"B", //L"B", - L"R", //L"R", - L"S", //L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"物å“在现实和科幻模å¼å‡æœ‰æ•ˆ", //0 //L"Item appears in both Sci-Fi and Realistic modes", - L"物å“åªåœ¨çŽ°å®žæ¨¡å¼å‡ºçް", //L"Item appears in Realistic mode only", - L"物å“åªåœ¨ç§‘幻模å¼å‡ºçް", //L"Item appears in Sci-Fi mode only", -}; - -STR16 pSetupGunGUIText[] = -{ - L"消音器", //0 //L"SILENCER", - L"狙击镜", //L"SNIPERSCOPE", - L"激光镜", //L"LASERSCOPE", - L"两脚架", //L"BIPOD", - L"鸭嘴", //L"DUCKBILL", - L"榴弹å‘射器", //5 //L"G-LAUNCHER", -}; - -STR16 pSetupArmourGUIText[] = -{ - L"é™¶ç“·æ¿", //0 //L"CERAMIC PLATES", -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"引爆器", //L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"如果敌人已ç»å‘现你,他们就ä¸ä¼šåœ¨æƒŠæ…Œè§¦å‘çš„æƒ…å†µä¸‹å†æ¬¡æ¿€æ´»è­¦æŠ¥å™¨ã€‚", //L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"确定", //0 //L"Okay", - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"读å–", - L"ä¿å­˜", - L"æ›´æ–°", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"区å—: %s", //0 //L"Tileset: %s", - L"版本信æ¯: 总结: 1.%02d,地图: %1.2f/%02d", //L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"ç‰©å“æ€»æ•°: %d", //L"Number of items: %d", - L"光照数é‡: %d", //L"Number of lights: %d", - L"é™è½ç‚¹æ•°é‡: %d", //L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"房间数é‡: %d", //L"Number of rooms: %d", - L"地图总人å£: %d", //L"Total map population: %d", - L"敌人数é‡: %d", //L"Enemies: %d", - L"行政人员: %d", //L"Admins: %d", - - L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", - L"军队: %d", //L"Troops: %d", - - L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", - L"精英: %d", - - L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", - L"中立: %d", //20 //L"Civilians: %d", - - L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", - - L"人类: %d", //L"Humans: %d", - L"奶牛: %d", //L"Cows: %d", - L"血猫: %d", //L"Bloodcats: %d", - - L"生物: %d", //L"Creatures: %d", - - L"怪物: %d", //L"Monsters: %d", - L"血猫: %d", //L"Bloodcats: %d", - - L"é”å’Œ/或陷阱的数é‡: %d", //L"Number of locked and/or trapped doors: %d", - L"é”: %d", //L"Locked: %d", - L"陷阱: %d", //30 //L"Trapped: %d", - L"锿ˆ–陷阱: %d", //L"Locked & Trapped: %d", - - L"有任务的市民: %d", //L"Civilians with schedules: %d", - - L"网格目的地安排超过了4个。", //L"Too many exit grid destinations (more than 4)...", - L"离开网格:%d(%d是最终目的地)。", //L"ExitGrids: %d (%d with a long distance destination)", - L"离开网格:没有。", //L"ExitGrids: none", - L"离开网格:1 从%d离开网格。", //L"ExitGrids: 1 destination using %d exitgrids", - L"离开网格:2 -- 1) Qty: %d, 2) Qty: %d。", //L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"离开网格:3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d。", //L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"离开网格:3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d。", //L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"敌军相对属性:%d糟糕,%dä¸è‰¯ï¼Œ%d一般,%d良好,%d优秀(总计%+d)。", //40 //L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"敌军相对装备:%d糟糕,%dä¸è‰¯ï¼Œ%d一般,%d良好,%d优秀(总计%+d)。", //L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d设置了路标,但是没有分é…任何巡逻任务。", //L"%d placements have patrol orders without any waypoints defined.", - L"%d设置了路标,但是没有分é…任何巡逻任务。", //L"%d placements have waypoints, but without any patrol orders.", - L"%d网格的房间数存在疑问,请核定。", //L"%d gridnos have questionable room numbers. Please validate.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"敌兵", //L"Enemy", - - L"å¤ªå¤šç‰©å“æ— æ³•完全显示。", //L"TOO MANY ITEMS TO DISPLAY!", - - L"惊慌1", //L"Panic1", - L"惊慌2", //L"Panic2", - L"惊慌3", //L"Panic3", - L"正常1", //L"Norm1", - L"正常2", //L"Norm2", - L"正常3", //L"Norm3", - L"正常4", //10 //L"Norm1", - L"压力行为", //L"Pressure Actions", - - L"å¤ªå¤šç‰©å“æ— æ³•完全完全显示。", //L"TOO MANY ITEMS TO DISPLAY!", - - L"优先敌兵掉è½ç‰©å“", //L"PRIORITY ENEMY DROPPED ITEMS", - L"æ— ", //L"None", - - L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", - L"普通敌兵掉è½ç‰©å“", //L"NORMAL ENEMY DROPPED ITEMS", - L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", - L"æ— ", //L"None", - L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", - L"错误:无法读å–物å“,未知原因。", //20 //L"ERROR: Can't load the items for this map. Reason unknown.", -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"战役编辑器 -- %s版本1.%02d", //0 //L"CAMPAIGN EDITOR -- %s Version 1.%02d", - L"(未读å–地图)。", //L"(NO MAP LOADED).", - L"你现在有%d个过期地图。", //L"You currently have %d outdated maps.", - L"éœ€è¦æ›´æ–°çš„地图越多,需è¦çš„æ—¶é—´ä¹Ÿè¶Šå¤šã€‚", //L"The more maps that need to be updated, the longer it takes. It'll take ", - L"比如一个P200MMX需è¦å¤§æ¦‚4分钟时间处ç†100个地图,", //L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"所以所需时间根æ®ç”µè„‘硬件æ¡ä»¶è€Œå®šã€‚", //L"depending on your computer, it may vary.", - L"你确定è¦é‡æ–°å¤„ç†å…¨éƒ¨åœ°å›¾çš„ä¿¡æ¯å—(是/å¦ï¼‰ï¼Ÿ", //L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"ç›®å‰æ²¡æœ‰é€‰æ‹©åˆ†åŒºã€‚", //L"There is no sector currently selected.", - - L"输入了一个ä¸ç¬¦åˆç¼–辑器规范的临时文件。。。", //L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"在进入编辑器之å‰ï¼Œä½ å¿…须读å–已有地图或者", //L"You need to either load an existing map or create a new map before being", - L"创建新地图,å¦åˆ™æ— æ³•退出(ESC或Alt+X)。", //10 //L"able to enter the editor, or you can quit (ESC or Alt+x).", - - L",地é¢", //L", ground level", - L",地下1层", //L", underground level 1", - L",地下2层", //L", underground level 1", - L",地下3层", //L", underground level 1", - L",é¢å¤–G层", //L", alternate G level", - L",é¢å¤–B1层", //L", alternate G level", - L",é¢å¤–B2层", //L", alternate B2 level", - L",é¢å¤–B3层", //L", alternate B2 level", - - L"物å“细节--区域%s", //L"ITEM DETAILS -- sector %s", - L"%s区域总结信æ¯ï¼š", //20 //L"Summary Information for sector %s:", - - L"%s区域总结信æ¯", //L"Summary Information for sector %s", - L"ä¸å­˜åœ¨ã€‚", //L"does not exist.", - - L"%s区域总结信æ¯", //L"Summary Information for sector %s", - L"ä¸å­˜åœ¨ã€‚", //L"does not exist.", - - L"没有%såŒºåŸŸå¯æ˜¾ç¤ºä¿¡æ¯ã€‚", //L"No information exists for sector %s.", - - L"没有%såŒºåŸŸå¯æ˜¾ç¤ºä¿¡æ¯ã€‚", //L"No information exists for sector %s.", - - L"文件: %s", //L"FILE: %s", - - L"文件: %s", //L"FILE: %s", - - L"覆盖åªè¯»æ–‡ä»¶", //L"Override READONLY", - L"覆盖文件", //30 //L"Overwrite File", - - L"你现在没有总结文件,创建一个总结文件,", //L"You currently have no summary data. By creating one, you will be able to keep track", - L"ä½ å°±å¯ä»¥è®°å½•你编辑和ä¿å­˜åœ°å›¾çš„ä¿¡æ¯ã€‚", //L"of information pertaining to all of the sectors you edit and save. The creation process", - L"这个过程将分æžä½ åœ¨\\MAPS文件夹下的所有文件并建立一个新的。", //L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"æ ¹æ®æœ‰æ•ˆåœ°å›¾æ•°é‡ä½ å¯èƒ½éœ€è¦å‡ åˆ†é’Ÿçš„æ—¶é—´ã€‚", //L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"以åˆé€‚的约定模å¼å…¥a1.dat - p16.dat命å的文件为有效文件。", //L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"地底模å¼åœ°å›¾ä»¥åœ¨datå‰åŠ _b1 - _b3命å(例如a9_b1.dat)。", //L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"你确定(是/å¦ï¼‰ã€‚", //L"Do you wish to do this now (y/n)?", - - L"没有总结信æ¯ï¼Œæ‹’ç»åˆ›å»ºã€‚", //L"No summary info. Creation denied.", - - L"网格", //L"Grid", - L"已编辑", //40 //L"Progress", - L"使用别的地图", //L"Use Alternate Maps", - - L"总结", //L"Summary", - L"物å“", //L"Items", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"分æžåœ°å›¾ï¼š%s...", //L"Analyzing map: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"读å–地图:%s", //L"Loading map: %s", -}; - -STR16 pReportErrorText[] = -{ - L"跳过更新%s,å¯èƒ½ç”±äºŽåŒºå—冲çªã€‚", //L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"生æˆåœ°å›¾ä¿¡æ¯", //L"Generating map information", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"生æˆåœ°å›¾æ€»ç»“", //L"Generating map summary", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"é‡å¤§ç‰ˆæœ¬æ›´æ–°", //L"MAJOR VERSION UPDATE", - L"%d个地图需è¦é‡å¤§ç‰ˆæœ¬æ›´æ–°ã€‚", //L"There are %d maps requiring a major version update.", - L"更新所有过期地图", //L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d]æ¥è‡ªé»˜è®¤åŒºå—%s(%d,%S)", //L"%S[%d] from default tileset %s (%d, %S)", - L"文件:%S,副版本:%d(%d,%S)", //L"File: %S, subindex: %d (%d, %S)", - L"当å‰åˆ†åŒºï¼š%s", //L"Tileset: %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"确认选择 (|E|n|t|e|r)", - L"å–æ¶ˆé€‰æ‹© (|E|s|c)\n清除选择 (|S|p|a|c|e)", - L"窗å£ä¸Šå· (|U|p)", - L"窗å£ä¸‹å· (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"å°", //L"Small", - L"中", //L"Medium", - L"大", //L"Large", - L"超大", //L"XLarge", - L"宽xx", //L"Width: xx", - L"区域", //L"Area", - }; - -//--- - -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"页 1/2", //0 - L"页 2/2", - - L"页 1/3", - L"页 2/3", - L"页 3/3", - - L"页 1/1", //5 -}; - -// by Jazz: -CHAR16 zGrod[][500] = -{ - L"机器人", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 制作团队", - L"@T,C144,R134,{;代ç ", - L"@T,C144,R134,{;图åƒå’ŒéŸ³æ•ˆ", - L"@};(å…¶ä»–MOD作者ï¼)", - L"@T,C144,R134,{;物å“", - L"@T,C144,R134,{;å…¶ä»–å‚与者", - L"@};(所有其他å‚与制作和åé¦ˆè®ºå›æˆå‘˜ï¼)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm NATO", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rocket", -// L"", // dart -// L"", // flame -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm N.", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rocket", -// L"dart", // dart -// L"", // flamethrower -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - - -CHAR16 WeaponType[MAXITEMS][30] = -{ - L"其它", - L"手枪", - L"自动手枪", - L"冲锋枪", - L"步枪", - L"狙击步枪", - L"çªå‡»æ­¥æžª", - L"轻机枪", - L"霰弹枪", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"玩家回åˆ", - L"敌军回åˆ", - L"异形回åˆ", - L"民兵回åˆ", - L"平民回åˆ", - L"玩家部署", - L"#1 客户端", - L"#2 客户端", - L"#3 客户端", - L"#4 客户端", - -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s 被射中了头部,并且失去了1点智慧ï¼", - L"%s 被射中了肩部,并且失去了1点çµå·§ï¼", - L"%s 被射中了胸膛,并且失去了1点力é‡ï¼", - L"%s 被射中了腿部,并且失去了1ç‚¹æ•æ·ï¼", - L"%s 被射中了头部,并且失去了%d点智慧ï¼", - L"%s 被射中了肩部,并且失去了%d点çµå·§ï¼", - L"%s 被射中了胸膛,并且失去了%d点力é‡ï¼", - L"%s 被射中了腿部,并且失去了%dç‚¹æ•æ·ï¼", - L"中断ï¼", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"ä½ çš„æ´å†›åˆ°è¾¾äº†ï¼", - - // In the following four lines, all %s's are merc names - - L"%s 装填弹è¯ã€‚", - L"%s 没有足够的行动点数ï¼", - L"%s 正在进行包扎。(按任æ„键喿¶ˆ)", - L"%så’Œ%s 正在进行包扎。(按任æ„键喿¶ˆ)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"è€ç”¨", - L"ä¸è€ç”¨", - L"容易修å¤", - L"䏿˜“ä¿®å¤", - L"æ€ä¼¤åŠ›é«˜", - L"æ€ä¼¤åŠ›ä½Ž", - L"射击快", - L"射击慢", - L"射程远", - L"射程近", - L"轻盈", - L"笨é‡", - L"å°å·§", - L"高速连å‘", - L"无法点射", - L"大容é‡å¼¹åŒ£", - L"å°å®¹é‡å¼¹åŒ£", - - // In the following two lines, all %s's are merc names - - L"%s 的伪装失效了。", - L"%s 的伪装被洗掉了。", - - // The first %s is a merc name and the second %s is an item name - - L"副手武器没有弹è¯äº†ï¼",// L"Second weapon is out of ammo!", - L"%s å·åˆ°äº† %s。", // L"%s has stolen the %s.", - - // The %s is a merc name - - L"%s的武器ä¸èƒ½æ‰«å°„。", // L"%s's weapon can't burst fire.", - - L"ä½ å·²ç»è£…上了该附件。",// L"You've already got one of those attached.", - L"组åˆç‰©å“?", // L"Merge items?", - - // Both %s's are item names - - L"ä½ ä¸èƒ½æŠŠ%så’Œ%s组åˆåœ¨ä¸€èµ·ã€‚", - - L"æ— ", - L"退出å­å¼¹", - L"附件", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L"ä½ ä¸èƒ½åŒæ—¶ä½¿ç”¨%så’Œ%s。", - - L"è¯·æŠŠå…‰æ ‡é€‰ä¸­çš„ç‰©å“æ”¾åˆ°å¦ä¸€ç‰©å“的任æ„附件格中,这样就å¯èƒ½åˆæˆæ–°ç‰©å“。", - L"è¯·æŠŠå…‰æ ‡é€‰ä¸­çš„ç‰©å“æ”¾åˆ°å¦ä¸€ç‰©å“的任æ„附件格中,这样就å¯èƒ½åˆæˆæ–°ç‰©å“。(但是这一次,该物å“ä¸ç›¸å®¹ã€‚)", - L"该分区的敌军尚未被肃清ï¼", - L"你还得给%s%s", - L"%s 被射中了头部ï¼", - L"放弃战斗?", - L"è¿™ä¸ªç»„åˆæ˜¯æ°¸ä¹…性的。你确认è¦è¿™æ ·åšå—?", - L"%s 感觉精力充沛ï¼", - L"%s 踩到了大ç†çŸ³ç å­ï¼Œæ»‘倒了ï¼", - L"%s 没能从敌人手里抢到 %sï¼", - L"%s ä¿®å¤äº† %s。", - L"中断 ", - L"投é™ï¼Ÿ", - L"此人拒ç»ä½ çš„包扎。", - L"è¿™ä¸å¯èƒ½ï¼", - L"è¦æ­ä¹˜Skyrider的直å‡é£žæœº, 你得先把佣兵分é…到交通工具/ç›´å‡é£žæœºã€‚", - L"%s的时间åªå¤Ÿç»™ä¸€æ”¯æžªè£…å¡«å¼¹è¯", - L"血猫的回åˆ", - L"全自动", - L"无全自动", - L"精确", - L"ä¸ç²¾ç¡®", - L"æ— åŠè‡ªåЍ", - L"æ•Œäººå·²ç»æ²¡æœ‰è£…备å¯å·äº†ï¼", - L"敌人手中没有装备ï¼", - - L"%s 的沙漠迷彩油已ç»è€—竭失效了。", - L"%s 的沙漠迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", - - L"%s 的丛林迷彩油已ç»è€—竭失效了。", - L"%s 的丛林迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", - - L"%s 的城市迷彩油已ç»è€—竭失效了。", - L"%s 的城市迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", - - L"%s 的雪地迷彩油已ç»è€—竭失效了。", - L"%s 的雪地迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", - - L"ä½ ä¸èƒ½æŠŠ%s添加到这个附件槽。", - L"%sä¸èƒ½è¢«æ·»åŠ åˆ°ä»»ä½•é™„ä»¶æ§½ã€‚", - L"这个å£è¢‹è£…ä¸ä¸‹äº†ã€‚", //L"There's not enough space for this pocket.", - - L"%s ç«­å°½å¯èƒ½åœ°ä¿®ç†äº† %s。", - L"%s ç«­å°½å¯èƒ½åœ°ä¿®ç†äº† %sçš„%s。", - - L"%s 清ç†äº† %s。", //L"%s has cleaned the %s.", - L"%s 清ç†äº† %sçš„%s。", //L"%s has cleaned %s's %s.", - - L"此时无法分é…任务", //L"Assignment not possible at the moment", - L"没有能够训练的民兵。", //L"No militia that can be drilled present.", - - L"%s å·²ç»å®Œå…¨çš„æŽ¢ç´¢äº† %s。", //L"%s has fully explored %s." -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"æš‚åœ", - L"普通", - L"5分钟", - L"30分钟", - L"60分钟", - L"6å°æ—¶", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"第1å°é˜Ÿ", - L"第2å°é˜Ÿ", - L"第3å°é˜Ÿ", - L"第4å°é˜Ÿ", - L"第5å°é˜Ÿ", - L"第6å°é˜Ÿ", - L"第7å°é˜Ÿ", - L"第8å°é˜Ÿ", - L"第9å°é˜Ÿ", - L"第10å°é˜Ÿ", - L"第11å°é˜Ÿ", - L"第12å°é˜Ÿ", - L"第13å°é˜Ÿ", - L"第14å°é˜Ÿ", - L"第15å°é˜Ÿ", - L"第16å°é˜Ÿ", - L"第17å°é˜Ÿ", - L"第18å°é˜Ÿ", - L"第19å°é˜Ÿ", - L"第20å°é˜Ÿ", - L"第21å°é˜Ÿ", - L"第22å°é˜Ÿ", - L"第23å°é˜Ÿ", - L"第24å°é˜Ÿ", - L"第25å°é˜Ÿ", - L"第26å°é˜Ÿ", - L"第27å°é˜Ÿ", - L"第28å°é˜Ÿ", - L"第29å°é˜Ÿ", - L"第30å°é˜Ÿ", - L"第31å°é˜Ÿ", - L"第32å°é˜Ÿ", - L"第33å°é˜Ÿ", - L"第34å°é˜Ÿ", - L"第35å°é˜Ÿ", - L"第36å°é˜Ÿ", - L"第37å°é˜Ÿ", - L"第38å°é˜Ÿ", - L"第39å°é˜Ÿ", - L"第40å°é˜Ÿ", - L"编队",// on active duty - L"医生",// administering medical aid - L"病人", // getting medical aid - L"交通工具", // in a vehicle - L"在途中",// in transit - abbreviated form - L"ä¿®ç†", // repairing - L"无线电扫æ", // scanning for nearby patrols - L"锻炼", // training themselves - L"æ°‘å…µ", // training a town to revolt - L"游击队", //L"M.Militia", //training moving militia units //ham3.6 - L"教练", // training a teammate - L"学员", // being trained by someone else - L"æ¬è¿ç‰©å“", // get items - L"å…¼èŒ", // L"Staff", // operating a strategic facility //ham3.6 - L"用é¤", // eating at a facility (cantina etc.) - L"休æ¯", //L"Rest",// Resting at a facility //ham3.6 - L"审讯", // L"Prison", - L"死亡", // dead - L"虚脱", // abbreviation for incapacitated - L"战俘", // Prisoner of war - captured - L"伤员", // patient in a hospital - L"空车", // Vehicle is empty - L"告å‘", // facility: undercover prisoner (snitch) - L"造谣", // facility: spread propaganda - L"造谣", // facility: spread propaganda (globally) - L"谣言", // facility: gather information - L"造谣", // spread propaganda - L"谣言", // gather information - L"指挥民兵", //L"Command", militia movement orders - L"诊断", // disease diagnosis - L"治疗疾病", //L"Treat D.", treat disease among the population - L"医生",// administering medical aid - L"病人", // getting medical aid - L"ä¿®ç†", // repairing - L"筑防", //L"Fortify", build structures according to external layout - L"培训工人",//L"Train W.", - L"潜ä¼", //L"Hide", - L"侦查", //L"GetIntel", - L"医疗民兵", //L"DoctorM.", - L"训练民兵", //L"DMilitia", - L"掩埋尸体", //L"Burial", - L"管ç†", //L"Admin", - L"探索", //L"Explore" - L"事件", //L"Event", rftr: merc is on a mini event - L"任务", //L"Mission", rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"æ°‘å…µ", // the title of the militia box - L"未分é…的民兵", //the number of unassigned militia troops - L"æœ¬åœ°åŒºæœ‰æ•Œå†›å­˜åœ¨ï¼Œä½ æ— æ³•é‡æ–°åˆ†é…æ°‘å…µï¼", - L"一些民兵未分派到防区,è¦ä¸è¦å°†å®ƒä»¬é£æ•£ï¼Ÿ", // L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6 -}; - - -STR16 pMilitiaButtonString[] = -{ - L"自动", // auto place the militia troops for the player - L"完æˆ", // done placing militia troops - L"飿•£", // HEADROCK HAM 3.6: Disband militia - L"å…¨éƒ¨é‡æ–°åˆ†é…", // move all milita troops to unassigned pool -}; - -STR16 pConditionStrings[] = -{ - L"æžå¥½", //the state of a soldier .. excellent health - L"良好", // good health - L"普通", // fair health - L"å—伤", // wounded health - L"疲劳", // tired - L"失血", // bleeding to death - L"æ˜è¿·", // knocked out - L"垂死", // near death - L"死亡", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"编队", // set merc on active duty - L"病人",// set as a patient to receive medical aid - L"交通工具", // tell merc to enter vehicle - L"无护é€", // let the escorted character go off on their own - L"å–æ¶ˆ", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"第1å°é˜Ÿ", - L"第2å°é˜Ÿ", - L"第3å°é˜Ÿ", - L"第4å°é˜Ÿ", - L"第5å°é˜Ÿ", - L"第6å°é˜Ÿ", - L"第7å°é˜Ÿ", - L"第8å°é˜Ÿ", - L"第9å°é˜Ÿ", - L"第10å°é˜Ÿ", - L"第11å°é˜Ÿ", - L"第12å°é˜Ÿ", - L"第13å°é˜Ÿ", - L"第14å°é˜Ÿ", - L"第15å°é˜Ÿ", - L"第16å°é˜Ÿ", - L"第17å°é˜Ÿ", - L"第18å°é˜Ÿ", - L"第19å°é˜Ÿ", - L"第20å°é˜Ÿ", - L"第21å°é˜Ÿ", - L"第22å°é˜Ÿ", - L"第23å°é˜Ÿ", - L"第24å°é˜Ÿ", - L"第25å°é˜Ÿ", - L"第26å°é˜Ÿ", - L"第27å°é˜Ÿ", - L"第28å°é˜Ÿ", - L"第29å°é˜Ÿ", - L"第30å°é˜Ÿ", - L"第31å°é˜Ÿ", - L"第32å°é˜Ÿ", - L"第33å°é˜Ÿ", - L"第34å°é˜Ÿ", - L"第35å°é˜Ÿ", - L"第36å°é˜Ÿ", - L"第37å°é˜Ÿ", - L"第38å°é˜Ÿ", - L"第39å°é˜Ÿ", - L"第40å°é˜Ÿ", - L"编队", - L"医生", - L"病人", - L"交通工具", - L"在途中", - L"ä¿®ç†", - L"无线电扫æ", // radio scan - L"锻炼", - L"训练民兵", - L"训练游击队", - L"教练", - L"学员", - L"æ¬è¿ç‰©å“", // get items - L"å…¼èŒ", - L"用é¤", // eating at a facility (cantina etc.) - L"休养", - L"审讯", // L"Interrogate prisoners", - L"休æ¯", - L"虚脱", - L"战俘", - L"医院", - L"空车", // Vehicle is empty - L"秘密告å‘", // facility: undercover prisoner (snitch) - L"æ´¾å‘ä¼ å•", // facility: spread propaganda - L"æ´¾å‘ä¼ å•", // facility: spread propaganda (globally) - L"æœé›†è°£è¨€", // facility: gather rumours - L"æ´¾å‘ä¼ å•", // spread propaganda - L"æœé›†è°£è¨€", // gather information - L"指挥民兵", //L"Commanding Militia" militia movement orders - L"诊断", // disease diagnosis - L"治疗人员的疾病", // treat disease among the population - L"医生", - L"病人", - L"ä¿®ç†", - L"筑防区域", //L"Fortify sector", build structures according to external layout - L"培训工人",//L"Train workers", - L"å˜è£…潜ä¼", //L"Hide while disguised", - L"å˜è£…侦查", //L"Get intel while disguised", - L"医疗å—伤的民兵", //L"Doctor wounded militia", - L"训练现有的民兵", //L"Drill existing militia", - L"掩埋尸体", //L"Bury corpses", - L"管ç†äººå‘˜", //L"Administration", - L"探索事项", //L"Exploration", -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"第1å°é˜Ÿ", - L"第2å°é˜Ÿ", - L"第3å°é˜Ÿ", - L"第4å°é˜Ÿ", - L"第5å°é˜Ÿ", - L"第6å°é˜Ÿ", - L"第7å°é˜Ÿ", - L"第8å°é˜Ÿ", - L"第9å°é˜Ÿ", - L"第10å°é˜Ÿ", - L"第11å°é˜Ÿ", - L"第12å°é˜Ÿ", - L"第13å°é˜Ÿ", - L"第14å°é˜Ÿ", - L"第15å°é˜Ÿ", - L"第16å°é˜Ÿ", - L"第17å°é˜Ÿ", - L"第18å°é˜Ÿ", - L"第19å°é˜Ÿ", - L"第20å°é˜Ÿ", - L"第21å°é˜Ÿ", - L"第22å°é˜Ÿ", - L"第23å°é˜Ÿ", - L"第24å°é˜Ÿ", - L"第25å°é˜Ÿ", - L"第26å°é˜Ÿ", - L"第27å°é˜Ÿ", - L"第28å°é˜Ÿ", - L"第29å°é˜Ÿ", - L"第30å°é˜Ÿ", - L"第31å°é˜Ÿ", - L"第32å°é˜Ÿ", - L"第33å°é˜Ÿ", - L"第34å°é˜Ÿ", - L"第35å°é˜Ÿ", - L"第36å°é˜Ÿ", - L"第37å°é˜Ÿ", - L"第38å°é˜Ÿ", - L"第39å°é˜Ÿ", - L"第40å°é˜Ÿ", - L"编队", - L"医生", - L"病人", - L"交通工具", - L"在途中", - L"ä¿®ç†", - L"无线电扫æ", // radio scan - L"练习", - L"训练民兵", - L"训练游击队", //L"Train Mobiles", - L"训练队å‹", - L"学员", - L"æ¬è¿ç‰©å“", // get items - L"å…¼èŒ", //L"Staff Facility", - L"休养", //L"Rest at Facility", - L"审讯俘è™", // L"Interrogate prisoners", - L"死亡", - L"虚脱", - L"战俘", - L"医院",// patient in a hospital - L"空车", // Vehicle is empty - L"秘密告å‘", // facility: undercover prisoner (snitch) - L"æ´¾å‘ä¼ å•", // facility: spread propaganda - L"æ´¾å‘ä¼ å•", // facility: spread propaganda (globally) - L"æœé›†è°£è¨€", // facility: gather rumours - L"æ´¾å‘ä¼ å•", // spread propaganda - L"æœé›†è°£è¨€", // gather information - L"指挥民兵", // militia movement orders - L"诊断", // disease diagnosis - L"治疗人员的疾病", // treat disease among the population - L"医生", - L"病人", - L"ä¿®ç†", - L"筑防区域", // L"Fortify sector", build structures according to external layout - L"培训工人",//L"Train workers", - L"å˜è£…潜ä¼", //L"Hide while disguised", - L"å˜è£…侦查", //L"Get intel while disguised", - L"医疗å—伤的民兵", //L"Doctor wounded militia", - L"训练现有的民兵", //L"Drill existing militia", - L"掩埋尸体", //L"Bury corpses", - L"管ç†äººå‘˜", //L"Administration", - L"探索事项", //L"Exploration", -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"åˆåŒé€‰é¡¹: ", - L"", // a blank line, required - L"雇佣一日",// offer merc a one day contract extension - L"雇佣一周", // 1 week - L"雇佣两周", // 2 week - L"解雇",// end merc's contract - L"å–æ¶ˆ", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"囚ç¦", //an acronym for Prisoner of War - L" ?? ", -}; - -STR16 pLongAttributeStrings[] = -{ - L"力é‡", - L"çµå·§", - L"æ•æ·", - L"智慧", - L"枪法", - L"医疗", - L"机械", - L"领导", - L"爆破", - L"级别", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"护甲", // the armor rating of the merc - L"è´Ÿé‡", // the weight the merc is carrying - L"伪装", // the merc's camouflage rating - L"伪装", - L"防护", -}; - -STR16 pShortAttributeStrings[] = -{ - L"æ•æ·", // the abbreviated version of : agility - L"çµå·§", // dexterity - L"力é‡", // strength - L"领导", // leadership - L"智慧", // wisdom - L"级别", // experience level - L"枪法", // marksmanship skill - L"机械", // mechanical skill - L"爆破", // explosive skill - L"医疗", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"任务", // the mercs current assignment - L"åˆåŒ",// the contract info about the merc - L"生命", // the health level of the current merc - L"士气", // the morale of the current merc - L"状æ€", // the condition of the current vehicle - L"æ²¹é‡", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"锻炼", // tell merc to train self - L"æ°‘å…µ",// tell merc to train town - L"教练", // tell merc to act as trainer - L"学员", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"防备模å¼: ", // the allowable rate of fire for a merc who is guarding - L" 主动射击", // the merc can be aggressive in their choice of fire rates - L" 节约弹è¯", // conserve ammo - L" 自å«å°„击", // fire only when the merc needs to - L"其它选择: ", // other options available to merc - L" å…许撤退", // merc can retreat - L" 自动éšè”½", // merc is allowed to seek cover - L" 自动掩护", // merc can assist teammates - L"完æˆ", // done with this menu - L"å–æ¶ˆ", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"防备模å¼ï¼š", - L" *主动射击*", - L" *节约弹è¯*", - L" *自å«å°„击*", - L"其它选择: ", - L" *å…许撤退*", - L" *自动éšè”½*", - L" *自动掩护*", - L"完æˆ", - L"å–æ¶ˆ", -}; - -STR16 pAssignMenuStrings[] = -{ - L"编队", - L"医生", - L"疾病", // merc is a doctor doing diagnosis - L"病人", - L"交通工具", - L"ä¿®ç†", - L"无线电扫æ", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"告å‘", // anv: snitch actions - L"训练", - L"æ°‘å…µ", //L"Militia", all things militia - L"æ¬è¿ç‰©å“", // get items - L"筑防", //L"Fortify", fortify sector - L"情报", //L"Intel", covert assignments - L"管ç†", //L"Administer", - L"探索", //L"Explore", - L"设施", // the merc is using/staffing a facility //ham3.6 - L"å–æ¶ˆ", -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"自动进攻", // set militia to aggresive - L"原地åšå®ˆ", // set militia to stationary - L"撤退", // retreat militia - L"呿ˆ‘é æ‹¢", - L"å§å€’", - L"蹲下", // L"Crouch", - L"éšè”½", - L"移动到这里", //L"Move to", - L"全体: 自动进攻", - L"全体: 原地åšå®ˆ", - L"全体: 撤退", - L"全体: 呿ˆ‘é æ‹¢", - L"全体: 分散", - L"全体: å§å€’", - L"全体: 蹲下", // L"All: Crouch", - L"全体: éšè”½", - //L"All: Find items", - L"å–æ¶ˆ", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = -{ - // radio operator - L"ç«ç‚®æ”»å‡»", //L"Artillery Strike", - L"通讯干扰", //L"Jam communications", - L"扫æé¢‘率", //L"Scan frequencies", - L"监å¬", //L"Eavesdrop", - L"呼嫿”¯æ´", //L"Call reinforcements", - L"关闭接收器", //L"Switch off radio set", - L"无线电:激活所有被策å的敌军", //L"Radio: Activate all turncoats", - - // spy - L"潜ä¼", //L"Hide assignment", - L"侦查", //L"Get Intel assignment", - L"招募被策å的敌军", //L"Recruit turncoat", - L"激活被策å的敌军", // L"Activate turncoat", - L"激活所有被策å的敌军", // L"Activate all turncoats", - - // disguise - L"伪装", //L"Disguise", - L"解除伪装", //L"Remove disguise", - L"测试伪装", //L"Test disguise", - L"脱掉伪装æœ", //L"Remove clothes", - - // various - L"侦查员", - L"èšç„¦", //L"Focus", - L"拖拽", //L"Drag", - L"填装水壶", //L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"命令æŸåˆ†åŒºå‘动ç«ç‚®æ”»å‡»ã€‚。。", //L"Order an artillery strike from sector...", - L"所有通讯频率加入空白噪音,阻断正常通讯。", //L"Fill all radio frequencies with white noise, making communications impossible.", - L"æŸ¥æ‰¾å¹²æ‰°ä¿¡å·æºã€‚", //L"Scan for jamming signals.", - L"使用无线电设备æŒç»­ç›‘嬿•Œå†›åЍå‘。", //L"Use your radio equipment to continously listen for enemy movement.", - L"ä»Žé‚»åŒºå‘¼å«æ”¯æ´ã€‚", //L"Call in reinforcements from neighbouring sectors.", - L"关闭无线电设备。", //L"Turn off radio set.", - L"命令战区内所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", //L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"任务:潜ä¼è‡³æ°‘众中。", //L"Assignment: hide among the population.", - L"任务:潜ä¼å¹¶ä¾¦æŸ¥ã€‚", //L"Assignment: hide among the population and gather intel.", - L"å°è¯•ç­–åæ•Œå†›ã€‚", //L"Try to turn an enemy into a turncoat.", - L"命令所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", // L"Order previously turned soldier to betray their comrades and join you.", - L"命令战区内所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", // L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"试ç€ç”¨çŽ°æœ‰çš„è¡£æœæ¥ä¼ªè£…æˆå¹³æ°‘或敌军。", //L"Try to disguise with the merc's current clothes.", - L"解除伪装,但伪装æœä»ç„¶ç©¿ç€ã€‚", //L"Remove the disguise, but clothes remain worn.", - L"æµ‹è¯•ä¼ªè£…æ˜¯å¦æœ‰æ•ˆã€‚", //L"Test the viability of the disguise.", - L"脱掉伪装的衣æœã€‚", //L"Remove any extra clothes.", - - // various - L"侦查一个区域,å‹å†›ç‹™å‡»æ‰‹åœ¨çž„准你所观察到的目标时会增加命中率。", - L"增加标记区域内中断几率(标记区域外å‡å°‘中断几率)", //L"Increase interrupt modifier (malus outside of area)", - L"移动时拖动物å“,人或尸体。", //L"Drag a person, corpse or structure while you move.", - L"用这个区域的水æºå¡«è£…å°é˜Ÿæ‰€æœ‰çš„æ°´å£¶ã€‚", //L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"需è¦:\n", //L"Requires:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s或更高\n", //L" - %s or higher\n", - L" - %s或更高,或\n", //L" - %s or higher or\n", - L" - %d分钟åŽå°±ç»ª\n", //L" - %d minutes to be ready\n", - L" - 邻区的迫击炮ä½ç½®\n", //L" - mortar positions in neighbouring sectors\n", - L" - %s|或%s|å’Œ%s或%s或更高\n", //L" - %s |o|r %s |a|n|d %s or %s or higher\n", - L" - æ¶é­”的财产\n", //L" - posession by a demon" - L" - 与枪有关的技能(如自动武器)\n", //L" - a gun-related trait\n", - L" - 举起枪(瞄准状æ€ï¼‰\n", //L" - aimed gun\n", - L" - 在佣兵æ—边有物å“,人或尸体\n", //L" - prone person, corpse or structure next to merc\n", - L" - 下蹲姿势\n", //L" - crouched position\n", - L" - 清空主手装备\n", //L" - free main hand\n", - L" - æ½œä¼æŠ€èƒ½\n", //L" - covert trait\n", - L" - 敌军å é¢†åŒºåŸŸ\n", //L" - enemy occupied sector\n", - L" - å•独佣兵\n", //L" - single merc\n", - L" - 没有警报\n", //L" - no alarm raised\n", - L" - 伪装æˆå¹³æ°‘或敌军\n", //L" - civilian or soldier disguise\n", - L" - 正被策å的敌军\n", //L" - being our turn\n", - L" - 已被策å的敌军\n", //L" - turned enemy soldier\n", - L" - 敌军士兵\n", //L" - enemy soldier\n", - L" - 显露伪装\n", //L" - surface sector\n", - L" - 没有被怀疑\n", //L" - not being under suspicion\n", - L" - 没有伪装\n", //L" - not disguised\n", - L" - ä¸åœ¨æˆ˜æ–—中\n", //L" - not in combat\n", - L" - 我方控制区\n", //L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = -{ - L"æ°‘å…µ", - L"其他队ä¼", - L"å–æ¶ˆ", - L"%d æ°‘å…µ", - L"所有民兵", - - L"更多", - L"尸体: %s", //L"Corpse: %s", -}; - -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"团队情报员", - L"城镇任务", - L"å–æ¶ˆ", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"和队å‹è®¨è®ºå‘Šå‘行为。", - L"从该分区获å–任务。", - L"å–æ¶ˆ", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"æŠ¥å‘Šé˜Ÿä¼æ€¨è¨€", - L"ä¸æŠ¥å‘Š", - L"阻止失常行为", - L"忽略失常行为", - L"å–æ¶ˆ", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"呿Œ‡æŒ¥å‘˜æŠ¥é“从其他队员å£ä¸­å¬åˆ°çš„æ€¨è¨€ã€‚", - L"ä»€ä¹ˆéƒ½ä¸æŠ¥é“。", - L"试图阻止队员浪费时间或å°å·å°æ‘¸ã€‚", - L"ä¸å…³å¿ƒåˆ«çš„佣兵在åšä»€ä¹ˆã€‚", - L"å–æ¶ˆ", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"æ´¾å‘ä¼ å•", - L"æœé›†è°£è¨€", - L"å–æ¶ˆ", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"赞èµä½£å…µçš„行动,增加城镇忠诚度并é¿å…糟糕的新闻。", - L"留心关于敌军动å‘的谣言。", - L"", -}; - -STR16 pPrisonerMenuStrings[] = -{ - L"审问行政人员", //L"Interrogate admins", - L"审问普通士兵", //L"Interrogate troops", - L"审问精英士兵", //L"Interrogate elites", - L"审问军官", //L"Interrogate officers", - L"审问上将", //L"Interrogate generals", - L"审问平民", //L"Interrogate civilians", - L"å–æ¶ˆ", //L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"行政人员很容易审问,ä¸è¿‡é€šå¸¸åªä¼šç»™ä½ ä¸ªç³Ÿç³•的结果", //L"Administrators are easy to process, but give only poor results", - L"普通士兵一般ä¸ä¼šæœ‰å¤ªå¤šæœ‰ä»·å€¼çš„æƒ…报。", //L"Regular troops are common and don't give you high rewards.", - L"精英士兵如果投é ä½ ï¼Œä»–们会æˆä¸ºè€å…µã€‚", //L"If elite troops defect to you, they can become veteran militia.", - L"审问敌方的军官,他们会指引你找到敌方的将军。", //L"Interrogating enemy officers can lead you to find enemy generals.", - L"上将是ä¸ä¼šåŠ å…¥ä½ çš„ï¼Œä½†æ˜¯ä»–ä»¬ä¼šå‡ºé«˜é¢çš„赎金。", //L"Generals cannot join your militia, but lead to high ransoms.", - L"平民一般ä¸å¤ªä¼šæŠµæŠ—你,他们是最好的二æµå†›é˜Ÿã€‚", // L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"å–æ¶ˆ", //L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s告å‘è€…çš„èº«ä»½æš´éœ²ï¼Œä½†æ˜¯åŠæ—¶æ³¨æ„到并æˆåŠŸé€ƒè„±ã€‚", - L"%s告å‘者的身份暴露,但是稳定了场é¢å¹¶æˆåŠŸé€ƒè„±ã€‚", - L"%s告å‘者的身份暴露,但是逃过了刺æ€ã€‚", - L"%s告å‘者的身份暴露,但是狱警阻止了暴力事件的å‘生。", - - L"%s告å‘者的身份暴露,几乎被其他犯人淹死,最åŽè¢«ç‹±è­¦æ•‘下。", - L"%s告å‘者的身份暴露,几乎被其他犯人打死,最åŽè¢«ç‹±è­¦æ•‘下。", - L"%s告å‘者的身份暴露,几乎被刺死,最åŽè¢«ç‹±è­¦æ•‘下。", - L"%s告å‘者的身份暴露,几乎被勒死,最åŽè¢«ç‹±è­¦æ•‘下。", - - L"%s告å‘者的身份暴露,被其他犯人按在马桶内淹死。", - L"%s告å‘者的身份暴露,被其他犯人打死。", - L"%s告å‘者的身份暴露,被其他犯人用刀刺死。", - L"%s告å‘者的身份暴露,被其他犯人勒死。", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%så¬åˆ°äº†åœ¨%d分区有敌军活动的谣言。", - -}; - -STR16 pRemoveMercStrings[] = -{ - L"移除佣兵", // remove dead merc from current team - L"å–æ¶ˆ", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"生命", //"Health", - L"æ•æ·", //"Agility", - L"çµå·§", //"Dexterity", - L"力é‡", //"Strength", - L"领导", //"Leadership", - L"枪法", //"Marksmanship", - L"机械", //"Mechanical", - L"爆破", //"Explosives", - L"医疗", //"Medical", - L"å–æ¶ˆ", //"Cancel", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"锻炼", // train yourself - L"培训工人", //L"Train workers", - L"教练", // train your teammates - L"学员", // be trained by an instructor - L"å–æ¶ˆ", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"第1å°é˜Ÿ", - L"第2å°é˜Ÿ", - L"第3å°é˜Ÿ", - L"第4å°é˜Ÿ", - L"第5å°é˜Ÿ", - L"第6å°é˜Ÿ", - L"第7å°é˜Ÿ", - L"第8å°é˜Ÿ", - L"第9å°é˜Ÿ", - L"第10å°é˜Ÿ", - L"第11å°é˜Ÿ", - L"第12å°é˜Ÿ", - L"第13å°é˜Ÿ", - L"第14å°é˜Ÿ", - L"第15å°é˜Ÿ", - L"第16å°é˜Ÿ", - L"第17å°é˜Ÿ", - L"第18å°é˜Ÿ", - L"第19å°é˜Ÿ", - L"第20å°é˜Ÿ", - L"第21å°é˜Ÿ", - L"第22å°é˜Ÿ", - L"第23å°é˜Ÿ", - L"第24å°é˜Ÿ", - L"第25å°é˜Ÿ", - L"第26å°é˜Ÿ", - L"第27å°é˜Ÿ", - L"第28å°é˜Ÿ", - L"第29å°é˜Ÿ", - L"第30å°é˜Ÿ", - L"第31å°é˜Ÿ", - L"第32å°é˜Ÿ", - L"第33å°é˜Ÿ", - L"第34å°é˜Ÿ", - L"第35å°é˜Ÿ", - L"第36å°é˜Ÿ", - L"第37å°é˜Ÿ", - L"第38å°é˜Ÿ", - L"第39å°é˜Ÿ", - L"第40å°é˜Ÿ", - L"å–æ¶ˆ", -}; - -STR16 pPersonnelTitle[] = -{ - L"佣兵", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"生命: ", // health of merc - L"æ•æ·: ", - L"çµå·§: ", - L"力é‡: ", - L"领导: ", - L"智慧: ", - L"级别: ", // experience level - L"枪法: ", - L"机械: ", - L"爆破: ", - L"医疗: ", - L"医疗ä¿è¯é‡‘: ", // amount of medical deposit put down on the merc - L"åˆåŒå‰©ä½™æ—¶é—´: ", // cost of current contract - L"æ€æ•Œæ•°: ", // number of kills by merc - L"助攻数: ",// number of assists on kills by merc - L"日薪: ", // daily cost of merc - L"总花费: ",// total cost of merc - L"当å‰è–ªé‡‘: ", - L"总日数: ",// total service rendered by merc - L"欠付佣金: ",// amount left on MERC merc to be paid - L"命中率: ",// percentage of shots that hit target - L"战斗次数: ", // number of battles fought - L"å—伤次数: ", // number of times merc has been wounded - L"技能: ", - L"没有技能", - L"æˆå°±: ", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"精兵: %d\n", - L"æ‚å…µ: %d\n", - L"头目: %d\n", - L"åˆæ°‘: %d\n", - L"动物: %d\n", - L"å¦å…‹: %d\n", - L"å…¶ä»–: %d\n", - - L"帮助佣兵: %d\n", - L"帮助民兵: %d\n", - L"帮助其他: %d\n", - - L"枪弹射击: %d\n", - L"ç«ç®­å‘å°„: %d\n", - L"榴弹投掷: %d\n", - L"飞刀投掷: %d\n", - L"ç™½åˆƒç æ€: %d\n", - L"徒手攻击: %d\n", - L"有效攻击总数: %d\n", - - L"工具撬é”: %d\n", - L"暴力开é”: %d\n", - L"排除陷阱: %d\n", - L"拆除炸弹: %d\n", - L"ä¿®ç†ç‰©å“: %d\n", - L"åˆæˆç‰©å“: %d\n", - L"å·çªƒç‰©å“: %d\n", - L"训练民兵: %d\n", - L"战地急救: %d\n", - L"外科手术: %d\n", - L"é‡è§äººç‰©: %d\n", - L"探索区域: %d\n", - L"é¿å…ä¼å‡»: %d\n", - L"游æˆä»»åŠ¡: %d\n", - - L"å‚加战斗: %d\n", - L"自动战斗: %d\n", - L"撤退战斗: %d\n", - L"å·è¢­æ¬¡æ•°: %d\n", - L"å‚加过最多有: %dåæ•Œå†›çš„æˆ˜æ–—\n", - - L"中枪: %d\n", - L"被ç : %d\n", - L"被æ: %d\n", - L"被炸: %d\n", - L"设施伤害: %d\n", - L"ç»åŽ†æ‰‹æœ¯: %d\n", - L"设施事故: %d\n", - - L"性格:", - L"弱点:", - - L"æ€åº¦:", // WANNE: For old traits display instead of "Character:"! - - L"僵尸: %d\n", // Zombies: %d\n - - L"背景:", - L"性格:", - - L"已审讯俘è™: %d\n", //L"Prisoners interrogated: %d\n", - L"已感染疾病: %d\n", //L"Diseases caught: %d\n", - L"总共å—到伤害: %d\n", //L"Total damage received: %d\n", - L"总共造æˆä¼¤å®³: %d\n", //L"Total damage caused: %d\n", - L"总共治疗: %d\n", //L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - // SANDRO - tweaked this - L"没有技能", - L"å¼€é”", - L"格斗", //JA25: modified - L"电å­", - L"夜战", //JA25: modified - L"投掷", - L"教学", - L"釿­¦å™¨", - L"自动武器", - L"潜行", - L"åŒæŒ", - L"å·çªƒ", - L"武术", - L"刀技", - L"狙击手", - L"伪装", //JA25: modified - L"专家", -}; -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"没有技能", // 0 - L"自动武器", - L"釿­¦å™¨", - L"神枪手", - L"猎兵", - L"快枪手", // 5 - L"格斗家", - L"ç­å‰¯", - L"技师", - L"救护兵", - // Minor traits - L"åŒæŒ", - L"近战", - L"投掷", - L"夜战", - L"潜行", // 14 - L"è¿åŠ¨å‘˜", - L"å¥èº«", - L"爆破", - L"教学", - L"侦察", // 19 - // covert ops is a major trait that was added later - L"特工", // L"Covert Ops", - - // new minor traits - L"无线电æ“作员", // 21 - L"告å‘", // 22 - L"å‘导", //L"Survival" - - // second names for major skills - L"机枪手", // 24 - L"枪炮专家", //L"Bombardier", - L"狙击手", - L"游骑兵", - L"枪斗术", - L"武术家", - L"ç­é•¿", - L"工兵", - L"军医", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"é—´è°", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"å‘导", // for survival (minor trait) - L"更多...", // 47 - L"情报", //L"Intel", for INTEL - L"伪装", //L"Disguise", for DISGUISE - L"å¤šç§æŠ€èƒ½", // for VARIOUSSKILLS - L"治疗佣兵", //L"Bandage Mercs", for AUTOBANDAGESKILLS -}; -////////////////////////////////////////////////////////// - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"站立/行走 (|S)", - L"è¹²ä¼/è¹²ä¼å‰è¿›(|C)", - L"站立/奔跑 (|R)", - L"åŒåŒ/åŒåŒå‰è¿›(|P)", - L"观察(|L)", - L"行动", - L"交谈", - L"检查 (|C|t|r|l)", - - // Pop up door menu - L"用手开门", - L"检查陷阱", - L"å¼€é”", - L"踹门", - L"解除陷阱", - L"é”é—¨", - L"开门", - L"使用破门炸è¯", - L"使用撬æ£", - L"å–æ¶ˆ (|E|s|c)", - L"关闭", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"没有陷阱", - L"一个爆炸陷阱", - L"一个带电陷阱", - L"一个警报陷阱", - L"一个无声警报陷阱", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"æ—¥", - L"周", - L"两周", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"选择人物", - L"分é…任务", - L"安排行军路线", - L"签约 (|C)", - L"移除佣兵", - L"ç¡è§‰", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"微弱的", - L"清晰的", - L"大声的", - L"éžå¸¸å¤§å£°çš„", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"未知", - L"脚步声", - L"辗扎声", - L"溅泼声", - L"撞击声", - L"枪声", - L"爆炸声", - L"å°–å«å£°", - L"撞击声", - L"撞击声", - L"粉碎声", - L"破碎声", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"东北方", - L"东方", - L"ä¸œå—æ–¹", - L"å—æ–¹", - L"è¥¿å—æ–¹", - L"西方", - L"西北方", - L"北方" -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"城市", - L"公路", - L"平原", - L"沙漠", - L"çŒæœ¨", - L"森林", - L"沼泽", - L"湖泊", - L"山地", - L"ä¸å¯é€šè¡Œ", - L"æ²³æµ", //river from north to south - L"æ²³æµ", //river from east to west - L"外国", - //NONE of the following are used for directional travel, just for the sector description. - L"热带", - L"农田", - L"平原,公路", - L"çŒæœ¨ï¼Œå…¬è·¯", - L"农庄,公路", - L"热带,公路", - L"森林,公路", - L"海滨", - L"山地,公路", - L"海滨,公路", - L"沙漠,公路", - L"沼泽,公路", - L"çŒæœ¨ï¼ŒSAM导弹基地", - L"沙漠,SAM导弹基地", - L"热带,SAM导弹基地", - L"Meduna, SAM导弹基地", - - //These are descriptions for special sectors - L"Cambria医院", - L"Drassen机场", - L"Meduna机场", - L"SAM导弹基地", - L"加油站", - L"抵抗军éšè”½å¤„",//The rebel base underground in sector A10 - L"Tixa地牢",//The basement of the Tixa Prison (J9) - L"异形巢穴",//Any mine sector with creatures in it - L"Orta地下室", //The basement of Orta (K4) - L"地é“", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"地下掩体", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s在%c%d分区被å‘现了,å¦ä¸€å°é˜Ÿå³å°†åˆ°è¾¾ã€‚", //STR_DETECTED_SINGULAR - L"%s在%c%d分区被å‘现了,其他几个å°é˜Ÿå³å°†åˆ°è¾¾ã€‚", //STR_DETECTED_PLURAL - L"ä½ æƒ³è°ƒæ•´ä¸ºåŒæ—¶åˆ°è¾¾å—?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"敌军给你一个投é™çš„æœºä¼šã€‚", - L"敌军俘è™äº†æ˜è¿·ä¸­çš„佣兵。", - - //The text that goes on the autoresolve buttons - - L"撤退", //The retreat button - L"完æˆ", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"防守", //STR_AR_DEFEND_HEADER - L"攻击", //STR_AR_ATTACK_HEADER - L"é­é‡æˆ˜", //STR_AR_ENCOUNTER_HEADER - L"分区", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"胜利ï¼", //STR_AR_OVER_VICTORY - L"失败ï¼", //STR_AR_OVER_DEFEAT - L"投é™ï¼", //STR_AR_OVER_SURRENDERED - L"被俘ï¼", //STR_AR_OVER_CAPTURED - L"撤退ï¼", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"æ°‘å…µ", //STR_AR_MILITIA_NAME, - L"精兵", //STR_AR_ELITE_NAME, - L"部队", //STR_AR_TROOP_NAME, - L"行政人员", //STR_AR_ADMINISTRATOR_NAME, - L"异形", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"战斗用时", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"已撤退", //STR_AR_MERC_RETREATED, - L"正在撤退", //STR_AR_MERC_RETREATING, - L"撤退", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"自动战斗", //STR_PB_AUTORESOLVE_BTN, - L"进入战区", //STR_PB_GOTOSECTOR_BTN, - L"撤退佣兵", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"é­é‡æ•Œå†›", //STR_PB_ENEMYENCOUNTER_HEADER, - L"敌军入侵", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"敌军ä¼å‡»", - L"进入敌å åŒº", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"异形攻击", //STR_PB_CREATUREATTACK_HEADER - L"血猫ä¼å‡»", //STR_PB_BLOODCATAMBUSH_HEADER - L"进入血猫巢穴", - L"敌方空é™", //L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"地区", - L"敌军", - L"佣兵", - L"æ°‘å…µ", - L"异形", - L"血猫", - L"分区", - L"无人", //If there are no uninvolved mercs in this fight. - L"N/A", //Acronym of Not Applicable - L"æ—¥", //One letter abbreviation of day - L"å°æ—¶", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"清除", - L"分散", - L"集中", - L"完æˆ", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"清除所有佣兵的ä½ç½®ï¼Œç„¶åŽä¸€ä¸ªä¸€ä¸ªå¯¹ä»–们进行布置。(|c)" , - L"æ¯æŒ‰ä¸€æ¬¡ï¼Œå°±ä¼šé‡æ–°éšæœºåˆ†æ•£åœ°å¸ƒç½®ä½£å…µã€‚ï¼ˆ|s)", - L"集中所有佣兵,选择你想布置的地方。(|g)", - L"完æˆä½£å…µå¸ƒç½®åŽï¼Œè¯·æŒ‰æœ¬æŒ‰é’®ç¡®è®¤ã€‚(|E|n|t|e|r)", - L"开始战斗å‰ï¼Œä½ å¿…须对所有佣兵完æˆå¸ƒç½®ã€‚", - - //Various strings (translate word for word) - - L"分区", - L"选择进入的ä½ç½®ï¼ˆå¤§åœ°å›¾å¯ä»¥æŒ‰â€œâ†‘â€â€œâ†“â€â€œâ†â€â€œâ†’â€é”®æ¥ç§»åЍå±å¹•)", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"看起æ¥ä¸å¤ªå¥½ã€‚无法进入这里。æ¢ä¸ªä¸åŒçš„ä½ç½®å§ã€‚", - L"请把佣兵放在地图的高亮分区里。", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"已到达该地区", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"自动解决战斗,ä¸éœ€è¦\n载入该分区地图。(|A)", - L"当玩家在攻击时,无法使用\n自动战斗功能。", - L"进入该分区和敌军作战(|E)", - L"å°†å°é˜Ÿæ’¤é€€åˆ°å…ˆå‰çš„分区。(|R)", //singular version - L"将所有å°é˜Ÿæ’¤é€€åˆ°å…ˆå‰çš„分区。(|R)", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"敌军å‘你的民兵å‘起了攻击,在分区%c%d。", - //%c%d is the sector -- ex: A9 - L"异形å‘你的民兵å‘起了攻击,在分区%c%d。", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"生物(血猫,异形,僵尸)袭击了%såˆ†åŒºï¼Œæ€æ­»%d平民。", //注:这里原本的%då’Œ%s在中文中è¦åè¿‡æ¥æ”¾ï¼Œä¸ç„¶ä¼šå‡ºé”™ã€‚(%då’Œ%s在中文中è¦å过æ¥ï¼‰ L"Creatures attack and kill %d civilians in sector %s.", - //%s is the sector location -- ex: A9: Omerta - L"敌军å‘ä½ çš„%s分区å‘起了攻击,你的佣兵中没人能进行战斗。", - //%s is the sector location -- ex: A9: Omerta - L"异形å‘ä½ çš„%s分区å‘起了攻击,你的佣兵中没人能进行战斗。", - - // Flugente: militia movement forbidden due to limited roaming - L"民兵无法移动到这。(RESTRICT_ROAMING = TRUE)", //L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"战术中心无人兼èŒï¼Œæ°‘兵移动失败ï¼", //L"War room isn't staffed - militia move aborted!", - - L"机器人", //L"Robot", STR_AR_ROBOT_NAME, - L"å¦å…‹", //STR_AR_TANK_NAME, - L"剿™®", // L"Jeep", STR_AR_JEEP_NAME - - L"\nç¡è§‰æ—¶æ¯å°æ—¶æ¢å¤ç²¾åŠ›: %d", //L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"僵尸", //L"Zombies", - L"土匪", //L"Bandits", - L"血猫攻击", //L"BLOODCAT ATTACK", - L"僵尸攻击", //L"ZOMBIE ATTACK", - L"土匪攻击", //L"BANDIT ATTACK", - L"僵尸", //L"Zombie", - L"土匪", //L"Bandit", - L"åœŸåŒªæ€æ­»äº†%då平民,在%s分区。", //注:这里的%då’Œ%sä¸å¯ä»¥é𿄿”¾å‰é¢æˆ–åŽé¢ï¼Œä¸€å®šè¦æŒ‰è‹±æ–‡é¡ºåºï¼Œä¸ç„¶ä¼šå‡ºé”™ã€‚(%då’Œ%s 在中文中ä¸èƒ½å过æ¥ã€‚) L"Bandits attack and kill %d civilians in sector %s.", - L"è¿è¾“队", //L"Transport group", - L"è¿è¾“队已出å‘", //L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"æ—¥", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"找到钥匙的分区: ", - L"找到钥匙的日期: ", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"状æ€: ", - L"é‡é‡: ", - L"AP 消耗", - L"射程: ", // Range - L"æ€ä¼¤åŠ›: ", // Damage - L"å¼¹è¯", // Number of bullets left in a magazine - L"AP: ", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"准确性: ", //9 - L"射程: ", //10 - L"æ€ä¼¤åŠ›: ", //11 - L"é‡é‡: ", //12 - L"晕眩æ€ä¼¤åŠ›: ",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) - // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... - L"附件:", //14 //ham3.6 - L"连å‘/5AP: ", //15 - L"剩余弹è¯:", //16 - L"默认:", //17 //WarmSteel - So we can also display default attachments - L"污垢:", // 18 //added by Flugente - L"空ä½:", // 19 //space left on Molle items L"Space:", - L"传播模å¼:", //L"Spread Pattern:",// 20 - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - L"|å°„|程\n \n武器的有效射程。\n超出这个è·ç¦»ç²¾çž„效果将å—到严é‡å½±å“。\n \n该数值越高越好。", // L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", - L"|伤|害\n \n武器的原始伤害。\nç†æƒ³æƒ…况下对无护甲目标造æˆçš„大致伤害值。\n \n该数值越高越好。", // L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", - L"|ç²¾|度\n \n武器的固有准确度。\n由武器自身的结构设计所决定。\n \n该数值越高越好。", // L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", - L"|ç²¾|çž„|ç­‰|级\n \n武器最大瞄准次数。\n \n瞄准次数越多射击越准确。\nä¸åŒæ­¦å™¨æœ‰ä¸åŒæ¬¡æ•°é™åˆ¶ã€‚\n次数越多AP消耗越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", - L"|ç²¾|çž„|ä¿®|æ­£\n \n精瞄统一修正。\næ¯ä¸€æ¬¡çž„准都会获得这个修正值。\n次数越高效果越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", - L"|ç²¾|çž„|ä¿®|æ­£|最|å°|è·|离\n \n|ç²¾|çž„|ä¿®|正生效所需最å°å°„è·ã€‚\nå°äºŽè¿™ä¸ªè·ç¦»|ç²¾|çž„|ä¿®|æ­£ä¸ä¼šç”Ÿæ•ˆã€‚\n \n该数值越低越好。", // L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", - L"|命|中|率|ä¿®|æ­£\n \n命中率统一修正。\n该武器所有射击模å¼éƒ½ä¼šèŽ·å¾—åˆ™ä¸ªä¿®æ­£å€¼ã€‚\n \n该数值越高越好。", // L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", - L"|最|ä½³|æ¿€|å…‰|è·|离\n \n激光瞄准有效è·ç¦»ã€‚\n这有在这个格数以内激光瞄准æ‰ç”Ÿæ•ˆã€‚\n超过这个è·ç¦»æ•ˆæžœå‡å¼±æˆ–消失。\n \n该数值越高越好。", // L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", - L"|枪|å£|ç„°|抑|制\n \næžªå£æ˜¯å¦æ¶ˆç„°ã€‚\næžªå£æ¶ˆç„°åŽå°„手更ä¸å®¹æ˜“被å‘现。", // L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", - L"|音|é‡\n \n射击å‘出的噪声。\n在这个格数内敌人会å¬åˆ°å°„手所处ä½ç½®ã€‚\n \n该数值越低越好。\n除éžä½ æƒ³è¢«æ•Œäººå‘现。", // L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", - L"|å¯|é |度\n \n武器或é“具的结实程度。\nä¼šåœ¨æˆ˜æ–—ä½¿ç”¨æ—¶ç£¨æŸæ¶ˆè€—\n你䏿ƒ³æ‹¿ç€ä¸­å›½åˆ¶é€ åˆ°å¤„炫耀。\n \n该数值越高越好。", // L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", - L"|ç»´|ä¿®|éš¾|度\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", // Determines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"", //12 - L"举枪AP", - L"å•å‘AP", - L"点射AP", - L"连å‘AP", - L"上弹AP", - L"手动上弹AP", - L"点射惩罚(越低越好)", //19 - L"脚架修正", - L"è¿žå‘æ•°é‡/5AP", - L"è¿žå‘æƒ©ç½šï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", - L"点射/è¿žå‘æƒ©ç½šï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", //23 - L"投掷AP", //20 - L"å‘å°„AP", - L"æ…人AP", - L"无法å•å‘ï¼", - L"无点射模å¼ï¼", - L"æ— è¿žå‘æ¨¡å¼ï¼", - L"械斗AP", - L"", - L"|ç»´|ä¿®|éš¾|度\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"物å“大å°ä¿®æ­£ï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", // 0 - L"å¯é æ€§ä¿®æ­£", - L"噪音修正(越低越好)", - L"æžªå£æ¶ˆç„°", - L"脚架修正", - L"射程修正", // 5 - L"命中率修正", - L"最佳激光瞄准è·ç¦»", - L"精瞄加æˆä¿®æ­£", - L"点射长度修正", - L"点射惩罚修正(越高越好)", // 10 - L"è¿žå‘æƒ©ç½šä¿®æ­£ï¼ˆè¶Šé«˜è¶Šå¥½ï¼‰", - L"AP修正", - L"点射AP修正(越低越好)", - L"连å‘AP修正(越低越好)", - L"举枪AP修正(越低越好)", // 15 - L"上弹AP修正(越低越好)", - L"弹容é‡ä¿®æ­£", - L"攻击AP修正(越低越好)", - L"æ€ä¼¤ä¿®æ­£", - L"近战æ€ä¼¤ä¿®æ­£", // 20 - L"丛林迷彩", - L"城市迷彩", - L"沙漠迷彩", - L"雪地迷彩", - L"潜行修正", // 25 - L"å¬è§‰è·ç¦»ä¿®æ­£", - L"视è·ä¿®æ­£", - L"白天视è·ä¿®æ­£", - L"夜晚视è·ä¿®æ­£", - L"亮光下视è·ä¿®æ­£", //30 - L"洞穴视è·ä¿®æ­£", - L"éš§é“视野百分比(越低越好)", - L"ç²¾çž„åŠ æˆæ‰€éœ€æœ€å°è·ç¦»", - L"æŒ‰ä½ |C|t|r|l 点击装备物å“", //L"Hold |C|t|r|l to compare items", item compare help text - L"装备é‡é‡: %4.1f 公斤", //L"Equipment weight: %4.1f kg", // 35 -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"处于 ", - L"完美", - L"优秀", - L"好的", - L"å°šå¯", - L"ä¸è‰¯", - L"差的", - L"糟糕的", - L" 状æ€ã€‚", //L" condition.", -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"剩余", - L"金é¢: ",//this is the overall balance - L"分割", - L"金é¢: ", // the amount he wants to separate from the overall balance to get two piles of money - - L"当å‰", - L"ä½™é¢:", - L"æå–", - L"金é¢:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"垂死", //"DYING", // >= 0 - L"æ¿’å±", //"CRITICAL", // >= 15 - L"虚弱", //"POOR", // >= 30 - L"å—伤", //"WOUNDED", // >= 45 - L"å¥åº·", //"HEALTHY", // >= 60 - L"强壮", //"STRONG", // >= 75 - L"æžå¥½", //"EXCELLENT", // >= 90 - L"被俘", // L"CAPTURED", -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"完æˆ", - L"分割", - L"æå–", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"优点: ", -}; - -CHAR16 gzConsLabel[10] = -{ - L"缺点: ", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"å†è¯´ä¸€æ¬¡ï¼Ÿ", //meaning "Repeat yourself" - L"å‹å¥½", //approach in a friendly - L"直率", //approach directly - let's get down to business - L"æå“", //approach threateningly - talk now, or I'll blow your face off - L"给予", - L"招募", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"ä¹°/å–", - L"ä¹°", - L"å–", - L"ä¿®ç†", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"完æˆ", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"凯迪拉克", - L"æ‚马", // a hummer jeep/truck -- military vehicle - L"冰激凌车", - L"剿™®", - L"å¦å…‹", - L"ç›´å‡é£žæœº", -}; - -STR16 pShortVehicleStrings[] = -{ - L"凯迪拉克", - L"æ‚马", // the HMVV - L"冰激凌车", - L"剿™®", - L"å¦å…‹", - L"ç›´å‡é£žæœº", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"凯迪拉克", - L"æ‚马", //a military jeep. This is a brand name. - L"冰激凌车", // Ice cream truck - L"剿™®", - L"å¦å…‹", - L"ç›´å‡é£žæœº", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"ä½ ä¸èƒ½åœ¨è¿™ä¸ªä½ç½®å°„击。", //L"You cannot shoot from this seat.", - L"在战斗中你ä¸èƒ½åœ¨æ²¡æœ‰é€€å‡ºäº¤é€šå·¥å…·ä¹‹å‰å°±äº¤æ¢è¿™ä¸¤ä¸ªä½ç½®ã€‚", //L"You cannot swap those two seats in combat without exiting vehicle first.", -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"空袭", - L"自动包扎?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%så‘çŽ°è¿æ¥çš„è´§å“缺少了几件。", - - // The %s is a string from pDoorTrapStrings - - L"é”上有%s。", - L"没有上é”。", - L"æˆåŠŸï¼", - L"失败。", - L"æˆåŠŸï¼", - L"失败", - L"é”上没有被设置陷阱。", - L"æˆåŠŸï¼", - // The %s is a merc name - L"%s没有对应的钥匙。", - L"é”上的陷阱被解除了。", - L"é”上没有被设置陷阱。", - L"é”ä½äº†ã€‚", - L"é—¨", - L"有陷阱的", - L"é”ä½çš„", - L"没é”çš„", - L"被打烂的", - L"这里有一个开关。å¯åŠ¨å®ƒå—?", - L"解除陷阱?", - L"上一个...", - L"下一个...", - L"更多的...", - - // In the next 2 strings, %s is an item name - - L"%s放在了地上。", - L"%s交给了%s。", - - // In the next 2 strings, %s is a name - - L"%så·²ç»è¢«å®Œå…¨æ”¯ä»˜ã€‚", - L"%s还拖欠%d。", - L"选择引爆的频率", //in this case, frequency refers to a radio signal - L"设定几个回åˆåŽçˆ†ç‚¸: ", //how much time, in turns, until the bomb blows - L"è®¾å®šé¥æŽ§é›·ç®¡çš„é¢‘çŽ‡: ",//in this case, frequency refers to a radio signal - L"解除诡雷?", - L"ç§»æŽ‰è“æ——?", - L"在这里æ’ä¸Šè“æ——å—?", - L"结æŸå›žåˆ", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"ä½ ç¡®å®šè¦æ”»å‡»%så—?", - L"车辆无法å˜åŠ¨å§¿åŠ¿ã€‚", - L"机器人无法å˜åŠ¨å§¿åŠ¿ã€‚", - - // In the next 3 strings, %s is a name - - L"%s无法在这里å˜ä¸ºè¯¥å§¿åŠ¿ã€‚", - L"%s无法在这里被包扎。", - L"%sä¸éœ€è¦åŒ…扎。", - L"ä¸èƒ½ç§»åŠ¨åˆ°é‚£å„¿ã€‚", - L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚没有空ä½é›‡ä½£æ–°é˜Ÿå‘˜ã€‚", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%så·²ç»è¢«æ‹›å‹Ÿã€‚", - - // Here %s is a name and %d is a number - - L"尚拖欠%s,$%d。", - - // In the next string, %s is a name - - L"护é€%så—?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"è¦é›‡ä½£%så—ï¼Ÿï¼ˆæ¯æ—¥å¾—支付%s)", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"ä½ è¦è¿›è¡Œæ‹³å‡»æ¯”èµ›å—?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"è¦ä¹°%så—(得支付%s)?", - - // In the next string, %s is a name - - L"%s接å—第%då°é˜Ÿçš„æŠ¤é€ã€‚", - - // These messages are displayed during play to alert the player to a particular situation - - L"å¡å£³", //weapon is jammed. - L"机器人需è¦%så£å¾„çš„å­å¼¹ã€‚", //Robot is out of ammo - L"扔到那儿?那ä¸å¯èƒ½ã€‚", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"æ½œè¡Œæ¨¡å¼ (|Z)", - L"地图å±å¹• (|M)", - L"结æŸå›žåˆ (|D)", - L"è°ˆè¯", - L"ç¦éŸ³", - L"起身 (|P|g|U|p)", - L"光标层次 (|T|a|b)", - L"攀爬/跳跃", - L"ä¼ä¸‹ (|P|g|D|n)", - L"检查", - L"上一个佣兵", - L"下一个佣兵 (|S|p|a|c|e)", - L"选项 (|O)", - L"æ‰«å°„æ¨¡å¼ (|B)", - L"查看/转å‘(|L)", - L"生命: %d/%d\n精力: %d/%d\n士气: %s", - L"厄?", //this means "what?" - L"ç»§ç»­", //an abbrieviation for "Continued" - L"对%s关闭ç¦éŸ³æ¨¡å¼ã€‚", - L"对%s打开ç¦éŸ³æ¨¡å¼ã€‚", - L"è€ä¹…度: %d/%d\næ²¹é‡: %d/%d", - L"下车", //L"Exit Vehicle", - L"切æ¢å°é˜Ÿ ( |S|h|i|f|t |S|p|a|c|e )", - L"驾驶", - L"N/A", //this is an acronym for "Not Applicable." - L"使用 (拳头)", - L"使用 (武器)", - L"使用 (刀具)", - L"使用 (爆炸å“)", - L"使用 (医疗用å“)", - L"(抓ä½)", - L"(装填弹è¯)", - L"(给予)", - L"%s被触å‘了。", - L"%s已到达。", - L"%s用完了行动点数(AP)。", - L"%s无法行动。", - L"%s包扎好了。", - L"%s用完了绷带。", - L"这个分区中有敌军。", - L"视野中没有敌军。", - L"没有足够的行动点数(AP)。", - L"æ²¡äººä½¿ç”¨é¥æŽ§å™¨ã€‚", - L"射光了å­å¼¹!", - L"敌兵", - L"异形", - L"æ°‘å…µ", - L"平民", - L"僵尸", - L"战俘", - L"离开分区", - L"确定", - L"å–æ¶ˆ", - L"选择佣兵", - L"å°é˜Ÿçš„æ‰€æœ‰ä½£å…µ", - L"å‰å¾€åˆ†åŒº", - L"å‰å¾€åœ°å›¾", - L"ä½ ä¸èƒ½ä»Žè¿™è¾¹ç¦»å¼€è¿™ä¸ªåˆ†åŒºã€‚", - L"ä½ ä¸èƒ½åœ¨å›žåˆåˆ¶æ¨¡å¼ç¦»å¼€ã€‚", - L"%s太远了。", - L"䏿˜¾ç¤ºæ ‘冠", - L"显示树冠", - L"乌鸦" , //Crow, as in the large black bird - L"颈部", - L"头部", - L"躯体", - L"腿部", - L"è¦å‘Šè¯‰å¥³çŽ‹å¥¹æƒ³çŸ¥é“的情报å—?", - L"获得指纹ID", - L"指纹ID无效。无法使用该武器。", - L"è¾¾æˆç›®æ ‡", - L"路被堵ä½äº†", - L"存钱/å–é’±", //Help text over the $ button on the Single Merc Panel - L"没人需è¦åŒ…扎。", - L"å¡å£³", // Short form of JAMMED, for small inv slots - L"无法到达那里。", // used ( now ) for when we click on a cliff - L"路被堵ä½äº†ã€‚ä½ è¦å’Œè¿™ä¸ªäººäº¤æ¢ä½ç½®å—?", - L"那人拒ç»ç§»åŠ¨ã€‚", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"ä½ åŒæ„支付%så—?", - L"ä½ è¦æŽ¥å—å…费治疗å—?", - L"ä½ åŒæ„让佣兵和%s结婚å—?", //Daryl - L"é’¥åŒ™é¢æ¿", - L"ä½ ä¸èƒ½è¿™æ ·ç”¨EPC。", - L"䏿€%s?", //Krott - L"超出武器的有效射程。", - L"矿工", - L"车辆åªèƒ½åœ¨åˆ†åŒºé—´æ—…行", - L"现在ä¸èƒ½è‡ªåŠ¨åŒ…æ‰Ž", - L"%s被堵ä½äº†ã€‚", - L"被%s的军队俘è™çš„佣兵,被关押在这里ï¼", //Deidranna - L"é”被击中了", - L"é”被破å了", - L"其他人在使用这扇门。", - L"è€ä¹…度: %d/%d\næ²¹é‡: %d/%d", - L"%s看ä¸è§%s。", // Cannot see person trying to talk to - L"附件被移除", - L"ä½ å·²ç»æœ‰äº†ä¸¤è¾†è½¦ï¼Œæ— æ³•拥有更多的车辆。", - - // added by Flugente for defusing/setting up trap networks - L"选择引爆频率 (1 - 4) 或拆除频率 (A - D):", //L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", - L"设置拆除频率:", //L"Set defusing frequency:", - L"设置引爆频率 (1 - 4) 和拆除频率 (A - D):", //L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", - L"è®¾ç½®å¼•çˆ†æ—¶é—´å›žåˆæ•° (1 - 4) 和拆除频率 (A - D):", //L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", - L"选择绊线的分层 (1 - 4) 和网格 (A - D):", //L"Select tripwire hierarchy (1 - 4) and network (A - D):", - - // added by Flugente to display food status - L"生命: %d/%d\n精力: %d/%d\n士气: %s\n壿¸´: %d%s\n饥饿: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"你想è¦åšçš„æ˜¯ä»€ä¹ˆï¼Ÿ", - L"装满水壶", - L"æ¸…æ´æžªæ±¡åž¢", - L"æ¸…æ´æ‰€æœ‰æžªæ±¡åž¢", - L"脱掉衣æœ", - L"去掉伪装", //L"Lose disguise", - L"民兵检查", //L"Militia inspection", - L"补充民兵", //L"Militia restock", - L"测试伪装", //L"Test disguise", - L"未使用", //L"unused", - - // added by Flugente: decide what to do with the corpses - L"你想è¦å¯¹å°¸ä½“åšä»€ä¹ˆï¼Ÿ", - L"ç æŽ‰å¤´é¢…", - L"å–出内è„", - L"脱掉衣æœ", - L"拿起尸体", - - // Flugente: weapon cleaning - L"%s 清æ´äº† %s", - - // added by Flugente: decide what to do with prisoners - L"既然我们没有监狱,åªèƒ½çŽ°åœºå®¡è®¯äº†ã€‚", //L"As we have no prison, a field interrogation is performed.", - L"现场审讯", //L"Field interrogation", - L"你打算把%då俘è™é€åˆ°å“ªé‡ŒåŽ»ï¼Ÿ",//L"Where do you want to send the %d prisoners?", - L"放俘è™ç¦»å¼€",//L"Let them go", - L"你想è¦åšä»€ä¹ˆï¼Ÿ", - L"åŠè¯´æ•ŒäººæŠ•é™", - L"我方缴械投é™", //L"Offer surrender", - L"转移", //L"Distract", - L"交谈", - L"招募被策å的敌军", //L"Recruit turncoat", // TODO: confirm translation. copied from pTraitSkillsMenuStrings - - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"拆除陷阱", - L"查看陷阱", - L"ç§»é™¤è“æ——", - L"引爆ï¼", - L"激活绊线", - L"关闭绊线", - L"移除绊线", - L"没有å‘现引爆器或远程引爆器ï¼", - L"炸弹已ç»èµ·çˆ†äº†ï¼", - L"安全", - L"基本安全", - L"å¯èƒ½å±é™©", - L"å±é™©", - L"éžå¸¸å±é™©ï¼", - - L"é¢å…·", - L"夜视仪", - L"物å“", - - L"这一功能åªèƒ½é€šè¿‡æ–°ç‰©å“æºå¸¦ç³»ç»Ÿå®žçް", - L"主手上没有物å“", - L"ä¸»æ‰‹ä¸Šçš„ç‰©å“æ— å¤„坿”¾", - L"ä¾¿æ·æ§½ä½æ— å¯æ”¾ç½®ç‰©å“", - L"æ²¡æœ‰ç©ºæ‰‹æ¥æ‹¿æ–°ç‰©å“", - L"未å‘现物å“", - L"无法把物å“转移到主手上", - - L"å°è¯•对行进中的佣兵进行包扎...", //L"Attempting to bandage travelling mercs...", - - L"补充装备", //L"Improve gear", - L"%s对%s进行了临时补给。", //L"%s changed %s for superior version", - L"%s æ¡èµ· %s。", //L"%s picked up %s", - - L"%såœæ­¢äº†ä¸Ž%s的交谈", //L"%s has stopped chatting with %s", - L"å°è¯•ç­–å", //L"Attempt to turn", -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"如果勾中,将立å³è¿›å…¥é‚»è¿‘的分区。", - L"如果勾中,你将被立å³è‡ªåŠ¨æ”¾ç½®åœ¨åœ°å›¾å±å¹•,\n因为你的佣兵è¦èŠ±äº›æ—¶é—´æ¥è¡Œå†›ã€‚", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"è¯¥åˆ†åŒºè¢«æ•Œå†›å æ®ã€‚ä½ ä¸èƒ½å°†ä½£å…µç•™åœ¨è¿™é‡Œã€‚\n在进入其他分区å‰ï¼Œä½ å¿…须把这里的问题解决。", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"让留下的佣兵离开本分区,\n将立å³è¿›å…¥é‚»è¿‘的分区。", - L"让留下的佣兵离开本分区,\n你将被立å³è‡ªåŠ¨æ”¾ç½®åœ¨åœ°å›¾å±å¹•,\n因为你的佣兵è¦èŠ±äº›æ—¶é—´æ¥è¡Œå†›ã€‚", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s需è¦è¢«ä½ çš„佣兵护é€ï¼Œä»–(她)无法独自离开本分区。", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s无法独自离开本分区,因为他得护é€%s。", //male singular - L"%s无法独自离开本分区,因为她得护é€%s。", //female singular - L"%s无法独自离开本分区,因为他得护é€å¤šäººã€‚", //male plural - L"%s无法独自离开本分区,因为她得护é€å¤šäººã€‚", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"如果è¦è®©å°é˜Ÿåœ¨åˆ†åŒºé—´ç§»åŠ¨çš„è¯ï¼Œ\n你的全部队员都必须在附近。", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"如果勾中,%s将独自行军,\nè€Œä¸”è¢«è‡ªåŠ¨é‡æ–°åˆ†é…到一个å•独的å°é˜Ÿä¸­ã€‚", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"如果勾中,你当å‰é€‰ä¸­çš„å°é˜Ÿ\n将会离开本分区,开始行军。", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s正在被你的佣兵护é€ï¼Œä»–(她)无法独自离开本分区。你的佣兵必须在附近以护é€ä»–(她)离开。", -}; - - - -STR16 pRepairStrings[] = -{ - L"物å“", // tell merc to repair items in inventor - L"SAM导弹基地", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"å–æ¶ˆ", // cancel this menu - L"机器人", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"丧失",// the merc has lost a statistic - L"获得",// the merc has gained a statistic - L"点",// singular - L"点",// plural - L"级",//singular - L"级",//plural -}; - -STR16 sStatGainStrings[] = -{ - L"生命。", - L"æ•æ·ã€‚", - L"çµå·§ã€‚", - L"智慧。", - L"医疗技能。", - L"爆破技能。", - L"机械技能。", - L"枪法技能。", - L"等级。", - L"力é‡ã€‚", - L"领导。", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"总è·ç¦»: ", // total distance for helicopter to travel - L"安全: ", // distance to travel to destination - L"ä¸å®‰å…¨: ", // distance to return from destination to airport - L"总价: ", // total cost of trip by helicopter - L"耗时: ", // ETA is an acronym for "estimated time of arrival" - L"ç›´å‡æœºæ²¹é‡ä¸å¤Ÿï¼Œå¿…须在敌å åŒºç€é™†ã€‚", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"乘客: ", - L"选择Skyrider,还是“ç€é™†ç‚¹â€ï¼Ÿ", - L"Skyrider", - L"ç€é™†ç‚¹", - L"ç›´å‡æœºä¸¥é‡å—æŸï¼Œå¿…é¡»é™è½åœ¨æ•Œå†›é¢†åœ°ï¼", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"ç›´å‡æœºå°†ç›´æŽ¥è¿”å›žåŸºåœ°ï¼Œä½ å¸Œæœ›åœ¨æ­¤ä¹‹å‰æ”¾ä¸‹ä¹˜å®¢å—?", - L"剩余燃料:", - L"到加油站è·ç¦»ï¼š", -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"你希望让%sæ¥ä¿®ç†å—?这将花费$%dï¼Œè€Œä¸”ç›´å‡æœºåœ¨%då°æ—¶å·¦å³å°†æ— æ³•起飞。", - L"ç›´å‡æœºæ­£åœ¨ç»´ä¿®ã€‚请等到修ç†å®Œæˆã€‚", - L"ä¿®ç†å®Œæˆã€‚ç›´å‡æœºå·²å¯ä½¿ç”¨ã€‚", - L"ç›´å‡æœºå·²åŠ æ»¡æ²¹ã€‚", - - L"ç›´å‡æœºå·²ç»è¶…过了最大的航程ï¼",//L"Helicopter has exceeded maximum range!", -}; - -STR16 sMapLevelString[] = -{ - L"地层: ", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"忠诚度: ", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"ä¸èƒ½åœ¨åœ°åº•下达行军命令。", -}; - -STR16 gsTimeStrings[] = -{ - L"å°æ—¶", // hours abbreviation - L"分钟", // minutes abbreviation - L"ç§’", // seconds abbreviation - L"æ—¥", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"æ— ", - L"医院", - L"工厂", - L"监狱", - L"军事基地", - L"机场", - L"é¶åœº", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"存货", - L"离开", - L"ä¿®ç†", //L"Repair", - L"工厂", //L"Factories", -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"大å°", // 0 // size of the town in sectors - L"", // blank line, required - L"å é¢†åº¦", // how much of town is controlled - L"æ— ", // none of this town - L"矿区", // mine associated with this town - L"忠诚度 ",//(åŽç©º5格,工厂生产会档ä½å…¶å®ƒå­—) // 5 // the loyalty level of this town - L"æ°‘å…µ", // the forces in the town trained by the player - L"", - L"主è¦è®¾æ–½", // main facilities in this town - L"等级", // the training level of civilians in this town - L"民兵训练度", // 10 // state of civilian training in town - L"æ°‘å…µ", // the state of the trained civilians in the town - - // Flugente: prisoner texts - L"囚犯", //L"Prisoners", - L"%dï¼ˆå®¹é‡ %d)", //L"%d (capacity %d)", - L"%d 行政人员", //L"%d Admins", - L"%d 常规士兵", //L"%d Regulars", - L"%d 精英", //L"%d Elites", - L"%d 军官", //L"%d Officers", - L"%d 上将", //L"%d Generals", - L"%d 平民", //L"%d Civilians", - L"%d 特殊1", //L"%d Special1", - L"%d 特殊2", //L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"矿井", // 0 - L"é“¶å—", - L"金å—", - L"当剿—¥äº§é‡", - L"最高产é‡", - L"废弃", // 5 - L"关闭", - L"矿脉耗尽", - L"生产", - L"状æ€", - L"生产率", - L"矿石类型", // 10 - L"å é¢†åº¦", - L"忠诚度", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"敌军", - L"分区", - L"ç‰©å“æ•°é‡", - L"未知", - - L"å·²å é¢†", - L"是", - L"å¦", - L"状æ€/软件状æ€:", //L"Status/Software status:", - - L"其它情报", //L"Additional Intel", -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%sä¸å¤Ÿè¿‘。", //Merc is in sector with item but not close enough - L"无法选择该佣兵。", //MARK CARTER - L"%sä¸åœ¨è¿™ä¸ªåˆ†åŒºï¼Œä¸èƒ½æ‹¿åˆ°è¿™ä¸ªç‰©å“。", - L"在战斗时,你åªèƒ½åŠ¨æ‰‹æ¡èµ·ç‰©å“。", - L"在战斗时,你åªèƒ½åŠ¨æ‰‹æ”¾ä¸‹ç‰©å“。", - L"%sä¸åœ¨è¯¥åˆ†åŒºï¼Œä¸èƒ½æ”¾ä¸‹é‚£ä¸ªç‰©å“。", - L"åœ¨æˆ˜æ–—æ—¶ä½ æ²¡æœ‰æ—¶é—´å¼€å¯æˆç®±çš„å¼¹è¯ã€‚", -}; - -STR16 pMapInventoryStrings[] = -{ - L"ä½ç½®", // sector these items are in - L"ç‰©å“æ€»æ•°", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"å¦‚æžœè¦æ”¹å˜ä½£å…µçš„分é…任务,比如分到å¦ä¸€ä¸ªå°é˜Ÿã€å½“医生ã€è¿›è¡Œä¿®ç†ç­‰ï¼Œè¯·æŒ‰ '任务' æ ã€‚", - L"è¦è®©ä½£å…µä»¥å¦ä¸€ä¸ªåˆ†åŒºä¸ºè¡Œå†›ç›®æ ‡ï¼Œè¯·æŒ‰'Dest'æ ã€‚", - L"一旦对佣兵下达了行军命令 ,请按时间压缩按钮以让他们开始行进。", - L"é¼ æ ‡å·¦å‡»ä»¥é€‰æ‹©è¯¥åˆ†åŒºã€‚å†æ¬¡é¼ æ ‡å·¦å‡»ä»¥å¯¹ä½£å…µä¸‹è¾¾è¡Œå†›å‘½ä»¤, 或者鼠标å³å‡»ä»¥èŽ·å–分区信æ¯å°ç»“。", - L"任何时候在该å±å¹•下都å¯ä»¥æŒ‰'h'键,以弹出帮助窗å£ã€‚", - L"测试文本", - L"测试文本", - L"测试文本", - L"测试文本", - L"您尚未开始Arulco之旅,现在在这个å±å¹•上您无事å¯åšã€‚当您把队员都雇佣好åŽï¼Œè¯·å·¦å‡»å³ä¸‹æ–¹çš„â€œæ—¶é—´åŽ‹ç¼©â€æŒ‰é’®ã€‚这样在您的队ä¼åˆ°è¾¾Arulcoå‰ï¼Œæ—¶é—´å°±å‰è¿›äº†ã€‚", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"调动佣兵", // title for movement box - L"安排行军路线", // done with movement menu, start plotting movement - L"å–æ¶ˆ", // cancel this menu - L"其它", // title for group of mercs not on squads nor in vehicles - L"全选", //L"Select all", Select all squads TODO: Translate -}; - - -STR16 pUpdateMercStrings[] = -{ - L"糟了: ", // an error has occured - L"佣兵åˆåŒåˆ°æœŸäº†: ", // this pop up came up due to a merc contract ending - L"佣兵完æˆäº†åˆ†é…的任务: ", // this pop up....due to more than one merc finishing assignments - L"佣兵醒æ¥äº†ï¼Œç»§ç»­å¹²æ´»: ", // this pop up ....due to more than one merc waking up and returing to work - L"佣兵困倦了: ", // this pop up ....due to more than one merc being tired and going to sleep - L"åˆåŒå¿«åˆ°æœŸäº†: ", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"显示城镇 (|W)", - L"显示矿井 (|M)", - L"显示队ä¼å’Œæ•Œäºº (|T)", - L"显示领空 (|A)", - L"æ˜¾ç¤ºç‰©å“ (|I)", - L"显示民兵和敌人 (|Z)", - L"显示疾病 (|D)", //L"Show |Disease Data", - L"显示天气 (|R)", //L"Show Weathe|r", - L"显示任务 (|Q)", //L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"下一页 (|.)", // next page - L"上一页 (|,)", // previous page - L"离开 (|E|s|c)", // exit sector inventory - L"放大", // HEAROCK HAM 5: Inventory Zoom Button - L"åˆå¹¶å †å åŒç±»çš„物å“", // HEADROCK HAM 5: Stack and Merge - L"|é¼ |æ ‡|å·¦|击: å°†å­å¼¹åˆ†ç±»è£…入弹箱 \n|é¼ |æ ‡|å³|击: å°†å­å¼¹åˆ†ç±»è£…入纸盒 ", //L"|L|e|f|t |C|l|i|c|k: å°†å­å¼¹åˆ†ç±»è£…入弹箱\n|R|i|g|h|t |C|l|i|c|k: å°†å­å¼¹åˆ†ç±»è£…入纸盒", HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|é¼ |æ ‡|å·¦|击: 移除所有物å“的附件 \n|é¼ |æ ‡|å³|击: 清空æºè¡Œå…·é‡Œçš„ç‰©å“ ", //L"|é¼ |æ ‡|å·¦|击: 移除所有物å“的附件\n|é¼ |æ ‡|å³|击: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments - L"退出所有武器的å­å¼¹", //HEADROCK HAM 5: Eject Ammo - L"|é¼ |æ ‡|å·¦|击: æ˜¾ç¤ºå…¨éƒ¨ç‰©å“ \n|é¼ |æ ‡|å³|击: éšè—å…¨éƒ¨ç‰©å“ ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæ­¦å™¨ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæ­¦å™¨ ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºå¼¹è¯ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºå¼¹è¯ ", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºçˆ†ç‚¸ç‰© \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºçˆ†ç‚¸ç‰© ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºè¿‘战武器 \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºè¿‘战武器 ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæŠ¤ç”² \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæŠ¤ç”² ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæºè¡Œå…· \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæºè¡Œå…· ", // HEADROCK HAM 5: Filter Button - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºåŒ»ç–—ç‰©å“ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºåŒ»ç–—ç‰©å“ ", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæ‚é¡¹ç‰©å“ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæ‚é¡¹ç‰©å“ ", // HEADROCK HAM 5: Filter Button - L"åˆ‡æ¢æ¬è¿ä¸­çš„物å“", // Flugente: move item display - L"ä¿å­˜è£…备模版", //L"Save Gear Template", - L"载入装备模版...", //L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"笔记本电脑 (|L)", - L"战术å±å¹• (|E|s|c)", - L"选项 (|O)", - L"时间压缩 (|+)", // time compress more - L"时间压缩 (|-)", // time compress less - L"上一æ¡ä¿¡æ¯ (|U|p)\n上一页 (|P|g|U|p)", // previous message in scrollable list - L"下一æ¡ä¿¡æ¯ (|D|o|w|n)\n下一页 (|P|g|D|n)", // next message in the scrollable list - L"开始/åœæ­¢æ—¶é—´åŽ‹ç¼© (|S|p|a|c|e)", //"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"叿ˆ·ä½™é¢", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s死了。", -}; - - -STR16 pDayStrings[] = -{ - L"æ—¥", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Help Desk", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephen", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"M.I.S. Insurance", - L"Bobby Rays", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"上一个", - L"下一个", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"你有新的邮件...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"删除邮件?", - L"删除未读的邮件?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"æ¥è‡ª: ", - L"标题: ", - L"日期: ", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"邮箱", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"å¸ç°¿", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"æ”¶å…¥: ", // credit (subtract from) to player's account - L"支出: ", // debit (add to) to player's account - L"昨日实际收入: ", - L"昨日其它存款: ", - L"昨日支出: ", - L"昨日日终余é¢: ", - L"今日实际收入: ", - L"今日其它存款: ", - L"今日支出: ", - L"今日当å‰ä½™é¢: ", - L"预期收入: ", - L"明日预计余é¢: ", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"天数", // the day column - L"æ”¶å…¥", // the credits column (to ADD money to your account) - L"支出", // the debits column (to SUBTRACT money from your account) - L"交易记录", // transaction type - see TransactionText below - L"ä½™é¢", // balance at this point in time - L"页数", // page number - L"æ—¥", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"自然增值利æ¯", // interest the player has accumulated so far - L"匿å存款", - L"交易费用", - L"已雇佣", // Merc was hired - L"在Bobby Rayè´­ä¹°è´§å“", // Bobby Ray is the name of an arms dealer - L"在M.E.R.C开户。", - L"%s的医疗ä¿è¯é‡‘", // medical deposit for merc - L"IMP心ç†å‰–æžåˆ†æž", // IMP is the acronym for International Mercenary Profiling - L"为%sè´­ä¹°ä¿é™©", - L"缩短%sçš„ä¿é™©æœŸé™", - L"å»¶é•¿%sçš„ä¿é™©æœŸé™", // johnny contract extended - L"å–æ¶ˆ%sçš„ä¿é™©", - L"%sçš„ä¿é™©ç´¢èµ”", // insurance claim for merc - L"1æ—¥", // merc's contract extended for a day - L"1周", // merc's contract extended for a week - L"2周", // ... for 2 weeks - L"采矿收入", - L"", //String nuked - L"买花", - L"%s的医疗ä¿è¯é‡‘的全é¢é€€æ¬¾", - L"%s的医疗ä¿è¯é‡‘的部分退款", - L"%s的医疗ä¿è¯é‡‘没有退款", - L"付给%s金钱",// %s is the name of the npc being paid - L"支付给%s的佣金", // transfer funds to a merc - L"%s退回的佣金", // transfer funds from a merc - L"在%s训练民兵", // initial cost to equip a town's militia - L"å‘%s购买了物å“。", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s存款。", - L"将装备å–给了当地人", - L"工厂使用", // L"Facility Use", // HEADROCK HAM 3.6 - L"æ°‘å…µä¿å…»", // L"Militia upkeep", // HEADROCK HAM 3.6 - L"é‡Šæ”¾ä¿˜è™æ‰€éœ€çš„赎金", //L"Ransom for released prisoners", - L"è®°å½•ææ¬¾è´¹", //L"WHO data subscription", // Flugente: disease - L"Kerberus安ä¿å…¬å¸çš„费用", //L"Payment to Kerberus",  // Flugente: PMC - L"ä¿®ç†SAM基地",//L"SAM site repair", // Flugente: SAM repair - L"培训工人",//L"Trained workers", // Flugente: train workers - L"在%s区域训练民兵", //L"Drill militia in %s", Flugente: drill militia - L"微型事件", //L"Mini event", rftr: mini events - L"ä»ŽåæŠ—军å¸ä»¤éƒ¨è½¬ç§»èµ„金", //L"Funds transferred from rebel command", rftr: rebel command - L"èµ„é‡‘è½¬ç§»åˆ°åæŠ—军å¸ä»¤éƒ¨", //L"Funds transferred to rebel command", rftr: rebel command - L"支付èµé‡‘", //L"Bounty payout", rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"çš„ä¿é™©", // insurance for a merc - L"å»¶é•¿%sçš„åˆåŒä¸€æ—¥ã€‚", // entend mercs contract by a day - L"å»¶é•¿%sçš„åˆåŒä¸€å‘¨ã€‚", - L"å»¶é•¿%sçš„åˆåŒä¸¤å‘¨ã€‚", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"付给Skyrider,$%d", // skyrider was paid an amount of money - L"还欠Skyrider,$%d", // skyrider is still owed an amount of money - L"Skyrider完æˆè¡¥ç»™æ±½æ²¹",// skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyriderå·²ä½œå¥½å†æ¬¡é£žè¡Œçš„准备。", // Skyrider was grounded but has been freed - L"Skyrider没有乘客。如果你试图è¿é€è¿™ä¸ªåˆ†åŒºçš„佣兵,首先è¦åˆ†é…他们进入“交通工具â€ï¼>“直å‡é£žæœºâ€ã€‚", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"高涨", - L"良好", - L"稳定", - L"低下", - L"ææ…Œ", - L"糟糕", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"%s的装备现在å¯ä»¥åœ¨Omerta (A9)获得。", - L"%s的装备现在å¯ä»¥åœ¨Drassen (B13)获得。", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"生命", - L"精力", - L"士气", - L"状æ€", // the condition of the current vehicle (its "health") - L"æ²¹é‡", // the fuel level of the current vehicle (its "energy") - L"毒性", // Posion - L"壿¸´", // drink level - L"饥饿", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"上一佣兵 (|L|e|f|t)", //"Previous Merc (|L|e|f|t)", // previous merc in the list - L"下一佣兵 (|R|i|g|h|t)", //"Next Merc (|R|i|g|h|t)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"耗时: ", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"ä½ å°†ä¸ä¼šå†è§åˆ°å®ƒäº†ã€‚你确定å—?", // do you want to continue and lose the item forever - L"这个物å“看起æ¥éžå¸¸éžå¸¸é‡è¦ã€‚ä½ çœŸçš„è¦æ‰”掉它å—?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"å°é˜Ÿä¸èƒ½è¡Œå†›ï¼Œå› ä¸ºæœ‰äººåœ¨ç¡è§‰ã€‚", - -//1-5 - L"首先è¦å›žåˆ°åœ°é¢ï¼Œæ‰èƒ½ç§»åЍå°é˜Ÿã€‚", - L"行军?那里是敌å åŒºï¼", - L"必须给佣兵分é…å°é˜Ÿæˆ–者交通工具æ‰èƒ½å¼€å§‹è¡Œå†›ã€‚", - L"你现在没有任何队员。", // you have no members, can't do anything - L"佣兵无法éµä»Žå‘½ä»¤ã€‚", // merc can't comply with your order -//6-10 - L"éœ€è¦æœ‰äººæŠ¤é€æ‰èƒ½è¡Œå†›ã€‚请把他分进一个å°é˜Ÿé‡Œã€‚", // merc can't move unescorted .. for a male - L"éœ€è¦æœ‰äººæŠ¤é€æ‰èƒ½è¡Œå†›ã€‚请把她分进一个å°é˜Ÿé‡Œã€‚", // for a female - L"佣兵尚未到达%sï¼", - L"看æ¥å¾—先谈妥åˆåŒã€‚", - L"无法å‘å‡ºè¡Œå†›å‘½ä»¤ã€‚ç›®å‰æœ‰ç©ºè¢­ã€‚", -//11-15 - L"行军?这里正在战斗中ï¼", - L"你在分区%s被血猫ä¼å‡»äº†ï¼", - L"你刚刚进入了%s分区,这里是血猫的巢穴ï¼", // HEADROCK HAM 3.6: Added argument. - L"", - L"在%sçš„SAM导弹基地被敌军å é¢†äº†ã€‚", -//16-20 - L"在%s的矿井被敌军å é¢†äº†ã€‚你的日收入下é™ä¸ºæ¯æ—¥%s。", - L"敌军未é­åˆ°æŠµæŠ—,就å é¢†äº†%s。", - L"至少有一å你的佣兵ä¸èƒ½è¢«åˆ†é…这个任务。", - L"%s无法加入%sï¼Œå› ä¸ºå®ƒå·²ç»æ»¡å‘˜äº†ã€‚", - L"%s无法加入%s,因为它太远了。", -//21-25 - L"在%s的矿井被敌军å é¢†äº†ï¼", - L"敌军入侵了%s处的SAM导弹基地。", - L"敌军入侵了%s。", - L"敌军在%s出没。", - L"敌军å é¢†äº†%s。", -//26-30 - L"你的佣兵中至少有一人ä¸èƒ½ç¡çœ ã€‚", - L"你的佣兵中至少有一人ä¸èƒ½é†’æ¥ã€‚", - L"训练完毕,æ‰ä¼šå‡ºçŽ°æ°‘å…µã€‚", - L"现在无法对%s下达行军命令。", - L"ä¸åœ¨åŸŽé•‡è¾¹ç•Œçš„æ°‘兵无法行军到å¦ä¸€ä¸ªåˆ†åŒºã€‚", -//31-35 - L"ä½ ä¸èƒ½åœ¨%s拥有民兵。", - L"车是空的,无法移动ï¼", - L"%så—伤太严é‡äº†ï¼Œæ— æ³•行军ï¼", - L"你必须首先离开åšç‰©é¦†ï¼", - L"%s死了ï¼", -//36-40 - L"%s无法转到%s,因为它在移动中。", - L"%s无法那样进入交通工具。", - L"%s无法加入%s。", - L"在你雇佣新的佣兵å‰ï¼Œä½ ä¸èƒ½åŽ‹ç¼©æ—¶é—´ã€‚", - L"车辆åªèƒ½åœ¨å…¬è·¯ä¸Šå¼€ï¼", -//41-45 - L"在佣兵移动时,你ä¸èƒ½é‡æ–°åˆ†é…任务。", - L"车辆没油了ï¼", - L"%s太累了,以致ä¸èƒ½è¡Œå†›ã€‚", - L"车上没有人能够驾驶。", - L"这个å°é˜Ÿçš„佣兵现在ä¸èƒ½ç§»åŠ¨ã€‚", -//46-50 - L"其他佣兵现在ä¸èƒ½ç§»åŠ¨ã€‚", - L"车辆被æŸå得太严é‡äº†ï¼", - L"æ¯ä¸ªåˆ†åŒºåªèƒ½ç”±ä¸¤å佣兵æ¥è®­ç»ƒæ°‘兵。", - L"æ²¡æœ‰é¥æŽ§å‘˜ï¼Œæœºå™¨äººæ— æ³•ç§»åŠ¨ã€‚è¯·æŠŠä»–ä»¬åˆ†é…在åŒä¸€ä¸ªå°é˜Ÿã€‚", - L"物å“ä¸èƒ½è¢«ç§»åŠ¨åˆ°%s,由于没有有效的空投地点。请进入地图解决这个问题。",//L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", -// 51-55 - L"%d 物å“移动 %s到%s",//L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"å†ç‚¹å‡»ä¸€ä¸‹ç›®çš„地以确认你的最åŽè·¯çº¿ï¼Œæˆ–者点击下一个分区以设置更多的路点。", - L"行军路线已确认。", - L"目的地未改å˜ã€‚", - L"è¡Œå†›è·¯çº¿å·²å–æ¶ˆã€‚", - L"行军路线已缩短。", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"点击你想让佣兵ç€é™†çš„分区。", - L"好的。佣兵将在%sç€é™†ã€‚", - L"佣兵ä¸èƒ½é£žå¾€é‚£é‡Œï¼Œé¢†ç©ºä¸å®‰å…¨ï¼", - L"å–æ¶ˆã€‚ç€é™†åˆ†åŒºæœªæ”¹å˜ã€‚", - L"%s上的领空现在ä¸å®‰å…¨äº†ï¼ç€é™†åˆ†åŒºè¢«æ”¹ä¸º%s。", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"è¿›å…¥è£…å¤‡ç•Œé¢ (|E|n|t|e|r)", - L"扔掉物å“", //"Throw Item Away", - L"ç¦»å¼€è£…å¤‡ç•Œé¢ (|E|n|t|e|r)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"让%s把装备留在他现在所在的地方(%s),或者在(%s)登机飞离,把装备留在那里?", - L"%sè¦ç¦»å¼€äº†ï¼Œä»–的装备将被留在%s。", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"让%s把装备留在她现在所在的地方(%s),或者在(%s)登机飞离,把装备留在那里?", - L"%sè¦ç¦»å¼€äº†ï¼Œå¥¹çš„装备将被留在%s。", -}; - - -STR16 pMercContractOverStrings[] = -{ - L"çš„åˆåŒåˆ°æœŸäº†ï¼Œæ‰€ä»¥ä»–回家了。", - L"çš„åˆåŒåˆ°æœŸäº†ï¼Œæ‰€ä»¥å¥¹å›žå®¶äº†ã€‚", - L"çš„åˆåŒä¸­æ­¢äº†ï¼Œæ‰€ä»¥ä»–离开了。", - L"çš„åˆåŒä¸­æ­¢äº†ï¼Œæ‰€ä»¥å¥¹ç¦»å¼€äº†ã€‚", - L"你欠了M.E.R.C太多钱,所以%s离开了。", -}; - -// Text used on IMP Web Pages - -// WDS: Allow flexible numbers of IMPs of each sex -// note: I only updated the English text to remove "three" below -STR16 pImpPopUpStrings[] = -{ - L"无效的授æƒå·", - L"ä½ è¯•å›¾é‡æ–°å¼€å§‹æ•´ä¸ªæµ‹è¯•。你确定å—?", - L"请输入正确的全å和性别。", - L"å¯¹ä½ çš„è´¢æ”¿çŠ¶å†µçš„é¢„å…ˆåˆ†æžæ˜¾ç¤ºäº†ä½ æ— æ³•负担心ç†å‰–æžçš„费用。", - L"çŽ°åœ¨ä¸æ˜¯ä¸ªæœ‰æ•ˆçš„选择。", - L"è¦è¿›è¡Œå¿ƒç†å‰–æžï¼Œä½ çš„队ä¼ä¸­å¿…须至少留一个空ä½ã€‚", - L"测试完毕。", - L"无法从ç£ç›˜ä¸Šè¯»å…¥I.M.P人物数æ®ã€‚", - L"ä½ å·²ç»è¾¾åˆ°I.M.P人物上é™ã€‚", - L"ä½ å·²ç»è¾¾åˆ°I.M.P该性别人物上é™ã€‚", - L"你无法支付此I.M.P人物的费用。", // 10 - L"æ–°çš„I.M.P人物加入了你的队ä¼ã€‚", - L"ä½ å·²ç»è®¾ç½®äº†æœ€å¤§æ•°é‡çš„佣兵特性。", - L"未找到语音包。", //L"No voicesets found.", -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"关于我们", // about the IMP site - L"开始", // begin profiling - L"特长", // personality section - L"属性", // personal stats/attributes section - L"外表", // changed from portrait - SANDRO - L"嗓音%d", // the voice selection - L"完æˆ", // done profiling - L"釿–°å¼€å§‹", // start over profiling - L"是的,我选择了高亮çªå‡ºçš„回答。", - L"是", - L"å¦", - L"结æŸ", // finished answering questions - L"上一个", // previous question..abbreviated form - L"下一个", // next question - L"是的,我确定。", // yes, I am certain - L"ä¸ï¼Œæˆ‘æƒ³é‡æ–°å¼€å§‹ã€‚", - L"是", - L"å¦", - L"åŽé€€", // back one page - L"å–æ¶ˆ", // cancel selection - L"是的,我确定。", - L"ä¸ï¼Œè®©æˆ‘å†çœ‹çœ‹ã€‚", - L"注册", // the IMP site registry..when name and gender is selected - L"分æž...", // analyzing your profile results - L"完æˆ", - L"性格", // Change from "Voice" - SANDRO - L"æ— ", //"None", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - SANDRO - L"选择完角色性格特å¾ä¹‹åŽï¼ŒæŽ¥ç€é€‰æ‹©æ‚¨æ‰€æŽŒæ¡çš„æŠ€èƒ½ã€‚", - L"最åŽè°ƒæ•´å¥½ä½ çš„å„é¡¹å±žæ€§å€¼å®Œæˆæ•´ä¸ªè‡ªåˆ›è§’色过程。", - L"开始实际分æžï¼Œè¯·å…ˆé€‰æ‹©å¤´åƒã€å£°éŸ³å’Œé¢œè‰²ã€‚", - L"åˆæ­¥é˜¶æ®µå®Œæˆï¼ŒçŽ°åœ¨å¼€å§‹è§’è‰²æ€§æ ¼ç‰¹å¾åˆ†æžéƒ¨åˆ†ã€‚", -}; - -STR16 pFilesTitle[] = -{ - L"文件查看器", -}; - -STR16 pFilesSenderList[] = -{ - L"侦察报告", - L"1å·é€šç¼‰ä»¤", - L"2å·é€šç¼‰ä»¤", - L"3å·é€šç¼‰ä»¤", - L"4å·é€šç¼‰ä»¤", - L"5å·é€šç¼‰ä»¤", - L"6å·é€šç¼‰ä»¤", -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"日志", -}; - -STR16 pHistoryHeaders[] = -{ - L"æ—¥", // the day the history event occurred - L"页数", // the current page in the history report we are in - L"日数", // the days the history report occurs over - L"ä½ç½®", // location (in sector) the event occurred - L"事件", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"从A.I.M雇佣了%s。", - L"从M.E.R.C雇佣了%s。", - L"%s死了。", //"%s died.", // merc was killed - L"在M.E.R.C开户。", - L"接å—Enrico Chivaldori的委托", //"Accepted Assignment From Enrico Chivaldori", - //6-10 - L"IMP已生æˆ", - L"为%sè´­ä¹°ä¿é™©ã€‚", - L"å–æ¶ˆ%sçš„ä¿é™©åˆåŒã€‚", - L"收到%sçš„ä¿é™©ç´¢èµ”。", - L"延长一日%sçš„åˆåŒã€‚", - //11-15 - L"延长一周%sçš„åˆåŒã€‚", - L"延长两周%sçš„åˆåŒã€‚", - L"%s被解雇了。", - L"%s退出了。", - L"开始任务。", - //16-20 - L"完æˆä»»åŠ¡ã€‚", - L"å’Œ%s的矿主交谈", - L"解放了%s", - L"å¯ç”¨ä½œå¼Š", - L"食物会在明天é€è¾¾Omerta", - //21-25 - L"%s离队并æˆä¸ºäº†Daryl Hick的妻å­", - L"%sçš„åˆåŒåˆ°æœŸäº†ã€‚", - L"招募了%s。", - L"Enrico抱怨进展缓慢", - L"战斗胜利", - //26-30 - L"%s的矿井开始缺ä¹çŸ¿çŸ³", - L"%s的矿井采完了矿石", - L"%s的矿井关闭了", //"%s mine was shut down", - L"%s的矿井å¤å·¥äº†", - L"å‘现一个å«Tixa的监狱。", - //31-35 - L"打å¬åˆ°ä¸€ä¸ªå«Orta的秘密武器工厂。", - L"在Orta的科学家æèµ äº†å¤§é‡çš„ç«ç®­æžªã€‚", - L"Deidrannaå¥³çŽ‹åœ¨åˆ©ç”¨æ­»å°¸åšæŸäº›äº‹æƒ…。", - L"Frank谈到了在San Mona的拳击比赛。", - L"一个病人说他在矿井里看到了一些东西。", - //36-40 - L"é‡åˆ°ä¸€ä¸ªå«Devin的人,他出售爆炸物。", - L"å¶é‡Mike,å‰AIMå人ï¼", - L"é‡åˆ°Tonyï¼Œä»–åšæ­¦å™¨ä¹°å–。", - L"从Krott中士那里得到一把ç«ç®­æžªã€‚", - L"把Angel皮衣店的契约给了Kyle。", - //41-45 - L"Madlabæè®®åšä¸€ä¸ªæœºå™¨äººã€‚", - L"Gabby能制作对付虫å­çš„éšå½¢è¯ã€‚", - L"Keith歇业了。", - L"Howardç»™Deidranna女王æä¾›æ°°åŒ–物。", - L"é‡åˆ°Keith -Cambriaçš„æ‚货商。", - //46-50 - L"é‡åˆ°Howrd,一个在Balime的医è¯å•†ã€‚", - L"é‡åˆ°Perko,他开了一家å°ä¿®ç†æ¡£å£ã€‚。", - L"é‡åˆ°åœ¨Balimeçš„Sam,他有一家五金店。", - L"Franzåšç”µå­äº§å“和其它货物的生æ„。", - L"Arnold在Grumm开了一家修ç†åº—。", - //51-55 - L"Fredo在Grummä¿®ç†ç”µå­äº§å“。", - L"收到在Balimeçš„æœ‰é’±äººçš„ææ¬¾ã€‚", - L"é‡åˆ°ä¸€ä¸ªå«Jake的废å“商人。", - L"ä¸€ä¸ªæµæµªè€…给了我们一张电å­é’¥åŒ™å¡ã€‚", - L"贿赂了Walter,让他打开地下室的门。", - //56-60 - L"如果Dave有汽油,他会å…费进行加油。", - L"贿赂Pablo。", - L"Kingping拿回了San Mona矿井中的钱。", - L"%s赢了拳击赛", - L"%s输了拳击赛", - //61-65 - L"%s丧失了拳击赛的å‚赛资格", - L"在废弃的矿井里找到一大笔钱。", - L"é­é‡Kingpinæ´¾å‡ºçš„æ€æ‰‹ã€‚", - L"该分区失守", //ENEMY_INVASION_CODE - L"æˆåŠŸé˜²å¾¡è¯¥åˆ†åŒº", - //66-70 - L"作战失败", //ENEMY_ENCOUNTER_CODE - L"致命的ä¼å‡»", //ENEMY_AMBUSH_CODE - L"æ€å…‰äº†æ•Œå†›çš„ä¼å…µ", - L"攻击失败", //ENTERING_ENEMY_SECTOR_CODE - L"攻击æˆåŠŸï¼", - //71-75 - L"异形攻击", //CREATURE_ATTACK_CODE - L"è¢«è¡€çŒ«åƒæŽ‰äº†", //BLOODCAT_AMBUSH_CODE - L"宰掉了血猫", - L"%s被干掉了", - L"æŠŠä¸€ä¸ªææ€–分å­çš„头颅给了Carmen", - //76-80 - L"Slay走了", - L"干掉了%s", - L"碰到了Waldo飞机机械师。",//L"Met Waldo - aircraft mechanic.", - L"ç›´å‡æœºç»´ä¿®å¼€å§‹ã€‚预计时间: %då°æ—¶(s)。",//L"Helicopter repairs started. Estimated time: %d hour(s).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"N/A", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"邮箱", - L"网页", - L"财务", - L"人事", - L"日志", - L"文件", - L"关闭", - L"Sir-FER 4.0 简体中文版", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M", - L"Bobby Ray's", - L"I.M.P", - L"M.E.R.C", - L"公墓", - L"花店", - L" M.I.S ä¿é™©å…¬å¸", - L"å–æ¶ˆ", - L"百科全书", - L"简报室", - L"战役历å²", - L"佣兵之家", //L"MeLoDY", - L"世界å«ç”Ÿç»„织", //L"WHO",  - L"安ä¿å…¬å¸", //L"Kerberus", - L"民兵总览",//L"Militia Overview", - L"R.I.S", - L"工厂", //L"Factories", - L"A.R.C", //L"A.R.C", -}; - -STR16 pBookmarkTitle[] = -{ - L"æ”¶è—夹", - L"å³å‡»ä»¥æ”¾è¿›æ”¶è—夹,便于以åŽè®¿é—®æœ¬é¡µé¢ã€‚", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"下载...", - L"é‡è½½...", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"好的", - L"æ‹¿å–", // take money from merc - L"给予", //give money to merc - L"å–æ¶ˆ", // cancel transaction - L"清除", //clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"状æ€", //L"Stats", // view stats of the merc - L"更多状æ€", //L"More Stats", - L"雇佣åˆåŒ", //L"Employment", - L"ç‰©å“æ¸…å•", //L"Inventory", // view the inventory of the merc -}; - -STR16 sATMText[ ]= -{ - L"转å¸ï¼Ÿ", // transfer funds to merc? - L"确定?", // are we certain? - L"输入金é¢", // enter the amount you want to transfer to merc - L"选择类型", // select the type of transfer to merc - L"资金ä¸è¶³", //not enough money to transfer to merc - L"必须是$10çš„å€æ•°", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"错误", - L"æœåŠ¡å™¨æ²¡æœ‰DNSå…¥å£ã€‚", - L"请检查URL地å€ï¼Œå†æ¬¡å°è¯•连接。", - L"好的", - L"主机连接时断时续。预计需è¦è¾ƒé•¿çš„传输时间。", -}; - - -STR16 pPersonnelString[] = -{ - L"佣兵: ", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0 简体中文版", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M", - L"A.I.M æˆå‘˜", - L"A.I.M è‚–åƒ", // a mug shot is another name for a portrait - L"A.I.M 排åº", - L"A.I.M", - L"A.I.M 剿ˆå‘˜", - L"A.I.M 规则", - L"A.I.M 历å²", - L"A.I.M 链接", - L"M.E.R.C", - L"M.E.R.C è´¦å·", - L"M.E.R.C 注册", - L"M.E.R.C 索引", - L"Bobby Ray 商店", - L"Bobby Ray - 枪械", - L"Bobby Ray - å¼¹è¯", - L"Bobby Ray - 护甲", - L"Bobby Ray - æ‚è´§", //"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous - L"Bobby Ray - 二手货", - L"Bobby Ray - 邮购", - L"I.M.P", - L"I.M.P", - L"è”åˆèб剿œåС公å¸", - L"è”åˆèб剿œåŠ¡å…¬å¸ - 花å‰", - L"è”åˆèб剿œåŠ¡å…¬å¸ - 订å•", - L"è”åˆèб剿œåŠ¡å…¬å¸ - è´ºå¡", - L"Malleus, Incus & Stapes ä¿é™©å…¬å¸", - L"ä¿¡æ¯", - L"åˆåŒ", - L"评论", - L"McGillicutty 公墓", - L"", - L"无法找到URL。", - L"%sæ–°é—»å‘布会 - 战役总结", - L"%sæ–°é—»å‘布会 - 战役报告", - L"%sæ–°é—»å‘布会 - 最新消æ¯", - L"%sæ–°é—»å‘布会 - 关于我们", - L"佣兵之家 - 关于我们", //L"Mercs Love or Dislike You - About us", - L"佣兵之家 - 队ä¼åˆ†æž", //L"Mercs Love or Dislike You - Analyze a team", - L"佣兵之家 - æˆå¯¹åˆ†æž", //L"Mercs Love or Dislike You - Pairwise comparison", - L"佣兵之家 - 个人分æž", //L"Mercs Love or Dislike You - Personality", - L"世界å«ç”Ÿç»„织 - 关于世界å«ç”Ÿç»„织", //L"WHO - About WHO", - L"世界å«ç”Ÿç»„织 - Arulco的疾病", //L"WHO - Disease in Arulco", - L"世界å«ç”Ÿç»„织 - 有用的贴士", //L"WHO - Helpful Tips", - L"Kerberus安ä¿å…¬å¸ - 关于我们", //L"Kerberus - About Us", - L"Kerberus安ä¿å…¬å¸ - 雇佣队ä¼", //L"Kerberus - Hire a Team", - L"Kerberus安ä¿å…¬å¸ - 独立åè®®", //L"Kerberus - Individual Contracts", - L"民兵总览", //L"Militia Overview", - L"侦察情报局 - 情报需求", //L"Recon Intelligence Services - Information Requests", - L"侦察情报局 - 情报验è¯", //L"Recon Intelligence Services - Information Verification", - L"侦察情报局 - 关于我们", //L"Recon Intelligence Services - About us", - L"工厂概况", //L"Factory Overview", - L"Bobby Ray - 最近的è¿è´§", - L"百科全书", - L"百科全书 - æ•°æ®", - L"简报室", - L"简报室 - æ•°æ®", - L"", //LAPTOP_MODE_BRIEFING_ROOM_ENTER - L"", //LAPTOP_MODE_AIM_MEMBERS_ARCHIVES_NEW - L"A.R.C", //L"A.R.C", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir 帮助",//L"Sir-Help", - L"冿¬¡ç‚¹å‡»é¡µé¢ä»¥æ”¾è¿›æ”¶è—夹。", -}; - -STR16 pLaptopTitles[] = -{ - L"邮箱", - L"文件查看器", - L"人事", - L"å¸ç°¿", - L"日志", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"阵亡", - L"解雇", - L"å…¶ä»–: ", - L"结婚", - L"åˆåŒåˆ°æœŸ", - L"退出", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"当剿ˆå‘˜: ", - L"离队æˆå‘˜: ", - L"æ¯æ—¥èŠ±è´¹: ", - L"最高日薪: ", - L"最低日薪: ", - L"行动中牺牲: ", - L"解雇: ", - L"å…¶ä»–: ", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"最低", - L"å¹³å‡", - L"最高", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"生命", - L"æ•æ·", - L"çµå·§", - L"力é‡", - L"领导", - L"智慧", - L"级别", - L"枪法", - L"机械", - L"爆破", - L"医疗", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"åˆåŒ", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"ç»§ç»­", - L"åœæ­¢", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"你在这个地区战败了ï¼", - L"敌人冷酷无情地处死了你的队员ï¼", - L"ä½ æ˜è¿·çš„队员被俘è™äº†ï¼", - L"你的队员被敌军俘è™äº†ã€‚", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"上一页", - L"下一页", - L"接å—", - L"清除", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"上一页", - L"下一页", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"支付", - L"主页", - L"è´¦å·:", - L"佣兵", - L"日数", - L"日薪", //5 - L"索价", - L"åˆè®¡:", - L"ä½ ç¡®å®šè¦æ”¯ä»˜%så—?", - L"%s (+装备)", //L"%s (+gear)", -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"上一页", - L"下一页", -}; - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"生命", - L"æ•æ·", - L"çµå·§", - L"力é‡", - L"领导", - L"智慧", - L"级别", - L"枪法", - L"机械", - L"爆破", - L"医疗", - - L"上一ä½", //"Previous", - L"雇佣", //"Hire", - L"下一ä½", //"Next", - L"附加信æ¯", //"Additional Info", - L"主页", //"Home", - L"已雇佣", //"Hired", - L"日薪:", //"Salary:", - L"æ¯æ—¥", //"per Day", - L"装备:", //"Gear:", - L"åˆè®¡:", //"Total:", - L"阵亡", //"Deceased", - - L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚", //L"You have a full team of mercs already.", - L"购买装备?", //"Buy Equipment?", - L"ä¸å¯é›‡ä½£", //"Unavailable", - L"未结账å•", //L"Unsettled Bills", - L"生平", //L"Bio", - L"物å“", //L"Inv", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"开户", //"Open Account", - L"å–æ¶ˆ", //"Cancel", - L"ä½ æ²¡æœ‰å¸æˆ·ã€‚你希望开一个å—?", //"You have no account. Would you like to open one?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L" Speck T. Kline 创办者和拥有者", - L"开户点击这里", //"To open an account press here", - L"æŸ¥çœ‹å¸æˆ·ç‚¹å‡»è¿™é‡Œ", //"To view account press here", - L"查看文件点击这里", //"To view files press here", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"转账失败,暂无å¯ç”¨èµ„金。", -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"McGillicutty公墓: 1983开业,办ç†å®¶åº­æ‚¼å¿µä¸šåŠ¡ã€‚", - L"葬礼部ç»ç†å…¼A.I.Må‰ä½£å…µ Murray \"Pops\" McGillicutty是一åç»éªŒä¸°å¯Œã€ä¸šåŠ¡ç†Ÿç»ƒçš„æ®¡ä»ªä¸šè€…ã€‚", - L"Pops跟死亡和葬礼打了一辈å­äº¤é“,他éžå¸¸ç†Ÿæ‚‰è¯¥ä¸šåŠ¡ã€‚", - L"McGillicutty公墓æä¾›å„ç§å„样的悼念æœåŠ¡: 从å¯ä»¥ä¾é ç€å“­æ³£çš„肩膀到对严é‡å˜å½¢çš„é—体åšç¾Žå®¹ç¾Žä½“æœåŠ¡ã€‚", - L"McGillicutty公墓是你所爱的人的安æ¯åœ°ã€‚", - - // Text for the various links available at the bottom of the page - L"献花", - L"骨ç°ç›’", - L"ç«è‘¬æœåŠ¡", - L"安排葬礼", - L"葬礼规则", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"很抱歉,由于家里有人去世,本网站的剩余部分尚未完æˆã€‚一旦解决了宣读é—嘱和财产分é…问题,本网站会尽快建设好。", - L"很抱歉,但是,现在还是测试期间,请以åŽå†æ¥è®¿é—®ã€‚", -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"花å‰", - - //Address of United Florist - - L"\"我们空投至任何地区\"",//L"\"We air-drop anywhere\"", - L"1-555-SCENT-ME", - L"333 NoseGay Dr, Seedy City, CA USA 90210", - L"http://www.scent-me.com", - - // detail of the florist page - - L"我们快速高效ï¼", - L"ä¿è¯æŠŠé²œèŠ±åœ¨ç¬¬äºŒå¤©é€åˆ°ä¸–界上大部分地区,但有少é‡é™åˆ¶ã€‚", - L"ä¿è¯ä»·æ ¼æ˜¯ä¸–界上最低廉的ï¼", - L"呿ˆ‘们å应比我们价格更低的é€èбæœåŠ¡å¹¿å‘Šï¼Œæˆ‘ä»¬ä¼šé€ä½ ä¸€æ‰“ç»å¯¹å…费的玫瑰。", - L"自从1981å¹´æ¥ï¼Œæˆ‘们逿¤ç‰©ã€é€åŠ¨ç‰©ã€é€é²œèŠ±ã€‚", - L"我们雇请了被é¢å‘过勋章的å‰è½°ç‚¸æœºé£žè¡Œå‘˜ï¼Œä»–们能把你的鲜花空投在指定ä½ç½®çš„å英里åŠå¾„内。总是这样 - æ¯æ¬¡è¿™æ ·ï¼", - L"让我们满足你对鲜花的å“ä½ã€‚", - L"让Bruce,我们的世界闻å的花å‰è®¾è®¡å¸ˆï¼Œä»Žæˆ‘ä»¬çš„èŠ±æˆ¿é‡Œä¸ºä½ äº²æ‰‹æ‘˜å–æœ€æ–°é²œã€æœ€ä¼˜è´¨çš„花æŸã€‚", - L"还有请记ä½ï¼Œå¦‚果我们没有你è¦çš„花,我们能ç§å‡ºæ¥ - 很快ï¼", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"åŽé€€", //"Back", - L"å‘é€", //"Send", - L"清除", //"Clear", - L"花å‰", //"Gallery", - - L"花å‰åç§°: ", //"Name of Bouquet:", - L"ä»·æ ¼: ", //"Price:",//5 - L"订å•å·: ", //"Order Number:", - L"é€è´§æ—¥æœŸ", //"Delivery Date", - L"第二天", //"next day", - L"慢慢é€åŽ»", //"gets there when it gets there", - L"é€è´§ç›®çš„地", //"Delivery Location",//10 - L"é¢å¤–æœåŠ¡", //"Additional Services", - L"å˜å½¢çš„花å‰($10)", //"Crushed Bouquet($10)", - L"黑玫瑰($20)", //"Black Roses($20)", - L"枯èŽçš„花å‰($10)", //"Wilted Bouquet($10)", - L"水果蛋糕(如果有的è¯)($10)", //"Fruit Cake (if available)($10)", //15 - L"ç§äººå¯†è¯­: ", //"Personal Sentiments:", - L"你写的è¯ä¸èƒ½å¤šäºŽ75字。", - L"...或者选择我们æä¾›çš„", //L"...or select from one of our", - - L"标准贺å¡", //"STANDARDIZED CARDS", - L"ä¼ å•ä¿¡æ¯", //"Billing Information", //20 - - //The text that goes beside the area where the user can enter their name - - L"å§“å: ", //"Name:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"上一页", //abbreviation for previous - L"下一页", //abbreviation for next - - L"点击你想è¦è®¢è´­çš„花å‰ã€‚", - L"请注æ„: 为了防止è¿è¾“中的枯èŽå’Œå˜å½¢ï¼Œæ¯æŸèб妿”¶$10包装费。", - - //text on the button - - L"主页", //"Home", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"请点击你想è¦è®¢è´­çš„è´ºå¡", //"Click on your selection", - L"åŽé€€", //"Back", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"订å•", //"Order Form", //Title of the page - L"æ•°é‡", //"Qty", // The number of items ordered - L"é‡é‡ï¼ˆ%s)", //"Weight (%s)", // The weight of the item - L"物å“åç§°", //"Item Name", // The name of the item - L"物å“å•ä»·", //"Unit Price", // the item's weight - L"总价", //"Total", //5 // The total price of all of items of the same type - L"å…¨éƒ¨ç‰©å“æ€»ä»·", //"Sub-Total", // The sub total of all the item totals added - L"è¿è´¹ï¼ˆè§†ç›®çš„地而定)", // "S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling - L"全部费用", //"Grand Total", // The grand total of all item totals + the shipping and handling - L"é€è´§ç›®çš„地", //"Delivery Location", - L"è¿è¾“速度", //"Shipping Speed", //10 // See below - L"è¿è´¹ï¼ˆæ¯%s)", //"Cost (per %s.)", // The cost to ship the items - L"连夜速递", //"Overnight Express", // Gets deliverd the next day - L"2工作日", //"2 Business Days", // Gets delivered in 2 days - L"标准æœåŠ¡", //"Standard Service", // Gets delivered in 3 days - L"清除订å•", //"Clear Order", //15// Clears the order page - L"确认订å•", //"Accept Order", // Accept the order - L"åŽé€€", //"Back", // text on the button that returns to the previous page - L"主页", //"Home", // Text on the button that returns to the home page - L"*代表二手货", //"* Denotes Used Items", // Disclaimer stating that the item is used - L"你无法支付所需费用。", //"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money - L"<æ— >", //"", // Gets displayed when there is no valid city selected - L"ä½ ç¡®å®šè¦æŠŠè¯¥è®¢å•里订购的物å“é€å¾€%så—?", //"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one - L"包裹é‡é‡**", //"Package Weight**", // Displays the weight of the package - L"** 最å°é‡é‡: ", //"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package - L"è¿è´§", //"Shipments", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"手枪", //"Pistol", - L"自动手枪", //"M. Pistol", - L"冲锋枪", //"SMG", - L"歩枪", //"Rifle", - L"狙击歩枪", //"SN Rifle", - L"çªå‡»æ­©æžª", //"AS Rifle", - L"机枪", //"MG", - L"霰弹枪", //"Shotgun", - L"釿­¦å™¨", //"Heavy W.", - - // Ammo - L"手枪", //"Pistol", - L"自动手枪", //"M. Pistol", - L"冲锋枪", //"SMG", - L"歩枪", //"Rifle", - L"狙击歩枪", //"SN Rifle", - L"çªå‡»æ­©æžª", //"AS Rifle", - L"机枪", //"MG", - L"霰弹枪", //"Shotgun", - - // Used - L"枪械", //"Guns", - L"护甲", //"Armor", - L"æºè¡Œå…·", //"LBE Gear", - L"æ‚è´§", //"Misc", - - // Armour - L"头盔", //"Helmets", - L"防弹衣", //"Vests", - L"作战裤", //"Leggings", - L"防弹æ¿", //"Plates", - - // Misc - L"刀具", //"Blades", - L"飞刀", //"Th. Knives", - L"格斗武器", //"Blunt W.", - L"手雷/榴弹", //"Grenades", - L"炸è¯", //"Bombs", - L"医疗用å“", //"Med. Kits", - L"工具套装", //"Kits", - L"头部装备", //"Face Items", - L"æºè¡Œå…·", //"LBE Gear", - L"瞄具", // Madd: new BR filters - L"æ¡æŠŠ/脚架", - L"消音类", - L"枪托", - L"弹匣/æ¿æœº", - L"其它附件", - L"其它", //"Misc.", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"订购", //"To Order", // Title - // instructions on how to order - L"请点击该物å“。如果è¦è®¢è´­å¤šä»¶ï¼Œè¯·è¿žç»­ç‚¹å‡»ã€‚å³å‡»ä»¥å‡å°‘è¦è®¢è´­çš„æ•°é‡ã€‚一旦选好了你è¦è®¢è´­çš„,请å‰å¾€è®¢å•页é¢ã€‚", - - //Text on the buttons to go the various links - - L"上一页", //"Previous Items", // - L"枪械", //"Guns", //3 - L"å¼¹è¯", //"Ammo", //4 - L"护甲", //"Armor", //5 - L"æ‚è´§", //"Misc.", //6 //misc is an abbreviation for miscellaneous - L"二手货", //"Used", //7 - L"下一页", //"More Items", - L"订货å•", //"ORDER FORM", - L"主页", //"Home", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"ä½ çš„é˜Ÿä¼æœ‰", //"Your team has",//11 - L"ä»¶å¯ä½¿ç”¨è¯¥ç±»åž‹å¼¹è¯çš„æ­¦å™¨", //"weapon(s) that use this type of ammo", //12 - - //The following lines provide information on the items - - L"é‡é‡: ", //"Weight:", // Weight of all the items of the same type - L"å£å¾„: ", //"Cal:", // the caliber of the gun - L"载弹é‡: ", //"Mag:", // number of rounds of ammo the Magazine can hold - L"射程: ", //"Rng:", // The range of the gun - L"æ€ä¼¤åŠ›: ", //"Dam:", // Damage of the weapon - L"射速: ", //"ROF:", // Weapon's Rate Of Fire, acronym ROF - L"AP: ", //L"AP:", // Weapon's Action Points, acronym AP - L"晕眩: ", //L"Stun:", // Weapon's Stun Damage - L"防护: ", //L"Protect:", // Armour's Protection - L"伪装: ", //L"Camo:", // Armour's Camouflage - L"侵彻力:", //L"Armor Pen:", Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"ç¿»æ…力:", //L"Dmg Mod:", Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"弹丸é‡ï¼š", //L"Projectiles:", Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"å•ä»·: ", //"Cost:", // Cost of the item - L"库存: ", //"In stock:", // The number of items still in the store's inventory - L"è´­ä¹°é‡: ", //"Qty on Order:", // The number of items on order - L"å·²æŸå", //"Damaged", // If the item is damaged - L"é‡é‡: ", //"Weight:", // the Weight of the item - L"å°è®¡: ", //"SubTotal:", // The total cost of all items on order - L"* %ï¼… å¯ç”¨", //"* %% Functional", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"é ï¼æˆ‘们这里的在线订å•ä¸€æ¬¡åªæŽ¥å—", //L"Darn! This on-line order form will only accept ", First part - L"件物å“的订购。如果你想è¦è®¢è´­æ›´å¤šä¸œè¥¿ï¼ˆæˆ‘ä»¬å¸Œæœ›å¦‚æ­¤ï¼‰ï¼Œè¯·æŽ¥å—æˆ‘们的歉æ„,å†å¼€ä¸€ä»½è®¢å•。", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"抱歉,这ç§å•†å“我们现在正在进货。请ç¨åŽå†æ¥è®¢è´­ã€‚", - - //A popup that tells the user that the store is temporarily sold out - - L"抱歉,这ç§å•†å“我们现在缺货。", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"这里有最新最ç«çˆ†çš„军ç«ä¾›åº”", //"This is the place to be for the newest and hottest in weaponry and military supplies", - L"我们æä¾›ç¡¬ä»¶æ»¡è¶³æ‚¨æ‰€æœ‰ç ´å欲望ï¼", //"We can find the perfect solution for all your explosives needs", - L"二手货", //"Used and refitted items", - - //Text for the various links to the sub pages - - L"æ‚è´§", //"Miscellaneous", - L"枪械", //"GUNS", - L"å¼¹è¯", //"AMMUNITION", //5 - L"护甲", //"ARMOR", - - //Details on the web site - - L"独此一家,别无分店ï¼", //"If we don't sell it, you can't get it!", - L"网站建设中", //"Under Construction", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"A.I.M æˆå‘˜", //"A.I.M. Members", // Title - // Title for the way to sort - L"排åº: ", //"Sort By:", - - // sort by... - - L"薪金", //"Price", - L"级别", //"Experience", - L"枪法", //"Marksmanship", - L"机械", //"Mechanical", - L"爆破", //"Explosives", - L"医疗", //"Medical", - L"生命", //"Health", - L"æ•æ·", //"Agility", - L"çµå·§", //"Dexterity", - L"力é‡", //"Strength", - L"领导", //"Leadership", - L"智慧", //"Wisdom", - L"å§“å", //"Name", - - //Text of the links to other AIM pages - - L"查看佣兵的肖åƒç´¢å¼•", //"View the mercenary mug shot index", - L"查看å•独的佣兵档案", //"Review the individual mercenary's file", - L"æµè§ˆ A.I.M 剿ˆå‘˜", //"Browse the A.I.M. Alumni Gallery", - - // text to display how the entries will be sorted - - L"å‡åº", //"Ascending", - L"é™åº", //"Descending", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"上一页", //"Previous Page", - L"AIM主页", //"AIM HomePage", - L"规则索引", //"Policy Index", - L"下一页", //"Next Page", - L"ä¸åŒæ„", //Disagree", - L"åŒæ„", //"Agree", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"鼠标左击", //"Left Click", - L"è”系佣兵。", //"to Contact Merc.", - L"é¼ æ ‡å³å‡»", //"Right Click", - L"回到肖åƒç´¢å¼•。", //"for Mug Shot Index.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"生命", - L"æ•æ·", - L"çµå·§", - L"力é‡", - L"领导", - L"智慧", - L"级别", - L"枪法", - L"机械", - L"爆破", - L"医疗", - - // the contract expenses' area - - L"费用", //"Fee", - L"åˆåŒ", //"Contract", - L"一日", //"one day", - L"一周", //"one week", - L"两周", //"two weeks", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"上一ä½", //"Previous", - L"è”ç³»", //"Contact", - L"下一ä½", //"Next", - - L"附加信æ¯", //"Additional Info", // Title for the additional info for the merc's bio - L"现役æˆå‘˜", //"Active Members", //20 // Title of the page - L"å¯é€‰è£…备:", //"Optional Gear:", // Displays the optional gear cost - L"装备", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's - L"所需医疗ä¿è¯é‡‘", //"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed - L"装备1", // Text on Starting Gear Selection Button 1 - L"装备2", // Text on Starting Gear Selection Button 2 - L"装备3", // Text on Starting Gear Selection Button 3 - L"装备4", // Text on Starting Gear Selection Button 4 - L"装备5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"åˆåŒæ€»ä»·:", //"Contract Charge:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"一日", //"One Day", - L"一周", //"One Week", - L"两周", //"Two Weeks", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"ä¸ä¹°è£…备", //"No Equipment", - L"购买装备", //"Buy Equipment", - - // Text on the Buttons - - L"转å¸", //"TRANSFER FUNDS", // to actually hire the merc - L"å–æ¶ˆ", //"CANCEL", // go back to the previous menu - L"雇佣", //"HIRE", // go to menu in which you can hire the merc - L"挂断", //"HANG UP", // stops talking with the merc - L"完æˆ", //"OK", - L"留言", //"LEAVE MESSAGE", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"视频通讯: ", //"Video Conferencing with", - L"建立连接……", //"Connecting. . .", - - L"包括医ä¿", //"with medical", // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"电å­è½¬å¸æˆåŠŸ", //"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc - L"无法处ç†è½¬å¸", //"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1 - L"资金ä¸è¶³", //"INSUFFICIENT FUNDS", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"执行任务中", //"On Assignment" - L"请留言", //"Please Leave Message", - L"阵亡", //"Deceased", - - //If you try to hire more mercs than game can support - - L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚", //L"You have a full team of mercs already.", - - L"预录消æ¯", //"Pre-recorded message", - L"留言已记录", //"Message recorded", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"A.I.M 链接",// L"A.I.M. Links", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"A.I.M 历å²", //"A.I.M. History", //Title - - // Text on the buttons at the bottom of the page - - L"上一页", //"Previous Page", - L"主页", //"Home", - L"A.I.M 剿ˆå‘˜", //"A.I.M. Alumni", - L"下一页", //"Next Page", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"薪金", //"Price", - L"级别", //"Experience", - L"枪法", //"Marksmanship", - L"机械", //"Mechanical", - L"爆破", //"Explosives", - L"医疗", //"Medical", - L"生命", //"Health", - L"æ•æ·", //"Agility", - L"çµå·§", //"Dexterity", - L"力é‡", //"Strength", - L"领导", //"Leadership", - L"智慧", //"Wisdom", - L"å§“å", //"Name", - - // The title of the page, the above text gets added at the end of this text - - L"æ ¹æ®%så‡åºæŽ’列的A.I.Mæˆå‘˜", //"A.I.M. Members Sorted Ascending By %s", - L"æ ¹æ®%sé™åºæŽ’列的A.I.Mæˆå‘˜", //"A.I.M. Members Sorted Descending By %s", - - // Instructions to the players on what to do - - L"鼠标左击", //"Left Click", - L"选择佣兵", //"To Select Merc", //10 - L"é¼ æ ‡å³å‡»", //"Right Click", - L"回到排åºé€‰é¡¹", //"For Sorting Options", - - // Gets displayed on top of the merc's portrait if they are... - - L"离开", //"Away", - L"阵亡", //"Deceased", //14 - L"任务中", //"On Assign", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"第一页", - L"第二页", - L"第三页", - - L"A.I.M 剿ˆå‘˜", - - L"完æˆ", - L"下一页", -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.Må’ŒA.I.Må›¾æ ‡åœ¨ä¸–ç•Œå¤§å¤šæ•°å›½å®¶å·²ç»æ³¨å†Œã€‚", - L"ç‰ˆæƒæ‰€æœ‰ï¼Œä»¿å†’必究。", - L"Copyright 1998-1999 A.I.M, Ltd. All rights reserved。", - - //Text for an advertisement that gets displayed on the AIM page - - L"è”åˆèб剿œåС公å¸", - L"\"我们将花空è¿åˆ°ä»»ä½•地方\"", //10 - L"把活干好", - L"... 第一次", - L"枪械和æ‚è´§ï¼Œåªæ­¤ä¸€å®¶ï¼Œåˆ«æ— åˆ†åº—。", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"主页", //"Home", - L"æˆå‘˜", //"Members", - L"剿ˆå‘˜", //"Alumni", - L"规则", //"Policies", - L"历å²", //"History", - L"链接", //"Links", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"库存商å“", //"MERCHANDISE IN STOCK", //Header for the merchandise available - L"页é¢", //"PAGE", //The current store inventory page being displayed - L"总价格", //"TOTAL COST", //The total cost of the the items in the Dealer inventory area - L"总价值", //"TOTAL VALUE", //The total value of items player wishes to sell - L"ä¼°ä»·", //"EVALUATE", //Button text for dealer to evaluate items the player wants to sell - L"确认交易", //"TRANSACTION", //Button text which completes the deal. Makes the transaction. - L"完æˆ", //"DONE", //Text for the button which will leave the shopkeeper interface. - L"ä¿®ç†è´¹", //"REPAIR COST", //The amount the dealer will charge to repair the merc's goods - L"1å°æ—¶", //"1 HOUR",// SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%då°æ—¶", //"%d HOURS",// PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"å·²ç»ä¿®å¥½", //"REPAIRED",// Text appearing over an item that has just been repaired by a NPC repairman dealer - L"你没有空余的ä½ç½®æ¥æ”¾ä¸œè¥¿äº†ã€‚", //"There is not enough room in your offer area.",//Message box that tells the user there is no more room to put there stuff - L"%d分钟", //"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"æŠŠç‰©å“æ”¾åœ¨åœ°ä¸Šã€‚", //"Drop Item To Ground.", - L"特价", //L"BUDGET", -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"确认", //"OK", // Transfer the money - L"æ‹¿", //"Take", // Take money from the player - L"ç»™", //"Give", // Give money to the player - L"å–æ¶ˆ", //"Cancel", // Cancel the transfer - L"清除", //"Clear", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"选择类型", //"Select Type", // tells the user to select either to give or take from the merc - L"输入数é¢", //"Enter Amount", // Enter the amount to transfer - L"把钱给佣兵", //"Transfer Funds To Merc",// Giving money to the merc - L"从佣兵那拿钱", //"Transfer Funds From Merc", // Taking money from the merc - L"资金ä¸è¶³", //"Insufficient Funds", // Not enough money to transfer - L"ä½™é¢", //"Balance", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"ä½ è¦ä»Žä¸»å¸æˆ·ä¸­æå–%sæ¥æ”¯ä»˜å—?", - L"资金ä¸è¶³ã€‚你缺少%s。", - L"ä½ è¦ä»Žä¸»å¸æˆ·ä¸­æå–%sæ¥æ”¯ä»˜å—?", - L"请求商人开始交易", - L"请求商人修ç†é€‰å®šç‰©å“", - L"结æŸå¯¹è¯", - L"当å‰ä½™é¢", - - L"ä½ è¦ä½¿ç”¨%sæƒ…æŠ¥æ¥æ”¯ä»˜å·®é¢å—?", //L"Do you want to transfer %s Intel to cover the difference?", - L"ä½ è¦ä½¿ç”¨%sæƒ…æŠ¥æ¥æ”¯ä»˜å—?", //L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"ä¿å­˜æ¸¸æˆ", //"Save Game", - L"载入游æˆ", //"Load Game", - L"退出", //"Quit", - L"下一页", //L"Next", - L"上一页", //L"Prev", - L"完æˆ", //"Done", - L"1.13 特å¾åŠŸèƒ½", //L"1.13 Features", - L"特å¾é€‰é¡¹", //L"New in 1.13", - L"选项", //L"Options", - - //Text above the slider bars - L"特效", //"Effects", - L"语音", //"Speech", - L"音ä¹", //"Music", - - //Confirmation pop when the user selects.. - L"退出并回到游æˆä¸»èœå•?", - - L"你必须选择“语音â€å’Œâ€œå¯¹è¯æ˜¾ç¤ºâ€ä¸­çš„至少一项。", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 特å¾åŠŸèƒ½", //L"1.13 FEATURE TOGGLES", - L"在游æˆä¸­æ›´æ”¹è¿™äº›é€‰é¡¹å°†å½±å“您的游æˆä½“验。(更改åŽå¿…须釿–°å¼€å§‹æ–°æ¸¸æˆï¼‰", //L"Changing these settings during a campaign will affect your experience.", - L"将鼠标悬åœåœ¨åŠŸèƒ½æŒ‰é’®ä¸Šä»¥èŽ·å¾—æ›´å¤šä¿¡æ¯ã€‚æŸäº›åŠŸèƒ½éœ€è¦åœ¨JA2_Options.ini(或其他文件)中设置。", //L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"å¼€å¯ç‰¹å¾åŠŸèƒ½", //L"Use These Overrides", - L"æ–°NCTH瞄准系统", //L"New Chance to Hit", - L"物å“全掉功能", //L"Enemies Drop All", - L"物å“全掉功能(物å“几率æŸå)", //L"Enemies Drop All (Damaged)", - L"ç«åŠ›åŽ‹åˆ¶åŠŸèƒ½", //L"Suppression Fire", - L"女王å击Drassen功能", //L"Drassen Counterattack", - L"女王å击所有城镇功能", //L"City Counterattacks", - L"女王多次å击功能", //L"Multiple Counterattacks", - L"情报功能", //L"Intel", - L"俘è™åŠŸèƒ½", //L"Prisoners", - L"矿井管ç†åŠŸèƒ½", //L"Mines Require Workers", - L"敌军ä¼å‡»åŠŸèƒ½", //L"Enemy Ambushes", - L"女王刺客功能", //L"Enemy Assassins", - L"敌军角色功能", //L"Enemy Roles", - L"敌军角色功能:医生", //L"Enemy Role: Medic", - L"敌军角色功能:军官", //L"Enemy Role: Officer", - L"敌军角色功能:将军", //L"Enemy Role: General", - L"Kerberus安ä¿å…¬å¸åŠŸèƒ½", //L"Kerberus", - L"食物系统", //L"Mercs Need Food", - L"疾病系统", //L"Disease", - L"动æ€è§‚点功能", //L"Dynamic Opinions", - L"动æ€å¯¹è¯åŠŸèƒ½", //L"Dynamic Dialogue", - L"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½", //L"Arulco Strategic Division", - L"æ•Œå†›ç›´å‡æœºåŠŸèƒ½", //L"ASD: Helicopters", - L"敌军战斗车功能", //L"Enemy Vehicles Can Move", - L"僵尸系统", //L"Zombies", - L"血猫袭击功能", //L"Bloodcat Raids", - L"土匪袭击功能", //L"Bandit Raids", - L"僵尸袭击功能", //L"Zombie Raids", - L"民兵储备功能", //L"Militia Volunteer Pool", - L"民兵战术命令功能", //L"Tactical Militia Command", - L"民兵战略命令功能", //L"Strategic Militia Command", - L"民兵武装装备功能", //L"Militia Uses Sector Equipment", - L"民兵需è¦èµ„æºåŠŸèƒ½", //L"Militia Requires Resources", - L"强化近战功能", //L"Enhanced Close Combat", - L"新中断功能", //L"Improved Interrupt System", - L"武器过热功能", //L"Weapon Overheating", - L"天气功能:下雨", //L"Weather: Rain", - L"天气功能:闪电", //L"Weather: Lightning", - L"天气功能:沙尘暴", //L"Weather: Sandstorms", - L"天气功能:暴风雪", //L"Weather: Snow", - L"éšæœºäº‹ä»¶åŠŸèƒ½", //L"Mini Events", - L"åæŠ—军å¸ä»¤éƒ¨åŠŸèƒ½", //L"Arulco Rebel Command", - L"战略è¿è¾“队", //L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|å¼€|å¯|特|å¾|功|能\n \nå…许以下功能覆盖JA2_Options.ini中的设置。\n \n将鼠标悬åœåœ¨æŒ‰é’®ä¸ŠæŸ¥çœ‹å…·ä½“替æ¢çš„项目内容。\n \n如果ç¦ç”¨æ­¤é€‰é¡¹åŠŸèƒ½å°†ä»¥JA2_Options.ini中设置为准。\n \n", //L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|æ–°|N|C|T|H|çž„|准|ç³»|统\n \n覆盖 [Tactical Gameplay Settings] NCTH\n \nå¯ç”¨æ–°å‘½ä¸­ç³»ç»Ÿã€‚\n \n详细的内容设定请查看CTHConstants.ini。\n \n", //L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|敌|人|物|å“|å…¨|掉|功|能\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \næ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰ç‰©å“。\n \nä¸èƒ½åŒ\"物å“全掉功能(物å“几率æŸå)\"一起使用。\n \n", //L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|敌|人|物|å“|å…¨|掉|功|能|(|物|å“|几|率|æŸ|å|)\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \næ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,并且所掉è½çš„ç‰©å“æœ‰å‡ çŽ‡ä¼šä¸¥é‡æŸå。\n \nä¸èƒ½åŒ\"物å“全掉功能\"一起使用。\n \n", //L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|ç«|力|压|制|功|能\n \n覆盖 [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nè§’è‰²ä¼šé€æ¸å—到压制æŸå¤±ä¸€å®šæ¯”例的AP。\n \n有关é…置选项,请å‚阅[Tactical Suppression Fire Settings]。\n \n", //L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|女|王|å|击|D|r|a|s|s|e|n|功|能\n \n覆盖 [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \n女王å‘Drassen城å‘起了大规模å击。\n \n", //L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|女|王|å|击|所|有|城|镇|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王å¯ä»¥å‘所有城镇å‘动大规模å击。\n \nä¸èƒ½åŒ\"女王多次å击功能\"一起使用。\n \n", // L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|女|王|多|次|å|击|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王å¯ä»¥å‘所有城镇å‘动大规模å击。\n \nè¿™å¯èƒ½ä¼šå‘生多次å击。\n \n这会使游æˆå˜å¾—更难。\n \n", //L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|情|报|功|能\n \n覆盖 [Intel Settings] RESOURCE_INTEL\n \n通过一些秘密行动获得的新资æºã€‚\n \n", //L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|俘|è™|功|能\n \n覆盖 [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nå…è®¸ä¿˜è™æ•Œå†›å¹¶å®¡é—®ä»–们。\n \né…置选项:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN\n \n", //L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|矿|井|管|ç†|功|能\n \n覆盖 [Financial Settings] MINE_REQUIRES_WORKERS\n \n矿井需è¦åŸ¹è®­å·¥äººã€‚\n \né…置选项:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS\n \n", //L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|敌|军|ä¼|击|功|能\n \n覆盖 [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nå…许敌人ä¼å‡»çŽ©å®¶çš„å°é˜Ÿã€‚\n \né…置选项:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2\n \n", //L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|女|王|刺|客|功|能\n \n覆盖 [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \n女王将派刺客潜入你的民兵中。\n \n需è¦ä½¿ç”¨\"新技能系统\"。\n \né…置选项:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER\n \n", //L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|敌|军|è§’|色|功|能\n \n覆盖 [Tactical Enemy Role Settings] ENEMYROLES\n \nå…许敌军扮演多ç§è§’色并获得一些能力。\n \né…置选项:\nENEMYROLES_TURNSTOUNCOVER\n \n", //L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|敌|军|è§’|色|功|能|:|医|生\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_MEDICS\n \n医疗兵将出现在敌军角色中。\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF\n \n", //L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|敌|军|è§’|色|功|能|:|军|官\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \n军官将出现在敌军角色中。\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS\n \n", //L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|敌|军|è§’|色|功|能|:|å°†|军\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_GENERALS\n \n将军会æé«˜æ•Œäººçš„æˆ˜ç•¥ç§»åŠ¨å’Œå†³ç­–é€Ÿåº¦ã€‚\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS\n \n", //L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s|安|ä¿|å…¬|å¸|功|能\n \n覆盖 [PMC Settings] PMC\n \n一家ç§äººå†›äº‹æ‰¿åŒ…商,å…许玩家雇佣安ä¿åŠ›é‡ã€‚\n \né…置选项:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS\n \n", //L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|食|物|ç³»|统\n \n覆盖 [Tactical Food Settings] FOOD\n \n你的佣兵需è¦é£Ÿç‰©å’Œæ°´æ‰èƒ½ç”Ÿå­˜ã€‚\n \né…置选项:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS\n \n", //L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|ç–¾|ç—…|ç³»|统\n \n覆盖 [Disease Settings] DISEASE\n \n你的佣兵会生病。\n \né…置选项:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS\n \n", //L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|动|æ€|è§‚|点|功|能\n \n覆盖 [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \n佣兵å¯ä»¥äº’相å‘表æ„è§ï¼Œå½±å“士气。\n \né…置选项:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\n \n请查看Morale_Settings.ini文件中的[Dynamic Opinion Modifiers Settings]内容。\n \n", //L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|动|æ€|对|è¯|功|能\n \n覆盖 [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \n佣兵å¯ä»¥å‘表简短的评论,改å˜å½¼æ­¤ä¹‹é—´çš„关系。\n \nè¦æ±‚\"动æ€è§‚点功能\"处于开å¯çжæ€ã€‚\n \né…置选项:\nDYNAMIC_DIALOGUE_TIME_OFFSET\n \n", //L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|敌|军|战|ç•¥|å¸|令|部|功|能\n \n覆盖 [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \n女王将获得机械化部队。\n \né…置选项:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS\n \n", //L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|敌|军|ç›´|å‡|机|功|能\n \n覆盖 [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nå¥³çŽ‹å°†ä½¿ç”¨ç›´å‡æœºå¿«é€Ÿéƒ¨ç½²éƒ¨é˜Ÿã€‚\n \n需è¦å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\"。\n \né…置选项:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME\n \n", //L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|敌|军|战|æ–—|车|功|能\n \n覆盖 [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \næ•Œå†›çš„æˆ˜æ–—å‰æ™®è½¦å’Œå¦å…‹å¯ä»¥åœ¨æˆ˜æ–—中移动。\n \né…置选项:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR\n \n", //L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|僵|å°¸|ç³»|统\n \n覆盖选项中的\"僵尸模å¼\"。\n \nç”ŸåŒ–å±æœºï¼ä¹æ­»ä¸€ç”Ÿï¼\n \né…置选项:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL\n \n", //L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|è¡€|猫|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BLOODCATS\n \n血猫将对你å‘动夜袭。\n \né…置选项:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS\n \n", //L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|土|匪|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BANDITS\n \n土匪将伺机对你的城镇å‘动袭击。\n \né…置选项:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS\n \n", //L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|僵|å°¸|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_ZOMBIES\n \n丧尸çªè¢­ï¼\n \n需è¦å¼€å¯\"僵尸系统\"。\n \né…置选项:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES\n \n", //L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|æ°‘|å…µ|储|备|功|能\n \n覆盖 [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \n没有志愿者就ä¸èƒ½è®­ç»ƒæ°‘兵。\n \né…置选项:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY\n \n", //L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|æ°‘|å…µ|战|术|命|令|功|能\n \n覆盖 [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nå…许在战术界é¢å¯¹ä½£å…µä¸‹è¾¾æˆ˜æœ¯å‘½ä»¤ã€‚\n \n", //L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|æ°‘|å…µ|战|ç•¥|命|令|功|能\n \n覆盖 [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nå…许在战略界é¢å¯¹æ°‘兵下达移动命令。\n \né…置选项:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC\n \n", //L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|æ°‘|å…µ|æ­¦|装|装|备|功|能\n \n覆盖 [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \n民兵的武器装备需è¦ä»Žå½“å‰åŒºåŸŸèŽ·å–。\n \n与\"民兵需è¦èµ„æºåŠŸèƒ½\"ä¸å…¼å®¹ã€‚\n \né…置选项:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS\n \n", //L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|æ°‘|å…µ|需|è¦|资|æº|功|能\n \n覆盖 [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \n训练和å‡çº§æ°‘å…µéœ€è¦æ¶ˆè€—资æºã€‚\n \n与\"民兵武装装备功能\"ä¸å…¼å®¹ã€‚\n \né…置选项:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN\n \n", //L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|强|化|è¿‘|战|功|能\n \n覆盖 [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nå¯¹è¿‘æˆ˜ç³»ç»Ÿçš„å…¨é¢æ”¹è¿›ã€‚\n \n", //L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|æ–°|中|æ–­|功|能\n \n覆盖 [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nå¯¹ä¸­æ–­æœºåˆ¶çš„å…¨é¢æ”¹è¿›ã€‚\n \né…置选项:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING\n \n", //L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|æ­¦|器|过|热|功|能\n \n覆盖 [Tactical Weapon Overheating Settings] OVERHEATING\n \n连续射击将导致武器过热。\n \né…置选项:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL\n \n", //L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|天|æ°”|功|能|:|下|雨\n \n覆盖 [Tactical Weather Settings] ALLOW_RAIN\n \n下雨会é™ä½Žèƒ½è§åº¦ã€‚\n \né…置选项:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN\n \n", //L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|天|æ°”|功|能|:|é—ª|电\n \n覆盖 [Tactical Weather Settings] ALLOW_LIGHTNING\n \n暴雨期间å¯èƒ½å‘生闪电。\n需è¦\"天气功能:下雨\"\n \né…置选项:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM\n \n", //L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|天|æ°”|功|能|:|æ²™|å°˜|æš´\n \n覆盖 [Tactical Weather Settings] ALLOW_SANDSTORMS\n \n沙尘暴会使战场å˜å¾—更加困难。\n \né…置选项:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM\n \n", //L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|天|æ°”|功|能|:|æš´|风|雪\n \n覆盖 [Tactical Weather Settings] ALLOW_SNOW\n \n暴风雪é™ä½Žäº†èƒ½è§åº¦ã€‚\n \né…置选项:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW\n \n", //L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|éš|机|事|ä»¶|功|能\n \n覆盖 [Mini Events Settings] MINI_EVENTS_ENABLED\n \nå¯èƒ½å‘ç”Ÿä¸€äº›éšæœºäº’动事件。\n \né…置选项:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \n详细信æ¯è¯·æŸ¥çœ‹MiniEvents.lua。\n \n", //L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|å|抗|军|å¸|令|部|功|能\n \n覆盖 [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nå…许你å‡çº§å é¢†çš„åŸŽé•‡ï¼ŒæŽ§åˆ¶åæŠ—军在战略层é¢ä¸Šè¿ä½œã€‚\n \n详细的内容设定请查看RebelCommand_Settings.ini。\n \n", //L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|战|ç•¥|è¿|输|队\n \n覆盖 [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nè¿è¾“队在地图上è¿é€æœ‰ä»·å€¼çš„装备。\n \né…置选项: \nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", //L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"这个选项å¯ä»¥å¼€å¯ä¸€äº›1.13新功能,å¯ç”¨åŽä»¥ä¸‹é€‰é¡¹çš„生效优先级将高于JA2_Options.ini文件中的设置。如果ç¦ç”¨æ­¤é¡¹ï¼Œä»¥ä¸‹é€‰é¡¹å°†ä¸ç”Ÿæ•ˆã€‚", //L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"æ–°NCTHçž„å‡†ç³»ç»Ÿå¯¹å‘½ä¸­æœºåˆ¶è¿›è¡Œäº†å…¨é¢æ”¹è¿›ï¼Œåœ¨å°„å‡»æ—¶éœ€è¦æ›´å¤æ‚的计算和更多的å˜é‡ã€‚", //L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"如果å¯ç”¨æ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,å¦åˆ™å°†ä½¿ç”¨æ ‡å‡†æŽ‰è½ã€‚", //L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"如果å¯ç”¨æ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,并且所掉è½çš„ç‰©å“æœ‰å‡ çŽ‡ä¼šä¸¥é‡æŸå。", //L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"ç«åŠ›åŽ‹åˆ¶åŠŸèƒ½ï¼Œæ˜¯æŽ§åˆ¶æˆ˜åœºçš„ä¸€ç§æ–¹å¼ã€‚在é‡ç«åŠ›ä¸‹ï¼Œè§’è‰²ä¼šé€æ¸å—到压制æŸå¤±ä¸€å®šæ¯”例的AP,在压制下会æˆä¸ºè´Ÿæ•°ï¼Œè¿™è¡¨ç¤ºåœ¨ä¸‹ä¸€å›žä¹Ÿä¼šæŸå¤±AP。若角色丧失了下一回åˆçš„全部AP,则被完全压制。压制的目的是压榨敌人的AP,让其ä¸èƒ½ç§»åŠ¨æˆ–è¿˜å‡»ã€‚æ³¨æ„,敌人也会对你这么åšï¼", //L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"该选项å…许女王对DrassenåŸŽå¸‚è¿›è¡Œåæ”»ã€‚è‹¥å…许,这将使游æˆçš„åˆå§‹é˜¶æ®µå˜å¾—困难。ä¸å»ºè®®æ–°æ‰‹çީ家å¯ç”¨æ­¤åŠŸèƒ½ï¼", //L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"该选项å…è®¸å¥³çŽ‹å¯¹æ‰€æœ‰çš„åŸŽå¸‚è¿›è¡Œåæ”»ã€‚其他城市在你攻å åŽå¥³çŽ‹ä¼šå¤§è§„æ¨¡å击。", //L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"如果女王å击对你æ¥è¯´ä»ç„¶ä¸å¤Ÿï¼Œè¯•ç€å¯ç”¨å®ƒï¼å¥³çŽ‹ä¸ä»…会å‘èµ·å击,还å¯èƒ½è¯•å›¾åŒæ—¶å¤ºå›žå¤šä¸ªåŸŽå¸‚。", //L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"ä½ å¯ä»¥èŽ·å–和消耗情报点数。这ç§èµ„æºä¸Žé—´è°å’Œæƒ…报贩å­å¯†åˆ‡ç›¸å…³ã€‚å¯ä»¥é€šè¿‡é—´è°æ´»åЍã€å®¡è®¯ä¿˜è™æˆ–å…¶ä»–æ–¹å¼èŽ·å¾—æƒ…æŠ¥ç‚¹æ•°ã€‚å¯ä»¥åœ¨é»‘市购买稀有武器,也å¯ä»¥åœ¨æƒ…报网站上购买敌人的信æ¯ã€‚", //L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"å…许抓æ•俘è™ã€‚å¯ä»¥é€šè¿‡åœ¨æˆ˜æ–—中åŠé™æˆ–者用手é“é“ä½ä¸èƒ½è¡ŒåŠ¨çš„æ•Œäººæ¥æŠ“æ•俘è™ã€‚被俘è™çš„æ•Œäººå¯ä»¥é€åˆ°ç›‘狱中进行审问。审问会带æ¥é‡‘é’±ã€æƒ…报或者将敌人策å进你的民兵队ä¼ã€‚", //L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"在矿场上先投资æ‰èƒ½èŽ·å¾—å®ƒçš„å…¨éƒ¨æ”¶ç›Šã€‚å·¥äººåƒæ°‘兵一样需è¦é‡‘钱和时间æ¥è®­ç»ƒã€‚注æ„ï¼å¦‚果失去对城镇的控制将导致工人æµå¤±ï¼", //L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"敌军有机率会ä¼å‡»ä½ çš„å°é˜Ÿã€‚如果的你å°é˜Ÿé­åˆ°ä¼å‡»ï¼Œä½ çš„å°é˜Ÿå°†ä¼šå‡ºçŽ°åœ¨åœ°å›¾ä¸­å¤®å¹¶è¢«æ•ŒäººåŒ…å›´ã€‚", //L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"女王现在会派出刺客。这些精英士兵是秘密行动的专家,他们会伪装æˆä½ çš„æ°‘兵,伺机对你的佣兵å‘动çªè¢­ã€‚需è¦ä½¿ç”¨\"新技能系统\",也强烈建议使用\"新物å“系统\"。", //L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"敌军中将出现å„ç§æŠ€èƒ½ç±»åž‹çš„æ•Œäººã€‚è¢«è§‚å¯Ÿåˆ°çš„å£«å…µèº«è¾¹å°†å‡ºçŽ°ä¸€ä¸ªæ ‡è¯†èº«ä»½çš„å°å›¾æ ‡ï¼Œèº«ä»½åŒ…括无线电æ“作员ã€ç‹™å‡»æ‰‹ã€è¿«å‡»ç‚®ç‚®æ‰‹å’ŒæŒæœ‰é’¥åŒ™çš„æ•Œäººã€‚", //L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"需è¦å¼€å¯\"敌军角色功能\",敌军医生会给战å‹è¿›è¡ŒåŒ…扎和手术。", //L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"需è¦å¼€å¯\"敌军角色功能\",敌军的上尉(ç­é•¿)和中尉(ç­å‰¯)将对整个å°é˜Ÿæä¾›æˆ˜æœ¯æŒ‡æŒ¥åŠ æˆã€‚", //L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"将军会为敌军æä¾›æˆ˜ç•¥åŠ æˆå¥–励,他们会出现在敌军控制的城镇中,将军拥有自己的精英ä¿é•–,会在预感到å±é™©æ—¶é€ƒè·‘。", //L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Kerberus安ä¿å…¬å¸å°†ä¼šä¸ºæ‚¨æä¾›å®‰ä¿äººå‘˜ï¼Œæ‚¨å¯ä»¥ä»Žä»–们的网站上雇佣有ç»éªŒçš„安ä¿äººå‘˜å……当民兵。虽然价格很高,但是你ä¸å¿…在花时间训练他们。", //L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"你的佣兵需è¦é£Ÿç‰©å’Œæ°´æ‰èƒ½ç”Ÿå­˜ã€‚挨饿将é­å—ä¸¥åŽ‰çš„æƒ©ç½šã€‚è¦æ³¨æ„食物的质é‡ï¼Œå°å¿ƒåƒå肚å­ï¼", //L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"伤å£ã€å°¸ä½“ã€æ²¼æ³½ã€æ˜†è™«éƒ½å¯èƒ½å¯¼è‡´æ‚¨çš„佣兵生病,一些疾病会引起并å‘ç—‡ï¼Œä¸¥é‡æ—¶ä¼šå¯¼è‡´æ­»äº¡ã€‚医生和è¯å“å¯ä»¥æ²»ç–—大多数疾病,还有一些装备å¯ä»¥é¢„防疾病。", //L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"佣兵会动æ€å¯¹è¯ã€‚é‡åˆ°å½±å“关系的事件时会å‘生对è¯ã€‚佣兵们会互相指责或赞美。其他佣兵也会åšå‡ºå›žåº”,或根æ®ä»–们的关系进行回答。", //L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"这是动æ€å¯¹è¯é™„加功能。å…许佣兵在相互交谈时,如果IMPå‚ä¸Žå…¶ä¸­ï¼Œæ‚¨å°†æœ‰ä¸€ä¸ªç®€çŸ­çš„çª—å£æ¥æ ¹æ®éœ€è¦å»ºç«‹çš„关系选择回å¤å†…容。", //L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"敌军战略å¸ä»¤éƒ¨è´Ÿè´£è®¢è´­å¹¶å‘陆军部署机械化部队,使用从矿山获得的收入购买战车æ¥å¯¹ä»˜ä½ ï¼", //L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"需è¦å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\",当游æˆè¾¾åˆ°ä¸€å®šè¿›åº¦æ—¶ï¼Œæ•Œå†›æˆ˜ç•¥å¸ä»¤éƒ¨å¼€å§‹ä½¿ç”¨ç›´å‡æœºéƒ¨ç½²ç²¾é”å°é˜Ÿå£«å…µæ¥éªšæ‰°ä½ ã€‚", //L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"æ•Œäººçš„æˆ˜æ–—å‰æ™®è½¦å’Œå¦å…‹å¯ä»¥åœ¨æˆ˜æ–—中四处移动,移动撞击会摧æ¯ä¸€äº›éšœç¢ç‰©ï¼Œç”šè‡³ä¼šè¯•图碾过你的佣兵。", //L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"åƒµå°¸ä¼šä»Žå°¸ä½“ä¸­å¤æ´»ï¼ï¼ˆç”ŸåŒ–屿œºï¼‰", //L"Zombies rise from corpses!", - L"致命的血猫å¯ä»¥åœ¨å¤œé—´å¯¹åŸŽé•‡å‘动çªè¢­ã€‚平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"土匪会袭击防御薄弱的城镇,平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"需è¦å¼€å¯\"僵尸系统\",僵尸会æˆç¾¤çš„冲击城镇å„区,平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"没有志愿者就ä¸èƒ½ç»§ç»­è®­ç»ƒæ°‘兵,控制城镇和周边的农田å¯ä»¥å¢žåŠ å¿—æ„¿è€…åŠ å…¥çš„æ•°é‡ã€‚", //L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"å…è®¸æ‚¨åœ¨æˆ˜æœ¯åœ°å›¾ä¸­å‘æ°‘å…µä¸‹è¾¾å‘½ä»¤ã€‚è¦æ‰§è¡Œæ­¤æ“ä½œï¼Œè¯·ä¸Žä»»æ„æ°‘兵对è¯ï¼Œç„¶åŽä¼šå‡ºçް命令èœå•。使用无线电的佣兵å¯ä»¥å‘ä¸åœ¨è§†é‡ŽèŒƒå›´å†…的民兵下达命令。", //L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"å…è®¸æ‚¨åœ¨æˆ˜ç•¥åœ°å›¾ä¸­å‘æ°‘兵下达移动命令。您需è¦ä½£å…µå’Œæ°‘兵在åŒä¸€åŒºåŸŸï¼ˆé™¤éžç›¸é‚»åŒºåŸŸæœ‰ä½£å…µæ“作无线电或民兵指挥部有工作人员)æ‰èƒ½å‘布战略移动命令。", //L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"民兵装备ä¸ä¼šéšæœºç”Ÿæˆï¼Œè€Œæ˜¯ä»Žæ°‘兵目å‰é©»æ‰Žçš„区域获å–。您需è¦å……分地给民兵分é…装备。当一个新的区域被装载时,民兵将把他们的装备放回他们的区域。在战术地图下,通过按\"CTRL+ .\"弹出èœå•,选则militia inspection手动放下物å“。如果è¦ä½¿æ°‘兵无法接触æŸäº›è£…备,则在战略模å¼ä¸‹çš„ç‰©å“æ ä¸­å¯¹å…¶æŒ‰ä¸‹\"TAB + 鼠标左键\"。", //L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"æ°‘å…µéœ€è¦æ¶ˆè€—æžªæ”¯ã€æŠ¤ç”²ã€æ‚物æ‰èƒ½è®­ç»ƒï¼Œåœ¨æˆ˜ç•¥åœ°å›¾ä»“库中按\"alt+é¼ æ ‡å³é”®\"å°†é“具添加进民兵资æºï¼Œç»¿è‰²æ°‘å…µéœ€è¦æ¶ˆè€—枪支,è€å…µéœ€è¦æžªæ”¯+盔甲,精兵消耗枪支+盔甲+æ‚物。", //L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"å¯¹è¿‘æˆ˜ç³»ç»Ÿçš„å…¨é¢æ”¹è¿›ã€‚å¤´éƒ¨æ›´éš¾è¢«å‡»ä¸­ä½†ä¼šé€ æˆæ›´å¤šä¼¤å®³ï¼Œå‡»ä¸­è…¿éƒ¨æ›´å®¹æ˜“倒地,但伤害更å°ã€‚å·è¢­å°†é€ æˆæ›´å¤šçš„伤害。å¯ä»¥æ‹¿èµ°è¢«å‡»æ™•目标身上的é“具。还有一些其它å°è°ƒæ•´ã€‚", //L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"新的中断系统(IIS)完全改å˜äº†ä¸­æ–­å‘生的方å¼ï¼Œä¸åœ¨æ˜¯ç›®æ ‡è¿›å…¥è§†é‡Žæ—¶å‘生中断,而是以若干个å˜é‡æ¨¡æ‹Ÿå£«å…µçš„å应能力æ¥åˆ¤æ–­æ˜¯å¦å‘生中断。", //L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"æ­¦å™¨çš„æžªç®¡åœ¨å¼€ç«æ—¶ä¼šå‡æ¸©ï¼Œè¿™ä¼šå¯¼è‡´é¢‘ç¹çš„æ­¦å™¨æ•…éšœã€‚å¸¦æœ‰å¯æ›´æ¢æžªç®¡çš„æ­¦å™¨å¯¹ä¿æŒå†·å´éžå¸¸æœ‰ç”¨ã€‚", //L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"å¯ç”¨ä¸‹é›¨åŠŸèƒ½ã€‚é›¨æ°´ä¼šç•¥å¾®é™ä½Žæ•´ä½“能è§åº¦ï¼Œä½¿äººæ›´éš¾å¬åˆ°å£°éŸ³ã€‚", //L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"å¯ç”¨é—ªç”µåŠŸèƒ½ã€‚é—ªç”µä¼šçŸ­æš‚æ˜¾ç¤ºä½ å’Œæ•Œäººçš„ä½ç½®ã€‚打雷的雷声使人的å¬è§‰å˜å·®ã€‚整体体力å†ç”Ÿæœ‰æ‰€é™ä½Žã€‚", //L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"å¯ç”¨æ²™å°˜æš´åŠŸèƒ½ï¼Œåœ¨æ²™å°˜æš´ä¸­æˆ˜æ–—ä¼šå¯¹æ‰€æœ‰æˆ˜æ–—äººå‘˜é€ æˆæ˜Žæ˜¾çš„伤害——视力和å¬åŠ›èŒƒå›´ä¼šå‡å°‘,武器退化会显著增加,呼å¸ä¹Ÿä¼šå˜å¾—更加困难。", //L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"å¯ç”¨æš´é£Žé›ªåŠŸèƒ½ã€‚åœ¨æš´é£Žé›ªä¸­ï¼Œæ›´éš¾è¢«çœ‹åˆ°ï¼Œæ­¦å™¨é€€åŒ–æ›´å¿«ï¼Œå‘¼å¸ä¹Ÿæ›´å›°éš¾ã€‚", //L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"在游æˆè¿‡ç¨‹ä¸­ï¼Œå¯èƒ½ä¼šå¼¹å‡ºç®€çŸ­çš„事件。您å¯ä»¥ä»Žä¸¤ä¸ªé€‰é¡¹ä¸­é€‰æ‹©ä¸€ä¸ªï¼Œè¿™å¯èƒ½ä¼šäº§ç”Ÿç§¯æžæˆ–消æžçš„å½±å“。事件å¯ä»¥å½±å“å„ç§å„æ ·çš„äº‹æƒ…ï¼Œä½†ä¸»è¦æ˜¯ä½ çš„佣兵。", //L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"在完æˆå抗军食物è¿é€ä»»åŠ¡åŽï¼Œä½ å¯ä»¥è®¿é—®ä»–们的(A.R.C)指挥部网站。在这里你å¯ä»¥è®¾å®šå抗军的政策,也å¯ä»¥ä¸ºå é¢†åŒºå•独设置地方政策。这将带æ¥ä¸°åŽšçš„å¥–åŠ±ã€‚ä½œä¸ºä»£ä»·ï¼ŒåŸŽé•‡çš„æ°‘å¿ ä¼šä¸Šå‡å¾—æ›´æ…¢ï¼Œæ‰€ä»¥ä½ éœ€è¦æ›´åŠ åŠªåŠ›åœ°è®©å½“åœ°äººä¿¡ä»»ä½ ã€‚", //L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"æ•Œäººä¼šåœ¨åœ°å›¾ä¸Šæ´¾é£æˆ˜ç•¥è¿è¾“队,如果你能找到并截获它们就å¯èƒ½èŽ·å–æœ‰ä»·å€¼çš„装备。但是,如果让敌人的è¿è¾“队完æˆè¿è¾“任务,那么就会给敌人æä¾›æˆ˜ç•¥èµ„æºï¼ˆå…·ä½“è§†éš¾åº¦è€Œå®šï¼‰ã€‚è¦æƒ³èŽ·å¾—æœ€å¥½ä½“éªŒï¼Œå»ºè®®å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\"。", //L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"ä¿å­˜æ¸¸æˆ", - L"载入游æˆ", - L"å–æ¶ˆ", - L"选择è¦å­˜æ¡£çš„ä½ç½®", - L"选择è¦è¯»æ¡£çš„ä½ç½®", - - L"ä¿å­˜æ¸¸æˆæˆåŠŸ", - L"ä¿å­˜æ¸¸æˆé”™è¯¯ï¼", - L"è½½å…¥æ¸¸æˆæˆåŠŸ", - L"载入游æˆé”™è¯¯ï¼", - - L"存档的游æˆç‰ˆæœ¬ä¸åŒäºŽå½“å‰çš„æ¸¸æˆç‰ˆæœ¬ã€‚读å–它的è¯å¾ˆå¯èƒ½æ¸¸æˆå¯ä»¥æ­£å¸¸è¿›è¡Œã€‚è¦è¯»å–该存档å—?", - - L"存档å¯èƒ½å·²ç»æ— æ•ˆã€‚ä½ è¦åˆ é™¤å®ƒä»¬å—?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"存档版本已改å˜ã€‚如果出现问题请报告。继续?", -#else - L"试图载入è€ç‰ˆæœ¬çš„存档。自动修正并载入存档?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"存档版本和游æˆç‰ˆæœ¬å·²æ”¹å˜ã€‚如果出现问题请报告。继续?", -#else - L"试图载入è€ç‰ˆæœ¬çš„存档。你è¦è‡ªåŠ¨æ›´æ–°å¹¶è½½å…¥å­˜æ¡£å—?", -#endif - - L"你确认你è¦å°†#%dä½ç½®çš„存档覆盖å—?", - L"ä½ è¦ä»Ž#å·ä½ç½®è½½å…¥å­˜æ¡£å—?", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"你的硬盘空间ä¸å¤Ÿã€‚ä½ çŽ°åœ¨åªæœ‰%dMBå¯ç”¨ç©ºé—´ï¼ŒJA2需è¦è‡³å°‘%dMBå¯ç”¨ç©ºé—´ã€‚", - - L"ä¿å­˜", //"Saving", //When saving a game, a message box with this string appears on the screen - - L"普通武器", //"Normal Guns", - L"包括å‰åŽçº¦æ­¦å™¨", //"Tons of Guns", - L"现实风格", //"Realistic style", - L"科幻风格", //"Sci Fi style", - - L"难度", //"Difficulty", - L"白金模å¼", //L"Platinum Mode", - - L"Bobby Ray è´§å“等级", - L"普通|一般", - L"一级|较多", - L"高级|很多", - L"æžå“|囧多", - - L"æ–°æºè¡Œç³»ç»Ÿä¸å…¼å®¹640x480çš„å±å¹•åˆ†è¾¨çŽ‡ï¼Œè¯·é‡æ–°è®¾ç½®åˆ†è¾¨çŽ‡ã€‚", - L"æ–°æºè¡Œç³»ç»Ÿæ— æ³•使用默认的Data文件夹,请仔细读说明。", - - L"当å‰åˆ†è¾¨çއ䏿”¯æŒå­˜æ¡£æ–‡ä»¶çš„å°é˜Ÿäººæ•°ï¼Œè¯·å¢žåŠ åˆ†è¾¨çŽ‡å†è¯•。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", - L"Bobby Ray 供货é‡", -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"地图层次", //"Map Level", - L"你没有民兵。你需è¦åœ¨åŸŽé•‡ä¸­è®­ç»ƒæ°‘兵。", //"You have no militia. You need to train town residents in order to have a town militia.", - L"æ¯æ—¥æ”¶å…¥", //"Daily Income", - L"佣兵有人寿ä¿é™©", //"Merc has life insurance", - L"%sä¸ç–²åŠ³ã€‚", //"%s isn't tired.", - L"%s行军中,ä¸èƒ½ç¡è§‰", //"%s is on the move and can't sleep", - L"%s太累了,等会儿å†è¯•。", //"%s is too tired, try a little later.", - L"%s正在开车。", //"%s is driving.", - L"有人在ç¡è§‰æ—¶ï¼Œæ•´ä¸ªé˜Ÿä¼ä¸èƒ½è¡ŒåŠ¨ã€‚", //"Squad can't move with a sleeping merc on it.", - - // stuff for contracts - L"你能支付åˆåŒæ‰€éœ€è´¹ç”¨ï¼Œä½†æ˜¯ä½ çš„é’±ä¸å¤Ÿç»™è¯¥ä½£å…µè´­ä¹°äººå¯¿ä¿é™©ã€‚", - L"è¦ç»™%s花费ä¿é™©é‡‘%s,以延长ä¿é™©åˆåŒ%d天。你è¦ä»˜è´¹å—?", - L"分区存货", //"Sector Inventory", - L"佣兵有医疗ä¿è¯é‡‘。", //"Merc has a medical deposit.", - - // other items - L"医生", //"Medics", // people acting a field medics and bandaging wounded mercs - L"病人", //"Patients", // people who are being bandaged by a medic - L"完æˆ", //"Done", // Continue on with the game after autobandage is complete - L"åœæ­¢", //"Stop", // Stop autobandaging of patients by medics now - L"抱歉。游æˆå–消了该选项的功能。", - L"%s 没有工具箱。", //"%s doesn't have a repair kit.", - L"%s 没有医è¯ç®±ã€‚", //"%s doesn't have a medical kit.", - L"现在没有足够的人愿æ„加入民兵。", - L"%s的民兵已ç»è®­ç»ƒæ»¡äº†ã€‚", //"%s is full of militia.", - L"ä½£å…µæœ‰ä¸€ä»½é™æ—¶çš„åˆåŒã€‚", //"Merc has a finite contract.", - L"佣兵的åˆåŒæ²¡æŠ•ä¿", //"Merc's contract is not insured", - L"地图概况",//"Map Overview", // 24 - - // Flugente: disease texts describing what a map view does //文本æè¿°ç–¾ç—…查看地图并åšç¿»è¯‘。 - L"这个视图会展示出哪个地区爆å‘äº†ç˜Ÿç–«ï¼Œè¿™ä¸ªæ•°å­—è¡¨æ˜Žï¼Œå¹³å‡æ¯ä¸ªäººçš„æ„ŸæŸ“程度,颜色表示它的范围。 ç°è‰²=无病。 绿色到红色=䏿–­å‡çº§çš„æ„ŸæŸ“程度。", //L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", - - // Flugente: weather texts describing what a map view does - L"这个视图显示了目å‰çš„天气。没有颜色=晴天。é’色为雨天。è“色为雷暴。橙色为沙尘暴。白色为下雪",//L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", - - // Flugente: describe what intel map view does - L"è¿™ä¸ªç•Œé¢æ˜¾ç¤ºå“ªä¸€ä¸ªåŒºåŸŸä¸Žå½“å‰è¿›è¡Œçš„任务相关。æŸäº›è´­ä¹°çš„æƒ…报也会显示在这里。", //L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"第%då°é˜Ÿåœ¨%s地区å‘现有人", - L"%så°é˜Ÿåœ¨%s地区å‘现有人的行踪",// L"Squad %s has noticed someone in sector %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"训练一队民兵è¦èŠ±è´¹$", - L"åŒæ„支付å—?", - L"你无法支付。", - L"继续在%s(%s %d)训练民兵å—?", - - L"花费$", - L"( Y/N )", // abbreviated yes/no - L"", // unused - L"在%d地区训练民兵将花费$%d。%s", - - L"你无法支付$%d以供在这里训练民兵。", - L"%s的忠诚度必须达到%d以上方å¯è®­ç»ƒæ°‘兵。", - L"ä½ ä¸èƒ½åœ¨%s训练民兵了。", - L"解放更多城镇分区", //L"liberate more town sectors", - - L"解放新的城镇分区", //L"liberate new town sectors", - L"解放更多城镇", //L"liberate more towns", - L"æ¢å¤å¤±åŽ»çš„è¿›åº¦", //L"regain your lost progress", - L"继续进度", //L"progress further", - - L"é›‡ä½£æ›´å¤šåæŠ—军", //L"recruit more rebels", -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"ä½ æ¯æ¬¡æœ€å¤šèƒ½æå–$20,000。", - L"ä½ ç¡®è®¤è¦æŠŠ%så­˜å…¥ä½ çš„å¸æˆ·å—?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"语音", //"Speech", - L"确认é™é»˜", //"Mute Confirmations", - L"æ˜¾ç¤ºå¯¹è¯æ–‡å­—", //"Subtitles", - L"æ˜¾ç¤ºå¯¹è¯æ–‡å­—æ—¶æš‚åœ", //"Pause Text Dialogue", - L"çƒŸç«æ•ˆæžœ", //"Animate Smoke", - L"血腥效果", //"Blood n Gore", - L"ä¸ç§»åŠ¨é¼ æ ‡", //"Never Move My Mouse!", - L"旧的选择方å¼", //"Old Selection Method", - L"显示移动路径", //"Show Movement Path", - L"显示未击中", //"Show Misses", - L"实时确认", //"Real Time Confirmation", - L"显示ç¡è§‰/é†’æ¥æ—¶çš„æç¤º", //"Display sleep/wake notifications", - L"使用公制系统", //"Use Metric System", - L"高亮显示佣兵", //"Highlight Mercs", - L"é”定佣兵", //"Snap Cursor to Mercs", - L"é”定门", //"Snap Cursor to Doors", - L"物å“闪亮", //"Make Items Glow", - L"显示树冠", //"Show Tree Tops", - L"智能显示树冠", //L"Smart Tree Tops", - L"显示轮廓", //"Show Wireframes", - L"显示3D光标", //"Show 3D Cursor", - L"显示命中机率", //"Show Chance to Hit on cursor", - L"榴弹å‘射器用连å‘准星", //"GL Burst uses Burst cursor", - L"å…许敌人嘲讽", // Changed from "Enemies Drop all Items" - SANDRO - L"å…许高仰角榴弹å‘å°„", //"High angle Grenade launching", - L"å…许实时潜行", // Changed from "Restrict extra Aim Levels" - SANDRO - L"按空格键选择下一支å°é˜Ÿ", //"Space selects next Squad", - L"显示物å“阴影", //"Show Item Shadow", - L"用格数显示武器射程", //"Show Weapon Ranges in Tiles", - L"å•呿›³å…‰å¼¹æ˜¾ç¤ºæ›³å…‰", //"Tracer effect for single shot", - L"雨声", //"Rain noises", - L"å…许乌鸦", //"Allow crows", - L"å…许显示敌军装备", // Show Soldier Tooltips - L"自动存盘", //"Auto save", - L"沉默的Skyrider", //"Silent Skyrider", - L"增强属性框(EDB)", //L"Enhanced Description Box", - L"强制回åˆåˆ¶æ¨¡å¼", // add forced turn mode - L"替代战略地图颜色", // Change color scheme of Strategic Map - L"替代å­å¼¹å›¾åƒ", // Show alternate bullet graphics (tracers) - L"佣兵外观造型", //L"Use Logical Bodytypes", - L"显示佣兵军衔", // shows mercs ranks - L"显示脸部装备图", - L"显示脸部装备图标", - L"ç¦æ­¢å…‰æ ‡åˆ‡æ¢", // Disable Cursor Swap - L"ä½£å…µè®­ç»ƒæ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while training - L"ä½£å…µä¿®ç†æ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while repairing - L"ä½£å…µåŒ»ç–—æ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while doctoring - L"自动加速敌军回åˆ", // Automatic fast forward through AI turns - L"僵尸模å¼", - L"åŒºåŸŸç‰©å“æ å¼¹çª—åŒ¹é…æ‹¾å–", // the_bob : enable popups for picking items from sector inv - L"标记剩余敌人", - L"显示LBE(æºè¡Œå…·)物å“", - L"å转鼠标滚轮", //L"Invert mouse wheel", - L"ä¿æŒä½£å…µé—´è·", // when multiple mercs are selected, they will try to keep their relative distances - L"显示已知敌人ä½ç½®", //L"Show enemy location", show locator on last known enemy location - L"准心开始时为最大", // L"Start at maximum aim", - L"æ›¿æ¢æ–°çš„寻路方å¼", // L"Alternative pathfinding", - L"--作弊模å¼é€‰é¡¹--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"强制 Bobby Ray é€è´§", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG 选项--", // an example options screen options header (pure text) - L"报告错误的åç§»é‡", // L"Report Miss Offsets",Screen messages showing amount and direction of shot deviation. - L"é‡ç½®æ‰€æœ‰é€‰é¡¹", // failsafe show/hide option to reset all options - L"确定è¦é‡ç½®ï¼Ÿ", // a do once and reset self option (button like effect) - L"其它版本调试选项", // L"Debug Options in other builds"allow debugging in release or mapeditor - L"渲染选项组调试", // L"DEBUG Render Option group"an example option that will show/hide other options - L"鼠标显示区域", // L"Render Mouse Regions"an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"如果你想å¬åˆ°äººç‰©å¯¹è¯ï¼Œæ‰“开这个选项。", - - //Mute Confirmation - L"打开或关闭人物的å£å¤´ç¡®è®¤ã€‚", - - //Subtitles - L"æ˜¯å¦æ˜¾ç¤ºå¯¹è¯çš„æ–‡å­—。", - - //Key to advance speech - L"å¦‚æžœâ€œæ˜¾ç¤ºå¯¹è¯æ–‡å­—â€å·²æ‰“开,这个选项会让你有足够的时间æ¥é˜…读NPC的对è¯ã€‚", - - //Toggle smoke animation - L"å¦‚æžœçƒŸç«æ•ˆæžœä½¿å¾—游æˆå˜æ…¢ï¼Œå…³é—­è¿™ä¸ªé€‰é¡¹ã€‚", - - //Blood n Gore - L"如果鲜血使你觉得æ¶å¿ƒï¼Œå…³é—­è¿™ä¸ªé€‰é¡¹ã€‚", - - //Never move my mouse - L"å…³é—­è¿™ä¸ªé€‰é¡¹ä¼šä½¿ä½ çš„å…‰æ ‡è‡ªåŠ¨ç§»åˆ°å¼¹å‡ºçš„ç¡®è®¤å¯¹è¯æ¡†ä¸Šã€‚", - - //Old selection method - L"打开时,使用é“è¡€è”盟1代的佣兵选择方å¼ã€‚", - - //Show movement path - L"打开时,会实时显示移动路径(å¯ç”¨|S|h|i|f|té”®æ¥æ‰“开或者关闭)。", - - //show misses - L"打开时,会显示未击中目标的å­å¼¹è½ç‚¹ã€‚", - - //Real Time Confirmation - L"æ‰“å¼€æ—¶ï¼Œåœ¨å³æ—¶æ¨¡å¼ä¸­ç§»åЍè¦å•击两次。", - - //Sleep/Wake notification - L"打开时,被分é…任务的佣兵ç¡è§‰å’Œé†’æ¥æ—¶ä¼šæç¤ºä½ ã€‚", - - //Use the metric system - L"打开时,使用公制系统,å¦åˆ™ä½¿ç”¨è‹±åˆ¶ç³»ç»Ÿã€‚", - - //Highlight Mercs - L"打开时,虚拟ç¯å…‰ä¼šç…§äº®ä½£å…µå‘¨å›´ã€‚(|G)", //L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)", - - //Smart cursor - L"打开时,光标移动到佣兵身上时会高亮显示佣兵。", - - //snap cursor to the door - L"打开时,光标é è¿‘门时会自动定ä½åˆ°é—¨ä¸Šã€‚", - - //glow items - L"打开时,物å“ä¼šä¸æ–­çš„é—ªçƒã€‚(|C|t|r|l+|A|l|t+|I)", - - //toggle tree tops - L"打开时,显示树冠。(|T)", - - //smart tree tops - L"æ‰“å¼€æ—¶ï¼Œä¸æ˜¾ç¤ºä½äºŽå¯è§ä½£å…µå’Œé¼ æ ‡é™„近的树冠。", //L"When ON, hides tree tops near visible mercs and cursor position.", - - //toggle wireframe - L"打开时,显示未探明的墙的轮廓。(|C|t|r|l+|A|l|t+|W)", - - L"打开时,移动时的光标为3D弿 ·ã€‚(|H|o|m|e)", - - // Options for 1.13 - L"打开时,在光标上显示命中机率。", - L"打开时,榴弹å‘射器点射使用点射的准星。", - L"打开时,敌人行动中有时会带有对白。", // Changed from Enemies Drop All Items - SANDRO - L"打开时,榴弹å‘射器å…许采用较高仰角å‘射榴弹。(|A|l|t+|Q)", - L"æ‰“å¼€æ—¶ï¼Œæ½œè¡ŒçŠ¶æ€æœªè¢«æ•Œäººå‘现时ä¸ä¼šè¿›å…¥å›žåˆåˆ¶æ¨¡å¼ã€‚\né™¤éžæŒ‰ä¸‹ |C|t|r|l+|X 。(|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"打开时,按空格键自动切æ¢åˆ°ä¸‹ä¸€å°é˜Ÿã€‚(|S|p|a|c|e)", - L"打开时,显示物å“阴影。", - L"打开时,用格数显示武器射程。", - L"打开时,å•呿›³å…‰å¼¹ä¹Ÿæ˜¾ç¤ºæ›³å…‰ã€‚", - L"打开时,下雨时能å¬åˆ°é›¨æ°´éŸ³æ•ˆã€‚", //"When ON, you will hear rain noises when it is raining.", - L"打开时,å…许乌鸦出现。", - L"打开时,把光标定ä½åœ¨æ•Œäººèº«ä¸Šå¹¶ä¸”按下|A|l|t键会显示敌兵装备信æ¯çª—å£ã€‚", - L"打开时,游æˆå°†åœ¨çŽ©å®¶å›žåˆåŽè‡ªåŠ¨å­˜ç›˜ã€‚", - L"打开时,Skyriderä¿æŒæ²‰é»˜ã€‚", - L"打开时,使用物å“åŠæ­¦å™¨çš„“增强æè¿°æ¡†â€ï¼ˆEDB)。", - L"打开时,在战术画é¢å†…存在敌军时,将一直处于回åˆåˆ¶æ¨¡å¼ç›´è‡³è¯¥åœ°åŒºæ‰€æœ‰æ•Œå†›è¢«æ¶ˆç­ã€‚\n(å¯ä»¥é€šè¿‡å¿«æ·é”® (|C|t|r|l+|T) æ¥æŽ§åˆ¶æ‰“å¼€æˆ–å…³é—­å¼ºåˆ¶å›žåˆåˆ¶æ¨¡å¼ï¼‰", - L"æ‰“å¼€æ—¶ï¼Œæˆ˜ç•¥åœ°å›¾å°†ä¼šæ ¹æ®æŽ¢ç´¢çŠ¶æ€æ˜¾ç¤ºä¸åŒçš„ç€è‰²ã€‚", - L"打开时,当你射击时会显示间隔å­å¼¹å›¾åƒã€‚", - L"打开时,佣兵外观å¯éšç€æ­¦å™¨æˆ–防具装备的改å˜è€Œæ”¹å˜ä½£å…µå¤–观造型。", //L"When ON, mercenary body graphic can change along with equipped gear.", - L"打开时,在战略界é¢çš„ä½£å…µåæ—æ˜¾ç¤ºå†›è¡”ã€‚", - L"打开时,显示佣兵脸部装备图。", - L"打开时,佣兵肖åƒå³ä¸‹è§’显示脸部装备图标。", - L"打开时,在交æ¢ä½ç½®å’Œå…¶å®ƒåŠ¨ä½œæ—¶å…‰æ ‡ä¸åˆ‡æ¢ã€‚键入|xå¯ä»¥å¿«é€Ÿåˆ‡æ¢ã€‚", - L"打开时,佣兵训练时ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", - L"æ‰“å¼€æ—¶ï¼Œä½£å…µä¿®ç†æ—¶ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", - L"打开时,佣兵医疗时ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", - L"打开时,敌军回åˆå°†è¢«å¤§å¹…加速。", - - L"打开时,被击毙的敌人将有å¯èƒ½å˜æˆåƒµå°¸ã€‚ï¼ˆç”ŸåŒ–å±æœºæ¨¡å¼ï¼‰", - L"æ‰“å¼€æ—¶ï¼Œåœ¨åŒºåŸŸç‰©å“æ ç•Œé¢ï¼Œç‚¹å‡»ä½£å…µèº«ä¸Šç©ºç™½çš„æºè¡Œå…·ä½ç½®ä¼šå¼¹çª—åŒ¹é…æ‹¾å–物å“。", - L"打开时,会直接显示该区域最åŽä¸€ä¸ªæ•Œäººçš„大致ä½ç½®ã€‚", - L"æ‰“å¼€æ—¶ï¼Œåœ¨åŒºåŸŸç‰©å“æ ç•Œé¢ï¼Œå³é”®ç‚¹å‡»è£…有物å“çš„æºè¡Œå…·æ—¶å¯ç›´æŽ¥æ˜¾ç¤ºåŒ…å«çš„物å“。", - L"打开时,å转鼠标滚轮方å‘。", - L"打开时,当选择多个佣兵,在å‰è¿›æ—¶ä¼šä¿æŒå½¼æ­¤çš„é—´è·ã€‚|C|t|r|l+|A|l|t+|G \n(按|S|h|i|f|t+点击人物头åƒå¯ä»¥åŠ å…¥æˆ–ç§»å‡ºé˜Ÿä¼ï¼‰", //L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", - L"打开时,会显示已知敌人最åŽç§»åŠ¨çš„ä½ç½®ã€‚", //L"When ON, shows last known enemy location.", - L"æ‰“å¼€æ—¶ï¼Œé»˜è®¤çž„å‡†å€¼ä¸ºæœ€å¤§ï¼Œè€Œä¸æ˜¯æ— ã€‚", //L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"打开时,使用A*å¯»è·¯ç®—æ³•ï¼Œè€Œä¸æ˜¯åŽŸå§‹ç®—æ³•ã€‚", //L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"强制 Bobby Ray 出货", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: 当打开时, 将报告æ¯ä¸ªå­å¼¹å离目标中心点的è·ç¦»ï¼Œè€ƒè™‘å„ç§NCTH因素。", - L"ä¿®å¤æŸå的游æˆè®¾ç½®", // failsafe show/hide option to reset all options - L"ä¿®å¤æŸå的游æˆè®¾ç½®", // a do once and reset self option (button like effect) - L"在建立release或mapeditor时,å…许调试æ“作", // allow debugging in release or mapeditor - L"切æ¢ä»¥æ˜¾ç¤ºè°ƒè¯•渲染选项", // an example option that will show/hide other options - L"å°è¯•在鼠标周围地区显示斜线矩形", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - - -STR16 gzGIOScreenText[] = -{ - L"游æˆåˆå§‹è®¾ç½®", -#ifdef JA2UB - L"éšæœº Manuel 文本",//L"Random Manuel texts ", - L"å…³",//L"Off", - L"å¼€",//L"On", -#else - L"游æˆé£Žæ ¼", - L"现实", - L"ç§‘å¹»", -#endif - L"金版", - L"武器数é‡", // changed by SANDRO - L"大釿­¦å™¨", - L"少釿­¦å™¨", // changed by SANDRO - L"游æˆéš¾åº¦", - L"新手", - L"è€æ‰‹", - L"专家", - L"ç–¯å­", - L"确定", - L"å–æ¶ˆ", - L"é¢å¤–难度", - L"éšæ—¶å­˜ç›˜", - L"é“人模å¼", - L"在Demo中ç¦ç”¨", - L"Bobby Ray è´§å“等级", - L"普通|一般", - L"一级|较多", - L"高级|很多", - L"æžå“|囧多", - L"æºè¡Œç³»ç»Ÿ / 附件系统", - L"NOT USED", - L"NOT USED", - L"读å–è”æœºæ¸¸æˆ", - L"游æˆåˆå§‹è®¾ç½®ï¼ˆä»…在æœåŠ¡å™¨è®¾ç½®æ—¶æœ‰æ•ˆï¼‰", - // Added by SANDRO - L"技能系统", - L"æ—§", - L"æ–°", - L"IMP æ•°é‡", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"敌军物å“全掉", - L"å…³", - L"å¼€", -#ifdef JA2UB - L"Tex å’Œ John",//L"Tex and John", - L"éšæœº",//L"Random", - L"全部",//"All", -#else - L"通缉犯出现方å¼", - L"éšæœº", - L"全部", -#endif - L"敌军秘密基地出现方å¼", - L"éšæœº", - L"全部", - L"敌军装备进展速度", - L"很慢", - L"æ…¢", - L"一般", - L"å¿«", - L"很快", - - L"æ—§ / æ—§", - L"æ–° / æ—§", - L"æ–° / æ–°", - - // Squad Size - L"å°é˜Ÿäººæ•°",//"Max. Squad Size", - L"6", - L"8", - L"10", - //L"Bobby Ray 快速出货", //L"Faster Bobby Ray Shipments", - L"æˆ˜æ–—æ—¶å–æ”¾ç‰©å“消耗AP", //L"Inventory Manipulation Costs AP", - - L"新命中率系统(NCTH)", //L"New Chance to Hit System", - L"改进的中断系统(IIS)", //L"Improved Interrupt System", - L"佣兵故事背景", //L"Merc Story Backgrounds", - L"生存模å¼ä¸Žé£Ÿç‰©ç³»ç»Ÿ", - L"Bobby Ray 供货é‡", - - // anv: extra iron man modes - L"å‡é“人", //L"Soft Iron Man", - L"真é“人", //L"Extreme Iron Man", -}; - -STR16 gzMPJScreenText[] = -{ - L"多人游æˆ",//L"MULTIPLAYER", - L"加入",//L"Join", - L"主机",//L"Host", - L"å–æ¶ˆ",//L"Cancel", - L"刷新",//L"Refresh", - L"玩家åç§°",//L"Player Name", - L"æœåС噍 IP",//L"Server IP", - L"端å£",//L"Port", - L"æœåС噍å",//L"Server Name", - L"# Plrs", - L"版本",//L"Version", - L"游æˆç±»åž‹",//L"Game Type", - L"Ping", - L"你必须输入你的玩家å称。",//L"You must enter a player name.", - L"你必须输入有效的æœåС噍IP地å€ã€‚(例如 84.114.195.239)。",//L"You must enter a valid server IP address.\n (eg 84.114.195.239).", - L"您必须输入正确的æœåŠ¡å™¨ç«¯å£ï¼ŒèŒƒå›´1~65535。",//L"You must enter a valid Server Port between 1 and 65535.", -}; - -STR16 gzMPJHelpText[] = -{ - L"访问http://webchat.quakenet.org/?channels=ja2-multiplayer寻找其他玩家。", //Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players - L"您å¯ä»¥æŒ‰â€œYâ€ï¼Œæ‰“开游æˆä¸­çš„èŠå¤©çª—å£ï¼Œä¹‹åŽä½ ä¸€ç›´è¿žæŽ¥åˆ°æœåŠ¡å™¨ã€‚", - - L"主机",//L"HOST", - L"输入IP地å€ï¼Œç«¯å£å·å¿…须大于60000", //Enter '127.0.0.1' for the IP and the Port number should be greater than 60000. - L"ç¡®ä¿(UDP, TCP)端å£ç”±ä½ çš„路由器转å‘,更多信æ¯è¯·çœ‹:http://portforward.com", //Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com - L"你必须将你的外网IP通过QQ或者什么,告诉其他玩家", //You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players. - L"点击“主机â€åˆ›å»ºä¸€ä¸ªæ–°çš„局域网游æˆ", //Click on 'Host' to host a new Multiplayer Game. - - L"加入", //JOIN - L"主机需è¦å‘é€å¤–网IP和端å£", //The host has to send (via IRC, ICQ, etc) you the external IP and the Port number - L"输入主机的外网IP和端å£å·", //L"Enter the external IP and the Port number from the host.", - L"ç‚¹å‡»â€œåŠ å…¥â€æ¥åР入已ç»åˆ›å»ºå¥½çš„æ¸¸æˆã€‚", //Click on 'Join' to join an already hosted Multiplayer Game -}; - -STR16 gzMPHScreenText[] = -{ - L"建立主机",//L"HOST GAME", - L"开始",//L"Start", - L"å–æ¶ˆ",//L"Cancel", - L"æœåС噍å",//L"Server Name", - L"游æˆç±»åž‹",//L"Game Type", - L"死亡模å¼",//L"Deathmatch", - L"团队死亡模å¼",//L"Team Deathmatch", - L"åˆä½œæ¨¡å¼",//L"Co-operative", - L"最大玩家数",//L"Max Players", - L"å°é˜Ÿè§„模",//L"Squad Size", - L"选择佣兵",//L"Merc Selection", - L"éšæœºä½£å…µ",//L"Random Mercs", - L"已被雇佣",//L"Hired by Player", - L"起始平衡",//L"Starting Cash", - L"å¯ä»¥é›‡ä½£ç›¸åŒä½£å…µ",//L"Can Hire Same Merc", - L"佣兵报告", //Report Hired Mercs - L"å¼€å¯Bobby Rays网上商店", - L"开始边缘区域", //Sector Starting Edge - L"必须输入æœåС噍å", - L"", - L"", - L"开始时间", - L"", - L"", - L"武器伤害", - L"", - L"计时器", - L"", - L"åˆä½œæ¨¡å¼ä¸­å…许平民", - L"", - L"CO-OP敌军最大值", //Maximum Enemies in CO-OP - L"åŒæ­¥æ¸¸æˆç›®å½•", - L"åŒæ­¥å¤šäººæ¨¡å¼ç›®å½•", - L"你必须进入一个文件传输目录.", - L"(使用 '/' 代替 '\\' 作为目录分隔符)", - L"æŒ‡å®šçš„åŒæ­¥ç›®å½•ä¸å­˜åœ¨ã€‚", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Yes", - L"No", - // Starting Time - L"早晨", //Morning - L"下åˆ", //Afternoon - L"晚上", //Night - // Starting Cash - L"低", - L"中", - L"高", - L"æ— é™", //Unlimited - // Time Turns - L"从ä¸",//Never - L"缓慢",//Slow - L"中速",//Medium - L"快速",//Fast - // Weapon Damage - L"很慢", - L"æ…¢", - L"正常", - // Merc Hire - L"éšæœº", - L"正常", - // Sector Edge - L"éšæœº", - L"å¯é€‰", - // Bobby Ray / Hire same merc - L"ç¦æ­¢", - L"å…许", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"奥斯汀", //"Austin", //Austin, Texas, USA - L"巴格达", //"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"香港", //"Hong Kong", //Hong Kong, Hong Kong - L"è´é²ç‰¹", //"Beirut", //Beirut, Lebanon (Middle East) - L"伦敦", //"London", //London, England - L"æ´›æ‰çŸ¶", //"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"迈阿密", //"Miami", //Miami, Florida, USA (SE corner of USA) - L"莫斯科", //"Moscow", //Moscow, USSR - L"纽约", //"New York", //New York, New York, USA - L"渥太åŽ", //"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"巴黎", //"Paris", //Paris, France - L"的黎波里", //"Tripoli", //Tripoli, Libya (eastern Mediterranean) - L"东京", //"Tokyo", //Tokyo, Japan - L"温哥åŽ", //"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"你确定å—?零æ„味ç€ä½ ä¸èƒ½æ‹¥æœ‰è¿™é¡¹æŠ€èƒ½ã€‚", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"(最多8个字符)", //"( 8 Characters Max )", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"分æž...", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"谢谢你,%s", -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"嗓音", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"阵亡", //"Killed in Action", - L"解雇", //"Dismissed", - L"å…¶ä»–", //"Other", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"人事管ç†", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"æ¸¸æˆæš‚åœ", //"Game Paused", - L"ç»§ç»­æ¸¸æˆ (|P|a|u|s|e)", //"Resume Game (|P|a|u|s|e)", - L"æš‚åœæ¸¸æˆ (|P|a|u|s|e)", //"Pause Game (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"退出游æˆ", //"Exit Game?", - L"确定", //"OK", - L"是", //"YES", - L"å¦", //"NO", - L"å–æ¶ˆ", //"CANCEL", - L"冿¬¡é›‡ä½£", //"REHIRE", - L"æ’’è°Ž", //"LIE", // - L"没有æè¿°", //"No description", //Save slots that don't have a description. - L"游æˆå·²ä¿å­˜ã€‚", //"Game Saved.", - L"游æˆå·²ä¿å­˜ã€‚", //"Game Saved.", - L"QuickSave", //"QuickSave", //The name of the quicksave file (filename, text reference) - L"SaveGame", //"SaveGame",//The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"æ—¥", //"Day", - L"个佣兵", //"Mercs", - L"空", //"Empty Slot", //An empty save game slot - L"Demo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"Release", //Release build for JA2 - L"rpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"分钟", //"min", //Abbreviation for minute. - L"ç±³", //"m", //One character abbreviation for meter (metric distance measurement unit). - L"å‘", //L"rnds", //Abbreviation for rounds (# of bullets) - L"公斤", //"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"磅", //"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"主页", //"Home", //Home as in homepage on the internet. - L"USD", //L"USD", //Abbreviation to US dollars - L"n/a", //Lowercase acronym for not applicable. - L"ä¸Žæ­¤åŒæ—¶", //"Meanwhile", //Meanwhile - L"%s已到达%s%s分区", //"%s has arrived in sector %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying //SirTech - - L"版本", //L"Version", - L"没有快速存档", //"Empty Quick Save Slot", - L"该ä½ç½®ç”¨æ¥æ”¾Quick Save(快速存档)。请在战术å±å¹•或者地图å±å¹•按ALT+S进行快速存档。", - L"打开的", //"Opened", - L"关闭的", //"Closed", - L"ç£ç›˜ç©ºé—´ä¸è¶³ã€‚åªæœ‰%sMBå¯ç”¨ç©ºé—´ï¼Œã€Šé“è¡€è”盟2》需è¦%sMB。", - L"从AIM雇佣了%s。", //"Hired %s from AIM", - L"%s抓ä½äº†%s。", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%sï¼ˆä½¿ç”¨äº†ã€æ‹¾å–了ã€ä¸­äº†ï¼‰%s。", //L"%s has taken %s。", - L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"游æˆä¸å®Œæ•´ã€‚",//The integrity of the game has been compromised - L"错误: 弹出 CD-ROM",//ERROR: Ejected CD-ROM - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"没有空间施展你的武器。", //"There is no room to fire from here.", - - //Can't change stance due to objects in the way... - L"现在无法改å˜å§¿åŠ¿ã€‚", //"Cannot change stance at this time.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"放下", //"Drop", - L"投掷", //"Throw", - L"交给", //"Pass", - - L"把%s交给了%s。", //"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"æ²¡æœ‰è¶³å¤Ÿç©ºä½æŠŠ%s交给%s。", //"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" 附加]", //L" attached]", - - //Cheat modes - L"å¼€å¯ä½œå¼Šç­‰çº§ä¸€", //"Cheat level ONE reached", - L"å¼€å¯ä½œå¼Šç­‰çº§äºŒ", //"Cheat level TWO reached", - - //Toggling various stealth modes - L"å°é˜Ÿè¿›å…¥æ½œè¡Œæ¨¡å¼ã€‚", //"Squad on stealth mode.", - L"å°é˜Ÿé€€å‡ºæ½œè¡Œæ¨¡å¼ã€‚", //"Squad off stealth mode.", - L"%s 进入潜行模å¼ã€‚", //"%s on stealth mode.", - L"%s 退出潜行模å¼ã€‚", //"%s off stealth mode.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"打开显示轮廓", //"Extra Wireframes On", - L"关闭显示轮廓", //"Extra Wireframes Off", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"无法从这层上去...", //"Can't go up from this level...", - L"没有更低的层了...", //"There are no lower levels...", - L"进入地下室%d层...", //"Entering basement level %d...", - L"离开地下室...", //"Leaving basement...", - - L"çš„", //"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"å…³é—­è·Ÿéšæ¨¡å¼ã€‚", //"Follow mode OFF.", - L"æ‰“å¼€è·Ÿéšæ¨¡å¼ã€‚", //"Follow mode ON.", - L"䏿˜¾ç¤º3D光标。", //"3D Cursor OFF.", - L"显示3D光标。", //"3D Cursor ON.", - L"第%då°é˜Ÿæ¿€æ´»ã€‚", //"Squad %d active.", - L"你无法支付%sçš„%s日薪", //"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary - L"跳过", //"Skip", - L"%sä¸èƒ½ç‹¬è‡ªç¦»å¼€ã€‚", //"%s cannot leave alone.", - L"一个文件å为SaveGame99.sav的存档被创建了。如果需è¦çš„è¯ï¼Œå°†å…¶æ›´å为SaveGame01 - SaveGame10,然åŽä½ å°±èƒ½è½½å…¥è¿™ä¸ªå­˜æ¡£äº†ã€‚", //"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.", - L"%s å–了点 %s。", //"%s drank some %s", - L"Drassen收到了包裹。", //"A package has arrived in Drassen.", - L"%s将到达指定的ç€é™†ç‚¹(分区%s),于%dæ—¥%s。", //"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"æ—¥å¿—å·²ç»æ›´æ–°ã€‚", //"History log updated.", - L"榴弹å‘射器点射时使用准星光标(å¯ä»¥æ‰«å°„)", - L"榴弹å‘å°„å™¨è¿žå‘æ—¶ä½¿ç”¨å¼¹é“光标(ä¸å¯ä»¥æ‰«å°„)", //"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", - L"开坿•Œå…µè£…备æç¤º", // Changed from Drop All On - SANDRO - L"关闭敌兵装备æç¤º", // 80 // Changed from Drop All Off - SANDRO - L"榴弹å‘射器以正常仰角å‘射榴弹", //"Grenade Launchers fire at standard angles", - L"榴弹å‘射器以较高仰角å‘射榴弹", //L"Grenade Launchers fire at higher angles", - // forced turn mode strings - L"强制回åˆåˆ¶æ¨¡å¼", - L"正常回åˆåˆ¶æ¨¡å¼", - L"离开战斗", - L"强制回åˆåˆ¶æ¨¡å¼å¯åŠ¨ï¼Œè¿›å…¥æˆ˜æ–—", - L"自动储存æˆåŠŸã€‚", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved - L"客户端", //"Client", - L"æ—§æºè¡Œç³»ç»Ÿä¸èƒ½ä¸Žæ–°é™„ä»¶ç³»ç»ŸåŒæ—¶ä½¿ç”¨ã€‚", - - L"自动存盘 #", //91 // Text des Auto Saves im Load Screen mit ID - L"自动存盘专用,å¯åœ¨ja2_options.ini里设置AUTO_SAVE_EVERY_N_HOURSæ¥å¼€å¯/关闭。", //L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"... 自动存盘ä½ç½® #", //L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn 存盘 #", // 95 // The text for the tactical end turn auto save - L"自动存盘中 #", // 96 // The message box, when doing auto save - L"存盘中", // 97 // The message box, when doing end turn auto save - L"... End-Turn 存盘ä½ç½® #", // 98 // The message box, when doing auto save - L"战术回åˆå®Œæ¯•存盘专用,å¯ä»¥åœ¨æ¸¸æˆè®¾ç½®å¼€å¯/关闭。", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) - L"鼠标已é”定,鼠标移动范围强制é™åˆ¶åœ¨æ¸¸æˆçª—å£å†…部区域。", // 104 - L"鼠标已释放,鼠标移动范围ä¸å†å—é™äºŽæ¸¸æˆçª—å£å†…部区域。", // 105 - L"ä¿æŒä½£å…µé—´è·å¼€å¯", - L"ä¿æŒä½£å…µé—´è·å…³é—­", - L"虚拟佣兵光照开å¯", - L"虚拟佣兵光照关闭", - L"军队%s活动。", //L"Squad %s active.", - L"%s抽了åª%s。", //L"%s smoked %s.", - L"激活作弊?", //L"Activate cheats?", - L"关闭作弊?", //L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"确认", //"OK", - L"å‘上滚动", //"Scroll Up", - L"选择全部", //"Select All", - L"å‘下滚动", //"Scroll Down", - L"å–æ¶ˆ", //"Cancel", -}; - -STR16 pDoctorWarningString[] = -{ - L"%sä¸å¤Ÿè¿‘,ä¸èƒ½è¢«æ²»ç–—。", - L"你的医生ä¸èƒ½åŒ…扎完æ¯ä¸ªäººã€‚", -}; - -STR16 pMilitiaButtonsHelpText[] = -{ - L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\næ–°å…µ", // button help text informing player they can pick up or drop militia with this button - L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\n常规兵", - L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\nè€å…µ", - L"所有民兵将在城市所属分区平å‡åˆ†é…", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"去AIM雇几个佣兵( *æç¤º* 在笔记本电脑里)", -#ifdef JA2UB - L"当你准备出å‘å‰å¾€Tracona,点击å±å¹•å³ä¸‹æ–¹çš„æ—¶é—´åŽ‹ç¼©æŒ‰é’®ã€‚", -#else - L"当你准备出å‘å‰å¾€Arulco,点击å±å¹•å³ä¸‹æ–¹çš„æ—¶é—´åŽ‹ç¼©æŒ‰é’®ã€‚", -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"错误。丢失或æŸå文件。游æˆå°†é€€å‡ºã€‚", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"查看邮件", - L"æµè§ˆç½‘页", - L"查看文件和邮件的附件", - L"阅读事件日志", - L"查看队ä¼ä¿¡æ¯", - L"查看财务简报和记录", - L"关闭笔记本电脑", - - //Bottom task bar icons (if they exist): - L"你有新的邮件", - L"你有新的文件", - - //Bookmarks: - L"国际佣兵è”盟", - L"Bobby Ray网上武器店", - L"佣兵心ç†å‰–æžç ”究所", - L"廉价佣兵中心", - L"McGillicutty公墓", - L"è”åˆèб剿œåС公å¸", - L"A.I.M指定ä¿é™©ä»£ç†äºº", - //New Bookmarks - L"", - L"百科全书", - L"简报室", - L"战役历å²", - L"佣兵之家", //L"Mercenaries Love or Dislike You", - L"世界å«ç”Ÿç»„织", //L"World Health Organization", - L"Kerberus - 安ä¿å…¬å¸",//L"Kerberus - Experience In Security", - L"民兵总览",//L"Militia Overview", - L"侦察情报局", //L"Recon Intelligence Services", - L"å·²å é¢†çš„工厂", //L"Controlled factories", - L"ArulcoåæŠ—军å¸ä»¤éƒ¨", //L"Arulco Rebel Command", -}; - - -STR16 gzHelpScreenText[] = -{ - L"退出帮助å±å¹•", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"战斗正在进行中,你åªèƒ½åœ¨æˆ˜æœ¯å±å¹•进行撤退。", - L"进入该分区,继续战斗。(|E)", - L"自动解决这次战斗。(|A)", - L"当你进攻时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", - L"当你é­é‡ä¼å…µæ—¶ï¼Œä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", - L"当在矿井里和异形作战时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", - L"还有敌对的平民时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", - L"有血猫时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", - L"战斗进行中", - L"ä½ ä¸èƒ½åœ¨è¿™æ—¶æ’¤é€€ã€‚", -}; - -STR16 gzMiscString[] = -{ - L"在没有你的佣兵支æ´ä¸‹ï¼Œæ°‘兵继续战斗...", - L"现在车辆ä¸éœ€è¦åŠ æ²¹ã€‚", //"The vehicle does not need anymore fuel right now.", - L"油箱装了%d%的油。", //"The fuel tank is %d%% full.", - L"Deidrannaå¥³çŽ‹çš„å†›é˜Ÿé‡æ–°å®Œå…¨å é¢†äº†%s。", - L"你丢失了加油点。", //"You have lost a refueling site.", -}; - -STR16 gzIntroScreen[] = -{ - L"找ä¸åˆ°è§†é¢‘文件", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s å¬åˆ°%s声音æ¥è‡ª%s。", - L"%s å¬åˆ°%s移动声æ¥è‡ª%s。", - L"%s å¬åˆ°%så±å±å£°æ¥è‡ª%s。", - L"%s å¬åˆ°%s溅水声æ¥è‡ª%s。", - L"%s å¬åˆ°%s撞击声æ¥è‡ª%s。", - L"%s å¬åˆ°%så¼€ç«å£°æ¥è‡ª%s.", // anv: without this, all further noise notifications were off by 1! - L"%s å¬åˆ°%s爆炸声å‘å‘%s。", - L"%s å¬åˆ°%så°–å«å£°å‘å‘%s。", - L"%s å¬åˆ°%s撞击声å‘å‘%s。", - L"%s å¬åˆ°%s撞击声å‘å‘%s。", - L"%s å¬åˆ°%s粉碎声æ¥è‡ª%s。", - L"%s å¬åˆ°%s破碎声æ¥è‡ª%s。", - L"", // anv: placeholder for silent alarm - L"%s å¬åˆ°%sæŸäººçš„说è¯å£°æ¥è‡ª%s。", // anv: report enemy taunt to player -}; - -STR16 pTauntUnknownVoice[] = -{ - L"䏿˜Žè¯´è¯å£°", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"æŒ‰å§“åæŽ’åº (|F|1)", - L"æŒ‰ä»»åŠ¡æŽ’åº (|F|2)", - L"按ç¡çœ çŠ¶æ€æŽ’åº (|F|3)", - L"æŒ‰åœ°ç‚¹æŽ’åº (|F|4)", - L"æŒ‰ç›®çš„åœ°æŽ’åº (|F|5)", - L"æŒ‰é¢„è®¡ç¦»é˜Ÿæ—¶é—´æŽ’åº (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"错误 404", //"Error 404", - L"网站未找到", //"Site not found.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"近期è¿è´§", //"Recent Shipments", - L"è®¢å• #", //"Order #", - L"ç‰©å“æ•°é‡", //"Number Of Items", - L"订购日期", //"Ordered On", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Maarnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"游æˆå¼€å‘者", // Chris Camfield - L"策划/编剧", // Shaun Lyng - L"战略系统和编辑器开å‘者", //Kris \"The Cow Rape Man\" Marnes - L"制片人/总策划", // Ian Currie - L"地图设计师", // Linda Currie - L"美术设计", // Eric \"WTF\" Cheng - L"测试", // Lynn Holowka - L"高级美术设计", // Norman \"NRG\" Olsen - L"音效师", // George Brooks - L"界é¢è®¾è®¡", // Andrew Stacey - L"动画师", // Scot Loving - L"程åºå¼€å‘", // Andrew \"Big Cheese Doddle\" Emmons - L"程åºè®¾è®¡", // Dave French - L"战略系统与游æˆå¹³è¡¡å¼€å‘", // Alex Meduna - L"人物设计师", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(还在学习标点符å·)", // Shaun Lyng - L"(\"å·²ç»å®Œæˆï¼Œæˆ‘ä»¬åªæ˜¯åšä¸€äº›ä¿®æ­£\")", //Kris \"The Cow Rape Man\" Marnes - L"(干这活我的年纪太大了)", // Ian Currie - L"(进行巫术8项目的工作)", // Linda Currie - L"(被枪指ç€åŽ»åšQA)", // Eric \"WTF\" Cheng - L"(Left us for the CFSA - go figure...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(蹭车以åŠçˆµå£«ä¹çˆ±å¥½è€…)", // Andrew Stacey - L"(他真正的å字是罗伯特)", // Scot Loving - L"(唯一负责任的人)", // Andrew \"Big Cheese Doddle\" Emmons - L"(现在就想回到motocrossing)", // Dave French - L"(从巫术8é¡¹ç›®ä¸­å·æ¥çš„)", // Alex Meduna - L"(也å‚与制作物å“åŠè¯»æ¡£ç”»é¢)", // Joey \"Joeker\" Whelan", -}; - -// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. -STR16 sRepairsDoneString[] = -{ - L"%s ä¿®å¤äº†è‡ªå·±çš„物å“。", - L"%s ä¿®å¤äº†æ‰€æœ‰äººçš„æžªå’ŒæŠ¤ç”²ã€‚", - L"%s ä¿®å¤äº†æ‰€æœ‰äººçš„装备。", - L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„大型物å“。",//L"%s finished repairing everyone's large carried items", - L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„中型物å“。",//L"%s finished repairing everyone's medium carried items", - L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„å°åž‹ç‰©å“。",//L"%s finished repairing everyone's small carried items", - L"%s ä¿®å¤æ‰€æœ‰äººçš„æºè¡Œå…·ã€‚",//L"%s finished repairing everyone's LBE gear", - L"%s 清æ´äº†æ‰€æœ‰äººçš„æžªæ”¯ã€‚", //L"%s finished cleaning everyone's guns.", -}; - -STR16 zGioDifConfirmText[]= -{ - L"ä½ é€‰æ‹©äº†â€œæ–°æ‰‹â€æ¨¡å¼ã€‚这个设置是为那些刚玩é“è¡€è”盟的玩家准备的,他们刚接触策略游æˆï¼Œæˆ–è€…ä»–ä»¬å¸Œæœ›å¿«ç‚¹ç»“æŸæˆ˜æ–—。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œæ–°æ‰‹â€æ¨¡å¼å—?", - L"ä½ é€‰æ‹©äº†â€œè€æ‰‹â€æ¨¡å¼ã€‚这个设置是为那些已ç»ç†Ÿæ‚‰é“è¡€è”盟或类似游æˆçš„玩家准备的。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œè€æ‰‹â€æ¨¡å¼å—?", - L"ä½ é€‰æ‹©äº†â€œä¸“å®¶â€æ¨¡å¼ã€‚我们警告你,如果你被装在尸袋里è¿å›žæ¥ï¼Œä¸è¦æ¥å‘我们抱怨。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œä¸“å®¶â€æ¨¡å¼å—?", - L"ä½ é€‰æ‹©äº†â€œç–¯ç‹‚â€æ¨¡å¼ã€‚警告: 如果你被装在塑料袋里一å—å—è¿å›žæ¥ï¼Œä¸è¦æ¥å‘我们抱怨。女王会狠狠地凌è™ä½ ã€‚你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œç–¯ç‹‚â€æ¨¡å¼å—?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"没有找到loadscreenæ•°æ®æ–‡ä»¶%S...", //"%S loadscreen data file not found...", - - //1-5 - L"ç”±äºŽæ²¡æœ‰äººåœ¨ç”¨é¥æŽ§å™¨ï¼Œæœºå™¨äººæ— æ³•ç¦»å¼€æœ¬åˆ†åŒºã€‚", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"你现在无法压缩时间。请等待炸弹爆炸ï¼", - - //'Name' refuses to move. - L"%sæ‹’ç»ç§»åŠ¨ã€‚", - - //%s a merc name - L"%s精力ä¸è¶³ï¼Œæ— æ³•改å˜å§¿åŠ¿ã€‚", //"%s does not have enough energy to change stance.", - - //A message that pops up when a vehicle runs out of gas. - L"%s汽油耗尽,现在在%c%d抛锚了。", //"The %s has run out of gas and is now stranded in %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"上方", - L"下方", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"佣兵中没人有医疗技能。", - L"没有足够的医疗物å“进行包扎。", - L"没有足够的医疗物å“给所有人进行包扎。", - L"佣兵中没人需è¦åŒ…扎。", //"None of your mercs need bandaging.", - L"自动包扎佣兵。", //"Bandages mercs automatically.", - L"全部佣兵已被包扎完毕。", //"All your mercs are bandaged.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - - L"(屋顶)", - - L"生命: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d vs. %d", - - L"%s满了。", - - L"%s现在ä¸ç”¨åŒ…扎,他(她)需è¦è®¤çœŸçš„æ²»ç–—和休æ¯ã€‚", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s 被击中腿部,并且倒下了ï¼", - //Name can't speak right now. - L"%s 现在ä¸èƒ½è¯´è¯ã€‚", - - //22-24 plural versions - L"%d个新兵被æå‡ä¸ºç²¾å…µã€‚", - L"%d个新兵被æå‡ä¸ºè€å…µã€‚", - L"%d个è€å…µè¢«æå‡ä¸ºç²¾å…µã€‚", - - //25 - L"开关", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s 疯狂了ï¼", //L"%s goes psycho!", - - //27-28 - //Messages why a player can't time compress. - L"现在压缩时间ä¸å®‰å…¨ï¼Œå› ä¸ºä½ æœ‰ä½£å…µåœ¨åˆ†åŒº%s。", - L"现在压缩时间ä¸å®‰å…¨ï¼Œå› ä¸ºä½ æœ‰ä½£å…µåœ¨å¼‚形所在的矿井。", - - //29-31 singular versions - L"1个新兵被晋å‡ä¸ºç²¾å…µã€‚", - L"1个新兵被晋å‡ä¸ºè€å…µã€‚", - L"1个è€å…µè¢«æ™‹å‡ä¸ºç²¾å…µã€‚", - - //32-34 - L"%s无语。", //"%s doesn't say anything.", - L"回到地é¢ï¼Ÿ", - L"(第%då°é˜Ÿ)", //"(Squad %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s ä¿®å¤äº† %sçš„%s。", - - //36 - L"血猫", - - //37-38 "Name trips and falls" - L"%s 踩到陷阱,跌倒了。", - L"这个物å“ä¸èƒ½ä»Žè¿™é‡Œæ¡èµ·ã€‚", - - //39 - L"你现有的佣兵中没人能进行战斗。民兵们将独自和异形作战。", - - //40-43 - //%s is the name of merc. - L"%s用完了医è¯ç®±é‡Œçš„è¯å“ï¼", //"%s ran out of medical kits!", - L"%s没有所需技能æ¥åŒ»ç–—他人ï¼", //"%s lacks the necessary skill to doctor anyone!", - L"%s用完工具箱里的工具ï¼", //"%s ran out of tool kits!", - L"%s没有所需技能æ¥ä¿®ç†ç‰©å“ï¼", //"%s lacks the necessary skill to repair anything!", - - //44-45 - L"ä¿®ç†æ—¶é—´", //L"Repair Time", - L"%s看ä¸åˆ°è¿™ä¸ªäººã€‚", - - //46-48 - L"%s的增程枪管掉下æ¥äº†ï¼", //"%s's gun barrel extender falls off!", - // HEADROCK HAM 3.5: Changed to reflect facility effect. - L"åªå…许ä¸å¤šäºŽ%då佣兵在这个分区训练民兵。", //"No more than %d militia trainers are permitted per sector.", //L"No more than %d militia trainers are permitted in this sector.",//ham3.6 - L"你确定å—?", //"Are you sure?", - - //49-50 - L"时间压缩", - L"车辆的油箱已ç»åŠ æ»¡æ²¹äº†ã€‚", - - //51-52 Fast help text in mapscreen. - L"继续时间压缩 (|S|p|a|c|e)", - L"åœæ­¢æ—¶é—´åŽ‹ç¼© (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s ä¿®ç†å¥½äº†å¡å£³çš„ %s", //L"%s has unjammed the %s", - L"%s ä¿®ç†å¥½äº†å¡å£³çš„ %sçš„%s", //L"%s has unjammed %s's %s", - - //55 - L"查看分区存货时无法压缩时间。", //L"Can't compress time while viewing sector inventory.", - - L"没有找到é“è¡€è”盟2光盘,程åºå³å°†é€€å‡ºã€‚", //The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit. - - L"物å“ç»„åˆæˆåŠŸã€‚", - - //58 - //Displayed with the version information when cheats are enabled. - L"当å‰/最大进展: %d%ï¼…/%d%ï¼…", //"Current/Max Progress: %d%%/%d%%",//zww - - L"护é€Johnå’ŒMary?", - - // 60 - L"开关被激活", //"Switch Activated.", - - L"%s的陶瓷片已ç»ç²‰ç¢Žäº†ï¼", //"%s's ceramic plates have been smashed!", - L"%s 多打了%då‘å­å¼¹ï¼", //"%s fires %d more rounds than intended!", - L"%s 多打了1å‘å­å¼¹ï¼", //"%s fires %d more round than intended!", - - L"你得先关闭物å“ä¿¡æ¯ç•Œé¢ï¼", - - L"无法快进 - 该分区有敌对的市民和/或血猫。", // 65 //L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", -}; - -// HEADROCK HAM 3.5: Added sector name -STR16 gzCWStrings[] = -{ - L"是å¦å‘¼å«é‚»è¿‘区域的æ´å…µåˆ°%s?", //L"Call reinforcements to %s from adjacent sectors?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|ä½|ç½®: %d\n", - L"%s|亮|度: %d / %d\n", - L"%s|ç›®|æ ‡|è·|离: %d\n", - L"%s|I|D: %d\n", - L"%s|订|å•: %d\n", - L"%s|属|性: %d\n", - L"%s|当|å‰ |A|Ps: %d\n", - L"%s|当|å‰ |生|命: %d\n", - L"%s|当|å‰|ç²¾|力: %d\n", - L"%s|当|å‰|士|æ°”: %d\n", - L"%s|当|å‰|惊|æ…Œ|度: %d\n", //L"%s|Current |S|hock: %d\n", - L"%s|当|å‰|压|制点数: %d\n",//L"%s|Current |S|uppression Points: %d\n", - // Full info - L"%s|头|ç›”: %s\n", - L"%s|防|å¼¹|è¡£: %s\n", - L"%s|作|战|裤: %s\n", - // Limited, Basic - L"|护|甲: ", - L"头盔 ", - L"防弹衣 ", - L"作战裤", - L"装备了", - L"无护甲", - L"%s|夜|视|仪: %s\n", - L"无夜视仪", - L"%s|防|毒|é¢|å…·: %s\n", - L"无防毒é¢å…·", - L"%s|头|部|1: %s\n", - L"%s|头|部|2: %s\n", - L"\n(背包内) ", - L"%s|æ­¦|器: %s ", - L"空手", - L"手枪", - L"冲锋枪", - L"步枪", - L"机枪", - L"霰弹枪", - L"刀", - L"釿­¦å™¨", - L"无头盔", - L"无防弹衣", - L"无作战裤", - L"|护|甲: %s\n", - // Added - SANDRO - L"%s|技能 1: %s\n", - L"%s|技能 2: %s\n", - L"%s|技能 3: %s\n", - // Additional suppression effects - sevenfm - L"%s|ç«|力|压|制导致的|A|PæŸå¤±ï¼š%d\n", - L"%s|ç«|力|压|制|è€|性: %d\n", - L"%s|有|效|惊|å“|ç­‰|级:%d\n", - L"%s|A|I|士|气:%d\n", -}; - -STR16 New113Message[] = -{ - L"风暴开始了。", - L"风暴结æŸäº†ã€‚", - L"下雨了。", - L"雨åœäº†ã€‚", - L"å°å¿ƒç‹™å‡»æ‰‹â€¦â€¦", - L"ç«åŠ›åŽ‹åˆ¶ï¼", - L"点射", - L"自动", - L"榴弹", - L"榴弹点射", - L"榴弹自动", - L"UB", // INFO: UB = Under Barrel - L"UBRST", - L"UAUTO", - L"BAYONET", - L"狙击手ï¼", - L"å·²ç»ç‚¹é€‰ç‰©å“,此时无法分钱。", - L"新兵的会åˆåœ°è¢«æŒªè‡³%s,因é™è½åœ°ç‚¹%sç›®å‰ç”±æ•Œäººå æ®ã€‚", - L"物å“销æ¯", - L"此类物å“全部销æ¯", - L"物å“å–出", - L"此类物å“全部å–出", - L"你得检查一下你的眼部装备", - // Real Time Mode messages - L"进入战斗模å¼", - L"视野中没有敌人", - L"峿—¶æ½œè¡Œæ¨¡å¼ 关闭", - L"峿—¶æ½œè¡Œæ¨¡å¼ å¼€å¯", - //L"Enemy spotted! (Ctrl + x to enter turn based)", - L"å‘现敌人ï¼", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%så·çªƒæˆåŠŸï¼",// L"%s was successful on stealing!", - L"%s没有足够的行动点æ¥å·å–所选物å“。",// L"%s had not enough action points to steal all selected items.", - L"是å¦åœ¨åŒ…扎å‰å¯¹%s实施手术?(å¯å›žå¤%i点生命。)",// L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", - L"是å¦å¯¹%s实施手术?(å¯å›žå¤%i点生命。)",// L"Do you want to make surgery on %s? (You can heal about %i Health.)", - L"是å¦è¿›è¡Œå¿…è¦çš„æ‰‹æœ¯ï¼Ÿï¼ˆ%iå病人)",// L"Do you wish to make necessary surgeries first? (%i patient(s))", - L"是å¦åœ¨è¯¥ç—…人身上进行手术?",// L"Do you wish to make the surgery on this patient first?", - L"åœ¨åŒ…æ‰Žå‰æ˜¯å¦è¿›è¡Œæ‰‹æœ¯ï¼Ÿ",// L"Apply first aid automatically with necessary surgeries or without them?", - L"您ä¸åŒ…扎%s直接进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", - L"您è¦ç»™%s进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"您希望给%s进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"%s手术完毕。",// L"Surgery on %s finished.", - L"%s 胸部中弹,失去1点生命上é™ï¼",// L"%s is hit in the chest and loses a point of maximum health!", - L"%s 胸部中弹,失去%d点生命上é™ï¼",// L"%s is hit in the chest and loses %d points of maximum health!", - L"%s被爆炸物炸瞎了ï¼ï¼ˆä¸§å¤±è§†é‡Žï¼‰", - L"%sé‡èŽ·1点失去的%s",// L"%s has regained one point of lost %s", - L"%sé‡èŽ·%d点失去的%s",// L"%s has regained %d points of lost %s", - L"你的侦察能力é¿å…了敌人的å·è¢­ï¼",// L"Your scouting skills prevented you to be ambushed by the enemy!", - L"多äºäº†ä½ çš„侦查技能,你æˆåŠŸçš„é¿å¼€äº†å¤§ç¾¤è¡€çŒ«ï¼",// L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", - L"%s 命根å­ä¸­å¼¹ï¼Œç—›è‹¦çš„倒下了ï¼",// L"%s is hit to groin and falls down in pain!", - ////////////////////////////////////////////////////////////////////////////////////// - L"注æ„: 敌人尸体被å‘现ï¼ï¼ï¼", - L"%s[%då‘]\n%s %1.1f %s", // L"%s [%d rnds]\n%s %1.1f %s", - L"APä¸å¤Ÿï¼éœ€è¦%dï¼Œä½ åªæœ‰%d。", //L"Insufficient AP Points! Cost %d, you have %d.", - L"æç¤º: %s", - L"玩家力é‡: %d - 敌人力é‡: %6.0f", //Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"无法使用技能ï¼", - L"敌人在该分区时无法建造ï¼", - L"看ä¸åˆ°é‚£ä¸ªåœ°æ–¹ï¼", - L"无法å‘å°„ç‚®å¼¹ï¼Œä¸æ˜¯åˆç†çš„区域定ä½ï¼", - L"无线电波段é­åˆ°å¹²æ‰°ã€‚无法通讯ï¼", - L"无线电æ“作失败ï¼", - L"迫击炮弹ä¸è¶³ï¼Œæ— æ³•在分区å‘动密集轰炸ï¼", - L"Items.xml里没有定义信å·å¼¹ç‰©å“ï¼", - L"Items.xml里没有定义高爆弹物å“ï¼", //L"No High-Explosive shell item found in Items.xml!", - L"未å‘现迫击炮,无法执行密集轰炸ï¼", - L"å¹²æ‰°ä¿¡å·æˆåŠŸï¼Œä¸éœ€è¦é‡å¤æ“作ï¼", - L"正在监å¬å‘¨å›´å£°éŸ³ï¼Œæ— éœ€é‡å¤æ“作ï¼", - L"正在观察,无需é‡å¤æ“作ï¼", - L"正在扫æå¹²æ‰°ä¿¡å·ï¼Œæ— éœ€é‡å¤æ“作ï¼", - L"%s没办法把%s用在%s上。", - L"%s指示%s剿¥æ”¯æ´ã€‚", - L"%s无线电设备没电了。", - L"正在工作的无线电设备。", - L"望远镜", - L"è€å¿ƒ", - L"%s的防护盾æ¯å了ï¼", //L"%s's shield has been destroyed!", - L" 延迟", //L" DELAY", - L"输血*", //L"Yes*", - L"是的", //L"Yes", - L"å¦", //L"No", - L"%så°†%s应用于%s。", //L"%s applied %s to %s.", -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s 害怕得退缩了ï¼",// L"%s cowers in fear!", - L"%s 被压制ä½äº†ï¼",// L"%s is pinned down!", //ham3.6 - L"%s 多打了几å‘å­å¼¹ï¼",// L"%s fires more rounds than intended!", - L"ä½ ä¸èƒ½åœ¨è¿™ä¸ªåœ°åŒºè®­ç»ƒæ°‘兵。",// L"You cannot train militia in this sector.", - L"民兵拾起 %s。",// L"Militia picks up %s.", - L"有敌人出没时无法训练民兵ï¼", // L"Cannot train militia with enemies present!", - // 6 - 10 - L"%s缺ä¹è®­ç»ƒæ°‘兵所需è¦çš„领导能力。",// L"%s lacks sufficient Leadership score to train militia.", - L"此地训练民兵的教官ä¸èƒ½è¶…过%då。",// L"No more than %d Mobile Militia trainers are permitted in this sector.", - L"%så’Œå‘¨è¾¹åœ°åŒºçš„æ¸¸å‡»é˜Ÿå·²ç»æ»¡å‘˜äº†ï¼",// L"No room in %s or around it for new Mobile Militia!", - L"ä½ éœ€è¦æœ‰è‡³å°‘%d个民兵在%sæ¯ä¸ªè¢«è§£æ”¾çš„地区æ‰èƒ½è®­ç»ƒæ¸¸å‡»é˜Ÿã€‚",// L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", - L"有敌人出没时ä¸èƒ½åœ¨ä»»ä½•设施内工作ï¼",// L"Can't staff a facility while enemies are present!", - // 11 - 15 - L"%s缺ä¹å°±ä»»äºŽè¯¥è®¾æ–½æ‰€éœ€è¦çš„æ™ºæ…§ã€‚",// L"%s lacks sufficient Wisdom to staff this facility.", - L"%så·²ç»æ»¡å‘˜äº†ã€‚",// L"The %s is already fully-staffed.", - L"使用该设施æ¯å°æ—¶æ¶ˆè€—$%d,你确定å—?",// L"It will cost $%d per hour to staff this facility. Do you wish to continue?", - L"ä½ æ²¡æœ‰è¶³å¤Ÿçš„èµ„é‡‘æ¥æ”¯ä»˜ä»Šå¤©çš„设施费用。付出$%d,还欠$%dï¼Œå½“åœ°äººå¾ˆä¸æ»¡ã€‚",// L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", - L"æ²¡æœ‰è¶³å¤Ÿçš„èµ„é‡‘æ¥æ”¯ä»˜ä»Šå¤©çš„设施费用。欠款$%dï¼Œå½“åœ°äººå¾ˆä¸æ»¡.。",// L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", - // 16 - 20 - L"你仿œ‰$%dçš„æ¬ æ¬¾ï¼ŒåŒæ—¶ä½ å·²ç»èº«æ— åˆ†æ–‡äº†ï¼",// L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", - L"你仿œ‰$%d的欠款,在有钱还清这笔债务之å‰ä½ ä¸èƒ½åˆ†é…雇佣兵去这个设施。",// L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", - L"你有$%dçš„æ¬ æ¬¾ï¼Œæ˜¯å¦æ”¯ä»˜ï¼Ÿ",// L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", - L"这个区域没有",// L"N/A in this sector", - L"日常支出",// L"Daily Expenses", - // 21 - 25 - L"ç»´æŒæ°‘兵的资金ä¸è¶³ï¼%dåæ°‘兵回è€å®¶ç»“婚去了。",// L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", - L"è¦åœ¨æˆ˜æ–—ä¸­æŸ¥çœ‹æŸæ ·ç‰©å“,你必须先把它æ¡èµ·æ¥ã€‚", // L"To examine an item's stats during combat, you must pick it up manually first.", - L"è¦åœ¨æˆ˜æ–—中组åˆä¸¤æ ·ç‰©å“,你必须先把它们æ¡èµ·æ¥ã€‚", // L"To attach an item to another item during combat, you must pick them both up first.", - L"è¦åœ¨æˆ˜æ–—中åˆå¹¶ä¸¤æ ·ç‰©å“,你必须先把它们æ¡èµ·æ¥ã€‚", // L"To merge two items during combat, you must pick them both up first.", -}; - -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"没有å¯ç”¨çš„è½¬æ¢æ–¹æ¡ˆ", //L"No available adjustments", - L"%s被拆开了。", //L"%s was split into several parts.", - L"%s被拆开了,部件放在了%s的背包里。", //L"%s was split into several parts. Check %s's inventory for the resulting items.", - L"由于背包没有足够空间,转æ¢åŽçš„%s一些物å“被丢在了地上。", //L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", - L"%s被拆开了。由于背包没有足够空间,转æ¢åŽçš„%s一些物å“被丢在了地上。", //L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", - L"你希望转æ¢è¯¥åˆ—所有%då—ï¼Ÿå¦‚æžœåªæƒ³è½¬æ¢1个,请将它从该列中先å–出æ¥ã€‚", //L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", - // 6 - 10 - L"拆分弹è¯ç®±ï¼Œå¼¹åŒ£æ”¾å…¥èƒŒåŒ…", //L"Split Crate into Inventory", - L"拆分æˆ%då‘的弹匣", //L"Split into %d-rd Mags", - L"%s被拆分æˆ%d个弹匣æ¯ä¸ªæœ‰%då‘å­å¼¹ã€‚", //L"%s was split into %d Magazines containing %d rounds each.", - L"%s拆分完æˆå¹¶æ”¾å…¥%s的背包。", //L"%s was split into %s's inventory.", - L"%s的背包空间ä¸è¶³ï¼Œæ”¾ä¸ä¸‹è¿™ä¸ªå£å¾„的弹匣了ï¼", //L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", - L"峿—¶æ¨¡å¼", //L"Instant mode", - L"延时模å¼", //L"Delayed mode", - L"峿—¶æ¨¡å¼ (%d AP)", //L"Instant mode (%d AP)", - L"å»¶æ—¶æ¨¡å¼ (%d AP)", //L"Delayed mode (%d AP)", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"鉴于Gastonæœ€è¿‘å‘æŒ¥å¼‚常çªå‡ºï¼Œä»–çš„æœåŠ¡è´¹ä¹Ÿè·Ÿç€ä¸Šæ¶¨ã€‚以我个人的观点,这一点也ä¸è®©æˆ‘惊讶。 ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"请注æ„,Stogie近期能力有所æå‡ï¼Œä»–的价格也è¦éšä¹‹å¢žé•¿ã€‚ ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"请注æ„,因为Tex新获得的ç»éªŒï¼Œ 更高的身价æ‰åŒ¹é…他的能力。 ± ± Speck T. Kline ± ", - // Biggens: Text from Line 49 in Email.edt - L"鉴于Biggins呿Œ¥æœ‰æ‰€æé«˜ï¼Œ ä»–çš„ä»·æ ¼ä¹ŸåŒæ—¶ä¸Šæ¶¨ã€‚ ± ± Speck T. Kline ± ", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk - L"转å‘自AIMæœåŠ¡å™¨ï¼šVictor Kolesnikov的信件", - L"你好,这是Monk,留言已收到。我已ç»å›žæ¥äº†ï¼Œä½ å¯ä»¥è”系我了。 ± ± 等你的电è¯ã€‚ ± ", - - // Brain: Text from Line 60 - L"转å‘自AIMæœåŠ¡å™¨ï¼šJanno Allik的信件", - L"我已ç»å‡†å¤‡å¥½æŽ¥å—任务了。我有空干任何事情 ± ± Janno Allik ± ", - - // Scream: Text from Line 62 - L"转å‘自AIMæœåŠ¡å™¨ï¼šLennart Vilde的信件", - L"Lennart Vildeå·²ç»å‡†å¤‡å¥½äº†ï¼ ± ", - - // Henning: Text from Line 64 - L"转å‘自AIMæœåŠ¡å™¨ï¼šHenning von Branitz的信件", - L"你的留言我已收到,谢谢。请到A.I.M主页è”系我,然åŽè®¨è®ºæ‹›å‹Ÿäº‹å®œã€‚ ± ± 那时è§ï¼ ± ± Henning von Branitz ± ", - - // Luc: Text from Line 66 - L"转å‘自AIMæœåŠ¡å™¨ï¼šLuc Fabre的信件", - L"收到留言,Merciï¼ˆè°¢è°¢ï¼‰ï¼ ä½ èƒ½è€ƒè™‘æˆ‘æˆ‘éžå¸¸é«˜å…´ã€‚你知é“在哪里能找到我。 ± ± 希望能收到你的电è¯ã€‚ ± ", - - // Laura: Text from Line 68 - L"转å‘自AIMæœåŠ¡å™¨ï¼šDr. Laura Colin的信件", - L"你好ï¼éžå¸¸é«˜å…´ä½ èƒ½ç»™æˆ‘留言,我很感兴趣。 ± ± 请å†ä¸ŠAIM,我愿æ„å¬å¬è¯¦ç»†äº‹å®œ ± ± æ­¤è‡´æ•¬ç¤¼ï¼ Â± ± Dr. Laura Colin ± ", - - // Grace: Text from Line 70 - L"转å‘自AIMæœåŠ¡å™¨ï¼šGraziella Girelli的信件", - L"你上次想è”系我但是没有æˆåŠŸã€‚Â± ± 你懂得?家庭èšä¼šå•¦ã€‚我现在已ç»åŽŒå€¦äº†æˆ‘çš„å®¶åº­ï¼Œä½ èƒ½å†ä¸ŠAIMè”ç³»æˆ‘çš„è¯æˆ‘会éžå¸¸é«˜å…´ ± ± Ciao(å†è§ï¼‰ï¼ ± ", - - // Rudolf: Text from Line 72 - L"转å‘自AIMæœåŠ¡å™¨ï¼šRudolf Steiger的信件", - L"ä½ çŸ¥é“æˆ‘æ¯å¤©æœ‰å¤šå°‘个电è¯è¦æŽ¥å—?æ¯ä¸ªè ¢è´§éƒ½è®¤ä¸ºä»–å¯ä»¥Call我。 ± ± åæ­£æˆ‘回æ¥äº†ï¼Œå‰ææ˜¯ä½ çœŸçš„æœ‰æœ‰è¶£çš„工作给我的è¯ã€‚ ± ", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"转å‘自AIMæœåŠ¡å™¨ï¼šM.E.R.C的信件", - L"我收到你的留言,等你è”系。 ± ", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"狙击手: 拥有鹰的眼ç›å’Œç™¾æ­¥ç©¿æ¨çš„æžªæ³•ï¼ Â± ", - // Camouflage - L"伪装: 跟你的伪装迷彩比起æ¥ï¼Œæ ‘丛看起æ¥å€’象是å‡çš„ï¼ Â± ", - // SANDRO - new strings for new traits added - // MINTY - Altered the texts for more natural English, and added a little flavour too - // Ranger - L"çŒŽå…µï¼šä½ è·Ÿé‚£äº›ä»Žå¾·å…‹è¨æ–¯æ¥çš„土包å­å¯å¤§ä¸ä¸€æ ·ï¼ ± ", - // Gunslinger - L"快枪手:拿ç€ä¸€ä¸¤æŠŠæ‰‹æžªï¼Œä½ å¯ä»¥å’ŒBilly the Kidä¸€æ ·è‡´å‘½ï¼ Â± ", - // Squadleader - L"领队:天生的领袖,你的队员需è¦ä½ çš„çµæ„Ÿï¼ ± ", - // Technician - L"技师:你比MacGyverç‰›é€¼å¤šäº†ï¼æ— è®ºæœºæ¢°ã€ç”µå­äº§å“è¿˜æ˜¯çˆ†ç ´ç‰©ï¼Œä½ éƒ½èƒ½ä¿®ï¼ Â± ", - // Doctor - L"å†›åŒ»ï¼šä»Žè½»å¾®æ“¦ä¼¤åˆ°å¼€è‚ ç ´è‚šï¼Œç”šè‡³æˆªè‚¢ï¼Œä½ éƒ½èƒ½æ²»ï¼ Â± ", - // Athletics - L"è¿åŠ¨å‘˜ï¼šä½ çš„é€Ÿåº¦å’Œæ´»åŠ›èƒ½å’Œå¥¥è¿ä¼šè¿åŠ¨å‘˜ç›¸æå¹¶è®ºï¼ ± ", - // Bodybuilding - L"å¥èº«ï¼šæ–½ç“¦è¾›æ ¼ï¼Ÿçªå›ŠåºŸä¸€ä¸ªã€‚ä½ åªç”¨ä¸€åªæ‰‹å°±èƒ½åŠžæŽ‰ä»–ã€‚ ± ", - // Demolitions - L"çˆ†ç ´ï¼šæ’­ç§æ‰‹é›·ï¼Œæ·±åŸ‹ç‚¸å¼¹ï¼Œçœ‹ç¾Šç¾”é£žã€‚è¿™å°±æ˜¯ä½ çš„ç”Ÿæ´»ï¼ Â± ", - // Scouting - L"侦查:没有什么东西你觉察ä¸åˆ°ï¼ ± ", - // Covert ops - L"特工: ä½ è®©è©¹å§†æ–¯é‚¦å¾·ç”˜æ‹œä¸‹é£Žï¼ Â± ", // L"Covert Operations: You make 007 look like an amateur! ± ", - // Radio Operator - L"无线电æ“作员:你通过使用通讯设备让队ä¼çš„æˆ˜ç•¥å’Œæˆ˜æœ¯æ°´å¹³å¾—到了æå‡ã€‚ ± ", //L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", - // Survival - L"å‘导: 大自然是你第二个家。 ± ", //L"Survival: Nature is a second home to you. ± ", -}; - -STR16 NewInvMessage[] = -{ - L"此时无法拾起背包", - L"èƒŒåŒ…ä¸­æ— å¤„å¯æ”¾", - L"没å‘现背包", - L"拉é”åªåœ¨æˆ˜æ–—中有效", - L"èƒŒåŒ…æ‹‰é”æ‰“开时无法移动", - L"你确定è¦å˜å–该地区所有物å“å—?", - L"你确定è¦é”€æ¯è¯¥åœ°åŒºæ‰€æœ‰ç‰©å“å—?", - L"è£…å¤‡å¤§èƒŒåŒ…åŽæ— æ³•爬上房顶", - L"所有人的背包已放下", - L"所有人的背包已æ¡èµ·", - L"%s 放下背包", //L"%s drops backpack", - L"%s æ¡èµ·èƒŒåŒ…", //L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"å¯åЍRakNetæœåС噍...", - L"æœåС噍å¯åЍ,等待连接...", - L"你现在必须按'2'æ¥è¿žæŽ¥ä½ çš„客户端和æœåŠ¡å™¨ã€‚", - L"æœåС噍已ç»åœ¨è¿è¡Œã€‚", - L"æœåС噍å¯åŠ¨å¤±è´¥ã€‚ç»ˆæ­¢ä¸­ã€‚", - // 5 - L"%d/%d 客户端已ç»å‡†å¤‡å¥½è¿›å…¥å³æ—¶æ¨¡å¼ã€‚", - L"æœåŠ¡å™¨æ–­å¼€å¹¶å…³é—­ã€‚", - L"æœåŠ¡å™¨æ²¡æœ‰è¿è¡Œã€‚", - L"客户端ä»åœ¨è½½å…¥, 请ç¨ç­‰...", - L"æœåС噍å¯åЍ之åŽä½ æ— æ³•更改ç€é™†ç‚¹ã€‚", - // 10 - L"å·²å‘逿–‡ä»¶ '%S' - 100/100",//L"Sent file '%S' - 100/100", - L"文件已å‘é€åˆ° '%S'。",// L"Finished sending files to '%S'.", - L"开始å‘逿–‡ä»¶åˆ° '%S'。",// L"Started sending files to '%S'.", - L"使用空域视图选择你想进入的地图。你åªèƒ½åœ¨ç‚¹å‡»â€œå¼€å§‹æ¸¸æˆâ€æŒ‰é’®å‰æ›´æ¢åœ°å›¾ã€‚", // L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"å¯åЍRakNet客户端...", - L"正在连接IP: %S ...", - L"æŽ¥å—æ¸¸æˆè®¾ç½®: ", - L"ä½ å·²ç»è¿žæŽ¥ä¸Šäº†ã€‚", - L"ä½ å·²ç»å¼€å§‹è¿žæŽ¥...", - // 5 - L"客户端 #%d - '%S' 已被雇佣 '%s'。", - L"客户端 #%d - '%S' 已雇佣å¦ä¸€å佣兵。", - L"你已准备 - 准备就绪 = %d/%d。", - L"ä½ ä¸å†å‡†å¤‡ - 准备就绪 = %d/%d。", - L"开始战斗...", - // 10 - L"客户端 #%d - '%S' 已准备 - 准备就绪 = %d/%d。", - L"客户端 #%d - '%S' ä¸å†å‡†å¤‡ - 准备就绪 = %d/%d", - L"你已准备。 等候其他客户端... 按'OK'如果你已准备就绪。", - L"让我们开始战斗ï¼", - L"è¦å¼€å§‹æ¸¸æˆå¿…é¡»è¿è¡Œä¸€å°å®¢æˆ·ç«¯ã€‚", - // 15 - L"æ¸¸æˆæ— æ³•开始。没有佣兵被雇佣...", - L"等待æœåŠ¡å™¨è§£é”便æºç”µè„‘出现'OK'...", - L"中断", - L"中断结æŸ", - L"é¼ æ ‡æ–¹æ ¼åæ ‡: ", - // 20 - L"X: %d, Y: %d", - L"åæ ‡å€¼: %d", - L"æœåŠ¡å™¨ç‹¬å æ¨¡å¼", - L"手动选择æœåŠ¡å™¨ä¼˜å…ˆçº§: ('1' - æŽˆæƒ ä¾¿æºç”µè„‘/雇佣) ('2' - å¯åЍ/载入 级别) ('3' - è§£é” UI) ('4' - 完æˆè®¾ç½®)", - L"分区=%s, 最大客户端数=%d, 最大佣兵数=%d, æ¸¸æˆæ¨¡å¼=%d, åŒä¸€ä½£å…µ=%d, 伤害倿•°=%f, æ—¶é—´å‰è¿›=%d, ç§’/Tic=%d, å–æ¶ˆ BobbyRay=%d, å–æ¶ˆ Aim/Merc 装备=%d, å–æ¶ˆå£«æ°”=%d, 测试=%d。", - // 25 - L"", - L"新建连接: 客户端 #%d - '%S'。", - L"队: %d。",//not used any more - L"'%s' (客户端 %d - '%S') 已被 '%s' (客户端 %d - '%S' æ€æ­»)", - L"踢出客户端 #%d - '%S'。", - // 30 - L"开始排åºå®¢æˆ·ç«¯å·ã€‚ #1: <å–æ¶ˆ>, #2: %S, #3: %S, #4: %S", - L"开始客户端 #%d。", - L"è¯·æ±‚å³æ—¶æ¨¡å¼...", - L"è½¬å›žå³æ—¶æ¨¡å¼ã€‚", - L"错误: 转回过程中出现错误。", - // 35 - L"è¦è§£é”笔记本电脑开始雇佣å—?(连接所有客户端?)", - L"æœåС噍已ç»è§£é”笔记本电脑。开始雇佣ï¼", - L"中断。", - L"你无法更改ç€é™†ç‚¹ï¼Œå¦‚æžœä½ åªæ˜¯å®¢æˆ·ç«¯è€Œä¸æ˜¯æœåŠ¡å™¨ã€‚", - L"ä½ æ‹’ç»æŠ•é™, 因为你在一个多人游æˆä¸­ã€‚", - // 40 - L"你所有的佣兵全部死亡ï¼", - L"激活观看模å¼ã€‚", - L"你已被击败ï¼", - L"对ä¸èµ·, 在多人游æˆä¸­æ— æ³•攀登。", - L"你雇佣了 '%s'", - // 45 - L"当开始购买åŽä½ ä¸èƒ½æ›´æ¢åœ°å›¾",// L"You cant change the map once purchasing has commenced", - L"地图改为 '%s'。",// L"Map changed to '%s'", - L"玩家 '%s' 断开连接, 踢出游æˆ",// L"Client '%s' disconnected, removing from game", - L"æ‚¨å·²ç»æ–­å¼€è¿žæŽ¥ï¼Œè¿”回主èœå•。",// L"You were disconnected from the game, returning to the Main Menu", - L"连接失败, 5秒内é‡è¯•, 还有%i次é‡è¯•机会……",// L"Connection failed, Retrying in 5 seconds, %i retries left...", - //50 - L"连接失败,放弃……",// L"Connection failed, giving up...", - L"在å¦ä¸€ä¸ªçŽ©å®¶è¿›å…¥å‰æ‚¨æ— æ³•开始游æˆã€‚",// L"You cannot start the game until another player has connected", - L"%s : %s", - L"å‘é€ç»™æ‰€æœ‰äºº",// L"Send to All", - L"å‘é€ç»™ç›Ÿå‹",// L"Allies only", - // 55 - L"此游æˆå·²ç»å¼€å§‹ï¼Œæ— æ³•加入。",// L"Cannot join game. This game has already started.", - L"%s (team): %s", - L"#%i - '%s'",// L"Client #%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"已收到æœåŠ¡å™¨çš„æ‰€æœ‰æ–‡ä»¶ã€‚",// L"Received all files from server.", - L"'%S' 完æˆä¸‹è½½ã€‚",// L"'%S' finished downloading from server.", - L"'%S' 开始从æœåŠ¡å™¨ä¸‹è½½ã€‚",// L"'%S' started downloading from server"., - L"在全部客户端的文件未接收完以å‰ä¸èƒ½å¼€å§‹æ¸¸æˆã€‚",// L"Cannot start the game until all clients have finished receiving files", - L"你需è¦ä¸‹è½½ä¿®æ”¹åŽçš„æ–‡ä»¶æ‰èƒ½ç»§ç»­æ¸¸æˆ, 你想继续å—?",// L"This server requires that you download modified files to play, do you wish to continue?", - // 65 - L"点击 '准备' 进入战术画é¢ã€‚",// L"Press 'Ready' to enter tactical screen.", - L"ä¸èƒ½è¿žæŽ¥åˆ°æœåŠ¡å™¨ï¼Œå› ä¸ºä½ çš„ç‰ˆæœ¬%Så’ŒæœåŠ¡å™¨ç«¯çš„ç‰ˆæœ¬%Sä¸åŒã€‚", - L"你击毙了一个敌人。", - L"无法å¯åŠ¨æ¸¸æˆï¼Œå› ä¸ºæ‰€æœ‰å°é˜Ÿéƒ½ä¸€æ ·ã€‚", //L"Cannot start the game, because all teams are the same.", - L"æœåŠ¡å™¨ä½¿ç”¨äº†æ–°è£…å¤‡ç³»ç»Ÿï¼ˆNIV),但是你的å±å¹•åˆ†è¾¨çŽ‡ä¸æ”¯æŒNIV。", // - // 70 - L"无法ä¿å­˜æŽ¥æ”¶æ–‡ä»¶'%S'", - L"%s的炸弹被%s拆除了", - L"你输了,真丢人", // All over red rover - L"ç¦ç”¨è§‚众模å¼", - L"选择所è¦è¸¢å‡ºæ¸¸æˆçš„用户:#1: <å–æ¶ˆ>, #2: %S, #3: %S, #4: %S", - // 75 - L"队ä¼%s被消ç­äº†ã€‚", - L"客户端åˆå§‹åŒ–å¤±è´¥ã€‚ç»“æŸæ¸¸æˆã€‚", - L"客户端连接中断,强行关闭。", - L"客户端无å“应。", - L"æç¤ºï¼šå¦‚果游æˆå¡æ­»ï¼ˆå¯¹æ‰‹è¿›åº¦æ¡ä¸åŠ¨ï¼‰ï¼Œå‘ŠçŸ¥æœåŠ¡ç«¯ç„¶åŽæŒ‰ALT+EèŽ·å–æŽ§åˆ¶æƒï¼", - // 80 - L"AIå›žåˆ - %d剩余", -}; - -STR16 gszMPEdgesText[] = -{ - L"北", //L"N", - L"东", //L"E", - L"å—", //L"S", - L"西", //L"W", - L"中", //L"C", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Få°é˜Ÿ", - L"Bå°é˜Ÿ", - L"Då°é˜Ÿ", - L"Cå°é˜Ÿ", - L"N/A", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"游æˆç±»åž‹: ",// L"Game Type: ", - L"玩家: ",// L"Players: ", - L"所拥有的佣兵: ",// L"Mercs each: ", - L"手æç”µè„‘打开时你无法开始移动。",// L"You cannot change starting edge once Laptop is unlocked.", - L"手æç”µè„‘å¼€å¯åŽä½ æ— æ³•æ›´æ¢é˜Ÿä¼ã€‚",// L"You cannot change teams once the Laptop is unlocked.", - L"éšæœºä½£å…µ: ",// L"Random Mercs: ", - L"Y", - L"难度:",// L"Difficulty:", - L"æœåŠ¡å™¨ç‰ˆæœ¬:", //Server Version -}; - -STR16 gzMPSScreenText[] = -{ - L"记分æ¿",// L"Scoreboard", - L"ç»§ç»­",// L"Continue", - L"å–æ¶ˆ",// L"Cancel", - L"玩家",// L"Player", - L"æ€äººæ•°",// L"Kills", - L"死亡数",// L"Deaths", - L"女王的部队",// L"Queen's Army", - L"命中数",// L"Hits", - L"è„±é¶æ•°",// L"Misses", - L"准确度",// L"Accuracy", - L"æŸå®³é‡",// L"Damage Dealt", - L"å—æŸé‡",// L"Damage Taken", - L"请等待æœåŠ¡å™¨æŒ‡ä»¤æŒ‰â€˜ç»§ç»­â€™ã€‚", //L"Please wait for the server to press 'Continue'.", -}; - -STR16 gzMPCScreenText[] = -{ - L"å–æ¶ˆ",// L"Cancel", - L"连接到æœåС噍",// L"Connecting to Server", - L"获得æœåŠ¡å™¨è®¾ç½®",// L"Getting Server Settings", - L"下载定制文件",// L"Downloading custom files", - L"按 'ESC' å–æ¶ˆï¼Œ'Y' 开始èŠå¤©",// L"Press 'ESC' to cancel or 'Y' to chat", - L"按 'ESC' å–æ¶ˆ", // L"Press 'ESC' to cancel", - L"准备", // L"Ready", -}; - -STR16 gzMPChatToggleText[] = -{ - L"å‘é€ç»™æ‰€æœ‰äºº",// L"Send to All", - L"å‘é€ç»™ç›Ÿå‹",// L"Send to Allies only", -}; - -STR16 gzMPChatboxText[] = -{ - L"多人èŠå¤©",// L"Multiplayer Chat", - L"èŠå¤©: 按 'Enter' å‘é€ï¼Œ'Esc' å–æ¶ˆã€‚",// L"Chat: Press 'ENTER' to send of 'ESC' to cancel.", -}; - - -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits 用于旧特长 - L"下一页你必须ä¾ç…§ä½ ä½œä¸ºé›‡ä½£å…µçš„专业选择特长。注æ„ä½ åªèƒ½é€‰æ‹©ä¸¤ç§ä¸€èˆ¬ç‰¹é•¿æˆ–者一ç§ä¸“家级特长。", - L"ä½ å¯ä»¥åªé€‰æ‹©ä¸€ä¸ªä¸“家特长或者干脆什么也ä¸é€‰ï¼Œä½œä¸ºå›žæŠ¥ä½ ä¼šå¾—到é¢å¤–的能力点数。注æ„电å­ã€å·¦å³å¼€å¼“和伪装是没有专家级的。", - // For new major/minor traits 用于新的主/副特长 - L"下一步你将会为你的佣兵选择专业技能。在第一页你å¯ä»¥é€‰æ‹©%d项潜在主技能,代表佣兵在你的å°é˜Ÿé‡Œçš„角色,第二页你å¯ä»¥é€‰æ‹©å‰¯æŠ€èƒ½ï¼Œä»£è¡¨ä¸ªäººç‰¹å¾ã€‚", // L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", - L"最多åªèƒ½é€‰æ‹©%d项。这æ„味ç€å¦‚果你没有选择主技能,你å¯ä»¥é€‰æ‹©%d项副技能。如果你选择了两个主技能(或者一个加强技能),你åªèƒ½å†é€‰æ‹©%d项副技能。", // L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"请 按 ç…§ ä½  对 自 å·± çš„ 感 觉 , è°ƒ æ•´ ä½  çš„ å„ é¡¹ 能 力 值 。 å„ é¡¹ 能 力 值 çš„ 最 大 值 为", - L"I.M.P 能力值和技能概览。", - L"奖励点数 :", - L"开始等级", - // New strings for new traits - L"ä¸‹ä¸€é¡µä½ å°†è®¾å®šä½ çš„å±žæ€§ï¼ˆç”Ÿå‘½ï¼Œæ•æ·ï¼Œçµæ•,力é‡å’Œæ™ºåŠ›ï¼‰å’ŒåŸºæœ¬æŠ€èƒ½ã€‚å±žæ€§ä¸èƒ½ä½ŽäºŽ%d。", - L"其余的是“技能â€ï¼Œå®ƒå¯ä»¥è®¾å®šä¸ºé›¶ï¼Œè¡¨ç¤ºä½ å¯¹æ­¤ä¸€çªä¸é€šã€‚", - L"所有åˆå§‹æ•°å€¼éƒ½è®¾ç½®åœ¨æœ€ä½Žï¼Œå…¶ä¸­æœ‰ä¸€äº›æ•°å€¼å› ä¸ºä½ é€‰æ‹©çš„特技而被设在一个最低标准,ä¸èƒ½ä½ŽäºŽè¯¥æ ‡å‡†ã€‚", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"I.M.P 性格分æž", - L"现在开始你个人档案的建立,在第一页会有一些性格特质给你的角色选择,å¯èƒ½ä½ ä¼šå‘è§‰åˆ—å‡ºçš„é€‰æ‹©æœªèƒ½å®Œå…¨åæ˜ ä½ çš„æ€§æ ¼ï¼Œä½†æ˜¯è¯·è‡³å°‘选择一样你认为最接近你的。", - L"䏋颿¥è®¾å®šä½ æ€§æ ¼ä¸Šçš„缺陷,相信自己åšä¸€ä¸ªè¯šå®žçš„å­©å­å§ï¼æ¯ä¸ªäººè‡³å°‘都有一ç§ç¼ºé™·çš„ã€‚çœŸå®žåæ˜ æœ‰åŠ©äºŽè®©ä½ çš„æœªæ¥é›‡ä¸»æ›´èƒ½äº†è§£ä½ çš„æ½œåŠ›ï¼Œé¿å…给你安排ä¸åˆ©çš„工作环境。", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"平常", - L"å‹å–„", - L"独行侠", - L"ä¹è§‚主义者", - L"悲观主义者", - L"有侵略性", - L"傲慢自大", - L"大人物", - L"神憎鬼厌", - L"胆å°é¬¼", - L"I.M.P 性格特å¾", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"普通", - L"喜欢社交", - L"独行侠", - L"ä¹è§‚", - L"åšå®šè‡ªä¿¡", - L"知识份å­", - L"野性", - L"侵略性", - L"镇定", - L"æ— æ‰€ç•æƒ§", - L"和平主义者", - L"æ¶æ¯’", - L"爱炫耀", - L"懦夫", //L"Coward", - L"I.M.P 性格特å¾", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"I.M.P 颜色åŠèº«åž‹", - L"I.M.P 颜色", - L"请选择你喜欢的IMPå‘色ã€è‚¤è‰²ã€æœè£…颜色以åŠä½“型。", - L"请选择你喜欢的IMPå‘色ã€è‚¤è‰²ã€æœè£…颜色。", - L"ç‚¹é€‰è¿™é‡Œä½£å…µå°†å•æ‰‹æŒå¤§æžªã€‚", - L"\n(æç¤º: 你必须有强壮体格。)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"头色", - L"肤色", - L"上衣颜色", - L"裤å­é¢œè‰²", - L"一般体型", - L"魔鬼身æ", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"身心å¥å…¨", - L"怕热", - L"神ç»è´¨", - L"å¹½é—­ææƒ§ç—‡", - L"旱鸭å­", - L"怕虫", - L"å¥å¿˜", - L"神ç»é”™ä¹±", - L"è‹å­", //L"Deaf", - L"近视眼", //L"Shortsighted", - L"è¡€å‹ç—…",//L"Hemophiliac", - L"æé«˜", //L"Fear of Heights", - L"自残倾å‘", //L"Self-Harming", - L"I.M.P 性格缺陷", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] = -{ - L"æˆ‘ä»¬è§‰å¾—ä½ è‚¯å®šä¼šå› ä¸ºè¿™ä¸æ˜¯è¯­éŸ³ä¿¡æ¯å¾ˆé«˜å…´ã€‚", //L"We bet you're glad this isn't voicemail.", - L"你䏿˜¯å°æ—¶å€™åŽ»è¿ªåŽ…åŽ»å¤šäº†ï¼Œå°±æ˜¯ç¦»å¤§è§„æ¨¡ç«ç‚®è½°å‡»å¤ªè¿‘,或者就是太è€äº†ã€‚æ€»ä¹‹ï¼Œä½ çš„é˜Ÿå‹æœ€å¥½å¼€å§‹å­¦ä¹ æ‰‹è¯­äº†ã€‚", // L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"如果丢了眼镜你就死定了。", // L"You'll be screwed if you ever lose your glasses.", - L"因为你在å‘光的长方体å‰é¢èŠ±äº†å¤ªä¹…æ—¶é—´ã€‚ä½ åº”è¯¥å¤šåƒç‚¹èƒ¡èåœï¼Œä½ è§è¿‡æˆ´çœ¼é•œçš„å…”å­ä¹ˆï¼Ÿæ²¡æœ‰å§ã€‚", // L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = -{ - L"你确信这个工作适åˆä½ ä¹ˆï¼Ÿ",//L"Are you SURE this is the right job for you?", - L"åªè¦ä½ å¤ŸNB永远ä¸è¢«æžªæ‰“中,或者战斗åªåœ¨è®¾æ–½å®Œå¤‡çš„医院中进行,应该就会没事的。",//L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= -{ - L"这么说å§ï¼Œä½ æ˜¯ä¸ªèµ°è·¯é¸¡ã€‚", //L"Let's just say you are a grounded person.", - L"登高啊,上房啊,爬山什么的任务啊对你æ¥è¯´å¾ˆè‰°éš¾ï¼Œæˆ‘们推è你去没有山的地方执行任务,比如è·å…°ã€‚", //L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"你应该ç»å¸¸æ¶ˆæ¯’你的刀å­ã€‚", //L"Might want to make sure your knives are always clean.", - L"ä½ å¯¹åˆ€å­æœ‰ç§ç‰¹åˆ«çš„æ„Ÿæƒ…ã€‚æˆ‘ä¸æ˜¯è¯´ä½ å®³æ€•刀å­ï¼Œè€Œæ˜¯å®Œå…¨ç›¸åçš„é‚£ç§æ„Ÿæƒ…,你懂å§ï¼Ÿ", //L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%sç¼ºä¹æ‰€éœ€è¦çš„力é‡ã€‚", - L"%sç¼ºä¹æ‰€éœ€è¦çš„æ•æ·ã€‚", - L"%sç¼ºä¹æ‰€éœ€è¦çš„çµæ´»ã€‚", - L"%sç¼ºä¹æ‰€éœ€è¦çš„生命值。", - L"%sç¼ºä¹æ‰€éœ€è¦çš„æ™ºæ…§ã€‚", - L"%sç¼ºä¹æ‰€éœ€è¦çš„æžªæ³•。", - // 6 - 10 - L"%sç¼ºä¹æ‰€éœ€è¦çš„医疗技能。", - L"%sç¼ºä¹æ‰€éœ€è¦çš„æœºæ¢°æŠ€èƒ½ã€‚", - L"%sç¼ºä¹æ‰€éœ€è¦çš„领导能力。", - L"%sç¼ºä¹æ‰€éœ€è¦çš„爆破技能。", - L"%sç¼ºä¹æ‰€éœ€è¦çš„ç»éªŒï¼ˆç­‰çº§ï¼‰ã€‚", - // 11 - 15 - L"%s的士气ä¸è¶³ä¸èƒ½å®Œæˆè¿™é¡¹ä»»åŠ¡ã€‚", - L"%s过度疲劳, ä¸èƒ½å®Œæˆè¿™é¡¹ä»»åŠ¡ã€‚", - L"%s的忠诚度ä¸è¶³ï¼Œå½“地人拒ç»è®©ä½ æ‰§è¡Œè¿™é¡¹ä»»åŠ¡ã€‚", - L"å·²ç»æœ‰å¤ªå¤šäººè¢«åˆ†é…到%s了。", - L"å·²ç»æœ‰å¤ªå¤šäººåœ¨%s执行这项任务了。", - // 16 - 20 - L"%s找ä¸åˆ°æ›´å¤šéœ€è¦ä¿®ç†çš„物å“。", - L"%sæŸå¤±äº†ä¸€äº›%s, 在%s的工作中ï¼", - L"%sæŸå¤±äº†ä¸€äº›%s, 在%s, %s的工作中ï¼", - L"%s在%s工作时负伤,急需医护ï¼", - L"%s在%s,%s工作时负伤,急需医护ï¼", - // 21 - 25 - L"%s在%s工作时负伤,åªä¸è¿‡æ˜¯çš®å¤–伤。", - L"%s在%s,%s工作时负伤,åªä¸è¿‡æ˜¯çš®å¤–伤。", - L"%s地区的居民似乎对%sçš„å‡ºçŽ°ä¸æ»¡ã€‚", - L"%s地区的居民似乎对%s在%sçš„è¡Œä¸ºä¸æ»¡ã€‚", - L"%s在%s的所作所为造æˆåœ°åŒºå¿ è¯šåº¦ä¸‹é™ï¼", - // 26 - 30 - L"%s在%s, %s的所作所为造æˆäº†è¯¥åœ°åŒºå¿ è¯šåº¦ä¸‹é™ï¼", - L"%så–高了。", // <--- This is a log message string. - L"%s在%s得了é‡ç—…, 被暂时解èŒäº†ã€‚", - L"%s得了é‡ç—…, 无法继续在%s, %s的活动。", - L"%s在%s负伤了。", // <--- This is a log message string. - // 31 - 35 - L"%s在%s负了é‡ä¼¤ã€‚", //<--- This is a log message string. - L"现在这里有俘è™èƒ½è®¤å¾—出%s。", - L"%s现在是人尽皆知的佣兵告å‘者。至少需è¦å†ç­‰%då°æ—¶ã€‚", //L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"力é‡", - L"çµæ´»", - L"æ•æ·", - L"智慧", - L"生命", - L"枪法", - // 5-10 - L"领导", - L"机械", - L"医疗", - L"爆破", -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - L"环境", - L"工作人员", - L"饮食", - L"休æ¯", - L"ä¿®ç†ç‰©å“", - L"ä¿®ç†%s", // Vehicle name inserted here - L"ä¿®ç†æœºå™¨äºº", - // 6-10 - L"医生", - L"病人", - L"锻炼力é‡", - L"é”»ç‚¼æ•æ·", - L"é”»ç‚¼çµæ´»", - L"锻炼生命", - // 11-15 - L"锻炼枪法", - L"锻炼医疗", - L"锻炼机械", - L"锻炼领导", - L"锻炼爆破", - // 16-20 - L"学习力é‡", - L"å­¦ä¹ æ•æ·", - L"å­¦ä¹ çµæ´»", - L"学习生命", - L"学习枪法", - // 21-25 - L"学习医疗", - L"学习机械", - L"学习领导", - L"学习爆破", - L"训练力é‡", - // 26-30 - L"è®­ç»ƒæ•æ·", - L"è®­ç»ƒçµæ´»", - L"训练生命", - L"训练枪法", - L"训练医疗", - // 30-35 - L"训练医疗", - L"训练领导", - L"训练爆破", - L"审讯俘è™", //L"Interrogate Prisoners", - L"便衣æ­å‘", - // 36-40 - L"传播谣言", - L"传播谣言", // spread propaganda (globally) - L"æœé›†è°£è¨€", - L"指挥民兵", //L"Command Militia", militia movement orders -}; -STR16 Additional113Text[]= -{ - L"é“è¡€è”盟2 v1.13 çª—å£æ¨¡å¼éœ€è¦ä¸€ä¸ª16bpp的颜色深度。", - L"é“è¡€è”盟2 v1.13 免屿¨¡å¼(%d x %d)䏿”¯æŒä½ çš„æ˜¾ç¤ºå±åˆ†è¾¨çŽ‡ã€‚\nè¯·æ”¹å˜æ¸¸æˆåˆ†è¾¨çŽ‡æˆ–ä½¿ç”¨16bppçª—å£æ¨¡å¼ã€‚", //L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", - L"存盘文件%s读å–错误:存盘文件的(%d)数é‡è·ŸJa2_Options.ini设置的(%d)ä¸ä¸€è‡´ã€‚", //L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", - // WANNE: Savegame slots validation against INI file - L"佣兵 (MAX_NUMBER_PLAYER_MERCS) / 交通工具 (MAX_NUMBER_PLAYER_VEHICLES)", - L"敌人 (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"动物 (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"æ°‘å…µ (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"平民 (MAX_NUMBER_CIVS_IN_TACTICAL)", - -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -// MINTY - Changed some of the following taunts to sound more natural -STR16 sEnemyTauntsFireGun[]= -{ - L"åƒæˆ‘一å‘å§ï¼", - L"兔崽å­ï¼Œæ¥è§ä½ å¤–å…¬ï¼", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote. - L"放马过æ¥å§ï¼", - L"你是我的了ï¼", - L"去死å§ï¼", - L"害怕了å—?æ“你妈妈的ï¼", - L"这会很痛的哦ï¼", - L"æ¥å§ä½ è¿™ä¸ªæ··è›‹ï¼", - L"战å§ï¼å¾ˆå¿«å°±ä¼šåˆ†å‡ºèƒœè´Ÿçš„ï¼", - L"过æ¥çˆ¸çˆ¸çš„æ€€æŠ±é‡Œå§ï¼", - L"你的葬礼马上就会举行的了ï¼", - L"å°æ ·ï¼ä½ å¾ˆå¿«å°±ä¼šè¢«æ‰“包寄回去的ï¼", - L"å˜¿ï¼æƒ³çŽ©çŽ©æ˜¯å§ï¼Ÿ", - L"臭婊å­ï¼Œä½ æ—©åº”该呆在家里ï¼", - L"é ï¼", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"æŠŠä½ ä»¬åšæˆçƒ¤è‚‰ï¼",// L"Barbecue time!", - L"é€ç»™ä½ çš„礼物ï¼",// L"I got a present for ya.", - L"ç°é£žçƒŸç­å§ï¼",// L"Bam!", - L"说“茄å­â€ï¼",// L"Smile!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"给我接ä½ï¼", - L"这是给你的ï¼", - L"è€é¼ ç»™æˆ‘出æ¥å§ï¼", - L"这个是专门给你å°å°çš„。", - L"ç­å“ˆå“ˆå“ˆå“ˆå“ˆï¼", - L"接ä½å§ï¼çŒªå¤´ï¼", - L"我就喜欢这样ï¼", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"æˆ‘è¦æŠŠä½ çš„å¤´çš®æ´»æ´»å‰¥ä¸‹æ¥!死人头ï¼", - L"æ¥è·Ÿæˆ‘玩玩å§ï¼", - L"我è¦è®©ä½ å¼€è‚ ç ´è‚šï¼", - L"我会把你碎尸万段ï¼", - L"他妈的ï¼", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"é ï¼çœ‹æ¥æˆ‘们é‡åˆ°çº¯çˆ·ä»¬äº†...", - L"我å‚åŠ å†›é˜Ÿæ˜¯ä¸ºäº†æŠ¢å¨˜ä»¬è€Œä¸æ˜¯æ¥é€æ­»çš„ï¼", - L"我å—够啦ï¼", - L"上å¸å•Šï¼æ•‘救我å§ï¼", - L"我å¯ä¸æƒ³ç™½ç™½é€æ­»...", - L"妈妈咪啊ï¼", - L"è€å­è¿˜ä¼šå›žæ¥çš„ï¼åŽä¼šæœ‰æœŸï¼", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"我似乎å¬è§å•¥äº†ï¼", - L"è°åœ¨é‚£é‡Œï¼Ÿ", - L"æžä»€ä¹ˆæžï¼Ÿ", - L"å˜¿ï¼æ˜¯è°ï¼Ÿ...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"他们就在那里ï¼", - L"现在我们æ¥çŽ©çŽ©å§ï¼", - L"æˆ‘æ²¡æƒ³åˆ°ä¼šå˜æˆè¿™æ ·...", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"啊啊啊ï¼", - L"呜呜ï¼", - L"痛死我啦ï¼", - L"æ“你妈妈的ï¼", - L"ä½ ä¼šåŽæ‚”çš„ï¼", - L"什么..ï¼", - L"ä½ çŽ°åœ¨å¯æ˜¯çœŸæŠŠçˆ·æˆ‘惹ç«äº†ã€‚", - -}; - -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"è‰â€¦æˆ‘è‰ï¼", //L"Da'ffff...!", - L"我的天哪ï¼", //L"Oh my God!", - L"真他妈的ï¼", //L"Holy crap!", - L"有敌人ï¼", //L"Enemy!!!", - L"警报ï¼è­¦æŠ¥ï¼", //L"Alert! Alert!", - L"这儿有一个ï¼", //L"There is one!", - L"进攻ï¼", //L"Attack!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"说明", - L"常规", - L"进阶", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"说明", - L"常规", - L"进阶", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"基本性能", - L"附加性能", - L"AP 消耗", - L"点射 / 连å‘", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"傿•°å›¾æ ‡", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|说|明|页|é¢:\n \n显示该物å“基本的文字æè¿°ã€‚", - L"|常|è§„|性|能|页|é¢:\n \n显示该物å“的详细性能数æ®ã€‚\n \næ­¦å™¨ï¼šå†æ¬¡ç‚¹å‡»è¿›å…¥ç¬¬äºŒé¡µã€‚", - L"|è¿›|阶|性|能|页|é¢:\n \n显示使用该物å“çš„é¢å¤–效果。", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|基|本|性|能:\n \n由物å“类别(武器/护甲/æ‚物)决定的基本性能与数æ®ã€‚", - L"|附|加|性|能:\n \n该物å“的附加特性,以åŠï¼ˆæˆ–)附加能力。", - L"|A|P |消|耗:\n \n使用这件武器需è¦è€—费的AP。", - L"|点|å°„ |/ |连|å‘|性|能:\n \n武器在点射/è¿žå‘æ¨¡å¼ä¸‹çš„相关数æ®ã€‚", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|å‚|æ•°|图|æ ‡\n \né¼ æ ‡æ‚¬åœæ˜¾ç¤ºå‚æ•°å称。", - L"|基|本|æ•°|值\n \n该物å“使用的基本数值,ä¸åŒ…括由附件或弹è¯å¯¼è‡´çš„\n奖励或惩罚。", - L"|附|ä»¶|加|æˆ\n \nå¼¹è¯ï¼Œé™„件或较差的物å“状æ€å¯¼è‡´çš„\n奖励或惩罚。", - L"|最|终|æ•°|值\n \n该物å“使用的最终数值,包括所有由附件或弹è¯å¯¼è‡´çš„\n奖励或惩罚。", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"傿•°å›¾æ ‡ï¼ˆé¼ æ ‡æ‚¬åœæ˜¾ç¤ºå称)", - L"|ç«™|ç«‹ å§¿æ€çš„奖励/惩罚 ", - L"|è¹²|ä¼ å§¿æ€çš„奖励/惩罚 ", - L"|åŒ|åŒ å§¿æ€çš„奖励/惩罚 ", - L"奖励/惩罚", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|ç²¾|度", //L"|A|c|c|u|r|a|c|y", - L"|æ€|伤|力", //L"|D|a|m|a|g|e", - L"|å°„|程", //L"|R|a|n|g|e", - L"|æ“|控|éš¾|度", //L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", - L"|ç²¾|çž„|ç­‰|级", //L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", - L"|çž„|准|镜|å€|率", //L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|红|点|效|æžœ", //L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|消|ç„°", //L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|噪|音", //L"|L|o|u|d|n|e|s|s", - L"|å¯|é |性", //L"|R|e|l|i|a|b|i|l|i|t|y", - L"|ä¿®|ç†|éš¾|度", //L"|R|e|p|a|i|r |E|a|s|e", - L"|ç²¾|çž„|最|低|有|效|è·|离", //L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", - L"|命|中|率|ä¿®|æ­£", //L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", - L"|举|枪|A|P", //L"|A|P|s |t|o |R|e|a|d|y", - L"|å•|å‘|A|P", //L"|A|P|s |t|o |A|t|t|a|c|k", - L"|点|å°„|A|P", //L"|A|P|s |t|o |B|u|r|s|t", - L"|连|å‘|A|P", //L"|A|P|s |t|o |A|u|t|o|f|i|r|e", - L"|æ¢|å¼¹|匣|A|P", //L"|A|P|s |t|o |R|e|l|o|a|d", - L"|手|动|上|å¼¹|A|P", //L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", - L"|横|å‘|åŽ|å|力", //L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used - L"|åŽ|å|力", //L"|T|o|t|a|l |R|e|c|o|i|l", - L"|连|å‘|å­|å¼¹|æ•°/5|A|P", //L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \n决定该武器å‘å°„çš„å­å¼¹å离瞄准点的远近。\n \n数值范围:0~100。该数值越高越好。", - L"\n \n决定该武器å‘å°„çš„å­å¼¹çš„å¹³å‡ä¼¤å®³ï¼Œä¸åŒ…括\n护甲或穿甲修正。\n \n该数值越高越好。", - L"\n \n从该枪射出的å­å¼¹åœ¨è½åœ°å‰çš„\n最大飞行è·ç¦»ï¼ˆæ ¼æ•°ï¼‰ã€‚\n \n该数值越高越好。", - L"\n \nå†³å®šæ¡æŒè¯¥æ­¦å™¨è¿›è¡Œå°„å‡»æ—¶çš„æ“æŽ§éš¾åº¦ã€‚\n \næ“æŽ§éš¾åº¦è¶Šé«˜ï¼Œå‘½ä¸­çŽ‡è¶Šä½Žã€‚\n \n该数值越低越好。", - L"\n \n这个数值显示了该武器的精瞄等级。\n \nç²¾çž„ç­‰çº§è¶Šä½Žï¼Œæ¯æ¬¡çž„准获得的命中率加æˆè¶Š\né«˜ã€‚å› æ­¤ï¼Œç²¾çž„ç­‰çº§è¦æ±‚较低的武器å¯ä»¥åœ¨ä¸æŸ\n失精度的情况下更快地瞄准。\n \n该数值越低越好。", - L"\n \n该值大于1.0时,远è·ç¦»çž„准中的误差会按比例å‡å°ã€‚\n \n \n请注æ„,高å€çŽ‡çž„å‡†é•œä¸åˆ©äºŽå°„击è·ç¦»è¿‡è¿‘的目标。\n \n \n该值为1.0则说明该武器未安装瞄准镜。\n", - L"\n \n在一定è·ç¦»ä¸ŠæŒ‰æ¯”例å‡å°‘瞄准误差。\n \n红点效果åªåœ¨ä¸€å®šè·ç¦»å†…有效,因为超过该è·ç¦»\n光点就会开始暗淡,最终在足够远处消失。\n \n该数值越高越好。", - L"\n \n该属性起作用时,武器å‘å°„ä¸ä¼šäº§ç”Ÿæžªç„°ã€‚\n \n \n敌人ä¸èƒ½é€šè¿‡æžªç„°åˆ¤æ–­ä½ çš„ä½ç½®ï¼Œä½†æ˜¯ä»–们ä»ç„¶å¯\n能å¬åˆ°ä½ ã€‚", - L"\n \nè¯¥å‚æ•°æ˜¾ç¤ºäº†æ­¦å™¨å¼€ç«æ—¶æžªå£°ä¼ æ’­çš„\n范围(格数)。\n \næ­¤èŒƒå›´å†…çš„æ•Œäººå‡æœ‰å¯èƒ½å¬åˆ°æžªå£°ã€‚\n \n该数值越低越好。", - L"\n \n决定了该武器使用时æŸè€—的快慢。\n \n该数值越高越好。", - L"\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \n瞄准镜æä¾›çž„准命中率加æˆçš„æœ€çŸ­è·ç¦»ã€‚\n(å†è¿‘就无效了)", - L"\n \n激光瞄准器æä¾›çš„命中率修正。", - L"\n \nç«¯æžªå‡†å¤‡å¼€ç«æ‰€éœ€çš„AP。\n \n举起该武器åŽï¼Œè¿žç»­å‘å°„ä¸ä¼šå†æ¶ˆ\n耗举枪AP。\n \n但是,除转å‘和开ç«ä¹‹å¤–的其它动作å‡ä¼šæ”¾\n下武器。\n \n该数值越低越好。", - L"\n \n该武器射出å•å‘å­å¼¹æ‰€éœ€çš„AP。\n \n对于枪械而言,该数值显示了在ä¸ç²¾çž„的情况下å‘å°„\n一å‘å­å¼¹çš„AP消耗。\n \n如果该图标为ç°è‰²ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯å•å‘射击。\n \n该数值越低越好。", - L"\n \n一次点射所需的AP。\n \næ¯æ¬¡ç‚¹å°„çš„å­å¼¹æ•°ç”±æžªæ”¯æœ¬èº«å†³å®šï¼Œå¹¶\n显示在该图标上。\n \n如果该图标å‘ç°ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯ç‚¹å°„。\n \n该数值越低越好。", - L"\n \nè¿žå‘æ¨¡å¼ä¸‹ï¼Œè¯¥æ­¦å™¨ä¸€æ¬¡é½å°„三å‘å­å¼¹æ‰€éœ€çš„AP。\n \n超过3å‘å­å¼¹ï¼Œåˆ™éœ€è¦é¢å¤–çš„AP。\n \n如果该图标å‘ç°ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯è¿žå‘。\n \n该数值越低越好。", - L"\n \n釿–°è£…填榴弹/æ›´æ¢å¼¹åŒ£æ‰€éœ€çš„AP。\n \n该数值越低越好。", - L"\n \n在射击间歇为该武器手动上弹的AP消耗。\n \n该数值越低越好。", - L"\n \nè¯¥å‚æ•°æ˜¯æ­¦å™¨æžªå£åœ¨å•呿ˆ–è¿žå‘æ—¶æ¯é¢—å­å¼¹æ‰€é€ æˆçš„æ°´å¹³åç§»é‡ã€‚\n \n正数表示å‘å³ç§»åŠ¨ã€‚\n \n负数表示å‘左移动。\n \n越接近0越好。", //L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used - L"\n \nè¯¥å‚æ•°æ˜¯æ­¦å™¨æžªå£åœ¨å•呿ˆ–自动模å¼ä¸‹æ¯å‘å­å¼¹æ‰€é€ æˆçš„æœ€å¤§åç§»é‡ã€‚\n \n该数值越低越好。", //L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", //HEADROCK HAM 5: Altered to reflect unified number. - L"\n \nè¯¥å‚æ•°æ˜¾ç¤ºäº†è¯¥æ­¦å™¨æ¯å¤šèŠ±è´¹5APåœ¨è¿žå‘æ¨¡å¼æ—¶\nå¯å¤šå‘å°„çš„å­å¼¹æ•°ã€‚\n \n该数值越高越好。", - L"\n \n决定了修ç†è¯¥æ­¦å™¨çš„难度以åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|防|护|值", - L"|覆|ç›–|率", - L"|æŸ|å|率", - L"|ä¿®|ç†|éš¾|度", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \n这是护具最é‡è¦çš„属性,决定了其å¯ä»¥å¸æ”¶å¤š\n少伤害。然而,穿甲攻击以åŠå…¶å®ƒçš„éšæœºå› ç´ \n都å¯èƒ½å¯¹æœ€ç»ˆçš„伤害值产生影å“。\n \n该数值越高越好。", - L"\n \n决定该护具对身体的防护é¢ç§¯ã€‚\n \n如果该值低于100%,则攻击有å¯èƒ½\nå¯¹æœªè¢«æŠ¤å…·ä¿æŠ¤çš„éƒ¨åˆ†èº«ä½“é€ æˆæœ€å¤§ä¼¤å®³ã€‚\n该数值越高越好。", - L"\n \n显示护具被击中时的磨æŸé€ŸçŽ‡ï¼Œä¸Žå…¶\n叿”¶çš„ä¼¤å®³æˆæ¯”例。\n该数值越低越好。", - L"\n \n决定了护甲修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \n决定了护甲修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|ä¾µ|å½»|力|(|ç©¿|甲|å¼¹|)", - L"|ç¿»|æ…|力|(|å¼€|花|å¼¹|)", - L"|爆|炸|力|(|炸|å­|å„¿|)", - L"|过|热|ä¿®|æ­£", - L"|毒|性|百|分|比", - L"|污|垢|ä¿®|æ­£", -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nå³å­å¼¹ç©¿é€ç›®æ ‡æŠ¤ç”²çš„能力。\n \n该值å°äºŽ1时,被å­å¼¹å‘½ä¸­çš„æŠ¤ç”²çš„é˜²æŠ¤å€¼ä¼šæˆæ¯”例å‡å°‘。\n \nå之,当该值大于1时,则增加\n目标护甲的防护值。\n \n该数值越低越好。", - L"\n \n该值决定å­å¼¹æ‰“穿护甲击中身体时的伤害力\n加æˆã€‚\n \n该值大于1时,å­å¼¹åœ¨ç©¿è¿‡æŠ¤ç”²åŽä¼šå¢žåŠ ä¼¤å®³ã€‚\n \n当该值å°äºŽ1时,å­å¼¹ç©¿è¿‡æŠ¤ç”²åŽä¼šå‡å°‘伤害。\n \n该数值越高越好。", - L"\n \n该值是å­å¼¹åœ¨å‡»ä¸­ç›®æ ‡å‰å·²ç»é€ æˆçš„æ½œåœ¨ä¼¤å®³çš„å€çŽ‡ã€‚\n \n大于1的数值å¯ä»¥å¢žåŠ ä¼¤å®³ï¼Œå之\n则å‡å°‘伤害。\n \n该数值越高越好。", - L"\n \nå­å¼¹æ¸©åº¦ç³»æ•°ã€‚\n \n该数值越低越好。", - L"\n \n该值决定å­å¼¹ä¼¤å®³ä¸­å…·æœ‰æ¯’性的百分比。", - L"\n \nå¼¹è¯é€ æˆçš„é¢å¤–污垢。\n \n该数值越低越好。", -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|æ€|伤|力", - L"|眩|晕|æ€|伤|力", - L"|爆|炸|æ€|伤|力", - L"|爆|炸|范|å›´", - L"|眩|晕|爆|炸|范|å›´", - L"|噪|音|扩|æ•£|范|å›´", - L"|催|泪|毒|æ°”|åˆ|å§‹|范|å›´", - L"|芥|å­|毒|æ°”|åˆ|å§‹|范|å›´", - L"|ç…§|明|åˆ|å§‹|范|å›´", - L"|烟|雾|åˆ|å§‹|范|å›´", - L"|燃|烧|åˆ|å§‹|范|å›´", - L"|催|泪|毒|æ°”|最|终|范|å›´", - L"|芥|å­|毒|æ°”|最|终|范|å›´", - L"|ç…§|明|最|终|范|å›´", - L"|烟|雾|最|终|范|å›´", - L"|燃|烧|最|终|范|å›´", - L"|效|æžœ|æŒ|ç»­|æ—¶|é—´", - // HEADROCK HAM 5: Fragmentation - L"|碎|片|æ•°|é‡", - L"|碎|片|å•|片|æ€|伤", - L"|碎|片|åŠ|径", - // HEADROCK HAM 5: End Fragmentations - L"|噪|音", - L"|挥|å‘|性", - L"|ä¿®|ç†|éš¾|度", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \n本次爆炸造æˆçš„伤害值。\n \n爆炸型爆破å“åªåœ¨è¢«å¼•爆时造æˆä¸€æ¬¡æ€§ä¼¤å®³ï¼Œè€Œ\n具有æŒç»­æ•ˆæžœçš„çˆ†ç ´å“æ¯å›žåˆéƒ½å¯ä»¥é€ æˆä¼¤\n害,直到效果消失。\n \n该数值越高越好。", - L"\n \n爆破造æˆçš„éžè‡´å‘½æ€§çœ©æ™•伤害值。\n \n爆炸型爆破å“åªåœ¨è¢«å¼•爆时造æˆä¸€æ¬¡æ€§ä¼¤å®³ï¼Œè€Œ\n具有æŒç»­æ•ˆæžœçš„çˆ†ç ´å“æ¯å›žåˆéƒ½å¯ä»¥é€ æˆä¼¤\n害,直到效果消失。\n \n该数值越高越好。", - L"\n \n该爆破å“ä¸ä¼šå¼¹æ¥å¼¹åŽ»ã€‚\n \n它一碰到任何实物就会立刻爆炸ï¼", - L"\n \n这是该爆破å“的有效æ€ä¼¤åŠå¾„。\n \n目标è·çˆ†ç‚¸ä¸­å¿ƒè¶Šè¿œï¼Œå—到的伤害越少。\n \n该数值越高越好。", - L"\n \n这是该爆破å“的眩晕伤害åŠå¾„。\n \n目标è·çˆ†ç‚¸ä¸­å¿ƒè¶Šè¿œï¼Œå—到的伤害越少。\n \n该数值越高越好。", - L"\n \n这是该陷阱所å‘出噪音的传播è·ç¦»ã€‚\n \n在该è·ç¦»ä¹‹å†…的士兵å¯èƒ½å¬åˆ°è¿™ä¸ªå™ªéŸ³\n并有所警觉。\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放出的催泪毒气的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“é‡Šæ”¾å‡ºçš„èŠ¥å­æ¯’气的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“å‘光的åˆå§‹åŠå¾„。\n \nè·çˆ†ç‚¸ä¸­å¿ƒè¾ƒè¿‘的格å­ä¼šå˜å¾—éžå¸¸æ˜Žäº®ï¼Œè€ŒæŽ¥è¿‘\n边缘的格å­åªä¼šæ¯”平常亮一点点。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放烟雾的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n(如果有的è¯ï¼‰æ›´é‡è¦çš„æ˜¯ï¼ŒçƒŸé›¾ä¸­çš„人\næžéš¾è¢«å‘çŽ°ï¼ŒåŒæ—¶ä»–们也会失\n去很大一部分视è·ã€‚\n \n请查看最大åŠå¾„和有效时间(显示在下é¢ï¼‰ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放出的ç«ç„°çš„åˆå§‹åŠå¾„。\n \n在该åŠå¾„之内的敌人æ¯å›žåˆéƒ½ä¼šå—到所列出的\n物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放出的催泪毒气消散å‰çš„æœ€å¤§\nåŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", - L"\n \n这是该爆破å“é‡Šæ”¾å‡ºçš„èŠ¥å­æ¯’气消散å‰çš„æœ€å¤§\nåŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", - L"\n \n这是该爆破å“å‘出的亮光消失å‰çš„åŠå¾„。\n \n离爆炸中心较近的格å­ä¼šå˜å¾—éžå¸¸äº®ï¼Œè€ŒæŽ¥è¿‘\n边缘的格å­åªä¼šæ¯”平常ç¨äº®ã€‚\n \nç•™æ„åˆå§‹åŠå¾„和有效时间。\n \n也请记ä½ï¼Œä¸Žå…¶å®ƒçˆ†ç ´å“ä¸åŒçš„æ˜¯ç…§æ˜Žæ•ˆæžœä¼šéš\nç€æ—¶é—´æµé€è¶Šæ¥è¶Šå°ç›´åˆ°æ¶ˆå¤±ã€‚\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放的烟雾消散å‰çš„æœ€å¤§åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n(如果有的è¯ï¼‰æ›´é‡è¦çš„æ˜¯ï¼ŒçƒŸé›¾ä¸­çš„人\næžéš¾è¢«å‘çŽ°ï¼ŒåŒæ—¶ä»–们也会失\n去很大一部分视è·ã€‚\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", - L"\n \n这是该爆破å“释放的ç«ç„°ç†„ç­å‰çš„æœ€å¤§åŠå¾„。\n \n在该åŠå¾„之内的敌人æ¯å›žåˆéƒ½ä¼šå—到所列出的\n物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", - L"\n \n这是爆炸效果的æŒç»­æ—¶é—´ã€‚\n \n爆炸效果的范围æ¯å›žåˆéƒ½ä¼šå‘所有的方å‘增加一\n格,直到其åŠå¾„达到所列出的最大值。\n \n一旦æŒç»­æ—¶é—´è¿‡åŽ»ï¼Œçˆ†ç‚¸æ•ˆæžœå°±ä¼šå®Œå…¨æ¶ˆå¤±ã€‚\n \n注æ„照明类的爆炸与众ä¸åŒï¼Œä¼šéšç€æ—¶é—´\næµé€è¶Šæ¥è¶Šå°ã€‚\n \n该数值越高越好。", - // HEADROCK HAM 5: Fragmentation - L"\n \n这是爆炸中溅射出碎片的数é‡ã€‚\n \n碎片和å­å¼¹ç±»ä¼¼ï¼Œä¼šå‡»ä¸­ä»»ä½•è·ç¦»å¤ªè¿‘的人。\n \n该数值越高越好。", - L"\n \n这是爆炸中溅射出碎片的潜在伤害。\n \n该数值越高越好。", - L"\n \nè¿™æ˜¯çˆ†ç‚¸ä¸­æº…å°„å‡ºç¢Žç‰‡çš„å¹³å‡æ•£å¸ƒèŒƒå›´ã€‚\n \n或近或远,这里是å–å¹³å‡å€¼ã€‚\n \n该数值越高越好。", - // HEADROCK HAM 5: End Fragmentations - L"\n \n这是爆破å“爆炸时å‘出的声音能够被佣兵和敌\n军å¬åˆ°çš„è·ç¦»ï¼ˆæ ¼æ•°ï¼‰ã€‚\n \nå¬åˆ°çˆ†ç‚¸å£°çš„æ•Œäººä¼šå¯Ÿè§‰åˆ°ä½ ã€‚\n \n该数值越低越好。", - L"\n \n这个数值代表该爆破å“å—到伤害时(如其它爆破å“在\n近处爆炸)自身爆炸的几率(100以内)。\n \nå› æ­¤æºå¸¦é«˜æŒ¥å‘性爆破å“进入战斗æžå…¶å±é™©ï¼Œåº”\n当æžåŠ›é¿å…。\n \n数值范围:0~100,该数值越低越好。", - L"\n \n决定了炸è¯çš„ä¿®ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|ä¿®|ç†|éš¾|度", - L"|å¯|用|æ•°|é‡", //L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", - L"|æ•°|é‡", //L"|V|o|l|u|m|e", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \n决定了这个æºè¡Œå…·çš„å¯ç”¨ç©ºé—´ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", - L"\n \n决定了这个æºè¡Œå…·å·²è¢«å ç”¨çš„空间。\n \n该数值越低越好。", //L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|曳|å…‰|å¼¹", - L"|å|å¦|å…‹|å¼¹", - L"|ç ´|甲", - L"|é…¸|è…|å¼¹", - L"|ç ´|é”|å¼¹", - L"|防|爆", - L"|防|æ°´", - L"|电|å­|产|å“", - L"|防|毒|é¢|å…·", - L"|需|è¦|电|æ± ", - L"|能|够|å¼€|é”", - L"|能|够|剪|线", - L"|能|够|æ’¬|é”", - L"|金|属|探|测|器", - L"|远|程|引|爆|装|ç½®", - L"|远|程|爆|ç ´|引|ä¿¡", - L"|定|æ—¶|爆|ç ´|引|ä¿¡", - L"|装|有|æ±½|æ²¹", - L"|å·¥|å…·|ç®±", - L"|热|æˆ|åƒ|仪", - L"|X|å…‰|å°„|线|仪", - L"|装|饮|用|æ°´", - L"|装|é…’|ç²¾|饮|å“", - L"|急|æ•‘|包", - L"|医|è¯|ç®±", - L"|ç ´|é”|炸|å¼¹", - L"|饮|æ–™", - L"|食|物", - L"|输|å¼¹|带", //L"|A|m|m|o |B|e|l|t", - L"|机|枪|手|背|包", //L"|A|m|m|o |V|e|s|t", - L"|拆|å¼¹|å·¥|å…·", //L"|D|e|f|u|s|a|l |K|i|t", - L"|é—´|è°|器|æ", //L"|C|o|v|e|r|t |I|t|e|m", - L"|ä¸|会|æŸ|å", //L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", - L"|金|属|制|å“", //L"|M|a|d|e |o|f |M|e|t|a|l", - L"|æ°´|中|下|沉", //L"|S|i|n|k|s", - L"|åŒ|手|æ“|作", //|T|w|o|-|H|a|n|d|e|d", - L"|挡|ä½|准|心", //L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|å|器|æ|å¼¹|è¯", //L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", - L"|é¢|部|防|护", //L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|感|染|防|护", //L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|护|盾", //L"|S|h|i|e|l|d", - L"|ç…§|相|机", //L"|C|a|m|e|r|a", - L"|掩|埋|å·¥|å…·|", //L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|空|è¡€|包", //L"|E|m|p|t|y |B|l|o|o|d |B|a|g", - L"|è¡€|包", //L"|B|l|o|o|d |B|a|g", 44 - L"|防|ç«|护|甲", //L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|管|ç†|能|力|增|益|器", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|é—´|è°|能|力|增|益|器", //L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|医|用|夹|æ¿", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t", - L"|阻|燃|å¼¹|è¯", //L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", - L"|燃|烧|å¼¹|è¯", //L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|å¼¹|链|ä¾›|å¼¹", //L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \n在点射或者连射时,曳光弹会产生曳光效果。\n \nç”±äºŽæ›³å…‰èƒ½å¤Ÿå¸®åŠ©æŒæžªè€…校准,所以å³ä½¿è€ƒè™‘\nåŽåº§åŠ›ï¼Œè¯¥å­å¼¹çš„æ€ä¼¤ä»æ˜¯è‡´å‘½çš„;曳光弹\n也能在黑暗中照亮目标。\n \n然而,曳光弹也会暴露射手的ä½ç½®ï¼\n \næ›³å…‰å¼¹ä¼šæŠµæ¶ˆæžªå£æ¶ˆç„°å™¨çš„æ•ˆæžœã€‚", - L"\n \nè¿™ç§å­å¼¹èƒ½å¤Ÿå¯¹å¦å…‹è£…甲造æˆä¼¤å®³ã€‚\n \n没有穿甲属性的å­å¼¹ä¸èƒ½\n对å¦å…‹é€ æˆä»»ä½•伤害。\n \nå³ä½¿æ‹¥æœ‰ç©¿ç”²å±žæ€§ï¼Œå¤§éƒ¨åˆ†æžªæ¢°å¯¹äºŽå¦å…‹çš„伤害ä»ç„¶\nå分有é™ï¼Œæ‰€ä»¥ä¸è¦æŠ±æœ‰å¤ªå¤§çš„æœŸæœ›ã€‚", - L"\n \nè¿™ç§å­å¼¹å®Œå…¨æ— è§†é˜²å¼¹æŠ¤ç”²ã€‚\n \n无论目标是å¦ç©¿ç€é˜²å¼¹è¡£ï¼Œè¢«è¯¥å­å¼¹å‡»ä¸­æ—¶ï¼Œéƒ½\nå°†å—到全é¢ä¼¤å®³ï¼", - L"\n \n当这ç§å­å¼¹å‡»ä¸­ç›®æ ‡èº«ä¸Šçš„æŠ¤ç”²æ—¶ä¼šä½¿\n护甲快速æŸå。\n \n也å¯èƒ½å®Œå…¨ç ´å目标的护甲。", - L"\n \nè¿™ç§å­å¼¹å¯¹äºŽç ´é”å分有效。\n \n当闍锿ˆ–者其它容器的é”è¢«å‡»ä¸­æ—¶ï¼Œä¼šè¢«ä¸¥é‡æŸå。", - L"\n \nè¿™ç§é˜²å¼¹è£…甲对爆炸的防御力是其防护值的四å€ã€‚\n \nå—到爆炸物伤害时,该护甲的防御数值按照\n装甲属性中列出数值的四å€è®¡ç®—。", - L"\n \n该物å“防水。\n \n它ä¸ä¼šå› ä¸ºæµ¸æ²¡åœ¨æ°´ä¸­è€Œå—æŸã€‚没有该属性的\n物å“ä¼šåœ¨æŒæœ‰è€…æ¸¸æ³³æ—¶é€æ¸æŸå。", - L"\n \nè¯¥ç‰©å“æ˜¯ç”µå­äº§å“ï¼Œå«æœ‰å¤æ‚电路。\n \n电å­äº§å“åœ¨ç»´ä¿®è€…æ²¡æœ‰ç”µå­æŠ€èƒ½æ—¶å¾ˆéš¾è¢«ä¿®å¤ã€‚\n", - L"\n \n将该物å“佩戴于é¢éƒ¨æ—¶ï¼Œä½¿ç”¨è€…ä¸å—任何\n有毒气体的伤害。\n \n然而有些è…蚀性气体å¯ä»¥é€šè¿‡è…\n蚀作用穿过这个é¢ç½©ã€‚", - L"\n \n该物å“需è¦ç”µæ± ã€‚没有安装电池时使用者ä¸\n能使用这个物å“的主è¦åŠŸèƒ½ã€‚\n \nåªè¦æŠŠæ‰€éœ€ç”µæ± å®‰è£…于该物å“的附件æ å³å¯\n(步骤与将瞄准镜安装在步枪上一样)。", - L"\n \n该物å“能够用于开é”。\n \n(用技巧)开é”ä¸ä¼šå‘出声音,但是开ç¨å¾®å¤\næ‚一些的é”需è¦è¶³å¤Ÿçš„æœºæ¢°èƒ½åŠ›ã€‚è¯¥ç‰©å“æå‡äº†å¼€é”几率。", - L"\n \n该物å“能够绞断é“ä¸ç½‘。\n \n使用此物å“,佣兵å¯ä»¥å¿«é€Ÿç©¿è¶Šç”¨é“ä¸ç½‘å°é”的地区,以便\n包围敌人ï¼", - L"\n \n该物å“能够用于破åé”具。\n \nç ´åé”具需è¦å¾ˆå¤§çš„力é‡ï¼Œæ—¢ä¼šå‘出很大的\n噪音,也很耗费佣兵的体力。但是在没有出色\nçš„æŠ€å·§å’Œå¤æ‚的工具时,用力é‡ç ´åé”具也是明智\nä¹‹ä¸¾ã€‚è¯¥ç‰©å“æå‡äº†æ’¬é”几率。", - L"\n \n该物å“能够探测地下的金属物å“。\n \n显然其主è¦ç”¨äºŽåœ¨æ²¡æœ‰è‚‰çœ¼è¯†åˆ«åœ°é›·çš„能力时探测地\n雷。但是你也å¯ä»¥ç”¨å®ƒå‘现埋在地下的å®è—。", - L"\n \n该物å“能够用æ¥å¼•爆已ç»å®‰è£…远程爆破引\n信的炸弹。 \n \n先放置炸弹,时机一到å†ç”¨å®ƒå¼•爆。", - L"\n \n安装该引信的爆破物设置完æˆåŽ\n,å¯ä»¥è¢«è¿œç¨‹æŽ§åˆ¶å™¨å¼•爆。\n \n远程引信是设置陷阱的ä¸äºŒé€‰æ‹©ï¼Œå› ä¸ºå®ƒåªä¼šåœ¨ä½ éœ€è¦\n它爆炸的时候被引爆,而且留给你足够的时间跑\nå¼€ï¼", - L"\n \n安装该引信的爆破物设置完æˆåŽ\n,该引信会开始倒数计时,并在设置的时间åŽ\n被引爆。\n \n计时引信便宜并且易于安装,但是你必须给它\n设定åˆé€‚的时间以便你能够跑开ï¼", - L"\n \nè¯¥ç‰©å“æ‰¿æœ‰æ±½æ²¹ã€‚\n \n在你需è¦åŠ æ²¹æ—¶å分有用。", - L"\n \n工具箱内装有å„ç§èƒ½ç”¨æ¥ä¿®å¤å…¶å®ƒç‰©å“的工具。\n \n安排佣兵进行修å¤å·¥ä½œæ—¶è¯¥ä½£å…µå¿…é¡»æŒæœ‰å·¥å…·\nç®±ã€‚è¯¥ç‰©å“æå‡äº†ç»´ä¿®æ•ˆèƒ½ã€‚", - L"\n \n将该物å“佩戴于é¢éƒ¨æ—¶ï¼Œå¯ä»¥\n利用热æˆåƒåŽŸç†ï¼Œå‘现\n墙å£åŽæ–¹çš„æ•Œäººã€‚", - L"\n \nè¿™ç§åŠŸèƒ½å¼ºå¤§çš„ä»ªå™¨åˆ©ç”¨Xå…‰æœç´¢æ•Œå†›ã€‚\n \n它å¯ä»¥åœ¨çŸ­æ—¶é—´å†…暴露一定范围中的敌人ä½ç½®ã€‚\n请远离生殖器使用ï¼", - L"\n \n该物å“装有饮用水。\n \n壿¸´æ—¶é¥®ç”¨ã€‚", - L"\n \n该物å“内å«ç¾Žé…’ã€é…’ç²¾é¥®æ–™ã€æ´‹é…’。\n嘿嘿,你å«å®ƒä»€ä¹ˆéƒ½è¡Œã€‚\n \n适é‡é¥®ç”¨ï¼Œä¸è¦é…’åŽé©¾é©¶ï¼Œå°å¿ƒè‚硬化ï¼", - L"\n \n这一战场的基础急救包æä¾›äº†åŸºæœ¬çš„医疗用å“。\n \nå¯ä»¥è¢«ç”¨æ¥åŒ…扎å—伤的角色以止血。\n \n如需è¦å›žå¤ç”Ÿå‘½ï¼Œä½¿ç”¨å副其实的医è¯ç®±ï¼Œå¹¶è¾…以大é‡çš„休æ¯ã€‚", - L"\n \n这是å副其实的医è¯ç®±ï¼Œå¯ä»¥ç”¨äºŽå¤–ç§‘æ‰‹æœ¯æˆ–å…¶å®ƒå¤æ‚的治疗。\n \nå®‰æŽ’ä½£å…µè¿›è¡ŒåŒ»ç–—å·¥ä½œæ—¶ï¼Œè¯¥ä½£å…µå¿…é¡»æŒæœ‰åŒ»\nè¯ç®±ã€‚", - L"\n \n该物å“能够用于爆破é”具。\n \n使用它需è¦çˆ†ç ´æŠ€èƒ½ä»¥é¿å…过早引爆。\n \nä½¿ç”¨ç‚¸è¯æ˜¯ä¸€ä¸ªç›¸å¯¹ç®€å•çš„ç ´é”æ‰‹æ®µï¼Œä½†æ˜¯ä¼š\nå‘出很大噪音,并且对于大部分佣兵æ¥è¯´è¿‡äºŽ\nå±é™©ã€‚", - L"\n \n饮用该物å“能让你止渴。", //L"\n \nThis item will still your thirst\nif you drink it.", - L"\n \n食用该物å“能让你充饥。", //L"\n \nThis item will still your hunger\nif you eat it.", - L"\n \n使用该供弹带,你å¯ä»¥ä¸ºä»–人的机关枪供弹。", //L"\n \nWith this ammo belt you can\nfeed someone else's MG.", - L"\n \n使用该机枪手背包中的供弹带,你å¯ä»¥ä¸ºä»–人的机关枪供弹。", //L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", - L"\n \nè¯¥ç‰©å“æå‡ä½ çš„陷阱解除几率。", //L"\n \nThis item improves your trap disarm chance by ", - L"\n \n该物å“åŠé™„ç€å…¶ä¸Šçš„æ‰€æœ‰ç‰©å“å‡è®©æ€€ç–‘者无从觉察。", //L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", - L"\n \n这个物å“ä¸ä¼šè¢«æŸå。", //L"\n \nThis item cannot be damaged.", - L"\n \nè¿™ä¸ªç‰©å“æ˜¯é‡‘属制æˆçš„,它比其它物\n哿›´è€ç£¨æŸã€‚", //L"\n \nThis item is made of metal.\nIt takes less damage than other items.", - L"\n \nè¿™ä¸ªç‰©å“æŽ‰åœ¨æ°´ä¸­ä¼šä¸‹æ²‰æ¶ˆå¤±ã€‚", //L"\n \nThis item sinks when put in water.", - L"\n \n这个物å“需è¦ä¸¤åªæ‰‹ä¸€èµ·æ“作使用。", //L"\n \nThis item requires both hands to be used.", - L"\n \n这个物å“会挡ä½å‡†å¿ƒï¼Œä½ æ— æ³•å†ä½¿\n用准心瞄准。", //L"\n \nThis item will block your iron sights\nso you cannot use them.", - L"\n \nè¿™ç§å¼¹è¯å¯ä»¥ç ´åå‘光的墙。\n或者其它ä¸åŒç§ç±»çš„物å“。", //L"\n \nThis ammo can destroy light walls\nand various other objects.", - L"\n \n如果你脸上带了这个,这就将é™ä½Ž\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \n如果ä¿å­˜åœ¨ç‰©å“æ é™ä½Ž\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", - L"\n \n拿在手里,就å¯ä»¥æŠµæŒ¡å‰æ–¹çš„伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.", - L"\n \nä½ å¯ä»¥ä½¿ç”¨å®ƒæ‹ç…§ã€‚", //L"\n \nYou can take photos with this.", - L"\n \n这个物å“能让你更有效地掩埋尸体。", //L"\n \nThis item makes you more effective at burying corpses.", - L"\n \n医生å¯ä»¥ä»Ž\næçŒ®è€…那里å–血。", //L"\n \nA paramedic can extract blood\nfrom a donor with this.", - L"\n \n医生å¯ä»¥ç”¨è¡€åŒ…输血\n以增加手术回å¤çš„生命值。", //L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nå¯ä»¥é™ä½Ž%i%%çš„ç«ç„°ä¼¤å®³ã€‚", //L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \n这个工具å¯ä»¥\næé«˜%i%%的管ç†å·¥ä½œçš„æ•ˆçŽ‡ã€‚", //L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \n这个工具å¯ä»¥\næé«˜%i%%的间è°èƒ½åŠ›ã€‚", //L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \n一旦应用, 这个物å“å¯ä»¥æé«˜å¯¹ä½ çš„æ‰‹è‡‚\n或者腿部é‡ä¼¤çš„æ²»ç–—速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", - L"\n \nè¿™ç§å¼¹è¯å¯ä»¥ç­ç«ã€‚", //L"\n \nThis ammo can extinguish fire.", - L"\n \nè¿™ç§å¼¹è¯ä¼šå¼•起燃烧(ç«ç¾ï¼‰ã€‚", //L"\n \nThis ammo can cause fire.", - L"\n \nè¿™ç§æžªå¯ä»¥ä½¿ç”¨å¼¹é“¾ä¾›å¼¹\n或者由LBE弹链供弹\nåˆæˆ–者由å¦ä¸€ä½ä½£å…µä¾›å¼¹ã€‚", //L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|ç²¾|度|ä¿®|æ­£", - L"|速|å°„|ç²¾|度|ä¿®|æ­£|值", - L"|速|å°„|ç²¾|度|ä¿®|æ­£|百|分|比", - L"|ç²¾|çž„|ä¿®|æ­£|值", - L"|ç²¾|çž„|ä¿®|æ­£|百|分|比", - L"|ç²¾|çž„|ç­‰|级|ä¿®|æ­£", - L"|ç²¾|çž„|上|é™|ä¿®|æ­£", - L"|枪|械|使|用|ä¿®|æ­£", - L"|å¼¹|é“|下|å |ä¿®|æ­£", - L"|çž„|准|误|å·®|ä¿®|æ­£", - L"|æ€|伤|力|ä¿®|æ­£", - L"|è¿‘|战|æ€|伤|力|ä¿®|æ­£", - L"|å°„|程|ä¿®|æ­£", - L"|çž„|准|镜|å€|率", - L"|红|点|效|æžœ", - L"|æ°´|å¹³|åŽ|å|力|ä¿®|æ­£", - L"|åž‚|ç›´|åŽ|å|力|ä¿®|æ­£", - L"|最|大|制|退|力|ä¿®|æ­£", - L"|制|退|力|ç²¾|度|ä¿®|æ­£", - L"|制|退|力|频|次|ä¿®|æ­£", - L"|A|P|总|é‡|ä¿®|æ­£", - L"|举|枪|A|P|ä¿®|æ­£", - L"|å•|å‘|A|P|ä¿®|æ­£", - L"|点|å°„|A|P|ä¿®|æ­£", - L"|连|å‘|A|P|ä¿®|æ­£", - L"|上|å¼¹|A|P|ä¿®|æ­£", - L"|å¼¹|夹|容|é‡|ä¿®|æ­£", - L"|点|å°„|å¼¹|æ•°|ä¿®|æ­£", - L"|消|ç„°", - L"|噪|音|ä¿®|æ­£", - L"|物|å“|å°º|寸|ä¿®|æ­£", - L"|å¯|é |性|ä¿®|æ­£", - L"|丛|æž—|è¿·|彩", - L"|城|市|è¿·|彩", - L"|æ²™|æ¼ |è¿·|彩", - L"|雪|地|è¿·|彩", - L"|潜|行|ä¿®|æ­£", - L"|å¬|觉|è·|离|ä¿®|æ­£", - L"|一|般|视|è·|ä¿®|æ­£", - L"|夜|晚|视|è·|ä¿®|æ­£", - L"|白|天|视|è·|ä¿®|æ­£", - L"|高|å…‰|视|è·|ä¿®|æ­£", - L"|æ´ž|ç©´|视|è·|ä¿®|æ­£", - L"|éš§|é“|视|野|效|应", - L"|最|大|制|退|力", - L"|制|退|力|频|次", - L"|命|中|率|ä¿®|æ­£", - L"|ç²¾|çž„|ä¿®|æ­£", - L"|å•|å‘|å°„|击|温|度", - L"|冷|å´|å‚|æ•°", - L"|å¡|壳|阈|值", - L"|æŸ|å|阈|值", - L"|å•|å‘|å°„|击|温|度", - L"|冷|å´|å‚|æ•°", - L"|å¡|壳|阈|值", - L"|æŸ|å|阈|值", - L"|毒|性|百|分|比", - L"|污|垢|ä¿®|æ­£", - L"|毒|性|ä¿®|æ­£",//L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r", - L"|食|物|点|æ•°",//L"|F|o|o|d| |P|o|i|n|t|s" - L"|饮|用|点|æ•°",//L"|D|r|i|n|k |P|o|i|n|t|s", - L"|剩|ä½™|大|å°",//L"|P|o|r|t|i|o|n |S|i|z|e", - L"|士|æ°”|ä¿®|æ­£",//L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r", - L"|å»¶|迟|ä¿®|æ­£",//L"|D|e|c|a|y |M|o|d|i|f|i|e|r", - L"|最|ä½³|æ¿€|å…‰|è·|离",//L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e", - L"|åŽ|å|ä¿®|æ­£|比|例",//L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 - L"|掰|击|锤|å°„|击", //L"|F|a|n |t|h|e |H|a|m|m|e|r", - L"|枪|管|é…|ç½®", //L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \n当安装于远程武器上时,该物å“将修正武器的精\n度值。\n \n精度的æé«˜èƒ½å¤Ÿä½¿æ­¦å™¨åœ¨ç²¾çž„时更容易命中远\nè·ç¦»çš„目标。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正射手使用远程武器打出去\nçš„æ¯é¢—å­å¼¹çš„精度。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \nåœ¨åŽŸæœ¬å°„å‡»ç²¾åº¦çš„åŸºç¡€ä¸Šï¼Œè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—百分比修正射手使用远程武器射出\nçš„æ¯é¢—å­å¼¹ã€‚\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正射手使用远程武器\nçž„å‡†æ—¶ï¼Œæ¯æ¬¡ç²¾çž„所增加的精度。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—百分比修正射手使用远程武器\nçž„å‡†æ—¶ï¼Œæ¯æ¬¡ç²¾çž„所增加的精度。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \n该物å“修正该武器的精瞄等级。\n \nå‡å°‘精瞄等级æ„å‘³ç€æ¯ä¸€æ¬¡ç²¾çž„会增加更多的\n精度。因此,精瞄等级的å‡å°‘,有助于这件武\nå™¨åœ¨ä¸æŸç²¾åº¦çš„æƒ…况下快速瞄准。\n \n该数值越低越好。", - L"\n \nåœ¨åŽŸæœ¬å°„å‡»ç²¾åº¦çš„åŸºç¡€ä¸Šï¼Œè¯¥ç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正射手使用远程武器时能\n达到的最大精度。\n \n该数值越高越好。", - L"\n \n当将该物å“安装于远程武器上时,会修正武器的æ“\n控难度。\n \næ˜“äºŽæ“æŽ§çš„æ­¦å™¨ä¸è®ºæ˜¯å¦è¿›è¡Œç²¾çž„都更加\n准确。\n \nè¯¥ä¿®æ­£åŸºäºŽæ­¦å™¨çš„åŽŸå§‹æ“æŽ§éš¾åº¦ï¼Œæ­¥æžª\nå’Œé‡æ­¦å™¨é«˜è€Œæ‰‹æžªå’Œè½»æ­¦å™¨ä½Žã€‚\n \n该数值越低越好。", - L"\n \n该物å“修正超射è·å‘½ä¸­çš„难度。\n \n较高的修正值å¯ä»¥å¢žåŠ æ­¦å™¨çš„æœ€å¤§å°„ç¨‹è‡³å°‘å‡ \n格。\n \n该数值越高越好。", - L"\n \n该物å“修正命中移动目标的难度。\n \n较高的修正值能够增加在较远è·ç¦»ä¸Šå‘½ä¸­ç§»åŠ¨ç›®\n标的几率。\n \n该数值越高越好。", - L"\n \n该物å“修正您武器的æ€ä¼¤åŠ›ã€‚\n \n该数值越高越好。", - L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正您近战武器的伤害值。\n \n该物å“åªä½œç”¨äºŽè¿‘战武器,无论是利器还是\né’器。\n \n该数值越高越好。", - L"\n \n当安装于远程武器上时,该物å“å¯ä¿®æ­£å…¶\n最大有效射程。\n \n最大射程是指å­å¼¹æ˜Žæ˜¾å è½å‰å¯ä»¥é£žè¡Œçš„è·ç¦»ã€‚\n \n该数值越高越好。", - L"\n \nå½“å®‰è£…äºŽè¿œç¨‹æ­¦å™¨ä¸Šæ—¶ï¼Œè¯¥ç‰©å“æä¾›é¢å¤–的瞄\n准å€çŽ‡ï¼Œä½¿è¿œè·ç¦»å°„击相对æ¥è¯´æ›´å®¹æ˜“命中。\n \n请注æ„当目标è·ç¦»å°äºŽæœ€ä½³çž„准è·ç¦»æ—¶ï¼Œé«˜å€çŽ‡å¯¹äºŽ\n瞄准ä¸åˆ©ã€‚\n \n该数值越高越好。", - L"\n \n当安装于远程武器上时,该物å“在目标身上投\n影出一个红点,让其更容易被命中。\n \n红点效果åªèƒ½åœ¨æŒ‡å®šè·ç¦»å†…使用,超过该è·ç¦»\n光点就会暗淡直到最终消失。\n \n该数值越高越好。", - L"\n \n当安装于å¯ç‚¹å°„或连å‘的远程武器上时,该\nç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正该武器的水平åŽåº§åŠ›ã€‚\n \n在连续射击时,é™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒ‡å‘目标。\n \n该数值越低越好。", - L"\n \n当安装于å¯ç‚¹å°„或连å‘的远程武器上时,该\nç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正该武器的垂直åŽåº§åŠ›ã€‚\n \n在连续射击时,é™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒ‡å‘目标。\n \n该数值越低越好。", - L"\n \n该物å“ä¿®æ­£å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåº”对制退åŽå\n力的能力。\n \n高修正值能帮助射手控制åŽå力较高的武器,å³ä½¿\n射手自身力é‡è¾ƒä½Žã€‚\n \n该数值越高越好。", - L"\n \n该物å“ä¿®æ­£å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œè¿ç”¨å作\n用力制退åŽå力的精确度。\n \né«˜ä¿®æ­£å€¼èƒ½å¸®åŠ©å°„æ‰‹ç»´æŒæžªå£å§‹ç»ˆæœå‘目标,哪怕\n目标较远,也能æå‡ç²¾åº¦ã€‚\n \n该数值越高越好。", - L"\n \nåœ¨å°„æ‰‹è¿›è¡Œç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œè¯¥ç‰©å“修正其频ç¹è¯„ä¼°\n制退力大å°ä»¥åº”对åŽå力的能力。\n \n低修正值使连å‘的总体精度更高,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越高越好。", - L"\n \n该物å“直接修正佣兵æ¯å›žåˆçš„åˆå§‹APé‡ã€‚\n \n该数值越高越好。", - L"\n \n当安装于远程武器上时,该物å“修正举枪AP。\n \n该数值越低越好。", - L"\n \n当安装于远程武器上时,该物å“修正å•å‘AP。\n \n注æ„对于å¯ä»¥ç‚¹å°„或连å‘的武器æ¥è¯´ï¼Œè¯¥ç‰©å“\n也会影å“点射和连å‘çš„AP。\n \n该数值越低越好。", - L"\n \n当安装于å¯ä»¥è¿›è¡Œç‚¹å°„的远程武器上时,该物å“修正点射AP。\n \n该数值越低越好。", - L"\n \n当安装于å¯ä»¥è¿›è¡Œè¿žå‘的远程武器上时,该物å“修正连å‘AP。\n \n注æ„ï¼Œè¿™ä¸æ”¹å˜è¿žå‘增加å­å¼¹æ—¶çš„AP消耗,åª\nå½±å“è¿žå‘æ—¶APçš„åˆå§‹æ¶ˆè€—。\n \n该数值越低越好。", - L"\n \n当安装于远程武器上时,该物å“修正上弹AP。\n \n该数值越低越好。", - L"\n \n当安装于远程武器上时,该物å“修正该武器的\n弹匣容é‡ã€‚\n \n该武器便能够使用相åŒå£å¾„çš„ä¸åŒå®¹é‡çš„弹匣。\n \n该数值越高越好。", - L"\n \n当安装于远程武器上时,该物å“修正该武器在\n点射时å‘å°„çš„å­å¼¹æ•°ã€‚\n \n如果该武器ä¸èƒ½ç‚¹å°„而此修正值为正,该物å“\n会使武器能够点射。\n \n相å,如果该武器原本能够点射,而此修正值\n为负,该物å“å¯èƒ½ä½¿æ­¦å™¨å¤±åŽ»ç‚¹å°„èƒ½åŠ›ã€‚\n \nè¯¥æ•°å€¼ä¸€èˆ¬è¶Šé«˜è¶Šå¥½ã€‚å½“ç„¶è¿žå‘æ—¶ä¹Ÿéœ€è¦æ³¨æ„\n节çœå¼¹è¯ã€‚", - L"\n \n当安装于远程武器上时,该物å“能够éšè—该武\n器的枪焰。.\n \n当射手在éšè”½çš„地方开枪,将ä¸ä¼šè¢«æ•Œäººå‘现\n,这在夜战中å分é‡è¦ã€‚", - L"\n \n当安装于武器上时,该物å“修正使用该武器时\nå‘出的噪音能被敌人和佣兵å‘觉的è·ç¦»ã€‚\n \n如果该修正值将武器的噪音数值削å‡è‡³0,那\n么该武器就被完全消音了。\n \n该数值越低越好。", - L"\n \n该物å“修正把它作为附件的物å“的尺寸大å°ã€‚\n \n物å“大å°åœ¨æ–°æºè¡Œç³»ç»Ÿä¸­å¾ˆé‡è¦ï¼Œå› ä¸ºå£è¢‹åª\n能装下特定大å°å’Œå½¢çŠ¶çš„ç‰©å“。\n \n增加尺寸会使物å“太大而ä¸èƒ½æ”¾å…¥æŸäº›å£è¢‹ã€‚\n \nå之,å‡å°‘尺寸æ„味ç€è¯¥ç‰©å“å¯ä»¥é€‚åˆäºŽæ›´å¤š\nçš„å£è¢‹ï¼Œå¹¶ä¸”一个å£è¢‹å¯ä»¥è£…得更多。\n \n一般æ¥è¯´ï¼Œè¯¥æ•°å€¼è¶Šä½Žè¶Šå¥½ã€‚", - L"\n \n当安装于武器上时,该物å“修正该武器的å¯é \n性数值。\n \n如果该修正值为正,该武器在使用过程中的磨\næŸä¼šæ›´æ…¢ï¼Œå之磨æŸä¼šæ›´å¿«ã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n丛林环境中的伪装值。\n \n该伪装需é è¿‘树木或较高的è‰ä¸›æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n城市环境中的伪装值。\n \n该伪装需é è¿‘æ²¥é’æˆ–æ··å‡åœŸæè´¨æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n沙漠环境中的伪装值。\n \n该伪装需é è¿‘æ²™åœ°ã€æ²™ç ¾åœ°æˆ–沙漠æ¤è¢«æ‰èƒ½å‘挥最大功\n效。\n \n该伪装数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n雪地环境中的伪装值。\n \n该伪装需é è¿‘雪地æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,修正使用者的潜\n行能力,使其在潜行时更难被å¬åˆ°ã€‚\n \n注æ„该物å“å¹¶ä¸ä¿®æ­£æ½œè¡Œè€…çš„å¯è§†ç‰¹å¾ï¼Œè€Œåªæ˜¯\næ”¹å˜æ½œè¡Œä¸­åЍé™çš„大å°ã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的å¬è§‰æ„ŸçŸ¥èŒƒå›´ã€‚\n \n该值为正时å¯ä»¥ä»Žæ›´è¿œçš„è·ç¦»å¬åˆ°å™ªéŸ³ã€‚\n \nä¸Žæ­¤åŒæ—¶ï¼Œè¯¥å€¼ä¸ºè´Ÿæ—¶ä¼šå‰Šå‡ä½¿ç”¨è€…çš„å¬åŠ›ã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一修正值适用于所有情况。\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一夜视修正åªåœ¨å…‰çº¿æ˜Žæ˜¾ä¸è¶³æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一白天视觉修正åªåœ¨å…‰ç…§åº¦ä¸ºå¹³å‡å€¼æˆ–更高时有效。\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一高光视觉修正åªåœ¨å…‰ç…§åº¦è¿‡é«˜æ—¶æœ‰æ•ˆï¼Œä¾‹å¦‚\nç›´è§†é—ªå…‰å¼¹ç…§äº®çš„æ ¼å­æˆ–\nåœ¨æ­£åˆæ—¶åˆ†ã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一洞穴视觉修正åªåœ¨æ˜æš—且ä½äºŽåœ°ä¸‹æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", - L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会改å˜è§†\n野范围,视野范围å‡å°‘会导致å¯è§†è§’度å˜çª„。\n \n该数值越低越好。", - L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力的能力。\n \n该数值越高越好。", - L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œé¢‘ç¹è¯„ä¼°\n制退力大å°ä»¥åº”对åŽå力的能力。\n \n较高的频率使连å‘的总体精度更高,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越低越好。", - L"\n \n当安装于远程武器上时,该物å“修正武器的命\n中率。\n \n命中率的æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命中\n目标。\n \n该数值越高越好。", - L"\n \n当安装于远程武器上时,该物å“修正武器的精\n瞄加æˆã€‚\n \n精瞄加æˆçš„æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命\n中远è·ç¦»çš„目标。\n \n该数值越高越好。", - L"\n \nå•å‘射击所造æˆçš„æ¸©åº¦ã€‚\n所使用的å­å¼¹ç±»åž‹å¯¹æœ¬å€¼æœ‰å½±å“。", - L"\n \næ¯å›žåˆè‡ªåЍ冷崿‰€é™ä½Žçš„æ¸©åº¦å€¼ã€‚", - L"\n \n当武器温度超过å¡å£³é˜ˆå€¼æ—¶ï¼Œå¡å£³\n将更容易å‘生。", - L"\n \n当武器温度超过æŸå阈值时,武器\n将更容易æŸå。", - L"\n \n武器的å•å‘射击温度增加了(百分比)。\n \n该数值越低越好。", - L"\n \n武器的冷å´ç³»æ•°æ•°å¢žåŠ äº†(百分比)。\n \n该数值越高越好。", - L"\n \n武器的å¡å£³é˜ˆå€¼å¢žåŠ äº†(百分比)。\n \n该数值越高越好。", - L"\n \n武器的æŸå阈值增加了(百分比)。\n \n该数值越高越好。", - L"\n \n总伤害中毒性伤害所å çš„百分比。\n\n部分å–å†³äºŽæ•Œäººçš„è£…å¤‡æ˜¯å¦æœ‰æ¯’æ€§æŠµæŠ—æˆ–æ¯’æ€§å¸æ”¶å±žæ€§ã€‚", - L"\n \nå•å‘射击所造æˆçš„æ±¡åž¢ã€‚\n所使用的å­å¼¹ç±»åž‹å’Œé™„ä»¶ç§ç±»å¯¹æœ¬å€¼æœ‰å½±å“。\n \n该数值越低越好。", - L"\n \nåƒæŽ‰è¯¥ç‰©å“会累加这些中毒值。\n \n该数值越低越好。", // L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", - L"\n \n食物热é‡å€¼å•ä½åƒå¡è·¯é‡Œã€‚\n \n该数值越高越好。", // L"\n \nAmount of energy in kcal.\n \nHigher is better.", - L"\n \nè¿˜å‰©å¤šå°‘å‡æ°´ã€‚\n \n该数值越高越好。", // L"\n \nAmount of water in liter.\n \nHigher is better.", - L"\n \næ¯æ¬¡ä¼šåƒæŽ‰å¤šå°‘。\n百分比å•ä½ã€‚\n \n该数值越低越好。", // L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", - L"\n \nå¯ä»¥æ”¹å˜ç›¸åº”é‡å£«æ°”。\n \n该数值越高越好。", // L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", - L"\n \n这个物å“éšç€æ—¶é—´æŽ¨ç§»è€Œè…败。\n超过50ï¼…è…败会产生毒性。\n这是食物的霉å˜çŽ‡ã€‚\n \n该数值越低越好。", // L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", - L"", - L"\n \n当该附件装é…到å¯ä»¥ç‚¹å°„åŠè‡ªåŠ¨å°„å‡»çš„è¿œç¨‹æ­¦\n器上时,会按照所述比例修正武器的åŽåº§åŠ›ã€‚\nåŽåº§åŠ›è¶Šå°ï¼Œæžªå£åœ¨çž„准目标扫射时越稳定。\n该值越低越好。",//L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 - L"\n \nå¦‚æžœæžªæ‰‹ç”¨åŒæ‰‹ä½¿ç”¨è¿™æŠŠæžªï¼Œå¯\n以腰间连续连射。", //L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", - L"\n \n切æ¢å°„击模å¼ï¼Œè¿˜å¯ä»¥\nåŒæ—¶åˆ‡æ¢å‘射多少å‘å­å¼¹ã€‚", //L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的精度得到了修正。\n \næé«˜ç²¾åº¦èƒ½å¤Ÿä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命中远\nè·ç¦»çš„目标。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \n这件武器按照所列数值修正了射手\n的精度。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \n这件武器按照所列百分比修正了射手打出去的æ¯é¢—\nå­å¼¹çš„精度。\n \n该数值越高越好。", - L"\n \nè¿™ä»¶æ­¦å™¨æŒ‰ç…§æ‰€åˆ—æ•°å€¼ä¿®æ­£äº†æ¯æ¬¡ç²¾çž„所增加的精\n度。\n \n数值范围:-100~+100,该数值越高越好。", - L"\n \næ ¹æ®å°„手本身的射击精度,这件武器\næŒ‰ç…§æ‰€åˆ—ç™¾åˆ†æ¯”ä¿®æ­£æ¯æ¬¡ç²¾çž„所增加的\n精度。\n \n该数值越高越好。", - L"\n \nç”±äºŽå…¶æ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–由于其内置特性,这件\n武器的精瞄等级得到了修正。\n \n如果精瞄等级å‡å°‘了,则这件武器å¯ä»¥åœ¨ä¸æŸ\n失精度的情况下快速瞄准。\n \nå之,若精瞄等级增加,则这件武器瞄准的\n更慢,å´ä¸ä¼šé¢å¤–增加精度。\n \n该数值越低越好。", - L"\n \n这件武器按照一定百分比\n修正射手能够达到的最大精度。\n(便®å°„手本æ¥çš„精度)\n \n该数值越高越好。", - L"\n \n由于所装的附件或其固有特性,武器æ“\n控难度得到了修正。\n \næ˜“äºŽæ“æŽ§çš„æ­¦å™¨ä¸è®ºæ˜¯å¦è¿›è¡Œç²¾çž„都更加\n准确。\n \nè¯¥ä¿®æ­£åŸºäºŽæ­¦å™¨çš„åŽŸå§‹æ“æŽ§éš¾åº¦ï¼Œæ­¥æžª\nå’Œé‡æ­¦å™¨é«˜è€Œæ‰‹æžªå’Œè½»æ­¦å™¨ä½Žã€‚\n \n该数值越低越好。", - L"\n \n由于所装的附件或其固有特性,这件武\n器超射è·å‘½ä¸­çš„能力得到了修正。\n \n较高的修正值å¯ä»¥å¢žåŠ è¯¥æ­¦å™¨çš„æœ€å¤§å°„ç¨‹è‡³å°‘\n几个格。\n \n该数值越高越好。", - L"\n \n由于所装的附件或其固有特性,这件武\n器命中远è·ç§»åŠ¨ç›®æ ‡çš„èƒ½åŠ›å¾—åˆ°äº†ä¿®æ­£ã€‚\n \n高修正值有助于在较远的è·ç¦»ä¸Šå¢žåŠ å‘½ä¸­å¿«é€Ÿç§»åŠ¨ç›®\n标的几率。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的伤害值得到了修正。\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的近战伤害值得到了修正。\n \n该修正值仅é™äºŽè¿‘战武器,无论是利器还是é’\n器。\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的最大射程得到了修正。\n \n最大射程是指å­å¼¹æ˜Žæ˜¾å è½å‰æ‰€é£žè¡Œçš„è·ç¦»ã€‚\n \n该数值越高越好。", - L"\n \n这件武器装备了光学瞄准镜,因而其远è·ç¦»å°„击更\n容易命中。\n \n注æ„在目标比最佳瞄准è·ç¦»è¿‘时,高å€çŽ‡å¯¹äºŽ\n瞄准是ä¸åˆ©çš„。\n \n该数值越高越好。", - L"\n \n这件武器装备了瞄准指示设备(å¯èƒ½æ˜¯æ¿€å…‰ï¼‰ï¼Œå®ƒ\nå¯ä»¥åœ¨ç›®æ ‡èº«ä¸ŠæŠ•影出一个点,使其更容易\n被命中。\n \n指示效果åªèƒ½åœ¨æŒ‡å®šè·ç¦»å†…使用,超过该è·ç¦»\n光点就会暗淡直到最终消失。\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的水平åŽå力得到了修正。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \nåœ¨ç‚¹å°„æˆ–è¿žå‘æ—¶ï¼Œé™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒç»­å¯¹å‡†ç›®æ ‡ã€‚\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的垂直åŽå力得到了修正。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \nåœ¨ç‚¹å°„æˆ–è¿žå‘æ—¶ï¼Œé™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒç»­å¯¹å‡†ç›®æ ‡ã€‚\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\nå™¨ä¿®æ­£äº†å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力\n的能力。\n \n高修正数值能帮助射手控制åŽå力较强的武器\n,å³ä½¿å°„手自身力é‡è¾ƒä½Žã€‚\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器修正了射手è¿ç”¨å作用力制退åŽå力的精确\n度。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \né«˜ä¿®æ­£å€¼èƒ½å¸®åŠ©å°„æ‰‹ç»´æŒæžªå£å§‹ç»ˆæœå‘目标,哪怕\n目标较远,也能æå‡ç²¾åº¦ã€‚\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器修正了射手频ç¹ä¼°é‡åˆ¶é€€åЛ大å°çš„能力。\n \n如果点射和连å‘功能都没有,则此修正无效。\n \n高修正值能够æé«˜å­å¼¹çš„æ€»ä½“精度,在射手能\n正确制退åŽååŠ›çš„å‰æä¸‹ï¼Œè¿œè·ç¦»çš„连å‘也更\n能加准确。\n \n该数值越高越好。", - L"\n \næŒæœ‰è¿™ä»¶æ­¦å™¨å°†ä¿®æ­£ä½£å…µæ¯å›žåˆçš„åˆ\nå§‹APé‡ã€‚\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的举枪AP得到了修正。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的å•å‘AP得到了修正。\n \n请注æ„对于å¯ä»¥ç‚¹å°„或连å‘的武器æ¥è¯´ï¼Œç‚¹å°„å’Œ\n连å‘AP也会被修正。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的点射AP得到了修正。\n \n如果武器没有点射功能,此修正自然无效。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的连å‘AP得到了修正。\n \n如果武器没有连å‘功能,此修正自然无效。\n \n注æ„,增加连å‘å­å¼¹æ—¶çš„AP消耗并ä¸ä¼šæ”¹å˜ï¼Œåª\nå½±å“è¿žå‘æ—¶APçš„åˆå§‹æ¶ˆè€—。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的上弹AP得到了修正。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,此武器\n的弹匣容é‡å¾—到了修正。\n \n现在这件武器å¯ä»¥æŽ¥å—相åŒå£å¾„的更大(或更å°ï¼‰å®¹é‡çš„\n弹匣。\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器在点射时å‘å°„çš„å­å¼¹æ•°å¾—到了修正。\n \n如果此武器本ä¸èƒ½ç‚¹å°„而此修正值为正,将赋予武器\n点射能力。\n \nå之,如果此武器原本能够点射,而此修正值\n为负,则将使其失去点射能力。\n \nè¯¥æ•°å€¼ä¸€èˆ¬è¶Šé«˜è¶Šå¥½ã€‚å½“ç„¶è¿žå‘æ—¶ä¹Ÿéœ€è¦æ³¨æ„\n节çœå¼¹è¯ã€‚", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,此武器\nå‘射时没有枪焰。\n \n当射手在éšè”½çš„地方开枪,将ä¸ä¼šè¢«æ•Œäººå‘现,这在夜战中å分é‡è¦ã€‚", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器å‘出的噪音得到了修正。因而敌人和佣兵能\nå‘觉枪å“çš„è·ç¦»ä¹Ÿå°±ä¿®æ­£äº†ã€‚\n \n如果该修正值将武器的噪音数值削å‡è‡³0,那\n么该武器就被完全消音了。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的尺寸大å°å¾—到了修正。\n \n物å“大å°åœ¨æ–°æºè¡Œç³»ç»Ÿä¸­å¾ˆé‡è¦ï¼Œå› ä¸ºå£è¢‹åª\n能装下特定大å°å’Œå½¢çŠ¶çš„ç‰©å“。\n \n增加尺寸会使物å“太大而ä¸èƒ½æ”¾å…¥æŸäº›å£è¢‹ã€‚\n \nå之,å‡å°‘尺寸æ„味ç€è¯¥ç‰©å“å¯ä»¥è¢«æ”¾å…¥æ›´å¤š\nçš„å£è¢‹ä¸­ï¼Œå¹¶ä¸”一个å£è¢‹å¯ä»¥è£…更多。\n \n该数值一般越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的å¯é æ€§å¾—到了修正。\n \n如果该修正值为正,该武器在使用过程中的磨\næŸä¼šæ›´æ…¢ï¼Œå之磨æŸä¼šæ›´å¿«ã€‚\n \n该数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在丛林环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘树木或è‰ä¸›æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在城市环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘æ²¥é’æˆ–æ°´æ³¥æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在沙漠环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘沙砾或沙漠æ¤è¢«æ‰èƒ½å‘挥最大功\n效。\n \n该伪装数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在雪地环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘雪地æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œå°†ä¿®æ­£å£«å…µçš„æ½œè¡Œèƒ½åŠ›ï¼Œä½¿æ½œè¡Œ\n者更难或更容易被å¬åˆ°ã€‚\n \n注æ„该物å“å¹¶ä¸ä¿®æ­£æ½œè¡Œè€…çš„å¯è§†ç‰¹å¾ï¼Œè€Œ\nåªæ˜¯æ”¹å˜æ½œè¡Œä¸­åЍé™çš„大å°ã€‚\n \n该数值越高越好。", - L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œå°†æŒ‰ç…§æ‰€åˆ—\n百分比修正使用者的å¬è§‰æ„ŸçŸ¥èŒƒå›´ã€‚\n \n该值为正时å¯ä»¥ä»Žæ›´è¿œçš„è·ç¦»å¬åˆ°å™ªéŸ³ã€‚\n \n若该值为负,则会削å‡ä½¿ç”¨è€…çš„å¬åŠ›ã€‚\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一一般修正适用于所有情形。\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一夜视修正åªåœ¨å…‰çº¿æ˜Žæ˜¾ä¸è¶³æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一白天视觉修正åªåœ¨å…‰ç…§åº¦ä¸ºå¹³å‡å€¼æˆ–更高时有效。\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一高光视觉修正åªåœ¨å…‰ç…§åº¦è¿‡é«˜æ—¶æœ‰æ•ˆï¼Œä¾‹å¦‚\n直视闪光弹照亮的\næ ¼å­æˆ–åœ¨æ­£åˆæ—¶åˆ†ã€‚\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一洞穴视觉修正åªåœ¨æ˜æš—且ä½äºŽåœ°ä¸‹æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", - L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,将\n改å˜ä½¿ç”¨è€…的视野范围,视野\n范围å‡å°‘会导致å¯è§†è§’度å˜çª„。\n \n该数值越高越好。", - L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„å’Œè¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力的能力。\n \n该数值越高越好。", - L"\n \n这是射手频ç¹ä¼°é‡åˆ¶é€€åЛ大å°ä»¥åº”对åŽå力的能力。\n \n如果武器缺ä¹ç‚¹å°„和连å‘功能,则此能力无\n效。\n \n低修正值能æé«˜è¿žå‘的总体精度,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越低越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的命中率得到了修正。\n \n命中率的æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„æ—¶\n更容易命中目标。\n \n该数值越高越好。", - L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的精瞄加æˆå¾—到了修正。\n \n精瞄加æˆçš„æé«˜èƒ½å¤Ÿä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命\n中远è·ç¦»çš„目标。\n \n该数值越高越好。", - L"\n \nå•å‘射击所造æˆçš„æ¸©åº¦ã€‚\n所使用的å­å¼¹ç±»åž‹å¯¹æœ¬å€¼æœ‰å½±å“。", - L"\n \næ¯å›žåˆè‡ªåЍ冷崿‰€é™ä½Žçš„æ¸©åº¦å€¼ã€‚", - L"\n \n当武器温度超过å¡å£³é˜ˆå€¼æ—¶ï¼Œå¡å£³\n将更容易å‘生。", - L"\n \n当武器温度超过æŸå阈值时,武器\n将更容易æŸå。", - L"\n \n这个武器的åŽåº§åЛ大å°å› ä¸ºæ‰€ä½¿ç”¨çš„å¼¹è¯ï¼Œé™„\n件,或内部构造而获得该比例大å°çš„修正。如\n果没有点射或自动模å¼ï¼Œè¿™ä¸ªå€¼æ— æ•ˆã€‚\nåŽåº§åŠ›è¶Šå°ï¼Œæžªå£åœ¨çž„准目标扫射时越稳定。\n该值越低越好。",//L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"å•å‘", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"å·²å®Œæˆ æ‰€æœ‰å¼¹è¯çš„分类并装箱 在区域%c%d。", - L"å·²å®Œæˆ æ‰€æœ‰ç‰©å“上的附件移除 在区域%c%d。", - L"å·²å®Œæˆ æ‰€æœ‰æ­¦å™¨é‡Œçš„å­å¼¹é€€å‡º 在区域%c%d。", - L"å·²å®Œæˆ æ‰€æœ‰ç‰©å“çš„åˆå¹¶å’Œå †å  在区域%c%d。", - // Bob: new strings for emptying LBE items - L"已清空分区%c%dæºè¡Œå…·é‡Œé¢çš„物å“。", //L"Finished emptying LBE items in sector %c%d.", - L"从æºè¡Œå…·%s清空了%i个物å“。", //L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"%så†…æ²¡æœ‰å¯æ¸…空的物å“ï¼", //L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%sçŽ°åœ¨å·²ç»æ¸…空了。", //L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"无法清空%sï¼", //L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%så†…çš„ç‰©å“æ‰¾ä¸åˆ°ï¼", //L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"全部显示", - L"枪械", - L"å¼¹è¯", - L"炸è¯", - L"格斗武器", - L"护甲", - L"æºè¡Œå™¨", - L"工具", - L"æ‚物", - L"全部éšè—", -}; - -// MercCompare (MeLoDy) - -STR16 gzMercCompare[] = -{ - L"???", - L"基本æ€åº¦",//L"Base opinion:", - - L"ä¸å–œæ¬¢ %s %s",//L"Dislikes %s %s", - L"喜欢 %s %s",//L"Likes %s %s", - - L"强烈讨厌 %s",//L"Strongly hates %s", - L"讨厌 %s",// L"Hates %s", // 5 - - L"å¼ºçƒˆçš„ç§æ—主义 %s",// L"Deep racism against %s", - L"ç§æ—主义 %s",//L"Racism against %s", - - L"高度在乎外表",//L"Cares deeply about looks", - L"在乎外表",//L"Cares about looks", - - L"高度性别歧视",//L"Very sexist", // 10 - L"性别歧视",//L"Sexist", - - L"ä¸å–œæ¬¢å…¶ä»–背景",//L"Dislikes other background", - L"ä¸å–œæ¬¢å…¶ä»–背景",//L"Dislikes other backgrounds", - - L"过去å—过委屈",// L"Past grievances", - L"____", // 15 - L"/", - L"* æ€åº¦æ€»æ˜¯åœ¨ [%dï¼›%d]",//L"* Opinion is always in [%d; %d]", -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = -{ - L"当剿¸©åº¦ä¸º: ", - L"很低", - L"低", - L"中等", - L"高", - L"很高", - L"å±é™©", - L"很å±é™©", - L"致命", - L"未知", - L"." -}; - -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"这食物 ",// Food is - L"éžå¸¸æ–°é²œå•Š",// fresh - L"看ç€è¿˜è¡Œå§",// good - L"挺一般的哎",// ok - L"有点难闻了",// stale - L"都å˜å‘³äº†å•Š",// shabby - L"å¿«è¦è…烂了",// rotting - L"ï¼", //L".", -}; - -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"列兵 ", //L"Pvt. ", //ExpLevel 1 - L"下士 ", //L"Pfc. ", //ExpLevel 2 - L"中士 ", //L"Cpl. " //ExpLevel 3 - L"上士 ", //L"Sgt. ", //ExpLevel 4 - L"å°‘å°‰ ", //L"Lt. ", //ExpLevel 5 - L"中尉 ", //L"Cpt. ", //ExpLevel 6 - L"上尉 ", //L"Maj. ", //ExpLevel 7 - L"å°‘æ ¡ ", //L"Lt.Col. ", //ExpLevel 8 - L"上校 ", //L"Col. ", //ExpLevel 9 - L"将军 ", //L"Gen. ", //ExpLevel 10 -}; - - -STR16 gzNewLaptopMessages[]= -{ - L"敬请垂询我们的最新特惠信æ¯ï¼", //L"Ask about our special offer!", - L"暂时没货", //L"Temporarily Unavailable", - L"这份预览版资料片仅æä¾›æœ€åˆ6个区域的地图。最终版将æä¾›å®Œæ•´æ”¯æŒï¼Œè¯·é˜…è¯»å¸®åŠ©æ–‡æ¡£èŽ·å–æ›´å¤šä¿¡æ¯ã€‚", //L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"目标的è·ç¦»: %dæ ¼, 亮度: %d/%d", - L"å°†å‘æŠ¥æœºè£…åˆ°ç¬”è®°æœ¬ç”µè„‘ä¸Šã€‚", - L"你无法支付或雇佣%s的费用。", - L"在é™å®šæ—¶é—´å†…,以上的费用包括了整个行动和下列装备的花费。", - L"现在就雇请%så§ã€‚您å¯ä»¥äº«å—我们æä¾›çš„空å‰çš„“一次付费,全部æœåŠ¡â€çš„优惠价格。在这个难以置信的出价里,佣兵的éšèº«è£…备是å…费的哦。", - L"费用", - L"在本分区å‘现有人……", - //L"枪的射程: %d格,命中率: %dï¼…", - L"显示覆盖物", - L"视è·", - L"新雇请的佣兵无法到达那里。", - L"ç”±äºŽä½ çš„ç¬”è®°æœ¬ç”µè„‘æ²¡æœ‰å‘æŠ¥æœºï¼Œä½ æ— æ³•é›‡è¯·æ–°çš„é˜Ÿå‘˜ã€‚ä¹Ÿè®¸ä½ å¾—è¯»å–å­˜æ¡£æˆ–è€…é‡æ–°å¼€å§‹æ¸¸æˆï¼", - L"%så¬åˆ°äº†Jerry的身体下é¢ä¼ æ¥é‡‘属的破碎的声音。å¬èµ·æ¥ä»¤äººä¸å®‰ï¼Œä¼¼ä¹Žä½ çš„笔记本电脑的天线被压断了。", - L"看完副指挥官Morris留下的备忘录åŽï¼Œ%s觉得有机会了。备忘录里有å‘Arulcoå„个城镇å‘å°„å¯¼å¼¹çš„åŸºåœ°çš„åæ ‡ã€‚它还给出了这个罪æ¶è®¡åˆ’çš„å‘æºåœ°çš„åæ ‡ —— 导弹工厂。", - L"çœ‹åˆ°äº†æŽ§åˆ¶é¢æ¿åŽï¼Œ%så‘现它正在倒计时,因此导弹会把这个工厂炸æ¯ã€‚%så¾—æ‰¾å‡ºä¸ªè„±é€ƒçš„è·¯çº¿ã€‚ä½¿ç”¨ç”µæ¢¯çœ‹èµ·æ¥æ˜¯æœ€å¿«çš„办法...", - L"现在您在é“人模å¼è¿›è¡Œæ¸¸æˆï¼Œå‘¨å›´æœ‰æ•Œäººçš„æ—¶å€™ä¸èƒ½å­˜æ¡£ã€‚", - L"(ä¸èƒ½åœ¨æˆ˜æ–—时存盘)", - L"当å‰çš„æˆ˜å½¹å称超过了30个字符。", - L"无法找到当å‰çš„æˆ˜å½¹ã€‚", // @@@ new text - L"战役: 默认 ( %S )", // @@@ new text - L"战役: %S", // @@@ new text - L"你选择了%S战役。该战役是原版UB战役的玩家自定义游æˆç‰ˆæœ¬ã€‚你确认你è¦åœ¨%S战役下进行游æˆå—?", - L"如果你è¦ä½¿ç”¨ç¼–辑器的è¯ï¼Œè¯·é€‰æ‹©ä¸€ä¸ªæˆ˜å½¹ï¼Œä¸è¦ç”¨é»˜è®¤æˆ˜å½¹ã€‚", - // anv: extra iron man modes - L"这是å‡é“人模å¼åœ¨è¿™æ¨¡å¼ä¸‹ä½ ä¸èƒ½åœ¨å›žåˆåˆ¶æ¨¡å¼ä¸‹å­˜æ¡£ã€‚", //L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", - L"这是真é“人模å¼åœ¨è¿™æ¨¡å¼ä¸‹ä½ åªèƒ½åœ¨æ¯å¤©çš„%02d:00下存档。", //L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", -}; - -// The_bob : pocket popup text defs -STR16 gszPocketPopupText[]= -{ - L"榴弹å‘射器", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"ç«ç®­å‘射器", // POCKET_POPUP_ROCKET_LAUNCHERS - L"格斗&投掷武器", // POCKET_POPUP_MEELE_AND_THROWN - L"- 没有åˆé€‚çš„å¼¹è¯ -", //POCKET_POPUP_NO_AMMO - L"- 区域存货没有武器 -", //POCKET_POPUP_NO_GUNS - L"更多...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features -STR16 szCovertTextStr[]= -{ - L"%s有迷彩油(血)的痕迹ï¼", //L"%s has camo!", - L"%s有ä¸åˆèº«ä»½çš„背包ï¼", //L"%s has a backpack!", - L"%s被å‘现æºå¸¦å°¸ä½“ï¼", //L"%s is seen carrying a corpse!", - L"%sçš„%s很å¯ç–‘ï¼", // L"%s's %s is suspicious!", - L"%sçš„%s属于军用装备ï¼", // L"%s's %s is considered military hardware!", - L"%sæºå¸¦äº†å¤ªå¤šçš„æžªæ”¯ï¼", //L"%s carries too many guns!", - L"%sçš„%s对于%s士兵æ¥è¯´å¤ªå…ˆè¿›äº†ï¼", //L"%s's %s is too advanced for an %s soldier!", - L"%sçš„%s有太多附件ï¼", // L"%s's %s has too many attachments!", - L"%s有å¯ç–‘的举动ï¼", //L"%s was seen performing suspicious activities!", - L"%s看起æ¥ä¸åƒå¹³æ°‘ï¼", //L"%s does not look like a civilian!", - L"%så—伤æµè¡€ä¸æ­¢è¢«å‘现了ï¼", //L"%s bleeding was discovered!", - L"%s醉醺醺的完全ä¸åƒä¸ªå£«å…µï¼", //L"%s is drunk and doesn't behave like a soldier!", - L"%s的伪装在近è·ç¦»è§‚察下暴露了ï¼", //L"On closer inspection, %s's disguise does not hold!", - L"%sä¸åº”该出现在这里ï¼", //L"%s isn't supposed to be here!", - L"%sä¸åº”该在这个时候出现在这里ï¼", //L"%s isn't supposed to be here at this time!", - L"%s被å‘现在尸体æ—边行踪诡秘ï¼", //L"%s was seen near a fresh corpse!", - L"%s的装备暴露了伪装ï¼", //L"%s equipment raises a few eyebrows!", - L"%s被å‘现正在攻击%sï¼", //L"%s is seen targetting %s!", - L"%s识破了%s的伪装ï¼", //L"%s has seen through %s's disguise!", - L"无法找到对应的衣æœä¿¡æ¯åœ¨Items.xml中ï¼", //L"No clothes item found in Items.xml!", - L"这在传统特性(旧)系统下无法工作ï¼", //L"This does not work with the old trait system!", - L"行动点数(AP)ä¸è¶³ï¼", //L"Not enough Aps!", - L"è‰²æ¿æ— æ•ˆï¼", //L"Bad palette found!", - L"你得有伪装技能æ‰èƒ½åšè¿™ä¸ªï¼", //L"You need the covert skill to do this!", - L"未å‘现制æœï¼", //L"No uniform found!", - L"%s已伪装æˆå¹³æ°‘。", //L"%s is now disguised as a civilian.", - L"%s已伪装æˆå£«å…µã€‚", //L"%s is now disguised as a soldier.", - L"%sç©¿ç€ä»¶ç ´ç ´çƒ‚烂的制æœï¼ï¼ˆæŒ‰ Ctrl + . 去除伪装)", // L"%s wears a disorderly uniform!", - L"事åŽçœ‹æ¥ï¼Œç©¿ç€ä¼ªè£…去åŠé™ä¸æ˜¯ä»€ä¹ˆå¥½ä¸»æ„…", // L"In retrospect, asking for surrender in disguise wasn't the best idea...", - L"%s被å‘现了ï¼", // L"%s was uncovered!", - L"%s的伪装看起æ¥è¿˜å¯ä»¥â€¦", // L"%s's disguise seems to be ok...", - L"%s的伪装è¦è¢«è¯†ç ´äº†ã€‚", // L"%s's disguise will not hold.", - L"%s在å·çªƒçš„æ—¶å€™è¢«å‘现了ï¼", // L"%s was caught stealing!", - L"%s在试图调整%s的装备物å“。", //L"%s tried to manipulate %s's inventory.", - L"敌军精英士兵ä¸è®¤è¯†%sï¼", //L"An elite soldier did not recognize %s!", - L"敌军所知的%s䏿˜¯å†›é˜Ÿé‡Œçš„ï¼", //L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"无法找到对应的头颅信æ¯åœ¨Items.xml中ï¼", //L"No head item found in Items.xml!", - L"这尸体无法被斩首ï¼", //L"Corpse cannot be decapitated!", - L"无法找到对应的肉类信æ¯åœ¨Items.xml中ï¼", //L"No meat item found in Items.xml!", - L"è¿™ä¸å¯èƒ½ï¼ä½ è¿™ä¸ªæ¶å¿ƒã€å˜æ€çš„å®¶ä¼™ï¼", //L"Not possible, you sick, twisted individual!", - L"这尸体已无衣å¯è„±ï¼", //L"No clothes to take!", - L"%s无法脱掉这尸体的衣æœï¼", //L"%s cannot take clothes off of this corpse!", - L"这尸体无法被带走ï¼", //L"This corpse cannot be taken!", - L"æ²¡æœ‰ç¬¬ä¸‰åªæ‰‹æºå¸¦å°¸ä½“了ï¼", //L"No free hand to carry corpse!", - L"无法找到对应的尸体信æ¯åœ¨Items.xml中ï¼", //L"No corpse item found in Items.xml!", - L"无效的尸体 IDï¼", //L"Invalid corpse ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s 䏿ƒ³åƒ %s",//L"%s does not want to eat %s", - L"%s 䏿ƒ³å– %s",//L"%s does not want to drink %s", - L"%s åƒäº† %s",//L"%s ate %s", - L"%s å–了 %s",//L"%s drank %s", - L"%s的力é‡å—æŸï¼Œå› ä¸ºåƒå¾—太饱,撑得四肢无力ï¼",//L"%s's strength was damaged due to being overfed!", - L"%s的力é‡å—æŸï¼Œå› ä¸ºæ²¡æœ‰åƒçš„,饿得头晕眼花ï¼",//L"%s's strength was damaged due to lack of nutrition!", - L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºåƒå¾—太饱,撑得肠胃欲裂ï¼",//L"%s's health was damaged due to being overfed!", - L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºæ²¡æœ‰åƒçš„ï¼Œé¥¿å¾—ç²¾ç¥žææƒšï¼",//L"%s's health was damaged due to lack of nutrition!", - L"%s的力é‡å—æŸï¼Œå› ä¸ºå–太多水,他水中毒了ï¼",//L"%s's strength was damaged due to excessive drinking!", - L"%s的力é‡å—æŸï¼Œå› ä¸ºæ²¡æœ‰æ°´å–,渴疯了ï¼",//L"%s's strength was damaged due to lack of water!", - L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºå–太多水,他水中毒了ï¼",//L"%s's health was damaged due to excessive drinking!", - L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºæ²¡æœ‰æ°´å–,渴疯了ï¼",//L"%s's health was damaged due to lack of water!", - L"区域供水ä¸å¯è¡Œï¼Œé£Ÿç‰©å’Œç”Ÿå­˜ç³»ç»Ÿå·²è¢«å…³é—­ï¼",//L"Sectorwide canteen filling not possible, Food System is off!", -}; - -STR16 szPrisonerTextStr[]= -{ - L"%då军官,%då精英士兵,%dåæ™®é€šå£«å…µï¼Œ%då行政人员,%då上将和%då平民都被审问了。", //L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", - L"得到了$%d赎金。", //L"Gained $%d as ransom money.", - L"%då俘è™å·²ä¾›å‡ºåŒä¼™ä½ç½®ã€‚", //L"%d prisoners revealed enemy positions.", - L"%då军官,%då精英士兵,%dåæ™®é€šå£«å…µï¼Œ%då行政人员加入了我方。", //L"%d officers, %d elites, %d regulars and %d admins joined our cause.", - L"ä¿˜è™æŽ€èµ·å¤§è§„æ¨¡æš´åŠ¨ï¼åœ¨%s监狱ï¼", //L"Prisoners start a massive riot in %s!", - L"%då俘è™è¢«æŠ¼é€åˆ°%s监狱ï¼", //L"%d prisoners were sent to %s!", - L"俘è™å·²è¢«é‡Šæ”¾ï¼", //L"Prisoners have been released!", - L"军队已å é¢†%s监狱,俘è™å·²è¢«é‡Šæ”¾ï¼", //L"The army now occupies the prison in %s, the prisoners were freed!", - L"æ•Œäººå®æ­»ä¸é™ï¼", //L"The enemy refuses to surrender!", - L"敌人ä¸è‚¯æ‹¿ä½ å½“囚犯 - 他们宿„¿ä½ æ­»ï¼", //L"The enemy refuses to take you as prisoners - they prefer you dead!", - L"此功能在INI设置里未开å¯ã€‚", // L"This behaviour is set OFF in your ini settings.", - L"%s 释放了 %sï¼", //L"%s has freed %s!", - L"一个高阶军官%s被å‘现ï¼", //L"A high-ranking army officer in %s has been revealed!", - L"敌方领袖拒ç»è€ƒè™‘投é™ï¼", //L"The enemy leader refuses to even consider surrender!", - L"%då囚犯自愿加入我军。", //L"%d prisoners volunteered to join our forces.", - L"你的佣兵æˆåŠŸé€ƒè„±äº†æ•Œäººçš„è¿½æ•。", //L"Some of your mercs managed to escape the enemy capture!", - L"没有逃跑与投é™ï¼Œåªæœ‰æ­»æˆ˜åˆ°åº•ï¼", //L"No possible escape is seen, it's a fight to the death!", -}; - -STR16 szMTATextStr[]= -{ - L"空无一物", - L"建造掩体", //L"building a fortification", - L"拆除掩体", //L"removing a fortification", - L"开垦",//L"hacking", - L"%så¿…é¡»åœæ­¢%s。", //L"%s had to stop %s.", - L"所选的路障无法å†è¯¥åˆ†åŒºå»ºé€ ", -}; - -STR16 szInventoryArmTextStr[]= -{ - L"ç‚¸æ¯ (%d AP)", //L"Blow up (%d AP)", - L"炸æ¯", //L"Blow up", - L"装备 (%d AP)", //L"Arm (%d AP)", - L"装备", //L"Arm", - L"解除 (%d AP)", //L"Disarm (%d AP)", - L"解除", //L"Disarm", -}; - -STR16 szBackgroundText_Flags[]= -{ - L" 会消耗掉背包中的è¯å“ \n", //L" might consume drugs in inventory\n", - L" 蔑视其他背景的角色 \n", //L" disregard for other backgrounds\n", - L" +1 角色等级在地下分区时 \n", //L" +1 level in underground sectors\n", - L" 有时候会å·çªƒå¹³æ°‘的钱 \n", //L" steals money from the locals sometimes\n", - - L" +1 埋设炸弹等级 \n", //L" +1 traplevel to planted bombs\n", - L" 会导致附近的佣兵è…è´¥ \n", //L" spreads corruption to nearby mercs\n", - L" female only", //L" female only", won't show up, text exists for compatibility reasons - L" male only", //L" male only", won't show up, text exists for compatibility reasons - - L"如果我们死了所有城镇都会å—到巨大的忠诚惩罚\n", //L" huge loyality penalty in all towns if we die\n", - - L" æ‹’ç»ä¼¤å®³åŠ¨ç‰©\n", //L" refuses to attack animals\n", - L" æ‹’ç»ä¼¤å®³åœ¨åŒä¸€å°é˜Ÿçš„æˆå‘˜\n", //L" refuses to attack members of the same group\n", -}; - -STR16 szBackgroundText_Value[]= -{ - L" %s%d%ï¼… 行动点在æžåœ°åœ°åŒº \n", //L" %s%d%% APs in polar sectors\n", - L" %s%d%ï¼… 行动点在沙漠地区 \n", //L" %s%d%% APs in desert sectors\n", - L" %s%d%ï¼… 行动点在沼泽地区 \n", //L" %s%d%% APs in swamp sectors\n", - L" %s%d%ï¼… 行动点在城镇地区 \n", //L" %s%d%% APs in urban sectors\n", - L" %s%d%ï¼… 行动点在森林地区 \n", //L" %s%d%% APs in forest sectors\n", - L" %s%d%ï¼… 行动点在平原地区 \n", //L" %s%d%% APs in plain sectors\n", - L" %s%d%ï¼… 行动点在河æµåœ°åŒº \n", // L" %s%d%% APs in river sectors\n", - L" %s%d%ï¼… 行动点在热带地区 \n", //L" %s%d%% APs in tropical sectors\n", - L" %s%d%ï¼… 行动点在海岸地区 \n", //L" %s%d%% APs in coastal sectors\n", - L" %s%d%ï¼… 行动点在山地地区 \n", //L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%ï¼… æ•æ·å€¼ \n", //L" %s%d%% agility stat\n", - L" %s%d%ï¼… çµå·§å€¼ \n", //L" %s%d%% dexterity stat\n", - L" %s%d%ï¼… 力é‡å€¼ \n", //L" %s%d%% strength stat\n", - L" %s%d%ï¼… 领导值 \n", //L" %s%d%% leadership stat\n", - L" %s%d%ï¼… 枪法值 \n", //L" %s%d%% marksmanship stat\n", - L" %s%d%ï¼… 机械值 \n", //L" %s%d%% mechanical stat\n", - L" %s%d%ï¼… 爆破值 \n", //L" %s%d%% explosives stat\n", - L" %s%d%ï¼… 医疗值 \n", //L" %s%d%% medical stat\n", - L" %s%d%ï¼… 智慧值 \n", //L" %s%d%% wisdom stat\n", - - L" %s%d%ï¼… 行动点在房顶时 \n", //L" %s%d%% APs on rooftops\n", - L" %s%d%ï¼… 行动点在游泳时 \n", //L" %s%d%% APs needed to swim\n", - L" %s%d%ï¼… 行动点在筑垒时 \n", //L" %s%d%% APs needed for fortification actions\n", - L" %s%d%ï¼… 行动点在å‘射迫击炮时 \n", //L" %s%d%% APs needed for mortars\n", - L" %s%d%ï¼… 行动点在æ“作背包时 \n", //L" %s%d%% APs needed to access inventory\n", - L" ç©ºé™æ—¶è§‚望其它方å‘\n %s%d%ï¼… 行动点在空é™åŽ \n", //L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%ï¼… è¡ŒåŠ¨ç‚¹åœ¨è¿›å…¥æˆ˜åŒºçš„ç¬¬ä¸€å›žåˆ \n", //L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%ï¼… 步行速度 \n", //L" %s%d%% travel speed on foot\n", - L" %s%d%ï¼… 开车速度 \n", //L" %s%d%% travel speed on land vehicles\n", - L" %s%d%ï¼… å飞机速度 \n", //L" %s%d%% travel speed on air vehicles\n", - L" %s%d%ï¼… å船速度 \n", //L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%ï¼… ç•æƒ§æŠµåˆ¶ \n", //L" %s%d%% fear resistance\n", - L" %s%d%ï¼… 压制å¿è€ \n", //L" %s%d%% suppression resistance\n", - L" %s%d%ï¼… 近战抗性 \n", //L" %s%d%% physical resistance\n", - L" %s%d%ï¼… é…’ç²¾è€æ€§ \n", //L" %s%d%% alcohol resistance\n", - L" %s%d%ï¼… 疾病抗性 \n", //L" %s%d%% disease resistance\n", - - L" %s%d%ï¼… 审问效率 \n", //L" %s%d%% interrogation effectiveness\n", - L" %s%d%ï¼… 监狱守å«å¼ºåº¦ \n", //L" %s%d%% prison guard strength\n", - L" %s%d%ï¼… ä¹°å–å¼¹è¯æ­¦å™¨ä¼˜æƒ  \n", //L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%ï¼… ä¹°å–æŠ¤ç”²ï¼Œæºè¡Œå…·ï¼Œåˆ€å…·ï¼Œå·¥å…·ç®±ç­‰ä¼˜æƒ  \n", //L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%ï¼… 队ä¼åŠé™èƒ½åŠ› \n", //L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%ï¼… 跑步速度 \n", //L" %s%d%% faster running\n", - L" %s%d%ï¼… 包扎速度 \n", //L" %s%d%% bandaging speed\n", - L" %s%d%ï¼… 精力æ¢å¤ \n", //L" %s%d%% breath regeneration\n", - L" %s%d%ï¼… è´Ÿé‡èƒ½åŠ› \n", //L" %s%d%% strength to carry items\n", - L" %s%d%ï¼… 食物需求 \n", //L" %s%d%% food consumption\n", - L" %s%d%ï¼… 饮水需求 \n", //L" %s%d%% water consumption\n", - L" %s%d ç¡çœ éœ€æ±‚ \n", //L" %s%d need for sleep\n", - L" %s%d%ï¼… 近战伤害 \n", //L" %s%d%% melee damage\n", - L" %s%d%ï¼… 刺刀准确度(CTH) \n", //L" %s%d%% cth with blades\n", - L" %s%d%ï¼… 迷彩效果 \n", //L" %s%d%% camo effectiveness\n", - L" %s%d%ï¼… 潜行效果 \n", //L" %s%d%% stealth\n", - L" %s%d%ï¼… 最大准确度(CTH) \n", //L" %s%d%% max CTH\n", - L" %s%d 夜晚å¬åŠ›èŒƒå›´ \n", //L" %s%d hearing range during the night\n", - L" %s%d 白天å¬åŠ›èŒƒå›´ \n", //L" %s%d hearing range during the day\n", - L" %s%d 解除陷阱效率 \n", - L" %s%d%ï¼… 防空导弹的命中率 \n", //L" %s%d%% CTH with SAMs\n", - - L" %s%d%ï¼… å‹å¥½å¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%ï¼… ç›´æŽ¥å¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to direct approach\n", - L" %s%d%ï¼… å¨èƒå¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%ï¼… æ‹›å‹Ÿå¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%ï¼… 暴力开门æˆåŠŸçŽ‡ \n", //L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%ï¼… 射击生物准确率(CTH) \n", //L" %s%d%% cth with firearms against creatures\n", - L" %s%d%ï¼… 医疗ä¿è¯é‡‘ \n", //L" %s%d%% insurance cost\n", - L" %s%d%ï¼… å‘现狙击手的æˆåŠŸçŽ‡ \n", - L" %s%d%ï¼… 疾病诊断的效率 \n", //L" %s%d%% effectiveness at diagnosing diseases\n", - L" %s%d%ï¼… 对人员治疗疾病的效率 \n", //L" %s%d%% effectiveness at treating population against diseases\n", - L" 能够å‘现%dæ ¼ä¹‹å†…çš„è„šå° \n", //L"Can spot tracks up to %d tiles away\n", - L" %s%d%ï¼… 被ä¼å‡»æ—¶çš„åˆå§‹è·ç¦» \n", //L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%ï¼… å‡ çŽ‡å›žé¿æ”»å‡» \n", //L" %s%d%% chance to evade snake attacks\n", - - L" 对æŸäº›å…¶ä»–èƒŒæ™¯çš„åŽŒæ¶ \n", //L" dislikes some other backgrounds\n", - L" å¸çƒŸè€…", //L"Smoker", - L" éžå¸çƒŸè€…", //L"Nonsmoker", - L" %s%d%ï¼… 敌军对蹲ä¼åœ¨æŽ©ä½“åŽä½£å…µçš„命中率 \n", //L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%ï¼… 建设速度 \n",//L" %s%d%% building speed\n", - L" 黑客技能:%s%d ",//L" hacking skill: %s%d ", - L" %s%d%% 掩埋尸体速度 \n", //L" %s%d%% burial speed\n", - L" %s%d%% ç®¡ç†æ•ˆçއ \n", //L" %s%d%% administration effectiveness\n", - L" %s%d%% 探索效率\n", //L" %s%d%% exploration effectiveness\n", -}; - -STR16 szBackgroundTitleText[] = -{ - L"I.M.P 佣兵背景", //L"I.M.P. Background", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = -{ - L"I.M.P 佣兵åè§", //L"I.M.P. Prejudices", -}; - -STR16 szPersonalityDisplayText[]= -{ - L"你看上去", //L"You look", - L"而且长相对你而言", //L"and appearance is", - L"é‡è¦ã€‚", //L"important to you.", - L"你举止", //L"You have", - L"而且", //L"and care", - L"在乎这些。", //L"about that.", - L"你是", //L"You are", - L"并且讨厌", //L"and hate everyone", - L"。", - L"ç§æ—ä¸»ä¹‰è€…ï¼Œè®¨åŽŒéž ", //L"racist against non-", - L"人。", //L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"你长得怎样?", //L"How do you look?", - L"别人的长相对你而言是å¦é‡è¦ï¼Ÿ", //L"How important are the looks of others to you?", - L"你行为举止如何?", //L"What are your manners?", - L"别人的行为举止对你而言是å¦é‡è¦ï¼Ÿ", //L"How important are the manners of other people to you?", - L"你是哪个国家的?", //L"What is your nationality?", - L"你讨厌哪个国家?", //L"What nation o you dislike?", - L"你有多讨厌那个国家?", //L"How much do you dislike that nation?", - L"ä½ çš„ç§æ—主义情结如何?", //L"How racist are you?", - L"ä½ æ˜¯å“ªä¸ªç§æ—ï¼Ÿä½ è®¨åŽŒæ‰€æœ‰éžæœ¬æ—人。", //L"What is your race? You will be\nracist against all other races.", - L"你的性别歧视程度如何?", //L"How sexist are you against the other gender?", -}; - - -STR16 szRaceText[]= -{ - L"白ç§", - L"黑ç§", - L"亚洲", - L"爱斯基摩", - L"拉美裔", -}; - -STR16 szAppearanceText[]= -{ - L"很普通", - L"很丑", - L"是大众脸", - L"很å¸å¼•人", - L"åƒä¸ªå­©å­", -}; - -STR16 szRefinementText[]= -{ - L"正常", //L"average manners", - L"é‚‹é¢", //L"manners of a slob", - L"讲究", //L"manners of a snob", -}; - -STR16 szRefinementTextTypes[] = -{ - L"普通的人", //L"normal people", - L"懒虫", //L"slobs", - L"努力的人", //L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"美国人", // 0 - L"阿拉伯人", - L"澳大利亚人", - L"英国人", - L"加拿大人", - L"å¤å·´äºº", // 5 - L"丹麦人", - L"法国人", - L"俄国人", - L"尼日利亚人", - L"瑞士人", // 10 - L"牙买加人", - L"波兰人", - L"中国人", - L"爱尔兰人", - L"å—éžäºº", // 15 - L"匈牙利人", - L"è‹æ ¼å…°äºº", - L"Arulco人", - L"德国人", - L"éžæ´²äºº", // 20 - L"æ„大利人", - L"è·å…°äºº", - L"罗马利亚人", - L"Metavira人", - - // newly added from here on - L"希腊人", // 25 - L"爱沙尼亚人", - L"委内瑞拉人", - L"日本人", - L"土耳其人", - L"å°åº¦äºº", // 30 - L"墨西哥人", - L"挪å¨äºº", - L"西ç­ç‰™äºº", - L"巴西人", - L"芬兰人", // 35 - L"伊朗人", - L"以色列人", - L"ä¿åŠ åˆ©äºšäºº", - L"瑞典人", - L"伊拉克人", // 40 - L"å™åˆ©äºšäºº", - L"比利时人", - L"è‘¡è„牙人", - L"白俄罗斯人", - L"塞尔维亚人", // 45 - L"巴基斯å¦äºº", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = -{ - L"美国人", // 0 - L"阿拉伯人", - L"澳大利亚人", - L"英国人", - L"加拿大人", - L"å¤å·´äºº", // 5 - L"丹麦人", - L"法国人", - L"俄国人", - L"尼日利亚人", - L"瑞士人", // 10 - L"牙买加人", - L"波兰人", - L"中国人", - L"爱尔兰人", - L"å—éžäºº", // 15 - L"匈牙利人", - L"è‹æ ¼å…°äºº", - L"Arulco人", - L"德国人", - L"éžæ´²äºº", // 20 - L"æ„大利人", - L"è·å…°äºº", - L"罗马利亚人", - L"Metavira人", - - // newly added from here on - L"希腊人", // 25 - L"爱沙尼亚人", - L"委内瑞拉人", - L"日本人", - L"土耳其人", - L"å°åº¦äºº", // 30 - L"墨西哥人", - L"挪å¨äºº", - L"西ç­ç‰™äºº", - L"巴西人", - L"芬兰人", // 35 - L"伊朗人", - L"以色列人", - L"ä¿åŠ åˆ©äºšäºº", - L"瑞典人", - L"伊拉克人", // 40 - L"å™åˆ©äºšäºº", - L"比利时人", - L"è‘¡è„牙人", - L"白俄罗斯人", - L"塞尔维亚人", // 45 - L"巴基斯å¦äºº", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"ä¸è®¨åŽŒå…¶å®ƒå›½ç±çš„人。", // used in personnel.cpp //L"do not hate any other nationality.", - L"无国ç±", // used in IMP generation //L"of no origin", -}; - -STR16 szCareLevelText[]= -{ - L"ä¸", - L"有点", - L"éžå¸¸", -}; - -STR16 szRacistText[]= -{ - L"éž", - L"正常", - L"æžç«¯", -}; - -STR16 szSexistText[]= -{ - L"éžæ€§åˆ«æ­§è§†è€…", - L"有些性别歧视者", - L"æžç«¯æ€§åˆ«æ­§è§†è€…", - L"å°Šé‡å¼‚性者", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"电池", //L"Batteries are ", - L"是满的", //L"full", - L"正常", //L"good", - L"剩余一åŠ", //L"at half", - L"电é‡ä½Ž", //L"low", - L"耗尽了", //L"depleted", - L"。", -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"ï¼…", // Percentage character -}; - -STR16 szSoldierClassName[]= -{ - L"佣兵", - L"新手民兵", - L"常规民兵", - L"精英民兵", - - L"市民", - - L"行政人员", - L"军队士兵", - L"精英士兵", - L"å¦å…‹", - - L"生物", - L"僵尸", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s 新闻议会", - L"%s 情报é…é€éƒ¨é—¨", - L"%s é©å‘½è¿åЍ", - L"时代国际版", - L"国际时代", - L"R.I.S(情报侦察æœåŠ¡ï¼‰", - - L"%s 媒体资æºé›†", - L"我们是中立情报部门。我们从%sæœé›†å„ç§æ–°é—»æŠ¥é“。我们ä¸ä¼šå¯¹è¿™äº›èµ„料进行评估——我们仅仅将它们å‘表出æ¥ä¾›ä½ è‡ªå·±è¯„估。我们从å„类资æºä¸­å‘布文章。", - - L"战斗总结", - L"战役报告", - L"最新新闻", - L"关于我们", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s,%s %s %s 于 %s。", - - L"åæŠ—军", - L"女王部队", - - L"进攻了", - L"袭击了", - L"空袭了", - - L"敌人从%s攻入。", - L"%s获得了æ¥è‡ª%s的支æ´ã€‚", - L"敌人从%s攻入,%s获得了æ¥è‡ª%s的支æ´ã€‚", - L"北方", - L"东方", - L"å—æ–¹", - L"西方", - L"å’Œ", - L"未知地区", - - L"该分区的建筑é­åˆ°äº†ç ´å。", - L"在战斗中,该地区建筑物被æŸå,计有%dä½å¹³æ°‘é­åˆ°æ€å®³ï¼Œ%dä½è´Ÿä¼¤ã€‚", //In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded. - L"在战斗中,%så’Œ%s呼å«äº†æ”¯æ´ã€‚", - L"在战斗中,%s呼å«äº†æ”¯æ´ã€‚", - L"目击者报é“äº¤æˆ˜åŒæ–¹éƒ½ä½¿ç”¨äº†åŒ–学武器。", - L"%s使用了化学武器。", - L"在交战大规模å‡çº§è¿‡ç¨‹ä¸­ï¼ŒåŒæ–¹éƒ½éƒ¨ç½²äº†å¦å…‹ã€‚", - L"%s部署了%d辆å¦å…‹ï¼Œ%d辆å¦å…‹åœ¨æ¿€çƒˆçš„交ç«ä¸­è¢«æ‘§æ¯ã€‚", - L"æ®ç§°åŒæ–¹éƒ½éƒ¨ç½²äº†ç‹™å‡»æ‰‹ã€‚", - L"未ç»è¯å®žçš„æ¶ˆæ¯ç§°æœ‰%så狙击手å‚与了交ç«ã€‚", - L"这一分区战略æ„义å分é‡å¤§ï¼Œå®ƒæ‹¥æœ‰%s军队的大é‡åœ°å¯¹ç©ºå¯¼å¼¹è®¾å¤‡ã€‚空中侦察摄影给指挥中心带æ¥ä¸¥é‡çš„伤害。这将导致从此途径%sçš„èˆªç­æ— æ³•å—åˆ°ä¿æŠ¤ã€‚", - L"åœ°é¢æƒ…å†µæ›´åŠ ä¸æ˜Žæœ—,看起æ¥å抗军混战达到了新的高度。我们已ç»ç¡®è®¤äº†å抗军民兵部队åŒå›½å¤–佣兵一起组织了主动进攻。", - L"ä¿çš‡å…šåœ¨å½“åœ°çš„åœ°ä½æ¯”之å‰é¢„期的更加糟糕。报告显示出现了内部分歧,军方人员互相ç«å¹¶ã€‚", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"深夜", // 23 - 3 - L"黎明", // 3 - 6 - L"早晨", // 6 - 8 - L"上åˆ", // 8 - 11 - L"æ­£åˆ", // 11 - 14 - L"下åˆ", // 14 - 18 - L"傿™š", // 18 - 21 - L"晚上", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"åˆå§‹èµ„金", - L"矿场收入", - L"贸易", - L"å…¶å®ƒæ¥æº", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"å¼¹è¯", - L"炸è¯", - L"食物", - L"医疗器械", - L"物å“维护", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"在这场实力悬殊的战役中,女王部队毫无抵抗地被完全歼ç­äº†ã€‚", - - L"åæŠ—军轻易地击败了女王部队,使其é­åˆ°å·¨å¤§æŸå¤±ã€‚", - L"åæŠ—军毫ä¸è´¹åŠ›åœ°æ²‰é‡æ‰“击了女王部队,并且俘è™äº†ä¸€äº›æ•Œäººã€‚", - - L"åœ¨è¿™åœºè¡€æˆ˜ä¸­ï¼ŒåæŠ—军最终战胜了对手。女王部队æŸå¤±å·¨å¤§ã€‚", - L"åæŠ—军略有æŸå¤±ï¼Œæœ€ç»ˆå‡»è´¥äº†ç²¾è‹±éƒ¨é˜Ÿã€‚未è¯å®žæ¶ˆæ¯ç§°ä¸€äº›å£«å…µå¯èƒ½è¢«ä¿˜è™ã€‚", - - L"在一场皮洛士å¼èƒœåˆ©ä¸­ï¼Œå抗军击退了精英部队,但是自己也æŸå¤±æƒ¨é‡ã€‚很难肯定他们在这样的连续攻势下能å¦åšæŒå¾—ä½ã€‚", - - L"女王部队å å°½å¤©æ—¶åœ°åˆ©äººå’Œã€‚åæŠ—å†›æ²¡æœ‰ä»»ä½•æœºä¼šï¼Œå¦‚æžœä¸æ’¤é€€ï¼Œè¦ä¹ˆè¢«æ€æ­»æˆ–者被俘è™ã€‚", - L"å°½ç®¡åæŠ—军在人数上å ç”¨ä¼˜åŠ¿ï¼Œå¥³çŽ‹éƒ¨é˜Ÿè¿˜æ˜¯è½»æ˜“åœ°å‡»é€€äº†ä»–ä»¬ã€‚", - - L"åæŠ—军显然对装备精良且为数众多的女王部队毫无准备,他们被轻易地击败了。", - L"è™½ç„¶åæŠ—å†›åœ¨äººæ•°ä¸Šå æœ‰ä¼˜åŠ¿ï¼Œä½†æ˜¯å¥³çŽ‹éƒ¨é˜Ÿè£…å¤‡ç²¾è‰¯ã€‚åæŠ—军显然è½è´¥äº†ã€‚", - - L"åœ¨æ¿€çƒˆçš„æˆ˜æ–—ä¸­åŒæ–¹éƒ½é­åˆ°äº†å·¨å¤§æŸå¤±ï¼Œä¸è¿‡æœ€ç»ˆï¼Œå¥³çŽ‹éƒ¨é˜Ÿä»¥äººæ•°ä¸Šçš„ä¼˜åŠ¿å†³å®šäº†æˆ˜å½¹çš„èƒœåˆ©ã€‚åæŠ—军被击溃。至于有没有幸存者,我们目å‰è¿˜æ— æ³•核实。", - L"在激烈的交ç«ä¸­ï¼Œå¥³çŽ‹éƒ¨é˜Ÿçš„ä¼˜ç§€è®­ç»ƒèµ·åˆ°äº†å…³é”®æ€§ä½œç”¨ã€‚åæŠ—军被迫撤退。", - - L"åŒæ–¹éƒ½ä¸æ„¿è½»æ˜“è®¤è¾“ã€‚è™½ç„¶å¥³çŽ‹éƒ¨é˜Ÿæœ€ç»ˆæ‰«é™¤äº†å½“åœ°çš„åæŠ—军å¨èƒï¼Œä½†æ˜¯å·¨å¤§çš„æŸå¤±ä½¿å¾—å¥³çŽ‹å†›é˜Ÿæœ¬èº«å存实亡。ä¸è¿‡å¾ˆæ˜¾ç„¶ï¼Œå¦‚果女王军队能够耗得起的è¯ï¼Œå抗军很快就会消失得一干二净了。", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"无关的", - L"ä¸é‡è¦çš„", - L"è‘—åçš„", - L"值得注æ„çš„", - L"é‡å¤§çš„", - L"有趣的", - L"é‡è¦çš„", - L"相当é‡è¦çš„", - L"å分é‡è¦çš„", - L"æžä¸ºé‡è¦çš„", - L"æ„义é‡å¤§çš„", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"æ€æ­»", - L"å—伤", - L"俘è™", - L"射击次数", - - L"获益", - L"消费", - L"æŸå¤±", - L"å‚与者", - - L"晋å‡", - L"总结", - L"细节", - L"上一个", - - L"下一个", - L"事件", - L"天", -}; - -STR16 szCampaignStatsOperationPrefix[] = -{ - L"è£è€€ä¹‹%s", //"Glorious %s" - L"强势之%s", //"Mighty %s" - L"å¨ä¸¥ä¹‹%s", //"Awesome %s" - L"æ— ç•之%s", //"Intimidating %s" - - L"强力之%s", //"Powerful %s" - L"彻地之%s", //"Earth-Shattering %s" - L"诡诈之%s", //"Insidious %s" - L"疾速之%s", //"Swift %s" - - L"狂暴之%s", //"Violent %s" - L"残暴之%s", //"Brutal %s" - L"无情之%", //"Relentless %s" - L"冷酷之%s", //"Merciless %s" - - L"食人之%s", //"Cannibalistic %s" - L"åŽä¸½ä¹‹%s", //"Gorgeous %s", - L"凶猛之%s", //"Rogue %s", - L"å¯ç–‘之%s", //"Dubious %s", - - L"中性之%s", //"Sexually Ambigious %s" - L"燃烧之%s", //"Burning %s" - L"狂怒之%s", //"Enraged %s" - L"幻想之%s", //"Visonary %s" - - // 20 - L"阴森之%s", //L"Gruesome %s", - L"éžäººé“之%s", //L"International-law-ignoring %s", - L"挑衅之%s", //L"Provoked %s", - L"无尽之%s", //L"Ceaseless %s", - - L"执ç€ä¹‹%s", //L"Inflexible %s", - L"ä¸å±ˆä¹‹%s", //L"Unyielding %s", - L"无悔之%s", //L"Regretless %s", - L"残酷的%s", //L"Remorseless %s", - - L"易怒之%s", //L"Choleric %s", - L"æ„外之%s", //L"Unexpected %s", - L"民众之%s", //L"Democratic %s", - L"渴望之%s", //L"Bursting %s", - - L"多党之%s", //L"Bipartisan %s", - L"浴血之%s", //L"Bloodstained %s", - L"红装之%s", //L"Rouge-wearing %s", - L"无辜之%s", //L"Innocent %s", - - L"坿¶çš„%s", //L"Hateful %s", - L"阴险的%s", //L"Underwear-staining %s", - L"æ€æˆ®çš„%s", //L"Civilian-devouring %s", - L"æ— ç•çš„%s", //L"Unflinching %s", - - // 40 - L"毫ä¸ç•™æƒ…çš„%s", //L"Expect No Mercy From Our %s", - L"疯狂的%s", //L"Very Mad %s", - L"终æžçš„%s", //L"Ultimate %s", - L"愤怒的%s", //L"Furious %s", - - L"é¿è®©%s", //L"Its best to Avoid Our %s", - L"敬ç•%s", //L"Fear the %s", - L"%s万å²ï¼", //L"All Hail the %s!", - L"ä¿æŠ¤%s", //L"Protect the %s", - - L"å°å¿ƒ%s", //"Beware the %s" - L"碾碎%s", //"Crush the %s" - L"两é¢ä¸‰åˆ€çš„%s", //"Backstabbing %s" - L"狠毒的%s", //"Vicious %s" - - L"è™å¾…ç‹‚çš„%s", //L"Sadistic %s", - L"燃烧的%s", //L"Burning %s", - L"愤怒的%s", //L"Wrathful %s", - L"无敌的%s", //L"Invincible %s", - - L"负罪的%s", //L"Guilt-ridden %s", - L"è…烂的%s", //L"Rotting %s", - L"无垢的%s", //L"Sanitized %s", - L"自我怀疑的%s", //L"Self-doubting %s", - - // 60 - L"远å¤çš„%s", //L"Ancient %s", - L"饥饿的%s", //L"Very Hungry %s", - L"ä¹åŠ›çš„%s", //L"Sleepy %s", - L"消æžçš„%s", //L"Demotivated %s", - - L"严酷的%s", //"Cruel %s" - L"æ¼äººçš„%s", //"Annoying %s" - L"呿€’çš„%s", //"Huffy %s" - L"åŒæ€§çš„%s", //"Bisexual %s" - - L"å°–å«çš„%s", //L"Screaming %s", - L"丑æ¶çš„%s", //L"Hideous %s", - L"ä¿¡ä»°çš„%s", //L"Praying %s", - L"é˜´é­‚ä¸æ•£çš„%s", //L"Stalking %s", - - L"冷血的%s", // L"Cold-blooded %s", - L"坿€•çš„%s", // L"Fearsome %s", - L"å¤§æƒŠå°æ€ªçš„%s", // L"Trippin' %s", - L"该死的%s", // L"Damned %s", - - L"食素的%s", // L"Vegetarian %s", - L"夿€ªçš„%s", // L"Grotesque %s", - L"è½åŽçš„%s", // L"Backward %s", - L"优越的%s", // L"Superior %s", - - // 80 - L"低劣的%s", //L"Inferior %s", - L"ä¸å¥½ä¸åçš„%s", //L"Okay-ish %s", - L"色欲旺盛的%s", //L"Porn-consuming %s", - L"中毒的%s", //L"Poisoned %s", - - L"自觉的%s", //L"Spontaneous %s", - L"懒惰的%s", //L"Lethargic %s", - L"é ä¸ä½çš„%s", //L"Tickled %s", - L"脑残的%s", //L"The %s is a dupe!", - - L"%s是瘾å›å­", //L"%s on Steroids", - L"%s大战é“血战士", //L"%s vs. Predator", - L"è€èŠ±æ‹›çš„%s", //L"A %s with a twist", - L"自娱自ä¹çš„%s", //L"Self-Pleasuring %s", - - L"åŠäººåŠ%s", //L"Man-%s hybrid", - L"愚蠢的%s", //L"Inane %s", // - L"昂贵的%s", //L"Overpriced %s", - L"åˆå¤œ%s", //L"Midnight %s", - - L"资本家的%s", //L"Capitalist %s", - L"共产党的%s", //L"Communist %s", - L"热烈的%s", //L"Intense %s", - L"åšå®šçš„%s", //L"Steadfast %s", - - // 100 - L"å—œç¡çš„%s",//L"Narcoleptic %s", - L"晒白的%s",// L"Bleached %s", - L"咬指甲的%s",//L"Nail-biting %s", - L"猛击%s",//L"Smite the %s", - - L"嗜血的%s",//L"Bloodthirsty %s", - L"肥胖的%s",// L"Obese %s", - L"诡计多端的%s",// L"Scheming %s", - L"驼背的%s",//L"Tree-Humping %s", - - L"便宜的%s",//L"Cheaply made %s", - L"圣æ´çš„%s",//L"Sanctified %s", - L"被诬告的%s",//L"Falsely accused %s", - L"%s被救æ´",//L"%s to the rescue", - - L"螃蟹人大战%s",//L"Crab-people vs. %s", - L"%s上天了!!!",//L"%s in Space!!!", - L"%s大战哥斯拉",//L"%s vs. Godzilla", - L"野性%s",// L"Untamed %s", - - L"è€ç”¨çš„%s",//L"Durable %s", - L"厚颜无耻的%s",// L"Brazen %s", - L"贪婪的%s",//L"Greedy %s", - L"åˆå¤œ%s",// L"Midnight %s", - - // 120 - L"困惑的%s",//L"Confused %s", - L"æ¼æ€’çš„%s",//L"Irritated %s", - L"坿¶çš„%s",//L"Loathsome %s", - L"èºç‹‚çš„%s",//L"Manic %s", - - L"å¤è€çš„%s",//L"Ancient %s", - L"鬼鬼祟祟的%s",//L"Sneaking %s", - L"%s之末日",//L"%s of Doom", - L"%s之å¤ä»‡",//L"%s's revenge", - - L"%s上演中",//L"A %s on the run", - L"æ¥ä¸åŠ%s了",//L"A %s out of time", - L"带ç€%s",//L"One with %s", - L"%sæ¥è‡ªåœ°ç‹±",//L"%s from hell", - - L"超级-%s",//L"Super-%s", - L"终æž-%s",//L"Ultra-%s", - L"巨型-%s",//L"Mega-%s", - L"超级巨型-%s",// L"Giga-%s", - - L"一些%s",//L"A quantum of %s", - L"%s陛下",//L"Her Majesties' %s", - L"颤抖的%s",//L"Shivering %s", - L"坿€•çš„%s",// L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"é¾™", //L"Dragon", - L"ç‹®", //L"Mountain Lion", - L"蛇", //L"Copperhead Snake", - L"ç‹—", //L"Jack Russell Terrier", - - L"敌", //L"Arch-Nemesis", - L"怪", //L"Basilisk", - L"锋", //L"Blade", - L"盾", //L"Shield", - - L"锤", //L"Hammer", - L"çµ", //L"Spectre", - L"府", //L"Congress", - L"ç”°", //L"Oilfield", - - L"ç”·å‹", //L"Boyfriend", - L"女å‹", //L"Girlfriend", - L"丈夫", //L"Husband", - L"åŽå¦ˆ", //L"Stepmother", - - L"蜥", //"Sand Lizard" - L"å", //"Bankers" - L"蟒", //"Anaconda" - L"猫", //"Kitten" - - // 20 - L"国会", //"Congress" - L"议院", //"Senate" - L"牧师", //"Cleric" - L"混蛋", //"Badass" - - L"刺刀", //L"Bayonet", - L"狼ç¾", //L"Wolverine", - L"战士", //L"Soldier", - L"æ ‘è›™", //L"Tree Frog", - - L"黄鼠狼", //L"Weasel", - L"çŒæœ¨ä¸›", //L"Shrubbery", - L"æ²¹å‘", //L"Tar pit", - L"æ—¥è½", //L"Sunset", - - L"å°é£Ž", //L"Hurricane", - L"山猫", //L"Ocelot", - L"è€è™Ž", //L"Tiger", - L"国防", //L"Defense Industry", - - L"雪豹", //L"Snow Leopard", - L"巨魔", //L"Megademon", - L"蜻蜓", //L"Dragonfly", - L"猎犬", //L"Rottweiler", - - // 40 - L"表哥", //L"Cousin", - L"奶奶", //L"Grandma", - L"å©´å„¿", //L"Newborn", - L"异教徒", //L"Cultist", - - L"大清洗", //L"Disinfectant", - L"民主", //L"Democracy", - L"军阀", //L"Warlord", - L"末日æ€å™¨", //L"Doomsday Device", - - L"部长", //L"Minister", - L"å°äºº", //L"Beaver", - L"刺客", //L"Assassin", - L"死亡之雨", //L"Rain of Burning Death", - - L"先知", //L"Prophet", - L"入侵者", //L"Interloper", - L"å字军", //L"Crusader", - L"政府", //L"Administration", - - L"超新星", //L"Supernova", - L"解放", //L"Liberty", - L"爆炸", //L"Explosion", - L"é¹°éš¼", //L"Bird of Prey", - - // 60 - L"èŽç‹®", //L"Manticore", - L"寒霜巨人", //L"Frost Giant", - L"åæµ", //L"Celebrity", - L"有钱人", //L"Middle Class", - - L"大嗓门", //L"Loudmouth", - L"替罪羊", //L"Scape Goat", - L"军犬", //L"Warhound", - L"å¤ä»‡", //L"Vengeance", - - L"è¦å¡ž", //L"Fortress", - L"å°ä¸‘", //L"Mime", - L"指挥家", //L"Conductor", - L"领头人", //L"Job-Creator", - - L"糊涂蛋", //L"Frenchman", - L"强力胶", //L"Superglue", - L"è¾èžˆ", //L"Newt", - L"无能者", //L"Incompetency", - - L"è’原狼", //L"Steppenwolf", - L"é“ç §", //L"Iron Anvil", - L"大领主", //L"Grand Lord", - L"统治者", //L"Supreme Ruler", - - // 80 - L"独è£è€…", //L"Dictator", - L"离世", //L"Old Man Death", - L"碎纸机", //L"Shredder", - L"å¸å°˜å™¨", //L"Vacuum Cleaner", - - L"仓鼠", //L"Hamster", - L"癞蛤蟆", //L"Hypno-Toad", - L"DJ", //L"Discjockey", - L"é€è‘¬è€…", //L"Undertaker", - - L"蛇å‘女妖", //L"Gorgon", - L"å°å­©", //L"Child", - L"黑帮", //L"Mob", - L"猛禽", //L"Raptor", - - L"女神", //L"Goddess", - L"性别歧视", //L"Gender Inequality", - L"二五仔", //L"Mole", - L"壿´»", //L"Baby Jesus", - - L"æ­¦è£…ç›´å‡æœº", //L"Gunship", - L"公民", //L"Citizen", - L"情人", //L"Lover", - L"基金", //L"Mutual Fund", - - // 100 - L"制æœ",//L"Uniform", - L"军刀",//L"Saber", - L"雪豹",//L"Snow Leopard", - L"黑豹",//L"Panther", - - L"åŠäººé©¬",//L"Centaur", - L"èŽå­",//L"Scorpion", - L"毒蛇",//L"Serpent", - L"黑寡妇",// L"Black Widow", - - L"狼蛛",// L"Tarantula", - L"秃鹫",//L"Vulture", - L"异教徒",//L"Heretic", - L"僵尸",//L"Zombie", - - L"劳模",//L"Role-Model", - L"æ¶é¬¼",//L"Hellhound", - L"猫鼬",//L"Mongoose", - L"护士",//L"Nurse", - - L"修女",//L"Nun", - L"太空鬼魂",//L"Space Ghost", - L"毒蛇",//L"Viper", - L"黑曼巴",//L"Mamba", - - // 120 - L"罪人",//L"Sinner", - L"圣人",//L"Saint", - L"彗星",//L"Comet", - L"æµæ˜Ÿ",//L"Meteor", - - L"虫ç½å¤´",//L"Can of worms", - L"鱼油",//L"Fish oil pills", - L"æ¯ä¹³",//L"Breastmilk", - L"触手",//L"Tentacle", - - L"疯狂",//L"Insanity", - L"å‘ç–¯",//L"Madness", - L"咳嗽",//L"Cough reflex", - L"结肠",//L"Colon", - - L"国王",//L"King", - L"女皇",//L"Queen", - L"主教",//L"Bishop", - L"农民",//L"Peasant", - - L"高塔",//L"Tower", - L"大厦",//L"Mansion", - L"战马",//L"Warhorse", - L"è£åˆ¤",//L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = -{ - // main page - L"佣兵之家", //L"Mercs Love or Dislike You", - L"互è”网上最好的团队分æžä¸“å®¶", //L"Your #1 teambuilding experts on the web", - - L"关于我们", //L"About us", - L"团队分æž", //L"Analyse a team", - L"æˆå¯¹åˆ†æž", //L"Pairwise comparison", - L"客户æ„è§", //L"Personalities", - L"客户æ„è§", //L"Customer voices", - - L"å¦‚æžœæ‚¨çš„ä¸šåŠ¡æ˜¯ä¸ºæœ‰å®žæ—¶æ€§è¦æ±‚的项目æä¾›åˆ›æ–°çš„解决方案,也许您会ç»å¸¸è§‚察到如下现象:", //L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"您的团队效率低下。", //L"Your team struggles with itself.", - L"您的员工ç»å¸¸å†…斗。", //L"Your employees waste time working against each other.", - L"您的员工离èŒçŽ‡å¾ˆé«˜ã€‚", //L"Your workforce experiences a high fluctuation rate.", - L"您的多数员工都ä¸å–œæ¬¢è¿™ä»½å·¥ä½œã€‚", //L"You constantly receive low marks on workplace satisfaction ratings.", - L"如果您ç»å¸¸è§‚察到以上一项或多项情况,那么您的员工的工作效率并ä¸é«˜ï¼Œæ‚¨çš„生æ„也就å¯èƒ½ä¼šå‡ºçŽ°é—®é¢˜ã€‚å¹¸å¥½æˆ‘ä»¬æœ‰æ˜“å­¦æ˜“æ“作的专利系统MeLoDY,立马就能让您的å•ä½å·¥ä½œæ•ˆçŽ‡ç¿»ç•ªï¼Œè®©æ‚¨çš„å‘˜å·¥å–œä¸Šçœ‰æ¢¢ï¼", //L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"客户感谢信:", //L"A few citations from our satisfied customers:", - L"我最近一次æ‹çˆ±æ˜¯ä¸€åœºç¾éš¾ã€‚我很自责...但是现在我开çªäº†ã€‚所有男人全都该死ï¼MeLoDY,谢谢你å¯å‘了我ï¼", //L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G,å°è¯´å®¶-", //L"-Louisa G., Novelist-", - L"我和我兄弟们关系一直ä¸å¥½ï¼Œæœ€è¿‘å˜å¾—更糟糕了。MeLoDY告诉我一切都是我们ä¸ä¿¡ä»»çˆ¶äº²çš„é”™ã€‚è°¢è°¢ä½ ï¼æˆ‘è¦æ‰¾æœºä¼šå’Œçˆ¶äº²å¥½å¥½è°ˆè°ˆè¿™ä¸ªäº‹æƒ…。", //L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C,典狱官-", //L"-Konrad C., Corrective law enforcement-", - L"我一直都独æ¥ç‹¬å¾€ï¼Œæ‰€ä»¥å¾ˆéš¾å’Œåˆ«äººç»„队。您让我è§è¯†åˆ°äº†å¦‚何组队。MeLoDY真是帮大忙了啊ï¼", //L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W,è€è›‡äºº-", //L"-Grant W., Snake charmer-", - L"å¹²æˆ‘ä»¬è¿™ä¸€è¡Œçš„ï¼Œå¿…é¡»å¾—ç™¾åˆ†ç™¾ä¿¡ä»»ä½ çš„æ‰€æœ‰ç»„å‘˜ï¼Œæ‰€ä»¥æˆ‘ä»¬æ¥æ±‚助砖家 - 求助MeLoDY系统", //L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L,社会主义精神病患集团-", //L"-Halle L., SPK-", - L"我是局里唯一一个å‘声的。由于我们的组员大都自命ä¸å‡¡ï¼Œæ‰€ä»¥å·¥ä½œä¸­é‡åˆ°äº†å¾ˆå¤šé—®é¢˜ã€‚ä¸è¿‡çŽ°åœ¨æˆ‘ä»¬å·²ç»å­¦ä¼šäº†äº’相尊é‡ï¼Œèƒ½å®Œç¾Žçš„å作了。", //L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C,美国国家航空航天局-", //L"-Michael C., NASA-", - L"我强力推è这个网站ï¼", //L"I fully recommend this site!", - L"-Kasper H,H&C物æµå…¬å¸-", //L"-Kasper H., H&C logistic Inc-", - L"我们的培训æµç¨‹æ—¶é—´å¾ˆçŸ­ï¼Œæ‰€ä»¥æˆ‘ä»¬å¾—çŸ¥é“æ¯ä¸ªå‘˜å·¥çš„个性。使用MeLoDY系统是明智的选择", //L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke,Kerberus安ä¿å…¬å¸-", //L"-Stan Duke, Kerberus Inc-", - - // analyze - L"选择您的员工", //L"Choose your employee", - L"选择您的å°é˜Ÿ", //L"Choose your squad", - - // error messages - L"ç›®å‰æ‚¨è¿˜æ²¡æœ‰å‘˜å·¥åœ¨å²—。士气低è½å¾€å¾€ä¼šå¯¼è‡´å‘˜å·¥è¾ƒé«˜çš„脱岗率。", //L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s枪毙了我ï¼", //L"%s shot me!", - L"%sèƒŒç€æˆ‘è€é˜´æ‹›", //L"%s is scheming behind my back", - L"%s干扰我的工作", //L"%s interfered in my business", - L"%s和敌人是一伙的", //L"%s is friends with my enemy", - - L"%s抢我的å•å­", //L"%s got a contract before I did", - L"%s命令我们夹ç€å°¾å·´é€ƒè·‘", //L"%s ordered a shameful retreat", - L"%sæ»¥æ€æ— è¾œ", //L"%s massacred the innocent", - L"%s拖我们åŽè…¿", //L"%s slows us down", - - L"%s从ä¸åˆ†äº«é£Ÿç‰©", //L"%s doesn't share food", - L"%s会让任务失败", //L"%s jeopardizes the mission", - L"%s是个瘾å›å­", //L"%s is a drug addict", - L"%s是个å·ä¸œè¥¿çš„è´¼", //L"%s is thieving scum", - - L"%s是个ä¸ç§°èŒçš„æŒ‡æŒ¥å®˜", //L"%s is an incompetent commander", - L"%sä¸å€¼é‚£ä¹ˆå¤šè–ªæ°´", //L"%s is overpaid", - L"%s抢走了所有好东西", //L"%s gets all the good stuff", - L"%sæ‹¿æžªæŒ‡ç€æˆ‘", //L"%s mounted a gun on me", - - L"%s为我疗伤", //L"%s treated my wounds", - L"我和%så–é…’å–得挺高兴", //L"Had a good drink with %s", - L"%s挺有趣", //L"L"%s is fun to get wasted with", - L"%så–多了会撒酒疯", //L"%s is annoying when drunk", - - L"%så–多了会å˜ç™½ç—´", //L"%s is an idiot when drunk", - L"%s的观点与我们相左", //L"%s opposed our view in an argument", - L"%s的观点在我们这边", //L"%s supported our position", - L"%såŒæ„我们的论断", //L"%s agrees to our reasoning", - - L"%s是个异教徒", //L"%s's beliefs are contrary to ours", - L"%s知é“如何安抚别人", //L"%s knows how to calm down people", - L"%s太迟é’", //L"%s is insensitive", - L"%s能åšåˆ°äººå°½å…¶æ‰", //L"%s puts people in their places", - - L"%s过于冲动", //L"%s is way too impulsive", - L"%s是个病秧å­", //L"%s is disease-ridden", - L"%s治好了我的病", //L"%s treated my diseases", - L"%s在战斗中从ä¸é€€ç¼©", //L"%s does not hold back in combat", - - L"%s就是个武术疯å­", //L"%s enjoys combat a bit too much", - L"%s是个好è€å¸ˆ", //L"%s is a good teacher", - L"%s带领我们走å‘胜利", //L"%s led us to victory", - L"%s救过我的命", //L"%s saved my life", - - L"%s跟我抢人头", //L"%s stole my kill", - L"%s跟我一起扛过枪", //L"%s and me fought well together", - L"%såŠé™äº†æ•Œå†›", //L"%s made the enemy surrender", - L"%s打伤了平民", //L"%s injured civilians", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"世界å«ç”Ÿç»„织", //L"World Health Organization", - L"为生活带æ¥å¥åº·", //L"Bringing health to life", - - // links to other pages - L"关于世界å«ç”Ÿç»„织", //L"About WHO", - L"关于Arulco的传染病", //L"Disease in Arulco", - L"关于传染病", //L"About diseases", - - // text on the main page - L"世界å«ç”Ÿç»„织是è”åˆå›½ç³»ç»Ÿå†…å«ç”Ÿé—®é¢˜çš„æŒ‡å¯¼å’Œå调机构。", //L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"它负责对全çƒå«ç”Ÿäº‹åŠ¡æä¾›é¢†å¯¼ï¼Œæ‹Ÿå®šå«ç”Ÿç ”究议程,制订规范和标准,制定实事求是的政策方案,å‘å„国æä¾›æŠ€æœ¯æ”¯æŒï¼Œä»¥åŠç›‘测和评估å«ç”Ÿè¶‹åŠ¿ã€‚", //L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"在二å一世纪,å„国è¦é€šåŠ›å作,é‡è§†å«ç”Ÿé—®é¢˜ï¼Œç‰¹åˆ«æ˜¯å…¨æ°‘医ä¿å’Œå作防御跨国传染病。", //L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"现在致命的Arulcan瘟疫正在å°å›½Arulco肆è™ã€‚", //L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"由于国家å«ç”Ÿç³»ç»Ÿçš„æ··ä¹±çжæ€ï¼Œåªæœ‰å†›é˜Ÿçš„医护兵团在与致命瘟疫奋战。", //L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"由于Arulcoé™åˆ¶è”åˆå›½æœºæž„åœ¨å½“åœ°å±•å¼€è¡ŒåŠ¨ï¼Œç›®å‰æˆ‘们唯一能åšçš„就是在地图上标出现阶段Arulcoå„地的疫情。但是由于与Arulco政府打交é“å分困难,我们ååˆ†é—æ†¾çš„通告该地图的使用者,必须缴纳æ¯å¤©$%d的地图使用费用。", //L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"您希望获得Arulco现阶段疫情的详细资料å—?一旦获得,这些数æ®ä¼šåœ¨æˆ˜ç•¥åœ°å›¾ä¸Šæ ‡å‡ºã€‚", //L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"æ‚¨ç›®å‰æ²¡æœ‰è®¿é—®æƒé™ï¼Œä¸èƒ½è޷得䏖å«ç»„织关于Arulcan瘟疫的数æ®ã€‚", //L"You currently do not have access to WHO data on the arulcan plague.", - L"疫情的详细资料已在您的地图上标出。", //L"You have acquired detailed maps on the status of the disease.", - L"订阅地图更新", //L"Subscribe to map updates", - L"注销地图更新", //L"Unsubscribe map updates", - - // helpful tips page - L"Arulcan瘟疫这ç§è‡´å‘½çš„瘟疫一般ä¸ä¼šåœ¨Arulcoè¿™ç§å°å›½çˆ†å‘。其典型的爆å‘过程是,首批感染者在沼泽地区或者热带地区被蚊å­å®åˆ°åŽæ„ŸæŸ“,然åŽé¦–批感染者会在ä¸çŸ¥ä¸è§‰ä¸­ä¼ æŸ“其他邻近城市的人。", //L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"如果被感染,症状ä¸ä¼šç«‹åˆ»å‡ºçŽ°ï¼Œå¯èƒ½è¦åœ¨å‡ å¤©ä»¥åŽæ‰èƒ½å‘现早期症状。", //"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"在战术地图上,使用鼠标移动到你的佣兵肖åƒä¸Šæ¥æŸ¥çœ‹ä½ çš„佣兵感染已知疾病的状况。", //"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"多数疾病会éšç€æ—¶é—´æµé€è¶Šå‘严é‡ï¼Œå¿…须尽早分é…一个医生到你的队ä¼ã€‚", //"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"æŸäº›ç–¾ç—…å¯ä»¥ç”¨ç‰¹å®šè¯ç‰©æ²»æ„ˆï¼Œä½ å¯ä»¥ä»Žå¤§è¯å“店中找到这些è¯ã€‚", //"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"医生å¯ä»¥è¢«æŒ‡æ´¾åŽ»æ£€æŸ¥æ‰€æœ‰çš„åŒè¡Œçš„åŒä¼´æ˜¯å¦æŸ“病,你å¯ä»¥åŠæ—¶åœ¨ç—‡çŠ¶çˆ†å‘之å‰å‘现它ï¼", //"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"当医生治疗被感染的病患的时候他会有较高的几率感染疾病,所以此时防护æœå°±æ˜¾å¾—很有用ï¼", //"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"一把刀ç ä¼¤äº†ä¸€ä¸ªè¢«æ„ŸæŸ“的人以åŽè¿™æŠŠåˆ€å°±è¢«æ„ŸæŸ“了,å¯ä»¥å°†è¯¥ä¼ æŸ“æºå¸¦åˆ°å…¶ä»–地方以扩散瘟疫。", //"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus安ä¿å…¬å¸", - L"ç»éªŒä¸°å¯Œçš„安ä¿å…¬å¸", //"Experience In Security", - - // links to other pages - L"Kerberus安ä¿å…¬å¸", //"What is Kerberus?", - L"团队åˆçº¦", //"Team Contracts", - L"个人åˆçº¦", //"Individual Contracts", - - // text on the main page - L"Kerberus安ä¿å…¬å¸æ˜¯ä¸€ä¸ªè‘—å的国际ç§äººå†›äº‹æ‰¿åŒ…商。æˆç«‹äºŽ1983,我们在全çƒèŒƒå›´æä¾›å®‰ä¿æœåŠ¡å’Œæ­¦è£…åŠ›é‡åŸ¹è®­ã€‚", //"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"我公å¸åŸ¹è®­å‡ºçš„出色的员工为全世界超过30个政府æä¾›å®‰ä¿å·¥ä½œï¼ŒåŒ…括若干冲çªåŒºçš„æ”¿åºœã€‚", //"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"æˆ‘ä»¬åœ¨å…¨çƒæœ‰å¤šä¸ªè®­ç»ƒä¸­å¿ƒï¼ŒåŒ…括å°åº¦å°¼è¥¿äºšï¼Œå“¥ä¼¦æ¯”亚,å¡å¡”尔,å—éžï¼Œç½—马尼亚,因此我们基本å¯ä»¥åœ¨24å°æ—¶å†…æä¾›æ»¡è¶³æˆ‘们åˆåŒè¦æ±‚的人员。", //"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"在'个人åˆçº¦'的页é¢ä¸‹, 我们将æä¾›æœ‰ä¸°å¯Œå®‰ä¿ç»éªŒçš„资深è€å…µåŽ»å±¥è¡ŒåˆåŒã€‚", //"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"åŒæ—¶æ‚¨å¯ä»¥é€‰æ‹©é›‡ä½£ä¸€ä¸ªå®‰ä¿å›¢é˜Ÿã€‚在'团队åˆçº¦'的页é¢ä¸‹ï¼Œä½ å¯ä»¥é€‰æ‹©ä½ æƒ³è¦é›‡ä½£çš„人员数é‡å’Œè¡ŒåŠ¨ç›®çš„åœ°ç‚¹ã€‚ç”±äºŽä¹‹å‰å‘ç”Ÿè¿‡ä»¤äººé—æ†¾çš„æ„å¤–ï¼Œæ‰€ä»¥æˆ‘ä»¬è¦æ±‚登陆地点必须在您的实际å é¢†åŒºã€‚", //"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"我们的团队å¯ä»¥é€šè¿‡ç©ºä¸­éƒ¨ç½²ï¼Œå½“ç„¶ï¼Œåœ¨è¿™ç§æƒ…况下机场是必需的。根æ®ç›®çš„地国家的具体情况,我们的团队也å¯ä»¥é€šè¿‡æ¸¯å£æˆ–边境哨所渗é€è¿›å…¥ã€‚", //Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"æˆ‘ä»¬è¦æ±‚客户先支付一定的ä¿è¯é‡‘ï¼Œç„¶åŽæˆ‘ä»¬ä½£å…µçš„æ¯æ—¥æ”¶è´¹ä¼šåœ¨ä½ çš„账户中扣å–。", //"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"ä½ å¯ä»¥åœ¨è¿™é€‰æ‹©ä½ æƒ³è¦é›‡ä½£çš„人员类型和数目:", //"You can select the type and number of personnel you want to hire here:", - L"åˆå§‹éƒ¨ç½²", //"Initial deployment", - L"常规佣兵", //"Regular personnel", - L"资深佣兵", //"Veteran personnel", - - L"%då坿‹›é›‡,æ¯ä¸ª$%d", //"%d available, %d$ each", - L"雇佣: %d", //"Hire: %d", - L"费用: %d美金", //"Cost: %d$", - - L"选择åˆå§‹ç™»é™†åŒºåŸŸï¼š", //"Select the initial operational area:", - L"总费用: %d美金", //"Total Cost: %d$", - L"到达时间: %02d:%02d", - L"签署åˆåŒ", //"Close Contract", - - L"è°¢è°¢ï¼æˆ‘们的人员会在明天%02d:%02d登陆。", //"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus安ä¿å…¬å¸çš„部队已ç»åˆ°è¾¾ %s。", //"Kerberus reinforcements have arrived in %s.", - L"下一轮部署:%då常规佣兵和%då资深佣兵在%sçš„%02d:%02d到达,第%d天。", //"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"你并没有实际控制至少一个我们å¯ä»¥éƒ¨ç½²ä½£å…µçš„地区ï¼", //"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"æ“作背包和仓库整ç†", - - L"眼部切æ¢", //L"NVG", - L"全体装弹", - L"物å“集åˆ", - L"", - - L"分类物å“", - L"åˆå¹¶ç‰©å“", - L"分离", - L"æ•´ç†ç‰©å“", - - L"å­å¼¹è£…ç®±", - L"å­å¼¹è£…ç›’", - L"放下背包", - L"æ¡èµ·èƒŒåŒ…", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"显示掩护模å¼", - - L"关闭", - L"敌人", - L"佣兵", - L"", - - L"角色", //L"Roles", - L"筑防", //L"Fortification", - L"跟踪者",// L"Tracker", - L"瞄准模å¼",//L"CTH mode", - - L"陷阱", - L"绊线网", - L"检测器", - L"", - - L"A网", - L"B网", - L"C网", - L"D网", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"关闭掩护/陷阱显示模å¼", - L"显示å±é™©åŒºåŸŸ", - L"显示佣兵视野", - L"", - - L"显示敌人称å·",//L"Display enemy role symbols", - L"显示计划的防御工事",//L"Display planned fortifications", - L"显示敌军路线",//L"Display enemy tracks", - L"", - - L"显示绊线网络", - L"显示绊线网络颜色", - L"显示附近的陷阱", - L"", - - L"显示绊线网络A", - L"显示绊线网络B", - L"显示绊线网络C", - L"显示绊线网络D", -}; - - -STR16 szDynamicDialogueText[40][17] = -{ - // OPINIONEVENT_FRIENDLYFIRE - L"è§é¬¼ï¼$CAUSE$ 攻击我ï¼", //"What the hell! $CAUSE$ attacked me!" - L"", - L"", - L"什么?我?那ä¸å¯èƒ½ï¼Œæˆ‘正跟敌人打的起劲呢ï¼", //"What? Me? No way, I'm engaging at the enemy!" - L"唉哟。", //"Oops." - L"", - L"", - L"$CAUSE$ 攻击了 $VICTIM$。你怎么看?", //"$CAUSE$ has attacked $VICTIM$. What do you do?" - L"ä¸ï¼Œé‚£ç»å¯¹æ˜¯æ•Œäººå¼€çš„æžªï¼", //"Nah, that must have been enemy fire!" - L"对,我也看è§äº†ï¼", //"Yeah, I saw it too!" - L"少在这儿装傻ï¼$CAUSE$。你的视野很清晰ï¼ä½ åˆ°åº•是哪边的?", //"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?" - L"我看è§äº†ï¼Œå¾ˆæ˜Žæ˜¾æ˜¯æ•Œäººå¼€çš„æžªï¼", //"I saw it, it was clearly enemy fire!" - L"在激战中,这是很有å¯èƒ½å‘生的。下回一定å°å¿ƒç‚¹ï¼Œ$CAUSE$。", //"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$." - L"现在是在打仗ï¼äººä»¬éšæ—¶éƒ½ä¼šè¢«å‡»ä¸­çš„ï¼è¿˜æ˜¯è¯´è¯´... 怎么开枪打的准一些å§ï¼Œæ‰“敌人ï¼", //"This is war! People get shot all the time! Speaking of... shoot more people, people!" - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"嘿ï¼é—­å˜´ï¼Œ$CAUSE$! 该死的内奸ï¼", //L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"å¦‚æžœä½ ä¸æ˜¯å‚»ç“œï¼Œæˆ‘就是。", //L"I would if you weren't such a wussy!", - L"ä½ å¬åˆ°äº†å—?该死的。", //L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ 冲 $CAUSE$ 生气,就是因为 $CAUSE_GENDER$ å’Œä½ æ‰“å°æŠ¥å‘Šã€‚ä½ æ€Žä¹ˆçœ‹ï¼Ÿ", //L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"ä¸ä¸ï¼Œ$CAUSE$,说å§... $VICTIM$ åšäº†å•¥ï¼Ÿ", //L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"嘿,少管闲事,$CAUSE$ï¼", //L"Yeah, mind your own business, $CAUSE$!", - L"这儿åˆä¸æ˜¯å¥³å­å­¦æ ¡ï¼Œå·ç€ä¹å§ï¼Œ$CAUSE$。", //L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"对,åƒä¸ªçˆ·ä»¬å„¿ï¼", //L"Yeah. Man up!", - L"我ä¸ç¡®å®šé‚£æ˜¯æ­£ç¡®çš„æ–¹æ³•,但是 $CAUSE_GENDER$ åšè¿™ç§äº‹æƒ…应该有原因的...", //L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"åˆæ¥ï¼ŸæŠŠå°æŠ¥å‘Šè—在心里å§ï¼Œæˆ‘们坿²¡è¿™æ—¶é—´ï¼", //L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ åˆåœ¨æ¬ºè´Ÿæˆ‘ï¼", //L"$CAUSE$ is bullying me again!", - L"", - L"", - L"ä½ æžç ¸äº†æ•´ä¸ªä»»åŠ¡ï¼Œæˆ‘å—够了ï¼", //L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"嘿,这对你个人有好处。过åŽä½ ä¼šæ„Ÿè°¢æˆ‘。", //L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ 阻止了 $VICTIM$ çš„ä¸ç«¯è¡Œä¸ºï¼Œ$VICTIM_GENDER$ 就报å¤ã€‚你怎么看?", //L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"别å†ä¸ºé‚£äº‹å„¿æ‰¾å€Ÿå£äº†ï¼", //L"Then stop giving reasons for that!", - L"算了å§ï¼Œ$CAUSE$, 以为你是è°å•Šï¼Œèƒ½å¯¹æˆ‘们指手画脚?ï¼", //L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"你䏿ƒ³é‚£æ ·ï¼Ÿä¼™è®¡ï¼Œè°è®©ä½ å‘å·æ–½ä»¤çš„?", //L"You won't let that stand? Cute. Who ever made you the boss?", - L"åŒæ„。我们片刻ä¸èƒ½æ”¾æ¾è­¦æƒ•ï¼", //L"Agreed. We can't let our guard down for a single moment!", - L"ä½ ä¿©å°±ä¸èƒ½æŠŠè¿™äº‹æ‘†å¹³å—?", //L"Can't you two sort this out?", - L"呶呶呶。你们这些失败了的家伙有è°ä¸¢äº†å›´å˜´å„¿å—ï¼Ÿå¯æ€œè™«ï¼", //L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"哼。典型的 $CAUSE$,估计 $CAUSE_GENDER$ 想找åŒä¼´å‡ºåŽ»å–酒找错了人ï¼", //L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"我找è°åšæœ‹å‹å’Œä½ æ²¡å…³ç³»ï¼", //L"My friends are none of your business!", - L"你俩相处的ä¸å¥½å—?$VICTIM$。", //L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ ä¸å–œæ¬¢ $CAUSE$ 的朋å‹ã€‚你怎么看?", //L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"$CAUSE_GENDER$ 当然å¯ä»¥å’Œä»–自己想找的人一起å–酒。", //L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"嘿,你们这群丑鬼ï¼", //L"Yeah, you guys are ugly!", - L"你该æ¢å·¥ä½œäº†ï¼Œå› ä¸ºå®ƒå¾ˆç³Ÿã€‚", //L"Then you should change your business. 'Cause its bad.", - L"$VICTIM$,感觉如何?", //L"What's that to you, $VICTIM$?", - L"是啊,是啊,那个烂事儿。你确定它是现在最è¦ç´§çš„事儿?", //L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"没人愿æ„å¬è¿™äº›åºŸè¯...", //L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"是的,当然。我的åˆåŒå³å°†åˆ°æœŸï¼Œä¸è¿‡ï¼Œå…ˆè°ˆè°ˆ $CAUSE$ å§ã€‚", //L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"哦,是å—?我真的很有用,或许这就是为什么你没给我延期的原因。", //L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"我ä¿è¯ä½ ä¼šå¾ˆå¿«èŽ·å¾—å»¶æœŸã€‚ä½ çŸ¥é“网上银行有多奇葩。", //L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ 嫉妒我们æå‰å»¶æœŸ $CAUSE$ çš„åˆåŒã€‚你说咋整?", //L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"你䏿˜¯è¿˜é¢†ç€æŠ¥é…¬å—?既然你拿到了钱,管别的干嘛?", //L"You are still getting paid, no? What does it matter as long as you get the money?", - L"ä½ çš„åˆåŒå°±å¿«åˆ°æœŸäº†ï¼Œ$CAUSE$ ... 真希望你能延期。", //L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"æ˜¯çš„ã€‚å…¨éƒ¨çš„ä»·å€¼éƒ½è¿˜æ²¡å‘æŒ¥å‡ºæ¥ã€‚", //L"Yeah. All that worth hasn't shown yet though.", - L"哦,戳到痛处了,是å§ï¼Ÿ$VICTIM$。", //L"Aww, that burns, doesn't it, $VICTIM$?", - L"我们的资金有é™ã€‚有些人的付出值得先拿到钱,对å§ï¼Ÿ", //L"We have limited funds. Someone needs to get paid first, right?", - L"æ¯äººéƒ½ä¼šåŠæ—¶å¾—到报酬,除éžä½ ä»¬ç»§ç»­åµä¸‹åŽ»ã€‚æˆ‘ä¹Ÿèƒ½æ‰¾åˆ°å…¶ä»–ä¸è®¨äººçƒ¦çš„雇佣兵。", //L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"好命令,$CAUSE$ï¼ä½ ä¸ºä»€ä¹ˆå‘½ä»¤æ’¤é€€ï¼Ÿ", //L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"æˆ‘åªæ˜¯æŠŠå¤§å®¶å¸¦å‡ºäº†åœ°ç‹±ï¼Œä½ è¯¥æ„Ÿè°¢æˆ‘救你一命。", //L"I just got us out of that hellhole, you should thank me for saving your life.", - L"他们包围了侧翼,我们没退路了ï¼", //L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ 讨厌 $CAUSE$ 的撤退命令,你呢?", //L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"åªè¦æ„¿æ„,你å¯ä»¥è‡ªå·±å›žåŽ»...没人阻止你。", //L"You know you can go back if you want... nobody's stopping you.", - L"优势一直在我们这边,直到刚æ‰ã€‚", //L"We were rockin' it until that point.", - L"哦?你一边第一个撤退,一边救了我们一命?你真高尚ï¼", //L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"我确实救了你们,$CAUSE$。哥们儿,我å†ä¹Ÿä¸æƒ³å›žåˆ°é‚£å„¿äº†ã€‚", //L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"最é‡è¦çš„,我们都还活ç€ã€‚", //L"We're still alive, this is what counts.", - L"æ›´è¦ç´§çš„æ˜¯ï¼Œæˆ‘们啥时候打回去,æžå®šè¿™ä»»åŠ¡ï¼Ÿ", //L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"$CAUSE$,你脑å­è¿›æ°´äº†å—?你刚刚æ€äº†ä¸€ä¸ªæ— è¾œçš„人ï¼", //L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"他有枪,我看到了ï¼", //L"He had a gun, I saw it!", - L"哦ä¸ï¼ä¸Šå¸å•Šï¼æˆ‘åšäº†ä»€ä¹ˆï¼Ÿ", //L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ 暴怒:$CAUSE$ æ€äº†ä¸ªå¹³æ°‘。你都干了些什么?", //"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"我们能安全些比我说对ä¸èµ·æ›´æœ‰ä»·å€¼...", //"Better safe than sorry I say...", - L"å–”ã€‚è¿™å¯æ€œçš„家伙没希望了。该死。", //"Yeah. The poor sod never had a chance. Damn.", - L"别废è¯ã€‚那是个手无寸é“的平民。我们æ¥è¿™å„¿æ˜¯ä¸ºäº†ä¿æŠ¤è¿™äº›äººä»¬çš„ï¼", //"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"你干净利索的干掉了他,干得好ï¼", //"And you took him down nice and clean, good job!", - L"çŽ°åœ¨æ˜¯åœ¨æ‰“ä»—ï¼Œéšæ—¶éƒ½æœ‰äººä¼šæ­»....虽然我更喜欢咱们低调点。",//"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"è°åœ¨ä¹Žï¼Ÿèˆä¸å¾—å­©å­å¥—ä¸ä½ç‹¼ã€‚", //"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"拜托,能让 $CAUSE$ 滚蛋å—?这个慢åžåžçš„家伙拖了我们的åŽè…¿ã€‚", //"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"è¦ä¸æ˜¯æˆ‘替你背了本应你背的东西,我怎么会这么慢,$VICTIM$ï¼", //"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"因为我背的东西太多了,太é‡äº†ï¼", //"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ 觉得是 $CAUSE$ 拖累了队ä¼ã€‚你觉得呢?", //"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"我们ç»ä¸æŠ›å¼ƒä»»ä½•人,特别是 $CAUSE$ï¼", //"We leave nobody behind, not even $CAUSE$!", - L"我们得赶快行军,敌人追上æ¥äº†ï¼", //"We have to move fast, the enemy isn't far behind!", - L"所有人都背ç€è‡ªå·±çš„è£…å¤‡å•Šã€‚è¦æ˜¯ä¸æ‹¿ç€æžªä½ å¯æ€Žä¹ˆæ‰“仗啊?", //"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"æ˜¯ï¼Œåœæ­¢æŠ±æ€¨ã€‚è¦ä¹ˆå’±ä»¬ä¸€èµ·æ’‘过去è¦ä¹ˆä¸€èµ·æ­»äº†æ‹‰å€’。", //"Aye, stop complaining. We go through this together or we don't do it at all.", - L"ä½ è¦æ˜¯é‚£ä¹ˆæ¼ç« $CAUSE$ 拖拖拉拉,$VICTIM$,ä¸å¦‚你去帮他一把。", //"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"$VICTIM$ï¼Œè¦æ˜¯ä½ è¿˜æœ‰é—²åŠŸå¤«åœ¨è¿™é‡ŒæŠ±æ€¨ä¸ªæ²¡å®Œï¼Œä½ è¯¥åŽ»å¸® $CAUSE_GENDER$ 一把。", //"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"该死的 $CAUSE$,$CAUSE_GENDER$ 把好åƒçš„自个全åƒäº†......", //"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"怪我咯,你怎么ä¸è¯´ä½ è‡ªå·±å…ˆåƒå®Œäº†è‡ªå·±çš„那份儿。", //"Not my problem if you already ate all your rations.", - L"哎 $VICTIM$,我刚æ‰åƒçš„æ—¶å€™ä½ æ€Žä¹ˆä¸è¯´è¯å•Šï¼Ÿ", //"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ æƒ³è¦ $CAUSE$'的食物。你怎么看?", //"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"大伙都一样多。你用光了自己那份,那是你自个儿的事。", //"We all get the same. If you used up yours already that's your problem.", - L"è¦æ˜¯ $CAUSE$ 能分到的è¯ï¼Œæˆ‘也è¦ï¼", //"If $CAUSE$ shares, I want some too!", - L"凭啥你有那么多东西åƒï¼Ÿæˆ‘怎么闻ç€ä½ æœ‰é¢å¤–çš„å£ç²®å‘¢ï¼Ÿ", //"Why do you have so much food anyway? Do I smell extra rations there?.", - L"那好,回到基地人人都管够....", //"Right, everyone got enough back at the base...", - L"基地里有足够的食物,别找事,明白么?", //"There's enough food left at the base, so no need to fight, ok?", - L"我觉得那东西根本ä¸èƒ½å«ç¾Žå‘³ï¼Œä¸è¿‡è¦æ˜¯ä½ ä»¬è¿™äº›é¸¡å©†æƒ³äº‰é£Ÿå„¿ï¼Œæˆ‘没æ„è§ã€‚", //"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"哦,活è§é¬¼ï¼Œ$CAUSE$。这å¯ä¸æ˜¯ä¸ªå¥½æ—¶å€™ï¼", //"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"说得好,我选择死亡。好建议。谢谢,$VICTIM$,ä½ å¸®äº†æˆ‘å¤§å¿™ï¼Œè¿˜è¦æˆ‘说别的å—?", //"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"这是我唯一的弱点,我无能为力啊ï¼", //"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' 的举动让 $VICTIM$ 心烦æ„乱。你怎么看?", //"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"这关你什么事?你没事å¯å¹²äº†ï¼Ÿ", //"What does it even matter to you? Don't you have something to do?", - L"确实啊,$CAUSE$ã€‚è¿™é‡Œæ˜¯å†›äº‹ç»„ç»‡ä¸æ˜¯ç—…房。", //"Really $CAUSE$. This is a military organization and not a ward.", - L"呃,我们是专业人士,你å¯ä¸æ˜¯ï¼Œ$CAUSE$。", //"Well, we are pros, an you're not, $CAUSE$.", - L"别这么势利眼, $VICTIM$。", //"Don't be such a snob, $VICTIM$.", - L"嗯。$CAUSE_GENDER$ 还好å§ï¼Ÿ", //"Uhm. Is $CAUSE_GENDER$ okay?", - L"瞎逼逼,一群疯å­çš„典型时刻。", //"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ å—¨å¾—é£žèµ·äº†ï¼æˆ‘怎么能跟一个瘾å›å­å…±äº‹ï¼Ÿ", //"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"把你的肠å­ä»Žå±çœ¼é‡Œæ‹‰å‡ºæ¥æˆ‘æ‰èƒ½é£žï¼Œæˆ‘的天啊....", //"Taking the stick out of your butt would be a starter, jeez...", - L"我看到了未æ¥ï¼Œä¼™è®¡ã€‚还有...其它的东西ï¼", //"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ 叿¯’的时候被 $VICTIM$ 看è§äº†ã€‚你怎么看?", //"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"喂,$CAUSE$ å¾—å‡å‡åŽ‹ï¼Œå¥½å§ï¼Ÿ", //"Hey, $CAUSE$ needs to ease the stress, ok?", - L"太没èŒä¸šé“德了。", //"How unprofessional.", - L"è¿™æ˜¯æ‰“ä»—ä¸æ˜¯è´µæ—èˆžä¼šã€‚èµ¶ç´§ä½æ‰‹ï¼Œ$CAUSE$ï¼", //"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"呵呵,太对了。", //"Hehe. So true.", - L"æˆ‘ç›¸ä¿¡ä½ å¸æ¯’有一个很好的ç†ç”±ï¼Œæ˜¯å§ï¼Œ$CAUSE$?", //"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"战斗结æŸä¹‹åŽï¼Œä½ æƒ³æ³¨å°„什么éšä½ çš„便。", //"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"è§é¬¼...å–‚ï¼$CAUSE$ï¼ä½ ç»™æˆ‘拿回æ¥ï¼Œä½ è¿™ä¸ªè¯¥æ­»çš„å°å·ï¼", //"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"ä½ å–多了å§ï¼Ÿæœ‰ç—…啊你ï¼", //"Have you been drinking? What the hell is your problem?", - L"你都看è§äº†ï¼Ÿå€’霉....è¦ä¸ä¸€äººä¸€åŠï¼Ÿ", //"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ çœ‹è§ $CAUSE$ å·äº†ä»¶ä¸œè¥¿ã€‚你怎么看?", //"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"æ‰è´¼æ‰èµƒï¼Œå¦‚æžœæ²¡è¯æ®ä½ å°±åˆ«çžŽæŒ‡è´£ï¼Œ$VICTIM$.", //"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"我们一起共事的就是这样的人了,$VICIM$? 大家都看好自己的钱包为妙。", //"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"å–‚ä½ ï¼ä½ æŠŠé‚£ä¸ªç«‹åˆ»è¿˜å›žåŽ»ï¼", //"HEY! You put that back right now!", - L"我什么都没看è§å•Šã€‚怎么çªç„¶é—´ $VICTIM$ 就抽风了?", //"No idea. All of a sudden $VICTIM$ is all drama.", - L"也许我们å¯ä»¥å¤šåˆ†ç‚¹æˆ˜åˆ©å“æ¥è§£å†³è¿™ä¸ª...å°é—®é¢˜ï¼Ÿ", //"Perhaps we could get a raise to resolve this... issue?", - L"闭嘴ï¼è¿™äº›æˆ˜åˆ©å“对我们所有人æ¥è¯´è¶³å¤Ÿå¤šäº†ï¼", //"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"这简直是个ç¾éš¾å•Šã€‚从没有这么差劲的指挥, $CAUSE$ï¼", //"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"我ä¸ä¼šæŽ¥å—ä½ è¿™æ ·çš„å¤§å¤´å…µæ¥æŒ‡æŒ¥æˆ‘ï¼", //"I don't have to take that from a grunt like you!", - L"åšä½ çš„白日梦,$VICTIM$。我对得起这价钱,你心里清楚ï¼", //"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ ä¸ç›¸ä¿¡ $VICTIM$ 的命令。你怎么看?", //"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"总得有人当头儿啊,除了 $CAUSE$ 你有更好的人选?", //"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"å¥½å•Šï¼Œè¿™æ ·çš„è¯æˆ‘们肯定是赢ä¸äº†è¿™åœºæˆ˜äº‰äº†....", //"Well, we sure aren't going to win the war at this rate...", - L"我å‘ä½ ä¿è¯...那并䏿˜¯åƒæ‰“手势一样的指挥", //"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"æˆ‘ä»¬æœ‰æ¸…æ™°çš„æŒ‡æŒ¥å±‚çº§ï¼Œè€Œä½ å¹¶ä¸æ˜¯å‘å·æ–½ä»¤çš„那个,$VICTIM$ï¼", //"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"我们ä¸ä¼šå¿˜è®°ä»–们的牺牲。正是他们的牺牲使得我们能够继续战斗下去。", //"We will not forget their sacrifice. They died so we could fight on.", - L"什么?生æ„就是这样。æžç ¸äº†ä½ å°±çŽ©å„¿å®Œäº†ã€‚ä»–ä»¬çŸ¥é“这里头的风险。继续干活。", //"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"$CAUSE$ 怎么能挣这么多钱?这ä¸å…¬å¹³ï¼", //"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"åšä½ çš„白日梦,$VICTIM$。我对得起这价钱,你心里清楚ï¼", //"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"你觉得我ä¸ä¼šå¾€å¿ƒé‡ŒåŽ»çš„ï¼Œæ˜¯å§ï¼Ÿ", //"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ 正在嫉妒 $VICTIM$ 的时薪。你怎么看?", //"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"别在钱上斤斤计较,你自己挣得够多的了ï¼", //"Quit whining about the money, you get more than enough yourself!", - L"说实在的,$VICTIM$, 我觉得你应该调整下报价ï¼", //"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"你值那个价?你的所作所为根本就是在装腔作势ï¼", //"Worth it? All you do is pose!", - L"放æ¾ç‚¹ï¼Œè‡³å°‘我们明白你付出了多少,$CAUSE$。", //"Relax. At least some of us appreciate your service, $CAUSE$.", - L"也许 $CAUSE_GENDER$ 刚好擅长薪资谈判?", //"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"æ¯ä¸ªäººéƒ½ä¼šå¾—到自己应得的那一份儿。你越是抱怨,得到的越少。", //"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ 把好装备自个儿都囤起æ¥äº†ã€‚ä¸å…¬å¹³ï¼", //"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"è·Ÿä½ ä¸ä¸€æ ·ï¼Œå®žé™…ä¸Šæˆ‘æ‰æ‡‚得怎么用这些玩æ„儿。", //"Contrary to you, I actually know how to use them.", - L"是啊,东西在那里总得用人用它,对å§ï¼Ÿç¥ä½ ä¸‹å›žå¥½è¿ï¼", //"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ 眼红 $VICTIM$ 的装备。你怎么看?", //"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"ä½ ä¸è¿‡æ˜¯åœ¨ç»™ä½ ç³Ÿç³•的枪法编个借å£è€Œå·²ã€‚", //"You're just making up an excuse for your poor marksmanship.", - L"是的,对我æ¥è¯´è¿™åˆ†æ˜Žæ˜¯ä»»äººå”¯äº²ã€‚", //"Yeah, this smells of cronyism to me.", - L"如果你的è¯å…¸é‡Œ'使用'是'浪费弹è¯'çš„æ„æ€ï¼Œé‚£å¥½å§ï¼Œä½ çœŸç‰¹ä¹ˆä¸“业啊。", //"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"æˆ‘ä¸¾åŒæ‰‹èµžæˆï¼", //"I'll second that!", - L"真是那样?那好,从现在起我对 $CAUSE_GENDER$ 高超的枪法拭目以待。", //"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"你就没想到过我们的补给是有é™çš„么?我们根本连一把好枪也æžä¸åˆ°ã€‚", //"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"你拿我当åŒè„šæž¶å—?别拿我架枪,$CAUSE$ï¼",//L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"别怂ï¼å’±è¿™æ˜¯åœ¨æ‰“ä»—ï¼",//L"Don't be such a wuss. This is war!", - L"哎呀,你怎么倒在那里,我压根没看è§ã€‚",//L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ 用 $VICTIM$ 的胸膛架枪。好怪异。你怎么看?",//L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"别怂ï¼å’±è¿™æ˜¯åœ¨æ‰“ä»—ï¼",//L"Don't be such a wuss. This is war!", - L"哟,$CAUSE$ï¼Œä½ æ˜¯æƒ³å˜æˆä¸€ä¸ªæ··çƒå‘¢ï¼Œè¿˜æ˜¯ä½ æœ¬æ¥å°±æ˜¯ä¸ªæ··çƒï¼Ÿ",//L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"$CAUSE$ 你就一迟é’的混çƒï¼Œè¿Ÿé’到死。",//L"You are and always will be an insensitive jerk, $CAUSE$.", - L"有时你确实得利用一下你周围的环境ï¼",//L"Sometimes you just have to use your surroundings!", - L"诶...你俩在æ…基å—?",//L"Ehm... what are you two DOING?", - L"å§æ§½ï¼Œè¿™ä¼šå„¿ä¸æ˜¯åšé‚£äº‹å„¿çš„æ—¶å€™",//L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"谢谢你,$CAUSE$。我还以为我会æµè¡€è‡´æ­»ã€‚",//L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"我干完了我的活,现在你得回去干你的活了ï¼",//L"I'm doing my job. Get back to yours!", - L"æˆ‘ä»¬å¾—äº’ç›¸ç…§é¡¾å¯¹æ–¹ï¼Œæ¢æˆä½ ä½ ä¹Ÿä¸€å®šä¼šå¸®æˆ‘包扎,$VICTIM$。",//L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ ç»™ $VICTIM$ åšäº†åŒ…扎。你怎么看?",//L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"邦迪贴好了?好,开始干活ï¼",//L"Patched together again? Good, now move!", - L"ä¸å®¢æ°”。",//L"You're welcome.", - L"è€å¤©ï¼Œä»Šå¤©å’‹è¿™ä¹ˆç‚¹èƒŒï¼Ÿ",//L"Jeez. Woken up on the wrong foot today?", - L"找个é è°±ç‚¹çš„æ³•å­...",//L"Talk about a no-nonsense approach...", - L"ä½ å’‹å—伤的呢?å­å¼¹ä»Žå“ªè¾¹é£žæ¥çš„啊?",//L"How did you even get wounded? Where did the attack come from?", - L"ä½ å¾—å°å¿ƒç‚¹ã€‚现在,攻击æ¥è‡ªå“ªè¾¹ï¼Ÿ",//L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"哦耶,$CAUSE$ï¼ä½ æˆåŠŸäº†ï¼å¼€å§‹ä¸‹ä¸€è½®å§ï¼Ÿ",//L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"呸。我看你已ç»å–大了。",//L"Pah. I think you've had enough.", - L"好的。放马过æ¥å§ï¼",//L"Sure. Bring it on!", - L"", - L"", - L"å–醉了的 $VICTIM$ å’Œ $CAUSE$ 玩嗨了。你怎么看?",//L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"没错,你俩今天酒å–的够多了。",//L"Yeah, enough booze for you today.", - L"哈哈,开干ï¼",//L"Hoho, party!", - L"真是扫兴ï¼",//L"Party pooper!", - L"$CAUSE$,你一定è¦ä¿æŒå†·é™çš„头脑。",//L"You sure like to keep a cool head, $CAUSE$.", - L"好了,女士们,派对结æŸäº†ï¼Œç»§ç»­å‰è¿›ï¼",//L"Alright, ladies, party's over, move on!", - L"è°è®©ä½ ä»¬æ”¾æ¾äº†ï¼Ÿå¹²æ´»åŽ»ï¼",//L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... 你是... 你是... 呃... 你是最棒的ï¼",//L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"é¢å‘µå‘µå‘µã€‚$VICTIM$, 你失æ€äº†ã€‚ä½ ..å—,你得控制ä½ä½ è‡ªå·±ã€‚自律,知é“ä¸ï¼Ÿåƒæˆ‘一样ï¼",//L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"å—...是啊,你也是,$VICTIM$。你也.å—...是ï¼",//L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"å®å’›å¤§é†‰çš„ $VICTIM$ å’Œ $CAUSE$ 英雄相惜了。你怎么看?",//L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"无所谓。我们得继续干活,所以 $VICTIM$,对你æ¥è¯´æ¸¸æˆå·²ç»ç»“æŸäº†ã€‚",//L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"嘿~~~ 这事在往好的方å‘å‘展。",//L"Heeeey... this is actually kinda nice for a change.", - L"和煞笔酒鬼谈自律?你在逗我...",//L"'I know discipline', said the clueless drunk...", - L"是啊。自... 咕噜ï¼èƒ½è‡ªå¾‹çš„人,就åƒ... 呃... 咱们ï¼",//L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"也为我干一æ¯ï¼ä¸è¿‡çŽ°åœ¨ä¸è¡Œï¼Œå’±ä»¬æ­£æ‰“仗呢。",//L"Drink one for me too! But not now, because war.", - L"ä½ å·²ç»åœ¨åº†ç¥å•¦ï¼Ÿè¿™ä»—还没结æŸå‘¢ï¼Œä¸å¯èƒ½è¿™ä¹ˆå¿«ç»“æŸã€‚",//L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"坿¶ï¼Œ$CAUSE$ï¼ä½ ...ä½ è€è¯ˆ...你这酒根本没下去。",//L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"打ä½ï¼Œ$VICTIM$ï¼ä½ ä¸€å–å°±å–个没够ï¼",//L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"é¢å‘µå‘µå‘µã€‚你说的真特么的对啊。呵呵,你一直都对是å§ï¼Œå—ï¼",//L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ å–大å‘了,想把 $VICTIM$ 爆èŠäº†ã€‚你怎么看?",//L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"放æ¾ï¼Œè¿™åªæ˜¯ä¸€ç‚¹å°é…’。",//L"Relax, it's just a bit of booze.", - L"你们å°å£°ç‚¹ï¼Œè¡Œä¸ï¼Ÿ",//L"Hey keep it down over there, okay?", - L"$CAUSE$,你也å–醉了,振作点ï¼",//L"You're just as drunk. Beat it, $CAUSE$!", - L"å–ä¸ä¸‹å°±æŠŠé…’留给能å–的,好呗?",//L"Leave alcohol to the big ones, okay?", - L"等会儿,行ä¸ï¼Ÿ",//L"Later, ok?", - L"也许我们赢了这一仗,但是还没特么的打赢战争。所以动起æ¥ï¼Œå¤§å…µï¼",//L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"å§æ§½ï¼Œ$CAUSE$ï¼å—... 我å†ä¹Ÿä¸è·Ÿä½ å–酒了,你个神ç»ç—…。",//L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"$VICTIM$,闭嘴ï¼ä½ æ ¹æœ¬ä¸æ‡‚怎么...å•¥æ¥ç€ï¼Ÿå‘ƒ...你这人一点都ä¸è®²é“ç†ã€‚å“Žï¼Œä½ è¿™äººçœŸæ˜¯æ²¡æ„æ€ã€‚",//L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"你这人真是没æ„...æ„...æ„ï¼Ÿæ„æ€ï¼ä½ æ²¡æ„æ€ã€‚å—ï¼..æ²¡æ„æ€ã€‚",//L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ å–大å‘了,想在 $VICTIM$ 身上开窟窿。你怎么看?",//L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"哎呀 $VICTIM$, å’‹çªç„¶è¿™ç´§å¼ äº†å‘¢ï¼Ÿå’‹å›žäº‹ï¼Ÿ",//L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"咱这派对超好玩,直到 $CAUSE$ æ¥æ‰«å…´ã€‚",//L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$ï¼é—­å˜´ï¼ä½ æ˜¯æˆ‘们å°é˜Ÿçš„耻辱。滚出去醒醒酒ï¼",//L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"都讲人è¯ï¼",//L"Word!", - L"你们俩醒醒酒,你们俩废物...",//L"Why don't you two sober up? You're pretty wasted...", - L"你们俩都给我闭嘴ï¼ä½ ä»¬å°±æ˜¯æˆ‘们å°é˜Ÿçš„耻辱ï¼",//L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"æˆ‘å°±çŸ¥é“æˆ‘ä¸èƒ½æŒ‡æœ›ä½ çš„,$CAUSE$ï¼",//L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"指望我?这明明是你的错ï¼",//L"Depend? It was all your fault!", - L"æˆ‘æˆ³åˆ°ä½ çš„ç—›å¤„äº†ï¼Œæ˜¯ä¸æ˜¯å•Šï¼Ÿ",//L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ ä¸å¤ªå–œæ¬¢ $CAUSE$ 所说的。你怎么看?",//L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"你就指望别人æ¥å¸®ä½ å·¥ä½œï¼Ÿé‚£ä½ è¿™åºŸç‰©æœ‰å•¥ç”¨ï¼Ÿ",//L"So you depend on others to do your job? Then what good are you?!", - L"说真的,$VICTIM$ 应该滚蛋了ï¼",//L"Indeed. Way to let $VICTIM$ hang!", - L"è¿™ä¸æ˜¯æ ¡å›­é‡Œå¯¹å°å­©åŒæƒ…的废è¯ï¼Œè¿™æ˜¯ä½ çš„é”™ï¼",//L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"å“¼ï¼Œå¹²å˜›ç”¨è¿™ç§æ€åº¦ï¼Ÿ",//L"Yeah, what's with the attitude?", - L"都算了å§ï¼Œä½ ä»¬ä¸¤ä¸ªï¼",//L"Zip it, both of you!", - L"安é™ï¼Œé©¬ä¸Šï¼",//L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"哈ï¼çœ‹åˆ°å§ï¼Ÿç”šè‡³è¿ž $CAUSE$ ä¹ŸèµžåŒæˆ‘。",//L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'甚至'?你为啥用这个è¯ï¼Ÿ",//L"'Even'? What does that mean?", - L"是的。在这件事上我100%% èµžåŒ $VICTIM$。",//L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ åŒæ„ $CAUSE$ 对 $VICTIM_GENDER$ 所说的。你怎么看?",//L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"你俩说说就行了啊,ä¸ç”¨å¤ªå¾€å¿ƒé‡ŒåŽ»ã€‚",//L"Don't let it go to your head.", - L"嘿,我也赞åŒå•Šï¼",//L"Hey, don't forget about me!", - L"看起æ¥ï¼Œæœ‰æ—¶å³ä¾¿æ˜¯ $CAUSE$ 说的è¯ä¹ŸæŽ·åœ°æœ‰å£°å•Š...",//L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"我好åƒé—»åˆ°äº†è¿™é‡Œæœ‰éº»çƒ¦äº†ï¼Ÿï¼Ÿ",//L"Do I smell trouble here??", - L"这些是无关紧è¦çš„ï¼ç§ä¸‹å†è®¨è®ºï¼Œä¸è¿‡ä¸æ˜¯çŽ°åœ¨ã€‚",//L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$ï¼$CAUSE$ï¼å°‘说è¯ï¼Œå¤šå¹²æ´»ï¼Œæ‹œæ‰˜äº†ï¼",//L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"就是。$CAUSE$ 看到你干了ï¼",//L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"ä¸,我没åšï¼",//L"No I did not!", - L"我们是ä¸ä¼šå¯¹è¿™ä¿æŒæ²‰é»˜çš„,ç»ä¸ä¼šçš„,长官ï¼",//L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ èµžåŒ $CAUSE$ 对其他人的æ„è§ã€‚你怎么看?",//L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"我ä¸è¿™ä¹ˆè®¤ä¸º...",//L"I don't think so...", - L"是的,我也赞åŒï¼",//L"Yeah, totally!", - L"啥?你说你干了?",//L"Hu? You said you did.", - L"是呀,ä¸è¦æ­ªæ›²äº‹å®žï¼",//L"Yeah, don't twist what happened!", - L"è°ä»‹æ„?我们都有自己的工作è¦åšã€‚",//L"Who cares? We have a job to do.", - L"å¦‚æžœä½ ä»¬è¿™äº›é¸¡å©†åšæŒè¦ç»§ç»­åµä¸‹åŽ»ï¼Œæˆ‘ä»¬å¾ˆå¿«å°±ä¼šæœ‰çœŸæ­£çš„å¤§éº»çƒ¦ã€‚",//L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"我ä¸èƒ½ç›¸ä¿¡ä½ å±…然在这事上ä¸åŒæ„我,$CAUSE$。",//L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"这就是因为你是错的,这就是为什么。",//L"It's because you're wrong, that's why.", - L"我也很æ„外,但事实就是如此。",//L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ ä¸å–œæ¬¢ $CAUSE$ 和其他人站在一边。你该怎么办?",//L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"å‘ƒï¼Œåˆæ€Žä¹ˆäº†...",//L"Ugh. What now...", - L"ä»€ä¹ˆï¼Œæˆ‘ä¹Ÿä¸æ•¢ç›¸ä¿¡ã€‚",//L"Hum. Never saw that coming.", - L"嘿,别站在é“德制高点上居高临下了,$CAUSE$。",//L"Oh come down from your high horse, $CAUSE$.", - L"是啊,你是错的,$VICTIM$ï¼",//L"Yeah, you are wrong, $VICTIM$!", - L"我能ä¸èƒ½æŠŠå¯¹è®²æœºå…³äº†ï¼Œè¿™æ ·æˆ‘å°±ä¸ç”¨å¬ä½ ä¿©çžŽé€¼é€¼äº†ï¼Ÿ",//L"Can I shut down squad radio, so I don't have to listen to you?", - L"嗯是的,éžå¸¸æˆå‰§æ€§çš„一幕,但这关我å±äº‹ï¼Ÿ",//L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"好。。。你是对的,$CAUSE$。开心了å§ï¼Ÿ",//L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"ä¸ï¼Œæˆ‘ä¸ä¼šè®©ä½ è¿™ä¹ˆæ•·è¡è¿‡åŽ»ã€‚",//L"No. I won't let this go.", - L"嗯。。。好å§ï¼",//L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ 看起æ¥å¾ˆæ¬£èµ $CAUSE$ 对这次冲çªçš„解决办法。你怎么看?",//L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"虽然花了点时间,但是至少这事情过去了。",//L"You're not getting away this easy.", - L"很高兴你们ä¸å†ç”Ÿæ°”了。",//L"Glad you guys are not angry anymore.", - L"噢我日。$VICTIM$ 都已ç»ä¸å†è¿½ç©¶äº†ï¼Œä½ è¿˜æœ‰å•¥æ„è§ï¼Ÿ",//L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"䏿»¡æ„å°±è¦å¤§å£°è¯´å‡ºæ¥ $CAUSE$ï¼",//L"You tell 'em, $CAUSE$!", - L"*唉* æ¥æ¡ä¸ªæ‰‹ä»€ä¹ˆçš„,然åŽç»™æˆ‘回去干正事儿。",//L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"好,请å§ï¼Œå’Œæˆ‘们详细说说你那å°ä¼¤å¿ƒäº‹å„¿ï¼Œæˆ‘们都特么的认真å¬å‘¢ã€‚",//L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"ä¸ï¼Œè¿™æ˜¯åŽŸåˆ™çš„é—®é¢˜ã€‚",//L"No. This is a matter of principle.", - L"", - L"", - L"æžåˆ°å¥½åƒä½ è‡ªå·±æœ‰ä»€ä¹ˆåŽŸåˆ™ä¼¼çš„ã€‚",//L"As if you had any to start with.", - L"收起你的架å­...",//L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ ä¸å¤ªå–œæ¬¢ $CAUSE$'çš„å驳。你怎么看?",//L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"ä½ ç‰¹ä¹ˆçš„å°±æ˜¯æ¥æžäº‹çš„,是å—?",//L"You're just asking for trouble, right?", - L"就猜到你ä¸ä¼šè¢«é‚£ä¹ˆå®¹æ˜“的糊弄过去,$CAUSE$。",//L"Guess you're not getting away that easy, $CAUSE$.", - L"ä¸è¦é‚£ä¹ˆå†’失。",//L"Don't be so flippant.", - L"这年头è°è¿˜éœ€è¦åŽŸåˆ™ï¼Ÿ",//L"Who needs principles anyway?", - L"既然你俩没法互相ç†è§£ï¼Œé‚£ä½ ä¿©æ˜¯ä¸æ˜¯è¯¥å¹²å˜›å¹²å˜›åŽ»ï¼Ÿ",//L"Now that this is out of the way, perhaps we could continue?", - L"闭嘴,你们两个ï¼",//L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"好啦好啦,上å¸ã€‚我ä¸è¿½ç©¶äº†ï¼Œè¡Œä¸ï¼Ÿ",//L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"到此为止,别演了。",//L"Cut it, drama queen.", - L"å†ä¸€å†äºŒä¸å†ä¸‰ã€‚",//L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ å’Œ $CAUSE$ åœæ­¢äº†äº‰è®ºã€‚你怎么看?",//L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"ä¸éœ€è¦é‚£ä¹ˆçº ç»“它。",//L"No reason to be so stiff about it.", - L"是,你俩自己解决,好å§ï¼Ÿ",//L"Yeah, keep it down, will ya?", - L"嘿,你TMåˆ«æ€»æ˜¯ä»€ä¹ˆéƒ½å¤§æƒŠå°æ€ªçš„...",//L"Pah. You're the one making all the fuss about it...", - L"是的,摆正你的æ€åº¦ï¼Œ$VICTIM$。",//L"Yeah, drop that attitude, $VICTIM$.", - L"*唉* 这事就这样了å§ï¼Ÿ",//L"*Sigh* More of this?", - L"我为啥还è¦å¬ä½ ä»¬è¿™äº›äººçžŽé€¼é€¼...",//L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"你以为你是è°ï¼Œ$CAUSE$?æ“,我真的没法å¿äº†è¿™æ¬¡ï¼",//L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"æˆ‘å°±æ˜¯è¦æ¥å«ä½ é—­å˜´çš„ï¼æˆ‘是你的头儿,$VICTIM$ï¼",//L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"æˆ‘ä»¬ä¸­çš„ä¸€ä¸ªè¦æœ‰å¤§éº»çƒ¦äº†ï¼Œ$VICTIM$。",//L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ ä¸å¤ªä¹æ„å¬ $CAUSE$'çš„è¯ã€‚你怎么办?",//L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"啧,ä¸è¦å¤§æƒŠå°æ€ªã€‚",//L"Pfft. Don't make a fuss out of it.", - L"滚,你ä¸å†æ˜¯æˆ‘们的头儿了ï¼",//L"Yeah, you won't boss us around anymore!", - L"你们就是èœé¸¡ä¸­çš„èœé¸¡ï¼",//L"You are certainly nobodies superior!", - L"ä¸å¤ªç¡®å®šè¿™å•Šï¼Œä½†å°±é‚£æ ·å§ï¼",//L"Not sure about that, but yep!", - L"嘿。嘿ï¼ä½ ä»¬ä¸¤ä¸ªï¼Œåœæ‰‹ï¼ä½ ä»¬ä¸¤ä¸ªè¿™æ˜¯å¹²ä»€ä¹ˆï¼Ÿ",//L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"如果这边有一个人是头儿,那就是我...我命令你们闭嘴ï¼",//L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"é¢å‘€ï¼$CAUSE$ 病了ï¼ç¦»æˆ‘远点,你的脸色看起æ¥å¾ˆæ¶å¿ƒ~~~ï¼",//L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"噢,真的?退åŽï¼Œæˆ‘è¦æ„Ÿè§‰è¦å’³å—½ï¼",//L"Oh yeah? Back off, before I cough on you!", - L"确实是啊。我...*咳咳* 感觉ä¸å¤ªå¥½...",//L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ 害怕被 $CAUSE$ 的病传染了。你怎么看?",//L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"ä¸è¦åƒä¸ªå°å­¦ç”Ÿä¸€æ ·ï¼Œæˆ‘们需è¦ç»™ $CAUSE$ 找个医生ï¼",//L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"è„¸è‰²çœ‹èµ·æ¥æ˜¯ä¸å¥½ï¼Œå¸Œæœ›ä¸æ˜¯ä¼ æŸ“ç—…ï¼",//L"This does look unhealthy. That better not be contagious!", - L"别åµäº†ï¼åˆ«åœ¨ç—…以外给我添其它烦心的事情了ï¼",//L"Stop it! We don't need more of whatever it is you have!", - L"是啊,你除了瞎逼逼外也没别的办法对抗病魔了å—,是å§ï¼Ÿ",//L"Yeah, there's nothing you can do against this stuff, right?", - L"é‡è¦çš„æ˜¯æŠŠ $CAUSE$ é€åˆ°åŒ»ç”Ÿé‚£é‡Œï¼Œå†ç¡®ä¿ $CAUSE_GENDER$ ä¸å†ä¼ æŸ“其他人。",//L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"ä¸è¦åµäº†ï¼$CAUSE$, 把病治好è¦ç´§ï¼Œå…¶ä»–人都该干嘛干嘛去ï¼",//L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"谢谢, $CAUSE$ã€‚æˆ‘å·²ç»æ„Ÿè§‰å¥½å¤šäº†ã€‚",//L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"ä½ æ˜¯æ€Žä¹ˆè¢«ä¼ æŸ“ä¸Šçš„ï¼Ÿä½ æ˜¯ä¸æ˜¯åˆå¿˜äº†æ´—手啊?",//L"How did you get that in the first place? Did you forget to wash your hands again?", - L"没问题,我们å¯ä¸èƒ½è®©ä½ ä¸€è¾¹å’³è¡€ä¸€è¾¹æ‰“仗,对å§ï¼Ÿ",//L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ 治好了 $CAUSE$ 的病。你怎么看?", //"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"你怎么染上这个病的啊?", //"Where did you get that stuff from in the first place?", - L"太好了。我的病完全好了...是å§ï¼Ÿ", //"Great. Are you sure it's fully treated now?", - L"é‡è¦çš„æ˜¯ä½ çš„病现在好了...对å§ï¼Ÿ", //"The important thing is that it's gone now... It is, right?", - L"我早就警告过你们了...这个国家哪里都是病æºï¼Œæ‰€ä»¥åˆ«ä¹±æ‘¸ä¹±ç¢°ï¼", //"I told you people before... this country a dirty place, so beware of what you touch.", - L"我们得å°å¿ƒç‚¹ï¼Œæˆ‘们ä¸ä»…ä»…è¦å¯¹æŠ—那些想让我们死的人。", //"We have to be careful. The army isn't the only thing that wants us dead.", - L"å¾ˆå¥½ã€‚è¯¥æ²»çš„ç—…éƒ½æ²»å¥½äº†ï¼Œæˆ‘ä»¬å¾—æ‰¾äº›æ•Œäººæ¥æ²»æ²»äº†ã€‚", //"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"干得漂亮,$CAUSE$ï¼", // L"Nice one, $CAUSE$!", - L"", - L"", - L"哇塞,你看到这个很兴奋å§ï¼Ÿ", //L"Whoa. Are you really getting off on that?", - L"è¿™æ‰å«å†›äº‹è¡ŒåЍï¼", // L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ ç»™ $CAUSE$ 的暴力美学点赞了。你怎么看?", // L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"å°æœ‹å‹ï¼Œè¿™å¯ä¸æ˜¯æ‰“æ¸¸æˆæœºã€‚", // L"This isn't a video game, kid...", - L"é‚£å¯çœŸå¤Ÿæ¶å¿ƒçš„,但是我喜欢ï¼", // L"That was so wicked!", - L"æ²¡å•¥å¥½é“æ­‰çš„,那简直太棒了ï¼", // L"What are you apologizing for? That was awesome!", - L"$VICTIM$,你å¯çœŸå¤Ÿç‹ çš„。", //L"You are sick, $VICTIM$.", - L"æ€äº†ä»–们就行了,你还éžå¾—玩些花样。", // L"Killing them is enough. No need to make a show out of it.", - L"这就是和我们对抗的下场,æ¥ï¼ŒæŠŠå‰©ä¸‹çš„全一锅端了。", //L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"我去,$CAUSE$,你åªè¦æ€äº†ä»–们就行了,ä¸éœ€è¦äººé—´è’¸å‘了他们ï¼", //L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"感觉到有什么ä¸åŒå—?", //L"Is there a difference?", - L"哎呦,这玩æ„å¨åŠ›å¾ˆå¤§å•Šï¼", //L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ 被 $CAUSE$ 的暴行å“到了。你怎么看?", //L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"别告诉我你晕血。", //L"Don't tell me you've never seen blood before...", - L"那有点过激了。", //L"That was a bit excessive...", - L"è¿™æ˜¯ä¸æ˜¯è¯´æ˜Žä½ éƒ½æ²¡æ€Žä¹ˆç”¨è¿‡è¿™æŠŠæžªï¼Ÿ", //L"Does that mean you aren't even remotely familiar with your gun?", - L"往好里说,这货至少ä¸ä¼šæŠ±æ€¨äº†", //L"On the plus side, I doubt this guy is going to complain.", - L"别浪费å­å¼¹ï¼Œ$CAUSE$。", //L"Don't waste ammunition, $CAUSE$.", - L"既然他们挑事,那我们就把他们扔到裹尸袋里。就这么简å•。", //L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"多谢指点,$CAUSE$。我从你那里学到ä¸å°‘知识。", //L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"你还有很多东西è¦å­¦å‘¢ï¼Œ$VICTIM$。", //L"About that... you still have a lot to learn, $VICTIM$.", - L"你是个好学生ï¼", //L"You're welcome!", - L"", - L"", - L"$CAUSE$ 䏿»¡ $VICTIM$ 的学习进度缓慢。你怎么看?", //L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"师父领进门,修行在个人。", //L"At some point you'll have to do on your own though.", - L"æ˜¯çš„ï¼Œä½ æœ€å¥½ç»§ç»­å‘ $CAUSE$ 学习。", //L"Yeah, you better stick to $CAUSE$.", - L"ä¸ï¼Œ$VICTIM_GENDER$ ä¿æŒè¿™æ ·å°±æŒºå¥½ã€‚", //L"Nah, $VICTIM_GENDER$ is doing fine.", - L"是的,$VICTIM_GENDER$ è¿˜éœ€è¦æ›´å¤šæé«˜ã€‚", //L"Yes, $VICTIM_GENDER$ still needs training.", - L"è¿™æ¬¡è®­ç»ƒå¾ˆæœ‰æˆæ•ˆï¼Œå°±è¿™ä¸ªæ°”åŠ¿ï¼Œç»§ç»­ä¿æŒä¸‹åŽ»ã€‚", //L"This training is a good preparation, keep up the good work.", - L"æƒ³èµ¢å¾—æœ€ç»ˆèƒœåˆ©çš„è¯æ‰€æœ‰äººéƒ½è¦ç»§ç»­åŠªåŠ›ï¼Œä¸€é¼“ä½œæ°”å§ï¼", //L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"干得好ï¼å¢ç‘Ÿä»¬éƒ½ä¸‹åœ°ç‹±å§ï¼$CAUSE$ 是战术大师ï¼", //L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"大家也都劳苦功高。", //L"I couldn't have done it without you people.", - L"å˜¿å˜¿ï¼Œä»Šå¤©æ˜¯æˆ‘çš„å¹¸è¿æ—¥ã€‚", // L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ 肯定了 $VICTIM$ 的领导能力。你怎么看?", //L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"å—¯...当然这也ä¸å®Œå…¨æ˜¯ $CAUSE_GENDER$ 一个人的功劳...", //L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"åŒæ„。 $CAUSE$ 是优秀的团队领导者。", //L"Agreed. $CAUSE$ is a fine squadleader.", - L"一点也ä¸å¤¸å¼ ï¼Œä½ åº”该得到称赞。", //L"It's alright. You deserve this.", - L"ä½ åšçš„很好,$CAUSE$。干得漂亮ï¼", //L"You did everything right, $CAUSE$. Good work!", - L"å¾ˆå¥½ï¼Œæˆ‘ä»¬é æˆ˜æœ¯æ‰­è½¬äº†è£…备的劣势,对å§ï¼Ÿ", //L"Yeah. We're turning into quite the outfit, aren't we?", - L"这场仗胜利了,但是è¦å–得最终的胜利,我们还è¦ç»§ç»­æ‰“更多的胜仗。", //L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"好险。谢谢你,$CAUSE$,我欠你æ¡å‘½ï¼", //L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"å°äº‹ä¸€æ¡©ã€‚", //L"Don't mention it.", - L"æ¢æˆä½ ä½ ä¹Ÿä¼šè¿™æ ·åšçš„。", //L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ 救了 $VICTIM$ 一命。你怎么看?", //L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"唉,他还是死了。", //L"Pff, that guy was dead anyway.", - L"很严é‡å—,$VICTIM$ï¼Ÿè¿˜èƒ½åšæŒæˆ˜æ–—å—?", //L"How bad is it, $VICTIM$? Can you still fight?", - L"没问题,你干得漂亮。", //L"Then I will. Good job!", - L"还是å¯ä»¥çš„,我刚æ‰ä»¥ä¸ºæ˜¯çœŸä¸è¡Œäº†ã€‚", //L"Yeah, I was worried there for a moment.", - L"干得好,但是我们先得把这场战斗打完,是å§ï¼Ÿ", //L"Good job, but let's focus on ending this first, okay?", - L"ä½ ä»¬æ‹¥æŠ±å®Œäº†æ²¡ï¼Œæˆ‘ä»¬å¾—å…ˆè§£å†³æ‰‹å¤´ä¸Šçš„æ´»å„¿ï¼Œæˆ‘çš„æ„æ€æ˜¯è§£å†³è¿™äº›å‘我们开枪的人。", //L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"å§æ§½ï¼Œæˆ‘先看到他的,这个人头应该是我的ï¼", //L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"哈?你疯了å—ï¼Ÿæˆ‘ä»¬éƒ½åœ¨çƒ­ç«æœå¤©çš„æˆ˜æ–—,你å´åœ¨æ•°äººå¤´æ•°ï¼Ÿ", //L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"啥?那我的é¶å­å‘¢ï¼Ÿ", //L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ 对于 $CAUSE$ 抢了他的人头éžå¸¸ç”Ÿæ°”ï¼ŒåŽæžœå¾ˆä¸¥é‡ã€‚你怎么想?", //L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"è¿™å¯ä¸æ˜¯ç½‘游,弱智,没人会去注æ„你那该死的人头数ï¼", //L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"çœŸæ˜¯çš„ï¼Œæˆ‘æœ€è®¨åŽŒåˆ«äººæ€æˆ‘å¼¹é“上的敌人了。", //L"Yeah, I hate it when people don't stick to their firing lane.", - L"$CAUSE$,你åªèƒ½æ€ä½ åº”该æ€çš„人。", //L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"æ“,怎么跟打网游似的,$VICTIM_GENDER$ æ˜¯ä¸æ˜¯è¦æŒ‡è´£æ•Œäººæ‰“蹲点战术了?", //L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"è¿™ç§é—®é¢˜ä»¥åŽç§ä¸‹è§£å†³ï¼Œä½†æ˜¯çŽ°åœ¨ï¼Œæ‰€æœ‰äººå…ˆç¡®ä¿æ²¡æœ‰è§†çº¿çš„æ­»è§’。", //L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"åªè¦æ‰€æœ‰äººæŠŠè‡ªå·±ç«åŠ›èŒƒå›´å†…çš„æ•Œäººéƒ½æ€å…‰ï¼Œæ‰€æœ‰äººéƒ½ä¼šæœ‰è¶³å¤Ÿçš„人头数了。", //L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"隆隆! 那个人解决掉了。", //L"Boom! We sure took care of that guy.", - L"", - L"", - L"好å§ï¼Œè™½ç„¶å¤§éƒ¨åˆ†æ˜¯æˆ‘的功劳,你也确实帮了点忙。", //L"Well, it was mostly me, but you did help too.", - L"æ²¡é—®é¢˜ã€‚æŽ¥ä¸‹æ¥æžè°ï¼Ÿ", //L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ å’Œ $VICTIM$ 一起æžå®šäº†æ•Œäººã€‚怎么样?", //L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"如果你能射得å†å‡†ç‚¹ï¼Œ$CAUSE$ å°±ä¸ç”¨ç»™ä»–最åŽä¸€å‡»äº†ã€‚", //L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"å‡ ä¸ªäººè”æ‰‹æ‰å¹²æŽ‰ä»–?上å¸å•Šï¼Œä»–穿的什么牌å­çš„防弹衣?", //L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"瞧一瞧看一看了啊,$VICTIM$ 太得æ„忘形了啊", //L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"嘿嘿,他们一点办法都没有。", //L"Hehe, they've got no chance.", - L"å—¯...æˆ‘ä»¬æˆ–è®¸éœ€è¦æ›´å¼ºå¤§çš„ç«åŠ›æ‰èƒ½å•挑他们,ä¸è¿‡åˆšæ‰å¤§å®¶éƒ½å¹²å¾—ä¸é”™ã€‚", //L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"我觉得我们应该平分战利å“,ä¸è¿‡ $CAUSE$ å¯ä»¥å…ˆé€‰ä»–喜欢的。", //L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"æ€è·¯å¯¹äº†ã€‚我们已ç»èµ¢äº†ï¼Œæ²¡å¿…è¦å± æ€ä»–们。", //L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"我们走一步看一步å§ï¼Œå¦‚æžœä»–ä»¬ä¸æ”¾å¼ƒæŠµæŠ—,也没有好果å­åƒã€‚", //L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"对。或许从这些人嘴里能撬出什么敌情。", //L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"剩下的敌军对 $CAUSE$ 投é™äº†ã€‚请指示。", //L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"æ²¡æœ‰å†’çŠ¯çš„æ„æ€ï¼Œä½†æ˜¯å¦‚æžœ $CAUSE$ 你惧怕死亡,你å¯èƒ½å¹¶ä¸èƒ½èƒœä»»è¿™ä¸ªå·¥ä½œã€‚", //L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"很好,$CAUSE$。我们的工作一下轻æ¾äº†å¾ˆå¤šã€‚", //L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"å˜¿ï¼æŠŠæžªæ”¶èµ·æ¥å§ï¼Œä»–们都投é™äº†ã€‚", //L"Hey! Cut the crap. They already surrendered.", - L"对,你ä¸åº”该相信他们,他们都是些六亲ä¸è®¤çš„人。", //L"Yeah, you can't trust these guys, they're totally reckless.", - L"我们应该赶紧把这些人扔进监狱里é¢åŽ»ä¸¥åŠ å®¡è®¯ï¼Œä»–ä»¬è‚¯å®šçŸ¥é“女王军的下一步动å‘。", //L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"啧。我觉得应该把这些å¢ç‘Ÿä»¬å…¨æžªæ¯™äº†ï¼Œè¿™äº›äººåªä¼šæ‹–我们的åŽè…¿ã€‚", //L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"$CAUSE$,注æ„点,他们是站在我们这边的。", //L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"åªæ˜¯æ“¦ä¼¤è€Œå·²ï¼Œæ²¡ä»€ä¹ˆå¤§ä¸äº†çš„。", //L"That's just a scratch, they'll live.", - L"æˆ‘ä¸æ˜¯æ•…æ„的。", //L"Oops.", - L"", - L"", - L"$VICTIM$ 对 $CAUSE$ 误伤了平民éžå¸¸ç”Ÿæ°”。你怎么看?", //L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"唉,误伤是没法é¿å…的,他们ä¸ä¼šæ­»çš„。", //L"Well, this can happen. As long as they live it's okay.", - L"åœ¨äº‹åŽæŠ¥å‘Šä¸­æ·»ä¸Šè¿™ä¸€ç¬”å¯ä¸å¤ªå¥½çœ‹ã€‚", //L"This won't look good in the after-action report.", - L"你在干嘛啊?ç大眼ç›çœ‹æ¸…楚,$CAUSE$ï¼", //L"What are you doing? Watch it, $CAUSE$!", - L"åˆ«å¤§æƒŠå°æ€ªã€‚我也ç»å¸¸è¢«è¯¯ä¼¤ã€‚", //L"Don't worry. Happens to me too all the time.", - L"ä¸è¦ä¹±å¼€æžªï¼æˆ˜æ–—结æŸä»¥åŽ $VICTIM$ å’Œ $CAUSE$ 负责医护被误伤的人员", //L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"如果 $CAUSE$ 真的是故æ„的,他们早就死了,ä¸ç”¨è¿‡äºŽæ‹…心。", //L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"你说啥?", //L"What?!", - L"胡说ï¼", //L"No!", - L"你说的是å‡è¯ï¼", //L"That is false!", - L"那䏿˜¯çœŸçš„ï¼", //L"That is not true!", - - L"说谎ï¼è¯´è°Žï¼è¯´è°Žï¼ä¸€æ´¾èƒ¡è¨€ï¼", //L"Lies, lies, lies. Nothing but lies!", - L"骗å­ï¼", //L"Liar!", - L"å›å¾’ï¼", //L"Traitor!", - L"ä½ è¯´è¯æ³¨æ„点ï¼", //L"You watch your mouth!", - - L"ä¸å…³ä½ çš„事。", //L"This is none of your business.", - L"别æ’嘴ï¼", //L"Who ever invited you?", - L"没人问你的æ„è§ï¼Œ$INTERJECTOR$。", //L"Nobody asked for your opinion, $INTERJECTOR$.", - L"哪凉快哪呆ç€åŽ»ã€‚", //L"You stay away from me.", - - L"为什么你们都è¦å’Œæˆ‘对ç€å¹²ï¼Ÿ", //L"Why are you all against me?", - L"为什么你è¦å’Œæˆ‘对ç€å¹²ï¼Œ$INTERJECTOR$?", //L"Why are you against me, $INTERJECTOR$?", - L"æˆ‘å°±çŸ¥é“ $VICTIM$ å’Œ $INTERJECTOR$ 是一根绳上的蚂蚱。", //L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"å¬è€Œä¸é—»ï¼", //L"Not listening...!", - - L"我å—够这ç§å˜æ€é©¬æˆè¡¨æ¼”了", //L"I hate this psycho circus.", - L"我å—å¤Ÿè¿™ç§æ¶å¿ƒçš„秀了", //L"I hate this freak show.", - L"一边玩儿去ï¼", //L"Back off!", - L"说谎ï¼è¯´è°Žï¼è¯´è°Ž...", // L"Lies, lies, lies...", - - L"ä¸å¯èƒ½çš„ï¼", // L"No way!", - L"那䏿˜¯çœŸçš„ï¼", // L"So not true.", - L"é‚£ä¸å¯èƒ½æ˜¯çœŸçš„。", //L"That is so not true.", - L"眼è§ä¸ºå®žï¼Œè€³å¬ä¸ºè™šã€‚", //L"I know what I saw.", - - L"我压根儿ä¸çŸ¥é“ $INTERJECTOR_GENDER$ 在讲什么。", //L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"åˆ«å¬ $INTERJECTOR_PRONOUN$ 瞎掰ï¼", //L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"䏿˜¯é‚£ä¹ˆå›žäº‹å„¿ã€‚", // L"Nope.", - L"你弄错了。", // L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"我知é“ä½ ä¼šæ”¯æŒæˆ‘的,$INTERJECTOR$。", //L"I knew you'd back me, $INTERJECTOR$", - L"æˆ‘çŸ¥é“ $INTERJECTOR$ ä¼šæ”¯æŒæˆ‘的。", //L"I knew $INTERJECTOR$ would back me.", - L"$INTERJECTOR$ 说得对。", // L"What $INTERJECTOR$ said.", - L"$INTERJECTOR_GENDER$ 说得对。", // L"What $INTERJECTOR_GENDER$ said.", - - L"太感谢了,$INTERJECTOR$ï¼", //L"Thanks, $INTERJECTOR$!", - L"相信我,没错的ï¼", //L"Once again I'm right!", - L"看è§äº†å§ï¼Œ$CAUSE$?我是对的ï¼", //L"See, $CAUSE$? I am right!", - L"$SPEAKER$ åˆè¯´å¯¹äº†ï¼", //L"Once again $SPEAKER$ is right!", - - L"好。", //L"Aye.", - L"是。", //L"Yup.", - L"是的。", // L"Yep", - L"对的。", //L"Yes.", - - L"确实。", // L"Indeed.", - L"没错。", // L"True.", - L"哈ï¼", // L"Ha!", - L"看å§ï¼Ÿ", // L"See?", - - L"一点没错ï¼", //L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"说得对ï¼", //L"That's right!", - L"确实ï¼", //L"Indeed!", - L"éžå¸¸å‡†ç¡®ã€‚", //L"Exactly that.", - L"$CAUSE$ æ¯æ¬¡éƒ½æ˜¯å¯¹çš„。", //L"$CAUSE$ does that all the time.", - - L"$VICTIM$ 是对的ï¼", //L"$VICTIM$ is right!", - L"我也想指出这个呢。", //L"I was gonna' point that out, too!", - L"$VICTIM$ 说得对。", //L"What $VICTIM$ said.", - L"æˆ‘æ”¯æŒ $CAUSE$ï¼", //L"That's our $CAUSE$!", - - L"对ï¼", //L"Yeah!", - L"事情越æ¥è¶Šæœ‰è¶£äº†...", //L"Now THIS is going to be interesting...", - L"你和他们说说,$VICTIM$ï¼", //L"You tell'em, $VICTIM$!", - L"æˆ‘åŒæ„ $VICTIM$ 在这里...", //L"Agreeing with $VICTIM$ here...", - - L"精彩啊,$CAUSE$。", //L"Classic $CAUSE$.", - L"我就没这么伶牙ä¿é½¿ã€‚", //L"I couldn't have said it better myself.", - L"事情就是这样的。", //L"That is exactly what happened.", - L"æˆ‘åŒæ„ï¼", //L"Agreed!", - - L"是。", //L"Yup.", - L"对的。", //L"True.", - L"完全正确。", //L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"我得打断一下...", //L"Now wait a minute...", - L"ç­‰ç­‰ï¼Œé‚£ä¸æ˜¯äº‹å®ž...", //L"Wait a sec, that's not what right...", - L"ä½ è¯´å•¥ï¼Ÿå½“ç„¶ä¸æ˜¯ã€‚", //L"What? No.", - L"äº‹å®žä¸æ˜¯é‚£æ ·çš„。", //L"That is not what happened.", - - L"哎,别这么说 $CAUSE$ï¼", //L"Hey, stop blaming $CAUSE$!", - L"闭嘴,$VICTIM$ï¼", //L"Oh shut up, $VICTIM$!", - L"ä¸ä¸ä¸ï¼Œä½ å¼„错了。", //L"Nonono, you got that wrong.", - L"é ï¼Œèƒ½ä¸èƒ½ä¸è¦è¿™ä¹ˆæ­»æ¿å•Šï¼Œ$VICTIM$?", //L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"ä½ å°±ä»Žæ¥æ²¡è¿™ä¹ˆå¹²è¿‡ï¼Œ$VICTIM$?", //L"And I suppose you never did, $VICTIM$?", - L"å—¯...ä¸ã€‚", //L"Hmmmm... no.", - L"很好。让我们åµä¸€æž¶å§ï¼Œå正也没其它事情å¯åš...", //L"Great. Let's have an argument. It's not like we have other things to do...", - L"你错了ï¼", //L"You are mistaken!", - - L"你错了ï¼", //L"You are wrong!", - L"我和 $CAUSE$ ç»ä¸ä¼šè¿™ä¹ˆåšã€‚", //L"Me and $CAUSE$ would never do such a thing.", - L"ä¸ï¼Œä¸å¯èƒ½çš„。", //L"Nah, can't be.", - L"我å¯ä¸è¿™ä¹ˆè®¤ä¸ºã€‚", //L"I don't think so.", - - L"怎么想起现在说这个事情?", //L"Why bring that up now?", - L"干嘛啊,$VICTIM$?有必è¦è¿™æ ·å—?", //L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"什么也ä¸è¯´", //L"Keep silent", - L"æ”¯æŒ $VICTIM$", //L"Support $VICTIM$", - L"æ”¯æŒ $CAUSE$", //L"Support $CAUSE$", - L"呼åç†æ™ºè§£å†³é—®é¢˜", //L"Appeal to reason", - L"让两边都闭嘴", //L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"ä»–", //L"he", - L"她", //L"she", - L"ä»–", //L"him", - L"她", //L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% æ•æ·\n", // L" %s%d%% agility stat\n", - L" %s%d%% çµå·§\n", // L" %s%d%% dexterity stat\n", - L" %s%d%% 力é‡\n", // L" %s%d%% strength stat\n", - L" %s%d%% 智慧\n", // L" %s%d%% wisdom stat\n", - L" %s%d%% 有效等级\n", //L" %s%d%% effective level\n", - - L" %s%d%% APs\n", //L" %s%d%% APs\n", - L" %s%d æœ€å¤§çš„å‘¼å¸æ¬¡æ•°\n", //L" %s%d maximum breath\n", - L" %s%d%% è´Ÿé‡èƒ½åŠ›\n", //L" %s%d%% strength to carry items\n", - L" %s%2.2f 生命值回å¤/å°æ—¶\n", //L" %s%2.2f life regeneration/hour\n", - L" %s%d ç¡çœ æ‰€éœ€æ—¶é—´\n", //L" %s%d need for sleep\n", - L" %s%d%% æ°´é‡è€—è´¹\n", //L" %s%d%% water consumption\n", - L" %s%d%% 食物耗费\n", //L" %s%d%% food consumption\n", - - L"%s被诊断出%s了ï¼", //L"%s was diagnosed with %s!", - L"%sçš„%s被治愈了ï¼", //L"%s is cured of %s!", - - L"诊断", // L"Diagnosis", - L"治疗", //L"Treatment", - L"掩埋尸体", //L"Burial", - L"å–æ¶ˆ", //L"Cancel",  - - L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n", - - L"高度的痛苦会导致人格分裂\n", //L"High amount of distress can cause a personality split\n", - L"在%s'库存中å‘现污染物å“。\n", //L"Contaminated items found in %s' inventory.\n", - L"æ¯å½“我们é‡åˆ°è¿™ç§æƒ…况的时候, 会增加一个新的伤残属性。\n", //L"Whenever we get this, a new disability is added.\n", - - L"åªæœ‰ä¸€åªæ‰‹è¿˜èƒ½ç”¨ã€‚\n", //L"Only one hand can be used.\n", - L"åªæœ‰ä¸€åªæ‰‹è¿˜èƒ½ç”¨ã€‚\nå·²ä½¿ç”¨åŒ»ç”¨å¤¹æ¿æ¥åŠ å¿«æ²»ç–—è¿›ç¨‹ã€‚\n", //L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"腿部机能严é‡å—é™ã€‚\n", //L"Leg functionality severely limited.\n", - L"腿部机能严é‡å—é™ã€‚\nå·²ä½¿ç”¨åŒ»ç”¨å¤¹æ¿æ¥åŠ å¿«æ²»ç–—è¿›ç¨‹ã€‚\n", //L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"潜ä¼", //L"Hide", - L"侦查", //L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|æ°´: %d%%\n", //L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|食|物: %d%%\n", //L"\n\n|F|o|o|d: %d%%\n", - - L"æœ€å¤§å£«æ°”è¢«æ”¹å˜ %s%d\n", //L"max morale altered by %s%d\n", - L" %s%d 需è¦ç¡çœ \n", //L" %s%d need for sleep\n", - L" %s%d%% 精力回å¤\n", // L" %s%d%% breath regeneration\n", - L" %s%d%% 任务效率\n", //L" %s%d%% assignment efficiency\n", - L" %s%d%% 失去能力点的几率\n", //L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = -{ - // IMP Gear Entrance - L"如何选择装备?", //L"How should gear be selected?", - L"æ—§ç³»ç»Ÿï¼šæ ¹æ®æŠ€èƒ½å’Œèƒ½åŠ›éšæœºé€‰æ‹©è£…备", //L"Old method: Random gear according to your choices", - L"新系统:自由选购装备", //L"New method: Free selection of gear", - L"旧系统", //L"Old method", - L"新系统", //L"New method", - - // IMP Gear Entrance - L"I.M.P 装备", // L"I.M.P. Equipment", - L"é¢å¤–花费: %d$ (%d$ 预付款)", //L"Additional Cost: %d$ (%d$ prepaid)", -}; - -STR16 szIMPGearPocketText[] = -{ - L"选择头盔", //L"Select helmet", - L"选择背心", // L"Select vest", - L"选择裤å­", //L"Select pants", - L"选择头部装备", //L"Select face gear", - L"选择头部装备", //L"Select face gear", - - L"选择主武器", //L"Select main gun", - L"选择副武器", //L"Select sidearm", - - L"选择LBE背心", //L"Select LBE vest", - L"选择左LBE枪套", //L"Select left LBE holster", - L"选择å³LBE枪套", //L"Select right LBE holster", - L"选择LBE战斗包", //L"Select LBE combat pack", - L"选择LBE背包", //L"Select LBE backpack", - - L"选择å‘射器/步枪", //L"Select launcher / rifle", - L"选择近战武器", //L"Select melee weapon", - - L"选择附加物å“", //L"Select additional items", //BIGPOCK1POS - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择医疗套件", //L"Select medkit",MEDPOCK1POS - L"选择医疗套件", //L"Select medkit", - L"选择医疗套件", //L"Select medkit", - L"选择医疗套件", //L"Select medkit", - L"选择主武器弹è¯", //L"Select main gun ammo",SMALLPOCK1POS - L"选择主武器弹è¯", //L"Select main gun ammo", - L"选择主武器弹è¯", //L"Select main gun ammo", - L"选择主武器弹è¯", //L"Select main gun ammo", - L"选择主武器弹è¯", //L"Select main gun ammo", - L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo",SMALLPOCK6POS - L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", - L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", - L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", - L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo",SMALLPOCK11POS - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", - L"选择附加物å“", //L"Select additional items", //SMALLPOCK19POS - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", - L"选择附加物å“", //L"Select additional items", //SMALLPOCK30POS - L"左键å•击选择项目/å³é”®å•击关闭窗å£", //L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"无法对该地区下达命令,民兵的命令ä¸å¯ç”¨ã€‚", // L"We cannot relay orders to this sector, militia command not possible.", - L"未被分é…", //L"Unassigned", - L"å°é˜Ÿç¼–å·", //L"Group No.", - L"下一站 ", //L"Next", - - L"_æ—¶é—´", //L"ETA", - L"第%då°é˜Ÿï¼ˆæ–°ï¼‰", //L"Group %d (new)", - L"第%då°é˜Ÿ", //L"Group %d", - L"_目的地", //L"Final", - - L"志愿者: %d (+%5.3f)", //L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = -{ - L"æ•Œäººçš„ç›´å‡æœºåœ¨%s被打下了ï¼",//L"Enemy helicopter shot down in %s!", - L"æˆ‘ä»¬ã€‚ã€‚ã€‚å—¯ã€‚ã€‚ç›®å‰æ²¡æœ‰æŽ§åˆ¶é‚£ä¸ªåŸºåœ°ï¼ŒæŒ‡æŒ¥å®˜ã€‚。。",//L"We... uhm... currently don't control that site, commander...", - L"SAM导弹现在ä¸éœ€è¦ä¿å…»ã€‚",//L"The SAM does not need maintenance at the moment.", - L"我们已ç»è®¢è´­äº†ç»´ä¿®é›¶ä»¶ï¼Œè¿™éœ€è¦æ—¶é—´ã€‚",//L"We've already ordered the repair, this will take time.", - - L"æˆ‘ä»¬æ²¡æœ‰è¶³å¤Ÿçš„èµ„æºæ¥åšè¿™ä»¶äº‹ã€‚",//L"We do not have enough resources to do that.", - L"ä¿®ç†SAM基地?这将花费%d美金和%då°æ—¶ã€‚",//L"Repair SAM site? This will cost %d$ and take %d hours.", - L"æ•Œäººçš„ç›´å‡æœºåœ¨%s被击中了。",//L"Enemy helicopter hit in %s.", - L"%s用%så¯¹æ•Œå†›ç›´å‡æœºå¼€ç«äº†ï¼Œåœ°ç‚¹åœ¨%s。",//L"%s fires %s at enemy helicopter in %s.", - - L"%sçš„SAM对ä½äºŽ%sçš„æ•Œå†›ç›´å‡æœºå¼€ç«äº†ã€‚",//L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"没有有效的建筑被选中,因而建造计划中没有增加任何内容。",//L"No valid structure selected, nothing added to build plan.", - L"æ²¡æœ‰æ‰¾åˆ°ç½‘æ ¼ç¼–å·æ¥åˆ›å»ºç‰©å“%s ---创建的物å“丢失。",//L"No grid no found to create items in %s - created items are lost.", - L"无法在%s建造建筑---人们还在路上。",//L"Structures could not be built in %s - people are in the way.", - L"无法在%s建造建筑---需è¦ä¸‹åˆ—物å“:",//L"Structures could not be built in %s - the following items are required:", - - L"没有找到åˆé€‚的防御公事æ¥è¿›è¡Œç½‘格设置 %d: %s",//L"No fitting fortifications found for tileset %d: %s", - L"网格设置 %d: %s",//L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"æ°‘å…µ",//L"Militia", - L"æ°‘å…µåŠ›é‡æ€»è§ˆ",//L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"å‚与行动 %s",//L"Took part in Operation %s", - L"招募日期 %d, %d:%02d 在 %s",//L"Recruited on Day %d, %d:%02d in %s", - L"加薪日期 %d, %d:%02d",//L"Promoted on Day %d, %d:%02d", - L"KIA,行动 %s",//L"KIA, Operation %s", - - L"在行动中å—了轻伤 %s",//L"Lightly wounded during Operation %s", - L"在行动中å—了é‡ä¼¤ %s",//L"Heavily wounded during Operation %s", - L"在行动中å—了致命伤 %s",//L"Critically wounded during Operation %s", - L"在行动中勇敢地战斗 %s",//L"Valiantly fought in Operation %s", - - L"从Kerberus安ä¿å…¬å¸é›‡ä½£çš„æ—¶é—´ï¼š%d, %d:%02d 在 %s",//L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"åå›çš„æ—¶é—´ï¼š%d, %d:%02d 在 %s",//L"Defected to us on Day %d, %d:%02d in %s", - L"åˆåŒç»ˆæ­¢çš„æ—¶é—´ï¼š%d, %d:%02d",//L"Contract terminated on Day %d, %d:%02d", - L"在%d天投奔我们,%d:%02d在%s", //L"Defected to us on Day %d, %d:%02d in %s", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"生命",//L"HP", - L"æ•æ·",//L"AGI", - L"çµå·§",//L"DEX", - L"力é‡",//L"STR", - - L"领导",//L"LDR", - L"枪法",//L"MRK", - L"机械",//L"MEC", - L"爆炸",//L"EXP", - - L"医疗",//L"MED", - L"智慧",//L"WIS", - L"\nå¿…é¡»æœ‰è€æ‰‹æˆ–者精英等级",//L"\nMust have regular or elite rank", - L"\n必须有精英的等级",//L"\nMust have elite rank", - - L"\n\n|满|è¶³|è¦|求",//L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|ä¸|满|è¶³|è¦|求",//L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\n基本版本的特性",//L"\nBasic version of trait", - - L"(专家)",//L" (Expert)", -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"行动",//L"Operations", - L"你确定è¦ä»Žä½ çš„æœåŠ¡ä¸­å‘布%s?",//L"Are you sure you want to release %s from your service?", - L"生命率: %3.0f %% æ¯æ—¥è–ªæ°´: %3d$ 年龄: %då¹´",//L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"æ¯æ—¥è–ªæ°´: %3d$ 年龄: %då¹´",//L"Daily Wage: %3d$ Age: %d years", - - L"歼敌数:%d 助攻数:%d",//L"Kills: %d Assists: %d", - L"状æ€ï¼šå‡å°‘",//L"Status: Deceased", - L"状æ€ï¼šå¼€ç«",//L"Status: Fired", - L"状æ€ï¼šæ¿€æ´»",//L"Status: Active", - - L"终止åˆåŒ",//L"Terminate Contract", - L"个人数æ®",//L"Personal Data", - L"æœå½¹è®°å½•",//L"Service Record", - L"清å•",//L"Inventory", - - L"æ°‘å…µåå­—",//L"Militia name", - L"区域åå­—",//L"Sector name", - L"武器",//L"Weapon", - L"生命比率: %3.1f%%%%%%%",//L"HP ratio: %3.1f%%%%%%%", - - L"%s 当å‰è½½å…¥çš„区域尚未激活。",//L"%s is not active in the currently loaded sector.", - L"%s å·²ç»è¢«æå‡ä¸ºç†Ÿç»ƒæ°‘å…µ",//L"%s has been promoted to regular militia", - L"%s å·²ç»è¢«æå‡ä¸ºç²¾è‹±æ°‘å…µ",//L"%s has been promoted to elite militia", - L"状æ€: 逃兵", //L"Status: Deserted", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"所有状æ€",//L"All statuses", - L"å‡å°‘",//L"Deceased", - L"激活",//L"Active", - L"å¼€ç«",//L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"所有等级",//L"All ranks", - L"新手",//L"Green", - L"熟练",//L"Regular", - L"精英",//L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"æ‰€æœ‰åŽŸä½æ°‘",//L"All origins", - L"åæŠ—军",//L"Rebel", - L"PMC",//L"PMC", - L"逃兵",//L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"所有区域",//L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"商人处于敌æ„状æ€ï¼Œä¸æ„¿æ„进行交易。",//L"Merchant is hostile and does not want to trade.", - L"商人暂时ä¸åšç”Ÿæ„。",//L"Merchant is in no state to do business.", - L"商人ä¸åœ¨äº¤æˆ˜ä¸­è¿›è¡Œäº¤æ˜“。",//L"Merchant won't trade during combat.", - L"商人拒ç»å’Œä½ äº¤æ˜“。",//L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = -{ - L"晴天",//L"normal", - L"下雨",//L"rain", - L"é›·æš´",//L"thunderstorm", - L"沙尘暴",//L"sandstorm", - - L"下雪",//L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%sé‡åˆ°è›‡çš„袭击ï¼",//L"%s evaded a snake attack!", - L"%s被蛇攻击了ï¼",//L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"把%sè½¬å˜æˆèµ„æº",//L"Converted %s into resources", - L"枪械:",//L"Guns: ", - L"护具:",//L"Armour: ", - L"æ‚项:",//L"Misc: ", - - L"没有足够的志愿者å‚加民兵ï¼",//L"There are no volunteers left for militia!", - L"æ²¡æœ‰è¶³å¤Ÿçš„èµ„æºæ¥è®­ç»ƒæ°‘å…µï¼",//L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s开始侵入。",//L"%s starts hacking.", - L"%s进入电脑,但没找到感兴趣的内容。",//L"%s accesses the computer, but finds nothing of interest.", - L"%s的技能ä¸å¤Ÿï¼Œä¸è¶³ä»¥æ”»å…¥ç”µè„‘。",//L"%s is not skilled enough to hack the computer.", - L"%s阅读了文件,但没找到新的内容。",//L"%s reads the file, but learns nothing new.", - - L"%s离开了这个,没有æ„义。",//L"%s can't make sense out of this.", - L"%sä¸èƒ½ä½¿ç”¨æ°´é¾™å¤´ã€‚",//L"%s couldn't use the watertap.", - L"%s买了一个%s。",//L"%s has bought a %s.", - L"%s没有足够的钱。那真让人难为情。",//L"%s doesn't have enough money. That's just embarassing.", - - L"%sä½¿ç”¨æ°´é¾™å¤´å–æ°´ã€‚",//L"%s drank from water tap", - L"è¿™å°æœºå™¨çœ‹èµ·æ¥æ— æ³•工作。", //L"This machine doesn't seem to be working.", -}; - -STR16 szLaptopStatText[] = -{ - L"å¨èƒæ•ˆçއ %d\n", //L"threaten effectiveness %d\n", - L"领导能力 %d\n", //L"leadership %d\n", - L"对è¯ä¿®æ­£ %.2f\n", //L"approach modifier %.2f\n", - L"背景修正 %.2f\n", //L"background modifier %.2f\n", - - L"+50 æ¥æºäºŽè‡ªä¿¡ (其它) \n", //L"+50 (other) for assertive\n", - L"-50 æ¥æºäºŽæ¶æ¯’ (其它) \n", //L"-50 (other) for malicious\n", - L"好人", //L"Good Guy", - L"%s䏿„¿è¿‡åº¦ä½¿ç”¨æš´åŠ›ï¼Œå¹¶ä¸”æ‹’ç»æ”»å‡»éžæ•Œå¯¹ç›®æ ‡ã€‚", //L"%s eschews excessive violence and will refuse to attack non - hostiles.", - - L"å‹å¥½å¯¹è¯", //L"Friendly approach", - L"直接对è¯", //L"Direct approach", - L"å¨èƒå¯¹è¯", //L"Threaten approach", - L"招募对è¯", //L"Recruit approach", - - L"统计倒退数æ®ã€‚", //L"Stats will regress.", - L"快速", //L"Fast", - L"å¹³å‡", //L"Average", - L"慢速", //L"Slow", - L"生命æˆé•¿", //L"Health growth", - L"åŠ›é‡æˆé•¿", //L"Strength growth", - L"æ•æ·æˆé•¿", //L"Agility growth", - L"çµå·§æˆé•¿", //L"Dexterity growth", - L"智慧æˆé•¿", //L"Wisdom growth", - L"枪法æˆé•¿", //L"Marksmanship growth", - L"爆破æˆé•¿", //L"Explosives growth", - L"领导æˆé•¿", //L"Leadership growth", - L"医疗æˆé•¿", //L"Medical growth", - L"机械æˆé•¿", //L"Mechanical growth", - L"等级æˆé•¿", //L"Experience growth", -}; - -STR16 szGearTemplateText[] = -{ - L"输入模版åç§°", //L"Enter Template Name", - L"无法在战斗中进行。", //L"Not possible during combat.", - L"所选佣兵ä¸åœ¨è¿™ä¸ªåŒºåŸŸã€‚", //L"Selected mercenary is not in this sector.", - L"%sä¸åœ¨è¿™ä¸ªåŒºåŸŸã€‚", //L"%s is not in that sector.", - L"%s无法装备%s。", //L"%s could not equip %s.", - L"由于会æŸå物å“,无法安装%s(物å“%d)。", //L"We cannot attach %s (item %d) as that might damage items.", -}; - -STR16 szIntelWebsiteText[] = -{ - L"侦察情报局", //L"Recon Intelligence Services", - L"你想è¦çŸ¥é“的情报", //L"Your need to know base", - L"情报需求", //L"Information Requests", - L"情报验è¯", //L"Information Verification", - - L"关于我们", //L"About us", - L"你拥有情报点数:%d点。", //L"You have %d Intel.", - L"我们现有下列情报信æ¯ï¼Œå¯ä½¿ç”¨æƒ…报点数交æ¢ï¼š", //L"We currently have information on the following items, available in exchange for intel as usual:", - L"ç›®å‰æˆ‘们没有其他情报。", //L"There is currently no other information available.", - - L"%d点 - %s", //L"%d Intel - %s", - L"我们å¯ä»¥æä¾›æŸä¸€åŒºåŸŸèŒƒå›´çš„空中侦察,æŒç»­åˆ° %02d:00。", //L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"购买情报 50点", //L"Buy data - 50 intel", - L"购买详细情报 70点", //L"Buy detailed data - 70 Intel", - - L"选择你需è¦çš„区域范围:", //L"Select map region on which you want info on:", - - L"西北", //L"North-west", - L"西北å北", //L"North-north-west", - L"东北å北", //L"North-north-east", - L"东北", //L"North-east", - - L"西北å西", //L"West-north-west", - L"中西北", //L"Center-north-west", - L"中东北", //L"Center-north-east", - L"东北å东", //L"East-north-east", - - L"西å—å西", //L"West-south-west", - L"中西å—", //L"Center-south-west", - L"中东å—", //L"Center-south-east", - L"东å—å东", //L"East-south-east", - - L"西å—", //L"South-west", - L"西å—åå—", //L"South-south-west", - L"东å—åå—", //L"South-south-east", - L"东å—", //L"South-east", - - // about us - L"在“情报需求â€é¡µé¢ï¼Œä½ å¯ä»¥è´­ä¹°æ•Œå åŒºæƒ…报。", //L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"情报内容包括:敌军巡逻队和兵è¥ï¼Œç‰¹æ®Šäººå‘˜ï¼Œæ•Œå†›é£žè¡Œå™¨ç­‰ã€‚", //L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"æŸäº›æƒ…报具有时效性。", //L"Some of that information may be of temporary nature.", - L"在“情报验è¯â€é¡µé¢ï¼Œä½ å¯ä»¥ä¸Šä¼ ä½ æœé›†åˆ°çš„é‡è¦æƒ…报。", //L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"我们会验è¯è¯¥æƒ…报(这个过程通常需è¦å‡ ä¸ªå°æ—¶ï¼‰å¹¶ç»™æ‚¨ç›¸åº”的报酬。", //L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"请注æ„,如果情报å—外部æ¡ä»¶å˜åŒ–(如收集情报的人员死亡了),那么您收到的情报点数将会å˜å°‘。", //L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"ä½ å¯ä»¥ä¸Šä¼ ä»¥ä¸‹æƒ…报:", //L"You can upload the following facts:", - L"上一个", //L"Previous", - L"下一个", //L"Next", - L"上传", //L"Upload", - - L"æ‚¨å·²ç»æ”¶åˆ°ä»¥ä¸‹æƒ…报的报酬:", //L"You have already received compensation for the following:", - L"没有情报å¯ä»¥ä¸Šä¼ ã€‚", //L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"没有敌军,%sä¸ç”¨ç»§ç»­æ½œä¼ï¼", //L"No more enemies present, %s is no longer in hiding!", - L"%så·²ç»è¢«æ•Œå†›å‘现,还能躲è—%då°æ—¶ã€‚", //L"%s has been discovered and goes into hiding for %d hours.", - L"%så·²ç»è¢«æ•Œå†›å‘现,请立刻å‰å¾€è¯¥åŒºåŸŸè¥æ•‘。", //L"%s has been discovered, going to sector!", - L"å‘现敌军将领\n", //L"Enemy general present\n", - - L"å‘çŽ°ææ€–分å­\n", //L"Terrorist present\n", - L"%s于%02d:%02d\n", //L"%s on %02d:%02d\n", - L"没有相关情报", //L"No data found", - L"情报已ç»å¤±æ•ˆã€‚", //L"Data no longer eligible.", - - L"关于女王军的高级军官所在ä½ç½®ã€‚", //L"Whereabouts of a high-ranking officer of the royal army.", - L"å…³äºŽç›´å‡æœºçš„飞行计划。", //L"Flight plans of an airforce helicopter.", - L"关于最近å‹å†›è¢«å›šç¦çš„æ‰€åœ¨åœ°ã€‚", //L"Coordinates of a recently imprisoned member of your force.", - L"关于èµé‡‘逃犯的地点。", //L"Location of a high-value fugitive.", - - L"关于血猫å¯èƒ½ä¼šè¿›æ”»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Information on possible bloodcat attacks against settlements.", - L"关于僵尸å¯èƒ½ä¼šè¿›æ”»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Time and place of possible zombie attacks against settlements.", - L"关于土匪å¯èƒ½ä¼šè¢­å‡»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... 想象一下我çªç„¶å‡ºçŽ°çš„æƒŠå–œå§...", //L"... so imagine my surprise when suddenly...", - L"... 我有没有给你讲过这个故事...", //L"... and did I ever tell you the story of that one time...", - L"... 所以,最åŽï¼Œä¸Šæ ¡è¿˜æ˜¯å†³å®š...", //L"... so, in conclusion, the colonel decided...", - L"... 告诉你,他们压根没看è§...", //L"... tell you, they did not see that coming...", - - L"... 所以,ä¸ç”¨æƒ³äº†...", //L"... so, without further consideration...", - L"... 但这时她说了...", //L"... but then SHE said...", - L"... 对了,说到美洲驼...", //L"... and, speaking of llamas...", - L"... 沙尘暴æ¥è¢­æ—¶æˆ‘正好在那里,当时...", //L"... there I was, in the middle of the dustbowl, when...", - - L"... 让我告诉你,这些事情很烦人...", //L"... and let me tell, those things chafe...", - L"... 他当时那脸色别æå¤šéš¾çœ‹äº†...", //L"... you should have seen his face...", - L"... è¿™ä¸æ˜¯æˆ‘们最åŽçœ‹åˆ°çš„...", //L"... which wasn't the last of what we saw of them...", - L"... è¿™è®©æˆ‘æƒ³åˆ°ï¼Œæˆ‘ç¥–æ¯æ€»æ˜¯è¯´è¿‡...", //L"... which reminds me, my grandmother used to say...", - - L"... 顺便说一下,他是一个彻头彻尾的白痴...", //L"... who, by the way, is a total berk...", - L"... 并且,从æºå¤´ä¸Šå°±å¤§é”™ç‰¹é”™äº†...", //L"... also, the roots were off by a margin...", - L"... 当时我就说,“滚开,异教徒ï¼â€...", //L"... and I was like, 'Back off, heathen!'...", - L"... å½“æ—¶ï¼Œä¸»æ•™ä»¬éƒ½å¼€å§‹å…¬å¼€å›æ•™äº†...", //L"... at that point the vicars were in oben rebellion...", - - L"... 䏿˜¯æˆ‘介æ„,你知é“,但是...", //L"... not that I would've minded, you know, but...", - L"... å¦‚æžœä¸æ˜¯å› ä¸ºé‚£é¡¶å¯ç¬‘的帽å­...", //L"... if not for that ridiculous hat...", - L"... å†è¯´ï¼Œåæ­£ä»–ä¹Ÿä¸æ€Žä¹ˆå–œæ¬¢è¿™æ¡è…¿...", //L"... besides, it wasn't his favourite leg anyway...", - L"... 尽管这些船ä»ç„¶æ˜¯é˜²æ°´çš„...", //L"... even though the ships were still watertight...", - - L"... 尽管事实上长颈鹿无法åšåˆ°è¿™ä¸€ç‚¹...", //L"... aside from the fact that giraffes can't do that...", - L"... è¿™å‰å­ä¸æ˜¯è¿™ä¹ˆç”¨çš„,注æ„...", //L"... totally wasted that fork, mind you...", - L"... 而且周围没有é¢åŒ…店。在那之åŽ...", //L"... and no bakery in sight. After that...", - L"... å°½ç®¡åœ¨è¿™æ–¹é¢æœ‰æ˜Žç¡®çš„规定...", //L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"哇。我ä¸çŸ¥é“ï¼", //L"Whoa. I had no idea!", - L"真的å—?", //L"Really?", - L"å—¯...", //L"Uhhhh....", - L"å—¯...你看,喔...", //L"Well... you see, uhh...", - - L"我ä¸å®Œå…¨ç¡®å®šâ€¦", //L"I am not entirely sure that...", - L"我...å—¯...", //L"I... well...", - L"æˆ‘è¦æ˜¯...", //L"If I could just...", - L"但是...", //L"But...", - - L"æˆ‘æ— æ„æ‰“扰,但是...", //L"I don't mean to intrude, but...", - L"真的å—ï¼Ÿæˆ‘ä¸æ¸…楚ï¼", //L"Really? I had no idea!", - L"什么?全都是å—?", //L"What? All of it?", - L"ä¸ä¼šå§ï¼", //L"No way!", - - L"哈哈ï¼", //L"Haha!", - L"哇,这些家伙ä¸ä¼šç›¸ä¿¡æˆ‘çš„ï¼", //L"Whoa, the guys are not going to believe me!", - L"... 对,åªè¦...", //L"... yeah, just...", - L"就跟那个算命的说的一样ï¼", //L"That's just like the gypsy woman said!", - - L"... 是的,这就是为什么...", //L"... yeah, is that why...", - L"... 呵呵,说到翻新...", //L"... hehe, talk about refurbishing...", - L"... 是å§ï¼Œæˆ‘猜...", //L"... yeah, I guess...", - L"等等,啥?", //L"Wait. What?", - - L"... ä¸ä¼šä»‹æ„看到...", //L"... wouldn't have minded seeing that...", - L"... ä½ è¿™ä¹ˆä¸€è¯´æˆ‘æ‰æƒ³åˆ°...", //L"... now that you mention it...", - L"... 但是粉笔在哪呢...", //L"... but where did all the chalk go...", - L"... ä»Žæ¥æ²¡æœ‰è€ƒè™‘过...", //L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"训练新民兵", //L"Train new militia", - L"训练民兵", //L"Drill militia", - L"医疗民兵", //L"Doctor militia", - L"å–æ¶ˆ", //L"Cancel", -}; - -STR16 szFactoryText[] = -{ - L"%s: 的生产进程 %s 已因为忠诚度太低而被关闭。", //L"%s: Production of %s switched off as loyalty is too low.", - L"%s: 的生产进程 %s 已因为资金短缺而被关闭。", //L"%s: Production of %s switched off due to insufficient funds.", - L"%s: 的生产进程 %s 已因为缺少一个佣兵作为工作人员而被关闭。", //L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: 的生产进程 %s 已因为缺少必è¦çš„物å“而被关闭。", //L"%s: Production of %s switched off due to required items missing.", - L" 制造列表 ", //(å‰ç©º5格,åŽç©º10æ ¼) //L"Item to build", - - L"生产筹备 ", //(åŽç©º25æ ¼) //L"Preproducts", 5 - L"h/物å“", //L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s 现在秘密的为我们工作ï¼", //L"%s now secretly works for us!", - L"%s ä¸ä¸ºæˆ‘们的æè®®æ‰€åŠ¨æ‘‡ã€‚å¯¹æˆ‘ä»¬çš„æ€€ç–‘åº¦ä¸Šå‡äº†...", //L"%s is not swayed by our offer. Suspicion against us rises...", - L"å¯¹æˆ‘ä»¬çš„æ€€ç–‘åº¦å¾ˆé«˜ã€‚æˆ‘ä»¬åº”è¯¥åœæ­¢å°è¯•转化更多的敌兵到我们的阵è¥ï¼Œå¹¶åœ¨ä¸€æ®µæ—¶é—´å†…ä¿æŒä½Žè°ƒã€‚", //L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"直接招募 (%d)", //L"Recruit approach (%d)", - L"魅力引诱 (%d)", //L"Use seduction (%d)", - - L"行贿 ($%d) (%d)", //L"Bribe ($%d) (%d)", 5 - L"æä¾› %d 情报 (%d)", //L"Offer %d intel (%d)", - L"ç”¨ä»€ä¹ˆæ–¹å¼æ¥è¯´æœæ•Œå…µåŠ å…¥ä½ çš„éƒ¨é˜Ÿï¼Ÿ", //L"How to convince the soldier to join your forces?", - L"执行", //L"Do it", - L"%d å˜èŠ‚è€…å‡ºçŽ°äº†", //L"%d turncoats present", -}; - -// rftr: better lbe tooltips -STR16 gLbeStatsDesc[14] = -{ - L"MOLLEå¯ç”¨ç©ºé—´ï¼š", //L"MOLLE Space Available:", - L"MOLLE所需空间:", //L"MOLLE Space Required:", - L"MOLLEå°åŒ…æ•°é‡ï¼š", //L"MOLLE Small Slot Count:", - L"MOLLE中包数é‡ï¼š", //L"MOLLE Medium Slot Count:", - L"MOLLE包容é‡ï¼šå°åž‹", //L"MOLLE Pouch Size: Small", - L"MOLLE包容é‡ï¼šä¸­åž‹", //L"MOLLE Pouch Size: Medium", - L"MOLLE包容é‡ï¼šä¸­åž‹ï¼ˆæ¶²ä½“)", //L"MOLLE Pouch Size: Medium (Hydration)", - L"腿包", //L"Thigh Rig", - L"背心", //L"Vest", - L"战斗包", //L"Combat Pack", - L"背包", //L"Backpack", - L"MOLLE包", //L"MOLLE Pouch", - L"兼容背包:", //L"Compatible backpacks:", - L"兼容战斗包:", //L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = -{ - L"国家总览", //L"National Overview", - L"地区总览", //L"Regional Overview", - L"任务总览", //L"Mission Overview", - L"选择区域:", //L"Select View:", - L"地区总览 (2)", //L"Regional (2)", - L"国家总览 (1)", //L"National (1)", - L"任务(3)", //L"Mission (3)", - L"物资:", //L"Supplies:", - L"åŽå‹¤ç‰©èµ„", //L"Incoming Supplies", - L"情报:", //L"Intel:", - L" /天", //L"/day", - L"当å‰é¡¹ç›®", //L"Current Directive", - L"å‡çº§é¡¹ç›®ï¼ˆ$%d)", //L"Improve Directive ($%d)", - L"å‡çº§æ‰€é€‰é¡¹ç›®å°†èŠ±è´¹$%d。确认支付?", //L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"åŽå‹¤ç‰©èµ„或资金供应ä¸è¶³", //L"Insufficient funds.", - L"新项目将于00:00开始生效", //L"New directive will take effect at 00:00.", - L"民兵总览", //L"Militia Overview", - L"新兵:", //L"Green:", - L"正规军:", //L"Regular:", - L"精英:", //L"Elite:", - L"é¢„è®¡æ¯æ—¥æ€»æ•°ï¼š", //L"Projected Daily Total:", - L"志愿者总数:", //L"Volunteer Pool:", - L"å¯ç”¨èµ„æºï¼š", //L"Resources Available:", - L"枪支:", //L"Guns:", - L"防弹衣:", //L"Armour:", - L"æ‚物:", //L"Misc:", - L"训练费用:", //L"Training Cost:", - L"士兵æ¯äººæ¯å¤©ç»´æŒè´¹ç”¨ï¼š", //L"Upkeep Cost Per Soldier Per Day:", - L"训练速度加æˆï¼š", //L"Training Speed Bonus:", - L"战斗加æˆï¼š", //L"Combat Bonuses:", - L"装备加æˆï¼š", //L"Physical Stats Bonus:", - L"枪法加æˆï¼š", //L"Marksmanship Bonus:", - L"æå‡ç­‰çº§ï¼ˆ$%d)", //L"Upgrade Stats ($%d)", - L"æå‡æ°‘兵等级需è¦$%d。确认支付?", //L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"地区:", //L"Region:", - L"下一个", //L"Next", - L"上一个", //L"Previous", - L"指挥部:", //L"Administration Team:", - L"æ— ", //L"None", - L"激活", //L"Active", - L"闲置", //L"Inactive", - L"忠诚度:", //L"Loyalty:", - L"最高忠诚度:", //L"Maximum Loyalty:", - L"部署指挥部(%dåŽå‹¤ç‰©èµ„)", //L"Deploy Administration Team (%d supplies)", - L"釿–°æ¿€æ´»æŒ‡æŒ¥éƒ¨ï¼ˆ%dåŽå‹¤ç‰©èµ„)", //L"Reactivate Administration Team (%d supplies)", - L"ç›®å‰è¯¥åœ°åŒºéƒ¨ç½²æŒ‡æŒ¥éƒ¨ä¸å®‰å…¨ï¼Œä½ å¿…é¡»å…ˆæ‰“ä¸‹è‡³å°‘ä¸€ä¸ªåŸŽé•‡åŒºåŸŸæ¥æ‰©å±•基地。", //L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"ç›®å‰åœ¨Omertaä¸èƒ½è¿›è¡ŒåŒºåŸŸè¡ŒåŠ¨ã€‚", //L"No regional actions available in Omerta.", - L"一旦你å é¢†äº†è‡³å°‘一个城镇区域,指挥部就å¯ä»¥éƒ¨ç½²åˆ°å…¶åŒºåŸŸã€‚一旦活跃起æ¥ï¼Œå®ƒä»¬å°†èƒ½å¤Ÿæ‰©å¤§ä½ åœ¨è¯¥åœ°åŒºçš„å½±å“力和军事力é‡ã€‚然而,他们需è¦åŽå‹¤ç‰©èµ„æ¥è¿ä½œå’Œåˆ¶å®šæ”¿ç­–。", //L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"请注æ„你选择的地区,制定区域政策将增加åŒä¸€åŒºåŸŸå’Œå…¨å›½ï¼ˆåœ¨è¾ƒå°ç¨‹åº¦ä¸Šï¼‰å…¶ä»–æ”¿ç­–çš„ç‰©èµ„æˆæœ¬ã€‚", //L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"指挥部指令:", //L"Administrative Actions:", - L"建立 %s", //L"Establish %s", - L"å‡çº§ %s", //L"Improve %s", - L"当å‰ï¼š%d", //L"Current Tier: %d", - L"在该地区采å–任何指挥部指令都会消耗%dåŽå‹¤ç‰©èµ„。", //L"Taking any administrative action in this region will cost %d supplies.", - L"情报传递站收益:%d", //L"Dead drop intel gain: %d", - L"èµ°ç§è´©æä¾›æ”¶ç›Šï¼š%d", //L"Smuggler supply gain: %d", - L"一å°é˜Ÿæ°‘兵从附近的秘密基地加入了战斗! ", //L"A small group of militia from a nearby safehouse have joined the battle!", - L"通过给Omertaè¿é€é£Ÿç‰©å’Œç‰©èµ„,你已ç»å¾—åˆ°åæŠ—军的信任。并授æƒä½ è®¿é—®ä»–们的指挥系统,通过你的笔记本电脑访问A.R.CåæŠ—军å¸ä»¤éƒ¨ç½‘站。", //L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"ç›®å‰æ¢å¤è¿™é‡Œçš„æŒ‡æŒ¥éƒ¨å¹¶ä¸å®‰å…¨ã€‚必须先夺回一个城镇区域。", //L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"çªè¢­çŸ¿äº•æˆåŠŸã€‚èŽ·å–$%d。", //L"Mine raid successful. Stole $%d.", - L"没有足够的情报点数æ¥ç­–åæ•Œäººï¼", //L"Insufficient Intel to create turncoats!", - L"更改指令æ“作", //L"Change Admin Action", - L"å–æ¶ˆ", //L"Cancel", - L"确认", //L"Confirm", - L"<", //L"<", - L">", //L">", - L"更改此指令æ“作将花费$%då¹¶é‡ç½®ã€‚确认支出?", //L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"补给ä¸è¶³ï¼ç®¡ç†æ“作已ç¦ç”¨ã€‚", //L"Insufficient supplies! Admin Actions have been DISABLED.", - L"æ¯è¿‡%då°æ—¶å¯èŽ·å¾—æ–°ä»»åŠ¡ã€‚", //L"New missions will be available every %d hours.", - L"A.R.C网站上已有新任务å¯ä»¥èŽ·å–。", //L"New missions are available at the A.R.C. website.", - L"任务准备工作进行中。", //L"Mission preparations in progress.", - L"任务æŒç»­æ—¶é—´ï¼š%d天", //L"Mission duration: %d days", - L"æˆåŠŸçŽ‡ï¼š%d%s", //L"Chance of success: %d%s", - L"[编辑]", //L"[REDACTED]", - L"å§“å:%s", //L"Name: %s", - L"地å€ï¼š%s", //L"Location: %s", - L"分é…任务:%s", //L"Assignment: %s", - L"åˆåŒï¼š%d天", //L"Contract: %d days", - L"åˆåŒï¼š%då°æ—¶", //L"Contract: %d hours", - L"åˆåŒï¼š---", //L"Contract: ---", - L"代ç†å¥–金:", //L"Agent bonus:", - L"æˆåŠŸçŽ‡+%d%s (%s)", //L"Chance of success +%d%s (%s)", - L"部署范围+%d (%s)", //L"Deployment range +%d (%s)", - L"ASDæ”¶å…¥-%2.0f%s (%s)", //L"ASD Income -%2.0f%s (%s)", - L"å·çªƒç‡ƒæ–™ï¼›å‘é€è‡³%s (%s)", //L"Steal fuel; send to %s (%s)", - L"销æ¯å‚¨å­˜å•ä½(%s)", //L"Destroy reserve units (%s)", - L"æ—¶é—´+%2.0f%s (%s)", //L"Time +%2.0f%s (%s)", - L"视野-%2.0f%s (%s)", //L"Vision -%2.0f%s (%s)", - L"装备质é‡-%d (%s)", //L"Gear quality -%d (%s)", - L"总体统计-%d (%s)", //L"Overall stats -%d (%s)", - L"训练人数上é™ï¼š%d (%s)", //L"Max trainers: %d (%s)", - L"支付+%2.0f%s (%s)", //L"Payout +%2.0f%s (%s)", - L"支付é™é¢å¢žåŠ åˆ°$%d (%s)", //L"Payout limit increased to $%d (%s)", - L"军官奖励(%s)", //L"Bonus for officers (%s)", - L"车辆奖励(%s)", //L"Bonus for vehicles (%s)", - L"æŒç»­æ—¶é—´+%då°æ—¶(%s)", //L"Duration +%d hours (%s)", - L"特工ä¸åœ¨åŸŽé•‡", //L"Agent not in town", - L"城镇忠诚度太低", //L"Town loyalty too low", - L"特工ä¸å¯ç”¨", //L"Agent unavailable", - L"特工åˆåŒåˆ°æœŸ", //L"Agent contract expiring", - L"æ— æ³•ä½¿ç”¨åæŠ—军特工", //L"Can't use rebel agent", - L"战斗进行中", //L"Battle in progress", - L"准备任务(%d补给)", //L"Prepare Mission (%d supplies)", - L"查看当å‰ä»»åŠ¡ç»“æžœ", //L"View active mission effects", - L"查看å¯ç”¨ä»»åŠ¡åˆ—è¡¨", //L"View available mission list", - L"ä½ å¯ä»¥åšå‡†å¤‡å±•示的两个任务之一,一旦派é£ç‰¹å·¥æˆåŠŸï¼Œä»–ä»¬å°†åœ¨å¤§çº¦%då°æ—¶å†…ä¸å¯ç”¨ï¼Œç„¶åŽå†æ¬¡å¯ç”¨ã€‚ä»»åŠ¡å‡†å¤‡å®Œæˆæ—¶ï¼Œä¼šæœ‰å¼¹çª—æé†’,任务效果将å˜ä¸ºæœ‰æ•ˆã€‚", //L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"ä¸€åæŠµæŠ—军特工å¯ä»¥å‰åŽ»å‡†å¤‡è¿™ä¸ªä»»åŠ¡ï¼Œä½†æ˜¯ä½¿ç”¨ä½£å…µçš„è¯æ•ˆæžœä¼šæ›´å¥½ã€‚他们的等级和技能å¯ä»¥å¸¦æ¥é¢å¤–的任务奖励。", //L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"任务准备的花销将根æ®åŒæ—¶å‡†å¤‡æˆ–æ¿€æ´»çš„å…¶å®ƒä»»åŠ¡æ•°é‡æœ‰æ‰€å¢žåŠ ã€‚", //L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"新的任务将在%dæ—¥00:00å¯ç”¨ã€‚", //L"New missions will be available on Day %d at 00:00.", - L"激活的任务:", //L"Active missions:", - L"%s - 准备中 - 就绪时间:%d日,%02d:%02d", //L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - 生效 - 过期时间:%d日,%02d:%02d", //L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d补给)]", //L"[%s (%d supplies)]", - L"%sæ´¾é£ä¸€ååæŠ—军特工去准备这个任务?", //L"%s Send a rebel agent to prepare this mission?", - L"%sæ´¾é£%s去准备这个任务?他将会在大致%då°æ—¶åŽè¿”回。", //L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%sæ´¾é£%s去准备这个任务?她将会在大致%då°æ—¶åŽè¿”回。", //L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"任务\"%s\"生效中。", //L"Mission \"%s\" is now in effect.", - L"任务\"%s\"准备失败。", //L"Preparations for mission \"%s\" failed.", - L"任务\"%s\"å·²ç»è¿‡æœŸï¼Œä¸å†ç”Ÿæ•ˆã€‚", //L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = -{ - L"|物|资\n \né£Ÿç‰©ã€æ°´ã€åŒ»ç–—用å“ã€æ­¦å™¨ä»¥åŠä»»ä½•\nåæŠ—å†›è®¤ä¸ºæœ‰ç”¨çš„ç‰©èµ„ã€‚åæŠ—军会自动收集。", //L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|åŽ|勤|物|资\n \nåæŠ—军æ¯å¤©éƒ½ä¼šè‡ªåŠ¨æ”¶é›†ç‰©èµ„ã€‚å½“ä½ \nå é¢†æ›´å¤šçš„城镇时,他们æ¯å¤©èƒ½å¤Ÿ\n找到的物资补给é‡å°†ä¼šå¢žåŠ ã€‚\n \n+%d (基础收入)", //L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|当|å‰|项|ç›®\n \nä½ å¯ä»¥é€‰æ‹©å抗军优先进行的战略目标。\n当你选定好战略目标时,新的项目指令将生效。", //L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|指|挥|部\n \n指挥部一旦部署,就会负责处ç†\n该区域内的日常事务。包括支æŒå½“地人,制造\nåæŠ—宣传,制定地区政策等等。", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|å¿ |诚|度\n \n许多行政命令的有效性å–决于\n该地区的忠诚度,æé«˜å¿ è¯šåº¦\n能得到最大利益化。", //L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|最|高|å¿ |诚|度\n \n你需è¦è¯´æœå½“地人完全信任你。这å¯ä»¥\n通过为他们建立物资供应æ¥å®žçŽ°ï¼Œè¡¨æ˜Ž\n你打算改善他们的生活质é‡ã€‚", //L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"该管ç†è¡ŒåЍåªä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚", //L"This Admin Action applies its bonus to town sectors only.", - L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n和直接相邻的区域。", //L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n1级覆盖周边1个区域。\n2级覆盖周边2个区域。", //L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n1级覆盖周边2个区域。\n2级覆盖周边3个区域。", //L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = -{ - L"补给线", //L"Supply Line", - L"å‘当地人分å‘生活必需å“。增加最大地区忠诚度。", //L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"åæŠ—军电å°", //L"Rebel Radio", - L"å¼€å§‹åœ¨è¯¥åœ°åŒºæ’­æ”¾åæŠ—军公共广播。城镇æ¯å¤©éƒ½ä¼šèŽ·å¾—å¿ è¯šåº¦ã€‚", //L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"秘密基地", //L"Safehouses", - L"åœ¨ä¹¡ä¸‹å»ºé€ åæŠ—军的秘密基地,远离窥探者的目光。当你在这个地区作战时,会有é¢å¤–的民兵加入战斗。", //L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"åŽå‹¤å¹²æ‰°", //L"Supply Disruption", - L"åæŠ—军将以敌方的åŽå‹¤çº¿è·¯ä¸ºç›®æ ‡ï¼Œå¹²æ‰°æ•Œäººåœ¨è¯¥åœ°åŒºçš„æ´»åŠ¨ã€‚åœ¨è¿™ä¸ªåœ°åŒºçš„æ•Œäººä¼šè¢«å‰Šå¼±ã€‚", //L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"侦察巡逻队", //L"Scout Patrols", - L"开始定期侦察巡逻,监视该地区的敌对活动。敌人会在离城镇更远的地方被å‘现。", //L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"情报传递站", //L"Dead Drops", - L"ä¸ºåæŠ—军侦察员和渗é€è€…设立情报站,以传递情报。æä¾›æ—¥å¸¸æƒ…报工作。", //L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"èµ°ç§å›¢é˜Ÿ", //L"Smugglers", - L"争å–èµ°ç§è´©çš„å¸®åŠ©ï¼Œä¸ºåæŠ—军æä¾›ç‰©èµ„。å¯ä½¿æ¯æ—¥ç‰©èµ„得到增加。", //L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"民兵武器库", //L"Militia Warehouses", - L"在åè¿œåœ°åŒºå»ºé€ ä»“åº“ï¼Œè®©åæŠ—军为民兵储备武器。æä¾›æ¯æ—¥æ°‘兵资æºã€‚", //L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"税务局", //L"Regional Taxes", - L"从当地人那里筹集资金æ¥å¸®åŠ©ä½ ã€‚å¢žåŠ æ¯æ—¥æ”¶å…¥ï¼Œä½†åœ°åŒºå¿ è¯šåº¦ä¼šé€æ—¥ä¸‹é™ã€‚", //L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"æ°‘é—´æ´åŠ©", //L"Civilian Aid", - L"æŒ‡æ´¾ä¸€äº›åæŠ—军直接å助和支æŒè¯¥åœ°åŒºçš„平民。增加æ¯å¤©å¿—愿者的总数。", //L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"ç§äººä½£å…µå›¢", //L"Merc Support", - L"建立直接支æŒä½ çš„雇佣兵设施。增加雇佣兵工作的效率(医疗,修ç†ï¼Œæ°‘兵训练等)", //L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"矿产管ç†", //L"Mining Policy", - L"è¿›å£æ›´å¥½çš„设备,与镇上的矿工åˆä½œï¼Œä½œå‡ºæ›´å¹³è¡¡ã€æ›´æœ‰æ•ˆçš„æŽ’ç­è¡¨ã€‚增加城镇矿产的收入。", //L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"探路者", //L"Pathfinders", - L"当地人会引导您的队ä¼é€šè¿‡è¯¥åœ°åŒºã€‚大大å‡å°‘徒步行军时间。", //L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"é¹žå¼æˆ˜æœº", //L"Harriers", - L"åæŠ—军骚扰附近的敌军,大大增加他们在该地区的行军时间。", // - L"防御工事", //L"Fortifications", - L"建立æ€ä¼¤åŒºå’Œé˜²å¾¡é˜µåœ°ã€‚å‹å†›åœ¨è¿™ä¸ªåŸŽé•‡æˆ˜æ–—时更有效。仅é™äºŽè‡ªåŠ¨æˆ˜æ–—ã€‚", //L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = -{ - L"收集物资", //L"Gather Supplies", - L"æ¯æ—¥é¢å¤–获得%.0fåŽå‹¤ç‰©èµ„。", //L"Gain an additional %.0f supplies per day.", - L"ä»Žæœ‰åŒæƒ…心的当地人那里积累物资,并å‘\n国际救æ´ç»„织寻求æ´åŠ©ï¼Œä»¥å¢žåŠ æ¯æ—¥åŽå‹¤ä¾›åº”。", //L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"å‡çº§æ­¤é¡¹å°†å¢žåŠ åæŠ—å†›æ¯æ—¥æ”¶é›†ç‰©èµ„的数é‡ã€‚", //L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"æ”¯æ´æ°‘å…µ", //L"Support Militia", - L"å‡å°‘æ°‘å…µæ¯æ—¥ç»´æŠ¤è´¹ç”¨ã€‚ æ°‘å…µæ¯æ—¥ç»´æŠ¤è´¹ç”¨è°ƒæ•´ï¼š%.2f。", //L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"åæŠ—军会帮你解决训练民兵\nåŽå‹¤é—®é¢˜ï¼Œå‡è½»ä½ çš„钱包负担。", //L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"å‡çº§æ­¤é¡¹å°†ä¼šå‡å°‘æ°‘å…µçš„æ—¥å¸¸ç»´æŠ¤æˆæœ¬ã€‚", //L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"训练民兵", //L"Train Militia", - L"é™ä½Žæ°‘å…µè®­ç»ƒæˆæœ¬ï¼Œæé«˜æ°‘兵训练速度。 民兵训练费用调整:%.2f。 民兵训练速度调整:%.2f。", //L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"å½“ä½ è®­ç»ƒæ°‘å…µæ—¶ï¼ŒåæŠ—军会å助你,æé«˜è®­ç»ƒæ•ˆçŽ‡ã€‚", //L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"å‡çº§æ­¤é¡¹å°†è¿›ä¸€æ­¥é™ä½Žè®­ç»ƒæˆæœ¬å’Œæé«˜è®­ç»ƒé€Ÿåº¦ã€‚", //L"Improving this directive will further reduce training cost and increase training speed.", - L"宣传活动", //L"Propaganda Campaign", - L"城镇的忠诚度上å‡å¾—更快。 忠诚加值修正值:%.2f。", //L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"对当地人美化你的胜利和功绩。", //L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"å‡çº§æ­¤é¡¹å°†æé«˜åŸŽé•‡å¿ è¯šåº¦çš„上å‡é€Ÿåº¦ã€‚", //L"Improving this directive will increase how quickly town loyalty rises.", - L"部署精兵", //L"Deploy Elites", - L"Omertaæ¯å¤©å‡ºçް%.0fç²¾é”æ°‘兵。", //L"%.0f elite militia appear in Omerta each day.", - L"åæŠ—军将一å°éƒ¨åˆ†è®­ç»ƒæœ‰ç´ çš„部队交给你指挥。", //L"The rebels release a small number of their highly-trained forces to your command.", - L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©è®­ç»ƒçš„æ°‘兵数é‡ã€‚", //L"Improving this directive will increase the number of militia that appear each day.", - L"打击é‡ç‚¹ç›®æ ‡", //L"High Value Target Strikes", - L"敌军ä¸å¤ªå¯èƒ½æœ‰é‡ç‚¹ç›®æ ‡ï¼Œé™¤äº†å¥³çŽ‹ã€‚", //L"Enemy groups are less likely to have specialised soldiers.", - L"å¯¹æ•Œå†›è¿›è¡Œå¤–ç§‘æ‰‹æœ¯å¼æ‰“击。\n军官ã€åŒ»åŠ¡äººå‘˜ã€æ— çº¿ç”µæ“作员和其他专家\n都是é‡ç‚¹æ‰“击目标。", //L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"å‡çº§æ­¤é¡¹å°†ä½¿æ‰“击目标更加æˆåŠŸå’Œæœ‰æ•ˆã€‚", //L"Improving this directive will make strikes more successful and effective.", - L"侦查å°é˜Ÿ", //L"Spotter Teams", - L"在战斗中,敌人的大致ä½ç½®ä¼šæ˜¾ç¤ºåœ¨æˆ˜æœ¯åœ°å›¾ä¸Šï¼ˆåœ¨æˆ˜æœ¯ç•Œé¢ä¸­æŒ‰INSERT键)", //L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"æ¯æ”¯éƒ¨é˜Ÿéƒ½æœ‰ä¸€ä¸ªä¾¦æŸ¥å°é˜Ÿï¼Œåœ¨æˆ˜æ–—中\næä¾›æ•Œäººçš„大致ä½ç½®ã€‚", //L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"å‡çº§æ­¤é¡¹å°†ä¼šä½¿æ•Œäººçš„ä½ç½®æ›´ç²¾ç¡®ã€‚", //L"Improving this directive will make the locations of unspotted enemies more precise.", - L"çªè¢­çŸ¿äº•", //L"Raid Mines", - L"从ä¸å—你控制的矿井获å–一些收入。当你å é¢†è¯¥çŸ¿äº•时,这个指令就没多大用处了。", //L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"çªè¢­æ•Œæ–¹çŸ¿äº•ã€‚è™½ç„¶ä¸æ˜¯æ¬¡æ¬¡æˆåŠŸï¼Œä¸€æ—¦\næˆåŠŸäº†ï¼Œå¤šå¤šå°‘å°‘ä¼šä¸ºä½ å¢žåŠ å°‘é‡çš„æ”¶å…¥ã€‚", //L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ çªè¢­çŸ¿äº•收入的最大值。", //L"Improving this directive will increase the maximum value of stolen income.", - L"ç­–åæ•Œå†›", //L"Create Turncoats", - L"æ¯å¤©éšæœºåœ¨æ•Œäººé˜Ÿä¼ä¸­ç­–å%.0få士兵。 æ¯å¤©æ¶ˆè€—%.1f情报点数。", //L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"通过贿赂ã€å¨èƒå’Œå‹’ç´¢ï¼Œè¯´æœæ•Œå†›å£«å…µ\n背å›ä»–们的军队并为你工作。", //L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©å£«å…µäººæ•°ã€‚", //L"Improving this directive will increase the number of soldiers turned daily.", - L"å¾å¬å¹³æ°‘", //L"Draft Civilians", - L"æ¯å¤©èŽ·å¾—%.0få志愿者。所有城镇æ¯å¤©éƒ½ä¼šå¤±åŽ»ä¸€äº›å¿ è¯šåº¦ã€‚", //L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"å¾å¬å¹³æ°‘作为民兵新兵。ä¸è¿‡æ°‘ä¼—\nå¯èƒ½ä¸ä¼šå¯¹æ­¤æ„Ÿåˆ°é«˜å…´ã€‚éšç€æ‚¨\nå é¢†æ›´å¤šåŸŽé•‡ï¼Œæ•ˆçŽ‡ä¼šæé«˜ã€‚", //L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©å¿—愿者人数。", //L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"深入部署", //L"Deep Deployment", - L"ååŒè¡ŒåŠ¨ï¼Œæ‚„æ‚„åœ°æŠµè¿›æ•Œå†›ï¼Œä½†æ˜¯è¦å°å¿ƒï¼šè¿™å¯èƒ½ä¼šè®©ä½ éƒ¨ç½²åœ¨åŠ£åŠ¿åŒºåŸŸã€‚å½“è¿›æ”»æ•Œå†›éƒ¨é˜Ÿæ—¶ï¼Œéƒ¨ç½²åŒºä¼šæ›´å¤§ã€‚", //L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"扰乱ASD", //L"Disrupt ASD", - L"ç ´åArulco特ç§éƒ¨é—¨(ASD)的日常行动。临时阻止ASD部署更多的机械化å•ä½ï¼Œå¹¶ä¸”大幅度é™ä½Žä»–ä»¬çš„æ¯æ—¥æ”¶å…¥ã€‚", //L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"伪造è¿è¾“订å•", //L"Forge Transport Orders", - L"创建一个虚å‡çš„è¿è¾“请求,敌方的è¿è¾“队就会在这个地点ä½ç½®é›†åˆã€‚", //L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"战略情报", //L"Strategic Intel", - L"侦嬿•Œäººï¼Œå‘çŽ°æ•Œå†›çš„æ”»å‡»ç›®æ ‡ã€‚å½“åœ¨æˆ˜ç•¥åœ°å›¾ä¸Šè§‚å¯Ÿé˜Ÿä¼æ—¶ï¼Œæ•Œå†›ä¼˜å…ˆè¿›æ”»çš„目标区域会被标红。", //L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"强化本地商店", //L"Improve Local Shops", - L"为商人们建立横跨国家的渠é“,让他们更方便进到好货。商店将会出售更好的物资。", //L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"å‡ç¼“战略决策", //L"Slow Strategic Decisions", - L"在敌人的高级指挥层中散布迷惑性和误导性消æ¯ã€‚使得敌人会花更长时间进行战略层é¢çš„决策。", //L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"é™ä½Žæˆ˜å¤‡ç¨‹åº¦", //L"Lower Readiness", - L"æˆå¼„敌军士兵,让他们的警惕性下é™ã€‚在因为佣兵行动进入警戒å‰ï¼Œæ•Œå†›å£«å…µçš„视è·ä¸‹é™ã€‚", //L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"ç ´å装备", //L"Sabotage Equipment", - L"袭扰敌军的补给线,阻止敌军维护他们的装备。敌军士兵将会使用比平时更糟的装备。", //L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"ç ´å载具", //L"Sabotage Vehicles", - L"ç ´åæ•Œå†›çš„载具维护中心,削弱他们的战斗效能和战备度。é­é‡åˆ°çš„æ•Œå†›è½½å…·çжæ€ä¸‹é™ã€‚", //L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"输é€è¡¥ç»™", //L"Send Supplies", - L"临时增加对这个城镇的直接æ´åŠ©ã€‚åŸŽé•‡å¿ è¯šåº¦ä¼šåœ¨ä»»åŠ¡æœŸé—´è¢«åŠ¨æå‡ã€‚", //L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"士兵悬èµ(Kingpin)", //L"Soldier Bounties (Kingpin)", - L"æ€æ•Œä»¥èŽ·å¾—èµ„é‡‘å¥–åŠ±ã€‚å’ŒKingpin谈谈,他感觉å¯ä»¥åˆ©ç”¨ä½ çš„存在æ¥å‰Šå¼±å¥³çŽ‹çš„æƒå¨ã€‚奖金会在åˆå¤œå­˜å…¥ä½ çš„账户,æ¯å¤©æœ€å¤š$%d。", //L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"在城镇外任æ„地区训练民兵", //L"Train Militia Anywhere", - L"野外训练区是å¯ä»¥å¿«é€Ÿè®¾ç«‹å’Œæ‹†æ¯çš„。民兵å¯ä»¥åœ¨åŸŽé•‡å¤–çš„éžäº¤æˆ˜åŒºæŽ¥å—训练。", //L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = -{ - L"å·²ç»å®‰è£…在机器人身上的武器ä¸èƒ½æ›¿æ¢ã€‚", //L"The robot's installed weapon cannot be changed.", - L"机器人的武器ä¸èƒ½å®‰è£…附件。", //L"It is not possible to add attachments to the robot's weapon.", - L"武器已安装", //L"Installed Weapon", - L"装填弹è¯", //L"Reserve Ammo", - L"瞄准更新", //L"Targeting Upgrade", - L"底座更新", //L"Chassis Upgrade", - L"功能更新", //L"Utility Upgrade", - L"存储仓", //L"Storage", - L"没有效果", //L"No Bonus", - L"激光附件效果应用到机器人。", //L"The laser bonuses of this item are applied to the robot.", - L"夜视仪效果应用到机器人。", //L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"é…套工具应用于机器人的武器。", //L"This kit degrades instead of the robot's weapon.", - L"机器人的é…套工具è€ä¹…耗尽ï¼", //L"The robot's cleaning kit was depleted!", - L"æœºå™¨äººç›¸é‚»çš„åœ°é›·ä¼šè‡ªåŠ¨æ’æ——。", //L"Mines adjacent to the robot are automatically flagged.", - L"战斗过程定期使用金属探测器。ä¸éœ€è¦ç”µæ± ã€‚", //L"Periodic X-Ray scans during combat. No batteries required.", - L"æœºå™¨äººå·²ç»æ¿€æ´»é‡‘属探测器ï¼", //L"The robot has activated an x-ray scan!", - L"机器人å¯ä»¥ä½¿ç”¨æ— çº¿ç”µé€šä¿¡è®¾å¤‡ã€‚", //L"The robot can use the radio set.", - L"æœºå™¨äººçš„åº•åº§åŠ å¼ºï¼Œå°†å¸¦æ¥æ›´å¥½çš„æˆ˜æ–—表现。", //L"The robot's chassis is strengthened, giving it better combat performance.", - L"伪装效果应用到机器人。", //L"The camouflage bonuses of this item are applied to the robot.", - L"机器人更加åšå›ºï¼Œé™ä½Žä¼¤å®³ã€‚", //L"The robot is tougher and takes less damage.", - L"机器人的é¢å¤–装甲破å了ï¼", //L"The robot's extra armour plating was destroyed!", - L"机器人附加%s技能效果。", //L"The robot gains the benefit of the %s skill trait.", -}; - -// WANNE: Some Chinese specific strings that needs to be in unicode! -STR16 ChineseSpecString1 = L"%ï¼…"; //defined in _ChineseText.cpp as this file is already unicode -STR16 ChineseSpecString2 = L"*%3d%ï¼…%%"; //defined in _ChineseText.cpp as this file is already unicode -STR16 ChineseSpecString3 = L"%d%ï¼…"; //defined in _ChineseText.cpp as this file is already unicode -STR16 ChineseSpecString4 = L"%s (%s) [%d%ï¼…]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; -STR16 ChineseSpecString5 = L"%s [%d%ï¼…]\n%s %d\n%s %d\n%s %1.1f %s"; -STR16 ChineseSpecString6 = L"%s [%d%ï¼…]\n%s %d%ï¼… (%d/%d)\n%s %d%ï¼…\n%s %1.1f %s"; -STR16 ChineseSpecString7 = L"%s [%d%ï¼…]\n%s %1.1f %s"; -STR16 ChineseSpecString8 = L"%s (%s) [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente -STR16 ChineseSpecString9 = L"%s [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %1.1f %s"; // added by Flugente -STR16 ChineseSpecString10 = L"%s [%d%ï¼…(%d%ï¼…)]\n%s %d%ï¼… (%d/%d)\n%s %d%ï¼…\n%s %1.1f %s"; // added by Flugente -STR16 ChineseSpecString11 = L"%s (%s) [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; // added by Flugente -STR16 ChineseSpecString12 = L"%s (%s) [%d%ï¼…]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente - -#endif //CHINESE +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("CHINESE") + + #if defined( CHINESE ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_ChineseText_public_symbol(void){;} + +#if defined( CHINESE ) + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"地点", //0 //L"Locations", + L"人物", //L"Characters", + L"物å“", //L"Items", + L"任务", //L"Quests", + L"èœå•5", //L"Menu 5", + L"èœå•6", //5 //L"Menu 6", + L"èœå•7", //L"Menu 7", + L"èœå•8", //L"Menu 8", + L"èœå•9", //L"Menu 9", + L"èœå•10", //L"Menu 10", + L"èœå•11", //10 //L"Menu 11", + L"èœå•12", //L"Menu 12", + L"èœå•13", //L"Menu 13", + L"èœå•14", //L"Menu 14", + L"èœå•15", //L"Menu 15", + L"èœå•15", // 15 //L"Menu 15", + + //Briefing Room + L"进入", //L"Enter", +}; + +STR16 pOtherButtonsText[] = +{ + L"简报", //L"Briefing", + L"接å—", //L"Accept", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"简报", //L"Briefing", + L"接å—任务", //L"Accept missions", +}; + + +STR16 pLocationPageText[] = +{ + L"上一页", //L"Prev page", + L"照片", //L"Photo", + L"下一页", //L"Next page", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"主页é¢", //L"Main page", + L">>", + L"类型: ", //L"Type: ", + L"空白数æ®", //L"Empty data", + L"è¯¥ä»»åŠ¡å°šæœªå®šä¹‰ã€‚å°†ä»»åŠ¡ä»£ç æ”¾åˆ°è¿™é‡Œï¼šTableData\\BriefingRoom\\BriefingRoom.xml。 首个任务必须å¯è§ï¼Œå®šä¹‰å€¼Hidden = 0为å¯è§ã€‚", //L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", + L"简报室。请点击 '进入' 按钮", //L"Briefing Room. Please click the 'Enter' button.", +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"未知", //0 //L"Unknown", + L"城市", //1 //L"City", + L"SAM导弹基地", //2 //L"SAM Site", + L"其它ä½ç½®", //3 //L"Other Location", + L"矿场", //4 //L"Mine", + L"军事设施", //5 //L"Military Complex", + L"研究设施", //6 //L"Laboratory Complex", + L"工厂设施", //7 //L"Factory Complex", + L"医院", //8 //L"Hospital", + L"监狱", //9 //L"Prison", + L"机场", //10 //L"Airport", +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"全部显示", //L"Show All", + L"显示AIMæˆå‘˜", //L"Show AIM", + L"显示MERCæˆå‘˜", //L"Show MERC", + L"显示RPC", //L"Show RPC", + L"显示NPC", //L"Show NPC", + L"显示车辆", //L"Show Vehicle", + L"显示IMP", //L"Show IMP", + L"显示EPC", //L"Show EPC", + L"过滤", //L"Filter", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"全部", //L"All", + L"AIM", //L"AIM", + L"MERC", //L"MERC", + L"RPC", //L"RPC", + L"NPC", //L"NPC", + L"车辆", //L"Veh.", + L"IMP", //L"IMP", + L"EPC", //L"EPC", + L"过滤", //L"Filter", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"全部显示", //L"Show All", + L"显示城市", //L"Show City", + L"显示SAM导弹基地", //L"Show SAM Site", + L"显示其它区域", //L"Show Other Location", + L"显示矿场", //L"Show Mine", + L"显示军事设施", //L"Show Military Complex", + L"显示研究设施", //L"Show Laboratory Complex", + L"显示工厂设施", //L"Show Factory Complex", + L"显示医院", //L"Show Hospital", + L"显示监狱", //L"Show Prison", + L"显示机场", //L"Show Airport", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"全部", //L"All", + L"城市", //L"City", + L"SAM", //L"SAM", + L"其它", //L"Other", + L"矿场", //L"Mine", + L"军事", //L"Mil.", + L"研究所", //L"Lab.", + L"工厂", //L"Fact.", + L"医院", //L"Hosp.", + L"监狱", //L"Prison", + L"机场", //L"Air.", +}; + +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"全部",//All + L"城市",//City + L"SAM",//SAM + L"矿场",//Mine + L"机场",//Airport + L"è’野", + L"地下", + L"设施", + L"其它",//Other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"显示全部",//Show all + L"显示城市",//Show Cities + L"显示SAM",//Show SAM + L"显示矿场",//Show mines + L"显示机场",//Show airports + L"显示è’野", + L"显示地下分区", + L"显示有设施的分区\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示其它分区", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; + +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"全部",//All + L"A.I.M", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"其它",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"显示全部",//Show all + L"显示A.I.Mæˆå‘˜", + L"显示M.E.R.Cæˆå‘˜", + L"æ˜¾ç¤ºåæŠ—军", + L"显示ä¸å¯é›‡ä½£è§’色", + L"显示玩家创建角色", + L"显示其他角色\n|å·¦|键开å¯ï¼Œ|å³|键关闭", +}; + +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"车辆",//vehicles + L"机器",//electronic chars + L"",//reserved. Insert new Other filters above! +}; + +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"全部",//All + L"枪械", + L"å¼¹è¯", + L"护具", + L"æºå…·", + L"附件", + L"æ‚物",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"显示全部",//Show all + L"显示枪械\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示弹è¯\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示护具\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示æºè¡Œå…·\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示附件\n|å·¦|键开å¯ï¼Œ|å³|键关闭", + L"显示其它物å“\n|å·¦|键开å¯ï¼Œ|å³|键关闭", +}; + +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"手枪", + L"自动手枪", + L"冲锋枪", + L"步枪", + L"狙击步枪", + L"çªå‡»æ­¥æžª", + L"机枪", + L"霰弹枪", + L"釿­¦å™¨", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"手枪", + L"自动手枪", + L"冲锋枪", + L"步枪", + L"狙击步枪", + L"çªå‡»æ­¥æžª", + L"机枪", + L"霰弹枪", + L"釿­¦å™¨", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"头盔", + L"胸甲", + L"护腿", + L"æ’æ¿", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"贴身", + L"背心", + L"战斗包", + L"背包", + L"å£è¢‹", + L"其它", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"瞄准", + L"ä¾§ä»¶", + L"枪å£", + L"外部", + L"内部", + L"其它", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"刀具", + L"飞刀", + L"é’器", + L"手雷", + L"炸弹", + L"医疗箱", + L"工具箱", + L"é¢å…·", + L"其它", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; + +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"全部",//All + L"进行中", + L"已完æˆ", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"显示全部",//Show all + L"显示正在进行的任务", + L"显示已ç»å®Œæˆçš„任务", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"全部", //0 //L"All", + L"枪械", //L"Gun", + L"å¼¹è¯", //L"Ammo", + L"æºè¡Œå…·", //L"LBE", + L"æ‚è´§", //L"Misc", + + L"显示全部", //5 //L"Show All", + L"显示枪械", //L"Show Gun", + L"显示弹è¯", //L"Show Ammo", + L"显示æºè¡Œå…·", //L"Show LBE Gear", + L"显示æ‚è´§", //L"Show Misc", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"釿­¦å™¨", //L"Heavy", + L"手枪", //L"Pistol", + L"自动手枪", //L"M. Pist.", + L"冲锋枪", //L"SMG", + L"步枪", //L"Rifle", + L"狙击枪", //L"S. Rifle", + L"çªå‡»æ­¥æžª", //L"A. Rifle", + L"机枪", //L"MG", + L"霰弹枪", //L"Shotg.", + + // Ammo + L"手枪", //L"Pistol", + L"自动手枪", //10 //L"M. Pist.", + L"冲锋枪", //L"SMG", + L"步枪", //L"Rifle", + L"狙击枪", //L"S. Rifle", + L"çªå‡»æ­¥æžª", //L"A. Rifle", + L"机枪", //L"MG", + L"霰弹枪", //L"Shotg.", + + // Used + L"枪械", //L"Gun", + L"护甲", //L"Armor", + L"æºè¡Œå…·", //L"LBE Gear", + L"æ‚è´§", //20 //L"Misc", + + // Armour + L"头盔", //L"Helmet", + L"防弹衣", //L"Vest", + L"作战裤", //L"Legging", + L"防弹æ¿", //L"Plate", + + // Misc + L"刀具", //L"Blade", + L"飞刀", //L"Th. Kn.", + L"格斗", //L"Blunt", + L"手雷等", //L"Grena.", + L"炸è¯", //L"Bomb", + L"医疗", //30 //L"Med.", + L"工具", //L"Kit", + L"é¢éƒ¨è®¾å¤‡", //L"Face", + L"æºè¡Œå…·", //L"LBE", + L"其它", //34 //L"Misc", +}; + +STR16 QuestDescText[] = +{ + L"é€ä¿¡",//L"Deliver Letter", + L"食物补给线",//L"Food Route", + L"ææ€–分å­",//L"Terrorists", + L"Kingpinçš„åœ£æ¯ ",//L"Kingpin Chalice", + L"Kingpin的黑钱",//L"Kingpin Money", + L"逃走的Joey",//L"Runaway Joey", + L"拯救Maria",//L"Rescue Maria", + L"Chitzena圣æ¯",//L"Chitzena Chalice", + L"被困在Alma",//L"Held in Alma", + L"审讯",//L"Interogation", + + L"乡巴佬的问题",//L"Hillbilly Problem", //10 + L"找到科学家",//L"Find Scientist", + L"逿‘„åƒæœº",//L"Deliver Video Camera", + L"血猫",//L"Blood Cats", + L"找到Hermit",//L"Find Hermit", + L"异形",//L"Creatures", + L"æ‰¾åˆ°ç›´å‡æœºé£žè¡Œå‘˜",//L"Find Chopper Pilot", + L"护é€SkyRider",//L"Escort SkyRider", + L"解救Dyname",//L"Free Dynamo", + L"æŠ¤é€æ¸¸å®¢",//L"Escort Tourists", + + + L"Doreen",//L"Doreen", //20 + L"关于皮é©å•†åº—的梦想",//L"Leather Shop Dream", + L"护é€Shank",//L"Escort Shank", + L"没有23",//L"No 23 Yet", + L"没有24",//L"No 24 Yet", + L"æ€æ­»Deidranna",//L"Kill Deidranna", + L"没有26",//L"No 26 Yet", + L"没有27",//L"No 27 Yet", + L"没有28",//L"No 28 Yet", + L"没有29",//L"No 29 Yet", +}; + +STR16 FactDescText[] = +{ + L"Omerta被解放了",//L"Omerta Liberated", + L"Drassen被解放了",//L"Drassen Liberated", + L"Sanmona被解放了",//L"Sanmona Liberated", + L"Cambria被解放了",//L"Cambria Liberated", + L"Alma被解放了",//L"Alma Liberated", + L"Grumm被解放了",//L"Grumm Liberated", + L"Tixa被解放了",//L"Tixa Liberated", + L"Chitzena被解放了",//L"Chitzena Liberated", + L"Estoni被解放了",//L"Estoni Liberated", + L"Balime被解放了",//L"Balime Liberated", + + L"Orta被解放了",//L"Orta Liberated", //10 + L"Meduna被解放了",//L"Meduna Liberated", + L"Pacos走近了",//L"Pacos approched", + L"Fatima阅读了信件",//L"Fatima Read note", + L"Fatima从佣兵身边离开",//L"Fatima Walked away from player", + L"Dimitri死了",//L"Dimitri (#60) is dead", + L"Fatima回应了Dimitri的惊讶",//L"Fatima responded to Dimitri's supprise", + L"Carloå–Šé“'都ä¸è®¸åЍ'",//L"Carlo's exclaimed 'no one moves'", + L"Fatimaæè¿°äº†ä¿¡ä»¶",//L"Fatima described note", + L"Fatima到达最终目的地",//L"Fatima arrives at final dest", + + L"Dimitri说Fatimaæœ‰è¯æ®",//L"Dimitri said Fatima has proof", //20 + L"Miguelå¬åˆ°äº†å¯¹è¯",//L"Miguel overheard conversation", + L"Miguelè¦çœ‹ä¿¡ä»¶",//L"Miguel asked for letter", + L"Miguel阅读了信件",//L"Miguel read note", + L"Ira在Miguel阅读信件时å‘表æ„è§",//L"Ira comment on Miguel reading note", + L"åæŠ—军是敌人",//L"Rebels are enemies", + L"把信交给Fatima之å‰ä¸ŽFatima对è¯",//L"Fatima spoken to before given note", + L"开始Drassen任务",//L"Start Drassen quest", + L"Miguel安排了Ira",//L"Miguel offered Ira", + L"Pacoså—伤了/è¢«æ€æ­»äº†",//L"Pacos hurt/Killed", + + L"Pacos在A10区域",//L"Pacos is in A10", //30 + L"ç›®å‰åŒºåŸŸå®‰å…¨",//L"Current Sector is safe", + L"Bobby R的包裹在路上",//L"Bobby R Shpmnt in transit", + L"Bobby R的包裹到达Drassen",//L"Bobby R Shpmnt in Drassen", + L"33是TRUE,包裹在ä¸åˆ°2å°æ—¶ä¹‹å‰åˆ°è¾¾",//L"33 is TRUE and it arrived within 2 hours", + L"33是TRUE,34是False,包裹到达时刻è·çŽ°åœ¨å·²ç»è¶…过2å°æ—¶",//L"33 is TRUE 34 is false more then 2 hours", + L"佣兵å‘现部分包裹丢失了",//L"Player has realized part of shipment is missing", + L"36是TRUE,Pablo被佣兵伤害了",//L"36 is TRUE and Pablo was injured by player", + L"Pablo承认å·çªƒ",//L"Pablo admitted theft", + L"Pablo返还货物,设置37为False",//L"Pablo returned goods, set 37 false", + + L"Miguel将会加入团队",//L"Miguel will join team", //40 + L"ç»™Pablo一些钱",//L"Gave some cash to Pablo", + L"Skyrider正在被护é€ä¸­",//L"Skyrider is currently under escort", + L"Skyrider接近Drassençš„ç›´å‡æœº",//L"Skyrider is close to his chopper in Drassen", + L"Skyrider解释了交易",//L"Skyrider explained deal", + L"佣兵在地图å±å¹•ä¸Šç‚¹å‡»äº†ç›´å‡æœºè‡³å°‘一次",//L"Player has clicked on Heli in Mapscreen at least once", + L"欠了NPC的钱",//L"NPC is owed money", + L"NPCå—伤了",//L"Npc is wounded", + L"NPC被佣兵伤害了",//L"Npc was wounded by Player", + L"将食物短缺的情况告知了J.Walkder神父",//L"Father J.Walker was told of food shortage", + + L"Iraä¸åœ¨è¿™ä¸ªåŒºåŸŸ",//L"Ira is not in sector", //50 + L"Ira在说è¯ä¸­",//L"Ira is doing the talking", + L"寻找食物任务完æˆ",//L"Food quest over", + L"Pable从最近的货物中å·äº†äº›ä¸œè¥¿",//L"Pablo stole something from last shpmnt", + L"最近的货物æŸå了",//L"Last shipment crashed", + L"最近的货物被å‘到了错误的机场",//L"Last shipment went to wrong airport", + L"自从得知货物被å‘到了错误的机场,24å°æ—¶è¿‡åŽ»äº†",//L"24 hours elapsed since notified that shpment went to wrong airport", + L"丢失的包裹到达,但是(æŸäº›ï¼‰è´§ç‰©æŸå了, 把 56 è®¾æˆ False",//L"Lost package arrived with damaged goods. 56 to False", + L"丢失的包裹永久丢失, 把 56 è®¾æˆ False",//L"Lost package is lost permanently. Turn 56 False", + L"下一个包裹å¯èƒ½ï¼ˆéšæœºï¼‰ä¸¢å¤±",//L"Next package can (random) be lost", + + L"下一个包裹å¯èƒ½ï¼ˆéšæœºï¼‰è¢«å»¶è¯¯",//L"Next package can(random) be delayed", //60 + L"包裹是中等尺寸的",//L"Package is medium sized", + L"包裹是大尺寸的",//L"Package is largesized", + L"Doreen有良心",//L"Doreen has conscience", + L"佣兵对Gordon说è¯",//L"Player Spoke to Gordon", + L"Iraä»ç„¶æ˜¯NPC,ä½äºŽA10-2区域(尚未加入)",//L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamoè¦æ±‚急救",//L"Dynamo asked for first aid", + L"Dynamoå¯ä»¥è¢«æ‹›è˜",//L"Dynamo can be recruited", + L"NPC在æµè¡€",//L"Npc is bleeding", + L"Shank想加入",//L"Shank wnts to join", + + L"NPC在æµè¡€",//L"NPC is bleeding", //70 + L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在San Mona",//L"Player Team has head & Carmen in San Mona", + L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在Cambria",//L"Player Team has head & Carmen in Cambria", + L"ä½£å…µé˜Ÿä¼æœ‰é€šç¼‰çŠ¯çš„å¤´ & Carmen在Drassen",//L"Player Team has head & Carmen in Drassen", + L"神父å–醉了",//L"Father is drunk", + L"佣兵伤害了在NPC身边8个格å­å†…的佣兵",//L"Player has wounded mercs within 8 tiles of NPC", + L"NPC身边8个格å­å†…åªæœ‰1个佣兵å—伤",//L"1 & only 1 merc wounded within 8 tiles of NPC", + L"NPC身边8个格å­å†…有多于1个佣兵å—伤",//L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda在商店中",//L"Brenda is in the store ", + L"Brenda死了",//L"Brenda is Dead", + + L"Brenda在家",//L"Brenda is at home", //80 + L"NPC是敌人",//L"NPC is an enemy", + L"扩音器音é‡>=84,<3个男性出现",//L"Speaker Strength >= 84 and < 3 males present", + L"扩音器音é‡>=84,和至少3å男性",//L"Speaker Strength >= 84 and at least 3 males present", + L"Hans引è了Tony",//L"Hans lets ou see Tony", + L"Hans正站在 13523",//L"Hans is standing on 13523", + L"Tony今天ä¸åœ¨",//L"Tony isnt available Today", + L"妓女在和NPC说è¯",//L"Female is speaking to NPC", + L"佣兵很享å—妓院",//L"Player has enjoyed the Brothel", + L"Carla有空",//L"Carla is available", + + L"Cindy有空",//L"Cindy is available", //90 + L"Bambi有空",//L"Bambi is available", + L"没有å°å§æœ‰ç©º",//L"No girls is available", + L"佣兵在等å°å§",//L"Player waited for girls", + L"佣兵付了钱",//L"Player paid right amount of money", + L"ä½£å…µä»Žå°æ··æ··èº«è¾¹èµ°è¿‡",//L"Mercs walked by goon", + L"NPC身边3个格å­å†…有多于1个佣兵",//L"More thean 1 merc present within 3 tiles of NPC", + L"NPC身边3个格å­å†…至少有1个佣兵",//L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping等待佣兵的拜访",//L"Kingping expectingh visit from player", + L"Darren等待佣兵付钱",//L"Darren expecting money from player", + + L"佣兵在5格内,NPCå¯è§",//L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen在San Mona",//L"Carmen is in San Mona", + L"佣兵对Carmen说è¯",//L"Player Spoke to Carmen", + L"Kingpin知é“自己的钱被å·äº†",//L"KingPin knows about stolen money", + L"佣兵把钱还给了KingPin",//L"Player gave money back to KingPin", + L"给了Franké’±ï¼ˆä¸æ˜¯åŽ»ä¹°é…’ï¼‰",//L"Frank was given the money ( not to buy booze )", + L"佣兵被告知KingPin看拳击比赛",//L"Player was told about KingPin watching fights", + L"过了俱ä¹éƒ¨çš„关门时间,Darren警告佣兵(æ¯å¤©é‡ç½®ï¼‰",//L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey是EPC",//L"Joey is EPC", + L"Joey在C5",//L"Joey is in C5", + + L"Joey在Martha(109)çš„5格内,G8区域",//L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey死了",//L"Joey is Dead!", + L"至少有一个佣兵在Martha身边的5格内",//L"At least one player merc within 5 tiles of Martha", + L"Spike站在9817æ ¼",//L"Spike is occuping tile 9817", + L"Angelæä¾›äº†èƒŒå¿ƒ",//L"Angel offered vest", + L"Angelå–了背心",//L"Angel sold vest", + L"Maria是EPC",//L"Maria is EPC", + L"Maria是EPC,在皮é©åº—里",//L"Maria is EPC and inside leather Shop", + L"佣兵想买背心",//L"Player wants to buy vest", + L"è¥æ•‘Maria被KingPin的狗腿å­å‘现了,Kingpin现在是敌人了",//L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel把契约留在了柜å°ä¸Š",//L"Angel left deed on counter", //120 + L"Maria任务结æŸ",//L"Maria quest over", + L"佣兵今天对NPC进行了包扎",//L"Player bandaged NPC today", + L"Doreen展现了对女皇的忠诚",//L"Doreen revealed allegiance to Queen", + L"Pabloä¸åº”该å·ä½£å…µçš„东西",//L"Pablo should not steal from player", + L"佣兵的货物到了,但因忠诚度过低而被迫è¿ç¦»",//L"Player shipment arrived but loyalty to low, so it left", + L"ç›´å‡æœºå¾…命中",//L"Helicopter is in working condition", + L"佣兵给予的金钱>=1000美金",//L"Player is giving amount of money >= $1000", + L"佣兵给予的金钱<1000美金",//L"Player is giving amount less than $1000", + L"WaldoåŒæ„ä¿®ç†ç›´å‡æœºï¼ˆç›´å‡æœºå·²æŸå)",//L"Waldo agreed to fix helicopter( heli is damaged )", + + L"ç›´å‡æœºå·²è¢«æ‘§æ¯",//L"Helicopter was destroyed", //130 + L"Waldoå‘Šè¯‰æˆ‘ä»¬å…³äºŽç›´å‡æœºé£žè¡Œå‘˜çš„事情",//L"Waldo told us about heli pilot", + L"神父告诉我们Deidranna在屠æ€ç”Ÿç—…的人们",//L"Father told us about Deidranna killing sick people", + L"神父告诉我们Chivaldori一家的事情",//L"Father told us about Chivaldori family", + L"神父告诉我们关于异形的事情",//L"Father told us about creatures", + L"忠诚度一般",//L"Loyalty is OK", + L"忠诚度低",//L"Loyalty is Low", + L"忠诚度高",//L"Loyalty is High", + L"佣兵åšçš„很糟糕",//L"Player doing poorly", + L"佣兵把通缉犯的头颅给了Carmen",//L"Player gave valid head to Carmen", + + L"ç›®å‰çš„区域是G9(Cambria)",//L"Current sector is G9(Cambria)", //140 + L"ç›®å‰çš„区域是C5(SanMona)",//L"Current sector is C5(SanMona)", + L"ç›®å‰çš„区域是C13(Drassen)",//L"Current sector is C13(Drassen", + L"Carmen带了至少10000美金",//L"Carmen has at least $10,000 on him", + L"Slay加入佣兵团队超过48å°æ—¶",//L"Player has Slay on team for over 48 hours", + L"Carmen在怀疑Slay",//L"Carmen is suspicous about slay", + L"Slay在目å‰çš„区域中",//L"Slay is in current sector", + L"Carmen给了我们最终的警告",//L"Carmen gave us final warning", + L"Vinceè§£é‡Šäº†ä»–ä¸ºä½•è¦æ±‚日薪",//L"Vince has explained that he has to charge", + L"需è¦ç»™Vinceæ”¯ä»˜è–ªé‡‘ï¼ˆæ¯æ—¥é‡è®¾ï¼‰",//L"Vince is expecting cash (reset everyday)", + + L"佣兵å·äº†äº›åŒ»ç–—用å“",//L"Player stole some medical supplies once", //150 + L"佣兵åˆå·äº†äº›åŒ»ç–—用å“",//L"Player stole some medical supplies again", + L"Vinceå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Vince can be recruited", + L"Vince正在å诊",//L"Vince is currently doctoring", + L"Vince被招募了",//L"Vince was recruited", + L"Slayæä¾›äº†äº¤æ˜“",//L"Slay offered deal", + L"æ‰€æœ‰çš„ææ€–分å­å·²è¢«æ­¼ç­",//L"All terrorists killed", + L"", + L"Maria被è½åœ¨äº†é”™è¯¯çš„区域",//L"Maria left in wrong sector", + L"Skyrider被è½åœ¨äº†é”™è¯¯çš„区域",//L"Skyrider left in wrong sector", + + L"Joey被è½åœ¨äº†é”™è¯¯çš„区域",//L"Joey left in wrong sector", //160 + L"John被è½åœ¨äº†é”™è¯¯çš„区域",//L"John left in wrong sector", + L"Mary被è½åœ¨äº†é”™è¯¯çš„区域",//L"Mary left in wrong sector", + L"Walter被贿赂了",//L"Walter was bribed", + L"Shank(67)在队ä¼ä¸­ï¼Œä½†ä¸æ˜¯å‚与对è¯çš„人",//L"Shank(67) is part of squad but not speaker", + L"å’ŒMaddog说è¯",//L"Maddog spoken to", + L"Jake和我们谈论了Shank",//L"Jake told us about shank", + L"Shank(67)ä¸åœ¨åŒºåŸŸä¸­",//L"Shank(67) is not in secotr", + L"血猫任务开始超过2天了",//L"Bloodcat quest on for more than 2 days", + L"对Armand进行了有效的å¨èƒ",//L"Effective threat made to Armand", + + L"女皇死了ï¼",//L"Queen is DEAD!", //170 + L"å‚与对è¯çš„人是AIM佣兵,或者队ä¼å†…çš„AIM佣兵在10格内",//L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"现有的矿已ç»ç©ºäº†",//L"Current mine is empty", + L"现有的矿快è¦è¢«å¼€é‡‡å®Œäº†",//L"Current mine is running out", + L"矿区忠诚度低(低矿产产é‡ï¼‰",//L"Loyalty low in affiliated town (low mine production)", + L"异形入侵了矿å‘",//L"Creatures invaded current mine", + L"佣兵失去了矿å‘",//L"Player LOST current mine", + L"矿å‘在全速生产中",//L"Current mine is at FULL production", + L"å‚与对è¯çš„人是Dynamo,或者在å‚与对è¯çš„人的10格内",//L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred告诉了我们异形的事情",//L"Fred told us about creatures", + + L"Matt告诉了我们异形的事情",//L"Matt told us about creatures", //180 + L"Oswald告诉了我们异形的事情",//L"Oswald told us about creatures", + L"Calvin告诉了我们异形的事情",//L"Calvin told us about creatures", + L"Carl告诉了我们异形的事情",//L"Carl told us about creatures", + L"åšç‰©é¦†é‡Œçš„圣æ¯è¢«å·èµ°äº†",//L"Chalice stolen from museam", + L"John是EPC",//L"John(118) is EPC", + L"Maryå’ŒJohn是EPC",//L"Mary(119) and John (118) are EPC's", + L"Mary还活ç€",//L"Mary(119) is alive", + L"Mary是EPC",//L"Mary(119)is EPC", + L"Mary在æµè¡€",//L"Mary(119) is bleeding", + + L"John还活ç€",//L"John(118) is alive", //190 + L"John在æµè¡€",//L"John(118) is bleeding", + L"John或者Maryé è¿‘了Drassen(B13)的机场",//L"John or Mary close to airport in Drassen(B13)", + L"Mary死了",//L"Mary is Dead", + L"矿工被部署了",//L"Miners placed", + L"Krott在计划对佣兵开枪",//L"Krott planning to shoot player", + L"Madlab解释了他的情况",//L"Madlab explained his situation", + L"Madlab期望有一把枪",//L"Madlab expecting a firearm", + L"MadlabæœŸæœ›æœ‰ä¸ªæ‘„åƒæœº",//L"Madlab expecting a video camera.", + L"物å“状况<70",//L"Item condition is < 70 ", + + L"Madlab抱怨枪å了",//L"Madlab complained about bad firearm.", //200 + L"MadlabæŠ±æ€¨æ‘„åƒæœºå了",//L"Madlab complained about bad video camera.", + L"机器人准备出å‘",//L"Robot is ready to go!", + L"第一个机器人被摧æ¯äº†",//L"First robot destroyed.", + L"ç»™Madlabä¸€ä¸ªå¥½çš„æ‘„åƒæœº",//L"Madlab given a good camera.", + L"机器人准备第二次出å‘",//L"Robot is ready to go a second time!", + L"第二个机器人被摧æ¯äº†",//L"Second robot destroyed.", + L"给佣兵介ç»äº†çŸ¿æ´ž",//L"Mines explained to player.", + L"Dynamo在J9区域",//L"Dynamo (#66) is in sector J9.", + L"Dynamo还活ç€",//L"Dynamo (#66) is alive.", + + L"在总共进行过ä¸åˆ°3场战斗的情况下,有一个有能力å‚加战斗的NPC没有å‚加过一次战斗,",//L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"佣兵收到了æ¥è‡ªDrassen,Cambria,Almaå’ŒChitzena的采矿收入",//L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"佣兵去过K4_b1",//L"Player has been to K4_b1", + L"当Wardenæ´»ç€æ—¶ï¼Œå’ŒBrewster谈过",//L"Brewster got to talk while Warden was alive", + L"Warden死了",//L"Warden (#103) is dead.", + L"Ernest给我们些枪",//L"Ernest gave us the guns", + L"这是第一个酒ä¿",//L"This is the first bartender", + L"这是第二个酒ä¿",//L"This is the second bartender", + L"这是第三个酒ä¿",//L"This is the third bartender", + L"这是第四个酒ä¿",//L"This is the fourth bartender", + + + L"Manny是个酒ä¿",//L"Manny is a bartender.", //220 + L"没有东西被修好了(有些东西正在修ç†ä¸­ï¼ŒçŽ°åœ¨æ²¡æœ‰ä¿®å¥½çš„ä¸œè¥¿å¯ä»¥ç»™ä½£å…µï¼‰",//L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"佣兵从Howard处买了东西",//L"Player made purchase from Howard (#125)", + L"买了Dave的汽车",//L"Dave sold vehicle", + L"Dave的车准备好了",//L"Dave's vehicle ready", + L"Dave期望拿到å–车的钱",//L"Dave expecting cash for car", + L"Daveæœ‰æ±½æ²¹ï¼ˆæ¯æ—¥éšæœºï¼‰",//L"Dave has gas. (randomized daily)", + L"汽车准备好了",//L"Vehicle is present", + L"第一场战斗被佣兵赢得了",//L"First battle won by player", + L"机器人被招募和移动",//L"Robot recruited and moved", + + L"俱ä¹éƒ¨å†…ä¸å…许斗殴",//L"No club fighting allowed", //230 + L"ä½£å…µä»Šå¤©å·²ç»æ‰“了三场拳击了",//L"Player already fought 3 fights today", + L"Hansæåˆ°äº†Joey",//L"Hans mentioned Joey", + L"佣兵的表现超过了50%",//L"Player is doing better than 50% (Alex's function)", + L"佣兵的表现éžå¸¸å¥½ï¼ˆè¶…过80%)",//L"Player is doing very well (better than 80%)", + L"神父å–醉了并且开å¯äº†ç§‘幻模å¼",//L"Father is drunk and sci-fi option is on", + L"Mickyå–醉了",//L"Micky (#96) is drunk", + L"佣兵å°è¯•用暴力方å¼è¿›å…¥å¦“院",//L"Player has attempted to force their way into brothel", + L"有效地å¨èƒäº†Rat三次",//L"Rat effectively threatened 3 times", + L"佣兵为两个人付了去妓院的钱",//L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"佣兵控制了两个城镇,包括omerta",//L"Player owns 2 towns including omerta", + L"佣兵控制了三个城镇,包括omerta",//L"Player owns 3 towns including omerta",// 243 + L"佣兵控制了四个城镇,包括omerta",//L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"男性谈论女性的现状(也å¯èƒ½æ˜¯ç”·æ‰®å¥³è£…çš„æ„æ€ï¼‰",//L"Fact male speaking female present", + L"Hicks娶了你的一个雇佣兵",//L"Fact hicks married player merc",// 249 + + L"åšç‰©é¦†å¼€äº†",//L"Fact museum open",// 250 + L"妓院开放",//L"Fact brothel open",// 251 + L"俱ä¹éƒ¨å¼€æ”¾",//L"Fact club open",// 252 + L"第一局打å“",//L"Fact first battle fought",// 253 + L"第一局正在进行",//L"Fact first battle being fought",// 254 + L"Kingpin介ç»äº†ä»–自己",//L"Fact kingpin introduced self",// 255 + L"Kingpinä¸åœ¨åŠžå…¬å®¤",//L"Fact kingpin not in office",// 256 + L"䏿¬ Kingpiné’±",//L"Fact dont owe kingpin money",// 257 + L"darylå’Œflo结婚了",// L"Fact pc marrying daryl is flo", 258 + L"", + + L"", //260 + L"NPCç•缩了",//L"Fact npc cowering", // 261, + L"", + L"", + L"上层和底层已被清ç†",//L"Fact top and bottom levels cleared", + L"上层已被清ç†",//L"Fact top level cleared",// 265 + L"底层已被清ç†",//L"Fact bottom level cleared",// 266 + L"需è¦å‹å–„地说è¯",//L"Fact need to speak nicely",// 267 + L"物å“å·²ç»è¢«å®‰è£…过了",//L"Fact attached item before",// 268 + L"Skyrider被护é€è¿‡",//L"Fact skyrider ever escorted",// 269 + + L"NPCä¸åœ¨äº¤ç«ä¸­",//L"Fact npc not under fire",// 270 + L"Williså¬è¯´äº†Joeyçš„è¥æ•‘",//L"Fact willis heard about joey rescue",// 271 + L"Willis给了折扣",//L"Fact willis gives discount",// 272 + L"乡巴佬被æ€äº†",//L"Fact hillbillies killed",// 273 + L"Keithä¸è¥ä¸šäº†",//L"Fact keith out of business", // 274 + L"Mikeå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Fact mike available to army",// 275 + L"Kingpin会派刺客",//L"Fact kingpin can send assassins",// 276 + L"Estoniå¯ä»¥åŠ æ²¹",//L"Fact estoni refuelling possible",// 277 + L"åšç‰©é¦†çš„警报被关了",//L"Fact museum alarm went off",// 278 + L"", + + L"maddog是å‚与对è¯çš„人",//L"Fact maddog is speaker", //280, + L"", + L"Angelæåˆ°äº†å¥‘约",//L"Fact angel mentioned deed", // 282, + L"Iggyå¯ä»¥è¢«æ‹›å‹Ÿ",//L"Fact iggy available to army",// 283 + L"æ˜¯å¦æ‹›å‹Ÿconrads",//L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"NPCå……æ»¡æ•Œæ„æˆ–者å“å了",//L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Tony在房å­é‡Œ",//L"Fact tony in building", //291, + L"Shank在说è¯",//L"Fact shank speaking", // 292, + L"Doreen还活ç€",//L"Fact doreen alive",// 293 + L"Waldo还活ç€",//L"Fact waldo alive",// 294 + L"Perko还活ç€",//L"Fact perko alive",// 295 + L"Tony还活ç€",//L"Fact tony alive",// 296 + L"", + L"Vince还活ç€",//L"Fact vince alive",// 298, + L"Jenny还活ç€",//L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Arnold还活ç€",//L"Fact arnold alive",// 302, + L"", + L"存在ç«ç®­æžª",//L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; + +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"删除", //L"Delete", + L"删除物å“(|D|e|l)", //L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"北", //L"north", + L"东北", //L"northeast", + L"东", //L"east", + L"东å—", //L"southeast", + L"å—", //L"south", + L"西å—", //L"southwest", + L"西", //L"west", + L"西北", //L"northwest", +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"切æ¢ä½£å…µæ˜¾ç¤º", //0 //L"Toggle viewing of players", + L"åˆ‡æ¢æ•Œå…µæ˜¾ç¤º", //L"Toggle viewing of enemies", + L"切æ¢ç”Ÿç‰©æ˜¾ç¤º", //L"Toggle viewing of creatures", + L"切æ¢å抗军显示", //L"Toggle viewing of rebels", + L"åˆ‡æ¢æ°‘兵显示", //L"Toggle viewing of civilians", + + L"佣兵", //L"Player", + L"敌兵", //L"Enemy", + L"生物", //L"Creature", + L"åæŠ—军", //L"Rebels", + L"æ°‘å…µ", //L"Civilian", + + L"细节", //10 //L"DETAILED PLACEMENT", + L"ä¸€èˆ¬ä¿¡æ¯æ¨¡å¼", //L"General information mode", + L"角色体型模å¼", //L"Physical appearance mode", + L"角色属性模å¼", //L"Attributes mode", + L"装备模å¼", //L"Inventory mode", + L"个性化制定", //L"Profile ID mode", + L"行动安排", //L"Schedule mode", + L"行动安排", //L"Schedule mode", + L"删除", //L"DELETE", + L"删除当å‰é€‰ä¸­ä½£å…µ(|D|e|l)", //L"Delete currently selected merc (|D|e|l)", + L"下一个", //20 //L"NEXT", + L"定ä½ä¸‹ä¸€ä¸ªä½£å…µ(|S|p|a|c|e)\n定ä½ä¸Šä¸€ä¸ªä½£å…µ(|C|t|r|l+|S|p|a|c|e)", //L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"选择优先级", //L"Toggle priority existance", + L"选择此人是å¦å¯ä»¥å¼€å…³é—¨", //L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"站立", //L"STATIONARY", + L"守å«", //L"ON GUARD", + L"呼å«", //L"ON CALL", + L"寻找敌人", //L"SEEK ENEMY", + L"è¿‘è·å·¡é€»", //L"CLOSE PATROL", + L"é•¿è·å·¡é€»", //L"FAR PATROL", + L"固定巡逻", //30 //L"POINT PATROL", + L"往返巡逻", //L"RND PT PATROL", + + //Attitudes + L"防守", //L"DEFENSIVE", + L"大胆独行", //L"BRAVE SOLO", + L"大胆助攻", //L"BRAVE AID", + L"积æžè¿›æ”»", //L"AGGRESSIVE", + L"å·è¢­ç‹¬è¡Œ", //L"CUNNING SOLO", + L"å·è¢­åŠ©æ”»", //L"CUNNING AID", + + L"佣兵é¢å‘%sæ–¹", //L"Set merc to face %s", + + L"找到", // L"Find", + L"糟糕", //40 //L"BAD", + L"ä¸è‰¯", //L"POOR", + L"一般", //L"AVERAGE", + L"良好", //L"GOOD", + L"优秀", //L"GREAT", + + L"糟糕", //L"BAD", + L"ä¸è‰¯", //L"POOR", + L"一般", //L"AVERAGE", + L"良好", //L"GOOD", + L"优秀", //L"GREAT", + + L"上一个颜色设定", //50 //L"Previous color set", + L"下一个颜色设定", //L"Next color set", + + L"上一个体型", //L"Previous body type", + L"下一个体型", //L"Next body type", + + L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", + L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", + L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", + L"æ”¹å˜æ¸¸æˆæ—¶é—´(增å‡15分钟)", //L"Toggle time variance (+ or - 15 minutes)", + + L"无行动", //L"No action", + L"无行动", //L"No action", + L"无行动", //60 //L"No action", + L"无行动", //L"No action", + + L"清空任务列表", //L"Clear Schedule", + + L"定ä½é€‰ä¸­ä½£å…µ", //L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"房顶", //0 //L"ROOFS", + L"墙", //L"WALLS", + L"房间信æ¯", //L"ROOM INFO", + + L"使用所选方å¼è®¾ç½®å¢™", //L"Place walls using selection method", + L"使用所选方å¼è®¾ç½®é—¨", //L"Place doors using selection method", + L"使用所选方å¼è®¾ç½®å±‹é¡¶", //L"Place roofs using selection method", + L"使用所选方å¼è®¾ç½®çª—户", //L"Place windows using selection method", + L"使用所选方å¼è®¾ç½®ç ´æŸå¢™", //L"Place damaged walls using selection method.", + L"使用所选方å¼è®¾ç½®å®¶å…·", //L"Place furniture using selection method", + L"使用所选方å¼è®¾ç½®å¢™çº¸", //L"Place wall decals using selection method", + L"使用所选方å¼è®¾ç½®åœ°æ¿", //10 //L"Place floors using selection method", + L"使用所选方å¼è®¾ç½®ä¸€èˆ¬å®¶å…·", //L"Place generic furniture using selection method", + L"智能设置墙", //L"Place walls using smart method", + L"智能设置门", //L"Place doors using smart method", + L"智能设置窗户", //L"Place windows using smart method", + L"智能设置破æŸå¢™", //L"Place damaged walls using smart method", + L"ç»™é—¨è®¾ç½®é”æˆ–陷阱", //L"Lock or trap existing doors", + + L"添加一个新房间", //L"Add a new room", + L"编辑å塌的墙。", //L"Edit cave walls.", + L"将选中区域从建筑中移走。", //L"Remove an area from existing building.", + L"移走一个建筑", //20 //L"Remove a building", + L"添加平屋顶或替æ¢å·²æœ‰å±‹é¡¶ã€‚", //L"Add/replace building's roof with new flat roof.", + L"å¤åˆ¶å»ºç­‘", //L"Copy a building", + L"移动建筑", //L"Move a building", + L"房间编å·\n(按ä½|S|h|i|f|tå¤åˆ¶æˆ¿é—´ç¼–å·ï¼‰", //L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"清除房间编å·", //L"Erase room numbers", + + L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //L"Toggle |Erase mode", + L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", + L"屋顶(|H)", //L"Roofs (|H)", + L"墙(|W)", //30 //L"|Walls", //30 + L"房间信æ¯(|N)", //L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"武器", //0 //L"Wpns", + L"å¼¹è¯", //L"Ammo", + L"护甲", //L"Armour", + L"LBE", //L"LBE", + L"Exp", //L"Exp", + L"E1", //L"E1", + L"E2", //L"E2", + L"E3", //L"E3", + L"触å‘器", //L"Triggers", + L"钥匙", //L"Keys", + L"Rnd", //10 //L"Rnd", + L"上一个(|,)", //L"Previous (|,)", + L"下一个(|.)", //L"Next (|.)", +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"添加环境光æº", //0 //L"Add ambient light source", //0 + L"显示éžçŽ¯å¢ƒå…‰ç…§ã€‚", //L"Toggle fake ambient lights.", + L"添加撤退方格(冿¬¡å•击显示现有方格)。", //L"Add exit grids (r-clk to query existing).", + L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", + L"撤销(|B|a|c|k|s|p|a|c|e)", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //L"Toggle |Erase mode", + L"冿¬¡ç¡®å®šæœåŒ—点。", //L"Specify north point for validation purposes.", + L"冿¬¡ç¡®å®šæœè¥¿ç‚¹ã€‚", //L"Specify west point for validation purposes.", + L"冿¬¡ç¡®å®šæœä¸œç‚¹ã€‚", //L"Specify east point for validation purposes.", + L"冿¬¡ç¡®å®šæœå—点。", //L"Specify south point for validation purposes.", + L"冿¬¡ç¡®å®šä¸­å¿ƒç‚¹ã€‚", //10 //L"Specify center point for validation purposes.", + L"冿¬¡ç¡®å®šç‹¬ç«‹ç‚¹ã€‚", //L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"添加屋顶层", //0 //L"New outdoor level", + L"添加地下室层", //L"New basement", + L"添加洞穴层", //L"New cave level", + L"ä¿å­˜åœ°å›¾(|C|t|r|l+|S)", //L"Save map (|C|t|r|l+|S)", + L"读å–地图(|C|t|r|l+|L)", //L"Load map (|C|t|r|l+|L)", + L"选择图片模å—", //L"Select tileset", + L"退出编辑模å¼", //L"Leave Editor mode", + L"退出游æˆ(|A|l|t+|X)", //L"Exit game (|A|l|t+|X)", + L"编辑雷达图", //L"Create radar map", + L"如果点选,地图会被ä¿å­˜ä¸ºåŽŸç‰ˆJA2的地图格å¼ï¼ŒIDç¼–å·å¤§äºŽ350的物å“会丢失。\n该选项åªå¯¹åŽŸç‰ˆå¤§å°çš„地图有效,地图ä¸åº”超过25600格。", //L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"如果点选,载入地图åŽï¼Œè¯¥åœ°å›¾ä¼šè‡ªåŠ¨æŒ‰ç…§æ‰€é€‰çš„è¡Œåˆ—æ•°æ”¾å¤§ã€‚", //L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"ç»˜åˆ¶åœ°é¢æž„图(|G)", //0 //L"Draw |Ground textures", + L"é€‰æ‹©åœ°é¢æž„图", //L"Set map ground textures", + L"设置海岸或山崖(|C)", //L"Place banks and |Cliffs", + L"绘制公路(|P)", //L"Draw roads (|P)", + L"绘制废墟(|D)", //L"Draw |Debris", + L"放置树木或树丛(|T)", //L"Place |Trees & bushes", + L"放置石å—(|R)", //L"Place |Rocks", + L"放置路障或垃圾(|O)", //L"Place barrels & |Other junk", + L"填满区域", //L"Fill area", + L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"åˆ‡æ¢æ“¦é™¤æ¨¡å¼(|E)", //10 //L"Toggle |Erase mode", + L"切æ¢åˆ·å­å¤§å°(|A/|Z)", //L"Cycle brush size (|A/|Z)", + L"增加刷å­åŽšåº¦(|])", //L"Raise brush density (|])", + L"å‡å°‘刷å­åŽšåº¦(|[)", //L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"地形", //0 //L"Terrain", + L"建筑", //L"Buildings", + L"物å“", //L"Items", + L"佣兵", //L"Mercs", + L"地图信æ¯", //L"Map Info", + L"选项", //L"Options", + L"\n|./|,:切æ¢åˆ·å­:宽xx\n|P|g|U|p/|P|g|D|n:智能模å¼é€‰æ‹©å‰/åŽä¸€ä¸ªæ¨¡æ¿ ", //Terrain fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", + L"\n|./|,:切æ¢åˆ·å­:宽xx\n|P|g|U|p/|P|g|D|n:智能模å¼é€‰æ‹©å‰/åŽä¸€ä¸ªæ¨¡æ¿ ", //Buildings fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", + L"|S|p|a|c|e:选择åŽä¸€ä¸ªç‰©å“\n|C|t|r|l+|S|p|a|c|e:选择å‰ä¸€ä¸ªç‰©å“\n \n|/:å…‰æ ‡ä¸‹æ”¾ç½®åŒæ ·ç‰©å“\n|C|t|r|l+|/:光标处放置新物å“", //Items fasthelp text //L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", + L"|1-|9:设置路标 \n|C|t|r|l+|C/|C|t|r|l+|V:å¤åˆ¶/粘贴佣兵 \n|P|g|U|p/|P|g|D|n:切æ¢ä¿‘å…µä½ç½®å±‚", //Mercs fasthelp text L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", + L"|C|t|r|l+|G:è½¬åˆ°æŸæ ¼\n|S|h|i|f|t:地图超出边界\n \n|~:切æ¢å…‰æ ‡å±‚\n|I:查看å°åœ°å›¾\n|J:åˆ‡æ¢æˆ¿é¡¶ç»˜åˆ¶\n|K:显示房顶标记\n|S|h|i|f|t+|L:显示地图边界 \n|S|h|i|f|t+|T:显示树顶\n|U:切æ¢åœ°å›¾é«˜åº¦\n \n|./|,:切æ¢åˆ·å­:宽xx", //Map Info fasthelp text //L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", + L"|C|t|r|l+|N:创造新地图\n \n|F|5:显示总信æ¯/大地图\n|F|1|0:移除所有光æº\n|F|1|1:å–æ¶ˆä¿®æ”¹\n|F|1|2:清空所有\n \n|S|h|i|f|t+|R:éšæœºæ”¾ç½®é€‰å®šæ•°é‡çš„物å“\n \n命令行选项\n|-|D|O|M|A|P|S:雷达地图批é‡ç”Ÿæˆ\n|-|D|O|M|A|P|S|C|N|V:é›·è¾¾åŠæ´žç©´åœ°å›¾æ‰¹é‡ç”Ÿæˆ ", //Options fasthelp text //L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", // +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"北部é™è½ç‚¹", //0 //L"North Entry Point", + L"西部é™è½ç‚¹", //L"West Entry Point", + L"东部é™è½ç‚¹", //L"East Entry Point", + L"å—部é™è½ç‚¹", //L"South Entry Point", + L"中心é™è½ç‚¹", //L"Center Entry Point", + L"独立é™è½ç‚¹", //L"Isolated Entry Point", + + L"最亮", //L"Prime", + L"晚上", //L"Night", + L"全天", //L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"惊慌激活1", //0 //L"Panic Trigger1", + L"惊慌激活2", //L"Panic Trigger2", + L"惊慌激活3", //L"Panic Trigger3", + L"激活%d", //L"Trigger%d", + + L"压力下行为", //L"Pressure Action", + L"惊慌动作1", //L"Panic Action1", + L"惊慌动作2", //L"Panic Action2", + L"惊慌动作3", //L"Panic Action3", + L"动作%d", //L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"没有é”ID", //0 //L"No Lock ID", + L"爆炸陷阱", //L"Explosion Trap", + L"电击陷阱", //L"Electric Trap", + L"警报器", //L"Siren Trap", + L"é™é»˜è­¦æŠ¥", //L"Silent Alarm", + L"超级电击陷阱", //5 //L"Super Electric Trap", + L"妓院警报器", //L"Brothel Siren Trap", + L"陷阱等级%d", //L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"地图ä¿å­˜ä¸ºåŽŸç‰ˆJA2(v1.12)格å¼ï¼ˆç‰ˆæœ¬:5.00/25)", //0 //L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", + L"尚未读å–地图", //L"No map currently loaded.", + L"文件: %S,当å‰åˆ†åŒº: %s", //L"File: %S, Current Tileset: %s", + L"è¯»å–æ—¶æ”¾å¤§åœ°å›¾", //L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"转æ¢", //0 //L"TOGGLE", + L"视野", //L"VIEWS", + L"选择方å¼", //L"SELECTION METHOD", + L"智能模å¼", //L"SMART METHOD", + L"建造方法", //L"BUILDING METHOD", + L"房间#", //5 //L"Room#", +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"编辑%då·åœ°å›¾é”的属性。", //L"Editing lock attributes at map index %d.", + L"é”ID", //L"Lock ID", + L"陷阱类型", //L"Trap Type", + L"陷阱等级", //L"Trap Level", + L"é”上的", //L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"压力下行为", //0 //L"Pressure Action", + L"惊慌动作1", //L"Panic Action1", + L"惊慌动作2", //L"Panic Action2", + L"惊慌动作3", //L"Panic Action3", + L"动作%d", //L"Action%d", + + L"惊慌激活1", //5 //L"Panic Trigger1", + L"惊慌激活2", //L"Panic Trigger2", + L"惊慌激活3", //L"Panic Trigger3", + L"激活%d", //L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"状æ€ä¿¡æ¯ç¬¬1行", //L"Status Info Line 1", + L"状æ€ä¿¡æ¯ç¬¬2行", //L"Status Info Line 2", + L"状æ€ä¿¡æ¯ç¬¬3行", //L"Status Info Line 3", + L"状æ€ä¿¡æ¯ç¬¬4行", //L"Status Info Line 4", + L"状æ€ä¿¡æ¯ç¬¬5行", //L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 //L"R", + L"G", //L"G", + L"B", //L"B", + + L"最亮", //L"Prime", + L"晚上", //L"Night", + L"全天", //L"24Hour", + + L"范围", //L"Radius", + + L"地下", //L"Underground", + L"光照等级", //L"Light Level", + + L"户外", //L"Outdoors", + L"地下室", //10 //L"Basement", + L"æ´žç©´", //L"Caves", + + L"é™åˆ¶", //L"Restricted", + L"滚动ID", //L"Scroll ID", + + L"地点", //L"Destination", + L"分区", //15 //L"Sector", + L"地点", //L"Destination", + L"地下室层", //L"Bsmt. Level", + L"地点", //L"Dest.", + L"网格数", //L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"没有动作", //L"No action", + L"上é”", //L"Lock door", + L"è§£é”", //L"Unlock door", + L"å¼€é”", //L"Open door", + L"关门", //L"Close door", + L"移动到æŸç½‘æ ¼", //L"Move to gridno", + L"离开分区", //L"Leave sector", + L"进入分区", //L"Enter sector", + L"留在分区", //L"Stay in sector", + L"ç¡è§‰", //L"Sleep", + L"算了", //L"Ignore this!", +}; + +STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 +{ + L"软弱", //L"Wimp", + L"简å•", //L"Easy", + L"一般", //L"Average", + L"顽强", //L"Tough", + L"使用兴奋剂", //L"Steroid Users Only", +}; + +STR16 EditMercStat[12] = +{ + L"最大生命值", //L"Max Health", + L"治疗åŽç”Ÿå‘½å€¼", //L"Cur Health", + L"力é‡", //L"Strength", + L"æ•æ·", //L"Agility", + L"çµå·§", //L"Dexterity", + L"领导", //L"Charisma", + L"智慧", //L"Wisdom", + L"枪法", //L"Marksmanship", + L"爆破", //L"Explosives", + L"医疗", //L"Medical", + L"机械", //L"Scientific", + L"等级", //L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"站立", //L"Stationary", + L"守å«", //L"On Guard", + L"è¿‘è·å·¡é€»", //L"Close Patrol", + L"é•¿è·å·¡é€»", //L"Far Patrol", + L"固定巡逻", //L"Point Patrol", + L"呼å«", //L"On Call", + L"寻找敌人", //L"Seek Enemy", + L"éšæœºå·¡é€»", //L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"防守", //L"Defensive", + L"大胆独行", //L"Brave Loner", + L"大胆å助", //L"Brave Buddy", + L"å·è¢­ç‹¬è¡Œ", //L"Cunning Loner", + L"å·è¢­å助", //L"Cunning Loner", + L"积æž", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"佣兵åç§°:", //0 //L"Merc Name:", + L"指令:", //L"Orders:", + L"战斗倾å‘:", //L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"佣兵颜色", //0 //L"Merc Colors", + L"完æˆ", //L"Done", + + L"上一个佣兵站立指令", //L"Previous merc standing orders", + L"下一个佣兵站立指令", //L"Next merc standing orders", + + L"上一个佣兵战斗倾å‘", //L"Previous merc combat attitude", + L"下一个佣兵战斗倾å‘", //5 //L"Next merc combat attitude", + + L"é™ä½Žä½£å…µå£«æ°”", //L"Decrease merc stat", + L"æå‡ä½£å…µå£«æ°”", //L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"éšæœº", //0 //L"Random", + L"普通男性", //L"Reg Male", + L"高大男性", //L"Big Male", + L"肌肉男", //L"Stocky Male", + L"普通女性", //L"Reg Female", + L"NEå¦å…‹", //5 //L"NE Tank", + L"NWå¦å…‹", //L"NW Tank", + L"胖å­å¸‚æ°‘", //L"Fat Civilian", + L"M市民", //L"M Civilian", + L"迷你裙", //L"Miniskirt", + L"F市民", //10 //L"F Civilian", + L"帽å­å°å­©", //L"Kid w/ Hat", + L"æ‚马", //L"Humvee", + L"凯迪拉克", //L"Eldorado", + L"冰激凌车", //L"Icecream Truck", + L"剿™®è½¦", //15 //L"Jeep", + L"平民å°å­©", //L"Kid Civilian", + L"奶牛", //L"Domestic Cow", + L"瘸å­", //L"Cripple", + L"无武器机器人", //L"Unarmed Robot", + L"异形虫åµ", //20 //L"Larvae", + L"异形幼虫", //L"Infant", + L"幼年æ¯å¼‚å½¢", //L"Yng F Monster", + L"幼年公异形", //L"Yng M Monster", + L"æˆå¹´æ¯å¼‚å½¢", //L"Adt F Monster", + L"æˆå¹´å…¬å¼‚å½¢", //25 //L"Adt M Monster", + L"异形女王", //L"Queen Monster", + L"血猫", //L"Bloodcat", + L"æ‚马",//L"Humvee", +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=指令=-- ", //0 //L" --=ORDERS=-- ", + L"--=倾å‘=--", //L"--=ATTITUDE=--", + + L"对比", //L"RELATIVE", + L"属性", //L"ATTRIBUTES", + + L"对比", //L"RELATIVE", + L"装备", //L"EQUIPMENT", + + L"对比", //L"RELATIVE", + L"属性", //L"ATTRIBUTES", + + L"军队", //L"Army", + L"行政人员", //L"Admin", + L"精英", //10 //L"Elite", + + L"等级", //L"Exp. Level", + L"生命值", //L"Life", + L"最大生命值", //L"LifeMax", + L"枪法", //L"Marksmanship", + L"力é‡", //L"Strength", + L"æ•æ·", //L"Agility", + L"çµå·§", //L"Dexterity", + L"智慧", //L"Wisdom", + L"领导", //L"Leadership", + L"爆破", //20 //L"Explosives", + L"医疗", //L"Medical", + L"机械", //L"Mechanical", + L"士气", //L"Morale", + + L"头å‘颜色:", //L"Hair color:", + L"皮肤颜色:", //L"Skin color:", + L"上衣颜色:", //L"Vest color:", + L"裤å­é¢œè‰²:", //L"Pant color:", + + L"éšæœº", //L"RANDOM", + L"éšæœº", //L"RANDOM", + L"éšæœº", //30 //L"RANDOM", + L"éšæœº", //L"RANDOM", + + L"输入档案ID并从中æå–资料。", //L"By specifying a profile index, all of the information will be extracted from the profile ", + L"è¿™æ ·ä¼šè¦†ç›–æ‰‹åŠ¨ç¼–è¾‘çš„èµ„æ–™ï¼Œå¹¶ä¸”ç¦æ­¢æ‚¨å¯¹æ‰€æœ‰è®¾ç½®è¿›è¡Œä¿®æ”¹ã€‚", //L"and override any values that you have edited. It will also disable the editing features ", + L"ä½ ä»ç„¶å¯ä»¥æŸ¥çœ‹å„ç§è®¾ç½®ä¿¡æ¯ã€‚按ENTERé”®å¼€å§‹è¯»å–æŒ‡å®šçš„æ–‡ä»¶ã€‚", //L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"你输入的数字是空的,会将设定文件清空。", //L"extract the number you have typed. A blank field will clear the profile. The current ", + L"现有设定文件的索引为 0-", //L"number of profiles range from 0 to ", + + L"当剿¡£æ¡ˆ: n/a", //L"Current Profile: n/a ", + L"当剿¡£æ¡ˆ: %s", //L"Current Profile: %s", + + L"站立", //L"STATIONARY", + L"呼å«", //40 //L"ON CALL", + L"守å«", //L"ON GUARD", + L"寻找敌人", //L"SEEK ENEMY", + L"è¿‘è·å·¡é€»", //L"CLOSE PATROL", + L"é•¿è·å·¡é€»", //L"FAR PATROL", + L"固定巡逻", //L"POINT PATROL", + L"往返巡逻", //L"RND PT PATROL", + + L"行动", //L"Action", + L"æ—¶é—´", //L"Time", + L"V", //L"V", + L"网格å·1", //50 //L"GridNo 1", + L"网格å·2", //L"GridNo 2", + L"1)", //L"1)", + L"2)", //L"2)", + L"3)", //L"3)", + L"4)", //L"4)", + + L"上é”", //L"lock", + L"è§£é”", //L"unlock", + L"开门", //L"open", + L"关门", //L"close", + + L"点击门相邻的网格å·å¯ä»¥%s。", //60 //L"Click on the gridno adjacent to the door that you wish to %s.", + L"点击网格å·è®¾å®šä½ %såŽèµ°åˆ°ä»€ä¹ˆåœ°æ–¹ã€‚", //L"Click on the gridno where you wish to move after you %s the door.", + L"点击网格å·é€‰æ‹©ä½ æƒ³åŽ»çš„åœ°æ–¹ã€‚", //L"Click on the gridno where you wish to move to.", + L"点击网格å·é€‰æ‹©ä½ æƒ³ç¡è§‰çš„地方,角色唤醒åŽè‡ªåЍæ¢å¤åŽŸæœ‰å§¿åŠ¿ã€‚", //L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L"点击ESC撤销你所输入的指令。", //L" Hit ESC to abort entering this line in the schedule.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"#%då·ä½ç½®", //L"Slot #%d", + L"无固定点的巡逻指令", //L"Patrol orders with no waypoints", + L"未设定指令的路标", //L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"无动作", //L"No action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"未选择放置å“ï¼Œæ”¾ç½®å“æ— æ³•被å¤åˆ¶ã€‚", //L"Placement not copied because no placement selected.", + L"放置å“å·²å¤åˆ¶ã€‚", //L"Placement copied.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"因为缓存中无资料,放置å“粘贴失败。", //L"Placement not pasted as no placement is saved in buffer.", + L"æ”¾ç½®å“æˆåŠŸç²˜è´´ã€‚", //L"Placement pasted.", + L"因为该组放置å“已满,放置å“粘贴失败。", //L"Placement not pasted as the maximum number of placements for this team has been reached.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"退出编辑器?", //L"Exit editor?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"确定è¦ç§»é™¤æ‰€æœ‰å…‰æºå—?", //0 //L"Are you sure you wish to remove all lights?", + L"ç¡®å®šè¦æ’¤é”€æ‰€æœ‰ä¿®æ”¹å—?", //L"Are you sure you wish to reverse the schedules?", + L"ç¡®å®šè¦æ¸…除所有物å“å—?", //L"Are you sure you wish to clear all of the schedules?", + + L"å…许æ“作放置å“", //L"Clicked Placement Enabled", + L"无法æ“作放置å“", //L"Clicked Placement Disabled", + + L"开坿ˆ¿é¡¶æ“作", //5 //L"Draw High Ground Enabled", + L"关闭房顶æ“作", //L"Draw High Ground Disabled", + + L"边界点数目: N=%d E=%d S=%d W=%d", //L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"å¼€å¯éšæœºæ”¾ç½®ç‰©å“", //L"Random Placement Enabled", + L"å…³é—­éšæœºæ”¾ç½®ç‰©å“", //L"Random Placement Disabled", + + L"éšè—æ ‘é¡¶", //10 //L"Removing Treetops", + L"显示树顶", //L"Showing Treetops", + + L"é‡è®¾åœ°å›¾æ°´å¹³", //L"World Raise Reset", + + L"地图水平还原", //L"World Raise Set Old", + L"地图水平设定", //L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"创建%S的雷达图", //0 //L"Creating radar map for %S", + + L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚地下室?", //L"Delete current map and start a new basement level?", + L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚洞穴?", //L"Delete current map and start a new cave level?", + L"删除当å‰åœ°å›¾å¹¶æ–°å»ºä¸€å±‚地é¢ï¼Ÿ", //L"Delete current map and start a new outdoor level?", + + L"清除地é¢åŒºå—?", //L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 //L"HOME", + L"éžçŽ¯å¢ƒå…‰ç…§å¼€/å…³", //L"Toggle fake editor lighting ON/OFF", + + L"INSERT", //L"INSERT", + L"填充模å¼å¼€/å…³", //L"Toggle fill mode ON/OFF", + + L"BKSPC", //L"BKSPC", + L"撤销", //L"Undo last change", + + L"DEL", //L"DEL", + L"快速删除光标指示物å“", //L"Quick erase object under mouse cursor", + + L"ESC", //L"ESC", + L"退出编辑器", //L"Exit editor", + + L"PGUP/PGDN", //10 //L"PGUP/PGDN", + L"切æ¢è¦å¤åˆ¶ç‰©å“", //L"Change object to be pasted", + + L"F1", //L"F1", + L"打开这个帮助æ ", //L"This help screen", + + L"F10", //L"F10", + L"ä¿å­˜å½“å‰åœ°å›¾", //L"Save current map", + + L"F11", //L"F11", + L"读å–到当å‰åœ°å›¾", //L"Load map as current", + + L"+/-", //L"+/-", + L"增å‡0.01的阴影等级", //L"Change shadow darkness by .01", + + L"SHFT +/-", //20 //L"SHFT +/-", + L"增å‡0.05的阴影等级", //L"Change shadow darkness by .05", + + L"0 - 9", //L"0 - 9", + L"改å˜åœ°å›¾/åŒºå—æ–‡ä»¶å", //L"Change map/tileset filename", + + L"b", //L"b", + L"改å˜åˆ·å­å¤§å°", //L"Change brush size", + + L"d", //L"d", + L"绘制废墟", //L"Draw debris", + + L"o", //L"o", + L"绘制障ç¢ç‰©", //L"Draw obstacle", + + L"r", //30 //L"r", + L"绘制石å—", //L"Draw rocks", + + L"t", //L"t", + L"显示树顶开/å…³", //L"Toggle trees display ON/OFF", + + L"g", //L"g", + L"绘制地é¢åŒºå—", //L"Draw ground textures", + + L"w", //L"w", + L"绘制墙é¢", //L"Draw building walls", + + L"e", //L"e", + L"擦除模å¼å¼€/å…³", //L"Toggle erase mode ON/OFF", + + L"h", //40 //L"h", + L"显示屋顶开/å…³", //L"Toggle roofs ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"地图数æ®å´©æºƒï¼Œä¸è¦é€€å‡ºæˆ–ä¿å­˜ï¼Œè¯·ä¿å­˜å´©æºƒå‰çš„地图和最åŽä¸€æ¬¡æ“作并å馈此问题。", //L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"任务数æ®å´©æºƒï¼Œä¸è¦é€€å‡ºæˆ–ä¿å­˜ï¼Œè¯·ä¿å­˜å´©æºƒå‰çš„地图和最åŽä¸€æ¬¡æ“作并å馈此问题。", //L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"显示高地标记", //L"Showing High Ground Markers", + L"éšè—高地标记", //L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"åˆ‡æ¢æ——å­å¼€å…³", //0 //L"Toggle hide flag", + L"为选择物å“。", //L"No item selected.", + L"å¯ç”¨ç©ºä½", //L"Slot available for", + L"éšæœºç”Ÿæˆã€‚", //L"Random generation.", + L"钥匙ä¸å¯ç¼–辑。", //L"Keys not editable.", + L"此人档案ID", //L"ProfileID of owner", + L"ç‰©å“æœªåˆ†ç±»ã€‚", //L"Item class not implemented.", + L"空ä½é”定为空。", //L"Slot locked as empty.", + L"状æ€", //L"Status", + L"回åˆ", //L"Rounds", + L"陷阱等级", //10 //L"Trap Level", + L"æ•°é‡", //L"Quantity", + L"陷阱等级", //L"Trap Level", + L"状æ€", //L"Status", + L"陷阱等级", //L"Trap Level", + L"状æ€", //L"Status", + L"æ•°é‡", //L"Quantity", + L"陷阱等级", //L"Trap Level", + L"美元", //L"Dollars", + L"状æ€", //L"Status", + L"陷阱等级", //20 //L"Trap Level", + L"陷阱等级", //L"Trap Level", + L"å¿è€", //L"Tolerance", + L"激活警报", //L"Alarm Trigger", + L"放弃机会", //L"Exist Chance", + L"B", //L"B", + L"R", //L"R", + L"S", //L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"物å“在现实和科幻模å¼å‡æœ‰æ•ˆ", //0 //L"Item appears in both Sci-Fi and Realistic modes", + L"物å“åªåœ¨çŽ°å®žæ¨¡å¼å‡ºçް", //L"Item appears in Realistic mode only", + L"物å“åªåœ¨ç§‘幻模å¼å‡ºçް", //L"Item appears in Sci-Fi mode only", +}; + +STR16 pSetupGunGUIText[] = +{ + L"消音器", //0 //L"SILENCER", + L"狙击镜", //L"SNIPERSCOPE", + L"激光镜", //L"LASERSCOPE", + L"两脚架", //L"BIPOD", + L"鸭嘴", //L"DUCKBILL", + L"榴弹å‘射器", //5 //L"G-LAUNCHER", +}; + +STR16 pSetupArmourGUIText[] = +{ + L"é™¶ç“·æ¿", //0 //L"CERAMIC PLATES", +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"引爆器", //L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"如果敌人已ç»å‘现你,他们就ä¸ä¼šåœ¨æƒŠæ…Œè§¦å‘çš„æƒ…å†µä¸‹å†æ¬¡æ¿€æ´»è­¦æŠ¥å™¨ã€‚", //L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"确定", //0 //L"Okay", + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"读å–", + L"ä¿å­˜", + L"æ›´æ–°", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"区å—: %s", //0 //L"Tileset: %s", + L"版本信æ¯: 总结: 1.%02d,地图: %1.2f/%02d", //L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"ç‰©å“æ€»æ•°: %d", //L"Number of items: %d", + L"光照数é‡: %d", //L"Number of lights: %d", + L"é™è½ç‚¹æ•°é‡: %d", //L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"房间数é‡: %d", //L"Number of rooms: %d", + L"地图总人å£: %d", //L"Total map population: %d", + L"敌人数é‡: %d", //L"Enemies: %d", + L"行政人员: %d", //L"Admins: %d", + + L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", + L"军队: %d", //L"Troops: %d", + + L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", + L"精英: %d", + + L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", + L"中立: %d", //20 //L"Civilians: %d", + + L"(%d自定义,%dæ¥è‡ªæ¡£æ¡ˆ -- %d有优先存在æƒ)", //L"(%d detailed, %d profile -- %d have priority existance)", + + L"人类: %d", //L"Humans: %d", + L"奶牛: %d", //L"Cows: %d", + L"血猫: %d", //L"Bloodcats: %d", + + L"生物: %d", //L"Creatures: %d", + + L"怪物: %d", //L"Monsters: %d", + L"血猫: %d", //L"Bloodcats: %d", + + L"é”å’Œ/或陷阱的数é‡: %d", //L"Number of locked and/or trapped doors: %d", + L"é”: %d", //L"Locked: %d", + L"陷阱: %d", //30 //L"Trapped: %d", + L"锿ˆ–陷阱: %d", //L"Locked & Trapped: %d", + + L"有任务的市民: %d", //L"Civilians with schedules: %d", + + L"网格目的地安排超过了4个。", //L"Too many exit grid destinations (more than 4)...", + L"离开网格:%d(%d是最终目的地)。", //L"ExitGrids: %d (%d with a long distance destination)", + L"离开网格:没有。", //L"ExitGrids: none", + L"离开网格:1 从%d离开网格。", //L"ExitGrids: 1 destination using %d exitgrids", + L"离开网格:2 -- 1) Qty: %d, 2) Qty: %d。", //L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"离开网格:3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d。", //L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"离开网格:3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d。", //L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"敌军相对属性:%d糟糕,%dä¸è‰¯ï¼Œ%d一般,%d良好,%d优秀(总计%+d)。", //40 //L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"敌军相对装备:%d糟糕,%dä¸è‰¯ï¼Œ%d一般,%d良好,%d优秀(总计%+d)。", //L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d设置了路标,但是没有分é…任何巡逻任务。", //L"%d placements have patrol orders without any waypoints defined.", + L"%d设置了路标,但是没有分é…任何巡逻任务。", //L"%d placements have waypoints, but without any patrol orders.", + L"%d网格的房间数存在疑问,请核定。", //L"%d gridnos have questionable room numbers. Please validate.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"敌兵", //L"Enemy", + + L"å¤ªå¤šç‰©å“æ— æ³•完全显示。", //L"TOO MANY ITEMS TO DISPLAY!", + + L"惊慌1", //L"Panic1", + L"惊慌2", //L"Panic2", + L"惊慌3", //L"Panic3", + L"正常1", //L"Norm1", + L"正常2", //L"Norm2", + L"正常3", //L"Norm3", + L"正常4", //10 //L"Norm1", + L"压力行为", //L"Pressure Actions", + + L"å¤ªå¤šç‰©å“æ— æ³•完全完全显示。", //L"TOO MANY ITEMS TO DISPLAY!", + + L"优先敌兵掉è½ç‰©å“", //L"PRIORITY ENEMY DROPPED ITEMS", + L"æ— ", //L"None", + + L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", + L"普通敌兵掉è½ç‰©å“", //L"NORMAL ENEMY DROPPED ITEMS", + L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", + L"æ— ", //L"None", + L"å¤ªå¤šç‰©å“æ— æ³•完全显示ï¼", //L"TOO MANY ITEMS TO DISPLAY!", + L"错误:无法读å–物å“,未知原因。", //20 //L"ERROR: Can't load the items for this map. Reason unknown.", +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"战役编辑器 -- %s版本1.%02d", //0 //L"CAMPAIGN EDITOR -- %s Version 1.%02d", + L"(未读å–地图)。", //L"(NO MAP LOADED).", + L"你现在有%d个过期地图。", //L"You currently have %d outdated maps.", + L"éœ€è¦æ›´æ–°çš„地图越多,需è¦çš„æ—¶é—´ä¹Ÿè¶Šå¤šã€‚", //L"The more maps that need to be updated, the longer it takes. It'll take ", + L"比如一个P200MMX需è¦å¤§æ¦‚4分钟时间处ç†100个地图,", //L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"所以所需时间根æ®ç”µè„‘硬件æ¡ä»¶è€Œå®šã€‚", //L"depending on your computer, it may vary.", + L"你确定è¦é‡æ–°å¤„ç†å…¨éƒ¨åœ°å›¾çš„ä¿¡æ¯å—(是/å¦ï¼‰ï¼Ÿ", //L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"ç›®å‰æ²¡æœ‰é€‰æ‹©åˆ†åŒºã€‚", //L"There is no sector currently selected.", + + L"输入了一个ä¸ç¬¦åˆç¼–辑器规范的临时文件。。。", //L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"在进入编辑器之å‰ï¼Œä½ å¿…须读å–已有地图或者", //L"You need to either load an existing map or create a new map before being", + L"创建新地图,å¦åˆ™æ— æ³•退出(ESC或Alt+X)。", //10 //L"able to enter the editor, or you can quit (ESC or Alt+x).", + + L",地é¢", //L", ground level", + L",地下1层", //L", underground level 1", + L",地下2层", //L", underground level 1", + L",地下3层", //L", underground level 1", + L",é¢å¤–G层", //L", alternate G level", + L",é¢å¤–B1层", //L", alternate G level", + L",é¢å¤–B2层", //L", alternate B2 level", + L",é¢å¤–B3层", //L", alternate B2 level", + + L"物å“细节--区域%s", //L"ITEM DETAILS -- sector %s", + L"%s区域总结信æ¯ï¼š", //20 //L"Summary Information for sector %s:", + + L"%s区域总结信æ¯", //L"Summary Information for sector %s", + L"ä¸å­˜åœ¨ã€‚", //L"does not exist.", + + L"%s区域总结信æ¯", //L"Summary Information for sector %s", + L"ä¸å­˜åœ¨ã€‚", //L"does not exist.", + + L"没有%såŒºåŸŸå¯æ˜¾ç¤ºä¿¡æ¯ã€‚", //L"No information exists for sector %s.", + + L"没有%såŒºåŸŸå¯æ˜¾ç¤ºä¿¡æ¯ã€‚", //L"No information exists for sector %s.", + + L"文件: %s", //L"FILE: %s", + + L"文件: %s", //L"FILE: %s", + + L"覆盖åªè¯»æ–‡ä»¶", //L"Override READONLY", + L"覆盖文件", //30 //L"Overwrite File", + + L"你现在没有总结文件,创建一个总结文件,", //L"You currently have no summary data. By creating one, you will be able to keep track", + L"ä½ å°±å¯ä»¥è®°å½•你编辑和ä¿å­˜åœ°å›¾çš„ä¿¡æ¯ã€‚", //L"of information pertaining to all of the sectors you edit and save. The creation process", + L"这个过程将分æžä½ åœ¨\\MAPS文件夹下的所有文件并建立一个新的。", //L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"æ ¹æ®æœ‰æ•ˆåœ°å›¾æ•°é‡ä½ å¯èƒ½éœ€è¦å‡ åˆ†é’Ÿçš„æ—¶é—´ã€‚", //L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"以åˆé€‚的约定模å¼å…¥a1.dat - p16.dat命å的文件为有效文件。", //L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"地底模å¼åœ°å›¾ä»¥åœ¨datå‰åŠ _b1 - _b3命å(例如a9_b1.dat)。", //L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"你确定(是/å¦ï¼‰ã€‚", //L"Do you wish to do this now (y/n)?", + + L"没有总结信æ¯ï¼Œæ‹’ç»åˆ›å»ºã€‚", //L"No summary info. Creation denied.", + + L"网格", //L"Grid", + L"已编辑", //40 //L"Progress", + L"使用别的地图", //L"Use Alternate Maps", + + L"总结", //L"Summary", + L"物å“", //L"Items", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"分æžåœ°å›¾ï¼š%s...", //L"Analyzing map: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"读å–地图:%s", //L"Loading map: %s", +}; + +STR16 pReportErrorText[] = +{ + L"跳过更新%s,å¯èƒ½ç”±äºŽåŒºå—冲çªã€‚", //L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"生æˆåœ°å›¾ä¿¡æ¯", //L"Generating map information", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"生æˆåœ°å›¾æ€»ç»“", //L"Generating map summary", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"é‡å¤§ç‰ˆæœ¬æ›´æ–°", //L"MAJOR VERSION UPDATE", + L"%d个地图需è¦é‡å¤§ç‰ˆæœ¬æ›´æ–°ã€‚", //L"There are %d maps requiring a major version update.", + L"更新所有过期地图", //L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d]æ¥è‡ªé»˜è®¤åŒºå—%s(%d,%S)", //L"%S[%d] from default tileset %s (%d, %S)", + L"文件:%S,副版本:%d(%d,%S)", //L"File: %S, subindex: %d (%d, %S)", + L"当å‰åˆ†åŒºï¼š%s", //L"Tileset: %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"确认选择 (|E|n|t|e|r)", + L"å–æ¶ˆé€‰æ‹© (|E|s|c)\n清除选择 (|S|p|a|c|e)", + L"窗å£ä¸Šå· (|U|p)", + L"窗å£ä¸‹å· (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"å°", //L"Small", + L"中", //L"Medium", + L"大", //L"Large", + L"超大", //L"XLarge", + L"宽xx", //L"Width: xx", + L"区域", //L"Area", + }; + +//--- + +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"页 1/2", //0 + L"页 2/2", + + L"页 1/3", + L"页 2/3", + L"页 3/3", + + L"页 1/1", //5 +}; + +// by Jazz: +CHAR16 zGrod[][500] = +{ + L"机器人", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 制作团队", + L"@T,C144,R134,{;代ç ", + L"@T,C144,R134,{;图åƒå’ŒéŸ³æ•ˆ", + L"@};(å…¶ä»–MOD作者ï¼)", + L"@T,C144,R134,{;物å“", + L"@T,C144,R134,{;å…¶ä»–å‚与者", + L"@};(所有其他å‚与制作和åé¦ˆè®ºå›æˆå‘˜ï¼)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm NATO", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rocket", +// L"", // dart +// L"", // flame +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm N.", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rocket", +// L"dart", // dart +// L"", // flamethrower +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + + +CHAR16 WeaponType[MAXITEMS][30] = +{ + L"其它", + L"手枪", + L"自动手枪", + L"冲锋枪", + L"步枪", + L"狙击步枪", + L"çªå‡»æ­¥æžª", + L"轻机枪", + L"霰弹枪", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"玩家回åˆ", + L"敌军回åˆ", + L"异形回åˆ", + L"民兵回åˆ", + L"平民回åˆ", + L"玩家部署", + L"#1 客户端", + L"#2 客户端", + L"#3 客户端", + L"#4 客户端", + +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s 被射中了头部,并且失去了1点智慧ï¼", + L"%s 被射中了肩部,并且失去了1点çµå·§ï¼", + L"%s 被射中了胸膛,并且失去了1点力é‡ï¼", + L"%s 被射中了腿部,并且失去了1ç‚¹æ•æ·ï¼", + L"%s 被射中了头部,并且失去了%d点智慧ï¼", + L"%s 被射中了肩部,并且失去了%d点çµå·§ï¼", + L"%s 被射中了胸膛,并且失去了%d点力é‡ï¼", + L"%s 被射中了腿部,并且失去了%dç‚¹æ•æ·ï¼", + L"中断ï¼", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"ä½ çš„æ´å†›åˆ°è¾¾äº†ï¼", + + // In the following four lines, all %s's are merc names + + L"%s 装填弹è¯ã€‚", + L"%s 没有足够的行动点数ï¼", + L"%s 正在进行包扎。(按任æ„键喿¶ˆ)", + L"%så’Œ%s 正在进行包扎。(按任æ„键喿¶ˆ)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"è€ç”¨", + L"ä¸è€ç”¨", + L"容易修å¤", + L"䏿˜“ä¿®å¤", + L"æ€ä¼¤åŠ›é«˜", + L"æ€ä¼¤åŠ›ä½Ž", + L"射击快", + L"射击慢", + L"射程远", + L"射程近", + L"轻盈", + L"笨é‡", + L"å°å·§", + L"高速连å‘", + L"无法点射", + L"大容é‡å¼¹åŒ£", + L"å°å®¹é‡å¼¹åŒ£", + + // In the following two lines, all %s's are merc names + + L"%s 的伪装失效了。", + L"%s 的伪装被洗掉了。", + + // The first %s is a merc name and the second %s is an item name + + L"副手武器没有弹è¯äº†ï¼",// L"Second weapon is out of ammo!", + L"%s å·åˆ°äº† %s。", // L"%s has stolen the %s.", + + // The %s is a merc name + + L"%s的武器ä¸èƒ½æ‰«å°„。", // L"%s's weapon can't burst fire.", + + L"ä½ å·²ç»è£…上了该附件。",// L"You've already got one of those attached.", + L"组åˆç‰©å“?", // L"Merge items?", + + // Both %s's are item names + + L"ä½ ä¸èƒ½æŠŠ%så’Œ%s组åˆåœ¨ä¸€èµ·ã€‚", + + L"æ— ", + L"退出å­å¼¹", + L"附件", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L"ä½ ä¸èƒ½åŒæ—¶ä½¿ç”¨%så’Œ%s。", + + L"è¯·æŠŠå…‰æ ‡é€‰ä¸­çš„ç‰©å“æ”¾åˆ°å¦ä¸€ç‰©å“的任æ„附件格中,这样就å¯èƒ½åˆæˆæ–°ç‰©å“。", + L"è¯·æŠŠå…‰æ ‡é€‰ä¸­çš„ç‰©å“æ”¾åˆ°å¦ä¸€ç‰©å“的任æ„附件格中,这样就å¯èƒ½åˆæˆæ–°ç‰©å“。(但是这一次,该物å“ä¸ç›¸å®¹ã€‚)", + L"该分区的敌军尚未被肃清ï¼", + L"你还得给%s%s", + L"%s 被射中了头部ï¼", + L"放弃战斗?", + L"è¿™ä¸ªç»„åˆæ˜¯æ°¸ä¹…性的。你确认è¦è¿™æ ·åšå—?", + L"%s 感觉精力充沛ï¼", + L"%s 踩到了大ç†çŸ³ç å­ï¼Œæ»‘倒了ï¼", + L"%s 没能从敌人手里抢到 %sï¼", + L"%s ä¿®å¤äº† %s。", + L"中断 ", + L"投é™ï¼Ÿ", + L"此人拒ç»ä½ çš„包扎。", + L"è¿™ä¸å¯èƒ½ï¼", + L"è¦æ­ä¹˜Skyrider的直å‡é£žæœº, 你得先把佣兵分é…到交通工具/ç›´å‡é£žæœºã€‚", + L"%s的时间åªå¤Ÿç»™ä¸€æ”¯æžªè£…å¡«å¼¹è¯", + L"血猫的回åˆ", + L"全自动", + L"无全自动", + L"精确", + L"ä¸ç²¾ç¡®", + L"æ— åŠè‡ªåЍ", + L"æ•Œäººå·²ç»æ²¡æœ‰è£…备å¯å·äº†ï¼", + L"敌人手中没有装备ï¼", + + L"%s 的沙漠迷彩油已ç»è€—竭失效了。", + L"%s 的沙漠迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", + + L"%s 的丛林迷彩油已ç»è€—竭失效了。", + L"%s 的丛林迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", + + L"%s 的城市迷彩油已ç»è€—竭失效了。", + L"%s 的城市迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", + + L"%s 的雪地迷彩油已ç»è€—竭失效了。", + L"%s 的雪地迷彩油已ç»å†²åˆ·å¤±æ•ˆäº†ã€‚", + + L"ä½ ä¸èƒ½æŠŠ%s添加到这个附件槽。", + L"%sä¸èƒ½è¢«æ·»åŠ åˆ°ä»»ä½•é™„ä»¶æ§½ã€‚", + L"这个å£è¢‹è£…ä¸ä¸‹äº†ã€‚", //L"There's not enough space for this pocket.", + + L"%s ç«­å°½å¯èƒ½åœ°ä¿®ç†äº† %s。", + L"%s ç«­å°½å¯èƒ½åœ°ä¿®ç†äº† %sçš„%s。", + + L"%s 清ç†äº† %s。", //L"%s has cleaned the %s.", + L"%s 清ç†äº† %sçš„%s。", //L"%s has cleaned %s's %s.", + + L"此时无法分é…任务", //L"Assignment not possible at the moment", + L"没有能够训练的民兵。", //L"No militia that can be drilled present.", + + L"%s å·²ç»å®Œå…¨çš„æŽ¢ç´¢äº† %s。", //L"%s has fully explored %s." +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"æš‚åœ", + L"普通", + L"5分钟", + L"30分钟", + L"60分钟", + L"6å°æ—¶", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"第1å°é˜Ÿ", + L"第2å°é˜Ÿ", + L"第3å°é˜Ÿ", + L"第4å°é˜Ÿ", + L"第5å°é˜Ÿ", + L"第6å°é˜Ÿ", + L"第7å°é˜Ÿ", + L"第8å°é˜Ÿ", + L"第9å°é˜Ÿ", + L"第10å°é˜Ÿ", + L"第11å°é˜Ÿ", + L"第12å°é˜Ÿ", + L"第13å°é˜Ÿ", + L"第14å°é˜Ÿ", + L"第15å°é˜Ÿ", + L"第16å°é˜Ÿ", + L"第17å°é˜Ÿ", + L"第18å°é˜Ÿ", + L"第19å°é˜Ÿ", + L"第20å°é˜Ÿ", + L"第21å°é˜Ÿ", + L"第22å°é˜Ÿ", + L"第23å°é˜Ÿ", + L"第24å°é˜Ÿ", + L"第25å°é˜Ÿ", + L"第26å°é˜Ÿ", + L"第27å°é˜Ÿ", + L"第28å°é˜Ÿ", + L"第29å°é˜Ÿ", + L"第30å°é˜Ÿ", + L"第31å°é˜Ÿ", + L"第32å°é˜Ÿ", + L"第33å°é˜Ÿ", + L"第34å°é˜Ÿ", + L"第35å°é˜Ÿ", + L"第36å°é˜Ÿ", + L"第37å°é˜Ÿ", + L"第38å°é˜Ÿ", + L"第39å°é˜Ÿ", + L"第40å°é˜Ÿ", + L"编队",// on active duty + L"医生",// administering medical aid + L"病人", // getting medical aid + L"交通工具", // in a vehicle + L"在途中",// in transit - abbreviated form + L"ä¿®ç†", // repairing + L"无线电扫æ", // scanning for nearby patrols + L"锻炼", // training themselves + L"æ°‘å…µ", // training a town to revolt + L"游击队", //L"M.Militia", //training moving militia units //ham3.6 + L"教练", // training a teammate + L"学员", // being trained by someone else + L"æ¬è¿ç‰©å“", // get items + L"å…¼èŒ", // L"Staff", // operating a strategic facility //ham3.6 + L"用é¤", // eating at a facility (cantina etc.) + L"休æ¯", //L"Rest",// Resting at a facility //ham3.6 + L"审讯", // L"Prison", + L"死亡", // dead + L"虚脱", // abbreviation for incapacitated + L"战俘", // Prisoner of war - captured + L"伤员", // patient in a hospital + L"空车", // Vehicle is empty + L"告å‘", // facility: undercover prisoner (snitch) + L"造谣", // facility: spread propaganda + L"造谣", // facility: spread propaganda (globally) + L"谣言", // facility: gather information + L"造谣", // spread propaganda + L"谣言", // gather information + L"指挥民兵", //L"Command", militia movement orders + L"诊断", // disease diagnosis + L"治疗疾病", //L"Treat D.", treat disease among the population + L"医生",// administering medical aid + L"病人", // getting medical aid + L"ä¿®ç†", // repairing + L"筑防", //L"Fortify", build structures according to external layout + L"培训工人",//L"Train W.", + L"潜ä¼", //L"Hide", + L"侦查", //L"GetIntel", + L"医疗民兵", //L"DoctorM.", + L"训练民兵", //L"DMilitia", + L"掩埋尸体", //L"Burial", + L"管ç†", //L"Admin", + L"探索", //L"Explore" + L"事件", //L"Event", rftr: merc is on a mini event + L"任务", //L"Mission", rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"æ°‘å…µ", // the title of the militia box + L"未分é…的民兵", //the number of unassigned militia troops + L"æœ¬åœ°åŒºæœ‰æ•Œå†›å­˜åœ¨ï¼Œä½ æ— æ³•é‡æ–°åˆ†é…æ°‘å…µï¼", + L"一些民兵未分派到防区,è¦ä¸è¦å°†å®ƒä»¬é£æ•£ï¼Ÿ", // L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6 +}; + + +STR16 pMilitiaButtonString[] = +{ + L"自动", // auto place the militia troops for the player + L"完æˆ", // done placing militia troops + L"飿•£", // HEADROCK HAM 3.6: Disband militia + L"å…¨éƒ¨é‡æ–°åˆ†é…", // move all milita troops to unassigned pool +}; + +STR16 pConditionStrings[] = +{ + L"æžå¥½", //the state of a soldier .. excellent health + L"良好", // good health + L"普通", // fair health + L"å—伤", // wounded health + L"疲劳", // tired + L"失血", // bleeding to death + L"æ˜è¿·", // knocked out + L"垂死", // near death + L"死亡", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"编队", // set merc on active duty + L"病人",// set as a patient to receive medical aid + L"交通工具", // tell merc to enter vehicle + L"无护é€", // let the escorted character go off on their own + L"å–æ¶ˆ", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"第1å°é˜Ÿ", + L"第2å°é˜Ÿ", + L"第3å°é˜Ÿ", + L"第4å°é˜Ÿ", + L"第5å°é˜Ÿ", + L"第6å°é˜Ÿ", + L"第7å°é˜Ÿ", + L"第8å°é˜Ÿ", + L"第9å°é˜Ÿ", + L"第10å°é˜Ÿ", + L"第11å°é˜Ÿ", + L"第12å°é˜Ÿ", + L"第13å°é˜Ÿ", + L"第14å°é˜Ÿ", + L"第15å°é˜Ÿ", + L"第16å°é˜Ÿ", + L"第17å°é˜Ÿ", + L"第18å°é˜Ÿ", + L"第19å°é˜Ÿ", + L"第20å°é˜Ÿ", + L"第21å°é˜Ÿ", + L"第22å°é˜Ÿ", + L"第23å°é˜Ÿ", + L"第24å°é˜Ÿ", + L"第25å°é˜Ÿ", + L"第26å°é˜Ÿ", + L"第27å°é˜Ÿ", + L"第28å°é˜Ÿ", + L"第29å°é˜Ÿ", + L"第30å°é˜Ÿ", + L"第31å°é˜Ÿ", + L"第32å°é˜Ÿ", + L"第33å°é˜Ÿ", + L"第34å°é˜Ÿ", + L"第35å°é˜Ÿ", + L"第36å°é˜Ÿ", + L"第37å°é˜Ÿ", + L"第38å°é˜Ÿ", + L"第39å°é˜Ÿ", + L"第40å°é˜Ÿ", + L"编队", + L"医生", + L"病人", + L"交通工具", + L"在途中", + L"ä¿®ç†", + L"无线电扫æ", // radio scan + L"锻炼", + L"训练民兵", + L"训练游击队", + L"教练", + L"学员", + L"æ¬è¿ç‰©å“", // get items + L"å…¼èŒ", + L"用é¤", // eating at a facility (cantina etc.) + L"休养", + L"审讯", // L"Interrogate prisoners", + L"休æ¯", + L"虚脱", + L"战俘", + L"医院", + L"空车", // Vehicle is empty + L"秘密告å‘", // facility: undercover prisoner (snitch) + L"æ´¾å‘ä¼ å•", // facility: spread propaganda + L"æ´¾å‘ä¼ å•", // facility: spread propaganda (globally) + L"æœé›†è°£è¨€", // facility: gather rumours + L"æ´¾å‘ä¼ å•", // spread propaganda + L"æœé›†è°£è¨€", // gather information + L"指挥民兵", //L"Commanding Militia" militia movement orders + L"诊断", // disease diagnosis + L"治疗人员的疾病", // treat disease among the population + L"医生", + L"病人", + L"ä¿®ç†", + L"筑防区域", //L"Fortify sector", build structures according to external layout + L"培训工人",//L"Train workers", + L"å˜è£…潜ä¼", //L"Hide while disguised", + L"å˜è£…侦查", //L"Get intel while disguised", + L"医疗å—伤的民兵", //L"Doctor wounded militia", + L"训练现有的民兵", //L"Drill existing militia", + L"掩埋尸体", //L"Bury corpses", + L"管ç†äººå‘˜", //L"Administration", + L"探索事项", //L"Exploration", +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"第1å°é˜Ÿ", + L"第2å°é˜Ÿ", + L"第3å°é˜Ÿ", + L"第4å°é˜Ÿ", + L"第5å°é˜Ÿ", + L"第6å°é˜Ÿ", + L"第7å°é˜Ÿ", + L"第8å°é˜Ÿ", + L"第9å°é˜Ÿ", + L"第10å°é˜Ÿ", + L"第11å°é˜Ÿ", + L"第12å°é˜Ÿ", + L"第13å°é˜Ÿ", + L"第14å°é˜Ÿ", + L"第15å°é˜Ÿ", + L"第16å°é˜Ÿ", + L"第17å°é˜Ÿ", + L"第18å°é˜Ÿ", + L"第19å°é˜Ÿ", + L"第20å°é˜Ÿ", + L"第21å°é˜Ÿ", + L"第22å°é˜Ÿ", + L"第23å°é˜Ÿ", + L"第24å°é˜Ÿ", + L"第25å°é˜Ÿ", + L"第26å°é˜Ÿ", + L"第27å°é˜Ÿ", + L"第28å°é˜Ÿ", + L"第29å°é˜Ÿ", + L"第30å°é˜Ÿ", + L"第31å°é˜Ÿ", + L"第32å°é˜Ÿ", + L"第33å°é˜Ÿ", + L"第34å°é˜Ÿ", + L"第35å°é˜Ÿ", + L"第36å°é˜Ÿ", + L"第37å°é˜Ÿ", + L"第38å°é˜Ÿ", + L"第39å°é˜Ÿ", + L"第40å°é˜Ÿ", + L"编队", + L"医生", + L"病人", + L"交通工具", + L"在途中", + L"ä¿®ç†", + L"无线电扫æ", // radio scan + L"练习", + L"训练民兵", + L"训练游击队", //L"Train Mobiles", + L"训练队å‹", + L"学员", + L"æ¬è¿ç‰©å“", // get items + L"å…¼èŒ", //L"Staff Facility", + L"休养", //L"Rest at Facility", + L"审讯俘è™", // L"Interrogate prisoners", + L"死亡", + L"虚脱", + L"战俘", + L"医院",// patient in a hospital + L"空车", // Vehicle is empty + L"秘密告å‘", // facility: undercover prisoner (snitch) + L"æ´¾å‘ä¼ å•", // facility: spread propaganda + L"æ´¾å‘ä¼ å•", // facility: spread propaganda (globally) + L"æœé›†è°£è¨€", // facility: gather rumours + L"æ´¾å‘ä¼ å•", // spread propaganda + L"æœé›†è°£è¨€", // gather information + L"指挥民兵", // militia movement orders + L"诊断", // disease diagnosis + L"治疗人员的疾病", // treat disease among the population + L"医生", + L"病人", + L"ä¿®ç†", + L"筑防区域", // L"Fortify sector", build structures according to external layout + L"培训工人",//L"Train workers", + L"å˜è£…潜ä¼", //L"Hide while disguised", + L"å˜è£…侦查", //L"Get intel while disguised", + L"医疗å—伤的民兵", //L"Doctor wounded militia", + L"训练现有的民兵", //L"Drill existing militia", + L"掩埋尸体", //L"Bury corpses", + L"管ç†äººå‘˜", //L"Administration", + L"探索事项", //L"Exploration", +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"åˆåŒé€‰é¡¹: ", + L"", // a blank line, required + L"雇佣一日",// offer merc a one day contract extension + L"雇佣一周", // 1 week + L"雇佣两周", // 2 week + L"解雇",// end merc's contract + L"å–æ¶ˆ", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"囚ç¦", //an acronym for Prisoner of War + L" ?? ", +}; + +STR16 pLongAttributeStrings[] = +{ + L"力é‡", + L"çµå·§", + L"æ•æ·", + L"智慧", + L"枪法", + L"医疗", + L"机械", + L"领导", + L"爆破", + L"级别", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"护甲", // the armor rating of the merc + L"è´Ÿé‡", // the weight the merc is carrying + L"伪装", // the merc's camouflage rating + L"伪装", + L"防护", +}; + +STR16 pShortAttributeStrings[] = +{ + L"æ•æ·", // the abbreviated version of : agility + L"çµå·§", // dexterity + L"力é‡", // strength + L"领导", // leadership + L"智慧", // wisdom + L"级别", // experience level + L"枪法", // marksmanship skill + L"机械", // mechanical skill + L"爆破", // explosive skill + L"医疗", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"任务", // the mercs current assignment + L"åˆåŒ",// the contract info about the merc + L"生命", // the health level of the current merc + L"士气", // the morale of the current merc + L"状æ€", // the condition of the current vehicle + L"æ²¹é‡", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"锻炼", // tell merc to train self + L"æ°‘å…µ",// tell merc to train town + L"教练", // tell merc to act as trainer + L"学员", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"防备模å¼: ", // the allowable rate of fire for a merc who is guarding + L" 主动射击", // the merc can be aggressive in their choice of fire rates + L" 节约弹è¯", // conserve ammo + L" 自å«å°„击", // fire only when the merc needs to + L"其它选择: ", // other options available to merc + L" å…许撤退", // merc can retreat + L" 自动éšè”½", // merc is allowed to seek cover + L" 自动掩护", // merc can assist teammates + L"完æˆ", // done with this menu + L"å–æ¶ˆ", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"防备模å¼ï¼š", + L" *主动射击*", + L" *节约弹è¯*", + L" *自å«å°„击*", + L"其它选择: ", + L" *å…许撤退*", + L" *自动éšè”½*", + L" *自动掩护*", + L"完æˆ", + L"å–æ¶ˆ", +}; + +STR16 pAssignMenuStrings[] = +{ + L"编队", + L"医生", + L"疾病", // merc is a doctor doing diagnosis + L"病人", + L"交通工具", + L"ä¿®ç†", + L"无线电扫æ", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"告å‘", // anv: snitch actions + L"训练", + L"æ°‘å…µ", //L"Militia", all things militia + L"æ¬è¿ç‰©å“", // get items + L"筑防", //L"Fortify", fortify sector + L"情报", //L"Intel", covert assignments + L"管ç†", //L"Administer", + L"探索", //L"Explore", + L"设施", // the merc is using/staffing a facility //ham3.6 + L"å–æ¶ˆ", +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"自动进攻", // set militia to aggresive + L"原地åšå®ˆ", // set militia to stationary + L"撤退", // retreat militia + L"呿ˆ‘é æ‹¢", + L"å§å€’", + L"蹲下", // L"Crouch", + L"éšè”½", + L"移动到这里", //L"Move to", + L"全体: 自动进攻", + L"全体: 原地åšå®ˆ", + L"全体: 撤退", + L"全体: 呿ˆ‘é æ‹¢", + L"全体: 分散", + L"全体: å§å€’", + L"全体: 蹲下", // L"All: Crouch", + L"全体: éšè”½", + //L"All: Find items", + L"å–æ¶ˆ", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = +{ + // radio operator + L"ç«ç‚®æ”»å‡»", //L"Artillery Strike", + L"通讯干扰", //L"Jam communications", + L"扫æé¢‘率", //L"Scan frequencies", + L"监å¬", //L"Eavesdrop", + L"呼嫿”¯æ´", //L"Call reinforcements", + L"关闭接收器", //L"Switch off radio set", + L"无线电:激活所有被策å的敌军", //L"Radio: Activate all turncoats", + + // spy + L"潜ä¼", //L"Hide assignment", + L"侦查", //L"Get Intel assignment", + L"招募被策å的敌军", //L"Recruit turncoat", + L"激活被策å的敌军", // L"Activate turncoat", + L"激活所有被策å的敌军", // L"Activate all turncoats", + + // disguise + L"伪装", //L"Disguise", + L"解除伪装", //L"Remove disguise", + L"测试伪装", //L"Test disguise", + L"脱掉伪装æœ", //L"Remove clothes", + + // various + L"侦查员", + L"èšç„¦", //L"Focus", + L"拖拽", //L"Drag", + L"填装水壶", //L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"命令æŸåˆ†åŒºå‘动ç«ç‚®æ”»å‡»ã€‚。。", //L"Order an artillery strike from sector...", + L"所有通讯频率加入空白噪音,阻断正常通讯。", //L"Fill all radio frequencies with white noise, making communications impossible.", + L"æŸ¥æ‰¾å¹²æ‰°ä¿¡å·æºã€‚", //L"Scan for jamming signals.", + L"使用无线电设备æŒç»­ç›‘嬿•Œå†›åЍå‘。", //L"Use your radio equipment to continously listen for enemy movement.", + L"ä»Žé‚»åŒºå‘¼å«æ”¯æ´ã€‚", //L"Call in reinforcements from neighbouring sectors.", + L"关闭无线电设备。", //L"Turn off radio set.", + L"命令战区内所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", //L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"任务:潜ä¼è‡³æ°‘众中。", //L"Assignment: hide among the population.", + L"任务:潜ä¼å¹¶ä¾¦æŸ¥ã€‚", //L"Assignment: hide among the population and gather intel.", + L"å°è¯•ç­–åæ•Œå†›ã€‚", //L"Try to turn an enemy into a turncoat.", + L"命令所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", // L"Order previously turned soldier to betray their comrades and join you.", + L"命令战区内所有已被策å的敌军å›å˜å¹¶åŠ å…¥ä½ çš„éƒ¨é˜Ÿã€‚", // L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"试ç€ç”¨çŽ°æœ‰çš„è¡£æœæ¥ä¼ªè£…æˆå¹³æ°‘或敌军。", //L"Try to disguise with the merc's current clothes.", + L"解除伪装,但伪装æœä»ç„¶ç©¿ç€ã€‚", //L"Remove the disguise, but clothes remain worn.", + L"æµ‹è¯•ä¼ªè£…æ˜¯å¦æœ‰æ•ˆã€‚", //L"Test the viability of the disguise.", + L"脱掉伪装的衣æœã€‚", //L"Remove any extra clothes.", + + // various + L"侦查一个区域,å‹å†›ç‹™å‡»æ‰‹åœ¨çž„准你所观察到的目标时会增加命中率。", + L"增加标记区域内中断几率(标记区域外å‡å°‘中断几率)", //L"Increase interrupt modifier (malus outside of area)", + L"移动时拖动物å“,人或尸体。", //L"Drag a person, corpse or structure while you move.", + L"用这个区域的水æºå¡«è£…å°é˜Ÿæ‰€æœ‰çš„æ°´å£¶ã€‚", //L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"需è¦:\n", //L"Requires:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s或更高\n", //L" - %s or higher\n", + L" - %s或更高,或\n", //L" - %s or higher or\n", + L" - %d分钟åŽå°±ç»ª\n", //L" - %d minutes to be ready\n", + L" - 邻区的迫击炮ä½ç½®\n", //L" - mortar positions in neighbouring sectors\n", + L" - %s|或%s|å’Œ%s或%s或更高\n", //L" - %s |o|r %s |a|n|d %s or %s or higher\n", + L" - æ¶é­”的财产\n", //L" - posession by a demon" + L" - 与枪有关的技能(如自动武器)\n", //L" - a gun-related trait\n", + L" - 举起枪(瞄准状æ€ï¼‰\n", //L" - aimed gun\n", + L" - 在佣兵æ—边有物å“,人或尸体\n", //L" - prone person, corpse or structure next to merc\n", + L" - 下蹲姿势\n", //L" - crouched position\n", + L" - 清空主手装备\n", //L" - free main hand\n", + L" - æ½œä¼æŠ€èƒ½\n", //L" - covert trait\n", + L" - 敌军å é¢†åŒºåŸŸ\n", //L" - enemy occupied sector\n", + L" - å•独佣兵\n", //L" - single merc\n", + L" - 没有警报\n", //L" - no alarm raised\n", + L" - 伪装æˆå¹³æ°‘或敌军\n", //L" - civilian or soldier disguise\n", + L" - 正被策å的敌军\n", //L" - being our turn\n", + L" - 已被策å的敌军\n", //L" - turned enemy soldier\n", + L" - 敌军士兵\n", //L" - enemy soldier\n", + L" - 显露伪装\n", //L" - surface sector\n", + L" - 没有被怀疑\n", //L" - not being under suspicion\n", + L" - 没有伪装\n", //L" - not disguised\n", + L" - ä¸åœ¨æˆ˜æ–—中\n", //L" - not in combat\n", + L" - 我方控制区\n", //L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = +{ + L"æ°‘å…µ", + L"其他队ä¼", + L"å–æ¶ˆ", + L"%d æ°‘å…µ", + L"所有民兵", + + L"更多", + L"尸体: %s", //L"Corpse: %s", +}; + +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"团队情报员", + L"城镇任务", + L"å–æ¶ˆ", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"和队å‹è®¨è®ºå‘Šå‘行为。", + L"从该分区获å–任务。", + L"å–æ¶ˆ", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"æŠ¥å‘Šé˜Ÿä¼æ€¨è¨€", + L"ä¸æŠ¥å‘Š", + L"阻止失常行为", + L"忽略失常行为", + L"å–æ¶ˆ", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"呿Œ‡æŒ¥å‘˜æŠ¥é“从其他队员å£ä¸­å¬åˆ°çš„æ€¨è¨€ã€‚", + L"ä»€ä¹ˆéƒ½ä¸æŠ¥é“。", + L"试图阻止队员浪费时间或å°å·å°æ‘¸ã€‚", + L"ä¸å…³å¿ƒåˆ«çš„佣兵在åšä»€ä¹ˆã€‚", + L"å–æ¶ˆ", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"æ´¾å‘ä¼ å•", + L"æœé›†è°£è¨€", + L"å–æ¶ˆ", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"赞èµä½£å…µçš„行动,增加城镇忠诚度并é¿å…糟糕的新闻。", + L"留心关于敌军动å‘的谣言。", + L"", +}; + +STR16 pPrisonerMenuStrings[] = +{ + L"审问行政人员", //L"Interrogate admins", + L"审问普通士兵", //L"Interrogate troops", + L"审问精英士兵", //L"Interrogate elites", + L"审问军官", //L"Interrogate officers", + L"审问上将", //L"Interrogate generals", + L"审问平民", //L"Interrogate civilians", + L"å–æ¶ˆ", //L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"行政人员很容易审问,ä¸è¿‡é€šå¸¸åªä¼šç»™ä½ ä¸ªç³Ÿç³•的结果", //L"Administrators are easy to process, but give only poor results", + L"普通士兵一般ä¸ä¼šæœ‰å¤ªå¤šæœ‰ä»·å€¼çš„æƒ…报。", //L"Regular troops are common and don't give you high rewards.", + L"精英士兵如果投é ä½ ï¼Œä»–们会æˆä¸ºè€å…µã€‚", //L"If elite troops defect to you, they can become veteran militia.", + L"审问敌方的军官,他们会指引你找到敌方的将军。", //L"Interrogating enemy officers can lead you to find enemy generals.", + L"上将是ä¸ä¼šåŠ å…¥ä½ çš„ï¼Œä½†æ˜¯ä»–ä»¬ä¼šå‡ºé«˜é¢çš„赎金。", //L"Generals cannot join your militia, but lead to high ransoms.", + L"平民一般ä¸å¤ªä¼šæŠµæŠ—你,他们是最好的二æµå†›é˜Ÿã€‚", // L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"å–æ¶ˆ", //L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s告å‘è€…çš„èº«ä»½æš´éœ²ï¼Œä½†æ˜¯åŠæ—¶æ³¨æ„到并æˆåŠŸé€ƒè„±ã€‚", + L"%s告å‘者的身份暴露,但是稳定了场é¢å¹¶æˆåŠŸé€ƒè„±ã€‚", + L"%s告å‘者的身份暴露,但是逃过了刺æ€ã€‚", + L"%s告å‘者的身份暴露,但是狱警阻止了暴力事件的å‘生。", + + L"%s告å‘者的身份暴露,几乎被其他犯人淹死,最åŽè¢«ç‹±è­¦æ•‘下。", + L"%s告å‘者的身份暴露,几乎被其他犯人打死,最åŽè¢«ç‹±è­¦æ•‘下。", + L"%s告å‘者的身份暴露,几乎被刺死,最åŽè¢«ç‹±è­¦æ•‘下。", + L"%s告å‘者的身份暴露,几乎被勒死,最åŽè¢«ç‹±è­¦æ•‘下。", + + L"%s告å‘者的身份暴露,被其他犯人按在马桶内淹死。", + L"%s告å‘者的身份暴露,被其他犯人打死。", + L"%s告å‘者的身份暴露,被其他犯人用刀刺死。", + L"%s告å‘者的身份暴露,被其他犯人勒死。", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%så¬åˆ°äº†åœ¨%d分区有敌军活动的谣言。", + +}; + +STR16 pRemoveMercStrings[] = +{ + L"移除佣兵", // remove dead merc from current team + L"å–æ¶ˆ", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"生命", //"Health", + L"æ•æ·", //"Agility", + L"çµå·§", //"Dexterity", + L"力é‡", //"Strength", + L"领导", //"Leadership", + L"枪法", //"Marksmanship", + L"机械", //"Mechanical", + L"爆破", //"Explosives", + L"医疗", //"Medical", + L"å–æ¶ˆ", //"Cancel", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"锻炼", // train yourself + L"培训工人", //L"Train workers", + L"教练", // train your teammates + L"学员", // be trained by an instructor + L"å–æ¶ˆ", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"第1å°é˜Ÿ", + L"第2å°é˜Ÿ", + L"第3å°é˜Ÿ", + L"第4å°é˜Ÿ", + L"第5å°é˜Ÿ", + L"第6å°é˜Ÿ", + L"第7å°é˜Ÿ", + L"第8å°é˜Ÿ", + L"第9å°é˜Ÿ", + L"第10å°é˜Ÿ", + L"第11å°é˜Ÿ", + L"第12å°é˜Ÿ", + L"第13å°é˜Ÿ", + L"第14å°é˜Ÿ", + L"第15å°é˜Ÿ", + L"第16å°é˜Ÿ", + L"第17å°é˜Ÿ", + L"第18å°é˜Ÿ", + L"第19å°é˜Ÿ", + L"第20å°é˜Ÿ", + L"第21å°é˜Ÿ", + L"第22å°é˜Ÿ", + L"第23å°é˜Ÿ", + L"第24å°é˜Ÿ", + L"第25å°é˜Ÿ", + L"第26å°é˜Ÿ", + L"第27å°é˜Ÿ", + L"第28å°é˜Ÿ", + L"第29å°é˜Ÿ", + L"第30å°é˜Ÿ", + L"第31å°é˜Ÿ", + L"第32å°é˜Ÿ", + L"第33å°é˜Ÿ", + L"第34å°é˜Ÿ", + L"第35å°é˜Ÿ", + L"第36å°é˜Ÿ", + L"第37å°é˜Ÿ", + L"第38å°é˜Ÿ", + L"第39å°é˜Ÿ", + L"第40å°é˜Ÿ", + L"å–æ¶ˆ", +}; + +STR16 pPersonnelTitle[] = +{ + L"佣兵", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"生命: ", // health of merc + L"æ•æ·: ", + L"çµå·§: ", + L"力é‡: ", + L"领导: ", + L"智慧: ", + L"级别: ", // experience level + L"枪法: ", + L"机械: ", + L"爆破: ", + L"医疗: ", + L"医疗ä¿è¯é‡‘: ", // amount of medical deposit put down on the merc + L"åˆåŒå‰©ä½™æ—¶é—´: ", // cost of current contract + L"æ€æ•Œæ•°: ", // number of kills by merc + L"助攻数: ",// number of assists on kills by merc + L"日薪: ", // daily cost of merc + L"总花费: ",// total cost of merc + L"当å‰è–ªé‡‘: ", + L"总日数: ",// total service rendered by merc + L"欠付佣金: ",// amount left on MERC merc to be paid + L"命中率: ",// percentage of shots that hit target + L"战斗次数: ", // number of battles fought + L"å—伤次数: ", // number of times merc has been wounded + L"技能: ", + L"没有技能", + L"æˆå°±: ", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"精兵: %d\n", + L"æ‚å…µ: %d\n", + L"头目: %d\n", + L"åˆæ°‘: %d\n", + L"动物: %d\n", + L"å¦å…‹: %d\n", + L"å…¶ä»–: %d\n", + + L"帮助佣兵: %d\n", + L"帮助民兵: %d\n", + L"帮助其他: %d\n", + + L"枪弹射击: %d\n", + L"ç«ç®­å‘å°„: %d\n", + L"榴弹投掷: %d\n", + L"飞刀投掷: %d\n", + L"ç™½åˆƒç æ€: %d\n", + L"徒手攻击: %d\n", + L"有效攻击总数: %d\n", + + L"工具撬é”: %d\n", + L"暴力开é”: %d\n", + L"排除陷阱: %d\n", + L"拆除炸弹: %d\n", + L"ä¿®ç†ç‰©å“: %d\n", + L"åˆæˆç‰©å“: %d\n", + L"å·çªƒç‰©å“: %d\n", + L"训练民兵: %d\n", + L"战地急救: %d\n", + L"外科手术: %d\n", + L"é‡è§äººç‰©: %d\n", + L"探索区域: %d\n", + L"é¿å…ä¼å‡»: %d\n", + L"游æˆä»»åŠ¡: %d\n", + + L"å‚加战斗: %d\n", + L"自动战斗: %d\n", + L"撤退战斗: %d\n", + L"å·è¢­æ¬¡æ•°: %d\n", + L"å‚加过最多有: %dåæ•Œå†›çš„æˆ˜æ–—\n", + + L"中枪: %d\n", + L"被ç : %d\n", + L"被æ: %d\n", + L"被炸: %d\n", + L"设施伤害: %d\n", + L"ç»åŽ†æ‰‹æœ¯: %d\n", + L"设施事故: %d\n", + + L"性格:", + L"弱点:", + + L"æ€åº¦:", // WANNE: For old traits display instead of "Character:"! + + L"僵尸: %d\n", // Zombies: %d\n + + L"背景:", + L"性格:", + + L"已审讯俘è™: %d\n", //L"Prisoners interrogated: %d\n", + L"已感染疾病: %d\n", //L"Diseases caught: %d\n", + L"总共å—到伤害: %d\n", //L"Total damage received: %d\n", + L"总共造æˆä¼¤å®³: %d\n", //L"Total damage caused: %d\n", + L"总共治疗: %d\n", //L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + // SANDRO - tweaked this + L"没有技能", + L"å¼€é”", + L"格斗", //JA25: modified + L"电å­", + L"夜战", //JA25: modified + L"投掷", + L"教学", + L"釿­¦å™¨", + L"自动武器", + L"潜行", + L"åŒæŒ", + L"å·çªƒ", + L"武术", + L"刀技", + L"狙击手", + L"伪装", //JA25: modified + L"专家", +}; +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"没有技能", // 0 + L"自动武器", + L"釿­¦å™¨", + L"神枪手", + L"猎兵", + L"快枪手", // 5 + L"格斗家", + L"ç­å‰¯", + L"技师", + L"救护兵", + // Minor traits + L"åŒæŒ", + L"近战", + L"投掷", + L"夜战", + L"潜行", // 14 + L"è¿åŠ¨å‘˜", + L"å¥èº«", + L"爆破", + L"教学", + L"侦察", // 19 + // covert ops is a major trait that was added later + L"特工", // L"Covert Ops", + + // new minor traits + L"无线电æ“作员", // 21 + L"告å‘", // 22 + L"å‘导", //L"Survival" + + // second names for major skills + L"机枪手", // 24 + L"枪炮专家", //L"Bombardier", + L"狙击手", + L"游骑兵", + L"枪斗术", + L"武术家", + L"ç­é•¿", + L"工兵", + L"军医", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"é—´è°", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"å‘导", // for survival (minor trait) + L"更多...", // 47 + L"情报", //L"Intel", for INTEL + L"伪装", //L"Disguise", for DISGUISE + L"å¤šç§æŠ€èƒ½", // for VARIOUSSKILLS + L"治疗佣兵", //L"Bandage Mercs", for AUTOBANDAGESKILLS +}; +////////////////////////////////////////////////////////// + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"站立/行走 (|S)", + L"è¹²ä¼/è¹²ä¼å‰è¿›(|C)", + L"站立/奔跑 (|R)", + L"åŒåŒ/åŒåŒå‰è¿›(|P)", + L"观察(|L)", + L"行动", + L"交谈", + L"检查 (|C|t|r|l)", + + // Pop up door menu + L"用手开门", + L"检查陷阱", + L"å¼€é”", + L"踹门", + L"解除陷阱", + L"é”é—¨", + L"开门", + L"使用破门炸è¯", + L"使用撬æ£", + L"å–æ¶ˆ (|E|s|c)", + L"关闭", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"没有陷阱", + L"一个爆炸陷阱", + L"一个带电陷阱", + L"一个警报陷阱", + L"一个无声警报陷阱", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"æ—¥", + L"周", + L"两周", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"选择人物", + L"分é…任务", + L"安排行军路线", + L"签约 (|C)", + L"移除佣兵", + L"ç¡è§‰", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"微弱的", + L"清晰的", + L"大声的", + L"éžå¸¸å¤§å£°çš„", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"未知", + L"脚步声", + L"辗扎声", + L"溅泼声", + L"撞击声", + L"枪声", + L"爆炸声", + L"å°–å«å£°", + L"撞击声", + L"撞击声", + L"粉碎声", + L"破碎声", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"东北方", + L"东方", + L"ä¸œå—æ–¹", + L"å—æ–¹", + L"è¥¿å—æ–¹", + L"西方", + L"西北方", + L"北方" +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"城市", + L"公路", + L"平原", + L"沙漠", + L"çŒæœ¨", + L"森林", + L"沼泽", + L"湖泊", + L"山地", + L"ä¸å¯é€šè¡Œ", + L"æ²³æµ", //river from north to south + L"æ²³æµ", //river from east to west + L"外国", + //NONE of the following are used for directional travel, just for the sector description. + L"热带", + L"农田", + L"平原,公路", + L"çŒæœ¨ï¼Œå…¬è·¯", + L"农庄,公路", + L"热带,公路", + L"森林,公路", + L"海滨", + L"山地,公路", + L"海滨,公路", + L"沙漠,公路", + L"沼泽,公路", + L"çŒæœ¨ï¼ŒSAM导弹基地", + L"沙漠,SAM导弹基地", + L"热带,SAM导弹基地", + L"Meduna, SAM导弹基地", + + //These are descriptions for special sectors + L"Cambria医院", + L"Drassen机场", + L"Meduna机场", + L"SAM导弹基地", + L"加油站", + L"抵抗军éšè”½å¤„",//The rebel base underground in sector A10 + L"Tixa地牢",//The basement of the Tixa Prison (J9) + L"异形巢穴",//Any mine sector with creatures in it + L"Orta地下室", //The basement of Orta (K4) + L"地é“", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"地下掩体", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s在%c%d分区被å‘现了,å¦ä¸€å°é˜Ÿå³å°†åˆ°è¾¾ã€‚", //STR_DETECTED_SINGULAR + L"%s在%c%d分区被å‘现了,其他几个å°é˜Ÿå³å°†åˆ°è¾¾ã€‚", //STR_DETECTED_PLURAL + L"ä½ æƒ³è°ƒæ•´ä¸ºåŒæ—¶åˆ°è¾¾å—?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"敌军给你一个投é™çš„æœºä¼šã€‚", + L"敌军俘è™äº†æ˜è¿·ä¸­çš„佣兵。", + + //The text that goes on the autoresolve buttons + + L"撤退", //The retreat button + L"完æˆ", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"防守", //STR_AR_DEFEND_HEADER + L"攻击", //STR_AR_ATTACK_HEADER + L"é­é‡æˆ˜", //STR_AR_ENCOUNTER_HEADER + L"分区", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"胜利ï¼", //STR_AR_OVER_VICTORY + L"失败ï¼", //STR_AR_OVER_DEFEAT + L"投é™ï¼", //STR_AR_OVER_SURRENDERED + L"被俘ï¼", //STR_AR_OVER_CAPTURED + L"撤退ï¼", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"æ°‘å…µ", //STR_AR_MILITIA_NAME, + L"精兵", //STR_AR_ELITE_NAME, + L"部队", //STR_AR_TROOP_NAME, + L"行政人员", //STR_AR_ADMINISTRATOR_NAME, + L"异形", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"战斗用时", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"已撤退", //STR_AR_MERC_RETREATED, + L"正在撤退", //STR_AR_MERC_RETREATING, + L"撤退", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"自动战斗", //STR_PB_AUTORESOLVE_BTN, + L"进入战区", //STR_PB_GOTOSECTOR_BTN, + L"撤退佣兵", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"é­é‡æ•Œå†›", //STR_PB_ENEMYENCOUNTER_HEADER, + L"敌军入侵", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"敌军ä¼å‡»", + L"进入敌å åŒº", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"异形攻击", //STR_PB_CREATUREATTACK_HEADER + L"血猫ä¼å‡»", //STR_PB_BLOODCATAMBUSH_HEADER + L"进入血猫巢穴", + L"敌方空é™", //L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"地区", + L"敌军", + L"佣兵", + L"æ°‘å…µ", + L"异形", + L"血猫", + L"分区", + L"无人", //If there are no uninvolved mercs in this fight. + L"N/A", //Acronym of Not Applicable + L"æ—¥", //One letter abbreviation of day + L"å°æ—¶", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"清除", + L"分散", + L"集中", + L"完æˆ", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"清除所有佣兵的ä½ç½®ï¼Œç„¶åŽä¸€ä¸ªä¸€ä¸ªå¯¹ä»–们进行布置。(|c)" , + L"æ¯æŒ‰ä¸€æ¬¡ï¼Œå°±ä¼šé‡æ–°éšæœºåˆ†æ•£åœ°å¸ƒç½®ä½£å…µã€‚ï¼ˆ|s)", + L"集中所有佣兵,选择你想布置的地方。(|g)", + L"完æˆä½£å…µå¸ƒç½®åŽï¼Œè¯·æŒ‰æœ¬æŒ‰é’®ç¡®è®¤ã€‚(|E|n|t|e|r)", + L"开始战斗å‰ï¼Œä½ å¿…须对所有佣兵完æˆå¸ƒç½®ã€‚", + + //Various strings (translate word for word) + + L"分区", + L"选择进入的ä½ç½®ï¼ˆå¤§åœ°å›¾å¯ä»¥æŒ‰â€œâ†‘â€â€œâ†“â€â€œâ†â€â€œâ†’â€é”®æ¥ç§»åЍå±å¹•)", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"看起æ¥ä¸å¤ªå¥½ã€‚无法进入这里。æ¢ä¸ªä¸åŒçš„ä½ç½®å§ã€‚", + L"请把佣兵放在地图的高亮分区里。", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"已到达该地区", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"自动解决战斗,ä¸éœ€è¦\n载入该分区地图。(|A)", + L"当玩家在攻击时,无法使用\n自动战斗功能。", + L"进入该分区和敌军作战(|E)", + L"å°†å°é˜Ÿæ’¤é€€åˆ°å…ˆå‰çš„分区。(|R)", //singular version + L"将所有å°é˜Ÿæ’¤é€€åˆ°å…ˆå‰çš„分区。(|R)", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"敌军å‘你的民兵å‘起了攻击,在分区%c%d。", + //%c%d is the sector -- ex: A9 + L"异形å‘你的民兵å‘起了攻击,在分区%c%d。", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"生物(血猫,异形,僵尸)袭击了%såˆ†åŒºï¼Œæ€æ­»%d平民。", //注:这里原本的%då’Œ%s在中文中è¦åè¿‡æ¥æ”¾ï¼Œä¸ç„¶ä¼šå‡ºé”™ã€‚(%då’Œ%s在中文中è¦å过æ¥ï¼‰ L"Creatures attack and kill %d civilians in sector %s.", + //%s is the sector location -- ex: A9: Omerta + L"敌军å‘ä½ çš„%s分区å‘起了攻击,你的佣兵中没人能进行战斗。", + //%s is the sector location -- ex: A9: Omerta + L"异形å‘ä½ çš„%s分区å‘起了攻击,你的佣兵中没人能进行战斗。", + + // Flugente: militia movement forbidden due to limited roaming + L"民兵无法移动到这。(RESTRICT_ROAMING = TRUE)", //L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"战术中心无人兼èŒï¼Œæ°‘兵移动失败ï¼", //L"War room isn't staffed - militia move aborted!", + + L"机器人", //L"Robot", STR_AR_ROBOT_NAME, + L"å¦å…‹", //STR_AR_TANK_NAME, + L"剿™®", // L"Jeep", STR_AR_JEEP_NAME + + L"\nç¡è§‰æ—¶æ¯å°æ—¶æ¢å¤ç²¾åŠ›: %d", //L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"僵尸", //L"Zombies", + L"土匪", //L"Bandits", + L"血猫攻击", //L"BLOODCAT ATTACK", + L"僵尸攻击", //L"ZOMBIE ATTACK", + L"土匪攻击", //L"BANDIT ATTACK", + L"僵尸", //L"Zombie", + L"土匪", //L"Bandit", + L"åœŸåŒªæ€æ­»äº†%då平民,在%s分区。", //注:这里的%då’Œ%sä¸å¯ä»¥é𿄿”¾å‰é¢æˆ–åŽé¢ï¼Œä¸€å®šè¦æŒ‰è‹±æ–‡é¡ºåºï¼Œä¸ç„¶ä¼šå‡ºé”™ã€‚(%då’Œ%s 在中文中ä¸èƒ½å过æ¥ã€‚) L"Bandits attack and kill %d civilians in sector %s.", + L"è¿è¾“队", //L"Transport group", + L"è¿è¾“队已出å‘", //L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"æ—¥", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"找到钥匙的分区: ", + L"找到钥匙的日期: ", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"状æ€: ", + L"é‡é‡: ", + L"AP 消耗", + L"射程: ", // Range + L"æ€ä¼¤åŠ›: ", // Damage + L"å¼¹è¯", // Number of bullets left in a magazine + L"AP: ", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"准确性: ", //9 + L"射程: ", //10 + L"æ€ä¼¤åŠ›: ", //11 + L"é‡é‡: ", //12 + L"晕眩æ€ä¼¤åŠ›: ",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) + // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... + L"附件:", //14 //ham3.6 + L"连å‘/5AP: ", //15 + L"剩余弹è¯:", //16 + L"默认:", //17 //WarmSteel - So we can also display default attachments + L"污垢:", // 18 //added by Flugente + L"空ä½:", // 19 //space left on Molle items L"Space:", + L"传播模å¼:", //L"Spread Pattern:",// 20 + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + L"|å°„|程\n \n武器的有效射程。\n超出这个è·ç¦»ç²¾çž„效果将å—到严é‡å½±å“。\n \n该数值越高越好。", // L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", + L"|伤|害\n \n武器的原始伤害。\nç†æƒ³æƒ…况下对无护甲目标造æˆçš„大致伤害值。\n \n该数值越高越好。", // L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", + L"|ç²¾|度\n \n武器的固有准确度。\n由武器自身的结构设计所决定。\n \n该数值越高越好。", // L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", + L"|ç²¾|çž„|ç­‰|级\n \n武器最大瞄准次数。\n \n瞄准次数越多射击越准确。\nä¸åŒæ­¦å™¨æœ‰ä¸åŒæ¬¡æ•°é™åˆ¶ã€‚\n次数越多AP消耗越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", + L"|ç²¾|çž„|ä¿®|æ­£\n \n精瞄统一修正。\næ¯ä¸€æ¬¡çž„准都会获得这个修正值。\n次数越高效果越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", + L"|ç²¾|çž„|ä¿®|æ­£|最|å°|è·|离\n \n|ç²¾|çž„|ä¿®|正生效所需最å°å°„è·ã€‚\nå°äºŽè¿™ä¸ªè·ç¦»|ç²¾|çž„|ä¿®|æ­£ä¸ä¼šç”Ÿæ•ˆã€‚\n \n该数值越低越好。", // L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", + L"|命|中|率|ä¿®|æ­£\n \n命中率统一修正。\n该武器所有射击模å¼éƒ½ä¼šèŽ·å¾—åˆ™ä¸ªä¿®æ­£å€¼ã€‚\n \n该数值越高越好。", // L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", + L"|最|ä½³|æ¿€|å…‰|è·|离\n \n激光瞄准有效è·ç¦»ã€‚\n这有在这个格数以内激光瞄准æ‰ç”Ÿæ•ˆã€‚\n超过这个è·ç¦»æ•ˆæžœå‡å¼±æˆ–消失。\n \n该数值越高越好。", // L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", + L"|枪|å£|ç„°|抑|制\n \næžªå£æ˜¯å¦æ¶ˆç„°ã€‚\næžªå£æ¶ˆç„°åŽå°„手更ä¸å®¹æ˜“被å‘现。", // L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", + L"|音|é‡\n \n射击å‘出的噪声。\n在这个格数内敌人会å¬åˆ°å°„手所处ä½ç½®ã€‚\n \n该数值越低越好。\n除éžä½ æƒ³è¢«æ•Œäººå‘现。", // L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", + L"|å¯|é |度\n \n武器或é“具的结实程度。\nä¼šåœ¨æˆ˜æ–—ä½¿ç”¨æ—¶ç£¨æŸæ¶ˆè€—\n你䏿ƒ³æ‹¿ç€ä¸­å›½åˆ¶é€ åˆ°å¤„炫耀。\n \n该数值越高越好。", // L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", + L"|ç»´|ä¿®|éš¾|度\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", // Determines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"", //12 + L"举枪AP", + L"å•å‘AP", + L"点射AP", + L"连å‘AP", + L"上弹AP", + L"手动上弹AP", + L"点射惩罚(越低越好)", //19 + L"脚架修正", + L"è¿žå‘æ•°é‡/5AP", + L"è¿žå‘æƒ©ç½šï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", + L"点射/è¿žå‘æƒ©ç½šï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", //23 + L"投掷AP", //20 + L"å‘å°„AP", + L"æ…人AP", + L"无法å•å‘ï¼", + L"无点射模å¼ï¼", + L"æ— è¿žå‘æ¨¡å¼ï¼", + L"械斗AP", + L"", + L"|ç»´|ä¿®|éš¾|度\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"物å“大å°ä¿®æ­£ï¼ˆè¶Šä½Žè¶Šå¥½ï¼‰", // 0 + L"å¯é æ€§ä¿®æ­£", + L"噪音修正(越低越好)", + L"æžªå£æ¶ˆç„°", + L"脚架修正", + L"射程修正", // 5 + L"命中率修正", + L"最佳激光瞄准è·ç¦»", + L"精瞄加æˆä¿®æ­£", + L"点射长度修正", + L"点射惩罚修正(越高越好)", // 10 + L"è¿žå‘æƒ©ç½šä¿®æ­£ï¼ˆè¶Šé«˜è¶Šå¥½ï¼‰", + L"AP修正", + L"点射AP修正(越低越好)", + L"连å‘AP修正(越低越好)", + L"举枪AP修正(越低越好)", // 15 + L"上弹AP修正(越低越好)", + L"弹容é‡ä¿®æ­£", + L"攻击AP修正(越低越好)", + L"æ€ä¼¤ä¿®æ­£", + L"近战æ€ä¼¤ä¿®æ­£", // 20 + L"丛林迷彩", + L"城市迷彩", + L"沙漠迷彩", + L"雪地迷彩", + L"潜行修正", // 25 + L"å¬è§‰è·ç¦»ä¿®æ­£", + L"视è·ä¿®æ­£", + L"白天视è·ä¿®æ­£", + L"夜晚视è·ä¿®æ­£", + L"亮光下视è·ä¿®æ­£", //30 + L"洞穴视è·ä¿®æ­£", + L"éš§é“视野百分比(越低越好)", + L"ç²¾çž„åŠ æˆæ‰€éœ€æœ€å°è·ç¦»", + L"æŒ‰ä½ |C|t|r|l 点击装备物å“", //L"Hold |C|t|r|l to compare items", item compare help text + L"装备é‡é‡: %4.1f 公斤", //L"Equipment weight: %4.1f kg", // 35 +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"处于 ", + L"完美", + L"优秀", + L"好的", + L"å°šå¯", + L"ä¸è‰¯", + L"差的", + L"糟糕的", + L" 状æ€ã€‚", //L" condition.", +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"剩余", + L"金é¢: ",//this is the overall balance + L"分割", + L"金é¢: ", // the amount he wants to separate from the overall balance to get two piles of money + + L"当å‰", + L"ä½™é¢:", + L"æå–", + L"金é¢:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"垂死", //"DYING", // >= 0 + L"æ¿’å±", //"CRITICAL", // >= 15 + L"虚弱", //"POOR", // >= 30 + L"å—伤", //"WOUNDED", // >= 45 + L"å¥åº·", //"HEALTHY", // >= 60 + L"强壮", //"STRONG", // >= 75 + L"æžå¥½", //"EXCELLENT", // >= 90 + L"被俘", // L"CAPTURED", +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"完æˆ", + L"分割", + L"æå–", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"优点: ", +}; + +CHAR16 gzConsLabel[10] = +{ + L"缺点: ", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"å†è¯´ä¸€æ¬¡ï¼Ÿ", //meaning "Repeat yourself" + L"å‹å¥½", //approach in a friendly + L"直率", //approach directly - let's get down to business + L"æå“", //approach threateningly - talk now, or I'll blow your face off + L"给予", + L"招募", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"ä¹°/å–", + L"ä¹°", + L"å–", + L"ä¿®ç†", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"完æˆ", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"凯迪拉克", + L"æ‚马", // a hummer jeep/truck -- military vehicle + L"冰激凌车", + L"剿™®", + L"å¦å…‹", + L"ç›´å‡é£žæœº", +}; + +STR16 pShortVehicleStrings[] = +{ + L"凯迪拉克", + L"æ‚马", // the HMVV + L"冰激凌车", + L"剿™®", + L"å¦å…‹", + L"ç›´å‡é£žæœº", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"凯迪拉克", + L"æ‚马", //a military jeep. This is a brand name. + L"冰激凌车", // Ice cream truck + L"剿™®", + L"å¦å…‹", + L"ç›´å‡é£žæœº", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"ä½ ä¸èƒ½åœ¨è¿™ä¸ªä½ç½®å°„击。", //L"You cannot shoot from this seat.", + L"在战斗中你ä¸èƒ½åœ¨æ²¡æœ‰é€€å‡ºäº¤é€šå·¥å…·ä¹‹å‰å°±äº¤æ¢è¿™ä¸¤ä¸ªä½ç½®ã€‚", //L"You cannot swap those two seats in combat without exiting vehicle first.", +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"空袭", + L"自动包扎?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%så‘çŽ°è¿æ¥çš„è´§å“缺少了几件。", + + // The %s is a string from pDoorTrapStrings + + L"é”上有%s。", + L"没有上é”。", + L"æˆåŠŸï¼", + L"失败。", + L"æˆåŠŸï¼", + L"失败", + L"é”上没有被设置陷阱。", + L"æˆåŠŸï¼", + // The %s is a merc name + L"%s没有对应的钥匙。", + L"é”上的陷阱被解除了。", + L"é”上没有被设置陷阱。", + L"é”ä½äº†ã€‚", + L"é—¨", + L"有陷阱的", + L"é”ä½çš„", + L"没é”çš„", + L"被打烂的", + L"这里有一个开关。å¯åŠ¨å®ƒå—?", + L"解除陷阱?", + L"上一个...", + L"下一个...", + L"更多的...", + + // In the next 2 strings, %s is an item name + + L"%s放在了地上。", + L"%s交给了%s。", + + // In the next 2 strings, %s is a name + + L"%så·²ç»è¢«å®Œå…¨æ”¯ä»˜ã€‚", + L"%s还拖欠%d。", + L"选择引爆的频率", //in this case, frequency refers to a radio signal + L"设定几个回åˆåŽçˆ†ç‚¸: ", //how much time, in turns, until the bomb blows + L"è®¾å®šé¥æŽ§é›·ç®¡çš„é¢‘çŽ‡: ",//in this case, frequency refers to a radio signal + L"解除诡雷?", + L"ç§»æŽ‰è“æ——?", + L"在这里æ’ä¸Šè“æ——å—?", + L"结æŸå›žåˆ", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"ä½ ç¡®å®šè¦æ”»å‡»%så—?", + L"车辆无法å˜åŠ¨å§¿åŠ¿ã€‚", + L"机器人无法å˜åŠ¨å§¿åŠ¿ã€‚", + + // In the next 3 strings, %s is a name + + L"%s无法在这里å˜ä¸ºè¯¥å§¿åŠ¿ã€‚", + L"%s无法在这里被包扎。", + L"%sä¸éœ€è¦åŒ…扎。", + L"ä¸èƒ½ç§»åŠ¨åˆ°é‚£å„¿ã€‚", + L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚没有空ä½é›‡ä½£æ–°é˜Ÿå‘˜ã€‚", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%så·²ç»è¢«æ‹›å‹Ÿã€‚", + + // Here %s is a name and %d is a number + + L"尚拖欠%s,$%d。", + + // In the next string, %s is a name + + L"护é€%så—?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"è¦é›‡ä½£%så—ï¼Ÿï¼ˆæ¯æ—¥å¾—支付%s)", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"ä½ è¦è¿›è¡Œæ‹³å‡»æ¯”èµ›å—?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"è¦ä¹°%så—(得支付%s)?", + + // In the next string, %s is a name + + L"%s接å—第%då°é˜Ÿçš„æŠ¤é€ã€‚", + + // These messages are displayed during play to alert the player to a particular situation + + L"å¡å£³", //weapon is jammed. + L"机器人需è¦%så£å¾„çš„å­å¼¹ã€‚", //Robot is out of ammo + L"扔到那儿?那ä¸å¯èƒ½ã€‚", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"æ½œè¡Œæ¨¡å¼ (|Z)", + L"地图å±å¹• (|M)", + L"结æŸå›žåˆ (|D)", + L"è°ˆè¯", + L"ç¦éŸ³", + L"起身 (|P|g|U|p)", + L"光标层次 (|T|a|b)", + L"攀爬/跳跃", + L"ä¼ä¸‹ (|P|g|D|n)", + L"检查", + L"上一个佣兵", + L"下一个佣兵 (|S|p|a|c|e)", + L"选项 (|O)", + L"æ‰«å°„æ¨¡å¼ (|B)", + L"查看/转å‘(|L)", + L"生命: %d/%d\n精力: %d/%d\n士气: %s", + L"厄?", //this means "what?" + L"ç»§ç»­", //an abbrieviation for "Continued" + L"对%s关闭ç¦éŸ³æ¨¡å¼ã€‚", + L"对%s打开ç¦éŸ³æ¨¡å¼ã€‚", + L"è€ä¹…度: %d/%d\næ²¹é‡: %d/%d", + L"下车", //L"Exit Vehicle", + L"切æ¢å°é˜Ÿ ( |S|h|i|f|t |S|p|a|c|e )", + L"驾驶", + L"N/A", //this is an acronym for "Not Applicable." + L"使用 (拳头)", + L"使用 (武器)", + L"使用 (刀具)", + L"使用 (爆炸å“)", + L"使用 (医疗用å“)", + L"(抓ä½)", + L"(装填弹è¯)", + L"(给予)", + L"%s被触å‘了。", + L"%s已到达。", + L"%s用完了行动点数(AP)。", + L"%s无法行动。", + L"%s包扎好了。", + L"%s用完了绷带。", + L"这个分区中有敌军。", + L"视野中没有敌军。", + L"没有足够的行动点数(AP)。", + L"æ²¡äººä½¿ç”¨é¥æŽ§å™¨ã€‚", + L"射光了å­å¼¹!", + L"敌兵", + L"异形", + L"æ°‘å…µ", + L"平民", + L"僵尸", + L"战俘", + L"离开分区", + L"确定", + L"å–æ¶ˆ", + L"选择佣兵", + L"å°é˜Ÿçš„æ‰€æœ‰ä½£å…µ", + L"å‰å¾€åˆ†åŒº", + L"å‰å¾€åœ°å›¾", + L"ä½ ä¸èƒ½ä»Žè¿™è¾¹ç¦»å¼€è¿™ä¸ªåˆ†åŒºã€‚", + L"ä½ ä¸èƒ½åœ¨å›žåˆåˆ¶æ¨¡å¼ç¦»å¼€ã€‚", + L"%s太远了。", + L"䏿˜¾ç¤ºæ ‘冠", + L"显示树冠", + L"乌鸦" , //Crow, as in the large black bird + L"颈部", + L"头部", + L"躯体", + L"腿部", + L"è¦å‘Šè¯‰å¥³çŽ‹å¥¹æƒ³çŸ¥é“的情报å—?", + L"获得指纹ID", + L"指纹ID无效。无法使用该武器。", + L"è¾¾æˆç›®æ ‡", + L"路被堵ä½äº†", + L"存钱/å–é’±", //Help text over the $ button on the Single Merc Panel + L"没人需è¦åŒ…扎。", + L"å¡å£³", // Short form of JAMMED, for small inv slots + L"无法到达那里。", // used ( now ) for when we click on a cliff + L"路被堵ä½äº†ã€‚ä½ è¦å’Œè¿™ä¸ªäººäº¤æ¢ä½ç½®å—?", + L"那人拒ç»ç§»åŠ¨ã€‚", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"ä½ åŒæ„支付%så—?", + L"ä½ è¦æŽ¥å—å…费治疗å—?", + L"ä½ åŒæ„让佣兵和%s结婚å—?", //Daryl + L"é’¥åŒ™é¢æ¿", + L"ä½ ä¸èƒ½è¿™æ ·ç”¨EPC。", + L"䏿€%s?", //Krott + L"超出武器的有效射程。", + L"矿工", + L"车辆åªèƒ½åœ¨åˆ†åŒºé—´æ—…行", + L"现在ä¸èƒ½è‡ªåŠ¨åŒ…æ‰Ž", + L"%s被堵ä½äº†ã€‚", + L"被%s的军队俘è™çš„佣兵,被关押在这里ï¼", //Deidranna + L"é”被击中了", + L"é”被破å了", + L"其他人在使用这扇门。", + L"è€ä¹…度: %d/%d\næ²¹é‡: %d/%d", + L"%s看ä¸è§%s。", // Cannot see person trying to talk to + L"附件被移除", + L"ä½ å·²ç»æœ‰äº†ä¸¤è¾†è½¦ï¼Œæ— æ³•拥有更多的车辆。", + + // added by Flugente for defusing/setting up trap networks + L"选择引爆频率 (1 - 4) 或拆除频率 (A - D):", //L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", + L"设置拆除频率:", //L"Set defusing frequency:", + L"设置引爆频率 (1 - 4) 和拆除频率 (A - D):", //L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", + L"è®¾ç½®å¼•çˆ†æ—¶é—´å›žåˆæ•° (1 - 4) 和拆除频率 (A - D):", //L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", + L"选择绊线的分层 (1 - 4) 和网格 (A - D):", //L"Select tripwire hierarchy (1 - 4) and network (A - D):", + + // added by Flugente to display food status + L"生命: %d/%d\n精力: %d/%d\n士气: %s\n壿¸´: %d%s\n饥饿: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"你想è¦åšçš„æ˜¯ä»€ä¹ˆï¼Ÿ", + L"装满水壶", + L"æ¸…æ´æžªæ±¡åž¢", + L"æ¸…æ´æ‰€æœ‰æžªæ±¡åž¢", + L"脱掉衣æœ", + L"去掉伪装", //L"Lose disguise", + L"民兵检查", //L"Militia inspection", + L"补充民兵", //L"Militia restock", + L"测试伪装", //L"Test disguise", + L"未使用", //L"unused", + + // added by Flugente: decide what to do with the corpses + L"你想è¦å¯¹å°¸ä½“åšä»€ä¹ˆï¼Ÿ", + L"ç æŽ‰å¤´é¢…", + L"å–出内è„", + L"脱掉衣æœ", + L"拿起尸体", + + // Flugente: weapon cleaning + L"%s 清æ´äº† %s", + + // added by Flugente: decide what to do with prisoners + L"既然我们没有监狱,åªèƒ½çŽ°åœºå®¡è®¯äº†ã€‚", //L"As we have no prison, a field interrogation is performed.", + L"现场审讯", //L"Field interrogation", + L"你打算把%då俘è™é€åˆ°å“ªé‡ŒåŽ»ï¼Ÿ",//L"Where do you want to send the %d prisoners?", + L"放俘è™ç¦»å¼€",//L"Let them go", + L"你想è¦åšä»€ä¹ˆï¼Ÿ", + L"åŠè¯´æ•ŒäººæŠ•é™", + L"我方缴械投é™", //L"Offer surrender", + L"转移", //L"Distract", + L"交谈", + L"招募被策å的敌军", //L"Recruit turncoat", // TODO: confirm translation. copied from pTraitSkillsMenuStrings + + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"拆除陷阱", + L"查看陷阱", + L"ç§»é™¤è“æ——", + L"引爆ï¼", + L"激活绊线", + L"关闭绊线", + L"移除绊线", + L"没有å‘现引爆器或远程引爆器ï¼", + L"炸弹已ç»èµ·çˆ†äº†ï¼", + L"安全", + L"基本安全", + L"å¯èƒ½å±é™©", + L"å±é™©", + L"éžå¸¸å±é™©ï¼", + + L"é¢å…·", + L"夜视仪", + L"物å“", + + L"这一功能åªèƒ½é€šè¿‡æ–°ç‰©å“æºå¸¦ç³»ç»Ÿå®žçް", + L"主手上没有物å“", + L"ä¸»æ‰‹ä¸Šçš„ç‰©å“æ— å¤„坿”¾", + L"ä¾¿æ·æ§½ä½æ— å¯æ”¾ç½®ç‰©å“", + L"æ²¡æœ‰ç©ºæ‰‹æ¥æ‹¿æ–°ç‰©å“", + L"未å‘现物å“", + L"无法把物å“转移到主手上", + + L"å°è¯•对行进中的佣兵进行包扎...", //L"Attempting to bandage travelling mercs...", + + L"补充装备", //L"Improve gear", + L"%s对%s进行了临时补给。", //L"%s changed %s for superior version", + L"%s æ¡èµ· %s。", //L"%s picked up %s", + + L"%såœæ­¢äº†ä¸Ž%s的交谈", //L"%s has stopped chatting with %s", + L"å°è¯•ç­–å", //L"Attempt to turn", +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"如果勾中,将立å³è¿›å…¥é‚»è¿‘的分区。", + L"如果勾中,你将被立å³è‡ªåŠ¨æ”¾ç½®åœ¨åœ°å›¾å±å¹•,\n因为你的佣兵è¦èŠ±äº›æ—¶é—´æ¥è¡Œå†›ã€‚", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"è¯¥åˆ†åŒºè¢«æ•Œå†›å æ®ã€‚ä½ ä¸èƒ½å°†ä½£å…µç•™åœ¨è¿™é‡Œã€‚\n在进入其他分区å‰ï¼Œä½ å¿…须把这里的问题解决。", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"让留下的佣兵离开本分区,\n将立å³è¿›å…¥é‚»è¿‘的分区。", + L"让留下的佣兵离开本分区,\n你将被立å³è‡ªåŠ¨æ”¾ç½®åœ¨åœ°å›¾å±å¹•,\n因为你的佣兵è¦èŠ±äº›æ—¶é—´æ¥è¡Œå†›ã€‚", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s需è¦è¢«ä½ çš„佣兵护é€ï¼Œä»–(她)无法独自离开本分区。", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s无法独自离开本分区,因为他得护é€%s。", //male singular + L"%s无法独自离开本分区,因为她得护é€%s。", //female singular + L"%s无法独自离开本分区,因为他得护é€å¤šäººã€‚", //male plural + L"%s无法独自离开本分区,因为她得护é€å¤šäººã€‚", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"如果è¦è®©å°é˜Ÿåœ¨åˆ†åŒºé—´ç§»åŠ¨çš„è¯ï¼Œ\n你的全部队员都必须在附近。", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"如果勾中,%s将独自行军,\nè€Œä¸”è¢«è‡ªåŠ¨é‡æ–°åˆ†é…到一个å•独的å°é˜Ÿä¸­ã€‚", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"如果勾中,你当å‰é€‰ä¸­çš„å°é˜Ÿ\n将会离开本分区,开始行军。", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s正在被你的佣兵护é€ï¼Œä»–(她)无法独自离开本分区。你的佣兵必须在附近以护é€ä»–(她)离开。", +}; + + + +STR16 pRepairStrings[] = +{ + L"物å“", // tell merc to repair items in inventor + L"SAM导弹基地", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"å–æ¶ˆ", // cancel this menu + L"机器人", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"丧失",// the merc has lost a statistic + L"获得",// the merc has gained a statistic + L"点",// singular + L"点",// plural + L"级",//singular + L"级",//plural +}; + +STR16 sStatGainStrings[] = +{ + L"生命。", + L"æ•æ·ã€‚", + L"çµå·§ã€‚", + L"智慧。", + L"医疗技能。", + L"爆破技能。", + L"机械技能。", + L"枪法技能。", + L"等级。", + L"力é‡ã€‚", + L"领导。", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"总è·ç¦»: ", // total distance for helicopter to travel + L"安全: ", // distance to travel to destination + L"ä¸å®‰å…¨: ", // distance to return from destination to airport + L"总价: ", // total cost of trip by helicopter + L"耗时: ", // ETA is an acronym for "estimated time of arrival" + L"ç›´å‡æœºæ²¹é‡ä¸å¤Ÿï¼Œå¿…须在敌å åŒºç€é™†ã€‚", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"乘客: ", + L"选择Skyrider,还是“ç€é™†ç‚¹â€ï¼Ÿ", + L"Skyrider", + L"ç€é™†ç‚¹", + L"ç›´å‡æœºä¸¥é‡å—æŸï¼Œå¿…é¡»é™è½åœ¨æ•Œå†›é¢†åœ°ï¼", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"ç›´å‡æœºå°†ç›´æŽ¥è¿”å›žåŸºåœ°ï¼Œä½ å¸Œæœ›åœ¨æ­¤ä¹‹å‰æ”¾ä¸‹ä¹˜å®¢å—?", + L"剩余燃料:", + L"到加油站è·ç¦»ï¼š", +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"你希望让%sæ¥ä¿®ç†å—?这将花费$%dï¼Œè€Œä¸”ç›´å‡æœºåœ¨%då°æ—¶å·¦å³å°†æ— æ³•起飞。", + L"ç›´å‡æœºæ­£åœ¨ç»´ä¿®ã€‚请等到修ç†å®Œæˆã€‚", + L"ä¿®ç†å®Œæˆã€‚ç›´å‡æœºå·²å¯ä½¿ç”¨ã€‚", + L"ç›´å‡æœºå·²åŠ æ»¡æ²¹ã€‚", + + L"ç›´å‡æœºå·²ç»è¶…过了最大的航程ï¼",//L"Helicopter has exceeded maximum range!", +}; + +STR16 sMapLevelString[] = +{ + L"地层: ", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"忠诚度: ", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"ä¸èƒ½åœ¨åœ°åº•下达行军命令。", +}; + +STR16 gsTimeStrings[] = +{ + L"å°æ—¶", // hours abbreviation + L"分钟", // minutes abbreviation + L"ç§’", // seconds abbreviation + L"æ—¥", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"æ— ", + L"医院", + L"工厂", + L"监狱", + L"军事基地", + L"机场", + L"é¶åœº", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"存货", + L"离开", + L"ä¿®ç†", //L"Repair", + L"工厂", //L"Factories", +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"大å°", // 0 // size of the town in sectors + L"", // blank line, required + L"å é¢†åº¦", // how much of town is controlled + L"æ— ", // none of this town + L"矿区", // mine associated with this town + L"忠诚度 ",//(åŽç©º5格,工厂生产会档ä½å…¶å®ƒå­—) // 5 // the loyalty level of this town + L"æ°‘å…µ", // the forces in the town trained by the player + L"", + L"主è¦è®¾æ–½", // main facilities in this town + L"等级", // the training level of civilians in this town + L"民兵训练度", // 10 // state of civilian training in town + L"æ°‘å…µ", // the state of the trained civilians in the town + + // Flugente: prisoner texts + L"囚犯", //L"Prisoners", + L"%dï¼ˆå®¹é‡ %d)", //L"%d (capacity %d)", + L"%d 行政人员", //L"%d Admins", + L"%d 常规士兵", //L"%d Regulars", + L"%d 精英", //L"%d Elites", + L"%d 军官", //L"%d Officers", + L"%d 上将", //L"%d Generals", + L"%d 平民", //L"%d Civilians", + L"%d 特殊1", //L"%d Special1", + L"%d 特殊2", //L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"矿井", // 0 + L"é“¶å—", + L"金å—", + L"当剿—¥äº§é‡", + L"最高产é‡", + L"废弃", // 5 + L"关闭", + L"矿脉耗尽", + L"生产", + L"状æ€", + L"生产率", + L"矿石类型", // 10 + L"å é¢†åº¦", + L"忠诚度", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"敌军", + L"分区", + L"ç‰©å“æ•°é‡", + L"未知", + + L"å·²å é¢†", + L"是", + L"å¦", + L"状æ€/软件状æ€:", //L"Status/Software status:", + + L"其它情报", //L"Additional Intel", +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%sä¸å¤Ÿè¿‘。", //Merc is in sector with item but not close enough + L"无法选择该佣兵。", //MARK CARTER + L"%sä¸åœ¨è¿™ä¸ªåˆ†åŒºï¼Œä¸èƒ½æ‹¿åˆ°è¿™ä¸ªç‰©å“。", + L"在战斗时,你åªèƒ½åŠ¨æ‰‹æ¡èµ·ç‰©å“。", + L"在战斗时,你åªèƒ½åŠ¨æ‰‹æ”¾ä¸‹ç‰©å“。", + L"%sä¸åœ¨è¯¥åˆ†åŒºï¼Œä¸èƒ½æ”¾ä¸‹é‚£ä¸ªç‰©å“。", + L"åœ¨æˆ˜æ–—æ—¶ä½ æ²¡æœ‰æ—¶é—´å¼€å¯æˆç®±çš„å¼¹è¯ã€‚", +}; + +STR16 pMapInventoryStrings[] = +{ + L"ä½ç½®", // sector these items are in + L"ç‰©å“æ€»æ•°", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"å¦‚æžœè¦æ”¹å˜ä½£å…µçš„分é…任务,比如分到å¦ä¸€ä¸ªå°é˜Ÿã€å½“医生ã€è¿›è¡Œä¿®ç†ç­‰ï¼Œè¯·æŒ‰ '任务' æ ã€‚", + L"è¦è®©ä½£å…µä»¥å¦ä¸€ä¸ªåˆ†åŒºä¸ºè¡Œå†›ç›®æ ‡ï¼Œè¯·æŒ‰'Dest'æ ã€‚", + L"一旦对佣兵下达了行军命令 ,请按时间压缩按钮以让他们开始行进。", + L"é¼ æ ‡å·¦å‡»ä»¥é€‰æ‹©è¯¥åˆ†åŒºã€‚å†æ¬¡é¼ æ ‡å·¦å‡»ä»¥å¯¹ä½£å…µä¸‹è¾¾è¡Œå†›å‘½ä»¤, 或者鼠标å³å‡»ä»¥èŽ·å–分区信æ¯å°ç»“。", + L"任何时候在该å±å¹•下都å¯ä»¥æŒ‰'h'键,以弹出帮助窗å£ã€‚", + L"测试文本", + L"测试文本", + L"测试文本", + L"测试文本", + L"您尚未开始Arulco之旅,现在在这个å±å¹•上您无事å¯åšã€‚当您把队员都雇佣好åŽï¼Œè¯·å·¦å‡»å³ä¸‹æ–¹çš„â€œæ—¶é—´åŽ‹ç¼©â€æŒ‰é’®ã€‚这样在您的队ä¼åˆ°è¾¾Arulcoå‰ï¼Œæ—¶é—´å°±å‰è¿›äº†ã€‚", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"调动佣兵", // title for movement box + L"安排行军路线", // done with movement menu, start plotting movement + L"å–æ¶ˆ", // cancel this menu + L"其它", // title for group of mercs not on squads nor in vehicles + L"全选", //L"Select all", Select all squads TODO: Translate +}; + + +STR16 pUpdateMercStrings[] = +{ + L"糟了: ", // an error has occured + L"佣兵åˆåŒåˆ°æœŸäº†: ", // this pop up came up due to a merc contract ending + L"佣兵完æˆäº†åˆ†é…的任务: ", // this pop up....due to more than one merc finishing assignments + L"佣兵醒æ¥äº†ï¼Œç»§ç»­å¹²æ´»: ", // this pop up ....due to more than one merc waking up and returing to work + L"佣兵困倦了: ", // this pop up ....due to more than one merc being tired and going to sleep + L"åˆåŒå¿«åˆ°æœŸäº†: ", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"显示城镇 (|W)", + L"显示矿井 (|M)", + L"显示队ä¼å’Œæ•Œäºº (|T)", + L"显示领空 (|A)", + L"æ˜¾ç¤ºç‰©å“ (|I)", + L"显示民兵和敌人 (|Z)", + L"显示疾病 (|D)", //L"Show |Disease Data", + L"显示天气 (|R)", //L"Show Weathe|r", + L"显示任务 (|Q)", //L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"下一页 (|.)", // next page + L"上一页 (|,)", // previous page + L"离开 (|E|s|c)", // exit sector inventory + L"放大", // HEAROCK HAM 5: Inventory Zoom Button + L"åˆå¹¶å †å åŒç±»çš„物å“", // HEADROCK HAM 5: Stack and Merge + L"|é¼ |æ ‡|å·¦|击: å°†å­å¼¹åˆ†ç±»è£…入弹箱 \n|é¼ |æ ‡|å³|击: å°†å­å¼¹åˆ†ç±»è£…入纸盒 ", //L"|L|e|f|t |C|l|i|c|k: å°†å­å¼¹åˆ†ç±»è£…入弹箱\n|R|i|g|h|t |C|l|i|c|k: å°†å­å¼¹åˆ†ç±»è£…入纸盒", HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|é¼ |æ ‡|å·¦|击: 移除所有物å“的附件 \n|é¼ |æ ‡|å³|击: 清空æºè¡Œå…·é‡Œçš„ç‰©å“ ", //L"|é¼ |æ ‡|å·¦|击: 移除所有物å“的附件\n|é¼ |æ ‡|å³|击: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments + L"退出所有武器的å­å¼¹", //HEADROCK HAM 5: Eject Ammo + L"|é¼ |æ ‡|å·¦|击: æ˜¾ç¤ºå…¨éƒ¨ç‰©å“ \n|é¼ |æ ‡|å³|击: éšè—å…¨éƒ¨ç‰©å“ ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæ­¦å™¨ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæ­¦å™¨ ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºå¼¹è¯ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºå¼¹è¯ ", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºçˆ†ç‚¸ç‰© \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºçˆ†ç‚¸ç‰© ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºè¿‘战武器 \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºè¿‘战武器 ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæŠ¤ç”² \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæŠ¤ç”² ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæºè¡Œå…· \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæºè¡Œå…· ", // HEADROCK HAM 5: Filter Button + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºåŒ»ç–—ç‰©å“ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºåŒ»ç–—ç‰©å“ ", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|é¼ |æ ‡|å·¦|击: åˆ‡æ¢æ˜¾ç¤ºæ‚é¡¹ç‰©å“ \n|é¼ |æ ‡|å³|击: åªæ˜¾ç¤ºæ‚é¡¹ç‰©å“ ", // HEADROCK HAM 5: Filter Button + L"åˆ‡æ¢æ¬è¿ä¸­çš„物å“", // Flugente: move item display + L"ä¿å­˜è£…备模版", //L"Save Gear Template", + L"载入装备模版...", //L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"笔记本电脑 (|L)", + L"战术å±å¹• (|E|s|c)", + L"选项 (|O)", + L"时间压缩 (|+)", // time compress more + L"时间压缩 (|-)", // time compress less + L"上一æ¡ä¿¡æ¯ (|U|p)\n上一页 (|P|g|U|p)", // previous message in scrollable list + L"下一æ¡ä¿¡æ¯ (|D|o|w|n)\n下一页 (|P|g|D|n)", // next message in the scrollable list + L"开始/åœæ­¢æ—¶é—´åŽ‹ç¼© (|S|p|a|c|e)", //"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"叿ˆ·ä½™é¢", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s死了。", +}; + + +STR16 pDayStrings[] = +{ + L"æ—¥", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Help Desk", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephen", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"M.I.S. Insurance", + L"Bobby Rays", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"上一个", + L"下一个", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"你有新的邮件...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"删除邮件?", + L"删除未读的邮件?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"æ¥è‡ª: ", + L"标题: ", + L"日期: ", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"邮箱", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"å¸ç°¿", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"æ”¶å…¥: ", // credit (subtract from) to player's account + L"支出: ", // debit (add to) to player's account + L"昨日实际收入: ", + L"昨日其它存款: ", + L"昨日支出: ", + L"昨日日终余é¢: ", + L"今日实际收入: ", + L"今日其它存款: ", + L"今日支出: ", + L"今日当å‰ä½™é¢: ", + L"预期收入: ", + L"明日预计余é¢: ", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"天数", // the day column + L"æ”¶å…¥", // the credits column (to ADD money to your account) + L"支出", // the debits column (to SUBTRACT money from your account) + L"交易记录", // transaction type - see TransactionText below + L"ä½™é¢", // balance at this point in time + L"页数", // page number + L"æ—¥", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"自然增值利æ¯", // interest the player has accumulated so far + L"匿å存款", + L"交易费用", + L"已雇佣", // Merc was hired + L"在Bobby Rayè´­ä¹°è´§å“", // Bobby Ray is the name of an arms dealer + L"在M.E.R.C开户。", + L"%s的医疗ä¿è¯é‡‘", // medical deposit for merc + L"IMP心ç†å‰–æžåˆ†æž", // IMP is the acronym for International Mercenary Profiling + L"为%sè´­ä¹°ä¿é™©", + L"缩短%sçš„ä¿é™©æœŸé™", + L"å»¶é•¿%sçš„ä¿é™©æœŸé™", // johnny contract extended + L"å–æ¶ˆ%sçš„ä¿é™©", + L"%sçš„ä¿é™©ç´¢èµ”", // insurance claim for merc + L"1æ—¥", // merc's contract extended for a day + L"1周", // merc's contract extended for a week + L"2周", // ... for 2 weeks + L"采矿收入", + L"", //String nuked + L"买花", + L"%s的医疗ä¿è¯é‡‘的全é¢é€€æ¬¾", + L"%s的医疗ä¿è¯é‡‘的部分退款", + L"%s的医疗ä¿è¯é‡‘没有退款", + L"付给%s金钱",// %s is the name of the npc being paid + L"支付给%s的佣金", // transfer funds to a merc + L"%s退回的佣金", // transfer funds from a merc + L"在%s训练民兵", // initial cost to equip a town's militia + L"å‘%s购买了物å“。", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s存款。", + L"将装备å–给了当地人", + L"工厂使用", // L"Facility Use", // HEADROCK HAM 3.6 + L"æ°‘å…µä¿å…»", // L"Militia upkeep", // HEADROCK HAM 3.6 + L"é‡Šæ”¾ä¿˜è™æ‰€éœ€çš„赎金", //L"Ransom for released prisoners", + L"è®°å½•ææ¬¾è´¹", //L"WHO data subscription", // Flugente: disease + L"Kerberus安ä¿å…¬å¸çš„费用", //L"Payment to Kerberus",  // Flugente: PMC + L"ä¿®ç†SAM基地",//L"SAM site repair", // Flugente: SAM repair + L"培训工人",//L"Trained workers", // Flugente: train workers + L"在%s区域训练民兵", //L"Drill militia in %s", Flugente: drill militia + L"微型事件", //L"Mini event", rftr: mini events + L"ä»ŽåæŠ—军å¸ä»¤éƒ¨è½¬ç§»èµ„金", //L"Funds transferred from rebel command", rftr: rebel command + L"èµ„é‡‘è½¬ç§»åˆ°åæŠ—军å¸ä»¤éƒ¨", //L"Funds transferred to rebel command", rftr: rebel command + L"支付èµé‡‘", //L"Bounty payout", rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"çš„ä¿é™©", // insurance for a merc + L"å»¶é•¿%sçš„åˆåŒä¸€æ—¥ã€‚", // entend mercs contract by a day + L"å»¶é•¿%sçš„åˆåŒä¸€å‘¨ã€‚", + L"å»¶é•¿%sçš„åˆåŒä¸¤å‘¨ã€‚", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"付给Skyrider,$%d", // skyrider was paid an amount of money + L"还欠Skyrider,$%d", // skyrider is still owed an amount of money + L"Skyrider完æˆè¡¥ç»™æ±½æ²¹",// skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyriderå·²ä½œå¥½å†æ¬¡é£žè¡Œçš„准备。", // Skyrider was grounded but has been freed + L"Skyrider没有乘客。如果你试图è¿é€è¿™ä¸ªåˆ†åŒºçš„佣兵,首先è¦åˆ†é…他们进入“交通工具â€ï¼>“直å‡é£žæœºâ€ã€‚", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"高涨", + L"良好", + L"稳定", + L"低下", + L"ææ…Œ", + L"糟糕", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"%s的装备现在å¯ä»¥åœ¨Omerta (A9)获得。", + L"%s的装备现在å¯ä»¥åœ¨Drassen (B13)获得。", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"生命", + L"精力", + L"士气", + L"状æ€", // the condition of the current vehicle (its "health") + L"æ²¹é‡", // the fuel level of the current vehicle (its "energy") + L"毒性", // Posion + L"壿¸´", // drink level + L"饥饿", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"上一佣兵 (|L|e|f|t)", //"Previous Merc (|L|e|f|t)", // previous merc in the list + L"下一佣兵 (|R|i|g|h|t)", //"Next Merc (|R|i|g|h|t)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"耗时: ", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"ä½ å°†ä¸ä¼šå†è§åˆ°å®ƒäº†ã€‚你确定å—?", // do you want to continue and lose the item forever + L"这个物å“看起æ¥éžå¸¸éžå¸¸é‡è¦ã€‚ä½ çœŸçš„è¦æ‰”掉它å—?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"å°é˜Ÿä¸èƒ½è¡Œå†›ï¼Œå› ä¸ºæœ‰äººåœ¨ç¡è§‰ã€‚", + +//1-5 + L"首先è¦å›žåˆ°åœ°é¢ï¼Œæ‰èƒ½ç§»åЍå°é˜Ÿã€‚", + L"行军?那里是敌å åŒºï¼", + L"必须给佣兵分é…å°é˜Ÿæˆ–者交通工具æ‰èƒ½å¼€å§‹è¡Œå†›ã€‚", + L"你现在没有任何队员。", // you have no members, can't do anything + L"佣兵无法éµä»Žå‘½ä»¤ã€‚", // merc can't comply with your order +//6-10 + L"éœ€è¦æœ‰äººæŠ¤é€æ‰èƒ½è¡Œå†›ã€‚请把他分进一个å°é˜Ÿé‡Œã€‚", // merc can't move unescorted .. for a male + L"éœ€è¦æœ‰äººæŠ¤é€æ‰èƒ½è¡Œå†›ã€‚请把她分进一个å°é˜Ÿé‡Œã€‚", // for a female + L"佣兵尚未到达%sï¼", + L"看æ¥å¾—先谈妥åˆåŒã€‚", + L"无法å‘å‡ºè¡Œå†›å‘½ä»¤ã€‚ç›®å‰æœ‰ç©ºè¢­ã€‚", +//11-15 + L"行军?这里正在战斗中ï¼", + L"你在分区%s被血猫ä¼å‡»äº†ï¼", + L"你刚刚进入了%s分区,这里是血猫的巢穴ï¼", // HEADROCK HAM 3.6: Added argument. + L"", + L"在%sçš„SAM导弹基地被敌军å é¢†äº†ã€‚", +//16-20 + L"在%s的矿井被敌军å é¢†äº†ã€‚你的日收入下é™ä¸ºæ¯æ—¥%s。", + L"敌军未é­åˆ°æŠµæŠ—,就å é¢†äº†%s。", + L"至少有一å你的佣兵ä¸èƒ½è¢«åˆ†é…这个任务。", + L"%s无法加入%sï¼Œå› ä¸ºå®ƒå·²ç»æ»¡å‘˜äº†ã€‚", + L"%s无法加入%s,因为它太远了。", +//21-25 + L"在%s的矿井被敌军å é¢†äº†ï¼", + L"敌军入侵了%s处的SAM导弹基地。", + L"敌军入侵了%s。", + L"敌军在%s出没。", + L"敌军å é¢†äº†%s。", +//26-30 + L"你的佣兵中至少有一人ä¸èƒ½ç¡çœ ã€‚", + L"你的佣兵中至少有一人ä¸èƒ½é†’æ¥ã€‚", + L"训练完毕,æ‰ä¼šå‡ºçŽ°æ°‘å…µã€‚", + L"现在无法对%s下达行军命令。", + L"ä¸åœ¨åŸŽé•‡è¾¹ç•Œçš„æ°‘兵无法行军到å¦ä¸€ä¸ªåˆ†åŒºã€‚", +//31-35 + L"ä½ ä¸èƒ½åœ¨%s拥有民兵。", + L"车是空的,无法移动ï¼", + L"%så—伤太严é‡äº†ï¼Œæ— æ³•行军ï¼", + L"你必须首先离开åšç‰©é¦†ï¼", + L"%s死了ï¼", +//36-40 + L"%s无法转到%s,因为它在移动中。", + L"%s无法那样进入交通工具。", + L"%s无法加入%s。", + L"在你雇佣新的佣兵å‰ï¼Œä½ ä¸èƒ½åŽ‹ç¼©æ—¶é—´ã€‚", + L"车辆åªèƒ½åœ¨å…¬è·¯ä¸Šå¼€ï¼", +//41-45 + L"在佣兵移动时,你ä¸èƒ½é‡æ–°åˆ†é…任务。", + L"车辆没油了ï¼", + L"%s太累了,以致ä¸èƒ½è¡Œå†›ã€‚", + L"车上没有人能够驾驶。", + L"这个å°é˜Ÿçš„佣兵现在ä¸èƒ½ç§»åŠ¨ã€‚", +//46-50 + L"其他佣兵现在ä¸èƒ½ç§»åŠ¨ã€‚", + L"车辆被æŸå得太严é‡äº†ï¼", + L"æ¯ä¸ªåˆ†åŒºåªèƒ½ç”±ä¸¤å佣兵æ¥è®­ç»ƒæ°‘兵。", + L"æ²¡æœ‰é¥æŽ§å‘˜ï¼Œæœºå™¨äººæ— æ³•ç§»åŠ¨ã€‚è¯·æŠŠä»–ä»¬åˆ†é…在åŒä¸€ä¸ªå°é˜Ÿã€‚", + L"物å“ä¸èƒ½è¢«ç§»åŠ¨åˆ°%s,由于没有有效的空投地点。请进入地图解决这个问题。",//L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", +// 51-55 + L"%d 物å“移动 %s到%s",//L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"å†ç‚¹å‡»ä¸€ä¸‹ç›®çš„地以确认你的最åŽè·¯çº¿ï¼Œæˆ–者点击下一个分区以设置更多的路点。", + L"行军路线已确认。", + L"目的地未改å˜ã€‚", + L"è¡Œå†›è·¯çº¿å·²å–æ¶ˆã€‚", + L"行军路线已缩短。", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"点击你想让佣兵ç€é™†çš„分区。", + L"好的。佣兵将在%sç€é™†ã€‚", + L"佣兵ä¸èƒ½é£žå¾€é‚£é‡Œï¼Œé¢†ç©ºä¸å®‰å…¨ï¼", + L"å–æ¶ˆã€‚ç€é™†åˆ†åŒºæœªæ”¹å˜ã€‚", + L"%s上的领空现在ä¸å®‰å…¨äº†ï¼ç€é™†åˆ†åŒºè¢«æ”¹ä¸º%s。", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"è¿›å…¥è£…å¤‡ç•Œé¢ (|E|n|t|e|r)", + L"扔掉物å“", //"Throw Item Away", + L"ç¦»å¼€è£…å¤‡ç•Œé¢ (|E|n|t|e|r)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"让%s把装备留在他现在所在的地方(%s),或者在(%s)登机飞离,把装备留在那里?", + L"%sè¦ç¦»å¼€äº†ï¼Œä»–的装备将被留在%s。", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"让%s把装备留在她现在所在的地方(%s),或者在(%s)登机飞离,把装备留在那里?", + L"%sè¦ç¦»å¼€äº†ï¼Œå¥¹çš„装备将被留在%s。", +}; + + +STR16 pMercContractOverStrings[] = +{ + L"çš„åˆåŒåˆ°æœŸäº†ï¼Œæ‰€ä»¥ä»–回家了。", + L"çš„åˆåŒåˆ°æœŸäº†ï¼Œæ‰€ä»¥å¥¹å›žå®¶äº†ã€‚", + L"çš„åˆåŒä¸­æ­¢äº†ï¼Œæ‰€ä»¥ä»–离开了。", + L"çš„åˆåŒä¸­æ­¢äº†ï¼Œæ‰€ä»¥å¥¹ç¦»å¼€äº†ã€‚", + L"你欠了M.E.R.C太多钱,所以%s离开了。", +}; + +// Text used on IMP Web Pages + +// WDS: Allow flexible numbers of IMPs of each sex +// note: I only updated the English text to remove "three" below +STR16 pImpPopUpStrings[] = +{ + L"无效的授æƒå·", + L"ä½ è¯•å›¾é‡æ–°å¼€å§‹æ•´ä¸ªæµ‹è¯•。你确定å—?", + L"请输入正确的全å和性别。", + L"å¯¹ä½ çš„è´¢æ”¿çŠ¶å†µçš„é¢„å…ˆåˆ†æžæ˜¾ç¤ºäº†ä½ æ— æ³•负担心ç†å‰–æžçš„费用。", + L"çŽ°åœ¨ä¸æ˜¯ä¸ªæœ‰æ•ˆçš„选择。", + L"è¦è¿›è¡Œå¿ƒç†å‰–æžï¼Œä½ çš„队ä¼ä¸­å¿…须至少留一个空ä½ã€‚", + L"测试完毕。", + L"无法从ç£ç›˜ä¸Šè¯»å…¥I.M.P人物数æ®ã€‚", + L"ä½ å·²ç»è¾¾åˆ°I.M.P人物上é™ã€‚", + L"ä½ å·²ç»è¾¾åˆ°I.M.P该性别人物上é™ã€‚", + L"你无法支付此I.M.P人物的费用。", // 10 + L"æ–°çš„I.M.P人物加入了你的队ä¼ã€‚", + L"ä½ å·²ç»è®¾ç½®äº†æœ€å¤§æ•°é‡çš„佣兵特性。", + L"未找到语音包。", //L"No voicesets found.", +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"关于我们", // about the IMP site + L"开始", // begin profiling + L"特长", // personality section + L"属性", // personal stats/attributes section + L"外表", // changed from portrait - SANDRO + L"嗓音%d", // the voice selection + L"完æˆ", // done profiling + L"釿–°å¼€å§‹", // start over profiling + L"是的,我选择了高亮çªå‡ºçš„回答。", + L"是", + L"å¦", + L"结æŸ", // finished answering questions + L"上一个", // previous question..abbreviated form + L"下一个", // next question + L"是的,我确定。", // yes, I am certain + L"ä¸ï¼Œæˆ‘æƒ³é‡æ–°å¼€å§‹ã€‚", + L"是", + L"å¦", + L"åŽé€€", // back one page + L"å–æ¶ˆ", // cancel selection + L"是的,我确定。", + L"ä¸ï¼Œè®©æˆ‘å†çœ‹çœ‹ã€‚", + L"注册", // the IMP site registry..when name and gender is selected + L"分æž...", // analyzing your profile results + L"完æˆ", + L"性格", // Change from "Voice" - SANDRO + L"æ— ", //"None", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed - SANDRO + L"选择完角色性格特å¾ä¹‹åŽï¼ŒæŽ¥ç€é€‰æ‹©æ‚¨æ‰€æŽŒæ¡çš„æŠ€èƒ½ã€‚", + L"最åŽè°ƒæ•´å¥½ä½ çš„å„é¡¹å±žæ€§å€¼å®Œæˆæ•´ä¸ªè‡ªåˆ›è§’色过程。", + L"开始实际分æžï¼Œè¯·å…ˆé€‰æ‹©å¤´åƒã€å£°éŸ³å’Œé¢œè‰²ã€‚", + L"åˆæ­¥é˜¶æ®µå®Œæˆï¼ŒçŽ°åœ¨å¼€å§‹è§’è‰²æ€§æ ¼ç‰¹å¾åˆ†æžéƒ¨åˆ†ã€‚", +}; + +STR16 pFilesTitle[] = +{ + L"文件查看器", +}; + +STR16 pFilesSenderList[] = +{ + L"侦察报告", + L"1å·é€šç¼‰ä»¤", + L"2å·é€šç¼‰ä»¤", + L"3å·é€šç¼‰ä»¤", + L"4å·é€šç¼‰ä»¤", + L"5å·é€šç¼‰ä»¤", + L"6å·é€šç¼‰ä»¤", +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"日志", +}; + +STR16 pHistoryHeaders[] = +{ + L"æ—¥", // the day the history event occurred + L"页数", // the current page in the history report we are in + L"日数", // the days the history report occurs over + L"ä½ç½®", // location (in sector) the event occurred + L"事件", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"从A.I.M雇佣了%s。", + L"从M.E.R.C雇佣了%s。", + L"%s死了。", //"%s died.", // merc was killed + L"在M.E.R.C开户。", + L"接å—Enrico Chivaldori的委托", //"Accepted Assignment From Enrico Chivaldori", + //6-10 + L"IMP已生æˆ", + L"为%sè´­ä¹°ä¿é™©ã€‚", + L"å–æ¶ˆ%sçš„ä¿é™©åˆåŒã€‚", + L"收到%sçš„ä¿é™©ç´¢èµ”。", + L"延长一日%sçš„åˆåŒã€‚", + //11-15 + L"延长一周%sçš„åˆåŒã€‚", + L"延长两周%sçš„åˆåŒã€‚", + L"%s被解雇了。", + L"%s退出了。", + L"开始任务。", + //16-20 + L"完æˆä»»åŠ¡ã€‚", + L"å’Œ%s的矿主交谈", + L"解放了%s", + L"å¯ç”¨ä½œå¼Š", + L"食物会在明天é€è¾¾Omerta", + //21-25 + L"%s离队并æˆä¸ºäº†Daryl Hick的妻å­", + L"%sçš„åˆåŒåˆ°æœŸäº†ã€‚", + L"招募了%s。", + L"Enrico抱怨进展缓慢", + L"战斗胜利", + //26-30 + L"%s的矿井开始缺ä¹çŸ¿çŸ³", + L"%s的矿井采完了矿石", + L"%s的矿井关闭了", //"%s mine was shut down", + L"%s的矿井å¤å·¥äº†", + L"å‘现一个å«Tixa的监狱。", + //31-35 + L"打å¬åˆ°ä¸€ä¸ªå«Orta的秘密武器工厂。", + L"在Orta的科学家æèµ äº†å¤§é‡çš„ç«ç®­æžªã€‚", + L"Deidrannaå¥³çŽ‹åœ¨åˆ©ç”¨æ­»å°¸åšæŸäº›äº‹æƒ…。", + L"Frank谈到了在San Mona的拳击比赛。", + L"一个病人说他在矿井里看到了一些东西。", + //36-40 + L"é‡åˆ°ä¸€ä¸ªå«Devin的人,他出售爆炸物。", + L"å¶é‡Mike,å‰AIMå人ï¼", + L"é‡åˆ°Tonyï¼Œä»–åšæ­¦å™¨ä¹°å–。", + L"从Krott中士那里得到一把ç«ç®­æžªã€‚", + L"把Angel皮衣店的契约给了Kyle。", + //41-45 + L"Madlabæè®®åšä¸€ä¸ªæœºå™¨äººã€‚", + L"Gabby能制作对付虫å­çš„éšå½¢è¯ã€‚", + L"Keith歇业了。", + L"Howardç»™Deidranna女王æä¾›æ°°åŒ–物。", + L"é‡åˆ°Keith -Cambriaçš„æ‚货商。", + //46-50 + L"é‡åˆ°Howrd,一个在Balime的医è¯å•†ã€‚", + L"é‡åˆ°Perko,他开了一家å°ä¿®ç†æ¡£å£ã€‚。", + L"é‡åˆ°åœ¨Balimeçš„Sam,他有一家五金店。", + L"Franzåšç”µå­äº§å“和其它货物的生æ„。", + L"Arnold在Grumm开了一家修ç†åº—。", + //51-55 + L"Fredo在Grummä¿®ç†ç”µå­äº§å“。", + L"收到在Balimeçš„æœ‰é’±äººçš„ææ¬¾ã€‚", + L"é‡åˆ°ä¸€ä¸ªå«Jake的废å“商人。", + L"ä¸€ä¸ªæµæµªè€…给了我们一张电å­é’¥åŒ™å¡ã€‚", + L"贿赂了Walter,让他打开地下室的门。", + //56-60 + L"如果Dave有汽油,他会å…费进行加油。", + L"贿赂Pablo。", + L"Kingping拿回了San Mona矿井中的钱。", + L"%s赢了拳击赛", + L"%s输了拳击赛", + //61-65 + L"%s丧失了拳击赛的å‚赛资格", + L"在废弃的矿井里找到一大笔钱。", + L"é­é‡Kingpinæ´¾å‡ºçš„æ€æ‰‹ã€‚", + L"该分区失守", //ENEMY_INVASION_CODE + L"æˆåŠŸé˜²å¾¡è¯¥åˆ†åŒº", + //66-70 + L"作战失败", //ENEMY_ENCOUNTER_CODE + L"致命的ä¼å‡»", //ENEMY_AMBUSH_CODE + L"æ€å…‰äº†æ•Œå†›çš„ä¼å…µ", + L"攻击失败", //ENTERING_ENEMY_SECTOR_CODE + L"攻击æˆåŠŸï¼", + //71-75 + L"异形攻击", //CREATURE_ATTACK_CODE + L"è¢«è¡€çŒ«åƒæŽ‰äº†", //BLOODCAT_AMBUSH_CODE + L"宰掉了血猫", + L"%s被干掉了", + L"æŠŠä¸€ä¸ªææ€–分å­çš„头颅给了Carmen", + //76-80 + L"Slay走了", + L"干掉了%s", + L"碰到了Waldo飞机机械师。",//L"Met Waldo - aircraft mechanic.", + L"ç›´å‡æœºç»´ä¿®å¼€å§‹ã€‚预计时间: %då°æ—¶(s)。",//L"Helicopter repairs started. Estimated time: %d hour(s).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"N/A", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"邮箱", + L"网页", + L"财务", + L"人事", + L"日志", + L"文件", + L"关闭", + L"Sir-FER 4.0 简体中文版", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M", + L"Bobby Ray's", + L"I.M.P", + L"M.E.R.C", + L"公墓", + L"花店", + L" M.I.S ä¿é™©å…¬å¸", + L"å–æ¶ˆ", + L"百科全书", + L"简报室", + L"战役历å²", + L"佣兵之家", //L"MeLoDY", + L"世界å«ç”Ÿç»„织", //L"WHO",  + L"安ä¿å…¬å¸", //L"Kerberus", + L"民兵总览",//L"Militia Overview", + L"R.I.S", + L"工厂", //L"Factories", + L"A.R.C", //L"A.R.C", +}; + +STR16 pBookmarkTitle[] = +{ + L"æ”¶è—夹", + L"å³å‡»ä»¥æ”¾è¿›æ”¶è—夹,便于以åŽè®¿é—®æœ¬é¡µé¢ã€‚", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"下载...", + L"é‡è½½...", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"好的", + L"æ‹¿å–", // take money from merc + L"给予", //give money to merc + L"å–æ¶ˆ", // cancel transaction + L"清除", //clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"状æ€", //L"Stats", // view stats of the merc + L"更多状æ€", //L"More Stats", + L"雇佣åˆåŒ", //L"Employment", + L"ç‰©å“æ¸…å•", //L"Inventory", // view the inventory of the merc +}; + +STR16 sATMText[ ]= +{ + L"转å¸ï¼Ÿ", // transfer funds to merc? + L"确定?", // are we certain? + L"输入金é¢", // enter the amount you want to transfer to merc + L"选择类型", // select the type of transfer to merc + L"资金ä¸è¶³", //not enough money to transfer to merc + L"必须是$10çš„å€æ•°", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"错误", + L"æœåŠ¡å™¨æ²¡æœ‰DNSå…¥å£ã€‚", + L"请检查URL地å€ï¼Œå†æ¬¡å°è¯•连接。", + L"好的", + L"主机连接时断时续。预计需è¦è¾ƒé•¿çš„传输时间。", +}; + + +STR16 pPersonnelString[] = +{ + L"佣兵: ", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0 简体中文版", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M", + L"A.I.M æˆå‘˜", + L"A.I.M è‚–åƒ", // a mug shot is another name for a portrait + L"A.I.M 排åº", + L"A.I.M", + L"A.I.M 剿ˆå‘˜", + L"A.I.M 规则", + L"A.I.M 历å²", + L"A.I.M 链接", + L"M.E.R.C", + L"M.E.R.C è´¦å·", + L"M.E.R.C 注册", + L"M.E.R.C 索引", + L"Bobby Ray 商店", + L"Bobby Ray - 枪械", + L"Bobby Ray - å¼¹è¯", + L"Bobby Ray - 护甲", + L"Bobby Ray - æ‚è´§", //"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous + L"Bobby Ray - 二手货", + L"Bobby Ray - 邮购", + L"I.M.P", + L"I.M.P", + L"è”åˆèб剿œåС公å¸", + L"è”åˆèб剿œåŠ¡å…¬å¸ - 花å‰", + L"è”åˆèб剿œåŠ¡å…¬å¸ - 订å•", + L"è”åˆèб剿œåŠ¡å…¬å¸ - è´ºå¡", + L"Malleus, Incus & Stapes ä¿é™©å…¬å¸", + L"ä¿¡æ¯", + L"åˆåŒ", + L"评论", + L"McGillicutty 公墓", + L"", + L"无法找到URL。", + L"%sæ–°é—»å‘布会 - 战役总结", + L"%sæ–°é—»å‘布会 - 战役报告", + L"%sæ–°é—»å‘布会 - 最新消æ¯", + L"%sæ–°é—»å‘布会 - 关于我们", + L"佣兵之家 - 关于我们", //L"Mercs Love or Dislike You - About us", + L"佣兵之家 - 队ä¼åˆ†æž", //L"Mercs Love or Dislike You - Analyze a team", + L"佣兵之家 - æˆå¯¹åˆ†æž", //L"Mercs Love or Dislike You - Pairwise comparison", + L"佣兵之家 - 个人分æž", //L"Mercs Love or Dislike You - Personality", + L"世界å«ç”Ÿç»„织 - 关于世界å«ç”Ÿç»„织", //L"WHO - About WHO", + L"世界å«ç”Ÿç»„织 - Arulco的疾病", //L"WHO - Disease in Arulco", + L"世界å«ç”Ÿç»„织 - 有用的贴士", //L"WHO - Helpful Tips", + L"Kerberus安ä¿å…¬å¸ - 关于我们", //L"Kerberus - About Us", + L"Kerberus安ä¿å…¬å¸ - 雇佣队ä¼", //L"Kerberus - Hire a Team", + L"Kerberus安ä¿å…¬å¸ - 独立åè®®", //L"Kerberus - Individual Contracts", + L"民兵总览", //L"Militia Overview", + L"侦察情报局 - 情报需求", //L"Recon Intelligence Services - Information Requests", + L"侦察情报局 - 情报验è¯", //L"Recon Intelligence Services - Information Verification", + L"侦察情报局 - 关于我们", //L"Recon Intelligence Services - About us", + L"工厂概况", //L"Factory Overview", + L"Bobby Ray - 最近的è¿è´§", + L"百科全书", + L"百科全书 - æ•°æ®", + L"简报室", + L"简报室 - æ•°æ®", + L"", //LAPTOP_MODE_BRIEFING_ROOM_ENTER + L"", //LAPTOP_MODE_AIM_MEMBERS_ARCHIVES_NEW + L"A.R.C", //L"A.R.C", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir 帮助",//L"Sir-Help", + L"冿¬¡ç‚¹å‡»é¡µé¢ä»¥æ”¾è¿›æ”¶è—夹。", +}; + +STR16 pLaptopTitles[] = +{ + L"邮箱", + L"文件查看器", + L"人事", + L"å¸ç°¿", + L"日志", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"阵亡", + L"解雇", + L"å…¶ä»–: ", + L"结婚", + L"åˆåŒåˆ°æœŸ", + L"退出", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"当剿ˆå‘˜: ", + L"离队æˆå‘˜: ", + L"æ¯æ—¥èŠ±è´¹: ", + L"最高日薪: ", + L"最低日薪: ", + L"行动中牺牲: ", + L"解雇: ", + L"å…¶ä»–: ", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"最低", + L"å¹³å‡", + L"最高", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"生命", + L"æ•æ·", + L"çµå·§", + L"力é‡", + L"领导", + L"智慧", + L"级别", + L"枪法", + L"机械", + L"爆破", + L"医疗", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"åˆåŒ", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"ç»§ç»­", + L"åœæ­¢", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"你在这个地区战败了ï¼", + L"敌人冷酷无情地处死了你的队员ï¼", + L"ä½ æ˜è¿·çš„队员被俘è™äº†ï¼", + L"你的队员被敌军俘è™äº†ã€‚", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"上一页", + L"下一页", + L"接å—", + L"清除", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"上一页", + L"下一页", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"支付", + L"主页", + L"è´¦å·:", + L"佣兵", + L"日数", + L"日薪", //5 + L"索价", + L"åˆè®¡:", + L"ä½ ç¡®å®šè¦æ”¯ä»˜%så—?", + L"%s (+装备)", //L"%s (+gear)", +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"上一页", + L"下一页", +}; + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"生命", + L"æ•æ·", + L"çµå·§", + L"力é‡", + L"领导", + L"智慧", + L"级别", + L"枪法", + L"机械", + L"爆破", + L"医疗", + + L"上一ä½", //"Previous", + L"雇佣", //"Hire", + L"下一ä½", //"Next", + L"附加信æ¯", //"Additional Info", + L"主页", //"Home", + L"已雇佣", //"Hired", + L"日薪:", //"Salary:", + L"æ¯æ—¥", //"per Day", + L"装备:", //"Gear:", + L"åˆè®¡:", //"Total:", + L"阵亡", //"Deceased", + + L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚", //L"You have a full team of mercs already.", + L"购买装备?", //"Buy Equipment?", + L"ä¸å¯é›‡ä½£", //"Unavailable", + L"未结账å•", //L"Unsettled Bills", + L"生平", //L"Bio", + L"物å“", //L"Inv", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"开户", //"Open Account", + L"å–æ¶ˆ", //"Cancel", + L"ä½ æ²¡æœ‰å¸æˆ·ã€‚你希望开一个å—?", //"You have no account. Would you like to open one?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L" Speck T. Kline 创办者和拥有者", + L"开户点击这里", //"To open an account press here", + L"æŸ¥çœ‹å¸æˆ·ç‚¹å‡»è¿™é‡Œ", //"To view account press here", + L"查看文件点击这里", //"To view files press here", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"转账失败,暂无å¯ç”¨èµ„金。", +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"McGillicutty公墓: 1983开业,办ç†å®¶åº­æ‚¼å¿µä¸šåŠ¡ã€‚", + L"葬礼部ç»ç†å…¼A.I.Må‰ä½£å…µ Murray \"Pops\" McGillicutty是一åç»éªŒä¸°å¯Œã€ä¸šåŠ¡ç†Ÿç»ƒçš„æ®¡ä»ªä¸šè€…ã€‚", + L"Pops跟死亡和葬礼打了一辈å­äº¤é“,他éžå¸¸ç†Ÿæ‚‰è¯¥ä¸šåŠ¡ã€‚", + L"McGillicutty公墓æä¾›å„ç§å„样的悼念æœåŠ¡: 从å¯ä»¥ä¾é ç€å“­æ³£çš„肩膀到对严é‡å˜å½¢çš„é—体åšç¾Žå®¹ç¾Žä½“æœåŠ¡ã€‚", + L"McGillicutty公墓是你所爱的人的安æ¯åœ°ã€‚", + + // Text for the various links available at the bottom of the page + L"献花", + L"骨ç°ç›’", + L"ç«è‘¬æœåŠ¡", + L"安排葬礼", + L"葬礼规则", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"很抱歉,由于家里有人去世,本网站的剩余部分尚未完æˆã€‚一旦解决了宣读é—嘱和财产分é…问题,本网站会尽快建设好。", + L"很抱歉,但是,现在还是测试期间,请以åŽå†æ¥è®¿é—®ã€‚", +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"花å‰", + + //Address of United Florist + + L"\"我们空投至任何地区\"",//L"\"We air-drop anywhere\"", + L"1-555-SCENT-ME", + L"333 NoseGay Dr, Seedy City, CA USA 90210", + L"http://www.scent-me.com", + + // detail of the florist page + + L"我们快速高效ï¼", + L"ä¿è¯æŠŠé²œèŠ±åœ¨ç¬¬äºŒå¤©é€åˆ°ä¸–界上大部分地区,但有少é‡é™åˆ¶ã€‚", + L"ä¿è¯ä»·æ ¼æ˜¯ä¸–界上最低廉的ï¼", + L"呿ˆ‘们å应比我们价格更低的é€èбæœåŠ¡å¹¿å‘Šï¼Œæˆ‘ä»¬ä¼šé€ä½ ä¸€æ‰“ç»å¯¹å…费的玫瑰。", + L"自从1981å¹´æ¥ï¼Œæˆ‘们逿¤ç‰©ã€é€åŠ¨ç‰©ã€é€é²œèŠ±ã€‚", + L"我们雇请了被é¢å‘过勋章的å‰è½°ç‚¸æœºé£žè¡Œå‘˜ï¼Œä»–们能把你的鲜花空投在指定ä½ç½®çš„å英里åŠå¾„内。总是这样 - æ¯æ¬¡è¿™æ ·ï¼", + L"让我们满足你对鲜花的å“ä½ã€‚", + L"让Bruce,我们的世界闻å的花å‰è®¾è®¡å¸ˆï¼Œä»Žæˆ‘ä»¬çš„èŠ±æˆ¿é‡Œä¸ºä½ äº²æ‰‹æ‘˜å–æœ€æ–°é²œã€æœ€ä¼˜è´¨çš„花æŸã€‚", + L"还有请记ä½ï¼Œå¦‚果我们没有你è¦çš„花,我们能ç§å‡ºæ¥ - 很快ï¼", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"åŽé€€", //"Back", + L"å‘é€", //"Send", + L"清除", //"Clear", + L"花å‰", //"Gallery", + + L"花å‰åç§°: ", //"Name of Bouquet:", + L"ä»·æ ¼: ", //"Price:",//5 + L"订å•å·: ", //"Order Number:", + L"é€è´§æ—¥æœŸ", //"Delivery Date", + L"第二天", //"next day", + L"慢慢é€åŽ»", //"gets there when it gets there", + L"é€è´§ç›®çš„地", //"Delivery Location",//10 + L"é¢å¤–æœåŠ¡", //"Additional Services", + L"å˜å½¢çš„花å‰($10)", //"Crushed Bouquet($10)", + L"黑玫瑰($20)", //"Black Roses($20)", + L"枯èŽçš„花å‰($10)", //"Wilted Bouquet($10)", + L"水果蛋糕(如果有的è¯)($10)", //"Fruit Cake (if available)($10)", //15 + L"ç§äººå¯†è¯­: ", //"Personal Sentiments:", + L"你写的è¯ä¸èƒ½å¤šäºŽ75字。", + L"...或者选择我们æä¾›çš„", //L"...or select from one of our", + + L"标准贺å¡", //"STANDARDIZED CARDS", + L"ä¼ å•ä¿¡æ¯", //"Billing Information", //20 + + //The text that goes beside the area where the user can enter their name + + L"å§“å: ", //"Name:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"上一页", //abbreviation for previous + L"下一页", //abbreviation for next + + L"点击你想è¦è®¢è´­çš„花å‰ã€‚", + L"请注æ„: 为了防止è¿è¾“中的枯èŽå’Œå˜å½¢ï¼Œæ¯æŸèб妿”¶$10包装费。", + + //text on the button + + L"主页", //"Home", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"请点击你想è¦è®¢è´­çš„è´ºå¡", //"Click on your selection", + L"åŽé€€", //"Back", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"订å•", //"Order Form", //Title of the page + L"æ•°é‡", //"Qty", // The number of items ordered + L"é‡é‡ï¼ˆ%s)", //"Weight (%s)", // The weight of the item + L"物å“åç§°", //"Item Name", // The name of the item + L"物å“å•ä»·", //"Unit Price", // the item's weight + L"总价", //"Total", //5 // The total price of all of items of the same type + L"å…¨éƒ¨ç‰©å“æ€»ä»·", //"Sub-Total", // The sub total of all the item totals added + L"è¿è´¹ï¼ˆè§†ç›®çš„地而定)", // "S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling + L"全部费用", //"Grand Total", // The grand total of all item totals + the shipping and handling + L"é€è´§ç›®çš„地", //"Delivery Location", + L"è¿è¾“速度", //"Shipping Speed", //10 // See below + L"è¿è´¹ï¼ˆæ¯%s)", //"Cost (per %s.)", // The cost to ship the items + L"连夜速递", //"Overnight Express", // Gets deliverd the next day + L"2工作日", //"2 Business Days", // Gets delivered in 2 days + L"标准æœåŠ¡", //"Standard Service", // Gets delivered in 3 days + L"清除订å•", //"Clear Order", //15// Clears the order page + L"确认订å•", //"Accept Order", // Accept the order + L"åŽé€€", //"Back", // text on the button that returns to the previous page + L"主页", //"Home", // Text on the button that returns to the home page + L"*代表二手货", //"* Denotes Used Items", // Disclaimer stating that the item is used + L"你无法支付所需费用。", //"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money + L"<æ— >", //"", // Gets displayed when there is no valid city selected + L"ä½ ç¡®å®šè¦æŠŠè¯¥è®¢å•里订购的物å“é€å¾€%så—?", //"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one + L"包裹é‡é‡**", //"Package Weight**", // Displays the weight of the package + L"** 最å°é‡é‡: ", //"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package + L"è¿è´§", //"Shipments", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"手枪", //"Pistol", + L"自动手枪", //"M. Pistol", + L"冲锋枪", //"SMG", + L"歩枪", //"Rifle", + L"狙击歩枪", //"SN Rifle", + L"çªå‡»æ­©æžª", //"AS Rifle", + L"机枪", //"MG", + L"霰弹枪", //"Shotgun", + L"釿­¦å™¨", //"Heavy W.", + + // Ammo + L"手枪", //"Pistol", + L"自动手枪", //"M. Pistol", + L"冲锋枪", //"SMG", + L"歩枪", //"Rifle", + L"狙击歩枪", //"SN Rifle", + L"çªå‡»æ­©æžª", //"AS Rifle", + L"机枪", //"MG", + L"霰弹枪", //"Shotgun", + + // Used + L"枪械", //"Guns", + L"护甲", //"Armor", + L"æºè¡Œå…·", //"LBE Gear", + L"æ‚è´§", //"Misc", + + // Armour + L"头盔", //"Helmets", + L"防弹衣", //"Vests", + L"作战裤", //"Leggings", + L"防弹æ¿", //"Plates", + + // Misc + L"刀具", //"Blades", + L"飞刀", //"Th. Knives", + L"格斗武器", //"Blunt W.", + L"手雷/榴弹", //"Grenades", + L"炸è¯", //"Bombs", + L"医疗用å“", //"Med. Kits", + L"工具套装", //"Kits", + L"头部装备", //"Face Items", + L"æºè¡Œå…·", //"LBE Gear", + L"瞄具", // Madd: new BR filters + L"æ¡æŠŠ/脚架", + L"消音类", + L"枪托", + L"弹匣/æ¿æœº", + L"其它附件", + L"其它", //"Misc.", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"订购", //"To Order", // Title + // instructions on how to order + L"请点击该物å“。如果è¦è®¢è´­å¤šä»¶ï¼Œè¯·è¿žç»­ç‚¹å‡»ã€‚å³å‡»ä»¥å‡å°‘è¦è®¢è´­çš„æ•°é‡ã€‚一旦选好了你è¦è®¢è´­çš„,请å‰å¾€è®¢å•页é¢ã€‚", + + //Text on the buttons to go the various links + + L"上一页", //"Previous Items", // + L"枪械", //"Guns", //3 + L"å¼¹è¯", //"Ammo", //4 + L"护甲", //"Armor", //5 + L"æ‚è´§", //"Misc.", //6 //misc is an abbreviation for miscellaneous + L"二手货", //"Used", //7 + L"下一页", //"More Items", + L"订货å•", //"ORDER FORM", + L"主页", //"Home", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"ä½ çš„é˜Ÿä¼æœ‰", //"Your team has",//11 + L"ä»¶å¯ä½¿ç”¨è¯¥ç±»åž‹å¼¹è¯çš„æ­¦å™¨", //"weapon(s) that use this type of ammo", //12 + + //The following lines provide information on the items + + L"é‡é‡: ", //"Weight:", // Weight of all the items of the same type + L"å£å¾„: ", //"Cal:", // the caliber of the gun + L"载弹é‡: ", //"Mag:", // number of rounds of ammo the Magazine can hold + L"射程: ", //"Rng:", // The range of the gun + L"æ€ä¼¤åŠ›: ", //"Dam:", // Damage of the weapon + L"射速: ", //"ROF:", // Weapon's Rate Of Fire, acronym ROF + L"AP: ", //L"AP:", // Weapon's Action Points, acronym AP + L"晕眩: ", //L"Stun:", // Weapon's Stun Damage + L"防护: ", //L"Protect:", // Armour's Protection + L"伪装: ", //L"Camo:", // Armour's Camouflage + L"侵彻力:", //L"Armor Pen:", Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"ç¿»æ…力:", //L"Dmg Mod:", Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"弹丸é‡ï¼š", //L"Projectiles:", Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"å•ä»·: ", //"Cost:", // Cost of the item + L"库存: ", //"In stock:", // The number of items still in the store's inventory + L"è´­ä¹°é‡: ", //"Qty on Order:", // The number of items on order + L"å·²æŸå", //"Damaged", // If the item is damaged + L"é‡é‡: ", //"Weight:", // the Weight of the item + L"å°è®¡: ", //"SubTotal:", // The total cost of all items on order + L"* %ï¼… å¯ç”¨", //"* %% Functional", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"é ï¼æˆ‘们这里的在线订å•ä¸€æ¬¡åªæŽ¥å—", //L"Darn! This on-line order form will only accept ", First part + L"件物å“的订购。如果你想è¦è®¢è´­æ›´å¤šä¸œè¥¿ï¼ˆæˆ‘ä»¬å¸Œæœ›å¦‚æ­¤ï¼‰ï¼Œè¯·æŽ¥å—æˆ‘们的歉æ„,å†å¼€ä¸€ä»½è®¢å•。", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"抱歉,这ç§å•†å“我们现在正在进货。请ç¨åŽå†æ¥è®¢è´­ã€‚", + + //A popup that tells the user that the store is temporarily sold out + + L"抱歉,这ç§å•†å“我们现在缺货。", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"这里有最新最ç«çˆ†çš„军ç«ä¾›åº”", //"This is the place to be for the newest and hottest in weaponry and military supplies", + L"我们æä¾›ç¡¬ä»¶æ»¡è¶³æ‚¨æ‰€æœ‰ç ´å欲望ï¼", //"We can find the perfect solution for all your explosives needs", + L"二手货", //"Used and refitted items", + + //Text for the various links to the sub pages + + L"æ‚è´§", //"Miscellaneous", + L"枪械", //"GUNS", + L"å¼¹è¯", //"AMMUNITION", //5 + L"护甲", //"ARMOR", + + //Details on the web site + + L"独此一家,别无分店ï¼", //"If we don't sell it, you can't get it!", + L"网站建设中", //"Under Construction", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"A.I.M æˆå‘˜", //"A.I.M. Members", // Title + // Title for the way to sort + L"排åº: ", //"Sort By:", + + // sort by... + + L"薪金", //"Price", + L"级别", //"Experience", + L"枪法", //"Marksmanship", + L"机械", //"Mechanical", + L"爆破", //"Explosives", + L"医疗", //"Medical", + L"生命", //"Health", + L"æ•æ·", //"Agility", + L"çµå·§", //"Dexterity", + L"力é‡", //"Strength", + L"领导", //"Leadership", + L"智慧", //"Wisdom", + L"å§“å", //"Name", + + //Text of the links to other AIM pages + + L"查看佣兵的肖åƒç´¢å¼•", //"View the mercenary mug shot index", + L"查看å•独的佣兵档案", //"Review the individual mercenary's file", + L"æµè§ˆ A.I.M 剿ˆå‘˜", //"Browse the A.I.M. Alumni Gallery", + + // text to display how the entries will be sorted + + L"å‡åº", //"Ascending", + L"é™åº", //"Descending", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"上一页", //"Previous Page", + L"AIM主页", //"AIM HomePage", + L"规则索引", //"Policy Index", + L"下一页", //"Next Page", + L"ä¸åŒæ„", //Disagree", + L"åŒæ„", //"Agree", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"鼠标左击", //"Left Click", + L"è”系佣兵。", //"to Contact Merc.", + L"é¼ æ ‡å³å‡»", //"Right Click", + L"回到肖åƒç´¢å¼•。", //"for Mug Shot Index.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"生命", + L"æ•æ·", + L"çµå·§", + L"力é‡", + L"领导", + L"智慧", + L"级别", + L"枪法", + L"机械", + L"爆破", + L"医疗", + + // the contract expenses' area + + L"费用", //"Fee", + L"åˆåŒ", //"Contract", + L"一日", //"one day", + L"一周", //"one week", + L"两周", //"two weeks", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"上一ä½", //"Previous", + L"è”ç³»", //"Contact", + L"下一ä½", //"Next", + + L"附加信æ¯", //"Additional Info", // Title for the additional info for the merc's bio + L"现役æˆå‘˜", //"Active Members", //20 // Title of the page + L"å¯é€‰è£…备:", //"Optional Gear:", // Displays the optional gear cost + L"装备", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's + L"所需医疗ä¿è¯é‡‘", //"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed + L"装备1", // Text on Starting Gear Selection Button 1 + L"装备2", // Text on Starting Gear Selection Button 2 + L"装备3", // Text on Starting Gear Selection Button 3 + L"装备4", // Text on Starting Gear Selection Button 4 + L"装备5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"åˆåŒæ€»ä»·:", //"Contract Charge:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"一日", //"One Day", + L"一周", //"One Week", + L"两周", //"Two Weeks", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"ä¸ä¹°è£…备", //"No Equipment", + L"购买装备", //"Buy Equipment", + + // Text on the Buttons + + L"转å¸", //"TRANSFER FUNDS", // to actually hire the merc + L"å–æ¶ˆ", //"CANCEL", // go back to the previous menu + L"雇佣", //"HIRE", // go to menu in which you can hire the merc + L"挂断", //"HANG UP", // stops talking with the merc + L"完æˆ", //"OK", + L"留言", //"LEAVE MESSAGE", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"视频通讯: ", //"Video Conferencing with", + L"建立连接……", //"Connecting. . .", + + L"包括医ä¿", //"with medical", // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"电å­è½¬å¸æˆåŠŸ", //"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc + L"无法处ç†è½¬å¸", //"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1 + L"资金ä¸è¶³", //"INSUFFICIENT FUNDS", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"执行任务中", //"On Assignment" + L"请留言", //"Please Leave Message", + L"阵亡", //"Deceased", + + //If you try to hire more mercs than game can support + + L"你的队ä¼å·²ç»æ»¡å‘˜äº†ã€‚", //L"You have a full team of mercs already.", + + L"预录消æ¯", //"Pre-recorded message", + L"留言已记录", //"Message recorded", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"A.I.M 链接",// L"A.I.M. Links", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"A.I.M 历å²", //"A.I.M. History", //Title + + // Text on the buttons at the bottom of the page + + L"上一页", //"Previous Page", + L"主页", //"Home", + L"A.I.M 剿ˆå‘˜", //"A.I.M. Alumni", + L"下一页", //"Next Page", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"薪金", //"Price", + L"级别", //"Experience", + L"枪法", //"Marksmanship", + L"机械", //"Mechanical", + L"爆破", //"Explosives", + L"医疗", //"Medical", + L"生命", //"Health", + L"æ•æ·", //"Agility", + L"çµå·§", //"Dexterity", + L"力é‡", //"Strength", + L"领导", //"Leadership", + L"智慧", //"Wisdom", + L"å§“å", //"Name", + + // The title of the page, the above text gets added at the end of this text + + L"æ ¹æ®%så‡åºæŽ’列的A.I.Mæˆå‘˜", //"A.I.M. Members Sorted Ascending By %s", + L"æ ¹æ®%sé™åºæŽ’列的A.I.Mæˆå‘˜", //"A.I.M. Members Sorted Descending By %s", + + // Instructions to the players on what to do + + L"鼠标左击", //"Left Click", + L"选择佣兵", //"To Select Merc", //10 + L"é¼ æ ‡å³å‡»", //"Right Click", + L"回到排åºé€‰é¡¹", //"For Sorting Options", + + // Gets displayed on top of the merc's portrait if they are... + + L"离开", //"Away", + L"阵亡", //"Deceased", //14 + L"任务中", //"On Assign", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"第一页", + L"第二页", + L"第三页", + + L"A.I.M 剿ˆå‘˜", + + L"完æˆ", + L"下一页", +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.Må’ŒA.I.Må›¾æ ‡åœ¨ä¸–ç•Œå¤§å¤šæ•°å›½å®¶å·²ç»æ³¨å†Œã€‚", + L"ç‰ˆæƒæ‰€æœ‰ï¼Œä»¿å†’必究。", + L"Copyright 1998-1999 A.I.M, Ltd. All rights reserved。", + + //Text for an advertisement that gets displayed on the AIM page + + L"è”åˆèб剿œåС公å¸", + L"\"我们将花空è¿åˆ°ä»»ä½•地方\"", //10 + L"把活干好", + L"... 第一次", + L"枪械和æ‚è´§ï¼Œåªæ­¤ä¸€å®¶ï¼Œåˆ«æ— åˆ†åº—。", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"主页", //"Home", + L"æˆå‘˜", //"Members", + L"剿ˆå‘˜", //"Alumni", + L"规则", //"Policies", + L"历å²", //"History", + L"链接", //"Links", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"库存商å“", //"MERCHANDISE IN STOCK", //Header for the merchandise available + L"页é¢", //"PAGE", //The current store inventory page being displayed + L"总价格", //"TOTAL COST", //The total cost of the the items in the Dealer inventory area + L"总价值", //"TOTAL VALUE", //The total value of items player wishes to sell + L"ä¼°ä»·", //"EVALUATE", //Button text for dealer to evaluate items the player wants to sell + L"确认交易", //"TRANSACTION", //Button text which completes the deal. Makes the transaction. + L"完æˆ", //"DONE", //Text for the button which will leave the shopkeeper interface. + L"ä¿®ç†è´¹", //"REPAIR COST", //The amount the dealer will charge to repair the merc's goods + L"1å°æ—¶", //"1 HOUR",// SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%då°æ—¶", //"%d HOURS",// PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"å·²ç»ä¿®å¥½", //"REPAIRED",// Text appearing over an item that has just been repaired by a NPC repairman dealer + L"你没有空余的ä½ç½®æ¥æ”¾ä¸œè¥¿äº†ã€‚", //"There is not enough room in your offer area.",//Message box that tells the user there is no more room to put there stuff + L"%d分钟", //"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"æŠŠç‰©å“æ”¾åœ¨åœ°ä¸Šã€‚", //"Drop Item To Ground.", + L"特价", //L"BUDGET", +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"确认", //"OK", // Transfer the money + L"æ‹¿", //"Take", // Take money from the player + L"ç»™", //"Give", // Give money to the player + L"å–æ¶ˆ", //"Cancel", // Cancel the transfer + L"清除", //"Clear", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"选择类型", //"Select Type", // tells the user to select either to give or take from the merc + L"输入数é¢", //"Enter Amount", // Enter the amount to transfer + L"把钱给佣兵", //"Transfer Funds To Merc",// Giving money to the merc + L"从佣兵那拿钱", //"Transfer Funds From Merc", // Taking money from the merc + L"资金ä¸è¶³", //"Insufficient Funds", // Not enough money to transfer + L"ä½™é¢", //"Balance", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"ä½ è¦ä»Žä¸»å¸æˆ·ä¸­æå–%sæ¥æ”¯ä»˜å—?", + L"资金ä¸è¶³ã€‚你缺少%s。", + L"ä½ è¦ä»Žä¸»å¸æˆ·ä¸­æå–%sæ¥æ”¯ä»˜å—?", + L"请求商人开始交易", + L"请求商人修ç†é€‰å®šç‰©å“", + L"结æŸå¯¹è¯", + L"当å‰ä½™é¢", + + L"ä½ è¦ä½¿ç”¨%sæƒ…æŠ¥æ¥æ”¯ä»˜å·®é¢å—?", //L"Do you want to transfer %s Intel to cover the difference?", + L"ä½ è¦ä½¿ç”¨%sæƒ…æŠ¥æ¥æ”¯ä»˜å—?", //L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"ä¿å­˜æ¸¸æˆ", //"Save Game", + L"载入游æˆ", //"Load Game", + L"退出", //"Quit", + L"下一页", //L"Next", + L"上一页", //L"Prev", + L"完æˆ", //"Done", + L"1.13 特å¾åŠŸèƒ½", //L"1.13 Features", + L"特å¾é€‰é¡¹", //L"New in 1.13", + L"选项", //L"Options", + + //Text above the slider bars + L"特效", //"Effects", + L"语音", //"Speech", + L"音ä¹", //"Music", + + //Confirmation pop when the user selects.. + L"退出并回到游æˆä¸»èœå•?", + + L"你必须选择“语音â€å’Œâ€œå¯¹è¯æ˜¾ç¤ºâ€ä¸­çš„至少一项。", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 特å¾åŠŸèƒ½", //L"1.13 FEATURE TOGGLES", + L"在游æˆä¸­æ›´æ”¹è¿™äº›é€‰é¡¹å°†å½±å“您的游æˆä½“验。(更改åŽå¿…须釿–°å¼€å§‹æ–°æ¸¸æˆï¼‰", //L"Changing these settings during a campaign will affect your experience.", + L"将鼠标悬åœåœ¨åŠŸèƒ½æŒ‰é’®ä¸Šä»¥èŽ·å¾—æ›´å¤šä¿¡æ¯ã€‚æŸäº›åŠŸèƒ½éœ€è¦åœ¨JA2_Options.ini(或其他文件)中设置。", //L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"å¼€å¯ç‰¹å¾åŠŸèƒ½", //L"Use These Overrides", + L"æ–°NCTH瞄准系统", //L"New Chance to Hit", + L"物å“全掉功能", //L"Enemies Drop All", + L"物å“全掉功能(物å“几率æŸå)", //L"Enemies Drop All (Damaged)", + L"ç«åŠ›åŽ‹åˆ¶åŠŸèƒ½", //L"Suppression Fire", + L"女王å击Drassen功能", //L"Drassen Counterattack", + L"女王å击所有城镇功能", //L"City Counterattacks", + L"女王多次å击功能", //L"Multiple Counterattacks", + L"情报功能", //L"Intel", + L"俘è™åŠŸèƒ½", //L"Prisoners", + L"矿井管ç†åŠŸèƒ½", //L"Mines Require Workers", + L"敌军ä¼å‡»åŠŸèƒ½", //L"Enemy Ambushes", + L"女王刺客功能", //L"Enemy Assassins", + L"敌军角色功能", //L"Enemy Roles", + L"敌军角色功能:医生", //L"Enemy Role: Medic", + L"敌军角色功能:军官", //L"Enemy Role: Officer", + L"敌军角色功能:将军", //L"Enemy Role: General", + L"Kerberus安ä¿å…¬å¸åŠŸèƒ½", //L"Kerberus", + L"食物系统", //L"Mercs Need Food", + L"疾病系统", //L"Disease", + L"动æ€è§‚点功能", //L"Dynamic Opinions", + L"动æ€å¯¹è¯åŠŸèƒ½", //L"Dynamic Dialogue", + L"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½", //L"Arulco Strategic Division", + L"æ•Œå†›ç›´å‡æœºåŠŸèƒ½", //L"ASD: Helicopters", + L"敌军战斗车功能", //L"Enemy Vehicles Can Move", + L"僵尸系统", //L"Zombies", + L"血猫袭击功能", //L"Bloodcat Raids", + L"土匪袭击功能", //L"Bandit Raids", + L"僵尸袭击功能", //L"Zombie Raids", + L"民兵储备功能", //L"Militia Volunteer Pool", + L"民兵战术命令功能", //L"Tactical Militia Command", + L"民兵战略命令功能", //L"Strategic Militia Command", + L"民兵武装装备功能", //L"Militia Uses Sector Equipment", + L"民兵需è¦èµ„æºåŠŸèƒ½", //L"Militia Requires Resources", + L"强化近战功能", //L"Enhanced Close Combat", + L"新中断功能", //L"Improved Interrupt System", + L"武器过热功能", //L"Weapon Overheating", + L"天气功能:下雨", //L"Weather: Rain", + L"天气功能:闪电", //L"Weather: Lightning", + L"天气功能:沙尘暴", //L"Weather: Sandstorms", + L"天气功能:暴风雪", //L"Weather: Snow", + L"éšæœºäº‹ä»¶åŠŸèƒ½", //L"Mini Events", + L"åæŠ—军å¸ä»¤éƒ¨åŠŸèƒ½", //L"Arulco Rebel Command", + L"战略è¿è¾“队", //L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|å¼€|å¯|特|å¾|功|能\n \nå…许以下功能覆盖JA2_Options.ini中的设置。\n \n将鼠标悬åœåœ¨æŒ‰é’®ä¸ŠæŸ¥çœ‹å…·ä½“替æ¢çš„项目内容。\n \n如果ç¦ç”¨æ­¤é€‰é¡¹åŠŸèƒ½å°†ä»¥JA2_Options.ini中设置为准。\n \n", //L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|æ–°|N|C|T|H|çž„|准|ç³»|统\n \n覆盖 [Tactical Gameplay Settings] NCTH\n \nå¯ç”¨æ–°å‘½ä¸­ç³»ç»Ÿã€‚\n \n详细的内容设定请查看CTHConstants.ini。\n \n", //L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|敌|人|物|å“|å…¨|掉|功|能\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \næ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰ç‰©å“。\n \nä¸èƒ½åŒ\"物å“全掉功能(物å“几率æŸå)\"一起使用。\n \n", //L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|敌|人|物|å“|å…¨|掉|功|能|(|物|å“|几|率|æŸ|å|)\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \næ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,并且所掉è½çš„ç‰©å“æœ‰å‡ çŽ‡ä¼šä¸¥é‡æŸå。\n \nä¸èƒ½åŒ\"物å“全掉功能\"一起使用。\n \n", //L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|ç«|力|压|制|功|能\n \n覆盖 [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nè§’è‰²ä¼šé€æ¸å—到压制æŸå¤±ä¸€å®šæ¯”例的AP。\n \n有关é…置选项,请å‚阅[Tactical Suppression Fire Settings]。\n \n", //L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|女|王|å|击|D|r|a|s|s|e|n|功|能\n \n覆盖 [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \n女王å‘Drassen城å‘起了大规模å击。\n \n", //L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|女|王|å|击|所|有|城|镇|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王å¯ä»¥å‘所有城镇å‘动大规模å击。\n \nä¸èƒ½åŒ\"女王多次å击功能\"一起使用。\n \n", // L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|女|王|多|次|å|击|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王å¯ä»¥å‘所有城镇å‘动大规模å击。\n \nè¿™å¯èƒ½ä¼šå‘生多次å击。\n \n这会使游æˆå˜å¾—更难。\n \n", //L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|情|报|功|能\n \n覆盖 [Intel Settings] RESOURCE_INTEL\n \n通过一些秘密行动获得的新资æºã€‚\n \n", //L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|俘|è™|功|能\n \n覆盖 [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nå…è®¸ä¿˜è™æ•Œå†›å¹¶å®¡é—®ä»–们。\n \né…置选项:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN\n \n", //L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|矿|井|管|ç†|功|能\n \n覆盖 [Financial Settings] MINE_REQUIRES_WORKERS\n \n矿井需è¦åŸ¹è®­å·¥äººã€‚\n \né…置选项:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS\n \n", //L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|敌|军|ä¼|击|功|能\n \n覆盖 [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nå…许敌人ä¼å‡»çŽ©å®¶çš„å°é˜Ÿã€‚\n \né…置选项:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2\n \n", //L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|女|王|刺|客|功|能\n \n覆盖 [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \n女王将派刺客潜入你的民兵中。\n \n需è¦ä½¿ç”¨\"新技能系统\"。\n \né…置选项:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER\n \n", //L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|敌|军|è§’|色|功|能\n \n覆盖 [Tactical Enemy Role Settings] ENEMYROLES\n \nå…许敌军扮演多ç§è§’色并获得一些能力。\n \né…置选项:\nENEMYROLES_TURNSTOUNCOVER\n \n", //L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|敌|军|è§’|色|功|能|:|医|生\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_MEDICS\n \n医疗兵将出现在敌军角色中。\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF\n \n", //L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|敌|军|è§’|色|功|能|:|军|官\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \n军官将出现在敌军角色中。\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS\n \n", //L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|敌|军|è§’|色|功|能|:|å°†|军\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_GENERALS\n \n将军会æé«˜æ•Œäººçš„æˆ˜ç•¥ç§»åŠ¨å’Œå†³ç­–é€Ÿåº¦ã€‚\n \n需è¦å¼€å¯\"敌军角色功能\"。\n \né…置选项:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS\n \n", //L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s|安|ä¿|å…¬|å¸|功|能\n \n覆盖 [PMC Settings] PMC\n \n一家ç§äººå†›äº‹æ‰¿åŒ…商,å…许玩家雇佣安ä¿åŠ›é‡ã€‚\n \né…置选项:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS\n \n", //L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|食|物|ç³»|统\n \n覆盖 [Tactical Food Settings] FOOD\n \n你的佣兵需è¦é£Ÿç‰©å’Œæ°´æ‰èƒ½ç”Ÿå­˜ã€‚\n \né…置选项:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS\n \n", //L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|ç–¾|ç—…|ç³»|统\n \n覆盖 [Disease Settings] DISEASE\n \n你的佣兵会生病。\n \né…置选项:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS\n \n", //L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|动|æ€|è§‚|点|功|能\n \n覆盖 [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \n佣兵å¯ä»¥äº’相å‘表æ„è§ï¼Œå½±å“士气。\n \né…置选项:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\n \n请查看Morale_Settings.ini文件中的[Dynamic Opinion Modifiers Settings]内容。\n \n", //L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|动|æ€|对|è¯|功|能\n \n覆盖 [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \n佣兵å¯ä»¥å‘表简短的评论,改å˜å½¼æ­¤ä¹‹é—´çš„关系。\n \nè¦æ±‚\"动æ€è§‚点功能\"处于开å¯çжæ€ã€‚\n \né…置选项:\nDYNAMIC_DIALOGUE_TIME_OFFSET\n \n", //L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|敌|军|战|ç•¥|å¸|令|部|功|能\n \n覆盖 [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \n女王将获得机械化部队。\n \né…置选项:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS\n \n", //L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|敌|军|ç›´|å‡|机|功|能\n \n覆盖 [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nå¥³çŽ‹å°†ä½¿ç”¨ç›´å‡æœºå¿«é€Ÿéƒ¨ç½²éƒ¨é˜Ÿã€‚\n \n需è¦å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\"。\n \né…置选项:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME\n \n", //L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|敌|军|战|æ–—|车|功|能\n \n覆盖 [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \næ•Œå†›çš„æˆ˜æ–—å‰æ™®è½¦å’Œå¦å…‹å¯ä»¥åœ¨æˆ˜æ–—中移动。\n \né…置选项:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR\n \n", //L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|僵|å°¸|ç³»|统\n \n覆盖选项中的\"僵尸模å¼\"。\n \nç”ŸåŒ–å±æœºï¼ä¹æ­»ä¸€ç”Ÿï¼\n \né…置选项:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL\n \n", //L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|è¡€|猫|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BLOODCATS\n \n血猫将对你å‘动夜袭。\n \né…置选项:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS\n \n", //L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|土|匪|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BANDITS\n \n土匪将伺机对你的城镇å‘动袭击。\n \né…置选项:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS\n \n", //L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|僵|å°¸|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_ZOMBIES\n \n丧尸çªè¢­ï¼\n \n需è¦å¼€å¯\"僵尸系统\"。\n \né…置选项:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES\n \n", //L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|æ°‘|å…µ|储|备|功|能\n \n覆盖 [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \n没有志愿者就ä¸èƒ½è®­ç»ƒæ°‘兵。\n \né…置选项:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY\n \n", //L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|æ°‘|å…µ|战|术|命|令|功|能\n \n覆盖 [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nå…许在战术界é¢å¯¹ä½£å…µä¸‹è¾¾æˆ˜æœ¯å‘½ä»¤ã€‚\n \n", //L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|æ°‘|å…µ|战|ç•¥|命|令|功|能\n \n覆盖 [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nå…许在战略界é¢å¯¹æ°‘兵下达移动命令。\n \né…置选项:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC\n \n", //L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|æ°‘|å…µ|æ­¦|装|装|备|功|能\n \n覆盖 [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \n民兵的武器装备需è¦ä»Žå½“å‰åŒºåŸŸèŽ·å–。\n \n与\"民兵需è¦èµ„æºåŠŸèƒ½\"ä¸å…¼å®¹ã€‚\n \né…置选项:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS\n \n", //L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|æ°‘|å…µ|需|è¦|资|æº|功|能\n \n覆盖 [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \n训练和å‡çº§æ°‘å…µéœ€è¦æ¶ˆè€—资æºã€‚\n \n与\"民兵武装装备功能\"ä¸å…¼å®¹ã€‚\n \né…置选项:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN\n \n", //L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|强|化|è¿‘|战|功|能\n \n覆盖 [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nå¯¹è¿‘æˆ˜ç³»ç»Ÿçš„å…¨é¢æ”¹è¿›ã€‚\n \n", //L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|æ–°|中|æ–­|功|能\n \n覆盖 [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nå¯¹ä¸­æ–­æœºåˆ¶çš„å…¨é¢æ”¹è¿›ã€‚\n \né…置选项:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING\n \n", //L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|æ­¦|器|过|热|功|能\n \n覆盖 [Tactical Weapon Overheating Settings] OVERHEATING\n \n连续射击将导致武器过热。\n \né…置选项:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL\n \n", //L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|天|æ°”|功|能|:|下|雨\n \n覆盖 [Tactical Weather Settings] ALLOW_RAIN\n \n下雨会é™ä½Žèƒ½è§åº¦ã€‚\n \né…置选项:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN\n \n", //L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|天|æ°”|功|能|:|é—ª|电\n \n覆盖 [Tactical Weather Settings] ALLOW_LIGHTNING\n \n暴雨期间å¯èƒ½å‘生闪电。\n需è¦\"天气功能:下雨\"\n \né…置选项:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM\n \n", //L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|天|æ°”|功|能|:|æ²™|å°˜|æš´\n \n覆盖 [Tactical Weather Settings] ALLOW_SANDSTORMS\n \n沙尘暴会使战场å˜å¾—更加困难。\n \né…置选项:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM\n \n", //L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|天|æ°”|功|能|:|æš´|风|雪\n \n覆盖 [Tactical Weather Settings] ALLOW_SNOW\n \n暴风雪é™ä½Žäº†èƒ½è§åº¦ã€‚\n \né…置选项:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW\n \n", //L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|éš|机|事|ä»¶|功|能\n \n覆盖 [Mini Events Settings] MINI_EVENTS_ENABLED\n \nå¯èƒ½å‘ç”Ÿä¸€äº›éšæœºäº’动事件。\n \né…置选项:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \n详细信æ¯è¯·æŸ¥çœ‹MiniEvents.lua。\n \n", //L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|å|抗|军|å¸|令|部|功|能\n \n覆盖 [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nå…许你å‡çº§å é¢†çš„åŸŽé•‡ï¼ŒæŽ§åˆ¶åæŠ—军在战略层é¢ä¸Šè¿ä½œã€‚\n \n详细的内容设定请查看RebelCommand_Settings.ini。\n \n", //L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|战|ç•¥|è¿|输|队\n \n覆盖 [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nè¿è¾“队在地图上è¿é€æœ‰ä»·å€¼çš„装备。\n \né…置选项: \nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", //L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"这个选项å¯ä»¥å¼€å¯ä¸€äº›1.13新功能,å¯ç”¨åŽä»¥ä¸‹é€‰é¡¹çš„生效优先级将高于JA2_Options.ini文件中的设置。如果ç¦ç”¨æ­¤é¡¹ï¼Œä»¥ä¸‹é€‰é¡¹å°†ä¸ç”Ÿæ•ˆã€‚", //L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"æ–°NCTHçž„å‡†ç³»ç»Ÿå¯¹å‘½ä¸­æœºåˆ¶è¿›è¡Œäº†å…¨é¢æ”¹è¿›ï¼Œåœ¨å°„å‡»æ—¶éœ€è¦æ›´å¤æ‚的计算和更多的å˜é‡ã€‚", //L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"如果å¯ç”¨æ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,å¦åˆ™å°†ä½¿ç”¨æ ‡å‡†æŽ‰è½ã€‚", //L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"如果å¯ç”¨æ•Œäººæ­»äº¡æ—¶ä¼šæŽ‰è½æ‰€æœ‰çš„物å“,并且所掉è½çš„ç‰©å“æœ‰å‡ çŽ‡ä¼šä¸¥é‡æŸå。", //L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"ç«åŠ›åŽ‹åˆ¶åŠŸèƒ½ï¼Œæ˜¯æŽ§åˆ¶æˆ˜åœºçš„ä¸€ç§æ–¹å¼ã€‚在é‡ç«åŠ›ä¸‹ï¼Œè§’è‰²ä¼šé€æ¸å—到压制æŸå¤±ä¸€å®šæ¯”例的AP,在压制下会æˆä¸ºè´Ÿæ•°ï¼Œè¿™è¡¨ç¤ºåœ¨ä¸‹ä¸€å›žä¹Ÿä¼šæŸå¤±AP。若角色丧失了下一回åˆçš„全部AP,则被完全压制。压制的目的是压榨敌人的AP,让其ä¸èƒ½ç§»åŠ¨æˆ–è¿˜å‡»ã€‚æ³¨æ„,敌人也会对你这么åšï¼", //L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"该选项å…许女王对DrassenåŸŽå¸‚è¿›è¡Œåæ”»ã€‚è‹¥å…许,这将使游æˆçš„åˆå§‹é˜¶æ®µå˜å¾—困难。ä¸å»ºè®®æ–°æ‰‹çީ家å¯ç”¨æ­¤åŠŸèƒ½ï¼", //L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"该选项å…è®¸å¥³çŽ‹å¯¹æ‰€æœ‰çš„åŸŽå¸‚è¿›è¡Œåæ”»ã€‚其他城市在你攻å åŽå¥³çŽ‹ä¼šå¤§è§„æ¨¡å击。", //L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"如果女王å击对你æ¥è¯´ä»ç„¶ä¸å¤Ÿï¼Œè¯•ç€å¯ç”¨å®ƒï¼å¥³çŽ‹ä¸ä»…会å‘èµ·å击,还å¯èƒ½è¯•å›¾åŒæ—¶å¤ºå›žå¤šä¸ªåŸŽå¸‚。", //L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"ä½ å¯ä»¥èŽ·å–和消耗情报点数。这ç§èµ„æºä¸Žé—´è°å’Œæƒ…报贩å­å¯†åˆ‡ç›¸å…³ã€‚å¯ä»¥é€šè¿‡é—´è°æ´»åЍã€å®¡è®¯ä¿˜è™æˆ–å…¶ä»–æ–¹å¼èŽ·å¾—æƒ…æŠ¥ç‚¹æ•°ã€‚å¯ä»¥åœ¨é»‘市购买稀有武器,也å¯ä»¥åœ¨æƒ…报网站上购买敌人的信æ¯ã€‚", //L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"å…许抓æ•俘è™ã€‚å¯ä»¥é€šè¿‡åœ¨æˆ˜æ–—中åŠé™æˆ–者用手é“é“ä½ä¸èƒ½è¡ŒåŠ¨çš„æ•Œäººæ¥æŠ“æ•俘è™ã€‚被俘è™çš„æ•Œäººå¯ä»¥é€åˆ°ç›‘狱中进行审问。审问会带æ¥é‡‘é’±ã€æƒ…报或者将敌人策å进你的民兵队ä¼ã€‚", //L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"在矿场上先投资æ‰èƒ½èŽ·å¾—å®ƒçš„å…¨éƒ¨æ”¶ç›Šã€‚å·¥äººåƒæ°‘兵一样需è¦é‡‘钱和时间æ¥è®­ç»ƒã€‚注æ„ï¼å¦‚果失去对城镇的控制将导致工人æµå¤±ï¼", //L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"敌军有机率会ä¼å‡»ä½ çš„å°é˜Ÿã€‚如果的你å°é˜Ÿé­åˆ°ä¼å‡»ï¼Œä½ çš„å°é˜Ÿå°†ä¼šå‡ºçŽ°åœ¨åœ°å›¾ä¸­å¤®å¹¶è¢«æ•ŒäººåŒ…å›´ã€‚", //L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"女王现在会派出刺客。这些精英士兵是秘密行动的专家,他们会伪装æˆä½ çš„æ°‘兵,伺机对你的佣兵å‘动çªè¢­ã€‚需è¦ä½¿ç”¨\"新技能系统\",也强烈建议使用\"新物å“系统\"。", //L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"敌军中将出现å„ç§æŠ€èƒ½ç±»åž‹çš„æ•Œäººã€‚è¢«è§‚å¯Ÿåˆ°çš„å£«å…µèº«è¾¹å°†å‡ºçŽ°ä¸€ä¸ªæ ‡è¯†èº«ä»½çš„å°å›¾æ ‡ï¼Œèº«ä»½åŒ…括无线电æ“作员ã€ç‹™å‡»æ‰‹ã€è¿«å‡»ç‚®ç‚®æ‰‹å’ŒæŒæœ‰é’¥åŒ™çš„æ•Œäººã€‚", //L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"需è¦å¼€å¯\"敌军角色功能\",敌军医生会给战å‹è¿›è¡ŒåŒ…扎和手术。", //L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"需è¦å¼€å¯\"敌军角色功能\",敌军的上尉(ç­é•¿)和中尉(ç­å‰¯)将对整个å°é˜Ÿæä¾›æˆ˜æœ¯æŒ‡æŒ¥åŠ æˆã€‚", //L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"将军会为敌军æä¾›æˆ˜ç•¥åŠ æˆå¥–励,他们会出现在敌军控制的城镇中,将军拥有自己的精英ä¿é•–,会在预感到å±é™©æ—¶é€ƒè·‘。", //L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Kerberus安ä¿å…¬å¸å°†ä¼šä¸ºæ‚¨æä¾›å®‰ä¿äººå‘˜ï¼Œæ‚¨å¯ä»¥ä»Žä»–们的网站上雇佣有ç»éªŒçš„安ä¿äººå‘˜å……当民兵。虽然价格很高,但是你ä¸å¿…在花时间训练他们。", //L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"你的佣兵需è¦é£Ÿç‰©å’Œæ°´æ‰èƒ½ç”Ÿå­˜ã€‚挨饿将é­å—ä¸¥åŽ‰çš„æƒ©ç½šã€‚è¦æ³¨æ„食物的质é‡ï¼Œå°å¿ƒåƒå肚å­ï¼", //L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"伤å£ã€å°¸ä½“ã€æ²¼æ³½ã€æ˜†è™«éƒ½å¯èƒ½å¯¼è‡´æ‚¨çš„佣兵生病,一些疾病会引起并å‘ç—‡ï¼Œä¸¥é‡æ—¶ä¼šå¯¼è‡´æ­»äº¡ã€‚医生和è¯å“å¯ä»¥æ²»ç–—大多数疾病,还有一些装备å¯ä»¥é¢„防疾病。", //L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"佣兵会动æ€å¯¹è¯ã€‚é‡åˆ°å½±å“关系的事件时会å‘生对è¯ã€‚佣兵们会互相指责或赞美。其他佣兵也会åšå‡ºå›žåº”,或根æ®ä»–们的关系进行回答。", //L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"这是动æ€å¯¹è¯é™„加功能。å…许佣兵在相互交谈时,如果IMPå‚ä¸Žå…¶ä¸­ï¼Œæ‚¨å°†æœ‰ä¸€ä¸ªç®€çŸ­çš„çª—å£æ¥æ ¹æ®éœ€è¦å»ºç«‹çš„关系选择回å¤å†…容。", //L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"敌军战略å¸ä»¤éƒ¨è´Ÿè´£è®¢è´­å¹¶å‘陆军部署机械化部队,使用从矿山获得的收入购买战车æ¥å¯¹ä»˜ä½ ï¼", //L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"需è¦å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\",当游æˆè¾¾åˆ°ä¸€å®šè¿›åº¦æ—¶ï¼Œæ•Œå†›æˆ˜ç•¥å¸ä»¤éƒ¨å¼€å§‹ä½¿ç”¨ç›´å‡æœºéƒ¨ç½²ç²¾é”å°é˜Ÿå£«å…µæ¥éªšæ‰°ä½ ã€‚", //L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"æ•Œäººçš„æˆ˜æ–—å‰æ™®è½¦å’Œå¦å…‹å¯ä»¥åœ¨æˆ˜æ–—中四处移动,移动撞击会摧æ¯ä¸€äº›éšœç¢ç‰©ï¼Œç”šè‡³ä¼šè¯•图碾过你的佣兵。", //L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"åƒµå°¸ä¼šä»Žå°¸ä½“ä¸­å¤æ´»ï¼ï¼ˆç”ŸåŒ–屿œºï¼‰", //L"Zombies rise from corpses!", + L"致命的血猫å¯ä»¥åœ¨å¤œé—´å¯¹åŸŽé•‡å‘动çªè¢­ã€‚平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"土匪会袭击防御薄弱的城镇,平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"需è¦å¼€å¯\"僵尸系统\",僵尸会æˆç¾¤çš„冲击城镇å„区,平民死亡将造æˆå¿ è¯šåº¦é™ä½Žã€‚", //L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"没有志愿者就ä¸èƒ½ç»§ç»­è®­ç»ƒæ°‘兵,控制城镇和周边的农田å¯ä»¥å¢žåŠ å¿—æ„¿è€…åŠ å…¥çš„æ•°é‡ã€‚", //L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"å…è®¸æ‚¨åœ¨æˆ˜æœ¯åœ°å›¾ä¸­å‘æ°‘å…µä¸‹è¾¾å‘½ä»¤ã€‚è¦æ‰§è¡Œæ­¤æ“ä½œï¼Œè¯·ä¸Žä»»æ„æ°‘兵对è¯ï¼Œç„¶åŽä¼šå‡ºçް命令èœå•。使用无线电的佣兵å¯ä»¥å‘ä¸åœ¨è§†é‡ŽèŒƒå›´å†…的民兵下达命令。", //L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"å…è®¸æ‚¨åœ¨æˆ˜ç•¥åœ°å›¾ä¸­å‘æ°‘兵下达移动命令。您需è¦ä½£å…µå’Œæ°‘兵在åŒä¸€åŒºåŸŸï¼ˆé™¤éžç›¸é‚»åŒºåŸŸæœ‰ä½£å…µæ“作无线电或民兵指挥部有工作人员)æ‰èƒ½å‘布战略移动命令。", //L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"民兵装备ä¸ä¼šéšæœºç”Ÿæˆï¼Œè€Œæ˜¯ä»Žæ°‘兵目å‰é©»æ‰Žçš„区域获å–。您需è¦å……分地给民兵分é…装备。当一个新的区域被装载时,民兵将把他们的装备放回他们的区域。在战术地图下,通过按\"CTRL+ .\"弹出èœå•,选则militia inspection手动放下物å“。如果è¦ä½¿æ°‘兵无法接触æŸäº›è£…备,则在战略模å¼ä¸‹çš„ç‰©å“æ ä¸­å¯¹å…¶æŒ‰ä¸‹\"TAB + 鼠标左键\"。", //L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"æ°‘å…µéœ€è¦æ¶ˆè€—æžªæ”¯ã€æŠ¤ç”²ã€æ‚物æ‰èƒ½è®­ç»ƒï¼Œåœ¨æˆ˜ç•¥åœ°å›¾ä»“库中按\"alt+é¼ æ ‡å³é”®\"å°†é“具添加进民兵资æºï¼Œç»¿è‰²æ°‘å…µéœ€è¦æ¶ˆè€—枪支,è€å…µéœ€è¦æžªæ”¯+盔甲,精兵消耗枪支+盔甲+æ‚物。", //L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"å¯¹è¿‘æˆ˜ç³»ç»Ÿçš„å…¨é¢æ”¹è¿›ã€‚å¤´éƒ¨æ›´éš¾è¢«å‡»ä¸­ä½†ä¼šé€ æˆæ›´å¤šä¼¤å®³ï¼Œå‡»ä¸­è…¿éƒ¨æ›´å®¹æ˜“倒地,但伤害更å°ã€‚å·è¢­å°†é€ æˆæ›´å¤šçš„伤害。å¯ä»¥æ‹¿èµ°è¢«å‡»æ™•目标身上的é“具。还有一些其它å°è°ƒæ•´ã€‚", //L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"新的中断系统(IIS)完全改å˜äº†ä¸­æ–­å‘生的方å¼ï¼Œä¸åœ¨æ˜¯ç›®æ ‡è¿›å…¥è§†é‡Žæ—¶å‘生中断,而是以若干个å˜é‡æ¨¡æ‹Ÿå£«å…µçš„å应能力æ¥åˆ¤æ–­æ˜¯å¦å‘生中断。", //L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"æ­¦å™¨çš„æžªç®¡åœ¨å¼€ç«æ—¶ä¼šå‡æ¸©ï¼Œè¿™ä¼šå¯¼è‡´é¢‘ç¹çš„æ­¦å™¨æ•…éšœã€‚å¸¦æœ‰å¯æ›´æ¢æžªç®¡çš„æ­¦å™¨å¯¹ä¿æŒå†·å´éžå¸¸æœ‰ç”¨ã€‚", //L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"å¯ç”¨ä¸‹é›¨åŠŸèƒ½ã€‚é›¨æ°´ä¼šç•¥å¾®é™ä½Žæ•´ä½“能è§åº¦ï¼Œä½¿äººæ›´éš¾å¬åˆ°å£°éŸ³ã€‚", //L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"å¯ç”¨é—ªç”µåŠŸèƒ½ã€‚é—ªç”µä¼šçŸ­æš‚æ˜¾ç¤ºä½ å’Œæ•Œäººçš„ä½ç½®ã€‚打雷的雷声使人的å¬è§‰å˜å·®ã€‚整体体力å†ç”Ÿæœ‰æ‰€é™ä½Žã€‚", //L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"å¯ç”¨æ²™å°˜æš´åŠŸèƒ½ï¼Œåœ¨æ²™å°˜æš´ä¸­æˆ˜æ–—ä¼šå¯¹æ‰€æœ‰æˆ˜æ–—äººå‘˜é€ æˆæ˜Žæ˜¾çš„伤害——视力和å¬åŠ›èŒƒå›´ä¼šå‡å°‘,武器退化会显著增加,呼å¸ä¹Ÿä¼šå˜å¾—更加困难。", //L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"å¯ç”¨æš´é£Žé›ªåŠŸèƒ½ã€‚åœ¨æš´é£Žé›ªä¸­ï¼Œæ›´éš¾è¢«çœ‹åˆ°ï¼Œæ­¦å™¨é€€åŒ–æ›´å¿«ï¼Œå‘¼å¸ä¹Ÿæ›´å›°éš¾ã€‚", //L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"在游æˆè¿‡ç¨‹ä¸­ï¼Œå¯èƒ½ä¼šå¼¹å‡ºç®€çŸ­çš„事件。您å¯ä»¥ä»Žä¸¤ä¸ªé€‰é¡¹ä¸­é€‰æ‹©ä¸€ä¸ªï¼Œè¿™å¯èƒ½ä¼šäº§ç”Ÿç§¯æžæˆ–消æžçš„å½±å“。事件å¯ä»¥å½±å“å„ç§å„æ ·çš„äº‹æƒ…ï¼Œä½†ä¸»è¦æ˜¯ä½ çš„佣兵。", //L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"在完æˆå抗军食物è¿é€ä»»åŠ¡åŽï¼Œä½ å¯ä»¥è®¿é—®ä»–们的(A.R.C)指挥部网站。在这里你å¯ä»¥è®¾å®šå抗军的政策,也å¯ä»¥ä¸ºå é¢†åŒºå•独设置地方政策。这将带æ¥ä¸°åŽšçš„å¥–åŠ±ã€‚ä½œä¸ºä»£ä»·ï¼ŒåŸŽé•‡çš„æ°‘å¿ ä¼šä¸Šå‡å¾—æ›´æ…¢ï¼Œæ‰€ä»¥ä½ éœ€è¦æ›´åŠ åŠªåŠ›åœ°è®©å½“åœ°äººä¿¡ä»»ä½ ã€‚", //L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"æ•Œäººä¼šåœ¨åœ°å›¾ä¸Šæ´¾é£æˆ˜ç•¥è¿è¾“队,如果你能找到并截获它们就å¯èƒ½èŽ·å–æœ‰ä»·å€¼çš„装备。但是,如果让敌人的è¿è¾“队完æˆè¿è¾“任务,那么就会给敌人æä¾›æˆ˜ç•¥èµ„æºï¼ˆå…·ä½“è§†éš¾åº¦è€Œå®šï¼‰ã€‚è¦æƒ³èŽ·å¾—æœ€å¥½ä½“éªŒï¼Œå»ºè®®å¼€å¯\"敌军战略å¸ä»¤éƒ¨åŠŸèƒ½\"。", //L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"ä¿å­˜æ¸¸æˆ", + L"载入游æˆ", + L"å–æ¶ˆ", + L"选择è¦å­˜æ¡£çš„ä½ç½®", + L"选择è¦è¯»æ¡£çš„ä½ç½®", + + L"ä¿å­˜æ¸¸æˆæˆåŠŸ", + L"ä¿å­˜æ¸¸æˆé”™è¯¯ï¼", + L"è½½å…¥æ¸¸æˆæˆåŠŸ", + L"载入游æˆé”™è¯¯ï¼", + + L"存档的游æˆç‰ˆæœ¬ä¸åŒäºŽå½“å‰çš„æ¸¸æˆç‰ˆæœ¬ã€‚读å–它的è¯å¾ˆå¯èƒ½æ¸¸æˆå¯ä»¥æ­£å¸¸è¿›è¡Œã€‚è¦è¯»å–该存档å—?", + + L"存档å¯èƒ½å·²ç»æ— æ•ˆã€‚ä½ è¦åˆ é™¤å®ƒä»¬å—?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"存档版本已改å˜ã€‚如果出现问题请报告。继续?", +#else + L"试图载入è€ç‰ˆæœ¬çš„存档。自动修正并载入存档?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"存档版本和游æˆç‰ˆæœ¬å·²æ”¹å˜ã€‚如果出现问题请报告。继续?", +#else + L"试图载入è€ç‰ˆæœ¬çš„存档。你è¦è‡ªåŠ¨æ›´æ–°å¹¶è½½å…¥å­˜æ¡£å—?", +#endif + + L"你确认你è¦å°†#%dä½ç½®çš„存档覆盖å—?", + L"ä½ è¦ä»Ž#å·ä½ç½®è½½å…¥å­˜æ¡£å—?", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"你的硬盘空间ä¸å¤Ÿã€‚ä½ çŽ°åœ¨åªæœ‰%dMBå¯ç”¨ç©ºé—´ï¼ŒJA2需è¦è‡³å°‘%dMBå¯ç”¨ç©ºé—´ã€‚", + + L"ä¿å­˜", //"Saving", //When saving a game, a message box with this string appears on the screen + + L"普通武器", //"Normal Guns", + L"包括å‰åŽçº¦æ­¦å™¨", //"Tons of Guns", + L"现实风格", //"Realistic style", + L"科幻风格", //"Sci Fi style", + + L"难度", //"Difficulty", + L"白金模å¼", //L"Platinum Mode", + + L"Bobby Ray è´§å“等级", + L"普通|一般", + L"一级|较多", + L"高级|很多", + L"æžå“|囧多", + + L"æ–°æºè¡Œç³»ç»Ÿä¸å…¼å®¹640x480çš„å±å¹•åˆ†è¾¨çŽ‡ï¼Œè¯·é‡æ–°è®¾ç½®åˆ†è¾¨çŽ‡ã€‚", + L"æ–°æºè¡Œç³»ç»Ÿæ— æ³•使用默认的Data文件夹,请仔细读说明。", + + L"当å‰åˆ†è¾¨çއ䏿”¯æŒå­˜æ¡£æ–‡ä»¶çš„å°é˜Ÿäººæ•°ï¼Œè¯·å¢žåŠ åˆ†è¾¨çŽ‡å†è¯•。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", + L"Bobby Ray 供货é‡", +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"地图层次", //"Map Level", + L"你没有民兵。你需è¦åœ¨åŸŽé•‡ä¸­è®­ç»ƒæ°‘兵。", //"You have no militia. You need to train town residents in order to have a town militia.", + L"æ¯æ—¥æ”¶å…¥", //"Daily Income", + L"佣兵有人寿ä¿é™©", //"Merc has life insurance", + L"%sä¸ç–²åŠ³ã€‚", //"%s isn't tired.", + L"%s行军中,ä¸èƒ½ç¡è§‰", //"%s is on the move and can't sleep", + L"%s太累了,等会儿å†è¯•。", //"%s is too tired, try a little later.", + L"%s正在开车。", //"%s is driving.", + L"有人在ç¡è§‰æ—¶ï¼Œæ•´ä¸ªé˜Ÿä¼ä¸èƒ½è¡ŒåŠ¨ã€‚", //"Squad can't move with a sleeping merc on it.", + + // stuff for contracts + L"你能支付åˆåŒæ‰€éœ€è´¹ç”¨ï¼Œä½†æ˜¯ä½ çš„é’±ä¸å¤Ÿç»™è¯¥ä½£å…µè´­ä¹°äººå¯¿ä¿é™©ã€‚", + L"è¦ç»™%s花费ä¿é™©é‡‘%s,以延长ä¿é™©åˆåŒ%d天。你è¦ä»˜è´¹å—?", + L"分区存货", //"Sector Inventory", + L"佣兵有医疗ä¿è¯é‡‘。", //"Merc has a medical deposit.", + + // other items + L"医生", //"Medics", // people acting a field medics and bandaging wounded mercs + L"病人", //"Patients", // people who are being bandaged by a medic + L"完æˆ", //"Done", // Continue on with the game after autobandage is complete + L"åœæ­¢", //"Stop", // Stop autobandaging of patients by medics now + L"抱歉。游æˆå–消了该选项的功能。", + L"%s 没有工具箱。", //"%s doesn't have a repair kit.", + L"%s 没有医è¯ç®±ã€‚", //"%s doesn't have a medical kit.", + L"现在没有足够的人愿æ„加入民兵。", + L"%s的民兵已ç»è®­ç»ƒæ»¡äº†ã€‚", //"%s is full of militia.", + L"ä½£å…µæœ‰ä¸€ä»½é™æ—¶çš„åˆåŒã€‚", //"Merc has a finite contract.", + L"佣兵的åˆåŒæ²¡æŠ•ä¿", //"Merc's contract is not insured", + L"地图概况",//"Map Overview", // 24 + + // Flugente: disease texts describing what a map view does //文本æè¿°ç–¾ç—…查看地图并åšç¿»è¯‘。 + L"这个视图会展示出哪个地区爆å‘äº†ç˜Ÿç–«ï¼Œè¿™ä¸ªæ•°å­—è¡¨æ˜Žï¼Œå¹³å‡æ¯ä¸ªäººçš„æ„ŸæŸ“程度,颜色表示它的范围。 ç°è‰²=无病。 绿色到红色=䏿–­å‡çº§çš„æ„ŸæŸ“程度。", //L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", + + // Flugente: weather texts describing what a map view does + L"这个视图显示了目å‰çš„天气。没有颜色=晴天。é’色为雨天。è“色为雷暴。橙色为沙尘暴。白色为下雪",//L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", + + // Flugente: describe what intel map view does + L"è¿™ä¸ªç•Œé¢æ˜¾ç¤ºå“ªä¸€ä¸ªåŒºåŸŸä¸Žå½“å‰è¿›è¡Œçš„任务相关。æŸäº›è´­ä¹°çš„æƒ…报也会显示在这里。", //L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"第%då°é˜Ÿåœ¨%s地区å‘现有人", + L"%så°é˜Ÿåœ¨%s地区å‘现有人的行踪",// L"Squad %s has noticed someone in sector %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"训练一队民兵è¦èŠ±è´¹$", + L"åŒæ„支付å—?", + L"你无法支付。", + L"继续在%s(%s %d)训练民兵å—?", + + L"花费$", + L"( Y/N )", // abbreviated yes/no + L"", // unused + L"在%d地区训练民兵将花费$%d。%s", + + L"你无法支付$%d以供在这里训练民兵。", + L"%s的忠诚度必须达到%d以上方å¯è®­ç»ƒæ°‘兵。", + L"ä½ ä¸èƒ½åœ¨%s训练民兵了。", + L"解放更多城镇分区", //L"liberate more town sectors", + + L"解放新的城镇分区", //L"liberate new town sectors", + L"解放更多城镇", //L"liberate more towns", + L"æ¢å¤å¤±åŽ»çš„è¿›åº¦", //L"regain your lost progress", + L"继续进度", //L"progress further", + + L"é›‡ä½£æ›´å¤šåæŠ—军", //L"recruit more rebels", +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"ä½ æ¯æ¬¡æœ€å¤šèƒ½æå–$20,000。", + L"ä½ ç¡®è®¤è¦æŠŠ%så­˜å…¥ä½ çš„å¸æˆ·å—?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"语音", //"Speech", + L"确认é™é»˜", //"Mute Confirmations", + L"æ˜¾ç¤ºå¯¹è¯æ–‡å­—", //"Subtitles", + L"æ˜¾ç¤ºå¯¹è¯æ–‡å­—æ—¶æš‚åœ", //"Pause Text Dialogue", + L"çƒŸç«æ•ˆæžœ", //"Animate Smoke", + L"血腥效果", //"Blood n Gore", + L"ä¸ç§»åŠ¨é¼ æ ‡", //"Never Move My Mouse!", + L"旧的选择方å¼", //"Old Selection Method", + L"显示移动路径", //"Show Movement Path", + L"显示未击中", //"Show Misses", + L"实时确认", //"Real Time Confirmation", + L"显示ç¡è§‰/é†’æ¥æ—¶çš„æç¤º", //"Display sleep/wake notifications", + L"使用公制系统", //"Use Metric System", + L"高亮显示佣兵", //"Highlight Mercs", + L"é”定佣兵", //"Snap Cursor to Mercs", + L"é”定门", //"Snap Cursor to Doors", + L"物å“闪亮", //"Make Items Glow", + L"显示树冠", //"Show Tree Tops", + L"智能显示树冠", //L"Smart Tree Tops", + L"显示轮廓", //"Show Wireframes", + L"显示3D光标", //"Show 3D Cursor", + L"显示命中机率", //"Show Chance to Hit on cursor", + L"榴弹å‘射器用连å‘准星", //"GL Burst uses Burst cursor", + L"å…许敌人嘲讽", // Changed from "Enemies Drop all Items" - SANDRO + L"å…许高仰角榴弹å‘å°„", //"High angle Grenade launching", + L"å…许实时潜行", // Changed from "Restrict extra Aim Levels" - SANDRO + L"按空格键选择下一支å°é˜Ÿ", //"Space selects next Squad", + L"显示物å“阴影", //"Show Item Shadow", + L"用格数显示武器射程", //"Show Weapon Ranges in Tiles", + L"å•呿›³å…‰å¼¹æ˜¾ç¤ºæ›³å…‰", //"Tracer effect for single shot", + L"雨声", //"Rain noises", + L"å…许乌鸦", //"Allow crows", + L"å…许显示敌军装备", // Show Soldier Tooltips + L"自动存盘", //"Auto save", + L"沉默的Skyrider", //"Silent Skyrider", + L"增强属性框(EDB)", //L"Enhanced Description Box", + L"强制回åˆåˆ¶æ¨¡å¼", // add forced turn mode + L"替代战略地图颜色", // Change color scheme of Strategic Map + L"替代å­å¼¹å›¾åƒ", // Show alternate bullet graphics (tracers) + L"佣兵外观造型", //L"Use Logical Bodytypes", + L"显示佣兵军衔", // shows mercs ranks + L"显示脸部装备图", + L"显示脸部装备图标", + L"ç¦æ­¢å…‰æ ‡åˆ‡æ¢", // Disable Cursor Swap + L"ä½£å…µè®­ç»ƒæ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while training + L"ä½£å…µä¿®ç†æ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while repairing + L"ä½£å…µåŒ»ç–—æ—¶ä¿æŒæ²‰é»˜", // Madd: mercs don't say quotes while doctoring + L"自动加速敌军回åˆ", // Automatic fast forward through AI turns + L"僵尸模å¼", + L"åŒºåŸŸç‰©å“æ å¼¹çª—åŒ¹é…æ‹¾å–", // the_bob : enable popups for picking items from sector inv + L"标记剩余敌人", + L"显示LBE(æºè¡Œå…·)物å“", + L"å转鼠标滚轮", //L"Invert mouse wheel", + L"ä¿æŒä½£å…µé—´è·", // when multiple mercs are selected, they will try to keep their relative distances + L"显示已知敌人ä½ç½®", //L"Show enemy location", show locator on last known enemy location + L"准心开始时为最大", // L"Start at maximum aim", + L"æ›¿æ¢æ–°çš„寻路方å¼", // L"Alternative pathfinding", + L"--作弊模å¼é€‰é¡¹--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"强制 Bobby Ray é€è´§", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG 选项--", // an example options screen options header (pure text) + L"报告错误的åç§»é‡", // L"Report Miss Offsets",Screen messages showing amount and direction of shot deviation. + L"é‡ç½®æ‰€æœ‰é€‰é¡¹", // failsafe show/hide option to reset all options + L"确定è¦é‡ç½®ï¼Ÿ", // a do once and reset self option (button like effect) + L"其它版本调试选项", // L"Debug Options in other builds"allow debugging in release or mapeditor + L"渲染选项组调试", // L"DEBUG Render Option group"an example option that will show/hide other options + L"鼠标显示区域", // L"Render Mouse Regions"an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"如果你想å¬åˆ°äººç‰©å¯¹è¯ï¼Œæ‰“开这个选项。", + + //Mute Confirmation + L"打开或关闭人物的å£å¤´ç¡®è®¤ã€‚", + + //Subtitles + L"æ˜¯å¦æ˜¾ç¤ºå¯¹è¯çš„æ–‡å­—。", + + //Key to advance speech + L"å¦‚æžœâ€œæ˜¾ç¤ºå¯¹è¯æ–‡å­—â€å·²æ‰“开,这个选项会让你有足够的时间æ¥é˜…读NPC的对è¯ã€‚", + + //Toggle smoke animation + L"å¦‚æžœçƒŸç«æ•ˆæžœä½¿å¾—游æˆå˜æ…¢ï¼Œå…³é—­è¿™ä¸ªé€‰é¡¹ã€‚", + + //Blood n Gore + L"如果鲜血使你觉得æ¶å¿ƒï¼Œå…³é—­è¿™ä¸ªé€‰é¡¹ã€‚", + + //Never move my mouse + L"å…³é—­è¿™ä¸ªé€‰é¡¹ä¼šä½¿ä½ çš„å…‰æ ‡è‡ªåŠ¨ç§»åˆ°å¼¹å‡ºçš„ç¡®è®¤å¯¹è¯æ¡†ä¸Šã€‚", + + //Old selection method + L"打开时,使用é“è¡€è”盟1代的佣兵选择方å¼ã€‚", + + //Show movement path + L"打开时,会实时显示移动路径(å¯ç”¨|S|h|i|f|té”®æ¥æ‰“开或者关闭)。", + + //show misses + L"打开时,会显示未击中目标的å­å¼¹è½ç‚¹ã€‚", + + //Real Time Confirmation + L"æ‰“å¼€æ—¶ï¼Œåœ¨å³æ—¶æ¨¡å¼ä¸­ç§»åЍè¦å•击两次。", + + //Sleep/Wake notification + L"打开时,被分é…任务的佣兵ç¡è§‰å’Œé†’æ¥æ—¶ä¼šæç¤ºä½ ã€‚", + + //Use the metric system + L"打开时,使用公制系统,å¦åˆ™ä½¿ç”¨è‹±åˆ¶ç³»ç»Ÿã€‚", + + //Highlight Mercs + L"打开时,虚拟ç¯å…‰ä¼šç…§äº®ä½£å…µå‘¨å›´ã€‚(|G)", //L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)", + + //Smart cursor + L"打开时,光标移动到佣兵身上时会高亮显示佣兵。", + + //snap cursor to the door + L"打开时,光标é è¿‘门时会自动定ä½åˆ°é—¨ä¸Šã€‚", + + //glow items + L"打开时,物å“ä¼šä¸æ–­çš„é—ªçƒã€‚(|C|t|r|l+|A|l|t+|I)", + + //toggle tree tops + L"打开时,显示树冠。(|T)", + + //smart tree tops + L"æ‰“å¼€æ—¶ï¼Œä¸æ˜¾ç¤ºä½äºŽå¯è§ä½£å…µå’Œé¼ æ ‡é™„近的树冠。", //L"When ON, hides tree tops near visible mercs and cursor position.", + + //toggle wireframe + L"打开时,显示未探明的墙的轮廓。(|C|t|r|l+|A|l|t+|W)", + + L"打开时,移动时的光标为3D弿 ·ã€‚(|H|o|m|e)", + + // Options for 1.13 + L"打开时,在光标上显示命中机率。", + L"打开时,榴弹å‘射器点射使用点射的准星。", + L"打开时,敌人行动中有时会带有对白。", // Changed from Enemies Drop All Items - SANDRO + L"打开时,榴弹å‘射器å…许采用较高仰角å‘射榴弹。(|A|l|t+|Q)", + L"æ‰“å¼€æ—¶ï¼Œæ½œè¡ŒçŠ¶æ€æœªè¢«æ•Œäººå‘现时ä¸ä¼šè¿›å…¥å›žåˆåˆ¶æ¨¡å¼ã€‚\né™¤éžæŒ‰ä¸‹ |C|t|r|l+|X 。(|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"打开时,按空格键自动切æ¢åˆ°ä¸‹ä¸€å°é˜Ÿã€‚(|S|p|a|c|e)", + L"打开时,显示物å“阴影。", + L"打开时,用格数显示武器射程。", + L"打开时,å•呿›³å…‰å¼¹ä¹Ÿæ˜¾ç¤ºæ›³å…‰ã€‚", + L"打开时,下雨时能å¬åˆ°é›¨æ°´éŸ³æ•ˆã€‚", //"When ON, you will hear rain noises when it is raining.", + L"打开时,å…许乌鸦出现。", + L"打开时,把光标定ä½åœ¨æ•Œäººèº«ä¸Šå¹¶ä¸”按下|A|l|t键会显示敌兵装备信æ¯çª—å£ã€‚", + L"打开时,游æˆå°†åœ¨çŽ©å®¶å›žåˆåŽè‡ªåŠ¨å­˜ç›˜ã€‚", + L"打开时,Skyriderä¿æŒæ²‰é»˜ã€‚", + L"打开时,使用物å“åŠæ­¦å™¨çš„“增强æè¿°æ¡†â€ï¼ˆEDB)。", + L"打开时,在战术画é¢å†…存在敌军时,将一直处于回åˆåˆ¶æ¨¡å¼ç›´è‡³è¯¥åœ°åŒºæ‰€æœ‰æ•Œå†›è¢«æ¶ˆç­ã€‚\n(å¯ä»¥é€šè¿‡å¿«æ·é”® (|C|t|r|l+|T) æ¥æŽ§åˆ¶æ‰“å¼€æˆ–å…³é—­å¼ºåˆ¶å›žåˆåˆ¶æ¨¡å¼ï¼‰", + L"æ‰“å¼€æ—¶ï¼Œæˆ˜ç•¥åœ°å›¾å°†ä¼šæ ¹æ®æŽ¢ç´¢çŠ¶æ€æ˜¾ç¤ºä¸åŒçš„ç€è‰²ã€‚", + L"打开时,当你射击时会显示间隔å­å¼¹å›¾åƒã€‚", + L"打开时,佣兵外观å¯éšç€æ­¦å™¨æˆ–防具装备的改å˜è€Œæ”¹å˜ä½£å…µå¤–观造型。", //L"When ON, mercenary body graphic can change along with equipped gear.", + L"打开时,在战略界é¢çš„ä½£å…µåæ—æ˜¾ç¤ºå†›è¡”ã€‚", + L"打开时,显示佣兵脸部装备图。", + L"打开时,佣兵肖åƒå³ä¸‹è§’显示脸部装备图标。", + L"打开时,在交æ¢ä½ç½®å’Œå…¶å®ƒåŠ¨ä½œæ—¶å…‰æ ‡ä¸åˆ‡æ¢ã€‚键入|xå¯ä»¥å¿«é€Ÿåˆ‡æ¢ã€‚", + L"打开时,佣兵训练时ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", + L"æ‰“å¼€æ—¶ï¼Œä½£å…µä¿®ç†æ—¶ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", + L"打开时,佣兵医疗时ä¸ä¼šéšæ—¶æ±‡æŠ¥è¿›ç¨‹ã€‚", + L"打开时,敌军回åˆå°†è¢«å¤§å¹…加速。", + + L"打开时,被击毙的敌人将有å¯èƒ½å˜æˆåƒµå°¸ã€‚ï¼ˆç”ŸåŒ–å±æœºæ¨¡å¼ï¼‰", + L"æ‰“å¼€æ—¶ï¼Œåœ¨åŒºåŸŸç‰©å“æ ç•Œé¢ï¼Œç‚¹å‡»ä½£å…µèº«ä¸Šç©ºç™½çš„æºè¡Œå…·ä½ç½®ä¼šå¼¹çª—åŒ¹é…æ‹¾å–物å“。", + L"打开时,会直接显示该区域最åŽä¸€ä¸ªæ•Œäººçš„大致ä½ç½®ã€‚", + L"æ‰“å¼€æ—¶ï¼Œåœ¨åŒºåŸŸç‰©å“æ ç•Œé¢ï¼Œå³é”®ç‚¹å‡»è£…有物å“çš„æºè¡Œå…·æ—¶å¯ç›´æŽ¥æ˜¾ç¤ºåŒ…å«çš„物å“。", + L"打开时,å转鼠标滚轮方å‘。", + L"打开时,当选择多个佣兵,在å‰è¿›æ—¶ä¼šä¿æŒå½¼æ­¤çš„é—´è·ã€‚|C|t|r|l+|A|l|t+|G \n(按|S|h|i|f|t+点击人物头åƒå¯ä»¥åŠ å…¥æˆ–ç§»å‡ºé˜Ÿä¼ï¼‰", //L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", + L"打开时,会显示已知敌人最åŽç§»åŠ¨çš„ä½ç½®ã€‚", //L"When ON, shows last known enemy location.", + L"æ‰“å¼€æ—¶ï¼Œé»˜è®¤çž„å‡†å€¼ä¸ºæœ€å¤§ï¼Œè€Œä¸æ˜¯æ— ã€‚", //L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"打开时,使用A*å¯»è·¯ç®—æ³•ï¼Œè€Œä¸æ˜¯åŽŸå§‹ç®—æ³•ã€‚", //L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"强制 Bobby Ray 出货", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: 当打开时, 将报告æ¯ä¸ªå­å¼¹å离目标中心点的è·ç¦»ï¼Œè€ƒè™‘å„ç§NCTH因素。", + L"ä¿®å¤æŸå的游æˆè®¾ç½®", // failsafe show/hide option to reset all options + L"ä¿®å¤æŸå的游æˆè®¾ç½®", // a do once and reset self option (button like effect) + L"在建立release或mapeditor时,å…许调试æ“作", // allow debugging in release or mapeditor + L"切æ¢ä»¥æ˜¾ç¤ºè°ƒè¯•渲染选项", // an example option that will show/hide other options + L"å°è¯•在鼠标周围地区显示斜线矩形", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + + +STR16 gzGIOScreenText[] = +{ + L"游æˆåˆå§‹è®¾ç½®", +#ifdef JA2UB + L"éšæœº Manuel 文本",//L"Random Manuel texts ", + L"å…³",//L"Off", + L"å¼€",//L"On", +#else + L"游æˆé£Žæ ¼", + L"现实", + L"ç§‘å¹»", +#endif + L"金版", + L"武器数é‡", // changed by SANDRO + L"大釿­¦å™¨", + L"少釿­¦å™¨", // changed by SANDRO + L"游æˆéš¾åº¦", + L"新手", + L"è€æ‰‹", + L"专家", + L"ç–¯å­", + L"确定", + L"å–æ¶ˆ", + L"é¢å¤–难度", + L"éšæ—¶å­˜ç›˜", + L"é“人模å¼", + L"在Demo中ç¦ç”¨", + L"Bobby Ray è´§å“等级", + L"普通|一般", + L"一级|较多", + L"高级|很多", + L"æžå“|囧多", + L"æºè¡Œç³»ç»Ÿ / 附件系统", + L"NOT USED", + L"NOT USED", + L"读å–è”æœºæ¸¸æˆ", + L"游æˆåˆå§‹è®¾ç½®ï¼ˆä»…在æœåŠ¡å™¨è®¾ç½®æ—¶æœ‰æ•ˆï¼‰", + // Added by SANDRO + L"技能系统", + L"æ—§", + L"æ–°", + L"IMP æ•°é‡", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"敌军物å“全掉", + L"å…³", + L"å¼€", +#ifdef JA2UB + L"Tex å’Œ John",//L"Tex and John", + L"éšæœº",//L"Random", + L"全部",//"All", +#else + L"通缉犯出现方å¼", + L"éšæœº", + L"全部", +#endif + L"敌军秘密基地出现方å¼", + L"éšæœº", + L"全部", + L"敌军装备进展速度", + L"很慢", + L"æ…¢", + L"一般", + L"å¿«", + L"很快", + + L"æ—§ / æ—§", + L"æ–° / æ—§", + L"æ–° / æ–°", + + // Squad Size + L"å°é˜Ÿäººæ•°",//"Max. Squad Size", + L"6", + L"8", + L"10", + //L"Bobby Ray 快速出货", //L"Faster Bobby Ray Shipments", + L"æˆ˜æ–—æ—¶å–æ”¾ç‰©å“消耗AP", //L"Inventory Manipulation Costs AP", + + L"新命中率系统(NCTH)", //L"New Chance to Hit System", + L"改进的中断系统(IIS)", //L"Improved Interrupt System", + L"佣兵故事背景", //L"Merc Story Backgrounds", + L"生存模å¼ä¸Žé£Ÿç‰©ç³»ç»Ÿ", + L"Bobby Ray 供货é‡", + + // anv: extra iron man modes + L"å‡é“人", //L"Soft Iron Man", + L"真é“人", //L"Extreme Iron Man", +}; + +STR16 gzMPJScreenText[] = +{ + L"多人游æˆ",//L"MULTIPLAYER", + L"加入",//L"Join", + L"主机",//L"Host", + L"å–æ¶ˆ",//L"Cancel", + L"刷新",//L"Refresh", + L"玩家åç§°",//L"Player Name", + L"æœåС噍 IP",//L"Server IP", + L"端å£",//L"Port", + L"æœåС噍å",//L"Server Name", + L"# Plrs", + L"版本",//L"Version", + L"游æˆç±»åž‹",//L"Game Type", + L"Ping", + L"你必须输入你的玩家å称。",//L"You must enter a player name.", + L"你必须输入有效的æœåС噍IP地å€ã€‚(例如 84.114.195.239)。",//L"You must enter a valid server IP address.\n (eg 84.114.195.239).", + L"您必须输入正确的æœåŠ¡å™¨ç«¯å£ï¼ŒèŒƒå›´1~65535。",//L"You must enter a valid Server Port between 1 and 65535.", +}; + +STR16 gzMPJHelpText[] = +{ + L"访问http://webchat.quakenet.org/?channels=ja2-multiplayer寻找其他玩家。", //Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players + L"您å¯ä»¥æŒ‰â€œYâ€ï¼Œæ‰“开游æˆä¸­çš„èŠå¤©çª—å£ï¼Œä¹‹åŽä½ ä¸€ç›´è¿žæŽ¥åˆ°æœåŠ¡å™¨ã€‚", + + L"主机",//L"HOST", + L"输入IP地å€ï¼Œç«¯å£å·å¿…须大于60000", //Enter '127.0.0.1' for the IP and the Port number should be greater than 60000. + L"ç¡®ä¿(UDP, TCP)端å£ç”±ä½ çš„路由器转å‘,更多信æ¯è¯·çœ‹:http://portforward.com", //Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com + L"你必须将你的外网IP通过QQ或者什么,告诉其他玩家", //You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players. + L"点击“主机â€åˆ›å»ºä¸€ä¸ªæ–°çš„局域网游æˆ", //Click on 'Host' to host a new Multiplayer Game. + + L"加入", //JOIN + L"主机需è¦å‘é€å¤–网IP和端å£", //The host has to send (via IRC, ICQ, etc) you the external IP and the Port number + L"输入主机的外网IP和端å£å·", //L"Enter the external IP and the Port number from the host.", + L"ç‚¹å‡»â€œåŠ å…¥â€æ¥åР入已ç»åˆ›å»ºå¥½çš„æ¸¸æˆã€‚", //Click on 'Join' to join an already hosted Multiplayer Game +}; + +STR16 gzMPHScreenText[] = +{ + L"建立主机",//L"HOST GAME", + L"开始",//L"Start", + L"å–æ¶ˆ",//L"Cancel", + L"æœåС噍å",//L"Server Name", + L"游æˆç±»åž‹",//L"Game Type", + L"死亡模å¼",//L"Deathmatch", + L"团队死亡模å¼",//L"Team Deathmatch", + L"åˆä½œæ¨¡å¼",//L"Co-operative", + L"最大玩家数",//L"Max Players", + L"å°é˜Ÿè§„模",//L"Squad Size", + L"选择佣兵",//L"Merc Selection", + L"éšæœºä½£å…µ",//L"Random Mercs", + L"已被雇佣",//L"Hired by Player", + L"起始平衡",//L"Starting Cash", + L"å¯ä»¥é›‡ä½£ç›¸åŒä½£å…µ",//L"Can Hire Same Merc", + L"佣兵报告", //Report Hired Mercs + L"å¼€å¯Bobby Rays网上商店", + L"开始边缘区域", //Sector Starting Edge + L"必须输入æœåС噍å", + L"", + L"", + L"开始时间", + L"", + L"", + L"武器伤害", + L"", + L"计时器", + L"", + L"åˆä½œæ¨¡å¼ä¸­å…许平民", + L"", + L"CO-OP敌军最大值", //Maximum Enemies in CO-OP + L"åŒæ­¥æ¸¸æˆç›®å½•", + L"åŒæ­¥å¤šäººæ¨¡å¼ç›®å½•", + L"你必须进入一个文件传输目录.", + L"(使用 '/' 代替 '\\' 作为目录分隔符)", + L"æŒ‡å®šçš„åŒæ­¥ç›®å½•ä¸å­˜åœ¨ã€‚", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Yes", + L"No", + // Starting Time + L"早晨", //Morning + L"下åˆ", //Afternoon + L"晚上", //Night + // Starting Cash + L"低", + L"中", + L"高", + L"æ— é™", //Unlimited + // Time Turns + L"从ä¸",//Never + L"缓慢",//Slow + L"中速",//Medium + L"快速",//Fast + // Weapon Damage + L"很慢", + L"æ…¢", + L"正常", + // Merc Hire + L"éšæœº", + L"正常", + // Sector Edge + L"éšæœº", + L"å¯é€‰", + // Bobby Ray / Hire same merc + L"ç¦æ­¢", + L"å…许", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"奥斯汀", //"Austin", //Austin, Texas, USA + L"巴格达", //"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"香港", //"Hong Kong", //Hong Kong, Hong Kong + L"è´é²ç‰¹", //"Beirut", //Beirut, Lebanon (Middle East) + L"伦敦", //"London", //London, England + L"æ´›æ‰çŸ¶", //"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"迈阿密", //"Miami", //Miami, Florida, USA (SE corner of USA) + L"莫斯科", //"Moscow", //Moscow, USSR + L"纽约", //"New York", //New York, New York, USA + L"渥太åŽ", //"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"巴黎", //"Paris", //Paris, France + L"的黎波里", //"Tripoli", //Tripoli, Libya (eastern Mediterranean) + L"东京", //"Tokyo", //Tokyo, Japan + L"温哥åŽ", //"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"你确定å—?零æ„味ç€ä½ ä¸èƒ½æ‹¥æœ‰è¿™é¡¹æŠ€èƒ½ã€‚", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"(最多8个字符)", //"( 8 Characters Max )", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"分æž...", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"谢谢你,%s", +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"嗓音", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"阵亡", //"Killed in Action", + L"解雇", //"Dismissed", + L"å…¶ä»–", //"Other", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"人事管ç†", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"æ¸¸æˆæš‚åœ", //"Game Paused", + L"ç»§ç»­æ¸¸æˆ (|P|a|u|s|e)", //"Resume Game (|P|a|u|s|e)", + L"æš‚åœæ¸¸æˆ (|P|a|u|s|e)", //"Pause Game (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"退出游æˆ", //"Exit Game?", + L"确定", //"OK", + L"是", //"YES", + L"å¦", //"NO", + L"å–æ¶ˆ", //"CANCEL", + L"冿¬¡é›‡ä½£", //"REHIRE", + L"æ’’è°Ž", //"LIE", // + L"没有æè¿°", //"No description", //Save slots that don't have a description. + L"游æˆå·²ä¿å­˜ã€‚", //"Game Saved.", + L"游æˆå·²ä¿å­˜ã€‚", //"Game Saved.", + L"QuickSave", //"QuickSave", //The name of the quicksave file (filename, text reference) + L"SaveGame", //"SaveGame",//The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"æ—¥", //"Day", + L"个佣兵", //"Mercs", + L"空", //"Empty Slot", //An empty save game slot + L"Demo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"Release", //Release build for JA2 + L"rpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"分钟", //"min", //Abbreviation for minute. + L"ç±³", //"m", //One character abbreviation for meter (metric distance measurement unit). + L"å‘", //L"rnds", //Abbreviation for rounds (# of bullets) + L"公斤", //"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"磅", //"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"主页", //"Home", //Home as in homepage on the internet. + L"USD", //L"USD", //Abbreviation to US dollars + L"n/a", //Lowercase acronym for not applicable. + L"ä¸Žæ­¤åŒæ—¶", //"Meanwhile", //Meanwhile + L"%s已到达%s%s分区", //"%s has arrived in sector %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying //SirTech + + L"版本", //L"Version", + L"没有快速存档", //"Empty Quick Save Slot", + L"该ä½ç½®ç”¨æ¥æ”¾Quick Save(快速存档)。请在战术å±å¹•或者地图å±å¹•按ALT+S进行快速存档。", + L"打开的", //"Opened", + L"关闭的", //"Closed", + L"ç£ç›˜ç©ºé—´ä¸è¶³ã€‚åªæœ‰%sMBå¯ç”¨ç©ºé—´ï¼Œã€Šé“è¡€è”盟2》需è¦%sMB。", + L"从AIM雇佣了%s。", //"Hired %s from AIM", + L"%s抓ä½äº†%s。", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%sï¼ˆä½¿ç”¨äº†ã€æ‹¾å–了ã€ä¸­äº†ï¼‰%s。", //L"%s has taken %s。", + L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"游æˆä¸å®Œæ•´ã€‚",//The integrity of the game has been compromised + L"错误: 弹出 CD-ROM",//ERROR: Ejected CD-ROM + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"没有空间施展你的武器。", //"There is no room to fire from here.", + + //Can't change stance due to objects in the way... + L"现在无法改å˜å§¿åŠ¿ã€‚", //"Cannot change stance at this time.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"放下", //"Drop", + L"投掷", //"Throw", + L"交给", //"Pass", + + L"把%s交给了%s。", //"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"æ²¡æœ‰è¶³å¤Ÿç©ºä½æŠŠ%s交给%s。", //"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" 附加]", //L" attached]", + + //Cheat modes + L"å¼€å¯ä½œå¼Šç­‰çº§ä¸€", //"Cheat level ONE reached", + L"å¼€å¯ä½œå¼Šç­‰çº§äºŒ", //"Cheat level TWO reached", + + //Toggling various stealth modes + L"å°é˜Ÿè¿›å…¥æ½œè¡Œæ¨¡å¼ã€‚", //"Squad on stealth mode.", + L"å°é˜Ÿé€€å‡ºæ½œè¡Œæ¨¡å¼ã€‚", //"Squad off stealth mode.", + L"%s 进入潜行模å¼ã€‚", //"%s on stealth mode.", + L"%s 退出潜行模å¼ã€‚", //"%s off stealth mode.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"打开显示轮廓", //"Extra Wireframes On", + L"关闭显示轮廓", //"Extra Wireframes Off", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"无法从这层上去...", //"Can't go up from this level...", + L"没有更低的层了...", //"There are no lower levels...", + L"进入地下室%d层...", //"Entering basement level %d...", + L"离开地下室...", //"Leaving basement...", + + L"çš„", //"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"å…³é—­è·Ÿéšæ¨¡å¼ã€‚", //"Follow mode OFF.", + L"æ‰“å¼€è·Ÿéšæ¨¡å¼ã€‚", //"Follow mode ON.", + L"䏿˜¾ç¤º3D光标。", //"3D Cursor OFF.", + L"显示3D光标。", //"3D Cursor ON.", + L"第%då°é˜Ÿæ¿€æ´»ã€‚", //"Squad %d active.", + L"你无法支付%sçš„%s日薪", //"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary + L"跳过", //"Skip", + L"%sä¸èƒ½ç‹¬è‡ªç¦»å¼€ã€‚", //"%s cannot leave alone.", + L"一个文件å为SaveGame99.sav的存档被创建了。如果需è¦çš„è¯ï¼Œå°†å…¶æ›´å为SaveGame01 - SaveGame10,然åŽä½ å°±èƒ½è½½å…¥è¿™ä¸ªå­˜æ¡£äº†ã€‚", //"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.", + L"%s å–了点 %s。", //"%s drank some %s", + L"Drassen收到了包裹。", //"A package has arrived in Drassen.", + L"%s将到达指定的ç€é™†ç‚¹(分区%s),于%dæ—¥%s。", //"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"æ—¥å¿—å·²ç»æ›´æ–°ã€‚", //"History log updated.", + L"榴弹å‘射器点射时使用准星光标(å¯ä»¥æ‰«å°„)", + L"榴弹å‘å°„å™¨è¿žå‘æ—¶ä½¿ç”¨å¼¹é“光标(ä¸å¯ä»¥æ‰«å°„)", //"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", + L"开坿•Œå…µè£…备æç¤º", // Changed from Drop All On - SANDRO + L"关闭敌兵装备æç¤º", // 80 // Changed from Drop All Off - SANDRO + L"榴弹å‘射器以正常仰角å‘射榴弹", //"Grenade Launchers fire at standard angles", + L"榴弹å‘射器以较高仰角å‘射榴弹", //L"Grenade Launchers fire at higher angles", + // forced turn mode strings + L"强制回åˆåˆ¶æ¨¡å¼", + L"正常回åˆåˆ¶æ¨¡å¼", + L"离开战斗", + L"强制回åˆåˆ¶æ¨¡å¼å¯åŠ¨ï¼Œè¿›å…¥æˆ˜æ–—", + L"自动储存æˆåŠŸã€‚", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved + L"客户端", //"Client", + L"æ—§æºè¡Œç³»ç»Ÿä¸èƒ½ä¸Žæ–°é™„ä»¶ç³»ç»ŸåŒæ—¶ä½¿ç”¨ã€‚", + + L"自动存盘 #", //91 // Text des Auto Saves im Load Screen mit ID + L"自动存盘专用,å¯åœ¨ja2_options.ini里设置AUTO_SAVE_EVERY_N_HOURSæ¥å¼€å¯/关闭。", //L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"... 自动存盘ä½ç½® #", //L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn 存盘 #", // 95 // The text for the tactical end turn auto save + L"自动存盘中 #", // 96 // The message box, when doing auto save + L"存盘中", // 97 // The message box, when doing end turn auto save + L"... End-Turn 存盘ä½ç½® #", // 98 // The message box, when doing auto save + L"战术回åˆå®Œæ¯•存盘专用,å¯ä»¥åœ¨æ¸¸æˆè®¾ç½®å¼€å¯/关闭。", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) + L"鼠标已é”定,鼠标移动范围强制é™åˆ¶åœ¨æ¸¸æˆçª—å£å†…部区域。", // 104 + L"鼠标已释放,鼠标移动范围ä¸å†å—é™äºŽæ¸¸æˆçª—å£å†…部区域。", // 105 + L"ä¿æŒä½£å…µé—´è·å¼€å¯", + L"ä¿æŒä½£å…µé—´è·å…³é—­", + L"虚拟佣兵光照开å¯", + L"虚拟佣兵光照关闭", + L"军队%s活动。", //L"Squad %s active.", + L"%s抽了åª%s。", //L"%s smoked %s.", + L"激活作弊?", //L"Activate cheats?", + L"关闭作弊?", //L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"确认", //"OK", + L"å‘上滚动", //"Scroll Up", + L"选择全部", //"Select All", + L"å‘下滚动", //"Scroll Down", + L"å–æ¶ˆ", //"Cancel", +}; + +STR16 pDoctorWarningString[] = +{ + L"%sä¸å¤Ÿè¿‘,ä¸èƒ½è¢«æ²»ç–—。", + L"你的医生ä¸èƒ½åŒ…扎完æ¯ä¸ªäººã€‚", +}; + +STR16 pMilitiaButtonsHelpText[] = +{ + L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\næ–°å…µ", // button help text informing player they can pick up or drop militia with this button + L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\n常规兵", + L"撤走 (|R|i|g|h|t |C|l|i|c|k)\nåˆ†é… (|L|e|f|t |C|l|i|c|k)\nè€å…µ", + L"所有民兵将在城市所属分区平å‡åˆ†é…", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"去AIM雇几个佣兵( *æç¤º* 在笔记本电脑里)", +#ifdef JA2UB + L"当你准备出å‘å‰å¾€Tracona,点击å±å¹•å³ä¸‹æ–¹çš„æ—¶é—´åŽ‹ç¼©æŒ‰é’®ã€‚", +#else + L"当你准备出å‘å‰å¾€Arulco,点击å±å¹•å³ä¸‹æ–¹çš„æ—¶é—´åŽ‹ç¼©æŒ‰é’®ã€‚", +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"错误。丢失或æŸå文件。游æˆå°†é€€å‡ºã€‚", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"查看邮件", + L"æµè§ˆç½‘页", + L"查看文件和邮件的附件", + L"阅读事件日志", + L"查看队ä¼ä¿¡æ¯", + L"查看财务简报和记录", + L"关闭笔记本电脑", + + //Bottom task bar icons (if they exist): + L"你有新的邮件", + L"你有新的文件", + + //Bookmarks: + L"国际佣兵è”盟", + L"Bobby Ray网上武器店", + L"佣兵心ç†å‰–æžç ”究所", + L"廉价佣兵中心", + L"McGillicutty公墓", + L"è”åˆèб剿œåС公å¸", + L"A.I.M指定ä¿é™©ä»£ç†äºº", + //New Bookmarks + L"", + L"百科全书", + L"简报室", + L"战役历å²", + L"佣兵之家", //L"Mercenaries Love or Dislike You", + L"世界å«ç”Ÿç»„织", //L"World Health Organization", + L"Kerberus - 安ä¿å…¬å¸",//L"Kerberus - Experience In Security", + L"民兵总览",//L"Militia Overview", + L"侦察情报局", //L"Recon Intelligence Services", + L"å·²å é¢†çš„工厂", //L"Controlled factories", + L"ArulcoåæŠ—军å¸ä»¤éƒ¨", //L"Arulco Rebel Command", +}; + + +STR16 gzHelpScreenText[] = +{ + L"退出帮助å±å¹•", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"战斗正在进行中,你åªèƒ½åœ¨æˆ˜æœ¯å±å¹•进行撤退。", + L"进入该分区,继续战斗。(|E)", + L"自动解决这次战斗。(|A)", + L"当你进攻时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", + L"当你é­é‡ä¼å…µæ—¶ï¼Œä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", + L"当在矿井里和异形作战时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", + L"还有敌对的平民时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", + L"有血猫时,ä¸èƒ½è‡ªåŠ¨è§£å†³æˆ˜æ–—ã€‚", + L"战斗进行中", + L"ä½ ä¸èƒ½åœ¨è¿™æ—¶æ’¤é€€ã€‚", +}; + +STR16 gzMiscString[] = +{ + L"在没有你的佣兵支æ´ä¸‹ï¼Œæ°‘兵继续战斗...", + L"现在车辆ä¸éœ€è¦åŠ æ²¹ã€‚", //"The vehicle does not need anymore fuel right now.", + L"油箱装了%d%的油。", //"The fuel tank is %d%% full.", + L"Deidrannaå¥³çŽ‹çš„å†›é˜Ÿé‡æ–°å®Œå…¨å é¢†äº†%s。", + L"你丢失了加油点。", //"You have lost a refueling site.", +}; + +STR16 gzIntroScreen[] = +{ + L"找ä¸åˆ°è§†é¢‘文件", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s å¬åˆ°%s声音æ¥è‡ª%s。", + L"%s å¬åˆ°%s移动声æ¥è‡ª%s。", + L"%s å¬åˆ°%så±å±å£°æ¥è‡ª%s。", + L"%s å¬åˆ°%s溅水声æ¥è‡ª%s。", + L"%s å¬åˆ°%s撞击声æ¥è‡ª%s。", + L"%s å¬åˆ°%så¼€ç«å£°æ¥è‡ª%s.", // anv: without this, all further noise notifications were off by 1! + L"%s å¬åˆ°%s爆炸声å‘å‘%s。", + L"%s å¬åˆ°%så°–å«å£°å‘å‘%s。", + L"%s å¬åˆ°%s撞击声å‘å‘%s。", + L"%s å¬åˆ°%s撞击声å‘å‘%s。", + L"%s å¬åˆ°%s粉碎声æ¥è‡ª%s。", + L"%s å¬åˆ°%s破碎声æ¥è‡ª%s。", + L"", // anv: placeholder for silent alarm + L"%s å¬åˆ°%sæŸäººçš„说è¯å£°æ¥è‡ª%s。", // anv: report enemy taunt to player +}; + +STR16 pTauntUnknownVoice[] = +{ + L"䏿˜Žè¯´è¯å£°", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"æŒ‰å§“åæŽ’åº (|F|1)", + L"æŒ‰ä»»åŠ¡æŽ’åº (|F|2)", + L"按ç¡çœ çŠ¶æ€æŽ’åº (|F|3)", + L"æŒ‰åœ°ç‚¹æŽ’åº (|F|4)", + L"æŒ‰ç›®çš„åœ°æŽ’åº (|F|5)", + L"æŒ‰é¢„è®¡ç¦»é˜Ÿæ—¶é—´æŽ’åº (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"错误 404", //"Error 404", + L"网站未找到", //"Site not found.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"近期è¿è´§", //"Recent Shipments", + L"è®¢å• #", //"Order #", + L"ç‰©å“æ•°é‡", //"Number Of Items", + L"订购日期", //"Ordered On", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Maarnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"游æˆå¼€å‘者", // Chris Camfield + L"策划/编剧", // Shaun Lyng + L"战略系统和编辑器开å‘者", //Kris \"The Cow Rape Man\" Marnes + L"制片人/总策划", // Ian Currie + L"地图设计师", // Linda Currie + L"美术设计", // Eric \"WTF\" Cheng + L"测试", // Lynn Holowka + L"高级美术设计", // Norman \"NRG\" Olsen + L"音效师", // George Brooks + L"界é¢è®¾è®¡", // Andrew Stacey + L"动画师", // Scot Loving + L"程åºå¼€å‘", // Andrew \"Big Cheese Doddle\" Emmons + L"程åºè®¾è®¡", // Dave French + L"战略系统与游æˆå¹³è¡¡å¼€å‘", // Alex Meduna + L"人物设计师", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(还在学习标点符å·)", // Shaun Lyng + L"(\"å·²ç»å®Œæˆï¼Œæˆ‘ä»¬åªæ˜¯åšä¸€äº›ä¿®æ­£\")", //Kris \"The Cow Rape Man\" Marnes + L"(干这活我的年纪太大了)", // Ian Currie + L"(进行巫术8项目的工作)", // Linda Currie + L"(被枪指ç€åŽ»åšQA)", // Eric \"WTF\" Cheng + L"(Left us for the CFSA - go figure...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(蹭车以åŠçˆµå£«ä¹çˆ±å¥½è€…)", // Andrew Stacey + L"(他真正的å字是罗伯特)", // Scot Loving + L"(唯一负责任的人)", // Andrew \"Big Cheese Doddle\" Emmons + L"(现在就想回到motocrossing)", // Dave French + L"(从巫术8é¡¹ç›®ä¸­å·æ¥çš„)", // Alex Meduna + L"(也å‚与制作物å“åŠè¯»æ¡£ç”»é¢)", // Joey \"Joeker\" Whelan", +}; + +// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. +STR16 sRepairsDoneString[] = +{ + L"%s ä¿®å¤äº†è‡ªå·±çš„物å“。", + L"%s ä¿®å¤äº†æ‰€æœ‰äººçš„æžªå’ŒæŠ¤ç”²ã€‚", + L"%s ä¿®å¤äº†æ‰€æœ‰äººçš„装备。", + L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„大型物å“。",//L"%s finished repairing everyone's large carried items", + L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„中型物å“。",//L"%s finished repairing everyone's medium carried items", + L"%s ä¿®å¤æ‰€æœ‰äººæºå¸¦çš„å°åž‹ç‰©å“。",//L"%s finished repairing everyone's small carried items", + L"%s ä¿®å¤æ‰€æœ‰äººçš„æºè¡Œå…·ã€‚",//L"%s finished repairing everyone's LBE gear", + L"%s 清æ´äº†æ‰€æœ‰äººçš„æžªæ”¯ã€‚", //L"%s finished cleaning everyone's guns.", +}; + +STR16 zGioDifConfirmText[]= +{ + L"ä½ é€‰æ‹©äº†â€œæ–°æ‰‹â€æ¨¡å¼ã€‚这个设置是为那些刚玩é“è¡€è”盟的玩家准备的,他们刚接触策略游æˆï¼Œæˆ–è€…ä»–ä»¬å¸Œæœ›å¿«ç‚¹ç»“æŸæˆ˜æ–—。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œæ–°æ‰‹â€æ¨¡å¼å—?", + L"ä½ é€‰æ‹©äº†â€œè€æ‰‹â€æ¨¡å¼ã€‚这个设置是为那些已ç»ç†Ÿæ‚‰é“è¡€è”盟或类似游æˆçš„玩家准备的。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œè€æ‰‹â€æ¨¡å¼å—?", + L"ä½ é€‰æ‹©äº†â€œä¸“å®¶â€æ¨¡å¼ã€‚我们警告你,如果你被装在尸袋里è¿å›žæ¥ï¼Œä¸è¦æ¥å‘我们抱怨。你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œä¸“å®¶â€æ¨¡å¼å—?", + L"ä½ é€‰æ‹©äº†â€œç–¯ç‹‚â€æ¨¡å¼ã€‚警告: 如果你被装在塑料袋里一å—å—è¿å›žæ¥ï¼Œä¸è¦æ¥å‘我们抱怨。女王会狠狠地凌è™ä½ ã€‚你的选择会在整个游æˆä¸­ç”Ÿæ•ˆï¼Œæ‰€ä»¥è¯·ä½œå‡ºæ˜Žæ™ºçš„选择。你真的è¦çŽ©â€œç–¯ç‹‚â€æ¨¡å¼å—?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"没有找到loadscreenæ•°æ®æ–‡ä»¶%S...", //"%S loadscreen data file not found...", + + //1-5 + L"ç”±äºŽæ²¡æœ‰äººåœ¨ç”¨é¥æŽ§å™¨ï¼Œæœºå™¨äººæ— æ³•ç¦»å¼€æœ¬åˆ†åŒºã€‚", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"你现在无法压缩时间。请等待炸弹爆炸ï¼", + + //'Name' refuses to move. + L"%sæ‹’ç»ç§»åŠ¨ã€‚", + + //%s a merc name + L"%s精力ä¸è¶³ï¼Œæ— æ³•改å˜å§¿åŠ¿ã€‚", //"%s does not have enough energy to change stance.", + + //A message that pops up when a vehicle runs out of gas. + L"%s汽油耗尽,现在在%c%d抛锚了。", //"The %s has run out of gas and is now stranded in %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"上方", + L"下方", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"佣兵中没人有医疗技能。", + L"没有足够的医疗物å“进行包扎。", + L"没有足够的医疗物å“给所有人进行包扎。", + L"佣兵中没人需è¦åŒ…扎。", //"None of your mercs need bandaging.", + L"自动包扎佣兵。", //"Bandages mercs automatically.", + L"全部佣兵已被包扎完毕。", //"All your mercs are bandaged.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + + L"(屋顶)", + + L"生命: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d vs. %d", + + L"%s满了。", + + L"%s现在ä¸ç”¨åŒ…扎,他(她)需è¦è®¤çœŸçš„æ²»ç–—和休æ¯ã€‚", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s 被击中腿部,并且倒下了ï¼", + //Name can't speak right now. + L"%s 现在ä¸èƒ½è¯´è¯ã€‚", + + //22-24 plural versions + L"%d个新兵被æå‡ä¸ºç²¾å…µã€‚", + L"%d个新兵被æå‡ä¸ºè€å…µã€‚", + L"%d个è€å…µè¢«æå‡ä¸ºç²¾å…µã€‚", + + //25 + L"开关", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s 疯狂了ï¼", //L"%s goes psycho!", + + //27-28 + //Messages why a player can't time compress. + L"现在压缩时间ä¸å®‰å…¨ï¼Œå› ä¸ºä½ æœ‰ä½£å…µåœ¨åˆ†åŒº%s。", + L"现在压缩时间ä¸å®‰å…¨ï¼Œå› ä¸ºä½ æœ‰ä½£å…µåœ¨å¼‚形所在的矿井。", + + //29-31 singular versions + L"1个新兵被晋å‡ä¸ºç²¾å…µã€‚", + L"1个新兵被晋å‡ä¸ºè€å…µã€‚", + L"1个è€å…µè¢«æ™‹å‡ä¸ºç²¾å…µã€‚", + + //32-34 + L"%s无语。", //"%s doesn't say anything.", + L"回到地é¢ï¼Ÿ", + L"(第%då°é˜Ÿ)", //"(Squad %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s ä¿®å¤äº† %sçš„%s。", + + //36 + L"血猫", + + //37-38 "Name trips and falls" + L"%s 踩到陷阱,跌倒了。", + L"这个物å“ä¸èƒ½ä»Žè¿™é‡Œæ¡èµ·ã€‚", + + //39 + L"你现有的佣兵中没人能进行战斗。民兵们将独自和异形作战。", + + //40-43 + //%s is the name of merc. + L"%s用完了医è¯ç®±é‡Œçš„è¯å“ï¼", //"%s ran out of medical kits!", + L"%s没有所需技能æ¥åŒ»ç–—他人ï¼", //"%s lacks the necessary skill to doctor anyone!", + L"%s用完工具箱里的工具ï¼", //"%s ran out of tool kits!", + L"%s没有所需技能æ¥ä¿®ç†ç‰©å“ï¼", //"%s lacks the necessary skill to repair anything!", + + //44-45 + L"ä¿®ç†æ—¶é—´", //L"Repair Time", + L"%s看ä¸åˆ°è¿™ä¸ªäººã€‚", + + //46-48 + L"%s的增程枪管掉下æ¥äº†ï¼", //"%s's gun barrel extender falls off!", + // HEADROCK HAM 3.5: Changed to reflect facility effect. + L"åªå…许ä¸å¤šäºŽ%då佣兵在这个分区训练民兵。", //"No more than %d militia trainers are permitted per sector.", //L"No more than %d militia trainers are permitted in this sector.",//ham3.6 + L"你确定å—?", //"Are you sure?", + + //49-50 + L"时间压缩", + L"车辆的油箱已ç»åŠ æ»¡æ²¹äº†ã€‚", + + //51-52 Fast help text in mapscreen. + L"继续时间压缩 (|S|p|a|c|e)", + L"åœæ­¢æ—¶é—´åŽ‹ç¼© (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s ä¿®ç†å¥½äº†å¡å£³çš„ %s", //L"%s has unjammed the %s", + L"%s ä¿®ç†å¥½äº†å¡å£³çš„ %sçš„%s", //L"%s has unjammed %s's %s", + + //55 + L"查看分区存货时无法压缩时间。", //L"Can't compress time while viewing sector inventory.", + + L"没有找到é“è¡€è”盟2光盘,程åºå³å°†é€€å‡ºã€‚", //The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit. + + L"物å“ç»„åˆæˆåŠŸã€‚", + + //58 + //Displayed with the version information when cheats are enabled. + L"当å‰/最大进展: %d%ï¼…/%d%ï¼…", //"Current/Max Progress: %d%%/%d%%",//zww + + L"护é€Johnå’ŒMary?", + + // 60 + L"开关被激活", //"Switch Activated.", + + L"%s的陶瓷片已ç»ç²‰ç¢Žäº†ï¼", //"%s's ceramic plates have been smashed!", + L"%s 多打了%då‘å­å¼¹ï¼", //"%s fires %d more rounds than intended!", + L"%s 多打了1å‘å­å¼¹ï¼", //"%s fires %d more round than intended!", + + L"你得先关闭物å“ä¿¡æ¯ç•Œé¢ï¼", + + L"无法快进 - 该分区有敌对的市民和/或血猫。", // 65 //L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", +}; + +// HEADROCK HAM 3.5: Added sector name +STR16 gzCWStrings[] = +{ + L"是å¦å‘¼å«é‚»è¿‘区域的æ´å…µåˆ°%s?", //L"Call reinforcements to %s from adjacent sectors?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|ä½|ç½®: %d\n", + L"%s|亮|度: %d / %d\n", + L"%s|ç›®|æ ‡|è·|离: %d\n", + L"%s|I|D: %d\n", + L"%s|订|å•: %d\n", + L"%s|属|性: %d\n", + L"%s|当|å‰ |A|Ps: %d\n", + L"%s|当|å‰ |生|命: %d\n", + L"%s|当|å‰|ç²¾|力: %d\n", + L"%s|当|å‰|士|æ°”: %d\n", + L"%s|当|å‰|惊|æ…Œ|度: %d\n", //L"%s|Current |S|hock: %d\n", + L"%s|当|å‰|压|制点数: %d\n",//L"%s|Current |S|uppression Points: %d\n", + // Full info + L"%s|头|ç›”: %s\n", + L"%s|防|å¼¹|è¡£: %s\n", + L"%s|作|战|裤: %s\n", + // Limited, Basic + L"|护|甲: ", + L"头盔 ", + L"防弹衣 ", + L"作战裤", + L"装备了", + L"无护甲", + L"%s|夜|视|仪: %s\n", + L"无夜视仪", + L"%s|防|毒|é¢|å…·: %s\n", + L"无防毒é¢å…·", + L"%s|头|部|1: %s\n", + L"%s|头|部|2: %s\n", + L"\n(背包内) ", + L"%s|æ­¦|器: %s ", + L"空手", + L"手枪", + L"冲锋枪", + L"步枪", + L"机枪", + L"霰弹枪", + L"刀", + L"釿­¦å™¨", + L"无头盔", + L"无防弹衣", + L"无作战裤", + L"|护|甲: %s\n", + // Added - SANDRO + L"%s|技能 1: %s\n", + L"%s|技能 2: %s\n", + L"%s|技能 3: %s\n", + // Additional suppression effects - sevenfm + L"%s|ç«|力|压|制导致的|A|PæŸå¤±ï¼š%d\n", + L"%s|ç«|力|压|制|è€|性: %d\n", + L"%s|有|效|惊|å“|ç­‰|级:%d\n", + L"%s|A|I|士|气:%d\n", +}; + +STR16 New113Message[] = +{ + L"风暴开始了。", + L"风暴结æŸäº†ã€‚", + L"下雨了。", + L"雨åœäº†ã€‚", + L"å°å¿ƒç‹™å‡»æ‰‹â€¦â€¦", + L"ç«åŠ›åŽ‹åˆ¶ï¼", + L"点射", + L"自动", + L"榴弹", + L"榴弹点射", + L"榴弹自动", + L"UB", // INFO: UB = Under Barrel + L"UBRST", + L"UAUTO", + L"BAYONET", + L"狙击手ï¼", + L"å·²ç»ç‚¹é€‰ç‰©å“,此时无法分钱。", + L"新兵的会åˆåœ°è¢«æŒªè‡³%s,因é™è½åœ°ç‚¹%sç›®å‰ç”±æ•Œäººå æ®ã€‚", + L"物å“销æ¯", + L"此类物å“全部销æ¯", + L"物å“å–出", + L"此类物å“全部å–出", + L"你得检查一下你的眼部装备", + // Real Time Mode messages + L"进入战斗模å¼", + L"视野中没有敌人", + L"峿—¶æ½œè¡Œæ¨¡å¼ 关闭", + L"峿—¶æ½œè¡Œæ¨¡å¼ å¼€å¯", + //L"Enemy spotted! (Ctrl + x to enter turn based)", + L"å‘现敌人ï¼", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%så·çªƒæˆåŠŸï¼",// L"%s was successful on stealing!", + L"%s没有足够的行动点æ¥å·å–所选物å“。",// L"%s had not enough action points to steal all selected items.", + L"是å¦åœ¨åŒ…扎å‰å¯¹%s实施手术?(å¯å›žå¤%i点生命。)",// L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", + L"是å¦å¯¹%s实施手术?(å¯å›žå¤%i点生命。)",// L"Do you want to make surgery on %s? (You can heal about %i Health.)", + L"是å¦è¿›è¡Œå¿…è¦çš„æ‰‹æœ¯ï¼Ÿï¼ˆ%iå病人)",// L"Do you wish to make necessary surgeries first? (%i patient(s))", + L"是å¦åœ¨è¯¥ç—…人身上进行手术?",// L"Do you wish to make the surgery on this patient first?", + L"åœ¨åŒ…æ‰Žå‰æ˜¯å¦è¿›è¡Œæ‰‹æœ¯ï¼Ÿ",// L"Apply first aid automatically with necessary surgeries or without them?", + L"您ä¸åŒ…扎%s直接进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", + L"您è¦ç»™%s进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"您希望给%s进行手术å—?(手术å¯å›žå¤%i生命值,输血*:使用血包手术å¯å›žå¤%i生命值。)", //L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"%s手术完毕。",// L"Surgery on %s finished.", + L"%s 胸部中弹,失去1点生命上é™ï¼",// L"%s is hit in the chest and loses a point of maximum health!", + L"%s 胸部中弹,失去%d点生命上é™ï¼",// L"%s is hit in the chest and loses %d points of maximum health!", + L"%s被爆炸物炸瞎了ï¼ï¼ˆä¸§å¤±è§†é‡Žï¼‰", + L"%sé‡èŽ·1点失去的%s",// L"%s has regained one point of lost %s", + L"%sé‡èŽ·%d点失去的%s",// L"%s has regained %d points of lost %s", + L"你的侦察能力é¿å…了敌人的å·è¢­ï¼",// L"Your scouting skills prevented you to be ambushed by the enemy!", + L"多äºäº†ä½ çš„侦查技能,你æˆåŠŸçš„é¿å¼€äº†å¤§ç¾¤è¡€çŒ«ï¼",// L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", + L"%s 命根å­ä¸­å¼¹ï¼Œç—›è‹¦çš„倒下了ï¼",// L"%s is hit to groin and falls down in pain!", + ////////////////////////////////////////////////////////////////////////////////////// + L"注æ„: 敌人尸体被å‘现ï¼ï¼ï¼", + L"%s[%då‘]\n%s %1.1f %s", // L"%s [%d rnds]\n%s %1.1f %s", + L"APä¸å¤Ÿï¼éœ€è¦%dï¼Œä½ åªæœ‰%d。", //L"Insufficient AP Points! Cost %d, you have %d.", + L"æç¤º: %s", + L"玩家力é‡: %d - 敌人力é‡: %6.0f", //Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"无法使用技能ï¼", + L"敌人在该分区时无法建造ï¼", + L"看ä¸åˆ°é‚£ä¸ªåœ°æ–¹ï¼", + L"无法å‘å°„ç‚®å¼¹ï¼Œä¸æ˜¯åˆç†çš„区域定ä½ï¼", + L"无线电波段é­åˆ°å¹²æ‰°ã€‚无法通讯ï¼", + L"无线电æ“作失败ï¼", + L"迫击炮弹ä¸è¶³ï¼Œæ— æ³•在分区å‘动密集轰炸ï¼", + L"Items.xml里没有定义信å·å¼¹ç‰©å“ï¼", + L"Items.xml里没有定义高爆弹物å“ï¼", //L"No High-Explosive shell item found in Items.xml!", + L"未å‘现迫击炮,无法执行密集轰炸ï¼", + L"å¹²æ‰°ä¿¡å·æˆåŠŸï¼Œä¸éœ€è¦é‡å¤æ“作ï¼", + L"正在监å¬å‘¨å›´å£°éŸ³ï¼Œæ— éœ€é‡å¤æ“作ï¼", + L"正在观察,无需é‡å¤æ“作ï¼", + L"正在扫æå¹²æ‰°ä¿¡å·ï¼Œæ— éœ€é‡å¤æ“作ï¼", + L"%s没办法把%s用在%s上。", + L"%s指示%s剿¥æ”¯æ´ã€‚", + L"%s无线电设备没电了。", + L"正在工作的无线电设备。", + L"望远镜", + L"è€å¿ƒ", + L"%s的防护盾æ¯å了ï¼", //L"%s's shield has been destroyed!", + L" 延迟", //L" DELAY", + L"输血*", //L"Yes*", + L"是的", //L"Yes", + L"å¦", //L"No", + L"%så°†%s应用于%s。", //L"%s applied %s to %s.", +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s 害怕得退缩了ï¼",// L"%s cowers in fear!", + L"%s 被压制ä½äº†ï¼",// L"%s is pinned down!", //ham3.6 + L"%s 多打了几å‘å­å¼¹ï¼",// L"%s fires more rounds than intended!", + L"ä½ ä¸èƒ½åœ¨è¿™ä¸ªåœ°åŒºè®­ç»ƒæ°‘兵。",// L"You cannot train militia in this sector.", + L"民兵拾起 %s。",// L"Militia picks up %s.", + L"有敌人出没时无法训练民兵ï¼", // L"Cannot train militia with enemies present!", + // 6 - 10 + L"%s缺ä¹è®­ç»ƒæ°‘兵所需è¦çš„领导能力。",// L"%s lacks sufficient Leadership score to train militia.", + L"此地训练民兵的教官ä¸èƒ½è¶…过%då。",// L"No more than %d Mobile Militia trainers are permitted in this sector.", + L"%så’Œå‘¨è¾¹åœ°åŒºçš„æ¸¸å‡»é˜Ÿå·²ç»æ»¡å‘˜äº†ï¼",// L"No room in %s or around it for new Mobile Militia!", + L"ä½ éœ€è¦æœ‰è‡³å°‘%d个民兵在%sæ¯ä¸ªè¢«è§£æ”¾çš„地区æ‰èƒ½è®­ç»ƒæ¸¸å‡»é˜Ÿã€‚",// L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", + L"有敌人出没时ä¸èƒ½åœ¨ä»»ä½•设施内工作ï¼",// L"Can't staff a facility while enemies are present!", + // 11 - 15 + L"%s缺ä¹å°±ä»»äºŽè¯¥è®¾æ–½æ‰€éœ€è¦çš„æ™ºæ…§ã€‚",// L"%s lacks sufficient Wisdom to staff this facility.", + L"%så·²ç»æ»¡å‘˜äº†ã€‚",// L"The %s is already fully-staffed.", + L"使用该设施æ¯å°æ—¶æ¶ˆè€—$%d,你确定å—?",// L"It will cost $%d per hour to staff this facility. Do you wish to continue?", + L"ä½ æ²¡æœ‰è¶³å¤Ÿçš„èµ„é‡‘æ¥æ”¯ä»˜ä»Šå¤©çš„设施费用。付出$%d,还欠$%dï¼Œå½“åœ°äººå¾ˆä¸æ»¡ã€‚",// L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", + L"æ²¡æœ‰è¶³å¤Ÿçš„èµ„é‡‘æ¥æ”¯ä»˜ä»Šå¤©çš„设施费用。欠款$%dï¼Œå½“åœ°äººå¾ˆä¸æ»¡.。",// L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", + // 16 - 20 + L"你仿œ‰$%dçš„æ¬ æ¬¾ï¼ŒåŒæ—¶ä½ å·²ç»èº«æ— åˆ†æ–‡äº†ï¼",// L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", + L"你仿œ‰$%d的欠款,在有钱还清这笔债务之å‰ä½ ä¸èƒ½åˆ†é…雇佣兵去这个设施。",// L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", + L"你有$%dçš„æ¬ æ¬¾ï¼Œæ˜¯å¦æ”¯ä»˜ï¼Ÿ",// L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", + L"这个区域没有",// L"N/A in this sector", + L"日常支出",// L"Daily Expenses", + // 21 - 25 + L"ç»´æŒæ°‘兵的资金ä¸è¶³ï¼%dåæ°‘兵回è€å®¶ç»“婚去了。",// L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", + L"è¦åœ¨æˆ˜æ–—ä¸­æŸ¥çœ‹æŸæ ·ç‰©å“,你必须先把它æ¡èµ·æ¥ã€‚", // L"To examine an item's stats during combat, you must pick it up manually first.", + L"è¦åœ¨æˆ˜æ–—中组åˆä¸¤æ ·ç‰©å“,你必须先把它们æ¡èµ·æ¥ã€‚", // L"To attach an item to another item during combat, you must pick them both up first.", + L"è¦åœ¨æˆ˜æ–—中åˆå¹¶ä¸¤æ ·ç‰©å“,你必须先把它们æ¡èµ·æ¥ã€‚", // L"To merge two items during combat, you must pick them both up first.", +}; + +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"没有å¯ç”¨çš„è½¬æ¢æ–¹æ¡ˆ", //L"No available adjustments", + L"%s被拆开了。", //L"%s was split into several parts.", + L"%s被拆开了,部件放在了%s的背包里。", //L"%s was split into several parts. Check %s's inventory for the resulting items.", + L"由于背包没有足够空间,转æ¢åŽçš„%s一些物å“被丢在了地上。", //L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", + L"%s被拆开了。由于背包没有足够空间,转æ¢åŽçš„%s一些物å“被丢在了地上。", //L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", + L"你希望转æ¢è¯¥åˆ—所有%då—ï¼Ÿå¦‚æžœåªæƒ³è½¬æ¢1个,请将它从该列中先å–出æ¥ã€‚", //L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", + // 6 - 10 + L"拆分弹è¯ç®±ï¼Œå¼¹åŒ£æ”¾å…¥èƒŒåŒ…", //L"Split Crate into Inventory", + L"拆分æˆ%då‘的弹匣", //L"Split into %d-rd Mags", + L"%s被拆分æˆ%d个弹匣æ¯ä¸ªæœ‰%då‘å­å¼¹ã€‚", //L"%s was split into %d Magazines containing %d rounds each.", + L"%s拆分完æˆå¹¶æ”¾å…¥%s的背包。", //L"%s was split into %s's inventory.", + L"%s的背包空间ä¸è¶³ï¼Œæ”¾ä¸ä¸‹è¿™ä¸ªå£å¾„的弹匣了ï¼", //L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", + L"峿—¶æ¨¡å¼", //L"Instant mode", + L"延时模å¼", //L"Delayed mode", + L"峿—¶æ¨¡å¼ (%d AP)", //L"Instant mode (%d AP)", + L"å»¶æ—¶æ¨¡å¼ (%d AP)", //L"Delayed mode (%d AP)", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"鉴于Gastonæœ€è¿‘å‘æŒ¥å¼‚常çªå‡ºï¼Œä»–çš„æœåŠ¡è´¹ä¹Ÿè·Ÿç€ä¸Šæ¶¨ã€‚以我个人的观点,这一点也ä¸è®©æˆ‘惊讶。 ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"请注æ„,Stogie近期能力有所æå‡ï¼Œä»–的价格也è¦éšä¹‹å¢žé•¿ã€‚ ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"请注æ„,因为Tex新获得的ç»éªŒï¼Œ 更高的身价æ‰åŒ¹é…他的能力。 ± ± Speck T. Kline ± ", + // Biggens: Text from Line 49 in Email.edt + L"鉴于Biggins呿Œ¥æœ‰æ‰€æé«˜ï¼Œ ä»–çš„ä»·æ ¼ä¹ŸåŒæ—¶ä¸Šæ¶¨ã€‚ ± ± Speck T. Kline ± ", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk + L"转å‘自AIMæœåŠ¡å™¨ï¼šVictor Kolesnikov的信件", + L"你好,这是Monk,留言已收到。我已ç»å›žæ¥äº†ï¼Œä½ å¯ä»¥è”系我了。 ± ± 等你的电è¯ã€‚ ± ", + + // Brain: Text from Line 60 + L"转å‘自AIMæœåŠ¡å™¨ï¼šJanno Allik的信件", + L"我已ç»å‡†å¤‡å¥½æŽ¥å—任务了。我有空干任何事情 ± ± Janno Allik ± ", + + // Scream: Text from Line 62 + L"转å‘自AIMæœåŠ¡å™¨ï¼šLennart Vilde的信件", + L"Lennart Vildeå·²ç»å‡†å¤‡å¥½äº†ï¼ ± ", + + // Henning: Text from Line 64 + L"转å‘自AIMæœåŠ¡å™¨ï¼šHenning von Branitz的信件", + L"你的留言我已收到,谢谢。请到A.I.M主页è”系我,然åŽè®¨è®ºæ‹›å‹Ÿäº‹å®œã€‚ ± ± 那时è§ï¼ ± ± Henning von Branitz ± ", + + // Luc: Text from Line 66 + L"转å‘自AIMæœåŠ¡å™¨ï¼šLuc Fabre的信件", + L"收到留言,Merciï¼ˆè°¢è°¢ï¼‰ï¼ ä½ èƒ½è€ƒè™‘æˆ‘æˆ‘éžå¸¸é«˜å…´ã€‚你知é“在哪里能找到我。 ± ± 希望能收到你的电è¯ã€‚ ± ", + + // Laura: Text from Line 68 + L"转å‘自AIMæœåŠ¡å™¨ï¼šDr. Laura Colin的信件", + L"你好ï¼éžå¸¸é«˜å…´ä½ èƒ½ç»™æˆ‘留言,我很感兴趣。 ± ± 请å†ä¸ŠAIM,我愿æ„å¬å¬è¯¦ç»†äº‹å®œ ± ± æ­¤è‡´æ•¬ç¤¼ï¼ Â± ± Dr. Laura Colin ± ", + + // Grace: Text from Line 70 + L"转å‘自AIMæœåŠ¡å™¨ï¼šGraziella Girelli的信件", + L"你上次想è”系我但是没有æˆåŠŸã€‚Â± ± 你懂得?家庭èšä¼šå•¦ã€‚我现在已ç»åŽŒå€¦äº†æˆ‘çš„å®¶åº­ï¼Œä½ èƒ½å†ä¸ŠAIMè”ç³»æˆ‘çš„è¯æˆ‘会éžå¸¸é«˜å…´ ± ± Ciao(å†è§ï¼‰ï¼ ± ", + + // Rudolf: Text from Line 72 + L"转å‘自AIMæœåŠ¡å™¨ï¼šRudolf Steiger的信件", + L"ä½ çŸ¥é“æˆ‘æ¯å¤©æœ‰å¤šå°‘个电è¯è¦æŽ¥å—?æ¯ä¸ªè ¢è´§éƒ½è®¤ä¸ºä»–å¯ä»¥Call我。 ± ± åæ­£æˆ‘回æ¥äº†ï¼Œå‰ææ˜¯ä½ çœŸçš„æœ‰æœ‰è¶£çš„工作给我的è¯ã€‚ ± ", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"转å‘自AIMæœåŠ¡å™¨ï¼šM.E.R.C的信件", + L"我收到你的留言,等你è”系。 ± ", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"狙击手: 拥有鹰的眼ç›å’Œç™¾æ­¥ç©¿æ¨çš„æžªæ³•ï¼ Â± ", + // Camouflage + L"伪装: 跟你的伪装迷彩比起æ¥ï¼Œæ ‘丛看起æ¥å€’象是å‡çš„ï¼ Â± ", + // SANDRO - new strings for new traits added + // MINTY - Altered the texts for more natural English, and added a little flavour too + // Ranger + L"çŒŽå…µï¼šä½ è·Ÿé‚£äº›ä»Žå¾·å…‹è¨æ–¯æ¥çš„土包å­å¯å¤§ä¸ä¸€æ ·ï¼ ± ", + // Gunslinger + L"快枪手:拿ç€ä¸€ä¸¤æŠŠæ‰‹æžªï¼Œä½ å¯ä»¥å’ŒBilly the Kidä¸€æ ·è‡´å‘½ï¼ Â± ", + // Squadleader + L"领队:天生的领袖,你的队员需è¦ä½ çš„çµæ„Ÿï¼ ± ", + // Technician + L"技师:你比MacGyverç‰›é€¼å¤šäº†ï¼æ— è®ºæœºæ¢°ã€ç”µå­äº§å“è¿˜æ˜¯çˆ†ç ´ç‰©ï¼Œä½ éƒ½èƒ½ä¿®ï¼ Â± ", + // Doctor + L"å†›åŒ»ï¼šä»Žè½»å¾®æ“¦ä¼¤åˆ°å¼€è‚ ç ´è‚šï¼Œç”šè‡³æˆªè‚¢ï¼Œä½ éƒ½èƒ½æ²»ï¼ Â± ", + // Athletics + L"è¿åŠ¨å‘˜ï¼šä½ çš„é€Ÿåº¦å’Œæ´»åŠ›èƒ½å’Œå¥¥è¿ä¼šè¿åŠ¨å‘˜ç›¸æå¹¶è®ºï¼ ± ", + // Bodybuilding + L"å¥èº«ï¼šæ–½ç“¦è¾›æ ¼ï¼Ÿçªå›ŠåºŸä¸€ä¸ªã€‚ä½ åªç”¨ä¸€åªæ‰‹å°±èƒ½åŠžæŽ‰ä»–ã€‚ ± ", + // Demolitions + L"çˆ†ç ´ï¼šæ’­ç§æ‰‹é›·ï¼Œæ·±åŸ‹ç‚¸å¼¹ï¼Œçœ‹ç¾Šç¾”é£žã€‚è¿™å°±æ˜¯ä½ çš„ç”Ÿæ´»ï¼ Â± ", + // Scouting + L"侦查:没有什么东西你觉察ä¸åˆ°ï¼ ± ", + // Covert ops + L"特工: ä½ è®©è©¹å§†æ–¯é‚¦å¾·ç”˜æ‹œä¸‹é£Žï¼ Â± ", // L"Covert Operations: You make 007 look like an amateur! ± ", + // Radio Operator + L"无线电æ“作员:你通过使用通讯设备让队ä¼çš„æˆ˜ç•¥å’Œæˆ˜æœ¯æ°´å¹³å¾—到了æå‡ã€‚ ± ", //L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", + // Survival + L"å‘导: 大自然是你第二个家。 ± ", //L"Survival: Nature is a second home to you. ± ", +}; + +STR16 NewInvMessage[] = +{ + L"此时无法拾起背包", + L"èƒŒåŒ…ä¸­æ— å¤„å¯æ”¾", + L"没å‘现背包", + L"拉é”åªåœ¨æˆ˜æ–—中有效", + L"èƒŒåŒ…æ‹‰é”æ‰“开时无法移动", + L"你确定è¦å˜å–该地区所有物å“å—?", + L"你确定è¦é”€æ¯è¯¥åœ°åŒºæ‰€æœ‰ç‰©å“å—?", + L"è£…å¤‡å¤§èƒŒåŒ…åŽæ— æ³•爬上房顶", + L"所有人的背包已放下", + L"所有人的背包已æ¡èµ·", + L"%s 放下背包", //L"%s drops backpack", + L"%s æ¡èµ·èƒŒåŒ…", //L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"å¯åЍRakNetæœåС噍...", + L"æœåС噍å¯åЍ,等待连接...", + L"你现在必须按'2'æ¥è¿žæŽ¥ä½ çš„客户端和æœåŠ¡å™¨ã€‚", + L"æœåС噍已ç»åœ¨è¿è¡Œã€‚", + L"æœåС噍å¯åŠ¨å¤±è´¥ã€‚ç»ˆæ­¢ä¸­ã€‚", + // 5 + L"%d/%d 客户端已ç»å‡†å¤‡å¥½è¿›å…¥å³æ—¶æ¨¡å¼ã€‚", + L"æœåŠ¡å™¨æ–­å¼€å¹¶å…³é—­ã€‚", + L"æœåŠ¡å™¨æ²¡æœ‰è¿è¡Œã€‚", + L"客户端ä»åœ¨è½½å…¥, 请ç¨ç­‰...", + L"æœåС噍å¯åЍ之åŽä½ æ— æ³•更改ç€é™†ç‚¹ã€‚", + // 10 + L"å·²å‘逿–‡ä»¶ '%S' - 100/100",//L"Sent file '%S' - 100/100", + L"文件已å‘é€åˆ° '%S'。",// L"Finished sending files to '%S'.", + L"开始å‘逿–‡ä»¶åˆ° '%S'。",// L"Started sending files to '%S'.", + L"使用空域视图选择你想进入的地图。你åªèƒ½åœ¨ç‚¹å‡»â€œå¼€å§‹æ¸¸æˆâ€æŒ‰é’®å‰æ›´æ¢åœ°å›¾ã€‚", // L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"å¯åЍRakNet客户端...", + L"正在连接IP: %S ...", + L"æŽ¥å—æ¸¸æˆè®¾ç½®: ", + L"ä½ å·²ç»è¿žæŽ¥ä¸Šäº†ã€‚", + L"ä½ å·²ç»å¼€å§‹è¿žæŽ¥...", + // 5 + L"客户端 #%d - '%S' 已被雇佣 '%s'。", + L"客户端 #%d - '%S' 已雇佣å¦ä¸€å佣兵。", + L"你已准备 - 准备就绪 = %d/%d。", + L"ä½ ä¸å†å‡†å¤‡ - 准备就绪 = %d/%d。", + L"开始战斗...", + // 10 + L"客户端 #%d - '%S' 已准备 - 准备就绪 = %d/%d。", + L"客户端 #%d - '%S' ä¸å†å‡†å¤‡ - 准备就绪 = %d/%d", + L"你已准备。 等候其他客户端... 按'OK'如果你已准备就绪。", + L"让我们开始战斗ï¼", + L"è¦å¼€å§‹æ¸¸æˆå¿…é¡»è¿è¡Œä¸€å°å®¢æˆ·ç«¯ã€‚", + // 15 + L"æ¸¸æˆæ— æ³•开始。没有佣兵被雇佣...", + L"等待æœåŠ¡å™¨è§£é”便æºç”µè„‘出现'OK'...", + L"中断", + L"中断结æŸ", + L"é¼ æ ‡æ–¹æ ¼åæ ‡: ", + // 20 + L"X: %d, Y: %d", + L"åæ ‡å€¼: %d", + L"æœåŠ¡å™¨ç‹¬å æ¨¡å¼", + L"手动选择æœåŠ¡å™¨ä¼˜å…ˆçº§: ('1' - æŽˆæƒ ä¾¿æºç”µè„‘/雇佣) ('2' - å¯åЍ/载入 级别) ('3' - è§£é” UI) ('4' - 完æˆè®¾ç½®)", + L"分区=%s, 最大客户端数=%d, 最大佣兵数=%d, æ¸¸æˆæ¨¡å¼=%d, åŒä¸€ä½£å…µ=%d, 伤害倿•°=%f, æ—¶é—´å‰è¿›=%d, ç§’/Tic=%d, å–æ¶ˆ BobbyRay=%d, å–æ¶ˆ Aim/Merc 装备=%d, å–æ¶ˆå£«æ°”=%d, 测试=%d。", + // 25 + L"", + L"新建连接: 客户端 #%d - '%S'。", + L"队: %d。",//not used any more + L"'%s' (客户端 %d - '%S') 已被 '%s' (客户端 %d - '%S' æ€æ­»)", + L"踢出客户端 #%d - '%S'。", + // 30 + L"开始排åºå®¢æˆ·ç«¯å·ã€‚ #1: <å–æ¶ˆ>, #2: %S, #3: %S, #4: %S", + L"开始客户端 #%d。", + L"è¯·æ±‚å³æ—¶æ¨¡å¼...", + L"è½¬å›žå³æ—¶æ¨¡å¼ã€‚", + L"错误: 转回过程中出现错误。", + // 35 + L"è¦è§£é”笔记本电脑开始雇佣å—?(连接所有客户端?)", + L"æœåС噍已ç»è§£é”笔记本电脑。开始雇佣ï¼", + L"中断。", + L"你无法更改ç€é™†ç‚¹ï¼Œå¦‚æžœä½ åªæ˜¯å®¢æˆ·ç«¯è€Œä¸æ˜¯æœåŠ¡å™¨ã€‚", + L"ä½ æ‹’ç»æŠ•é™, 因为你在一个多人游æˆä¸­ã€‚", + // 40 + L"你所有的佣兵全部死亡ï¼", + L"激活观看模å¼ã€‚", + L"你已被击败ï¼", + L"对ä¸èµ·, 在多人游æˆä¸­æ— æ³•攀登。", + L"你雇佣了 '%s'", + // 45 + L"当开始购买åŽä½ ä¸èƒ½æ›´æ¢åœ°å›¾",// L"You cant change the map once purchasing has commenced", + L"地图改为 '%s'。",// L"Map changed to '%s'", + L"玩家 '%s' 断开连接, 踢出游æˆ",// L"Client '%s' disconnected, removing from game", + L"æ‚¨å·²ç»æ–­å¼€è¿žæŽ¥ï¼Œè¿”回主èœå•。",// L"You were disconnected from the game, returning to the Main Menu", + L"连接失败, 5秒内é‡è¯•, 还有%i次é‡è¯•机会……",// L"Connection failed, Retrying in 5 seconds, %i retries left...", + //50 + L"连接失败,放弃……",// L"Connection failed, giving up...", + L"在å¦ä¸€ä¸ªçŽ©å®¶è¿›å…¥å‰æ‚¨æ— æ³•开始游æˆã€‚",// L"You cannot start the game until another player has connected", + L"%s : %s", + L"å‘é€ç»™æ‰€æœ‰äºº",// L"Send to All", + L"å‘é€ç»™ç›Ÿå‹",// L"Allies only", + // 55 + L"此游æˆå·²ç»å¼€å§‹ï¼Œæ— æ³•加入。",// L"Cannot join game. This game has already started.", + L"%s (team): %s", + L"#%i - '%s'",// L"Client #%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"已收到æœåŠ¡å™¨çš„æ‰€æœ‰æ–‡ä»¶ã€‚",// L"Received all files from server.", + L"'%S' 完æˆä¸‹è½½ã€‚",// L"'%S' finished downloading from server.", + L"'%S' 开始从æœåŠ¡å™¨ä¸‹è½½ã€‚",// L"'%S' started downloading from server"., + L"在全部客户端的文件未接收完以å‰ä¸èƒ½å¼€å§‹æ¸¸æˆã€‚",// L"Cannot start the game until all clients have finished receiving files", + L"你需è¦ä¸‹è½½ä¿®æ”¹åŽçš„æ–‡ä»¶æ‰èƒ½ç»§ç»­æ¸¸æˆ, 你想继续å—?",// L"This server requires that you download modified files to play, do you wish to continue?", + // 65 + L"点击 '准备' 进入战术画é¢ã€‚",// L"Press 'Ready' to enter tactical screen.", + L"ä¸èƒ½è¿žæŽ¥åˆ°æœåŠ¡å™¨ï¼Œå› ä¸ºä½ çš„ç‰ˆæœ¬%Så’ŒæœåŠ¡å™¨ç«¯çš„ç‰ˆæœ¬%Sä¸åŒã€‚", + L"你击毙了一个敌人。", + L"无法å¯åŠ¨æ¸¸æˆï¼Œå› ä¸ºæ‰€æœ‰å°é˜Ÿéƒ½ä¸€æ ·ã€‚", //L"Cannot start the game, because all teams are the same.", + L"æœåŠ¡å™¨ä½¿ç”¨äº†æ–°è£…å¤‡ç³»ç»Ÿï¼ˆNIV),但是你的å±å¹•åˆ†è¾¨çŽ‡ä¸æ”¯æŒNIV。", // + // 70 + L"无法ä¿å­˜æŽ¥æ”¶æ–‡ä»¶'%S'", + L"%s的炸弹被%s拆除了", + L"你输了,真丢人", // All over red rover + L"ç¦ç”¨è§‚众模å¼", + L"选择所è¦è¸¢å‡ºæ¸¸æˆçš„用户:#1: <å–æ¶ˆ>, #2: %S, #3: %S, #4: %S", + // 75 + L"队ä¼%s被消ç­äº†ã€‚", + L"客户端åˆå§‹åŒ–å¤±è´¥ã€‚ç»“æŸæ¸¸æˆã€‚", + L"客户端连接中断,强行关闭。", + L"客户端无å“应。", + L"æç¤ºï¼šå¦‚果游æˆå¡æ­»ï¼ˆå¯¹æ‰‹è¿›åº¦æ¡ä¸åŠ¨ï¼‰ï¼Œå‘ŠçŸ¥æœåŠ¡ç«¯ç„¶åŽæŒ‰ALT+EèŽ·å–æŽ§åˆ¶æƒï¼", + // 80 + L"AIå›žåˆ - %d剩余", +}; + +STR16 gszMPEdgesText[] = +{ + L"北", //L"N", + L"东", //L"E", + L"å—", //L"S", + L"西", //L"W", + L"中", //L"C", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Få°é˜Ÿ", + L"Bå°é˜Ÿ", + L"Då°é˜Ÿ", + L"Cå°é˜Ÿ", + L"N/A", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"游æˆç±»åž‹: ",// L"Game Type: ", + L"玩家: ",// L"Players: ", + L"所拥有的佣兵: ",// L"Mercs each: ", + L"手æç”µè„‘打开时你无法开始移动。",// L"You cannot change starting edge once Laptop is unlocked.", + L"手æç”µè„‘å¼€å¯åŽä½ æ— æ³•æ›´æ¢é˜Ÿä¼ã€‚",// L"You cannot change teams once the Laptop is unlocked.", + L"éšæœºä½£å…µ: ",// L"Random Mercs: ", + L"Y", + L"难度:",// L"Difficulty:", + L"æœåŠ¡å™¨ç‰ˆæœ¬:", //Server Version +}; + +STR16 gzMPSScreenText[] = +{ + L"记分æ¿",// L"Scoreboard", + L"ç»§ç»­",// L"Continue", + L"å–æ¶ˆ",// L"Cancel", + L"玩家",// L"Player", + L"æ€äººæ•°",// L"Kills", + L"死亡数",// L"Deaths", + L"女王的部队",// L"Queen's Army", + L"命中数",// L"Hits", + L"è„±é¶æ•°",// L"Misses", + L"准确度",// L"Accuracy", + L"æŸå®³é‡",// L"Damage Dealt", + L"å—æŸé‡",// L"Damage Taken", + L"请等待æœåŠ¡å™¨æŒ‡ä»¤æŒ‰â€˜ç»§ç»­â€™ã€‚", //L"Please wait for the server to press 'Continue'.", +}; + +STR16 gzMPCScreenText[] = +{ + L"å–æ¶ˆ",// L"Cancel", + L"连接到æœåС噍",// L"Connecting to Server", + L"获得æœåŠ¡å™¨è®¾ç½®",// L"Getting Server Settings", + L"下载定制文件",// L"Downloading custom files", + L"按 'ESC' å–æ¶ˆï¼Œ'Y' 开始èŠå¤©",// L"Press 'ESC' to cancel or 'Y' to chat", + L"按 'ESC' å–æ¶ˆ", // L"Press 'ESC' to cancel", + L"准备", // L"Ready", +}; + +STR16 gzMPChatToggleText[] = +{ + L"å‘é€ç»™æ‰€æœ‰äºº",// L"Send to All", + L"å‘é€ç»™ç›Ÿå‹",// L"Send to Allies only", +}; + +STR16 gzMPChatboxText[] = +{ + L"多人èŠå¤©",// L"Multiplayer Chat", + L"èŠå¤©: 按 'Enter' å‘é€ï¼Œ'Esc' å–æ¶ˆã€‚",// L"Chat: Press 'ENTER' to send of 'ESC' to cancel.", +}; + + +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits 用于旧特长 + L"下一页你必须ä¾ç…§ä½ ä½œä¸ºé›‡ä½£å…µçš„专业选择特长。注æ„ä½ åªèƒ½é€‰æ‹©ä¸¤ç§ä¸€èˆ¬ç‰¹é•¿æˆ–者一ç§ä¸“家级特长。", + L"ä½ å¯ä»¥åªé€‰æ‹©ä¸€ä¸ªä¸“家特长或者干脆什么也ä¸é€‰ï¼Œä½œä¸ºå›žæŠ¥ä½ ä¼šå¾—到é¢å¤–的能力点数。注æ„电å­ã€å·¦å³å¼€å¼“和伪装是没有专家级的。", + // For new major/minor traits 用于新的主/副特长 + L"下一步你将会为你的佣兵选择专业技能。在第一页你å¯ä»¥é€‰æ‹©%d项潜在主技能,代表佣兵在你的å°é˜Ÿé‡Œçš„角色,第二页你å¯ä»¥é€‰æ‹©å‰¯æŠ€èƒ½ï¼Œä»£è¡¨ä¸ªäººç‰¹å¾ã€‚", // L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", + L"最多åªèƒ½é€‰æ‹©%d项。这æ„味ç€å¦‚果你没有选择主技能,你å¯ä»¥é€‰æ‹©%d项副技能。如果你选择了两个主技能(或者一个加强技能),你åªèƒ½å†é€‰æ‹©%d项副技能。", // L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"请 按 ç…§ ä½  对 自 å·± çš„ 感 觉 , è°ƒ æ•´ ä½  çš„ å„ é¡¹ 能 力 值 。 å„ é¡¹ 能 力 值 çš„ 最 大 值 为", + L"I.M.P 能力值和技能概览。", + L"奖励点数 :", + L"开始等级", + // New strings for new traits + L"ä¸‹ä¸€é¡µä½ å°†è®¾å®šä½ çš„å±žæ€§ï¼ˆç”Ÿå‘½ï¼Œæ•æ·ï¼Œçµæ•,力é‡å’Œæ™ºåŠ›ï¼‰å’ŒåŸºæœ¬æŠ€èƒ½ã€‚å±žæ€§ä¸èƒ½ä½ŽäºŽ%d。", + L"其余的是“技能â€ï¼Œå®ƒå¯ä»¥è®¾å®šä¸ºé›¶ï¼Œè¡¨ç¤ºä½ å¯¹æ­¤ä¸€çªä¸é€šã€‚", + L"所有åˆå§‹æ•°å€¼éƒ½è®¾ç½®åœ¨æœ€ä½Žï¼Œå…¶ä¸­æœ‰ä¸€äº›æ•°å€¼å› ä¸ºä½ é€‰æ‹©çš„特技而被设在一个最低标准,ä¸èƒ½ä½ŽäºŽè¯¥æ ‡å‡†ã€‚", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"I.M.P 性格分æž", + L"现在开始你个人档案的建立,在第一页会有一些性格特质给你的角色选择,å¯èƒ½ä½ ä¼šå‘è§‰åˆ—å‡ºçš„é€‰æ‹©æœªèƒ½å®Œå…¨åæ˜ ä½ çš„æ€§æ ¼ï¼Œä½†æ˜¯è¯·è‡³å°‘选择一样你认为最接近你的。", + L"䏋颿¥è®¾å®šä½ æ€§æ ¼ä¸Šçš„缺陷,相信自己åšä¸€ä¸ªè¯šå®žçš„å­©å­å§ï¼æ¯ä¸ªäººè‡³å°‘都有一ç§ç¼ºé™·çš„ã€‚çœŸå®žåæ˜ æœ‰åŠ©äºŽè®©ä½ çš„æœªæ¥é›‡ä¸»æ›´èƒ½äº†è§£ä½ çš„æ½œåŠ›ï¼Œé¿å…给你安排ä¸åˆ©çš„工作环境。", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"平常", + L"å‹å–„", + L"独行侠", + L"ä¹è§‚主义者", + L"悲观主义者", + L"有侵略性", + L"傲慢自大", + L"大人物", + L"神憎鬼厌", + L"胆å°é¬¼", + L"I.M.P 性格特å¾", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"普通", + L"喜欢社交", + L"独行侠", + L"ä¹è§‚", + L"åšå®šè‡ªä¿¡", + L"知识份å­", + L"野性", + L"侵略性", + L"镇定", + L"æ— æ‰€ç•æƒ§", + L"和平主义者", + L"æ¶æ¯’", + L"爱炫耀", + L"懦夫", //L"Coward", + L"I.M.P 性格特å¾", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"I.M.P 颜色åŠèº«åž‹", + L"I.M.P 颜色", + L"请选择你喜欢的IMPå‘色ã€è‚¤è‰²ã€æœè£…颜色以åŠä½“型。", + L"请选择你喜欢的IMPå‘色ã€è‚¤è‰²ã€æœè£…颜色。", + L"ç‚¹é€‰è¿™é‡Œä½£å…µå°†å•æ‰‹æŒå¤§æžªã€‚", + L"\n(æç¤º: 你必须有强壮体格。)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"头色", + L"肤色", + L"上衣颜色", + L"裤å­é¢œè‰²", + L"一般体型", + L"魔鬼身æ", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"身心å¥å…¨", + L"怕热", + L"神ç»è´¨", + L"å¹½é—­ææƒ§ç—‡", + L"旱鸭å­", + L"怕虫", + L"å¥å¿˜", + L"神ç»é”™ä¹±", + L"è‹å­", //L"Deaf", + L"近视眼", //L"Shortsighted", + L"è¡€å‹ç—…",//L"Hemophiliac", + L"æé«˜", //L"Fear of Heights", + L"自残倾å‘", //L"Self-Harming", + L"I.M.P 性格缺陷", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] = +{ + L"æˆ‘ä»¬è§‰å¾—ä½ è‚¯å®šä¼šå› ä¸ºè¿™ä¸æ˜¯è¯­éŸ³ä¿¡æ¯å¾ˆé«˜å…´ã€‚", //L"We bet you're glad this isn't voicemail.", + L"你䏿˜¯å°æ—¶å€™åŽ»è¿ªåŽ…åŽ»å¤šäº†ï¼Œå°±æ˜¯ç¦»å¤§è§„æ¨¡ç«ç‚®è½°å‡»å¤ªè¿‘,或者就是太è€äº†ã€‚æ€»ä¹‹ï¼Œä½ çš„é˜Ÿå‹æœ€å¥½å¼€å§‹å­¦ä¹ æ‰‹è¯­äº†ã€‚", // L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"如果丢了眼镜你就死定了。", // L"You'll be screwed if you ever lose your glasses.", + L"因为你在å‘光的长方体å‰é¢èŠ±äº†å¤ªä¹…æ—¶é—´ã€‚ä½ åº”è¯¥å¤šåƒç‚¹èƒ¡èåœï¼Œä½ è§è¿‡æˆ´çœ¼é•œçš„å…”å­ä¹ˆï¼Ÿæ²¡æœ‰å§ã€‚", // L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = +{ + L"你确信这个工作适åˆä½ ä¹ˆï¼Ÿ",//L"Are you SURE this is the right job for you?", + L"åªè¦ä½ å¤ŸNB永远ä¸è¢«æžªæ‰“中,或者战斗åªåœ¨è®¾æ–½å®Œå¤‡çš„医院中进行,应该就会没事的。",//L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= +{ + L"这么说å§ï¼Œä½ æ˜¯ä¸ªèµ°è·¯é¸¡ã€‚", //L"Let's just say you are a grounded person.", + L"登高啊,上房啊,爬山什么的任务啊对你æ¥è¯´å¾ˆè‰°éš¾ï¼Œæˆ‘们推è你去没有山的地方执行任务,比如è·å…°ã€‚", //L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"你应该ç»å¸¸æ¶ˆæ¯’你的刀å­ã€‚", //L"Might want to make sure your knives are always clean.", + L"ä½ å¯¹åˆ€å­æœ‰ç§ç‰¹åˆ«çš„æ„Ÿæƒ…ã€‚æˆ‘ä¸æ˜¯è¯´ä½ å®³æ€•刀å­ï¼Œè€Œæ˜¯å®Œå…¨ç›¸åçš„é‚£ç§æ„Ÿæƒ…,你懂å§ï¼Ÿ", //L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%sç¼ºä¹æ‰€éœ€è¦çš„力é‡ã€‚", + L"%sç¼ºä¹æ‰€éœ€è¦çš„æ•æ·ã€‚", + L"%sç¼ºä¹æ‰€éœ€è¦çš„çµæ´»ã€‚", + L"%sç¼ºä¹æ‰€éœ€è¦çš„生命值。", + L"%sç¼ºä¹æ‰€éœ€è¦çš„æ™ºæ…§ã€‚", + L"%sç¼ºä¹æ‰€éœ€è¦çš„æžªæ³•。", + // 6 - 10 + L"%sç¼ºä¹æ‰€éœ€è¦çš„医疗技能。", + L"%sç¼ºä¹æ‰€éœ€è¦çš„æœºæ¢°æŠ€èƒ½ã€‚", + L"%sç¼ºä¹æ‰€éœ€è¦çš„领导能力。", + L"%sç¼ºä¹æ‰€éœ€è¦çš„爆破技能。", + L"%sç¼ºä¹æ‰€éœ€è¦çš„ç»éªŒï¼ˆç­‰çº§ï¼‰ã€‚", + // 11 - 15 + L"%s的士气ä¸è¶³ä¸èƒ½å®Œæˆè¿™é¡¹ä»»åŠ¡ã€‚", + L"%s过度疲劳, ä¸èƒ½å®Œæˆè¿™é¡¹ä»»åŠ¡ã€‚", + L"%s的忠诚度ä¸è¶³ï¼Œå½“地人拒ç»è®©ä½ æ‰§è¡Œè¿™é¡¹ä»»åŠ¡ã€‚", + L"å·²ç»æœ‰å¤ªå¤šäººè¢«åˆ†é…到%s了。", + L"å·²ç»æœ‰å¤ªå¤šäººåœ¨%s执行这项任务了。", + // 16 - 20 + L"%s找ä¸åˆ°æ›´å¤šéœ€è¦ä¿®ç†çš„物å“。", + L"%sæŸå¤±äº†ä¸€äº›%s, 在%s的工作中ï¼", + L"%sæŸå¤±äº†ä¸€äº›%s, 在%s, %s的工作中ï¼", + L"%s在%s工作时负伤,急需医护ï¼", + L"%s在%s,%s工作时负伤,急需医护ï¼", + // 21 - 25 + L"%s在%s工作时负伤,åªä¸è¿‡æ˜¯çš®å¤–伤。", + L"%s在%s,%s工作时负伤,åªä¸è¿‡æ˜¯çš®å¤–伤。", + L"%s地区的居民似乎对%sçš„å‡ºçŽ°ä¸æ»¡ã€‚", + L"%s地区的居民似乎对%s在%sçš„è¡Œä¸ºä¸æ»¡ã€‚", + L"%s在%s的所作所为造æˆåœ°åŒºå¿ è¯šåº¦ä¸‹é™ï¼", + // 26 - 30 + L"%s在%s, %s的所作所为造æˆäº†è¯¥åœ°åŒºå¿ è¯šåº¦ä¸‹é™ï¼", + L"%så–高了。", // <--- This is a log message string. + L"%s在%s得了é‡ç—…, 被暂时解èŒäº†ã€‚", + L"%s得了é‡ç—…, 无法继续在%s, %s的活动。", + L"%s在%s负伤了。", // <--- This is a log message string. + // 31 - 35 + L"%s在%s负了é‡ä¼¤ã€‚", //<--- This is a log message string. + L"现在这里有俘è™èƒ½è®¤å¾—出%s。", + L"%s现在是人尽皆知的佣兵告å‘者。至少需è¦å†ç­‰%då°æ—¶ã€‚", //L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"力é‡", + L"çµæ´»", + L"æ•æ·", + L"智慧", + L"生命", + L"枪法", + // 5-10 + L"领导", + L"机械", + L"医疗", + L"爆破", +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + L"环境", + L"工作人员", + L"饮食", + L"休æ¯", + L"ä¿®ç†ç‰©å“", + L"ä¿®ç†%s", // Vehicle name inserted here + L"ä¿®ç†æœºå™¨äºº", + // 6-10 + L"医生", + L"病人", + L"锻炼力é‡", + L"é”»ç‚¼æ•æ·", + L"é”»ç‚¼çµæ´»", + L"锻炼生命", + // 11-15 + L"锻炼枪法", + L"锻炼医疗", + L"锻炼机械", + L"锻炼领导", + L"锻炼爆破", + // 16-20 + L"学习力é‡", + L"å­¦ä¹ æ•æ·", + L"å­¦ä¹ çµæ´»", + L"学习生命", + L"学习枪法", + // 21-25 + L"学习医疗", + L"学习机械", + L"学习领导", + L"学习爆破", + L"训练力é‡", + // 26-30 + L"è®­ç»ƒæ•æ·", + L"è®­ç»ƒçµæ´»", + L"训练生命", + L"训练枪法", + L"训练医疗", + // 30-35 + L"训练医疗", + L"训练领导", + L"训练爆破", + L"审讯俘è™", //L"Interrogate Prisoners", + L"便衣æ­å‘", + // 36-40 + L"传播谣言", + L"传播谣言", // spread propaganda (globally) + L"æœé›†è°£è¨€", + L"指挥民兵", //L"Command Militia", militia movement orders +}; +STR16 Additional113Text[]= +{ + L"é“è¡€è”盟2 v1.13 çª—å£æ¨¡å¼éœ€è¦ä¸€ä¸ª16bpp的颜色深度。", + L"é“è¡€è”盟2 v1.13 免屿¨¡å¼(%d x %d)䏿”¯æŒä½ çš„æ˜¾ç¤ºå±åˆ†è¾¨çŽ‡ã€‚\nè¯·æ”¹å˜æ¸¸æˆåˆ†è¾¨çŽ‡æˆ–ä½¿ç”¨16bppçª—å£æ¨¡å¼ã€‚", //L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", + L"存盘文件%s读å–错误:存盘文件的(%d)数é‡è·ŸJa2_Options.ini设置的(%d)ä¸ä¸€è‡´ã€‚", //L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", + // WANNE: Savegame slots validation against INI file + L"佣兵 (MAX_NUMBER_PLAYER_MERCS) / 交通工具 (MAX_NUMBER_PLAYER_VEHICLES)", + L"敌人 (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"动物 (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"æ°‘å…µ (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"平民 (MAX_NUMBER_CIVS_IN_TACTICAL)", + +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +// MINTY - Changed some of the following taunts to sound more natural +STR16 sEnemyTauntsFireGun[]= +{ + L"åƒæˆ‘一å‘å§ï¼", + L"兔崽å­ï¼Œæ¥è§ä½ å¤–å…¬ï¼", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote. + L"放马过æ¥å§ï¼", + L"你是我的了ï¼", + L"去死å§ï¼", + L"害怕了å—?æ“你妈妈的ï¼", + L"这会很痛的哦ï¼", + L"æ¥å§ä½ è¿™ä¸ªæ··è›‹ï¼", + L"战å§ï¼å¾ˆå¿«å°±ä¼šåˆ†å‡ºèƒœè´Ÿçš„ï¼", + L"过æ¥çˆ¸çˆ¸çš„æ€€æŠ±é‡Œå§ï¼", + L"你的葬礼马上就会举行的了ï¼", + L"å°æ ·ï¼ä½ å¾ˆå¿«å°±ä¼šè¢«æ‰“包寄回去的ï¼", + L"å˜¿ï¼æƒ³çŽ©çŽ©æ˜¯å§ï¼Ÿ", + L"臭婊å­ï¼Œä½ æ—©åº”该呆在家里ï¼", + L"é ï¼", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"æŠŠä½ ä»¬åšæˆçƒ¤è‚‰ï¼",// L"Barbecue time!", + L"é€ç»™ä½ çš„礼物ï¼",// L"I got a present for ya.", + L"ç°é£žçƒŸç­å§ï¼",// L"Bam!", + L"说“茄å­â€ï¼",// L"Smile!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"给我接ä½ï¼", + L"这是给你的ï¼", + L"è€é¼ ç»™æˆ‘出æ¥å§ï¼", + L"这个是专门给你å°å°çš„。", + L"ç­å“ˆå“ˆå“ˆå“ˆå“ˆï¼", + L"接ä½å§ï¼çŒªå¤´ï¼", + L"我就喜欢这样ï¼", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"æˆ‘è¦æŠŠä½ çš„å¤´çš®æ´»æ´»å‰¥ä¸‹æ¥!死人头ï¼", + L"æ¥è·Ÿæˆ‘玩玩å§ï¼", + L"我è¦è®©ä½ å¼€è‚ ç ´è‚šï¼", + L"我会把你碎尸万段ï¼", + L"他妈的ï¼", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"é ï¼çœ‹æ¥æˆ‘们é‡åˆ°çº¯çˆ·ä»¬äº†...", + L"我å‚åŠ å†›é˜Ÿæ˜¯ä¸ºäº†æŠ¢å¨˜ä»¬è€Œä¸æ˜¯æ¥é€æ­»çš„ï¼", + L"我å—够啦ï¼", + L"上å¸å•Šï¼æ•‘救我å§ï¼", + L"我å¯ä¸æƒ³ç™½ç™½é€æ­»...", + L"妈妈咪啊ï¼", + L"è€å­è¿˜ä¼šå›žæ¥çš„ï¼åŽä¼šæœ‰æœŸï¼", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"我似乎å¬è§å•¥äº†ï¼", + L"è°åœ¨é‚£é‡Œï¼Ÿ", + L"æžä»€ä¹ˆæžï¼Ÿ", + L"å˜¿ï¼æ˜¯è°ï¼Ÿ...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"他们就在那里ï¼", + L"现在我们æ¥çŽ©çŽ©å§ï¼", + L"æˆ‘æ²¡æƒ³åˆ°ä¼šå˜æˆè¿™æ ·...", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"啊啊啊ï¼", + L"呜呜ï¼", + L"痛死我啦ï¼", + L"æ“你妈妈的ï¼", + L"ä½ ä¼šåŽæ‚”çš„ï¼", + L"什么..ï¼", + L"ä½ çŽ°åœ¨å¯æ˜¯çœŸæŠŠçˆ·æˆ‘惹ç«äº†ã€‚", + +}; + +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"è‰â€¦æˆ‘è‰ï¼", //L"Da'ffff...!", + L"我的天哪ï¼", //L"Oh my God!", + L"真他妈的ï¼", //L"Holy crap!", + L"有敌人ï¼", //L"Enemy!!!", + L"警报ï¼è­¦æŠ¥ï¼", //L"Alert! Alert!", + L"这儿有一个ï¼", //L"There is one!", + L"进攻ï¼", //L"Attack!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"说明", + L"常规", + L"进阶", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"说明", + L"常规", + L"进阶", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"基本性能", + L"附加性能", + L"AP 消耗", + L"点射 / 连å‘", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"傿•°å›¾æ ‡", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|说|明|页|é¢:\n \n显示该物å“基本的文字æè¿°ã€‚", + L"|常|è§„|性|能|页|é¢:\n \n显示该物å“的详细性能数æ®ã€‚\n \næ­¦å™¨ï¼šå†æ¬¡ç‚¹å‡»è¿›å…¥ç¬¬äºŒé¡µã€‚", + L"|è¿›|阶|性|能|页|é¢:\n \n显示使用该物å“çš„é¢å¤–效果。", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|基|本|性|能:\n \n由物å“类别(武器/护甲/æ‚物)决定的基本性能与数æ®ã€‚", + L"|附|加|性|能:\n \n该物å“的附加特性,以åŠï¼ˆæˆ–)附加能力。", + L"|A|P |消|耗:\n \n使用这件武器需è¦è€—费的AP。", + L"|点|å°„ |/ |连|å‘|性|能:\n \n武器在点射/è¿žå‘æ¨¡å¼ä¸‹çš„相关数æ®ã€‚", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|å‚|æ•°|图|æ ‡\n \né¼ æ ‡æ‚¬åœæ˜¾ç¤ºå‚æ•°å称。", + L"|基|本|æ•°|值\n \n该物å“使用的基本数值,ä¸åŒ…括由附件或弹è¯å¯¼è‡´çš„\n奖励或惩罚。", + L"|附|ä»¶|加|æˆ\n \nå¼¹è¯ï¼Œé™„件或较差的物å“状æ€å¯¼è‡´çš„\n奖励或惩罚。", + L"|最|终|æ•°|值\n \n该物å“使用的最终数值,包括所有由附件或弹è¯å¯¼è‡´çš„\n奖励或惩罚。", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"傿•°å›¾æ ‡ï¼ˆé¼ æ ‡æ‚¬åœæ˜¾ç¤ºå称)", + L"|ç«™|ç«‹ å§¿æ€çš„奖励/惩罚 ", + L"|è¹²|ä¼ å§¿æ€çš„奖励/惩罚 ", + L"|åŒ|åŒ å§¿æ€çš„奖励/惩罚 ", + L"奖励/惩罚", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|ç²¾|度", //L"|A|c|c|u|r|a|c|y", + L"|æ€|伤|力", //L"|D|a|m|a|g|e", + L"|å°„|程", //L"|R|a|n|g|e", + L"|æ“|控|éš¾|度", //L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", + L"|ç²¾|çž„|ç­‰|级", //L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", + L"|çž„|准|镜|å€|率", //L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|红|点|效|æžœ", //L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|消|ç„°", //L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|噪|音", //L"|L|o|u|d|n|e|s|s", + L"|å¯|é |性", //L"|R|e|l|i|a|b|i|l|i|t|y", + L"|ä¿®|ç†|éš¾|度", //L"|R|e|p|a|i|r |E|a|s|e", + L"|ç²¾|çž„|最|低|有|效|è·|离", //L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", + L"|命|中|率|ä¿®|æ­£", //L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", + L"|举|枪|A|P", //L"|A|P|s |t|o |R|e|a|d|y", + L"|å•|å‘|A|P", //L"|A|P|s |t|o |A|t|t|a|c|k", + L"|点|å°„|A|P", //L"|A|P|s |t|o |B|u|r|s|t", + L"|连|å‘|A|P", //L"|A|P|s |t|o |A|u|t|o|f|i|r|e", + L"|æ¢|å¼¹|匣|A|P", //L"|A|P|s |t|o |R|e|l|o|a|d", + L"|手|动|上|å¼¹|A|P", //L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", + L"|横|å‘|åŽ|å|力", //L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used + L"|åŽ|å|力", //L"|T|o|t|a|l |R|e|c|o|i|l", + L"|连|å‘|å­|å¼¹|æ•°/5|A|P", //L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \n决定该武器å‘å°„çš„å­å¼¹å离瞄准点的远近。\n \n数值范围:0~100。该数值越高越好。", + L"\n \n决定该武器å‘å°„çš„å­å¼¹çš„å¹³å‡ä¼¤å®³ï¼Œä¸åŒ…括\n护甲或穿甲修正。\n \n该数值越高越好。", + L"\n \n从该枪射出的å­å¼¹åœ¨è½åœ°å‰çš„\n最大飞行è·ç¦»ï¼ˆæ ¼æ•°ï¼‰ã€‚\n \n该数值越高越好。", + L"\n \nå†³å®šæ¡æŒè¯¥æ­¦å™¨è¿›è¡Œå°„å‡»æ—¶çš„æ“æŽ§éš¾åº¦ã€‚\n \næ“æŽ§éš¾åº¦è¶Šé«˜ï¼Œå‘½ä¸­çŽ‡è¶Šä½Žã€‚\n \n该数值越低越好。", + L"\n \n这个数值显示了该武器的精瞄等级。\n \nç²¾çž„ç­‰çº§è¶Šä½Žï¼Œæ¯æ¬¡çž„准获得的命中率加æˆè¶Š\né«˜ã€‚å› æ­¤ï¼Œç²¾çž„ç­‰çº§è¦æ±‚较低的武器å¯ä»¥åœ¨ä¸æŸ\n失精度的情况下更快地瞄准。\n \n该数值越低越好。", + L"\n \n该值大于1.0时,远è·ç¦»çž„准中的误差会按比例å‡å°ã€‚\n \n \n请注æ„,高å€çŽ‡çž„å‡†é•œä¸åˆ©äºŽå°„击è·ç¦»è¿‡è¿‘的目标。\n \n \n该值为1.0则说明该武器未安装瞄准镜。\n", + L"\n \n在一定è·ç¦»ä¸ŠæŒ‰æ¯”例å‡å°‘瞄准误差。\n \n红点效果åªåœ¨ä¸€å®šè·ç¦»å†…有效,因为超过该è·ç¦»\n光点就会开始暗淡,最终在足够远处消失。\n \n该数值越高越好。", + L"\n \n该属性起作用时,武器å‘å°„ä¸ä¼šäº§ç”Ÿæžªç„°ã€‚\n \n \n敌人ä¸èƒ½é€šè¿‡æžªç„°åˆ¤æ–­ä½ çš„ä½ç½®ï¼Œä½†æ˜¯ä»–们ä»ç„¶å¯\n能å¬åˆ°ä½ ã€‚", + L"\n \nè¯¥å‚æ•°æ˜¾ç¤ºäº†æ­¦å™¨å¼€ç«æ—¶æžªå£°ä¼ æ’­çš„\n范围(格数)。\n \næ­¤èŒƒå›´å†…çš„æ•Œäººå‡æœ‰å¯èƒ½å¬åˆ°æžªå£°ã€‚\n \n该数值越低越好。", + L"\n \n决定了该武器使用时æŸè€—的快慢。\n \n该数值越高越好。", + L"\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \n瞄准镜æä¾›çž„准命中率加æˆçš„æœ€çŸ­è·ç¦»ã€‚\n(å†è¿‘就无效了)", + L"\n \n激光瞄准器æä¾›çš„命中率修正。", + L"\n \nç«¯æžªå‡†å¤‡å¼€ç«æ‰€éœ€çš„AP。\n \n举起该武器åŽï¼Œè¿žç»­å‘å°„ä¸ä¼šå†æ¶ˆ\n耗举枪AP。\n \n但是,除转å‘和开ç«ä¹‹å¤–的其它动作å‡ä¼šæ”¾\n下武器。\n \n该数值越低越好。", + L"\n \n该武器射出å•å‘å­å¼¹æ‰€éœ€çš„AP。\n \n对于枪械而言,该数值显示了在ä¸ç²¾çž„的情况下å‘å°„\n一å‘å­å¼¹çš„AP消耗。\n \n如果该图标为ç°è‰²ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯å•å‘射击。\n \n该数值越低越好。", + L"\n \n一次点射所需的AP。\n \næ¯æ¬¡ç‚¹å°„çš„å­å¼¹æ•°ç”±æžªæ”¯æœ¬èº«å†³å®šï¼Œå¹¶\n显示在该图标上。\n \n如果该图标å‘ç°ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯ç‚¹å°„。\n \n该数值越低越好。", + L"\n \nè¿žå‘æ¨¡å¼ä¸‹ï¼Œè¯¥æ­¦å™¨ä¸€æ¬¡é½å°„三å‘å­å¼¹æ‰€éœ€çš„AP。\n \n超过3å‘å­å¼¹ï¼Œåˆ™éœ€è¦é¢å¤–çš„AP。\n \n如果该图标å‘ç°ï¼Œåˆ™è¯¥æ­¦å™¨ä¸å¯è¿žå‘。\n \n该数值越低越好。", + L"\n \n釿–°è£…填榴弹/æ›´æ¢å¼¹åŒ£æ‰€éœ€çš„AP。\n \n该数值越低越好。", + L"\n \n在射击间歇为该武器手动上弹的AP消耗。\n \n该数值越低越好。", + L"\n \nè¯¥å‚æ•°æ˜¯æ­¦å™¨æžªå£åœ¨å•呿ˆ–è¿žå‘æ—¶æ¯é¢—å­å¼¹æ‰€é€ æˆçš„æ°´å¹³åç§»é‡ã€‚\n \n正数表示å‘å³ç§»åŠ¨ã€‚\n \n负数表示å‘左移动。\n \n越接近0越好。", //L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used + L"\n \nè¯¥å‚æ•°æ˜¯æ­¦å™¨æžªå£åœ¨å•呿ˆ–自动模å¼ä¸‹æ¯å‘å­å¼¹æ‰€é€ æˆçš„æœ€å¤§åç§»é‡ã€‚\n \n该数值越低越好。", //L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", //HEADROCK HAM 5: Altered to reflect unified number. + L"\n \nè¯¥å‚æ•°æ˜¾ç¤ºäº†è¯¥æ­¦å™¨æ¯å¤šèŠ±è´¹5APåœ¨è¿žå‘æ¨¡å¼æ—¶\nå¯å¤šå‘å°„çš„å­å¼¹æ•°ã€‚\n \n该数值越高越好。", + L"\n \n决定了修ç†è¯¥æ­¦å™¨çš„难度以åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|防|护|值", + L"|覆|ç›–|率", + L"|æŸ|å|率", + L"|ä¿®|ç†|éš¾|度", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \n这是护具最é‡è¦çš„属性,决定了其å¯ä»¥å¸æ”¶å¤š\n少伤害。然而,穿甲攻击以åŠå…¶å®ƒçš„éšæœºå› ç´ \n都å¯èƒ½å¯¹æœ€ç»ˆçš„伤害值产生影å“。\n \n该数值越高越好。", + L"\n \n决定该护具对身体的防护é¢ç§¯ã€‚\n \n如果该值低于100%,则攻击有å¯èƒ½\nå¯¹æœªè¢«æŠ¤å…·ä¿æŠ¤çš„éƒ¨åˆ†èº«ä½“é€ æˆæœ€å¤§ä¼¤å®³ã€‚\n该数值越高越好。", + L"\n \n显示护具被击中时的磨æŸé€ŸçŽ‡ï¼Œä¸Žå…¶\n叿”¶çš„ä¼¤å®³æˆæ¯”例。\n该数值越低越好。", + L"\n \n决定了护甲修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰å·¥å…µå’Œç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \n决定了护甲修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n黄色 = åªæœ‰ç‰¹æ®ŠNPCå¯ä»¥ä¿®å¤æŸå值。\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|ä¾µ|å½»|力|(|ç©¿|甲|å¼¹|)", + L"|ç¿»|æ…|力|(|å¼€|花|å¼¹|)", + L"|爆|炸|力|(|炸|å­|å„¿|)", + L"|过|热|ä¿®|æ­£", + L"|毒|性|百|分|比", + L"|污|垢|ä¿®|æ­£", +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nå³å­å¼¹ç©¿é€ç›®æ ‡æŠ¤ç”²çš„能力。\n \n该值å°äºŽ1时,被å­å¼¹å‘½ä¸­çš„æŠ¤ç”²çš„é˜²æŠ¤å€¼ä¼šæˆæ¯”例å‡å°‘。\n \nå之,当该值大于1时,则增加\n目标护甲的防护值。\n \n该数值越低越好。", + L"\n \n该值决定å­å¼¹æ‰“穿护甲击中身体时的伤害力\n加æˆã€‚\n \n该值大于1时,å­å¼¹åœ¨ç©¿è¿‡æŠ¤ç”²åŽä¼šå¢žåŠ ä¼¤å®³ã€‚\n \n当该值å°äºŽ1时,å­å¼¹ç©¿è¿‡æŠ¤ç”²åŽä¼šå‡å°‘伤害。\n \n该数值越高越好。", + L"\n \n该值是å­å¼¹åœ¨å‡»ä¸­ç›®æ ‡å‰å·²ç»é€ æˆçš„æ½œåœ¨ä¼¤å®³çš„å€çŽ‡ã€‚\n \n大于1的数值å¯ä»¥å¢žåŠ ä¼¤å®³ï¼Œå之\n则å‡å°‘伤害。\n \n该数值越高越好。", + L"\n \nå­å¼¹æ¸©åº¦ç³»æ•°ã€‚\n \n该数值越低越好。", + L"\n \n该值决定å­å¼¹ä¼¤å®³ä¸­å…·æœ‰æ¯’性的百分比。", + L"\n \nå¼¹è¯é€ æˆçš„é¢å¤–污垢。\n \n该数值越低越好。", +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|æ€|伤|力", + L"|眩|晕|æ€|伤|力", + L"|爆|炸|æ€|伤|力", + L"|爆|炸|范|å›´", + L"|眩|晕|爆|炸|范|å›´", + L"|噪|音|扩|æ•£|范|å›´", + L"|催|泪|毒|æ°”|åˆ|å§‹|范|å›´", + L"|芥|å­|毒|æ°”|åˆ|å§‹|范|å›´", + L"|ç…§|明|åˆ|å§‹|范|å›´", + L"|烟|雾|åˆ|å§‹|范|å›´", + L"|燃|烧|åˆ|å§‹|范|å›´", + L"|催|泪|毒|æ°”|最|终|范|å›´", + L"|芥|å­|毒|æ°”|最|终|范|å›´", + L"|ç…§|明|最|终|范|å›´", + L"|烟|雾|最|终|范|å›´", + L"|燃|烧|最|终|范|å›´", + L"|效|æžœ|æŒ|ç»­|æ—¶|é—´", + // HEADROCK HAM 5: Fragmentation + L"|碎|片|æ•°|é‡", + L"|碎|片|å•|片|æ€|伤", + L"|碎|片|åŠ|径", + // HEADROCK HAM 5: End Fragmentations + L"|噪|音", + L"|挥|å‘|性", + L"|ä¿®|ç†|éš¾|度", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \n本次爆炸造æˆçš„伤害值。\n \n爆炸型爆破å“åªåœ¨è¢«å¼•爆时造æˆä¸€æ¬¡æ€§ä¼¤å®³ï¼Œè€Œ\n具有æŒç»­æ•ˆæžœçš„çˆ†ç ´å“æ¯å›žåˆéƒ½å¯ä»¥é€ æˆä¼¤\n害,直到效果消失。\n \n该数值越高越好。", + L"\n \n爆破造æˆçš„éžè‡´å‘½æ€§çœ©æ™•伤害值。\n \n爆炸型爆破å“åªåœ¨è¢«å¼•爆时造æˆä¸€æ¬¡æ€§ä¼¤å®³ï¼Œè€Œ\n具有æŒç»­æ•ˆæžœçš„çˆ†ç ´å“æ¯å›žåˆéƒ½å¯ä»¥é€ æˆä¼¤\n害,直到效果消失。\n \n该数值越高越好。", + L"\n \n该爆破å“ä¸ä¼šå¼¹æ¥å¼¹åŽ»ã€‚\n \n它一碰到任何实物就会立刻爆炸ï¼", + L"\n \n这是该爆破å“的有效æ€ä¼¤åŠå¾„。\n \n目标è·çˆ†ç‚¸ä¸­å¿ƒè¶Šè¿œï¼Œå—到的伤害越少。\n \n该数值越高越好。", + L"\n \n这是该爆破å“的眩晕伤害åŠå¾„。\n \n目标è·çˆ†ç‚¸ä¸­å¿ƒè¶Šè¿œï¼Œå—到的伤害越少。\n \n该数值越高越好。", + L"\n \n这是该陷阱所å‘出噪音的传播è·ç¦»ã€‚\n \n在该è·ç¦»ä¹‹å†…的士兵å¯èƒ½å¬åˆ°è¿™ä¸ªå™ªéŸ³\n并有所警觉。\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放出的催泪毒气的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“é‡Šæ”¾å‡ºçš„èŠ¥å­æ¯’气的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“å‘光的åˆå§‹åŠå¾„。\n \nè·çˆ†ç‚¸ä¸­å¿ƒè¾ƒè¿‘的格å­ä¼šå˜å¾—éžå¸¸æ˜Žäº®ï¼Œè€ŒæŽ¥è¿‘\n边缘的格å­åªä¼šæ¯”平常亮一点点。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放烟雾的åˆå§‹åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n(如果有的è¯ï¼‰æ›´é‡è¦çš„æ˜¯ï¼ŒçƒŸé›¾ä¸­çš„人\næžéš¾è¢«å‘çŽ°ï¼ŒåŒæ—¶ä»–们也会失\n去很大一部分视è·ã€‚\n \n请查看最大åŠå¾„和有效时间(显示在下é¢ï¼‰ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放出的ç«ç„°çš„åˆå§‹åŠå¾„。\n \n在该åŠå¾„之内的敌人æ¯å›žåˆéƒ½ä¼šå—到所列出的\n物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \n下方则显示了该效果的作用åŠå¾„与æŒç»­æ—¶é—´ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放出的催泪毒气消散å‰çš„æœ€å¤§\nåŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", + L"\n \n这是该爆破å“é‡Šæ”¾å‡ºçš„èŠ¥å­æ¯’气消散å‰çš„æœ€å¤§\nåŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", + L"\n \n这是该爆破å“å‘出的亮光消失å‰çš„åŠå¾„。\n \n离爆炸中心较近的格å­ä¼šå˜å¾—éžå¸¸äº®ï¼Œè€ŒæŽ¥è¿‘\n边缘的格å­åªä¼šæ¯”平常ç¨äº®ã€‚\n \nç•™æ„åˆå§‹åŠå¾„和有效时间。\n \n也请记ä½ï¼Œä¸Žå…¶å®ƒçˆ†ç ´å“ä¸åŒçš„æ˜¯ç…§æ˜Žæ•ˆæžœä¼šéš\nç€æ—¶é—´æµé€è¶Šæ¥è¶Šå°ç›´åˆ°æ¶ˆå¤±ã€‚\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放的烟雾消散å‰çš„æœ€å¤§åŠå¾„。\n \n除éžä½©æˆ´äº†é˜²æ¯’é¢å…·ï¼Œå¦åˆ™åœ¨è¯¥åŠå¾„之内的敌\n人æ¯å›žåˆéƒ½ä¼šå—到所列出的物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n(如果有的è¯ï¼‰æ›´é‡è¦çš„æ˜¯ï¼ŒçƒŸé›¾ä¸­çš„人\næžéš¾è¢«å‘çŽ°ï¼ŒåŒæ—¶ä»–们也会失\n去很大一部分视è·ã€‚\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", + L"\n \n这是该爆破å“释放的ç«ç„°ç†„ç­å‰çš„æœ€å¤§åŠå¾„。\n \n在该åŠå¾„之内的敌人æ¯å›žåˆéƒ½ä¼šå—到所列出的\n物ç†ä¼¤å®³ä¸Žçœ©æ™•伤害。\n \nè¯·åŒæ—¶æŸ¥çœ‹åˆå§‹åŠå¾„和有效时间。\n \n该数值越高越好。", + L"\n \n这是爆炸效果的æŒç»­æ—¶é—´ã€‚\n \n爆炸效果的范围æ¯å›žåˆéƒ½ä¼šå‘所有的方å‘增加一\n格,直到其åŠå¾„达到所列出的最大值。\n \n一旦æŒç»­æ—¶é—´è¿‡åŽ»ï¼Œçˆ†ç‚¸æ•ˆæžœå°±ä¼šå®Œå…¨æ¶ˆå¤±ã€‚\n \n注æ„照明类的爆炸与众ä¸åŒï¼Œä¼šéšç€æ—¶é—´\næµé€è¶Šæ¥è¶Šå°ã€‚\n \n该数值越高越好。", + // HEADROCK HAM 5: Fragmentation + L"\n \n这是爆炸中溅射出碎片的数é‡ã€‚\n \n碎片和å­å¼¹ç±»ä¼¼ï¼Œä¼šå‡»ä¸­ä»»ä½•è·ç¦»å¤ªè¿‘的人。\n \n该数值越高越好。", + L"\n \n这是爆炸中溅射出碎片的潜在伤害。\n \n该数值越高越好。", + L"\n \nè¿™æ˜¯çˆ†ç‚¸ä¸­æº…å°„å‡ºç¢Žç‰‡çš„å¹³å‡æ•£å¸ƒèŒƒå›´ã€‚\n \n或近或远,这里是å–å¹³å‡å€¼ã€‚\n \n该数值越高越好。", + // HEADROCK HAM 5: End Fragmentations + L"\n \n这是爆破å“爆炸时å‘出的声音能够被佣兵和敌\n军å¬åˆ°çš„è·ç¦»ï¼ˆæ ¼æ•°ï¼‰ã€‚\n \nå¬åˆ°çˆ†ç‚¸å£°çš„æ•Œäººä¼šå¯Ÿè§‰åˆ°ä½ ã€‚\n \n该数值越低越好。", + L"\n \n这个数值代表该爆破å“å—到伤害时(如其它爆破å“在\n近处爆炸)自身爆炸的几率(100以内)。\n \nå› æ­¤æºå¸¦é«˜æŒ¥å‘性爆破å“进入战斗æžå…¶å±é™©ï¼Œåº”\n当æžåŠ›é¿å…。\n \n数值范围:0~100,该数值越低越好。", + L"\n \n决定了炸è¯çš„ä¿®ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|ä¿®|ç†|éš¾|度", + L"|å¯|用|æ•°|é‡", //L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", + L"|æ•°|é‡", //L"|V|o|l|u|m|e", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \n决定了修ç†éš¾åº¦ä»¥åŠè°å¯ä»¥å®Œå…¨ä¿®å¤å…¶æŸå值。\n \n绿色 = 任何人都å¯ä»¥ä¿®ç†ã€‚\n \n红色 = 这个物å“ä¸èƒ½è¢«ä¿®ç†ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \n决定了这个æºè¡Œå…·çš„å¯ç”¨ç©ºé—´ã€‚\n \n该数值越高越好。", //L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", + L"\n \n决定了这个æºè¡Œå…·å·²è¢«å ç”¨çš„空间。\n \n该数值越低越好。", //L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|曳|å…‰|å¼¹", + L"|å|å¦|å…‹|å¼¹", + L"|ç ´|甲", + L"|é…¸|è…|å¼¹", + L"|ç ´|é”|å¼¹", + L"|防|爆", + L"|防|æ°´", + L"|电|å­|产|å“", + L"|防|毒|é¢|å…·", + L"|需|è¦|电|æ± ", + L"|能|够|å¼€|é”", + L"|能|够|剪|线", + L"|能|够|æ’¬|é”", + L"|金|属|探|测|器", + L"|远|程|引|爆|装|ç½®", + L"|远|程|爆|ç ´|引|ä¿¡", + L"|定|æ—¶|爆|ç ´|引|ä¿¡", + L"|装|有|æ±½|æ²¹", + L"|å·¥|å…·|ç®±", + L"|热|æˆ|åƒ|仪", + L"|X|å…‰|å°„|线|仪", + L"|装|饮|用|æ°´", + L"|装|é…’|ç²¾|饮|å“", + L"|急|æ•‘|包", + L"|医|è¯|ç®±", + L"|ç ´|é”|炸|å¼¹", + L"|饮|æ–™", + L"|食|物", + L"|输|å¼¹|带", //L"|A|m|m|o |B|e|l|t", + L"|机|枪|手|背|包", //L"|A|m|m|o |V|e|s|t", + L"|拆|å¼¹|å·¥|å…·", //L"|D|e|f|u|s|a|l |K|i|t", + L"|é—´|è°|器|æ", //L"|C|o|v|e|r|t |I|t|e|m", + L"|ä¸|会|æŸ|å", //L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", + L"|金|属|制|å“", //L"|M|a|d|e |o|f |M|e|t|a|l", + L"|æ°´|中|下|沉", //L"|S|i|n|k|s", + L"|åŒ|手|æ“|作", //|T|w|o|-|H|a|n|d|e|d", + L"|挡|ä½|准|心", //L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|å|器|æ|å¼¹|è¯", //L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", + L"|é¢|部|防|护", //L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|感|染|防|护", //L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|护|盾", //L"|S|h|i|e|l|d", + L"|ç…§|相|机", //L"|C|a|m|e|r|a", + L"|掩|埋|å·¥|å…·|", //L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|空|è¡€|包", //L"|E|m|p|t|y |B|l|o|o|d |B|a|g", + L"|è¡€|包", //L"|B|l|o|o|d |B|a|g", 44 + L"|防|ç«|护|甲", //L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|管|ç†|能|力|增|益|器", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|é—´|è°|能|力|增|益|器", //L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|医|用|夹|æ¿", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t", + L"|阻|燃|å¼¹|è¯", //L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", + L"|燃|烧|å¼¹|è¯", //L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|å¼¹|链|ä¾›|å¼¹", //L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \n在点射或者连射时,曳光弹会产生曳光效果。\n \nç”±äºŽæ›³å…‰èƒ½å¤Ÿå¸®åŠ©æŒæžªè€…校准,所以å³ä½¿è€ƒè™‘\nåŽåº§åŠ›ï¼Œè¯¥å­å¼¹çš„æ€ä¼¤ä»æ˜¯è‡´å‘½çš„;曳光弹\n也能在黑暗中照亮目标。\n \n然而,曳光弹也会暴露射手的ä½ç½®ï¼\n \næ›³å…‰å¼¹ä¼šæŠµæ¶ˆæžªå£æ¶ˆç„°å™¨çš„æ•ˆæžœã€‚", + L"\n \nè¿™ç§å­å¼¹èƒ½å¤Ÿå¯¹å¦å…‹è£…甲造æˆä¼¤å®³ã€‚\n \n没有穿甲属性的å­å¼¹ä¸èƒ½\n对å¦å…‹é€ æˆä»»ä½•伤害。\n \nå³ä½¿æ‹¥æœ‰ç©¿ç”²å±žæ€§ï¼Œå¤§éƒ¨åˆ†æžªæ¢°å¯¹äºŽå¦å…‹çš„伤害ä»ç„¶\nå分有é™ï¼Œæ‰€ä»¥ä¸è¦æŠ±æœ‰å¤ªå¤§çš„æœŸæœ›ã€‚", + L"\n \nè¿™ç§å­å¼¹å®Œå…¨æ— è§†é˜²å¼¹æŠ¤ç”²ã€‚\n \n无论目标是å¦ç©¿ç€é˜²å¼¹è¡£ï¼Œè¢«è¯¥å­å¼¹å‡»ä¸­æ—¶ï¼Œéƒ½\nå°†å—到全é¢ä¼¤å®³ï¼", + L"\n \n当这ç§å­å¼¹å‡»ä¸­ç›®æ ‡èº«ä¸Šçš„æŠ¤ç”²æ—¶ä¼šä½¿\n护甲快速æŸå。\n \n也å¯èƒ½å®Œå…¨ç ´å目标的护甲。", + L"\n \nè¿™ç§å­å¼¹å¯¹äºŽç ´é”å分有效。\n \n当闍锿ˆ–者其它容器的é”è¢«å‡»ä¸­æ—¶ï¼Œä¼šè¢«ä¸¥é‡æŸå。", + L"\n \nè¿™ç§é˜²å¼¹è£…甲对爆炸的防御力是其防护值的四å€ã€‚\n \nå—到爆炸物伤害时,该护甲的防御数值按照\n装甲属性中列出数值的四å€è®¡ç®—。", + L"\n \n该物å“防水。\n \n它ä¸ä¼šå› ä¸ºæµ¸æ²¡åœ¨æ°´ä¸­è€Œå—æŸã€‚没有该属性的\n物å“ä¼šåœ¨æŒæœ‰è€…æ¸¸æ³³æ—¶é€æ¸æŸå。", + L"\n \nè¯¥ç‰©å“æ˜¯ç”µå­äº§å“ï¼Œå«æœ‰å¤æ‚电路。\n \n电å­äº§å“åœ¨ç»´ä¿®è€…æ²¡æœ‰ç”µå­æŠ€èƒ½æ—¶å¾ˆéš¾è¢«ä¿®å¤ã€‚\n", + L"\n \n将该物å“佩戴于é¢éƒ¨æ—¶ï¼Œä½¿ç”¨è€…ä¸å—任何\n有毒气体的伤害。\n \n然而有些è…蚀性气体å¯ä»¥é€šè¿‡è…\n蚀作用穿过这个é¢ç½©ã€‚", + L"\n \n该物å“需è¦ç”µæ± ã€‚没有安装电池时使用者ä¸\n能使用这个物å“的主è¦åŠŸèƒ½ã€‚\n \nåªè¦æŠŠæ‰€éœ€ç”µæ± å®‰è£…于该物å“的附件æ å³å¯\n(步骤与将瞄准镜安装在步枪上一样)。", + L"\n \n该物å“能够用于开é”。\n \n(用技巧)开é”ä¸ä¼šå‘出声音,但是开ç¨å¾®å¤\næ‚一些的é”需è¦è¶³å¤Ÿçš„æœºæ¢°èƒ½åŠ›ã€‚è¯¥ç‰©å“æå‡äº†å¼€é”几率。", + L"\n \n该物å“能够绞断é“ä¸ç½‘。\n \n使用此物å“,佣兵å¯ä»¥å¿«é€Ÿç©¿è¶Šç”¨é“ä¸ç½‘å°é”的地区,以便\n包围敌人ï¼", + L"\n \n该物å“能够用于破åé”具。\n \nç ´åé”具需è¦å¾ˆå¤§çš„力é‡ï¼Œæ—¢ä¼šå‘出很大的\n噪音,也很耗费佣兵的体力。但是在没有出色\nçš„æŠ€å·§å’Œå¤æ‚的工具时,用力é‡ç ´åé”具也是明智\nä¹‹ä¸¾ã€‚è¯¥ç‰©å“æå‡äº†æ’¬é”几率。", + L"\n \n该物å“能够探测地下的金属物å“。\n \n显然其主è¦ç”¨äºŽåœ¨æ²¡æœ‰è‚‰çœ¼è¯†åˆ«åœ°é›·çš„能力时探测地\n雷。但是你也å¯ä»¥ç”¨å®ƒå‘现埋在地下的å®è—。", + L"\n \n该物å“能够用æ¥å¼•爆已ç»å®‰è£…远程爆破引\n信的炸弹。 \n \n先放置炸弹,时机一到å†ç”¨å®ƒå¼•爆。", + L"\n \n安装该引信的爆破物设置完æˆåŽ\n,å¯ä»¥è¢«è¿œç¨‹æŽ§åˆ¶å™¨å¼•爆。\n \n远程引信是设置陷阱的ä¸äºŒé€‰æ‹©ï¼Œå› ä¸ºå®ƒåªä¼šåœ¨ä½ éœ€è¦\n它爆炸的时候被引爆,而且留给你足够的时间跑\nå¼€ï¼", + L"\n \n安装该引信的爆破物设置完æˆåŽ\n,该引信会开始倒数计时,并在设置的时间åŽ\n被引爆。\n \n计时引信便宜并且易于安装,但是你必须给它\n设定åˆé€‚的时间以便你能够跑开ï¼", + L"\n \nè¯¥ç‰©å“æ‰¿æœ‰æ±½æ²¹ã€‚\n \n在你需è¦åŠ æ²¹æ—¶å分有用。", + L"\n \n工具箱内装有å„ç§èƒ½ç”¨æ¥ä¿®å¤å…¶å®ƒç‰©å“的工具。\n \n安排佣兵进行修å¤å·¥ä½œæ—¶è¯¥ä½£å…µå¿…é¡»æŒæœ‰å·¥å…·\nç®±ã€‚è¯¥ç‰©å“æå‡äº†ç»´ä¿®æ•ˆèƒ½ã€‚", + L"\n \n将该物å“佩戴于é¢éƒ¨æ—¶ï¼Œå¯ä»¥\n利用热æˆåƒåŽŸç†ï¼Œå‘现\n墙å£åŽæ–¹çš„æ•Œäººã€‚", + L"\n \nè¿™ç§åŠŸèƒ½å¼ºå¤§çš„ä»ªå™¨åˆ©ç”¨Xå…‰æœç´¢æ•Œå†›ã€‚\n \n它å¯ä»¥åœ¨çŸ­æ—¶é—´å†…暴露一定范围中的敌人ä½ç½®ã€‚\n请远离生殖器使用ï¼", + L"\n \n该物å“装有饮用水。\n \n壿¸´æ—¶é¥®ç”¨ã€‚", + L"\n \n该物å“内å«ç¾Žé…’ã€é…’ç²¾é¥®æ–™ã€æ´‹é…’。\n嘿嘿,你å«å®ƒä»€ä¹ˆéƒ½è¡Œã€‚\n \n适é‡é¥®ç”¨ï¼Œä¸è¦é…’åŽé©¾é©¶ï¼Œå°å¿ƒè‚硬化ï¼", + L"\n \n这一战场的基础急救包æä¾›äº†åŸºæœ¬çš„医疗用å“。\n \nå¯ä»¥è¢«ç”¨æ¥åŒ…扎å—伤的角色以止血。\n \n如需è¦å›žå¤ç”Ÿå‘½ï¼Œä½¿ç”¨å副其实的医è¯ç®±ï¼Œå¹¶è¾…以大é‡çš„休æ¯ã€‚", + L"\n \n这是å副其实的医è¯ç®±ï¼Œå¯ä»¥ç”¨äºŽå¤–ç§‘æ‰‹æœ¯æˆ–å…¶å®ƒå¤æ‚的治疗。\n \nå®‰æŽ’ä½£å…µè¿›è¡ŒåŒ»ç–—å·¥ä½œæ—¶ï¼Œè¯¥ä½£å…µå¿…é¡»æŒæœ‰åŒ»\nè¯ç®±ã€‚", + L"\n \n该物å“能够用于爆破é”具。\n \n使用它需è¦çˆ†ç ´æŠ€èƒ½ä»¥é¿å…过早引爆。\n \nä½¿ç”¨ç‚¸è¯æ˜¯ä¸€ä¸ªç›¸å¯¹ç®€å•çš„ç ´é”æ‰‹æ®µï¼Œä½†æ˜¯ä¼š\nå‘出很大噪音,并且对于大部分佣兵æ¥è¯´è¿‡äºŽ\nå±é™©ã€‚", + L"\n \n饮用该物å“能让你止渴。", //L"\n \nThis item will still your thirst\nif you drink it.", + L"\n \n食用该物å“能让你充饥。", //L"\n \nThis item will still your hunger\nif you eat it.", + L"\n \n使用该供弹带,你å¯ä»¥ä¸ºä»–人的机关枪供弹。", //L"\n \nWith this ammo belt you can\nfeed someone else's MG.", + L"\n \n使用该机枪手背包中的供弹带,你å¯ä»¥ä¸ºä»–人的机关枪供弹。", //L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", + L"\n \nè¯¥ç‰©å“æå‡ä½ çš„陷阱解除几率。", //L"\n \nThis item improves your trap disarm chance by ", + L"\n \n该物å“åŠé™„ç€å…¶ä¸Šçš„æ‰€æœ‰ç‰©å“å‡è®©æ€€ç–‘者无从觉察。", //L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", + L"\n \n这个物å“ä¸ä¼šè¢«æŸå。", //L"\n \nThis item cannot be damaged.", + L"\n \nè¿™ä¸ªç‰©å“æ˜¯é‡‘属制æˆçš„,它比其它物\n哿›´è€ç£¨æŸã€‚", //L"\n \nThis item is made of metal.\nIt takes less damage than other items.", + L"\n \nè¿™ä¸ªç‰©å“æŽ‰åœ¨æ°´ä¸­ä¼šä¸‹æ²‰æ¶ˆå¤±ã€‚", //L"\n \nThis item sinks when put in water.", + L"\n \n这个物å“需è¦ä¸¤åªæ‰‹ä¸€èµ·æ“作使用。", //L"\n \nThis item requires both hands to be used.", + L"\n \n这个物å“会挡ä½å‡†å¿ƒï¼Œä½ æ— æ³•å†ä½¿\n用准心瞄准。", //L"\n \nThis item will block your iron sights\nso you cannot use them.", + L"\n \nè¿™ç§å¼¹è¯å¯ä»¥ç ´åå‘光的墙。\n或者其它ä¸åŒç§ç±»çš„物å“。", //L"\n \nThis ammo can destroy light walls\nand various other objects.", + L"\n \n如果你脸上带了这个,这就将é™ä½Ž\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \n如果ä¿å­˜åœ¨ç‰©å“æ é™ä½Ž\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.", + L"\n \n拿在手里,就å¯ä»¥æŠµæŒ¡å‰æ–¹çš„伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.", + L"\n \nä½ å¯ä»¥ä½¿ç”¨å®ƒæ‹ç…§ã€‚", //L"\n \nYou can take photos with this.", + L"\n \n这个物å“能让你更有效地掩埋尸体。", //L"\n \nThis item makes you more effective at burying corpses.", + L"\n \n医生å¯ä»¥ä»Ž\næçŒ®è€…那里å–血。", //L"\n \nA paramedic can extract blood\nfrom a donor with this.", + L"\n \n医生å¯ä»¥ç”¨è¡€åŒ…输血\n以增加手术回å¤çš„生命值。", //L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nå¯ä»¥é™ä½Ž%i%%çš„ç«ç„°ä¼¤å®³ã€‚", //L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \n这个工具å¯ä»¥\næé«˜%i%%的管ç†å·¥ä½œçš„æ•ˆçŽ‡ã€‚", //L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \n这个工具å¯ä»¥\næé«˜%i%%的间è°èƒ½åŠ›ã€‚", //L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \n一旦应用, 这个物å“å¯ä»¥æé«˜å¯¹ä½ çš„æ‰‹è‡‚\n或者腿部é‡ä¼¤çš„æ²»ç–—速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", + L"\n \nè¿™ç§å¼¹è¯å¯ä»¥ç­ç«ã€‚", //L"\n \nThis ammo can extinguish fire.", + L"\n \nè¿™ç§å¼¹è¯ä¼šå¼•起燃烧(ç«ç¾ï¼‰ã€‚", //L"\n \nThis ammo can cause fire.", + L"\n \nè¿™ç§æžªå¯ä»¥ä½¿ç”¨å¼¹é“¾ä¾›å¼¹\n或者由LBE弹链供弹\nåˆæˆ–者由å¦ä¸€ä½ä½£å…µä¾›å¼¹ã€‚", //L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|ç²¾|度|ä¿®|æ­£", + L"|速|å°„|ç²¾|度|ä¿®|æ­£|值", + L"|速|å°„|ç²¾|度|ä¿®|æ­£|百|分|比", + L"|ç²¾|çž„|ä¿®|æ­£|值", + L"|ç²¾|çž„|ä¿®|æ­£|百|分|比", + L"|ç²¾|çž„|ç­‰|级|ä¿®|æ­£", + L"|ç²¾|çž„|上|é™|ä¿®|æ­£", + L"|枪|械|使|用|ä¿®|æ­£", + L"|å¼¹|é“|下|å |ä¿®|æ­£", + L"|çž„|准|误|å·®|ä¿®|æ­£", + L"|æ€|伤|力|ä¿®|æ­£", + L"|è¿‘|战|æ€|伤|力|ä¿®|æ­£", + L"|å°„|程|ä¿®|æ­£", + L"|çž„|准|镜|å€|率", + L"|红|点|效|æžœ", + L"|æ°´|å¹³|åŽ|å|力|ä¿®|æ­£", + L"|åž‚|ç›´|åŽ|å|力|ä¿®|æ­£", + L"|最|大|制|退|力|ä¿®|æ­£", + L"|制|退|力|ç²¾|度|ä¿®|æ­£", + L"|制|退|力|频|次|ä¿®|æ­£", + L"|A|P|总|é‡|ä¿®|æ­£", + L"|举|枪|A|P|ä¿®|æ­£", + L"|å•|å‘|A|P|ä¿®|æ­£", + L"|点|å°„|A|P|ä¿®|æ­£", + L"|连|å‘|A|P|ä¿®|æ­£", + L"|上|å¼¹|A|P|ä¿®|æ­£", + L"|å¼¹|夹|容|é‡|ä¿®|æ­£", + L"|点|å°„|å¼¹|æ•°|ä¿®|æ­£", + L"|消|ç„°", + L"|噪|音|ä¿®|æ­£", + L"|物|å“|å°º|寸|ä¿®|æ­£", + L"|å¯|é |性|ä¿®|æ­£", + L"|丛|æž—|è¿·|彩", + L"|城|市|è¿·|彩", + L"|æ²™|æ¼ |è¿·|彩", + L"|雪|地|è¿·|彩", + L"|潜|行|ä¿®|æ­£", + L"|å¬|觉|è·|离|ä¿®|æ­£", + L"|一|般|视|è·|ä¿®|æ­£", + L"|夜|晚|视|è·|ä¿®|æ­£", + L"|白|天|视|è·|ä¿®|æ­£", + L"|高|å…‰|视|è·|ä¿®|æ­£", + L"|æ´ž|ç©´|视|è·|ä¿®|æ­£", + L"|éš§|é“|视|野|效|应", + L"|最|大|制|退|力", + L"|制|退|力|频|次", + L"|命|中|率|ä¿®|æ­£", + L"|ç²¾|çž„|ä¿®|æ­£", + L"|å•|å‘|å°„|击|温|度", + L"|冷|å´|å‚|æ•°", + L"|å¡|壳|阈|值", + L"|æŸ|å|阈|值", + L"|å•|å‘|å°„|击|温|度", + L"|冷|å´|å‚|æ•°", + L"|å¡|壳|阈|值", + L"|æŸ|å|阈|值", + L"|毒|性|百|分|比", + L"|污|垢|ä¿®|æ­£", + L"|毒|性|ä¿®|æ­£",//L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r", + L"|食|物|点|æ•°",//L"|F|o|o|d| |P|o|i|n|t|s" + L"|饮|用|点|æ•°",//L"|D|r|i|n|k |P|o|i|n|t|s", + L"|剩|ä½™|大|å°",//L"|P|o|r|t|i|o|n |S|i|z|e", + L"|士|æ°”|ä¿®|æ­£",//L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r", + L"|å»¶|迟|ä¿®|æ­£",//L"|D|e|c|a|y |M|o|d|i|f|i|e|r", + L"|最|ä½³|æ¿€|å…‰|è·|离",//L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e", + L"|åŽ|å|ä¿®|æ­£|比|例",//L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 + L"|掰|击|锤|å°„|击", //L"|F|a|n |t|h|e |H|a|m|m|e|r", + L"|枪|管|é…|ç½®", //L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \n当安装于远程武器上时,该物å“将修正武器的精\n度值。\n \n精度的æé«˜èƒ½å¤Ÿä½¿æ­¦å™¨åœ¨ç²¾çž„时更容易命中远\nè·ç¦»çš„目标。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正射手使用远程武器打出去\nçš„æ¯é¢—å­å¼¹çš„精度。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \nåœ¨åŽŸæœ¬å°„å‡»ç²¾åº¦çš„åŸºç¡€ä¸Šï¼Œè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—百分比修正射手使用远程武器射出\nçš„æ¯é¢—å­å¼¹ã€‚\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正射手使用远程武器\nçž„å‡†æ—¶ï¼Œæ¯æ¬¡ç²¾çž„所增加的精度。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—百分比修正射手使用远程武器\nçž„å‡†æ—¶ï¼Œæ¯æ¬¡ç²¾çž„所增加的精度。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \n该物å“修正该武器的精瞄等级。\n \nå‡å°‘精瞄等级æ„å‘³ç€æ¯ä¸€æ¬¡ç²¾çž„会增加更多的\n精度。因此,精瞄等级的å‡å°‘,有助于这件武\nå™¨åœ¨ä¸æŸç²¾åº¦çš„æƒ…况下快速瞄准。\n \n该数值越低越好。", + L"\n \nåœ¨åŽŸæœ¬å°„å‡»ç²¾åº¦çš„åŸºç¡€ä¸Šï¼Œè¯¥ç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正射手使用远程武器时能\n达到的最大精度。\n \n该数值越高越好。", + L"\n \n当将该物å“安装于远程武器上时,会修正武器的æ“\n控难度。\n \næ˜“äºŽæ“æŽ§çš„æ­¦å™¨ä¸è®ºæ˜¯å¦è¿›è¡Œç²¾çž„都更加\n准确。\n \nè¯¥ä¿®æ­£åŸºäºŽæ­¦å™¨çš„åŽŸå§‹æ“æŽ§éš¾åº¦ï¼Œæ­¥æžª\nå’Œé‡æ­¦å™¨é«˜è€Œæ‰‹æžªå’Œè½»æ­¦å™¨ä½Žã€‚\n \n该数值越低越好。", + L"\n \n该物å“修正超射è·å‘½ä¸­çš„难度。\n \n较高的修正值å¯ä»¥å¢žåŠ æ­¦å™¨çš„æœ€å¤§å°„ç¨‹è‡³å°‘å‡ \n格。\n \n该数值越高越好。", + L"\n \n该物å“修正命中移动目标的难度。\n \n较高的修正值能够增加在较远è·ç¦»ä¸Šå‘½ä¸­ç§»åŠ¨ç›®\n标的几率。\n \n该数值越高越好。", + L"\n \n该物å“修正您武器的æ€ä¼¤åŠ›ã€‚\n \n该数值越高越好。", + L"\n \nè¯¥ç‰©å“æŒ‰ç…§æ‰€åˆ—数值修正您近战武器的伤害值。\n \n该物å“åªä½œç”¨äºŽè¿‘战武器,无论是利器还是\né’器。\n \n该数值越高越好。", + L"\n \n当安装于远程武器上时,该物å“å¯ä¿®æ­£å…¶\n最大有效射程。\n \n最大射程是指å­å¼¹æ˜Žæ˜¾å è½å‰å¯ä»¥é£žè¡Œçš„è·ç¦»ã€‚\n \n该数值越高越好。", + L"\n \nå½“å®‰è£…äºŽè¿œç¨‹æ­¦å™¨ä¸Šæ—¶ï¼Œè¯¥ç‰©å“æä¾›é¢å¤–的瞄\n准å€çŽ‡ï¼Œä½¿è¿œè·ç¦»å°„击相对æ¥è¯´æ›´å®¹æ˜“命中。\n \n请注æ„当目标è·ç¦»å°äºŽæœ€ä½³çž„准è·ç¦»æ—¶ï¼Œé«˜å€çŽ‡å¯¹äºŽ\n瞄准ä¸åˆ©ã€‚\n \n该数值越高越好。", + L"\n \n当安装于远程武器上时,该物å“在目标身上投\n影出一个红点,让其更容易被命中。\n \n红点效果åªèƒ½åœ¨æŒ‡å®šè·ç¦»å†…使用,超过该è·ç¦»\n光点就会暗淡直到最终消失。\n \n该数值越高越好。", + L"\n \n当安装于å¯ç‚¹å°„或连å‘的远程武器上时,该\nç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正该武器的水平åŽåº§åŠ›ã€‚\n \n在连续射击时,é™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒ‡å‘目标。\n \n该数值越低越好。", + L"\n \n当安装于å¯ç‚¹å°„或连å‘的远程武器上时,该\nç‰©å“æŒ‰ç…§ç™¾åˆ†æ¯”修正该武器的垂直åŽåº§åŠ›ã€‚\n \n在连续射击时,é™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒ‡å‘目标。\n \n该数值越低越好。", + L"\n \n该物å“ä¿®æ­£å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåº”对制退åŽå\n力的能力。\n \n高修正值能帮助射手控制åŽå力较高的武器,å³ä½¿\n射手自身力é‡è¾ƒä½Žã€‚\n \n该数值越高越好。", + L"\n \n该物å“ä¿®æ­£å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œè¿ç”¨å作\n用力制退åŽå力的精确度。\n \né«˜ä¿®æ­£å€¼èƒ½å¸®åŠ©å°„æ‰‹ç»´æŒæžªå£å§‹ç»ˆæœå‘目标,哪怕\n目标较远,也能æå‡ç²¾åº¦ã€‚\n \n该数值越高越好。", + L"\n \nåœ¨å°„æ‰‹è¿›è¡Œç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œè¯¥ç‰©å“修正其频ç¹è¯„ä¼°\n制退力大å°ä»¥åº”对åŽå力的能力。\n \n低修正值使连å‘的总体精度更高,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越高越好。", + L"\n \n该物å“直接修正佣兵æ¯å›žåˆçš„åˆå§‹APé‡ã€‚\n \n该数值越高越好。", + L"\n \n当安装于远程武器上时,该物å“修正举枪AP。\n \n该数值越低越好。", + L"\n \n当安装于远程武器上时,该物å“修正å•å‘AP。\n \n注æ„对于å¯ä»¥ç‚¹å°„或连å‘的武器æ¥è¯´ï¼Œè¯¥ç‰©å“\n也会影å“点射和连å‘çš„AP。\n \n该数值越低越好。", + L"\n \n当安装于å¯ä»¥è¿›è¡Œç‚¹å°„的远程武器上时,该物å“修正点射AP。\n \n该数值越低越好。", + L"\n \n当安装于å¯ä»¥è¿›è¡Œè¿žå‘的远程武器上时,该物å“修正连å‘AP。\n \n注æ„ï¼Œè¿™ä¸æ”¹å˜è¿žå‘增加å­å¼¹æ—¶çš„AP消耗,åª\nå½±å“è¿žå‘æ—¶APçš„åˆå§‹æ¶ˆè€—。\n \n该数值越低越好。", + L"\n \n当安装于远程武器上时,该物å“修正上弹AP。\n \n该数值越低越好。", + L"\n \n当安装于远程武器上时,该物å“修正该武器的\n弹匣容é‡ã€‚\n \n该武器便能够使用相åŒå£å¾„çš„ä¸åŒå®¹é‡çš„弹匣。\n \n该数值越高越好。", + L"\n \n当安装于远程武器上时,该物å“修正该武器在\n点射时å‘å°„çš„å­å¼¹æ•°ã€‚\n \n如果该武器ä¸èƒ½ç‚¹å°„而此修正值为正,该物å“\n会使武器能够点射。\n \n相å,如果该武器原本能够点射,而此修正值\n为负,该物å“å¯èƒ½ä½¿æ­¦å™¨å¤±åŽ»ç‚¹å°„èƒ½åŠ›ã€‚\n \nè¯¥æ•°å€¼ä¸€èˆ¬è¶Šé«˜è¶Šå¥½ã€‚å½“ç„¶è¿žå‘æ—¶ä¹Ÿéœ€è¦æ³¨æ„\n节çœå¼¹è¯ã€‚", + L"\n \n当安装于远程武器上时,该物å“能够éšè—该武\n器的枪焰。.\n \n当射手在éšè”½çš„地方开枪,将ä¸ä¼šè¢«æ•Œäººå‘现\n,这在夜战中å分é‡è¦ã€‚", + L"\n \n当安装于武器上时,该物å“修正使用该武器时\nå‘出的噪音能被敌人和佣兵å‘觉的è·ç¦»ã€‚\n \n如果该修正值将武器的噪音数值削å‡è‡³0,那\n么该武器就被完全消音了。\n \n该数值越低越好。", + L"\n \n该物å“修正把它作为附件的物å“的尺寸大å°ã€‚\n \n物å“大å°åœ¨æ–°æºè¡Œç³»ç»Ÿä¸­å¾ˆé‡è¦ï¼Œå› ä¸ºå£è¢‹åª\n能装下特定大å°å’Œå½¢çŠ¶çš„ç‰©å“。\n \n增加尺寸会使物å“太大而ä¸èƒ½æ”¾å…¥æŸäº›å£è¢‹ã€‚\n \nå之,å‡å°‘尺寸æ„味ç€è¯¥ç‰©å“å¯ä»¥é€‚åˆäºŽæ›´å¤š\nçš„å£è¢‹ï¼Œå¹¶ä¸”一个å£è¢‹å¯ä»¥è£…得更多。\n \n一般æ¥è¯´ï¼Œè¯¥æ•°å€¼è¶Šä½Žè¶Šå¥½ã€‚", + L"\n \n当安装于武器上时,该物å“修正该武器的å¯é \n性数值。\n \n如果该修正值为正,该武器在使用过程中的磨\næŸä¼šæ›´æ…¢ï¼Œå之磨æŸä¼šæ›´å¿«ã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n丛林环境中的伪装值。\n \n该伪装需é è¿‘树木或较高的è‰ä¸›æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n城市环境中的伪装值。\n \n该伪装需é è¿‘æ²¥é’æˆ–æ··å‡åœŸæè´¨æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n沙漠环境中的伪装值。\n \n该伪装需é è¿‘æ²™åœ°ã€æ²™ç ¾åœ°æˆ–沙漠æ¤è¢«æ‰èƒ½å‘挥最大功\n效。\n \n该伪装数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会增加穿戴者在\n雪地环境中的伪装值。\n \n该伪装需é è¿‘雪地æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,修正使用者的潜\n行能力,使其在潜行时更难被å¬åˆ°ã€‚\n \n注æ„该物å“å¹¶ä¸ä¿®æ­£æ½œè¡Œè€…çš„å¯è§†ç‰¹å¾ï¼Œè€Œåªæ˜¯\næ”¹å˜æ½œè¡Œä¸­åЍé™çš„大å°ã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的å¬è§‰æ„ŸçŸ¥èŒƒå›´ã€‚\n \n该值为正时å¯ä»¥ä»Žæ›´è¿œçš„è·ç¦»å¬åˆ°å™ªéŸ³ã€‚\n \nä¸Žæ­¤åŒæ—¶ï¼Œè¯¥å€¼ä¸ºè´Ÿæ—¶ä¼šå‰Šå‡ä½¿ç”¨è€…çš„å¬åŠ›ã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一修正值适用于所有情况。\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一夜视修正åªåœ¨å…‰çº¿æ˜Žæ˜¾ä¸è¶³æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一白天视觉修正åªåœ¨å…‰ç…§åº¦ä¸ºå¹³å‡å€¼æˆ–更高时有效。\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一高光视觉修正åªåœ¨å…‰ç…§åº¦è¿‡é«˜æ—¶æœ‰æ•ˆï¼Œä¾‹å¦‚\nç›´è§†é—ªå…‰å¼¹ç…§äº®çš„æ ¼å­æˆ–\nåœ¨æ­£åˆæ—¶åˆ†ã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一洞穴视觉修正åªåœ¨æ˜æš—且ä½äºŽåœ°ä¸‹æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", + L"\n \nå½“è¯¥ç‰©å“æˆ´åœ¨èº«ä¸Šæˆ–附在穿戴å“上时,会改å˜è§†\n野范围,视野范围å‡å°‘会导致å¯è§†è§’度å˜çª„。\n \n该数值越低越好。", + L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力的能力。\n \n该数值越高越好。", + L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œé¢‘ç¹è¯„ä¼°\n制退力大å°ä»¥åº”对åŽå力的能力。\n \n较高的频率使连å‘的总体精度更高,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越低越好。", + L"\n \n当安装于远程武器上时,该物å“修正武器的命\n中率。\n \n命中率的æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命中\n目标。\n \n该数值越高越好。", + L"\n \n当安装于远程武器上时,该物å“修正武器的精\n瞄加æˆã€‚\n \n精瞄加æˆçš„æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命\n中远è·ç¦»çš„目标。\n \n该数值越高越好。", + L"\n \nå•å‘射击所造æˆçš„æ¸©åº¦ã€‚\n所使用的å­å¼¹ç±»åž‹å¯¹æœ¬å€¼æœ‰å½±å“。", + L"\n \næ¯å›žåˆè‡ªåЍ冷崿‰€é™ä½Žçš„æ¸©åº¦å€¼ã€‚", + L"\n \n当武器温度超过å¡å£³é˜ˆå€¼æ—¶ï¼Œå¡å£³\n将更容易å‘生。", + L"\n \n当武器温度超过æŸå阈值时,武器\n将更容易æŸå。", + L"\n \n武器的å•å‘射击温度增加了(百分比)。\n \n该数值越低越好。", + L"\n \n武器的冷å´ç³»æ•°æ•°å¢žåŠ äº†(百分比)。\n \n该数值越高越好。", + L"\n \n武器的å¡å£³é˜ˆå€¼å¢žåŠ äº†(百分比)。\n \n该数值越高越好。", + L"\n \n武器的æŸå阈值增加了(百分比)。\n \n该数值越高越好。", + L"\n \n总伤害中毒性伤害所å çš„百分比。\n\n部分å–å†³äºŽæ•Œäººçš„è£…å¤‡æ˜¯å¦æœ‰æ¯’æ€§æŠµæŠ—æˆ–æ¯’æ€§å¸æ”¶å±žæ€§ã€‚", + L"\n \nå•å‘射击所造æˆçš„æ±¡åž¢ã€‚\n所使用的å­å¼¹ç±»åž‹å’Œé™„ä»¶ç§ç±»å¯¹æœ¬å€¼æœ‰å½±å“。\n \n该数值越低越好。", + L"\n \nåƒæŽ‰è¯¥ç‰©å“会累加这些中毒值。\n \n该数值越低越好。", // L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", + L"\n \n食物热é‡å€¼å•ä½åƒå¡è·¯é‡Œã€‚\n \n该数值越高越好。", // L"\n \nAmount of energy in kcal.\n \nHigher is better.", + L"\n \nè¿˜å‰©å¤šå°‘å‡æ°´ã€‚\n \n该数值越高越好。", // L"\n \nAmount of water in liter.\n \nHigher is better.", + L"\n \næ¯æ¬¡ä¼šåƒæŽ‰å¤šå°‘。\n百分比å•ä½ã€‚\n \n该数值越低越好。", // L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", + L"\n \nå¯ä»¥æ”¹å˜ç›¸åº”é‡å£«æ°”。\n \n该数值越高越好。", // L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", + L"\n \n这个物å“éšç€æ—¶é—´æŽ¨ç§»è€Œè…败。\n超过50ï¼…è…败会产生毒性。\n这是食物的霉å˜çŽ‡ã€‚\n \n该数值越低越好。", // L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", + L"", + L"\n \n当该附件装é…到å¯ä»¥ç‚¹å°„åŠè‡ªåŠ¨å°„å‡»çš„è¿œç¨‹æ­¦\n器上时,会按照所述比例修正武器的åŽåº§åŠ›ã€‚\nåŽåº§åŠ›è¶Šå°ï¼Œæžªå£åœ¨çž„准目标扫射时越稳定。\n该值越低越好。",//L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 + L"\n \nå¦‚æžœæžªæ‰‹ç”¨åŒæ‰‹ä½¿ç”¨è¿™æŠŠæžªï¼Œå¯\n以腰间连续连射。", //L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", + L"\n \n切æ¢å°„击模å¼ï¼Œè¿˜å¯ä»¥\nåŒæ—¶åˆ‡æ¢å‘射多少å‘å­å¼¹ã€‚", //L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的精度得到了修正。\n \næé«˜ç²¾åº¦èƒ½å¤Ÿä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命中远\nè·ç¦»çš„目标。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \n这件武器按照所列数值修正了射手\n的精度。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \n这件武器按照所列百分比修正了射手打出去的æ¯é¢—\nå­å¼¹çš„精度。\n \n该数值越高越好。", + L"\n \nè¿™ä»¶æ­¦å™¨æŒ‰ç…§æ‰€åˆ—æ•°å€¼ä¿®æ­£äº†æ¯æ¬¡ç²¾çž„所增加的精\n度。\n \n数值范围:-100~+100,该数值越高越好。", + L"\n \næ ¹æ®å°„手本身的射击精度,这件武器\næŒ‰ç…§æ‰€åˆ—ç™¾åˆ†æ¯”ä¿®æ­£æ¯æ¬¡ç²¾çž„所增加的\n精度。\n \n该数值越高越好。", + L"\n \nç”±äºŽå…¶æ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–由于其内置特性,这件\n武器的精瞄等级得到了修正。\n \n如果精瞄等级å‡å°‘了,则这件武器å¯ä»¥åœ¨ä¸æŸ\n失精度的情况下快速瞄准。\n \nå之,若精瞄等级增加,则这件武器瞄准的\n更慢,å´ä¸ä¼šé¢å¤–增加精度。\n \n该数值越低越好。", + L"\n \n这件武器按照一定百分比\n修正射手能够达到的最大精度。\n(便®å°„手本æ¥çš„精度)\n \n该数值越高越好。", + L"\n \n由于所装的附件或其固有特性,武器æ“\n控难度得到了修正。\n \næ˜“äºŽæ“æŽ§çš„æ­¦å™¨ä¸è®ºæ˜¯å¦è¿›è¡Œç²¾çž„都更加\n准确。\n \nè¯¥ä¿®æ­£åŸºäºŽæ­¦å™¨çš„åŽŸå§‹æ“æŽ§éš¾åº¦ï¼Œæ­¥æžª\nå’Œé‡æ­¦å™¨é«˜è€Œæ‰‹æžªå’Œè½»æ­¦å™¨ä½Žã€‚\n \n该数值越低越好。", + L"\n \n由于所装的附件或其固有特性,这件武\n器超射è·å‘½ä¸­çš„能力得到了修正。\n \n较高的修正值å¯ä»¥å¢žåŠ è¯¥æ­¦å™¨çš„æœ€å¤§å°„ç¨‹è‡³å°‘\n几个格。\n \n该数值越高越好。", + L"\n \n由于所装的附件或其固有特性,这件武\n器命中远è·ç§»åŠ¨ç›®æ ‡çš„èƒ½åŠ›å¾—åˆ°äº†ä¿®æ­£ã€‚\n \n高修正值有助于在较远的è·ç¦»ä¸Šå¢žåŠ å‘½ä¸­å¿«é€Ÿç§»åŠ¨ç›®\n标的几率。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的伤害值得到了修正。\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的近战伤害值得到了修正。\n \n该修正值仅é™äºŽè¿‘战武器,无论是利器还是é’\n器。\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的最大射程得到了修正。\n \n最大射程是指å­å¼¹æ˜Žæ˜¾å è½å‰æ‰€é£žè¡Œçš„è·ç¦»ã€‚\n \n该数值越高越好。", + L"\n \n这件武器装备了光学瞄准镜,因而其远è·ç¦»å°„击更\n容易命中。\n \n注æ„在目标比最佳瞄准è·ç¦»è¿‘时,高å€çŽ‡å¯¹äºŽ\n瞄准是ä¸åˆ©çš„。\n \n该数值越高越好。", + L"\n \n这件武器装备了瞄准指示设备(å¯èƒ½æ˜¯æ¿€å…‰ï¼‰ï¼Œå®ƒ\nå¯ä»¥åœ¨ç›®æ ‡èº«ä¸ŠæŠ•影出一个点,使其更容易\n被命中。\n \n指示效果åªèƒ½åœ¨æŒ‡å®šè·ç¦»å†…使用,超过该è·ç¦»\n光点就会暗淡直到最终消失。\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的水平åŽå力得到了修正。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \nåœ¨ç‚¹å°„æˆ–è¿žå‘æ—¶ï¼Œé™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒç»­å¯¹å‡†ç›®æ ‡ã€‚\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的垂直åŽå力得到了修正。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \nåœ¨ç‚¹å°„æˆ–è¿žå‘æ—¶ï¼Œé™ä½ŽåŽå力å¯ä»¥å¸®åŠ©å°„æ‰‹\nä¿æŒæžªå£æŒç»­å¯¹å‡†ç›®æ ‡ã€‚\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\nå™¨ä¿®æ­£äº†å°„æ‰‹åœ¨ç‚¹å°„æˆ–è€…è¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力\n的能力。\n \n高修正数值能帮助射手控制åŽå力较强的武器\n,å³ä½¿å°„手自身力é‡è¾ƒä½Žã€‚\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器修正了射手è¿ç”¨å作用力制退åŽå力的精确\n度。\n \n如果武器缺少点射和连å‘功能,则此修正无效。\n \né«˜ä¿®æ­£å€¼èƒ½å¸®åŠ©å°„æ‰‹ç»´æŒæžªå£å§‹ç»ˆæœå‘目标,哪怕\n目标较远,也能æå‡ç²¾åº¦ã€‚\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器修正了射手频ç¹ä¼°é‡åˆ¶é€€åЛ大å°çš„能力。\n \n如果点射和连å‘功能都没有,则此修正无效。\n \n高修正值能够æé«˜å­å¼¹çš„æ€»ä½“精度,在射手能\n正确制退åŽååŠ›çš„å‰æä¸‹ï¼Œè¿œè·ç¦»çš„连å‘也更\n能加准确。\n \n该数值越高越好。", + L"\n \næŒæœ‰è¿™ä»¶æ­¦å™¨å°†ä¿®æ­£ä½£å…µæ¯å›žåˆçš„åˆ\nå§‹APé‡ã€‚\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的举枪AP得到了修正。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的å•å‘AP得到了修正。\n \n请注æ„对于å¯ä»¥ç‚¹å°„或连å‘的武器æ¥è¯´ï¼Œç‚¹å°„å’Œ\n连å‘AP也会被修正。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的点射AP得到了修正。\n \n如果武器没有点射功能,此修正自然无效。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的连å‘AP得到了修正。\n \n如果武器没有连å‘功能,此修正自然无效。\n \n注æ„,增加连å‘å­å¼¹æ—¶çš„AP消耗并ä¸ä¼šæ”¹å˜ï¼Œåª\nå½±å“è¿žå‘æ—¶APçš„åˆå§‹æ¶ˆè€—。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的上弹AP得到了修正。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,此武器\n的弹匣容é‡å¾—到了修正。\n \n现在这件武器å¯ä»¥æŽ¥å—相åŒå£å¾„的更大(或更å°ï¼‰å®¹é‡çš„\n弹匣。\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器在点射时å‘å°„çš„å­å¼¹æ•°å¾—到了修正。\n \n如果此武器本ä¸èƒ½ç‚¹å°„而此修正值为正,将赋予武器\n点射能力。\n \nå之,如果此武器原本能够点射,而此修正值\n为负,则将使其失去点射能力。\n \nè¯¥æ•°å€¼ä¸€èˆ¬è¶Šé«˜è¶Šå¥½ã€‚å½“ç„¶è¿žå‘æ—¶ä¹Ÿéœ€è¦æ³¨æ„\n节çœå¼¹è¯ã€‚", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,此武器\nå‘射时没有枪焰。\n \n当射手在éšè”½çš„地方开枪,将ä¸ä¼šè¢«æ•Œäººå‘现,这在夜战中å分é‡è¦ã€‚", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器å‘出的噪音得到了修正。因而敌人和佣兵能\nå‘觉枪å“çš„è·ç¦»ä¹Ÿå°±ä¿®æ­£äº†ã€‚\n \n如果该修正值将武器的噪音数值削å‡è‡³0,那\n么该武器就被完全消音了。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的尺寸大å°å¾—到了修正。\n \n物å“大å°åœ¨æ–°æºè¡Œç³»ç»Ÿä¸­å¾ˆé‡è¦ï¼Œå› ä¸ºå£è¢‹åª\n能装下特定大å°å’Œå½¢çŠ¶çš„ç‰©å“。\n \n增加尺寸会使物å“太大而ä¸èƒ½æ”¾å…¥æŸäº›å£è¢‹ã€‚\n \nå之,å‡å°‘尺寸æ„味ç€è¯¥ç‰©å“å¯ä»¥è¢«æ”¾å…¥æ›´å¤š\nçš„å£è¢‹ä¸­ï¼Œå¹¶ä¸”一个å£è¢‹å¯ä»¥è£…更多。\n \n该数值一般越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其固有特性,这件武\n器的å¯é æ€§å¾—到了修正。\n \n如果该修正值为正,该武器在使用过程中的磨\næŸä¼šæ›´æ…¢ï¼Œå之磨æŸä¼šæ›´å¿«ã€‚\n \n该数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在丛林环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘树木或è‰ä¸›æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在城市环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘æ²¥é’æˆ–æ°´æ³¥æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在沙漠环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘沙砾或沙漠æ¤è¢«æ‰èƒ½å‘挥最大功\n效。\n \n该伪装数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œä½¿ç”¨è€…\n在雪地环境中的伪装值改å˜äº†ã€‚\n \n该伪装需é è¿‘雪地æ‰èƒ½å‘挥最大功效。\n \n该伪装数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œå°†ä¿®æ­£å£«å…µçš„æ½œè¡Œèƒ½åŠ›ï¼Œä½¿æ½œè¡Œ\n者更难或更容易被å¬åˆ°ã€‚\n \n注æ„该物å“å¹¶ä¸ä¿®æ­£æ½œè¡Œè€…çš„å¯è§†ç‰¹å¾ï¼Œè€Œ\nåªæ˜¯æ”¹å˜æ½œè¡Œä¸­åЍé™çš„大å°ã€‚\n \n该数值越高越好。", + L"\n \n当手æŒè¿™ä»¶æ­¦å™¨æ—¶ï¼Œå°†æŒ‰ç…§æ‰€åˆ—\n百分比修正使用者的å¬è§‰æ„ŸçŸ¥èŒƒå›´ã€‚\n \n该值为正时å¯ä»¥ä»Žæ›´è¿œçš„è·ç¦»å¬åˆ°å™ªéŸ³ã€‚\n \n若该值为负,则会削å‡ä½¿ç”¨è€…çš„å¬åŠ›ã€‚\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一一般修正适用于所有情形。\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一夜视修正åªåœ¨å…‰çº¿æ˜Žæ˜¾ä¸è¶³æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一白天视觉修正åªåœ¨å…‰ç…§åº¦ä¸ºå¹³å‡å€¼æˆ–更高时有效。\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一高光视觉修正åªåœ¨å…‰ç…§åº¦è¿‡é«˜æ—¶æœ‰æ•ˆï¼Œä¾‹å¦‚\n直视闪光弹照亮的\næ ¼å­æˆ–åœ¨æ­£åˆæ—¶åˆ†ã€‚\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,由于\n附件或武器的本身特点,使用者的\n视觉范围将ä¾ç…§æ‰€åˆ—比例得到修正\n \n这一洞穴视觉修正åªåœ¨æ˜æš—且ä½äºŽåœ°ä¸‹æ—¶æœ‰æ•ˆã€‚\n \n该数值越高越好。", + L"\n \n当完æˆè¯¥æ­¦å™¨çš„举枪动作时,将\n改å˜ä½¿ç”¨è€…的视野范围,视野\n范围å‡å°‘会导致å¯è§†è§’度å˜çª„。\n \n该数值越高越好。", + L"\n \nè¿™æ˜¯å°„æ‰‹åœ¨ç‚¹å°„å’Œè¿žå‘æ—¶ï¼Œåˆ¶é€€åŽå力的能力。\n \n该数值越高越好。", + L"\n \n这是射手频ç¹ä¼°é‡åˆ¶é€€åЛ大å°ä»¥åº”对åŽå力的能力。\n \n如果武器缺ä¹ç‚¹å°„和连å‘功能,则此能力无\n效。\n \n低修正值能æé«˜è¿žå‘的总体精度,此外,由于射手能\n正确制退åŽå力,其长点射也更\n加准确。\n \n该数值越低越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的命中率得到了修正。\n \n命中率的æé«˜ä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„æ—¶\n更容易命中目标。\n \n该数值越高越好。", + L"\n \nç”±äºŽæ‰€è£…çš„é™„ä»¶ï¼Œå¼¹è¯æˆ–其内置特性,这件武\n器的精瞄加æˆå¾—到了修正。\n \n精瞄加æˆçš„æé«˜èƒ½å¤Ÿä½¿è¯¥æ­¦å™¨åœ¨ç²¾çž„时更容易命\n中远è·ç¦»çš„目标。\n \n该数值越高越好。", + L"\n \nå•å‘射击所造æˆçš„æ¸©åº¦ã€‚\n所使用的å­å¼¹ç±»åž‹å¯¹æœ¬å€¼æœ‰å½±å“。", + L"\n \næ¯å›žåˆè‡ªåЍ冷崿‰€é™ä½Žçš„æ¸©åº¦å€¼ã€‚", + L"\n \n当武器温度超过å¡å£³é˜ˆå€¼æ—¶ï¼Œå¡å£³\n将更容易å‘生。", + L"\n \n当武器温度超过æŸå阈值时,武器\n将更容易æŸå。", + L"\n \n这个武器的åŽåº§åЛ大å°å› ä¸ºæ‰€ä½¿ç”¨çš„å¼¹è¯ï¼Œé™„\n件,或内部构造而获得该比例大å°çš„修正。如\n果没有点射或自动模å¼ï¼Œè¿™ä¸ªå€¼æ— æ•ˆã€‚\nåŽåº§åŠ›è¶Šå°ï¼Œæžªå£åœ¨çž„准目标扫射时越稳定。\n该值越低越好。",//L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"å•å‘", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"å·²å®Œæˆ æ‰€æœ‰å¼¹è¯çš„分类并装箱 在区域%c%d。", + L"å·²å®Œæˆ æ‰€æœ‰ç‰©å“上的附件移除 在区域%c%d。", + L"å·²å®Œæˆ æ‰€æœ‰æ­¦å™¨é‡Œçš„å­å¼¹é€€å‡º 在区域%c%d。", + L"å·²å®Œæˆ æ‰€æœ‰ç‰©å“çš„åˆå¹¶å’Œå †å  在区域%c%d。", + // Bob: new strings for emptying LBE items + L"已清空分区%c%dæºè¡Œå…·é‡Œé¢çš„物å“。", //L"Finished emptying LBE items in sector %c%d.", + L"从æºè¡Œå…·%s清空了%i个物å“。", //L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"%så†…æ²¡æœ‰å¯æ¸…空的物å“ï¼", //L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%sçŽ°åœ¨å·²ç»æ¸…空了。", //L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"无法清空%sï¼", //L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%så†…çš„ç‰©å“æ‰¾ä¸åˆ°ï¼", //L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"全部显示", + L"枪械", + L"å¼¹è¯", + L"炸è¯", + L"格斗武器", + L"护甲", + L"æºè¡Œå™¨", + L"工具", + L"æ‚物", + L"全部éšè—", +}; + +// MercCompare (MeLoDy) + +STR16 gzMercCompare[] = +{ + L"???", + L"基本æ€åº¦",//L"Base opinion:", + + L"ä¸å–œæ¬¢ %s %s",//L"Dislikes %s %s", + L"喜欢 %s %s",//L"Likes %s %s", + + L"强烈讨厌 %s",//L"Strongly hates %s", + L"讨厌 %s",// L"Hates %s", // 5 + + L"å¼ºçƒˆçš„ç§æ—主义 %s",// L"Deep racism against %s", + L"ç§æ—主义 %s",//L"Racism against %s", + + L"高度在乎外表",//L"Cares deeply about looks", + L"在乎外表",//L"Cares about looks", + + L"高度性别歧视",//L"Very sexist", // 10 + L"性别歧视",//L"Sexist", + + L"ä¸å–œæ¬¢å…¶ä»–背景",//L"Dislikes other background", + L"ä¸å–œæ¬¢å…¶ä»–背景",//L"Dislikes other backgrounds", + + L"过去å—过委屈",// L"Past grievances", + L"____", // 15 + L"/", + L"* æ€åº¦æ€»æ˜¯åœ¨ [%dï¼›%d]",//L"* Opinion is always in [%d; %d]", +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = +{ + L"当剿¸©åº¦ä¸º: ", + L"很低", + L"低", + L"中等", + L"高", + L"很高", + L"å±é™©", + L"很å±é™©", + L"致命", + L"未知", + L"." +}; + +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"这食物 ",// Food is + L"éžå¸¸æ–°é²œå•Š",// fresh + L"看ç€è¿˜è¡Œå§",// good + L"挺一般的哎",// ok + L"有点难闻了",// stale + L"都å˜å‘³äº†å•Š",// shabby + L"å¿«è¦è…烂了",// rotting + L"ï¼", //L".", +}; + +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"列兵 ", //L"Pvt. ", //ExpLevel 1 + L"下士 ", //L"Pfc. ", //ExpLevel 2 + L"中士 ", //L"Cpl. " //ExpLevel 3 + L"上士 ", //L"Sgt. ", //ExpLevel 4 + L"å°‘å°‰ ", //L"Lt. ", //ExpLevel 5 + L"中尉 ", //L"Cpt. ", //ExpLevel 6 + L"上尉 ", //L"Maj. ", //ExpLevel 7 + L"å°‘æ ¡ ", //L"Lt.Col. ", //ExpLevel 8 + L"上校 ", //L"Col. ", //ExpLevel 9 + L"将军 ", //L"Gen. ", //ExpLevel 10 +}; + + +STR16 gzNewLaptopMessages[]= +{ + L"敬请垂询我们的最新特惠信æ¯ï¼", //L"Ask about our special offer!", + L"暂时没货", //L"Temporarily Unavailable", + L"这份预览版资料片仅æä¾›æœ€åˆ6个区域的地图。最终版将æä¾›å®Œæ•´æ”¯æŒï¼Œè¯·é˜…è¯»å¸®åŠ©æ–‡æ¡£èŽ·å–æ›´å¤šä¿¡æ¯ã€‚", //L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"目标的è·ç¦»: %dæ ¼, 亮度: %d/%d", + L"å°†å‘æŠ¥æœºè£…åˆ°ç¬”è®°æœ¬ç”µè„‘ä¸Šã€‚", + L"你无法支付或雇佣%s的费用。", + L"在é™å®šæ—¶é—´å†…,以上的费用包括了整个行动和下列装备的花费。", + L"现在就雇请%så§ã€‚您å¯ä»¥äº«å—我们æä¾›çš„空å‰çš„“一次付费,全部æœåŠ¡â€çš„优惠价格。在这个难以置信的出价里,佣兵的éšèº«è£…备是å…费的哦。", + L"费用", + L"在本分区å‘现有人……", + //L"枪的射程: %d格,命中率: %dï¼…", + L"显示覆盖物", + L"视è·", + L"新雇请的佣兵无法到达那里。", + L"ç”±äºŽä½ çš„ç¬”è®°æœ¬ç”µè„‘æ²¡æœ‰å‘æŠ¥æœºï¼Œä½ æ— æ³•é›‡è¯·æ–°çš„é˜Ÿå‘˜ã€‚ä¹Ÿè®¸ä½ å¾—è¯»å–å­˜æ¡£æˆ–è€…é‡æ–°å¼€å§‹æ¸¸æˆï¼", + L"%så¬åˆ°äº†Jerry的身体下é¢ä¼ æ¥é‡‘属的破碎的声音。å¬èµ·æ¥ä»¤äººä¸å®‰ï¼Œä¼¼ä¹Žä½ çš„笔记本电脑的天线被压断了。", + L"看完副指挥官Morris留下的备忘录åŽï¼Œ%s觉得有机会了。备忘录里有å‘Arulcoå„个城镇å‘å°„å¯¼å¼¹çš„åŸºåœ°çš„åæ ‡ã€‚它还给出了这个罪æ¶è®¡åˆ’çš„å‘æºåœ°çš„åæ ‡ —— 导弹工厂。", + L"çœ‹åˆ°äº†æŽ§åˆ¶é¢æ¿åŽï¼Œ%så‘现它正在倒计时,因此导弹会把这个工厂炸æ¯ã€‚%så¾—æ‰¾å‡ºä¸ªè„±é€ƒçš„è·¯çº¿ã€‚ä½¿ç”¨ç”µæ¢¯çœ‹èµ·æ¥æ˜¯æœ€å¿«çš„办法...", + L"现在您在é“人模å¼è¿›è¡Œæ¸¸æˆï¼Œå‘¨å›´æœ‰æ•Œäººçš„æ—¶å€™ä¸èƒ½å­˜æ¡£ã€‚", + L"(ä¸èƒ½åœ¨æˆ˜æ–—时存盘)", + L"当å‰çš„æˆ˜å½¹å称超过了30个字符。", + L"无法找到当å‰çš„æˆ˜å½¹ã€‚", // @@@ new text + L"战役: 默认 ( %S )", // @@@ new text + L"战役: %S", // @@@ new text + L"你选择了%S战役。该战役是原版UB战役的玩家自定义游æˆç‰ˆæœ¬ã€‚你确认你è¦åœ¨%S战役下进行游æˆå—?", + L"如果你è¦ä½¿ç”¨ç¼–辑器的è¯ï¼Œè¯·é€‰æ‹©ä¸€ä¸ªæˆ˜å½¹ï¼Œä¸è¦ç”¨é»˜è®¤æˆ˜å½¹ã€‚", + // anv: extra iron man modes + L"这是å‡é“人模å¼åœ¨è¿™æ¨¡å¼ä¸‹ä½ ä¸èƒ½åœ¨å›žåˆåˆ¶æ¨¡å¼ä¸‹å­˜æ¡£ã€‚", //L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", + L"这是真é“人模å¼åœ¨è¿™æ¨¡å¼ä¸‹ä½ åªèƒ½åœ¨æ¯å¤©çš„%02d:00下存档。", //L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", +}; + +// The_bob : pocket popup text defs +STR16 gszPocketPopupText[]= +{ + L"榴弹å‘射器", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"ç«ç®­å‘射器", // POCKET_POPUP_ROCKET_LAUNCHERS + L"格斗&投掷武器", // POCKET_POPUP_MEELE_AND_THROWN + L"- 没有åˆé€‚çš„å¼¹è¯ -", //POCKET_POPUP_NO_AMMO + L"- 区域存货没有武器 -", //POCKET_POPUP_NO_GUNS + L"更多...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features +STR16 szCovertTextStr[]= +{ + L"%s有迷彩油(血)的痕迹ï¼", //L"%s has camo!", + L"%s有ä¸åˆèº«ä»½çš„背包ï¼", //L"%s has a backpack!", + L"%s被å‘现æºå¸¦å°¸ä½“ï¼", //L"%s is seen carrying a corpse!", + L"%sçš„%s很å¯ç–‘ï¼", // L"%s's %s is suspicious!", + L"%sçš„%s属于军用装备ï¼", // L"%s's %s is considered military hardware!", + L"%sæºå¸¦äº†å¤ªå¤šçš„æžªæ”¯ï¼", //L"%s carries too many guns!", + L"%sçš„%s对于%s士兵æ¥è¯´å¤ªå…ˆè¿›äº†ï¼", //L"%s's %s is too advanced for an %s soldier!", + L"%sçš„%s有太多附件ï¼", // L"%s's %s has too many attachments!", + L"%s有å¯ç–‘的举动ï¼", //L"%s was seen performing suspicious activities!", + L"%s看起æ¥ä¸åƒå¹³æ°‘ï¼", //L"%s does not look like a civilian!", + L"%så—伤æµè¡€ä¸æ­¢è¢«å‘现了ï¼", //L"%s bleeding was discovered!", + L"%s醉醺醺的完全ä¸åƒä¸ªå£«å…µï¼", //L"%s is drunk and doesn't behave like a soldier!", + L"%s的伪装在近è·ç¦»è§‚察下暴露了ï¼", //L"On closer inspection, %s's disguise does not hold!", + L"%sä¸åº”该出现在这里ï¼", //L"%s isn't supposed to be here!", + L"%sä¸åº”该在这个时候出现在这里ï¼", //L"%s isn't supposed to be here at this time!", + L"%s被å‘现在尸体æ—边行踪诡秘ï¼", //L"%s was seen near a fresh corpse!", + L"%s的装备暴露了伪装ï¼", //L"%s equipment raises a few eyebrows!", + L"%s被å‘现正在攻击%sï¼", //L"%s is seen targetting %s!", + L"%s识破了%s的伪装ï¼", //L"%s has seen through %s's disguise!", + L"无法找到对应的衣æœä¿¡æ¯åœ¨Items.xml中ï¼", //L"No clothes item found in Items.xml!", + L"这在传统特性(旧)系统下无法工作ï¼", //L"This does not work with the old trait system!", + L"行动点数(AP)ä¸è¶³ï¼", //L"Not enough Aps!", + L"è‰²æ¿æ— æ•ˆï¼", //L"Bad palette found!", + L"你得有伪装技能æ‰èƒ½åšè¿™ä¸ªï¼", //L"You need the covert skill to do this!", + L"未å‘现制æœï¼", //L"No uniform found!", + L"%s已伪装æˆå¹³æ°‘。", //L"%s is now disguised as a civilian.", + L"%s已伪装æˆå£«å…µã€‚", //L"%s is now disguised as a soldier.", + L"%sç©¿ç€ä»¶ç ´ç ´çƒ‚烂的制æœï¼ï¼ˆæŒ‰ Ctrl + . 去除伪装)", // L"%s wears a disorderly uniform!", + L"事åŽçœ‹æ¥ï¼Œç©¿ç€ä¼ªè£…去åŠé™ä¸æ˜¯ä»€ä¹ˆå¥½ä¸»æ„…", // L"In retrospect, asking for surrender in disguise wasn't the best idea...", + L"%s被å‘现了ï¼", // L"%s was uncovered!", + L"%s的伪装看起æ¥è¿˜å¯ä»¥â€¦", // L"%s's disguise seems to be ok...", + L"%s的伪装è¦è¢«è¯†ç ´äº†ã€‚", // L"%s's disguise will not hold.", + L"%s在å·çªƒçš„æ—¶å€™è¢«å‘现了ï¼", // L"%s was caught stealing!", + L"%s在试图调整%s的装备物å“。", //L"%s tried to manipulate %s's inventory.", + L"敌军精英士兵ä¸è®¤è¯†%sï¼", //L"An elite soldier did not recognize %s!", + L"敌军所知的%s䏿˜¯å†›é˜Ÿé‡Œçš„ï¼", //L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"无法找到对应的头颅信æ¯åœ¨Items.xml中ï¼", //L"No head item found in Items.xml!", + L"这尸体无法被斩首ï¼", //L"Corpse cannot be decapitated!", + L"无法找到对应的肉类信æ¯åœ¨Items.xml中ï¼", //L"No meat item found in Items.xml!", + L"è¿™ä¸å¯èƒ½ï¼ä½ è¿™ä¸ªæ¶å¿ƒã€å˜æ€çš„å®¶ä¼™ï¼", //L"Not possible, you sick, twisted individual!", + L"这尸体已无衣å¯è„±ï¼", //L"No clothes to take!", + L"%s无法脱掉这尸体的衣æœï¼", //L"%s cannot take clothes off of this corpse!", + L"这尸体无法被带走ï¼", //L"This corpse cannot be taken!", + L"æ²¡æœ‰ç¬¬ä¸‰åªæ‰‹æºå¸¦å°¸ä½“了ï¼", //L"No free hand to carry corpse!", + L"无法找到对应的尸体信æ¯åœ¨Items.xml中ï¼", //L"No corpse item found in Items.xml!", + L"无效的尸体 IDï¼", //L"Invalid corpse ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s 䏿ƒ³åƒ %s",//L"%s does not want to eat %s", + L"%s 䏿ƒ³å– %s",//L"%s does not want to drink %s", + L"%s åƒäº† %s",//L"%s ate %s", + L"%s å–了 %s",//L"%s drank %s", + L"%s的力é‡å—æŸï¼Œå› ä¸ºåƒå¾—太饱,撑得四肢无力ï¼",//L"%s's strength was damaged due to being overfed!", + L"%s的力é‡å—æŸï¼Œå› ä¸ºæ²¡æœ‰åƒçš„,饿得头晕眼花ï¼",//L"%s's strength was damaged due to lack of nutrition!", + L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºåƒå¾—太饱,撑得肠胃欲裂ï¼",//L"%s's health was damaged due to being overfed!", + L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºæ²¡æœ‰åƒçš„ï¼Œé¥¿å¾—ç²¾ç¥žææƒšï¼",//L"%s's health was damaged due to lack of nutrition!", + L"%s的力é‡å—æŸï¼Œå› ä¸ºå–太多水,他水中毒了ï¼",//L"%s's strength was damaged due to excessive drinking!", + L"%s的力é‡å—æŸï¼Œå› ä¸ºæ²¡æœ‰æ°´å–,渴疯了ï¼",//L"%s's strength was damaged due to lack of water!", + L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºå–太多水,他水中毒了ï¼",//L"%s's health was damaged due to excessive drinking!", + L"%sçš„ç”Ÿå‘½å—æŸï¼Œå› ä¸ºæ²¡æœ‰æ°´å–,渴疯了ï¼",//L"%s's health was damaged due to lack of water!", + L"区域供水ä¸å¯è¡Œï¼Œé£Ÿç‰©å’Œç”Ÿå­˜ç³»ç»Ÿå·²è¢«å…³é—­ï¼",//L"Sectorwide canteen filling not possible, Food System is off!", +}; + +STR16 szPrisonerTextStr[]= +{ + L"%då军官,%då精英士兵,%dåæ™®é€šå£«å…µï¼Œ%då行政人员,%då上将和%då平民都被审问了。", //L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", + L"得到了$%d赎金。", //L"Gained $%d as ransom money.", + L"%då俘è™å·²ä¾›å‡ºåŒä¼™ä½ç½®ã€‚", //L"%d prisoners revealed enemy positions.", + L"%då军官,%då精英士兵,%dåæ™®é€šå£«å…µï¼Œ%då行政人员加入了我方。", //L"%d officers, %d elites, %d regulars and %d admins joined our cause.", + L"ä¿˜è™æŽ€èµ·å¤§è§„æ¨¡æš´åŠ¨ï¼åœ¨%s监狱ï¼", //L"Prisoners start a massive riot in %s!", + L"%då俘è™è¢«æŠ¼é€åˆ°%s监狱ï¼", //L"%d prisoners were sent to %s!", + L"俘è™å·²è¢«é‡Šæ”¾ï¼", //L"Prisoners have been released!", + L"军队已å é¢†%s监狱,俘è™å·²è¢«é‡Šæ”¾ï¼", //L"The army now occupies the prison in %s, the prisoners were freed!", + L"æ•Œäººå®æ­»ä¸é™ï¼", //L"The enemy refuses to surrender!", + L"敌人ä¸è‚¯æ‹¿ä½ å½“囚犯 - 他们宿„¿ä½ æ­»ï¼", //L"The enemy refuses to take you as prisoners - they prefer you dead!", + L"此功能在INI设置里未开å¯ã€‚", // L"This behaviour is set OFF in your ini settings.", + L"%s 释放了 %sï¼", //L"%s has freed %s!", + L"一个高阶军官%s被å‘现ï¼", //L"A high-ranking army officer in %s has been revealed!", + L"敌方领袖拒ç»è€ƒè™‘投é™ï¼", //L"The enemy leader refuses to even consider surrender!", + L"%då囚犯自愿加入我军。", //L"%d prisoners volunteered to join our forces.", + L"你的佣兵æˆåŠŸé€ƒè„±äº†æ•Œäººçš„è¿½æ•。", //L"Some of your mercs managed to escape the enemy capture!", + L"没有逃跑与投é™ï¼Œåªæœ‰æ­»æˆ˜åˆ°åº•ï¼", //L"No possible escape is seen, it's a fight to the death!", +}; + +STR16 szMTATextStr[]= +{ + L"空无一物", + L"建造掩体", //L"building a fortification", + L"拆除掩体", //L"removing a fortification", + L"开垦",//L"hacking", + L"%så¿…é¡»åœæ­¢%s。", //L"%s had to stop %s.", + L"所选的路障无法å†è¯¥åˆ†åŒºå»ºé€ ", +}; + +STR16 szInventoryArmTextStr[]= +{ + L"ç‚¸æ¯ (%d AP)", //L"Blow up (%d AP)", + L"炸æ¯", //L"Blow up", + L"装备 (%d AP)", //L"Arm (%d AP)", + L"装备", //L"Arm", + L"解除 (%d AP)", //L"Disarm (%d AP)", + L"解除", //L"Disarm", +}; + +STR16 szBackgroundText_Flags[]= +{ + L" 会消耗掉背包中的è¯å“ \n", //L" might consume drugs in inventory\n", + L" 蔑视其他背景的角色 \n", //L" disregard for other backgrounds\n", + L" +1 角色等级在地下分区时 \n", //L" +1 level in underground sectors\n", + L" 有时候会å·çªƒå¹³æ°‘的钱 \n", //L" steals money from the locals sometimes\n", + + L" +1 埋设炸弹等级 \n", //L" +1 traplevel to planted bombs\n", + L" 会导致附近的佣兵è…è´¥ \n", //L" spreads corruption to nearby mercs\n", + L" female only", //L" female only", won't show up, text exists for compatibility reasons + L" male only", //L" male only", won't show up, text exists for compatibility reasons + + L"如果我们死了所有城镇都会å—到巨大的忠诚惩罚\n", //L" huge loyality penalty in all towns if we die\n", + + L" æ‹’ç»ä¼¤å®³åŠ¨ç‰©\n", //L" refuses to attack animals\n", + L" æ‹’ç»ä¼¤å®³åœ¨åŒä¸€å°é˜Ÿçš„æˆå‘˜\n", //L" refuses to attack members of the same group\n", +}; + +STR16 szBackgroundText_Value[]= +{ + L" %s%d%ï¼… 行动点在æžåœ°åœ°åŒº \n", //L" %s%d%% APs in polar sectors\n", + L" %s%d%ï¼… 行动点在沙漠地区 \n", //L" %s%d%% APs in desert sectors\n", + L" %s%d%ï¼… 行动点在沼泽地区 \n", //L" %s%d%% APs in swamp sectors\n", + L" %s%d%ï¼… 行动点在城镇地区 \n", //L" %s%d%% APs in urban sectors\n", + L" %s%d%ï¼… 行动点在森林地区 \n", //L" %s%d%% APs in forest sectors\n", + L" %s%d%ï¼… 行动点在平原地区 \n", //L" %s%d%% APs in plain sectors\n", + L" %s%d%ï¼… 行动点在河æµåœ°åŒº \n", // L" %s%d%% APs in river sectors\n", + L" %s%d%ï¼… 行动点在热带地区 \n", //L" %s%d%% APs in tropical sectors\n", + L" %s%d%ï¼… 行动点在海岸地区 \n", //L" %s%d%% APs in coastal sectors\n", + L" %s%d%ï¼… 行动点在山地地区 \n", //L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%ï¼… æ•æ·å€¼ \n", //L" %s%d%% agility stat\n", + L" %s%d%ï¼… çµå·§å€¼ \n", //L" %s%d%% dexterity stat\n", + L" %s%d%ï¼… 力é‡å€¼ \n", //L" %s%d%% strength stat\n", + L" %s%d%ï¼… 领导值 \n", //L" %s%d%% leadership stat\n", + L" %s%d%ï¼… 枪法值 \n", //L" %s%d%% marksmanship stat\n", + L" %s%d%ï¼… 机械值 \n", //L" %s%d%% mechanical stat\n", + L" %s%d%ï¼… 爆破值 \n", //L" %s%d%% explosives stat\n", + L" %s%d%ï¼… 医疗值 \n", //L" %s%d%% medical stat\n", + L" %s%d%ï¼… 智慧值 \n", //L" %s%d%% wisdom stat\n", + + L" %s%d%ï¼… 行动点在房顶时 \n", //L" %s%d%% APs on rooftops\n", + L" %s%d%ï¼… 行动点在游泳时 \n", //L" %s%d%% APs needed to swim\n", + L" %s%d%ï¼… 行动点在筑垒时 \n", //L" %s%d%% APs needed for fortification actions\n", + L" %s%d%ï¼… 行动点在å‘射迫击炮时 \n", //L" %s%d%% APs needed for mortars\n", + L" %s%d%ï¼… 行动点在æ“作背包时 \n", //L" %s%d%% APs needed to access inventory\n", + L" ç©ºé™æ—¶è§‚望其它方å‘\n %s%d%ï¼… 行动点在空é™åŽ \n", //L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%ï¼… è¡ŒåŠ¨ç‚¹åœ¨è¿›å…¥æˆ˜åŒºçš„ç¬¬ä¸€å›žåˆ \n", //L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%ï¼… 步行速度 \n", //L" %s%d%% travel speed on foot\n", + L" %s%d%ï¼… 开车速度 \n", //L" %s%d%% travel speed on land vehicles\n", + L" %s%d%ï¼… å飞机速度 \n", //L" %s%d%% travel speed on air vehicles\n", + L" %s%d%ï¼… å船速度 \n", //L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%ï¼… ç•æƒ§æŠµåˆ¶ \n", //L" %s%d%% fear resistance\n", + L" %s%d%ï¼… 压制å¿è€ \n", //L" %s%d%% suppression resistance\n", + L" %s%d%ï¼… 近战抗性 \n", //L" %s%d%% physical resistance\n", + L" %s%d%ï¼… é…’ç²¾è€æ€§ \n", //L" %s%d%% alcohol resistance\n", + L" %s%d%ï¼… 疾病抗性 \n", //L" %s%d%% disease resistance\n", + + L" %s%d%ï¼… 审问效率 \n", //L" %s%d%% interrogation effectiveness\n", + L" %s%d%ï¼… 监狱守å«å¼ºåº¦ \n", //L" %s%d%% prison guard strength\n", + L" %s%d%ï¼… ä¹°å–å¼¹è¯æ­¦å™¨ä¼˜æƒ  \n", //L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%ï¼… ä¹°å–æŠ¤ç”²ï¼Œæºè¡Œå…·ï¼Œåˆ€å…·ï¼Œå·¥å…·ç®±ç­‰ä¼˜æƒ  \n", //L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%ï¼… 队ä¼åŠé™èƒ½åŠ› \n", //L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%ï¼… 跑步速度 \n", //L" %s%d%% faster running\n", + L" %s%d%ï¼… 包扎速度 \n", //L" %s%d%% bandaging speed\n", + L" %s%d%ï¼… 精力æ¢å¤ \n", //L" %s%d%% breath regeneration\n", + L" %s%d%ï¼… è´Ÿé‡èƒ½åŠ› \n", //L" %s%d%% strength to carry items\n", + L" %s%d%ï¼… 食物需求 \n", //L" %s%d%% food consumption\n", + L" %s%d%ï¼… 饮水需求 \n", //L" %s%d%% water consumption\n", + L" %s%d ç¡çœ éœ€æ±‚ \n", //L" %s%d need for sleep\n", + L" %s%d%ï¼… 近战伤害 \n", //L" %s%d%% melee damage\n", + L" %s%d%ï¼… 刺刀准确度(CTH) \n", //L" %s%d%% cth with blades\n", + L" %s%d%ï¼… 迷彩效果 \n", //L" %s%d%% camo effectiveness\n", + L" %s%d%ï¼… 潜行效果 \n", //L" %s%d%% stealth\n", + L" %s%d%ï¼… 最大准确度(CTH) \n", //L" %s%d%% max CTH\n", + L" %s%d 夜晚å¬åŠ›èŒƒå›´ \n", //L" %s%d hearing range during the night\n", + L" %s%d 白天å¬åŠ›èŒƒå›´ \n", //L" %s%d hearing range during the day\n", + L" %s%d 解除陷阱效率 \n", + L" %s%d%ï¼… 防空导弹的命中率 \n", //L" %s%d%% CTH with SAMs\n", + + L" %s%d%ï¼… å‹å¥½å¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%ï¼… ç›´æŽ¥å¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to direct approach\n", + L" %s%d%ï¼… å¨èƒå¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%ï¼… æ‹›å‹Ÿå¯¹è¯æ•ˆæžœ \n", //L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%ï¼… 暴力开门æˆåŠŸçŽ‡ \n", //L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%ï¼… 射击生物准确率(CTH) \n", //L" %s%d%% cth with firearms against creatures\n", + L" %s%d%ï¼… 医疗ä¿è¯é‡‘ \n", //L" %s%d%% insurance cost\n", + L" %s%d%ï¼… å‘现狙击手的æˆåŠŸçŽ‡ \n", + L" %s%d%ï¼… 疾病诊断的效率 \n", //L" %s%d%% effectiveness at diagnosing diseases\n", + L" %s%d%ï¼… 对人员治疗疾病的效率 \n", //L" %s%d%% effectiveness at treating population against diseases\n", + L" 能够å‘现%dæ ¼ä¹‹å†…çš„è„šå° \n", //L"Can spot tracks up to %d tiles away\n", + L" %s%d%ï¼… 被ä¼å‡»æ—¶çš„åˆå§‹è·ç¦» \n", //L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%ï¼… å‡ çŽ‡å›žé¿æ”»å‡» \n", //L" %s%d%% chance to evade snake attacks\n", + + L" 对æŸäº›å…¶ä»–èƒŒæ™¯çš„åŽŒæ¶ \n", //L" dislikes some other backgrounds\n", + L" å¸çƒŸè€…", //L"Smoker", + L" éžå¸çƒŸè€…", //L"Nonsmoker", + L" %s%d%ï¼… 敌军对蹲ä¼åœ¨æŽ©ä½“åŽä½£å…µçš„命中率 \n", //L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%ï¼… 建设速度 \n",//L" %s%d%% building speed\n", + L" 黑客技能:%s%d ",//L" hacking skill: %s%d ", + L" %s%d%% 掩埋尸体速度 \n", //L" %s%d%% burial speed\n", + L" %s%d%% ç®¡ç†æ•ˆçއ \n", //L" %s%d%% administration effectiveness\n", + L" %s%d%% 探索效率\n", //L" %s%d%% exploration effectiveness\n", +}; + +STR16 szBackgroundTitleText[] = +{ + L"I.M.P 佣兵背景", //L"I.M.P. Background", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = +{ + L"I.M.P 佣兵åè§", //L"I.M.P. Prejudices", +}; + +STR16 szPersonalityDisplayText[]= +{ + L"你看上去", //L"You look", + L"而且长相对你而言", //L"and appearance is", + L"é‡è¦ã€‚", //L"important to you.", + L"你举止", //L"You have", + L"而且", //L"and care", + L"在乎这些。", //L"about that.", + L"你是", //L"You are", + L"并且讨厌", //L"and hate everyone", + L"。", + L"ç§æ—ä¸»ä¹‰è€…ï¼Œè®¨åŽŒéž ", //L"racist against non-", + L"人。", //L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"你长得怎样?", //L"How do you look?", + L"别人的长相对你而言是å¦é‡è¦ï¼Ÿ", //L"How important are the looks of others to you?", + L"你行为举止如何?", //L"What are your manners?", + L"别人的行为举止对你而言是å¦é‡è¦ï¼Ÿ", //L"How important are the manners of other people to you?", + L"你是哪个国家的?", //L"What is your nationality?", + L"你讨厌哪个国家?", //L"What nation o you dislike?", + L"你有多讨厌那个国家?", //L"How much do you dislike that nation?", + L"ä½ çš„ç§æ—主义情结如何?", //L"How racist are you?", + L"ä½ æ˜¯å“ªä¸ªç§æ—ï¼Ÿä½ è®¨åŽŒæ‰€æœ‰éžæœ¬æ—人。", //L"What is your race? You will be\nracist against all other races.", + L"你的性别歧视程度如何?", //L"How sexist are you against the other gender?", +}; + + +STR16 szRaceText[]= +{ + L"白ç§", + L"黑ç§", + L"亚洲", + L"爱斯基摩", + L"拉美裔", +}; + +STR16 szAppearanceText[]= +{ + L"很普通", + L"很丑", + L"是大众脸", + L"很å¸å¼•人", + L"åƒä¸ªå­©å­", +}; + +STR16 szRefinementText[]= +{ + L"正常", //L"average manners", + L"é‚‹é¢", //L"manners of a slob", + L"讲究", //L"manners of a snob", +}; + +STR16 szRefinementTextTypes[] = +{ + L"普通的人", //L"normal people", + L"懒虫", //L"slobs", + L"努力的人", //L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"美国人", // 0 + L"阿拉伯人", + L"澳大利亚人", + L"英国人", + L"加拿大人", + L"å¤å·´äºº", // 5 + L"丹麦人", + L"法国人", + L"俄国人", + L"尼日利亚人", + L"瑞士人", // 10 + L"牙买加人", + L"波兰人", + L"中国人", + L"爱尔兰人", + L"å—éžäºº", // 15 + L"匈牙利人", + L"è‹æ ¼å…°äºº", + L"Arulco人", + L"德国人", + L"éžæ´²äºº", // 20 + L"æ„大利人", + L"è·å…°äºº", + L"罗马利亚人", + L"Metavira人", + + // newly added from here on + L"希腊人", // 25 + L"爱沙尼亚人", + L"委内瑞拉人", + L"日本人", + L"土耳其人", + L"å°åº¦äºº", // 30 + L"墨西哥人", + L"挪å¨äºº", + L"西ç­ç‰™äºº", + L"巴西人", + L"芬兰人", // 35 + L"伊朗人", + L"以色列人", + L"ä¿åŠ åˆ©äºšäºº", + L"瑞典人", + L"伊拉克人", // 40 + L"å™åˆ©äºšäºº", + L"比利时人", + L"è‘¡è„牙人", + L"白俄罗斯人", + L"塞尔维亚人", // 45 + L"巴基斯å¦äºº", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = +{ + L"美国人", // 0 + L"阿拉伯人", + L"澳大利亚人", + L"英国人", + L"加拿大人", + L"å¤å·´äºº", // 5 + L"丹麦人", + L"法国人", + L"俄国人", + L"尼日利亚人", + L"瑞士人", // 10 + L"牙买加人", + L"波兰人", + L"中国人", + L"爱尔兰人", + L"å—éžäºº", // 15 + L"匈牙利人", + L"è‹æ ¼å…°äºº", + L"Arulco人", + L"德国人", + L"éžæ´²äºº", // 20 + L"æ„大利人", + L"è·å…°äºº", + L"罗马利亚人", + L"Metavira人", + + // newly added from here on + L"希腊人", // 25 + L"爱沙尼亚人", + L"委内瑞拉人", + L"日本人", + L"土耳其人", + L"å°åº¦äºº", // 30 + L"墨西哥人", + L"挪å¨äºº", + L"西ç­ç‰™äºº", + L"巴西人", + L"芬兰人", // 35 + L"伊朗人", + L"以色列人", + L"ä¿åŠ åˆ©äºšäºº", + L"瑞典人", + L"伊拉克人", // 40 + L"å™åˆ©äºšäºº", + L"比利时人", + L"è‘¡è„牙人", + L"白俄罗斯人", + L"塞尔维亚人", // 45 + L"巴基斯å¦äºº", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"ä¸è®¨åŽŒå…¶å®ƒå›½ç±çš„人。", // used in personnel.cpp //L"do not hate any other nationality.", + L"无国ç±", // used in IMP generation //L"of no origin", +}; + +STR16 szCareLevelText[]= +{ + L"ä¸", + L"有点", + L"éžå¸¸", +}; + +STR16 szRacistText[]= +{ + L"éž", + L"正常", + L"æžç«¯", +}; + +STR16 szSexistText[]= +{ + L"éžæ€§åˆ«æ­§è§†è€…", + L"有些性别歧视者", + L"æžç«¯æ€§åˆ«æ­§è§†è€…", + L"å°Šé‡å¼‚性者", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"电池", //L"Batteries are ", + L"是满的", //L"full", + L"正常", //L"good", + L"剩余一åŠ", //L"at half", + L"电é‡ä½Ž", //L"low", + L"耗尽了", //L"depleted", + L"。", +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"ï¼…", // Percentage character +}; + +STR16 szSoldierClassName[]= +{ + L"佣兵", + L"新手民兵", + L"常规民兵", + L"精英民兵", + + L"市民", + + L"行政人员", + L"军队士兵", + L"精英士兵", + L"å¦å…‹", + + L"生物", + L"僵尸", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s 新闻议会", + L"%s 情报é…é€éƒ¨é—¨", + L"%s é©å‘½è¿åЍ", + L"时代国际版", + L"国际时代", + L"R.I.S(情报侦察æœåŠ¡ï¼‰", + + L"%s 媒体资æºé›†", + L"我们是中立情报部门。我们从%sæœé›†å„ç§æ–°é—»æŠ¥é“。我们ä¸ä¼šå¯¹è¿™äº›èµ„料进行评估——我们仅仅将它们å‘表出æ¥ä¾›ä½ è‡ªå·±è¯„估。我们从å„类资æºä¸­å‘布文章。", + + L"战斗总结", + L"战役报告", + L"最新新闻", + L"关于我们", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s,%s %s %s 于 %s。", + + L"åæŠ—军", + L"女王部队", + + L"进攻了", + L"袭击了", + L"空袭了", + + L"敌人从%s攻入。", + L"%s获得了æ¥è‡ª%s的支æ´ã€‚", + L"敌人从%s攻入,%s获得了æ¥è‡ª%s的支æ´ã€‚", + L"北方", + L"东方", + L"å—æ–¹", + L"西方", + L"å’Œ", + L"未知地区", + + L"该分区的建筑é­åˆ°äº†ç ´å。", + L"在战斗中,该地区建筑物被æŸå,计有%dä½å¹³æ°‘é­åˆ°æ€å®³ï¼Œ%dä½è´Ÿä¼¤ã€‚", //In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded. + L"在战斗中,%så’Œ%s呼å«äº†æ”¯æ´ã€‚", + L"在战斗中,%s呼å«äº†æ”¯æ´ã€‚", + L"目击者报é“äº¤æˆ˜åŒæ–¹éƒ½ä½¿ç”¨äº†åŒ–学武器。", + L"%s使用了化学武器。", + L"在交战大规模å‡çº§è¿‡ç¨‹ä¸­ï¼ŒåŒæ–¹éƒ½éƒ¨ç½²äº†å¦å…‹ã€‚", + L"%s部署了%d辆å¦å…‹ï¼Œ%d辆å¦å…‹åœ¨æ¿€çƒˆçš„交ç«ä¸­è¢«æ‘§æ¯ã€‚", + L"æ®ç§°åŒæ–¹éƒ½éƒ¨ç½²äº†ç‹™å‡»æ‰‹ã€‚", + L"未ç»è¯å®žçš„æ¶ˆæ¯ç§°æœ‰%så狙击手å‚与了交ç«ã€‚", + L"这一分区战略æ„义å分é‡å¤§ï¼Œå®ƒæ‹¥æœ‰%s军队的大é‡åœ°å¯¹ç©ºå¯¼å¼¹è®¾å¤‡ã€‚空中侦察摄影给指挥中心带æ¥ä¸¥é‡çš„伤害。这将导致从此途径%sçš„èˆªç­æ— æ³•å—åˆ°ä¿æŠ¤ã€‚", + L"åœ°é¢æƒ…å†µæ›´åŠ ä¸æ˜Žæœ—,看起æ¥å抗军混战达到了新的高度。我们已ç»ç¡®è®¤äº†å抗军民兵部队åŒå›½å¤–佣兵一起组织了主动进攻。", + L"ä¿çš‡å…šåœ¨å½“åœ°çš„åœ°ä½æ¯”之å‰é¢„期的更加糟糕。报告显示出现了内部分歧,军方人员互相ç«å¹¶ã€‚", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"深夜", // 23 - 3 + L"黎明", // 3 - 6 + L"早晨", // 6 - 8 + L"上åˆ", // 8 - 11 + L"æ­£åˆ", // 11 - 14 + L"下åˆ", // 14 - 18 + L"傿™š", // 18 - 21 + L"晚上", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"åˆå§‹èµ„金", + L"矿场收入", + L"贸易", + L"å…¶å®ƒæ¥æº", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"å¼¹è¯", + L"炸è¯", + L"食物", + L"医疗器械", + L"物å“维护", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"在这场实力悬殊的战役中,女王部队毫无抵抗地被完全歼ç­äº†ã€‚", + + L"åæŠ—军轻易地击败了女王部队,使其é­åˆ°å·¨å¤§æŸå¤±ã€‚", + L"åæŠ—军毫ä¸è´¹åŠ›åœ°æ²‰é‡æ‰“击了女王部队,并且俘è™äº†ä¸€äº›æ•Œäººã€‚", + + L"åœ¨è¿™åœºè¡€æˆ˜ä¸­ï¼ŒåæŠ—军最终战胜了对手。女王部队æŸå¤±å·¨å¤§ã€‚", + L"åæŠ—军略有æŸå¤±ï¼Œæœ€ç»ˆå‡»è´¥äº†ç²¾è‹±éƒ¨é˜Ÿã€‚未è¯å®žæ¶ˆæ¯ç§°ä¸€äº›å£«å…µå¯èƒ½è¢«ä¿˜è™ã€‚", + + L"在一场皮洛士å¼èƒœåˆ©ä¸­ï¼Œå抗军击退了精英部队,但是自己也æŸå¤±æƒ¨é‡ã€‚很难肯定他们在这样的连续攻势下能å¦åšæŒå¾—ä½ã€‚", + + L"女王部队å å°½å¤©æ—¶åœ°åˆ©äººå’Œã€‚åæŠ—å†›æ²¡æœ‰ä»»ä½•æœºä¼šï¼Œå¦‚æžœä¸æ’¤é€€ï¼Œè¦ä¹ˆè¢«æ€æ­»æˆ–者被俘è™ã€‚", + L"å°½ç®¡åæŠ—军在人数上å ç”¨ä¼˜åŠ¿ï¼Œå¥³çŽ‹éƒ¨é˜Ÿè¿˜æ˜¯è½»æ˜“åœ°å‡»é€€äº†ä»–ä»¬ã€‚", + + L"åæŠ—军显然对装备精良且为数众多的女王部队毫无准备,他们被轻易地击败了。", + L"è™½ç„¶åæŠ—å†›åœ¨äººæ•°ä¸Šå æœ‰ä¼˜åŠ¿ï¼Œä½†æ˜¯å¥³çŽ‹éƒ¨é˜Ÿè£…å¤‡ç²¾è‰¯ã€‚åæŠ—军显然è½è´¥äº†ã€‚", + + L"åœ¨æ¿€çƒˆçš„æˆ˜æ–—ä¸­åŒæ–¹éƒ½é­åˆ°äº†å·¨å¤§æŸå¤±ï¼Œä¸è¿‡æœ€ç»ˆï¼Œå¥³çŽ‹éƒ¨é˜Ÿä»¥äººæ•°ä¸Šçš„ä¼˜åŠ¿å†³å®šäº†æˆ˜å½¹çš„èƒœåˆ©ã€‚åæŠ—军被击溃。至于有没有幸存者,我们目å‰è¿˜æ— æ³•核实。", + L"在激烈的交ç«ä¸­ï¼Œå¥³çŽ‹éƒ¨é˜Ÿçš„ä¼˜ç§€è®­ç»ƒèµ·åˆ°äº†å…³é”®æ€§ä½œç”¨ã€‚åæŠ—军被迫撤退。", + + L"åŒæ–¹éƒ½ä¸æ„¿è½»æ˜“è®¤è¾“ã€‚è™½ç„¶å¥³çŽ‹éƒ¨é˜Ÿæœ€ç»ˆæ‰«é™¤äº†å½“åœ°çš„åæŠ—军å¨èƒï¼Œä½†æ˜¯å·¨å¤§çš„æŸå¤±ä½¿å¾—å¥³çŽ‹å†›é˜Ÿæœ¬èº«å存实亡。ä¸è¿‡å¾ˆæ˜¾ç„¶ï¼Œå¦‚果女王军队能够耗得起的è¯ï¼Œå抗军很快就会消失得一干二净了。", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"无关的", + L"ä¸é‡è¦çš„", + L"è‘—åçš„", + L"值得注æ„çš„", + L"é‡å¤§çš„", + L"有趣的", + L"é‡è¦çš„", + L"相当é‡è¦çš„", + L"å分é‡è¦çš„", + L"æžä¸ºé‡è¦çš„", + L"æ„义é‡å¤§çš„", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"æ€æ­»", + L"å—伤", + L"俘è™", + L"射击次数", + + L"获益", + L"消费", + L"æŸå¤±", + L"å‚与者", + + L"晋å‡", + L"总结", + L"细节", + L"上一个", + + L"下一个", + L"事件", + L"天", +}; + +STR16 szCampaignStatsOperationPrefix[] = +{ + L"è£è€€ä¹‹%s", //"Glorious %s" + L"强势之%s", //"Mighty %s" + L"å¨ä¸¥ä¹‹%s", //"Awesome %s" + L"æ— ç•之%s", //"Intimidating %s" + + L"强力之%s", //"Powerful %s" + L"彻地之%s", //"Earth-Shattering %s" + L"诡诈之%s", //"Insidious %s" + L"疾速之%s", //"Swift %s" + + L"狂暴之%s", //"Violent %s" + L"残暴之%s", //"Brutal %s" + L"无情之%", //"Relentless %s" + L"冷酷之%s", //"Merciless %s" + + L"食人之%s", //"Cannibalistic %s" + L"åŽä¸½ä¹‹%s", //"Gorgeous %s", + L"凶猛之%s", //"Rogue %s", + L"å¯ç–‘之%s", //"Dubious %s", + + L"中性之%s", //"Sexually Ambigious %s" + L"燃烧之%s", //"Burning %s" + L"狂怒之%s", //"Enraged %s" + L"幻想之%s", //"Visonary %s" + + // 20 + L"阴森之%s", //L"Gruesome %s", + L"éžäººé“之%s", //L"International-law-ignoring %s", + L"挑衅之%s", //L"Provoked %s", + L"无尽之%s", //L"Ceaseless %s", + + L"执ç€ä¹‹%s", //L"Inflexible %s", + L"ä¸å±ˆä¹‹%s", //L"Unyielding %s", + L"无悔之%s", //L"Regretless %s", + L"残酷的%s", //L"Remorseless %s", + + L"易怒之%s", //L"Choleric %s", + L"æ„外之%s", //L"Unexpected %s", + L"民众之%s", //L"Democratic %s", + L"渴望之%s", //L"Bursting %s", + + L"多党之%s", //L"Bipartisan %s", + L"浴血之%s", //L"Bloodstained %s", + L"红装之%s", //L"Rouge-wearing %s", + L"无辜之%s", //L"Innocent %s", + + L"坿¶çš„%s", //L"Hateful %s", + L"阴险的%s", //L"Underwear-staining %s", + L"æ€æˆ®çš„%s", //L"Civilian-devouring %s", + L"æ— ç•çš„%s", //L"Unflinching %s", + + // 40 + L"毫ä¸ç•™æƒ…çš„%s", //L"Expect No Mercy From Our %s", + L"疯狂的%s", //L"Very Mad %s", + L"终æžçš„%s", //L"Ultimate %s", + L"愤怒的%s", //L"Furious %s", + + L"é¿è®©%s", //L"Its best to Avoid Our %s", + L"敬ç•%s", //L"Fear the %s", + L"%s万å²ï¼", //L"All Hail the %s!", + L"ä¿æŠ¤%s", //L"Protect the %s", + + L"å°å¿ƒ%s", //"Beware the %s" + L"碾碎%s", //"Crush the %s" + L"两é¢ä¸‰åˆ€çš„%s", //"Backstabbing %s" + L"狠毒的%s", //"Vicious %s" + + L"è™å¾…ç‹‚çš„%s", //L"Sadistic %s", + L"燃烧的%s", //L"Burning %s", + L"愤怒的%s", //L"Wrathful %s", + L"无敌的%s", //L"Invincible %s", + + L"负罪的%s", //L"Guilt-ridden %s", + L"è…烂的%s", //L"Rotting %s", + L"无垢的%s", //L"Sanitized %s", + L"自我怀疑的%s", //L"Self-doubting %s", + + // 60 + L"远å¤çš„%s", //L"Ancient %s", + L"饥饿的%s", //L"Very Hungry %s", + L"ä¹åŠ›çš„%s", //L"Sleepy %s", + L"消æžçš„%s", //L"Demotivated %s", + + L"严酷的%s", //"Cruel %s" + L"æ¼äººçš„%s", //"Annoying %s" + L"呿€’çš„%s", //"Huffy %s" + L"åŒæ€§çš„%s", //"Bisexual %s" + + L"å°–å«çš„%s", //L"Screaming %s", + L"丑æ¶çš„%s", //L"Hideous %s", + L"ä¿¡ä»°çš„%s", //L"Praying %s", + L"é˜´é­‚ä¸æ•£çš„%s", //L"Stalking %s", + + L"冷血的%s", // L"Cold-blooded %s", + L"坿€•çš„%s", // L"Fearsome %s", + L"å¤§æƒŠå°æ€ªçš„%s", // L"Trippin' %s", + L"该死的%s", // L"Damned %s", + + L"食素的%s", // L"Vegetarian %s", + L"夿€ªçš„%s", // L"Grotesque %s", + L"è½åŽçš„%s", // L"Backward %s", + L"优越的%s", // L"Superior %s", + + // 80 + L"低劣的%s", //L"Inferior %s", + L"ä¸å¥½ä¸åçš„%s", //L"Okay-ish %s", + L"色欲旺盛的%s", //L"Porn-consuming %s", + L"中毒的%s", //L"Poisoned %s", + + L"自觉的%s", //L"Spontaneous %s", + L"懒惰的%s", //L"Lethargic %s", + L"é ä¸ä½çš„%s", //L"Tickled %s", + L"脑残的%s", //L"The %s is a dupe!", + + L"%s是瘾å›å­", //L"%s on Steroids", + L"%s大战é“血战士", //L"%s vs. Predator", + L"è€èŠ±æ‹›çš„%s", //L"A %s with a twist", + L"自娱自ä¹çš„%s", //L"Self-Pleasuring %s", + + L"åŠäººåŠ%s", //L"Man-%s hybrid", + L"愚蠢的%s", //L"Inane %s", // + L"昂贵的%s", //L"Overpriced %s", + L"åˆå¤œ%s", //L"Midnight %s", + + L"资本家的%s", //L"Capitalist %s", + L"共产党的%s", //L"Communist %s", + L"热烈的%s", //L"Intense %s", + L"åšå®šçš„%s", //L"Steadfast %s", + + // 100 + L"å—œç¡çš„%s",//L"Narcoleptic %s", + L"晒白的%s",// L"Bleached %s", + L"咬指甲的%s",//L"Nail-biting %s", + L"猛击%s",//L"Smite the %s", + + L"嗜血的%s",//L"Bloodthirsty %s", + L"肥胖的%s",// L"Obese %s", + L"诡计多端的%s",// L"Scheming %s", + L"驼背的%s",//L"Tree-Humping %s", + + L"便宜的%s",//L"Cheaply made %s", + L"圣æ´çš„%s",//L"Sanctified %s", + L"被诬告的%s",//L"Falsely accused %s", + L"%s被救æ´",//L"%s to the rescue", + + L"螃蟹人大战%s",//L"Crab-people vs. %s", + L"%s上天了!!!",//L"%s in Space!!!", + L"%s大战哥斯拉",//L"%s vs. Godzilla", + L"野性%s",// L"Untamed %s", + + L"è€ç”¨çš„%s",//L"Durable %s", + L"厚颜无耻的%s",// L"Brazen %s", + L"贪婪的%s",//L"Greedy %s", + L"åˆå¤œ%s",// L"Midnight %s", + + // 120 + L"困惑的%s",//L"Confused %s", + L"æ¼æ€’çš„%s",//L"Irritated %s", + L"坿¶çš„%s",//L"Loathsome %s", + L"èºç‹‚çš„%s",//L"Manic %s", + + L"å¤è€çš„%s",//L"Ancient %s", + L"鬼鬼祟祟的%s",//L"Sneaking %s", + L"%s之末日",//L"%s of Doom", + L"%s之å¤ä»‡",//L"%s's revenge", + + L"%s上演中",//L"A %s on the run", + L"æ¥ä¸åŠ%s了",//L"A %s out of time", + L"带ç€%s",//L"One with %s", + L"%sæ¥è‡ªåœ°ç‹±",//L"%s from hell", + + L"超级-%s",//L"Super-%s", + L"终æž-%s",//L"Ultra-%s", + L"巨型-%s",//L"Mega-%s", + L"超级巨型-%s",// L"Giga-%s", + + L"一些%s",//L"A quantum of %s", + L"%s陛下",//L"Her Majesties' %s", + L"颤抖的%s",//L"Shivering %s", + L"坿€•çš„%s",// L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"é¾™", //L"Dragon", + L"ç‹®", //L"Mountain Lion", + L"蛇", //L"Copperhead Snake", + L"ç‹—", //L"Jack Russell Terrier", + + L"敌", //L"Arch-Nemesis", + L"怪", //L"Basilisk", + L"锋", //L"Blade", + L"盾", //L"Shield", + + L"锤", //L"Hammer", + L"çµ", //L"Spectre", + L"府", //L"Congress", + L"ç”°", //L"Oilfield", + + L"ç”·å‹", //L"Boyfriend", + L"女å‹", //L"Girlfriend", + L"丈夫", //L"Husband", + L"åŽå¦ˆ", //L"Stepmother", + + L"蜥", //"Sand Lizard" + L"å", //"Bankers" + L"蟒", //"Anaconda" + L"猫", //"Kitten" + + // 20 + L"国会", //"Congress" + L"议院", //"Senate" + L"牧师", //"Cleric" + L"混蛋", //"Badass" + + L"刺刀", //L"Bayonet", + L"狼ç¾", //L"Wolverine", + L"战士", //L"Soldier", + L"æ ‘è›™", //L"Tree Frog", + + L"黄鼠狼", //L"Weasel", + L"çŒæœ¨ä¸›", //L"Shrubbery", + L"æ²¹å‘", //L"Tar pit", + L"æ—¥è½", //L"Sunset", + + L"å°é£Ž", //L"Hurricane", + L"山猫", //L"Ocelot", + L"è€è™Ž", //L"Tiger", + L"国防", //L"Defense Industry", + + L"雪豹", //L"Snow Leopard", + L"巨魔", //L"Megademon", + L"蜻蜓", //L"Dragonfly", + L"猎犬", //L"Rottweiler", + + // 40 + L"表哥", //L"Cousin", + L"奶奶", //L"Grandma", + L"å©´å„¿", //L"Newborn", + L"异教徒", //L"Cultist", + + L"大清洗", //L"Disinfectant", + L"民主", //L"Democracy", + L"军阀", //L"Warlord", + L"末日æ€å™¨", //L"Doomsday Device", + + L"部长", //L"Minister", + L"å°äºº", //L"Beaver", + L"刺客", //L"Assassin", + L"死亡之雨", //L"Rain of Burning Death", + + L"先知", //L"Prophet", + L"入侵者", //L"Interloper", + L"å字军", //L"Crusader", + L"政府", //L"Administration", + + L"超新星", //L"Supernova", + L"解放", //L"Liberty", + L"爆炸", //L"Explosion", + L"é¹°éš¼", //L"Bird of Prey", + + // 60 + L"èŽç‹®", //L"Manticore", + L"寒霜巨人", //L"Frost Giant", + L"åæµ", //L"Celebrity", + L"有钱人", //L"Middle Class", + + L"大嗓门", //L"Loudmouth", + L"替罪羊", //L"Scape Goat", + L"军犬", //L"Warhound", + L"å¤ä»‡", //L"Vengeance", + + L"è¦å¡ž", //L"Fortress", + L"å°ä¸‘", //L"Mime", + L"指挥家", //L"Conductor", + L"领头人", //L"Job-Creator", + + L"糊涂蛋", //L"Frenchman", + L"强力胶", //L"Superglue", + L"è¾èžˆ", //L"Newt", + L"无能者", //L"Incompetency", + + L"è’原狼", //L"Steppenwolf", + L"é“ç §", //L"Iron Anvil", + L"大领主", //L"Grand Lord", + L"统治者", //L"Supreme Ruler", + + // 80 + L"独è£è€…", //L"Dictator", + L"离世", //L"Old Man Death", + L"碎纸机", //L"Shredder", + L"å¸å°˜å™¨", //L"Vacuum Cleaner", + + L"仓鼠", //L"Hamster", + L"癞蛤蟆", //L"Hypno-Toad", + L"DJ", //L"Discjockey", + L"é€è‘¬è€…", //L"Undertaker", + + L"蛇å‘女妖", //L"Gorgon", + L"å°å­©", //L"Child", + L"黑帮", //L"Mob", + L"猛禽", //L"Raptor", + + L"女神", //L"Goddess", + L"性别歧视", //L"Gender Inequality", + L"二五仔", //L"Mole", + L"壿´»", //L"Baby Jesus", + + L"æ­¦è£…ç›´å‡æœº", //L"Gunship", + L"公民", //L"Citizen", + L"情人", //L"Lover", + L"基金", //L"Mutual Fund", + + // 100 + L"制æœ",//L"Uniform", + L"军刀",//L"Saber", + L"雪豹",//L"Snow Leopard", + L"黑豹",//L"Panther", + + L"åŠäººé©¬",//L"Centaur", + L"èŽå­",//L"Scorpion", + L"毒蛇",//L"Serpent", + L"黑寡妇",// L"Black Widow", + + L"狼蛛",// L"Tarantula", + L"秃鹫",//L"Vulture", + L"异教徒",//L"Heretic", + L"僵尸",//L"Zombie", + + L"劳模",//L"Role-Model", + L"æ¶é¬¼",//L"Hellhound", + L"猫鼬",//L"Mongoose", + L"护士",//L"Nurse", + + L"修女",//L"Nun", + L"太空鬼魂",//L"Space Ghost", + L"毒蛇",//L"Viper", + L"黑曼巴",//L"Mamba", + + // 120 + L"罪人",//L"Sinner", + L"圣人",//L"Saint", + L"彗星",//L"Comet", + L"æµæ˜Ÿ",//L"Meteor", + + L"虫ç½å¤´",//L"Can of worms", + L"鱼油",//L"Fish oil pills", + L"æ¯ä¹³",//L"Breastmilk", + L"触手",//L"Tentacle", + + L"疯狂",//L"Insanity", + L"å‘ç–¯",//L"Madness", + L"咳嗽",//L"Cough reflex", + L"结肠",//L"Colon", + + L"国王",//L"King", + L"女皇",//L"Queen", + L"主教",//L"Bishop", + L"农民",//L"Peasant", + + L"高塔",//L"Tower", + L"大厦",//L"Mansion", + L"战马",//L"Warhorse", + L"è£åˆ¤",//L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = +{ + // main page + L"佣兵之家", //L"Mercs Love or Dislike You", + L"互è”网上最好的团队分æžä¸“å®¶", //L"Your #1 teambuilding experts on the web", + + L"关于我们", //L"About us", + L"团队分æž", //L"Analyse a team", + L"æˆå¯¹åˆ†æž", //L"Pairwise comparison", + L"客户æ„è§", //L"Personalities", + L"客户æ„è§", //L"Customer voices", + + L"å¦‚æžœæ‚¨çš„ä¸šåŠ¡æ˜¯ä¸ºæœ‰å®žæ—¶æ€§è¦æ±‚的项目æä¾›åˆ›æ–°çš„解决方案,也许您会ç»å¸¸è§‚察到如下现象:", //L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"您的团队效率低下。", //L"Your team struggles with itself.", + L"您的员工ç»å¸¸å†…斗。", //L"Your employees waste time working against each other.", + L"您的员工离èŒçŽ‡å¾ˆé«˜ã€‚", //L"Your workforce experiences a high fluctuation rate.", + L"您的多数员工都ä¸å–œæ¬¢è¿™ä»½å·¥ä½œã€‚", //L"You constantly receive low marks on workplace satisfaction ratings.", + L"如果您ç»å¸¸è§‚察到以上一项或多项情况,那么您的员工的工作效率并ä¸é«˜ï¼Œæ‚¨çš„生æ„也就å¯èƒ½ä¼šå‡ºçŽ°é—®é¢˜ã€‚å¹¸å¥½æˆ‘ä»¬æœ‰æ˜“å­¦æ˜“æ“作的专利系统MeLoDY,立马就能让您的å•ä½å·¥ä½œæ•ˆçŽ‡ç¿»ç•ªï¼Œè®©æ‚¨çš„å‘˜å·¥å–œä¸Šçœ‰æ¢¢ï¼", //L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"客户感谢信:", //L"A few citations from our satisfied customers:", + L"我最近一次æ‹çˆ±æ˜¯ä¸€åœºç¾éš¾ã€‚我很自责...但是现在我开çªäº†ã€‚所有男人全都该死ï¼MeLoDY,谢谢你å¯å‘了我ï¼", //L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G,å°è¯´å®¶-", //L"-Louisa G., Novelist-", + L"我和我兄弟们关系一直ä¸å¥½ï¼Œæœ€è¿‘å˜å¾—更糟糕了。MeLoDY告诉我一切都是我们ä¸ä¿¡ä»»çˆ¶äº²çš„é”™ã€‚è°¢è°¢ä½ ï¼æˆ‘è¦æ‰¾æœºä¼šå’Œçˆ¶äº²å¥½å¥½è°ˆè°ˆè¿™ä¸ªäº‹æƒ…。", //L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C,典狱官-", //L"-Konrad C., Corrective law enforcement-", + L"我一直都独æ¥ç‹¬å¾€ï¼Œæ‰€ä»¥å¾ˆéš¾å’Œåˆ«äººç»„队。您让我è§è¯†åˆ°äº†å¦‚何组队。MeLoDY真是帮大忙了啊ï¼", //L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W,è€è›‡äºº-", //L"-Grant W., Snake charmer-", + L"å¹²æˆ‘ä»¬è¿™ä¸€è¡Œçš„ï¼Œå¿…é¡»å¾—ç™¾åˆ†ç™¾ä¿¡ä»»ä½ çš„æ‰€æœ‰ç»„å‘˜ï¼Œæ‰€ä»¥æˆ‘ä»¬æ¥æ±‚助砖家 - 求助MeLoDY系统", //L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L,社会主义精神病患集团-", //L"-Halle L., SPK-", + L"我是局里唯一一个å‘声的。由于我们的组员大都自命ä¸å‡¡ï¼Œæ‰€ä»¥å·¥ä½œä¸­é‡åˆ°äº†å¾ˆå¤šé—®é¢˜ã€‚ä¸è¿‡çŽ°åœ¨æˆ‘ä»¬å·²ç»å­¦ä¼šäº†äº’相尊é‡ï¼Œèƒ½å®Œç¾Žçš„å作了。", //L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C,美国国家航空航天局-", //L"-Michael C., NASA-", + L"我强力推è这个网站ï¼", //L"I fully recommend this site!", + L"-Kasper H,H&C物æµå…¬å¸-", //L"-Kasper H., H&C logistic Inc-", + L"我们的培训æµç¨‹æ—¶é—´å¾ˆçŸ­ï¼Œæ‰€ä»¥æˆ‘ä»¬å¾—çŸ¥é“æ¯ä¸ªå‘˜å·¥çš„个性。使用MeLoDY系统是明智的选择", //L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke,Kerberus安ä¿å…¬å¸-", //L"-Stan Duke, Kerberus Inc-", + + // analyze + L"选择您的员工", //L"Choose your employee", + L"选择您的å°é˜Ÿ", //L"Choose your squad", + + // error messages + L"ç›®å‰æ‚¨è¿˜æ²¡æœ‰å‘˜å·¥åœ¨å²—。士气低è½å¾€å¾€ä¼šå¯¼è‡´å‘˜å·¥è¾ƒé«˜çš„脱岗率。", //L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s枪毙了我ï¼", //L"%s shot me!", + L"%sèƒŒç€æˆ‘è€é˜´æ‹›", //L"%s is scheming behind my back", + L"%s干扰我的工作", //L"%s interfered in my business", + L"%s和敌人是一伙的", //L"%s is friends with my enemy", + + L"%s抢我的å•å­", //L"%s got a contract before I did", + L"%s命令我们夹ç€å°¾å·´é€ƒè·‘", //L"%s ordered a shameful retreat", + L"%sæ»¥æ€æ— è¾œ", //L"%s massacred the innocent", + L"%s拖我们åŽè…¿", //L"%s slows us down", + + L"%s从ä¸åˆ†äº«é£Ÿç‰©", //L"%s doesn't share food", + L"%s会让任务失败", //L"%s jeopardizes the mission", + L"%s是个瘾å›å­", //L"%s is a drug addict", + L"%s是个å·ä¸œè¥¿çš„è´¼", //L"%s is thieving scum", + + L"%s是个ä¸ç§°èŒçš„æŒ‡æŒ¥å®˜", //L"%s is an incompetent commander", + L"%sä¸å€¼é‚£ä¹ˆå¤šè–ªæ°´", //L"%s is overpaid", + L"%s抢走了所有好东西", //L"%s gets all the good stuff", + L"%sæ‹¿æžªæŒ‡ç€æˆ‘", //L"%s mounted a gun on me", + + L"%s为我疗伤", //L"%s treated my wounds", + L"我和%så–é…’å–得挺高兴", //L"Had a good drink with %s", + L"%s挺有趣", //L"L"%s is fun to get wasted with", + L"%så–多了会撒酒疯", //L"%s is annoying when drunk", + + L"%så–多了会å˜ç™½ç—´", //L"%s is an idiot when drunk", + L"%s的观点与我们相左", //L"%s opposed our view in an argument", + L"%s的观点在我们这边", //L"%s supported our position", + L"%såŒæ„我们的论断", //L"%s agrees to our reasoning", + + L"%s是个异教徒", //L"%s's beliefs are contrary to ours", + L"%s知é“如何安抚别人", //L"%s knows how to calm down people", + L"%s太迟é’", //L"%s is insensitive", + L"%s能åšåˆ°äººå°½å…¶æ‰", //L"%s puts people in their places", + + L"%s过于冲动", //L"%s is way too impulsive", + L"%s是个病秧å­", //L"%s is disease-ridden", + L"%s治好了我的病", //L"%s treated my diseases", + L"%s在战斗中从ä¸é€€ç¼©", //L"%s does not hold back in combat", + + L"%s就是个武术疯å­", //L"%s enjoys combat a bit too much", + L"%s是个好è€å¸ˆ", //L"%s is a good teacher", + L"%s带领我们走å‘胜利", //L"%s led us to victory", + L"%s救过我的命", //L"%s saved my life", + + L"%s跟我抢人头", //L"%s stole my kill", + L"%s跟我一起扛过枪", //L"%s and me fought well together", + L"%såŠé™äº†æ•Œå†›", //L"%s made the enemy surrender", + L"%s打伤了平民", //L"%s injured civilians", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"世界å«ç”Ÿç»„织", //L"World Health Organization", + L"为生活带æ¥å¥åº·", //L"Bringing health to life", + + // links to other pages + L"关于世界å«ç”Ÿç»„织", //L"About WHO", + L"关于Arulco的传染病", //L"Disease in Arulco", + L"关于传染病", //L"About diseases", + + // text on the main page + L"世界å«ç”Ÿç»„织是è”åˆå›½ç³»ç»Ÿå†…å«ç”Ÿé—®é¢˜çš„æŒ‡å¯¼å’Œå调机构。", //L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"它负责对全çƒå«ç”Ÿäº‹åŠ¡æä¾›é¢†å¯¼ï¼Œæ‹Ÿå®šå«ç”Ÿç ”究议程,制订规范和标准,制定实事求是的政策方案,å‘å„国æä¾›æŠ€æœ¯æ”¯æŒï¼Œä»¥åŠç›‘测和评估å«ç”Ÿè¶‹åŠ¿ã€‚", //L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"在二å一世纪,å„国è¦é€šåŠ›å作,é‡è§†å«ç”Ÿé—®é¢˜ï¼Œç‰¹åˆ«æ˜¯å…¨æ°‘医ä¿å’Œå作防御跨国传染病。", //L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"现在致命的Arulcan瘟疫正在å°å›½Arulco肆è™ã€‚", //L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"由于国家å«ç”Ÿç³»ç»Ÿçš„æ··ä¹±çжæ€ï¼Œåªæœ‰å†›é˜Ÿçš„医护兵团在与致命瘟疫奋战。", //L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"由于Arulcoé™åˆ¶è”åˆå›½æœºæž„åœ¨å½“åœ°å±•å¼€è¡ŒåŠ¨ï¼Œç›®å‰æˆ‘们唯一能åšçš„就是在地图上标出现阶段Arulcoå„地的疫情。但是由于与Arulco政府打交é“å分困难,我们ååˆ†é—æ†¾çš„通告该地图的使用者,必须缴纳æ¯å¤©$%d的地图使用费用。", //L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"您希望获得Arulco现阶段疫情的详细资料å—?一旦获得,这些数æ®ä¼šåœ¨æˆ˜ç•¥åœ°å›¾ä¸Šæ ‡å‡ºã€‚", //L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"æ‚¨ç›®å‰æ²¡æœ‰è®¿é—®æƒé™ï¼Œä¸èƒ½è޷得䏖å«ç»„织关于Arulcan瘟疫的数æ®ã€‚", //L"You currently do not have access to WHO data on the arulcan plague.", + L"疫情的详细资料已在您的地图上标出。", //L"You have acquired detailed maps on the status of the disease.", + L"订阅地图更新", //L"Subscribe to map updates", + L"注销地图更新", //L"Unsubscribe map updates", + + // helpful tips page + L"Arulcan瘟疫这ç§è‡´å‘½çš„瘟疫一般ä¸ä¼šåœ¨Arulcoè¿™ç§å°å›½çˆ†å‘。其典型的爆å‘过程是,首批感染者在沼泽地区或者热带地区被蚊å­å®åˆ°åŽæ„ŸæŸ“,然åŽé¦–批感染者会在ä¸çŸ¥ä¸è§‰ä¸­ä¼ æŸ“其他邻近城市的人。", //L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"如果被感染,症状ä¸ä¼šç«‹åˆ»å‡ºçŽ°ï¼Œå¯èƒ½è¦åœ¨å‡ å¤©ä»¥åŽæ‰èƒ½å‘现早期症状。", //"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"在战术地图上,使用鼠标移动到你的佣兵肖åƒä¸Šæ¥æŸ¥çœ‹ä½ çš„佣兵感染已知疾病的状况。", //"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"多数疾病会éšç€æ—¶é—´æµé€è¶Šå‘严é‡ï¼Œå¿…须尽早分é…一个医生到你的队ä¼ã€‚", //"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"æŸäº›ç–¾ç—…å¯ä»¥ç”¨ç‰¹å®šè¯ç‰©æ²»æ„ˆï¼Œä½ å¯ä»¥ä»Žå¤§è¯å“店中找到这些è¯ã€‚", //"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"医生å¯ä»¥è¢«æŒ‡æ´¾åŽ»æ£€æŸ¥æ‰€æœ‰çš„åŒè¡Œçš„åŒä¼´æ˜¯å¦æŸ“病,你å¯ä»¥åŠæ—¶åœ¨ç—‡çŠ¶çˆ†å‘之å‰å‘现它ï¼", //"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"当医生治疗被感染的病患的时候他会有较高的几率感染疾病,所以此时防护æœå°±æ˜¾å¾—很有用ï¼", //"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"一把刀ç ä¼¤äº†ä¸€ä¸ªè¢«æ„ŸæŸ“的人以åŽè¿™æŠŠåˆ€å°±è¢«æ„ŸæŸ“了,å¯ä»¥å°†è¯¥ä¼ æŸ“æºå¸¦åˆ°å…¶ä»–地方以扩散瘟疫。", //"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus安ä¿å…¬å¸", + L"ç»éªŒä¸°å¯Œçš„安ä¿å…¬å¸", //"Experience In Security", + + // links to other pages + L"Kerberus安ä¿å…¬å¸", //"What is Kerberus?", + L"团队åˆçº¦", //"Team Contracts", + L"个人åˆçº¦", //"Individual Contracts", + + // text on the main page + L"Kerberus安ä¿å…¬å¸æ˜¯ä¸€ä¸ªè‘—å的国际ç§äººå†›äº‹æ‰¿åŒ…商。æˆç«‹äºŽ1983,我们在全çƒèŒƒå›´æä¾›å®‰ä¿æœåŠ¡å’Œæ­¦è£…åŠ›é‡åŸ¹è®­ã€‚", //"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"我公å¸åŸ¹è®­å‡ºçš„出色的员工为全世界超过30个政府æä¾›å®‰ä¿å·¥ä½œï¼ŒåŒ…括若干冲çªåŒºçš„æ”¿åºœã€‚", //"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"æˆ‘ä»¬åœ¨å…¨çƒæœ‰å¤šä¸ªè®­ç»ƒä¸­å¿ƒï¼ŒåŒ…括å°åº¦å°¼è¥¿äºšï¼Œå“¥ä¼¦æ¯”亚,å¡å¡”尔,å—éžï¼Œç½—马尼亚,因此我们基本å¯ä»¥åœ¨24å°æ—¶å†…æä¾›æ»¡è¶³æˆ‘们åˆåŒè¦æ±‚的人员。", //"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"在'个人åˆçº¦'的页é¢ä¸‹, 我们将æä¾›æœ‰ä¸°å¯Œå®‰ä¿ç»éªŒçš„资深è€å…µåŽ»å±¥è¡ŒåˆåŒã€‚", //"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"åŒæ—¶æ‚¨å¯ä»¥é€‰æ‹©é›‡ä½£ä¸€ä¸ªå®‰ä¿å›¢é˜Ÿã€‚在'团队åˆçº¦'的页é¢ä¸‹ï¼Œä½ å¯ä»¥é€‰æ‹©ä½ æƒ³è¦é›‡ä½£çš„人员数é‡å’Œè¡ŒåŠ¨ç›®çš„åœ°ç‚¹ã€‚ç”±äºŽä¹‹å‰å‘ç”Ÿè¿‡ä»¤äººé—æ†¾çš„æ„å¤–ï¼Œæ‰€ä»¥æˆ‘ä»¬è¦æ±‚登陆地点必须在您的实际å é¢†åŒºã€‚", //"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"我们的团队å¯ä»¥é€šè¿‡ç©ºä¸­éƒ¨ç½²ï¼Œå½“ç„¶ï¼Œåœ¨è¿™ç§æƒ…况下机场是必需的。根æ®ç›®çš„地国家的具体情况,我们的团队也å¯ä»¥é€šè¿‡æ¸¯å£æˆ–边境哨所渗é€è¿›å…¥ã€‚", //Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"æˆ‘ä»¬è¦æ±‚客户先支付一定的ä¿è¯é‡‘ï¼Œç„¶åŽæˆ‘ä»¬ä½£å…µçš„æ¯æ—¥æ”¶è´¹ä¼šåœ¨ä½ çš„账户中扣å–。", //"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"ä½ å¯ä»¥åœ¨è¿™é€‰æ‹©ä½ æƒ³è¦é›‡ä½£çš„人员类型和数目:", //"You can select the type and number of personnel you want to hire here:", + L"åˆå§‹éƒ¨ç½²", //"Initial deployment", + L"常规佣兵", //"Regular personnel", + L"资深佣兵", //"Veteran personnel", + + L"%då坿‹›é›‡,æ¯ä¸ª$%d", //"%d available, %d$ each", + L"雇佣: %d", //"Hire: %d", + L"费用: %d美金", //"Cost: %d$", + + L"选择åˆå§‹ç™»é™†åŒºåŸŸï¼š", //"Select the initial operational area:", + L"总费用: %d美金", //"Total Cost: %d$", + L"到达时间: %02d:%02d", + L"签署åˆåŒ", //"Close Contract", + + L"è°¢è°¢ï¼æˆ‘们的人员会在明天%02d:%02d登陆。", //"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus安ä¿å…¬å¸çš„部队已ç»åˆ°è¾¾ %s。", //"Kerberus reinforcements have arrived in %s.", + L"下一轮部署:%då常规佣兵和%då资深佣兵在%sçš„%02d:%02d到达,第%d天。", //"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"你并没有实际控制至少一个我们å¯ä»¥éƒ¨ç½²ä½£å…µçš„地区ï¼", //"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"æ“作背包和仓库整ç†", + + L"眼部切æ¢", //L"NVG", + L"全体装弹", + L"物å“集åˆ", + L"", + + L"分类物å“", + L"åˆå¹¶ç‰©å“", + L"分离", + L"æ•´ç†ç‰©å“", + + L"å­å¼¹è£…ç®±", + L"å­å¼¹è£…ç›’", + L"放下背包", + L"æ¡èµ·èƒŒåŒ…", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"显示掩护模å¼", + + L"关闭", + L"敌人", + L"佣兵", + L"", + + L"角色", //L"Roles", + L"筑防", //L"Fortification", + L"跟踪者",// L"Tracker", + L"瞄准模å¼",//L"CTH mode", + + L"陷阱", + L"绊线网", + L"检测器", + L"", + + L"A网", + L"B网", + L"C网", + L"D网", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"关闭掩护/陷阱显示模å¼", + L"显示å±é™©åŒºåŸŸ", + L"显示佣兵视野", + L"", + + L"显示敌人称å·",//L"Display enemy role symbols", + L"显示计划的防御工事",//L"Display planned fortifications", + L"显示敌军路线",//L"Display enemy tracks", + L"", + + L"显示绊线网络", + L"显示绊线网络颜色", + L"显示附近的陷阱", + L"", + + L"显示绊线网络A", + L"显示绊线网络B", + L"显示绊线网络C", + L"显示绊线网络D", +}; + + +STR16 szDynamicDialogueText[40][17] = +{ + // OPINIONEVENT_FRIENDLYFIRE + L"è§é¬¼ï¼$CAUSE$ 攻击我ï¼", //"What the hell! $CAUSE$ attacked me!" + L"", + L"", + L"什么?我?那ä¸å¯èƒ½ï¼Œæˆ‘正跟敌人打的起劲呢ï¼", //"What? Me? No way, I'm engaging at the enemy!" + L"唉哟。", //"Oops." + L"", + L"", + L"$CAUSE$ 攻击了 $VICTIM$。你怎么看?", //"$CAUSE$ has attacked $VICTIM$. What do you do?" + L"ä¸ï¼Œé‚£ç»å¯¹æ˜¯æ•Œäººå¼€çš„æžªï¼", //"Nah, that must have been enemy fire!" + L"对,我也看è§äº†ï¼", //"Yeah, I saw it too!" + L"少在这儿装傻ï¼$CAUSE$。你的视野很清晰ï¼ä½ åˆ°åº•是哪边的?", //"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?" + L"我看è§äº†ï¼Œå¾ˆæ˜Žæ˜¾æ˜¯æ•Œäººå¼€çš„æžªï¼", //"I saw it, it was clearly enemy fire!" + L"在激战中,这是很有å¯èƒ½å‘生的。下回一定å°å¿ƒç‚¹ï¼Œ$CAUSE$。", //"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$." + L"现在是在打仗ï¼äººä»¬éšæ—¶éƒ½ä¼šè¢«å‡»ä¸­çš„ï¼è¿˜æ˜¯è¯´è¯´... 怎么开枪打的准一些å§ï¼Œæ‰“敌人ï¼", //"This is war! People get shot all the time! Speaking of... shoot more people, people!" + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"嘿ï¼é—­å˜´ï¼Œ$CAUSE$! 该死的内奸ï¼", //L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"å¦‚æžœä½ ä¸æ˜¯å‚»ç“œï¼Œæˆ‘就是。", //L"I would if you weren't such a wussy!", + L"ä½ å¬åˆ°äº†å—?该死的。", //L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ 冲 $CAUSE$ 生气,就是因为 $CAUSE_GENDER$ å’Œä½ æ‰“å°æŠ¥å‘Šã€‚ä½ æ€Žä¹ˆçœ‹ï¼Ÿ", //L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"ä¸ä¸ï¼Œ$CAUSE$,说å§... $VICTIM$ åšäº†å•¥ï¼Ÿ", //L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"嘿,少管闲事,$CAUSE$ï¼", //L"Yeah, mind your own business, $CAUSE$!", + L"这儿åˆä¸æ˜¯å¥³å­å­¦æ ¡ï¼Œå·ç€ä¹å§ï¼Œ$CAUSE$。", //L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"对,åƒä¸ªçˆ·ä»¬å„¿ï¼", //L"Yeah. Man up!", + L"我ä¸ç¡®å®šé‚£æ˜¯æ­£ç¡®çš„æ–¹æ³•,但是 $CAUSE_GENDER$ åšè¿™ç§äº‹æƒ…应该有原因的...", //L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"åˆæ¥ï¼ŸæŠŠå°æŠ¥å‘Šè—在心里å§ï¼Œæˆ‘们坿²¡è¿™æ—¶é—´ï¼", //L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ åˆåœ¨æ¬ºè´Ÿæˆ‘ï¼", //L"$CAUSE$ is bullying me again!", + L"", + L"", + L"ä½ æžç ¸äº†æ•´ä¸ªä»»åŠ¡ï¼Œæˆ‘å—够了ï¼", //L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"嘿,这对你个人有好处。过åŽä½ ä¼šæ„Ÿè°¢æˆ‘。", //L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ 阻止了 $VICTIM$ çš„ä¸ç«¯è¡Œä¸ºï¼Œ$VICTIM_GENDER$ 就报å¤ã€‚你怎么看?", //L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"别å†ä¸ºé‚£äº‹å„¿æ‰¾å€Ÿå£äº†ï¼", //L"Then stop giving reasons for that!", + L"算了å§ï¼Œ$CAUSE$, 以为你是è°å•Šï¼Œèƒ½å¯¹æˆ‘们指手画脚?ï¼", //L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"你䏿ƒ³é‚£æ ·ï¼Ÿä¼™è®¡ï¼Œè°è®©ä½ å‘å·æ–½ä»¤çš„?", //L"You won't let that stand? Cute. Who ever made you the boss?", + L"åŒæ„。我们片刻ä¸èƒ½æ”¾æ¾è­¦æƒ•ï¼", //L"Agreed. We can't let our guard down for a single moment!", + L"ä½ ä¿©å°±ä¸èƒ½æŠŠè¿™äº‹æ‘†å¹³å—?", //L"Can't you two sort this out?", + L"呶呶呶。你们这些失败了的家伙有è°ä¸¢äº†å›´å˜´å„¿å—ï¼Ÿå¯æ€œè™«ï¼", //L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"哼。典型的 $CAUSE$,估计 $CAUSE_GENDER$ 想找åŒä¼´å‡ºåŽ»å–酒找错了人ï¼", //L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"我找è°åšæœ‹å‹å’Œä½ æ²¡å…³ç³»ï¼", //L"My friends are none of your business!", + L"你俩相处的ä¸å¥½å—?$VICTIM$。", //L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ ä¸å–œæ¬¢ $CAUSE$ 的朋å‹ã€‚你怎么看?", //L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"$CAUSE_GENDER$ 当然å¯ä»¥å’Œä»–自己想找的人一起å–酒。", //L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"嘿,你们这群丑鬼ï¼", //L"Yeah, you guys are ugly!", + L"你该æ¢å·¥ä½œäº†ï¼Œå› ä¸ºå®ƒå¾ˆç³Ÿã€‚", //L"Then you should change your business. 'Cause its bad.", + L"$VICTIM$,感觉如何?", //L"What's that to you, $VICTIM$?", + L"是啊,是啊,那个烂事儿。你确定它是现在最è¦ç´§çš„事儿?", //L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"没人愿æ„å¬è¿™äº›åºŸè¯...", //L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"是的,当然。我的åˆåŒå³å°†åˆ°æœŸï¼Œä¸è¿‡ï¼Œå…ˆè°ˆè°ˆ $CAUSE$ å§ã€‚", //L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"哦,是å—?我真的很有用,或许这就是为什么你没给我延期的原因。", //L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"我ä¿è¯ä½ ä¼šå¾ˆå¿«èŽ·å¾—å»¶æœŸã€‚ä½ çŸ¥é“网上银行有多奇葩。", //L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ 嫉妒我们æå‰å»¶æœŸ $CAUSE$ çš„åˆåŒã€‚你说咋整?", //L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"你䏿˜¯è¿˜é¢†ç€æŠ¥é…¬å—?既然你拿到了钱,管别的干嘛?", //L"You are still getting paid, no? What does it matter as long as you get the money?", + L"ä½ çš„åˆåŒå°±å¿«åˆ°æœŸäº†ï¼Œ$CAUSE$ ... 真希望你能延期。", //L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"æ˜¯çš„ã€‚å…¨éƒ¨çš„ä»·å€¼éƒ½è¿˜æ²¡å‘æŒ¥å‡ºæ¥ã€‚", //L"Yeah. All that worth hasn't shown yet though.", + L"哦,戳到痛处了,是å§ï¼Ÿ$VICTIM$。", //L"Aww, that burns, doesn't it, $VICTIM$?", + L"我们的资金有é™ã€‚有些人的付出值得先拿到钱,对å§ï¼Ÿ", //L"We have limited funds. Someone needs to get paid first, right?", + L"æ¯äººéƒ½ä¼šåŠæ—¶å¾—到报酬,除éžä½ ä»¬ç»§ç»­åµä¸‹åŽ»ã€‚æˆ‘ä¹Ÿèƒ½æ‰¾åˆ°å…¶ä»–ä¸è®¨äººçƒ¦çš„雇佣兵。", //L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"好命令,$CAUSE$ï¼ä½ ä¸ºä»€ä¹ˆå‘½ä»¤æ’¤é€€ï¼Ÿ", //L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"æˆ‘åªæ˜¯æŠŠå¤§å®¶å¸¦å‡ºäº†åœ°ç‹±ï¼Œä½ è¯¥æ„Ÿè°¢æˆ‘救你一命。", //L"I just got us out of that hellhole, you should thank me for saving your life.", + L"他们包围了侧翼,我们没退路了ï¼", //L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ 讨厌 $CAUSE$ 的撤退命令,你呢?", //L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"åªè¦æ„¿æ„,你å¯ä»¥è‡ªå·±å›žåŽ»...没人阻止你。", //L"You know you can go back if you want... nobody's stopping you.", + L"优势一直在我们这边,直到刚æ‰ã€‚", //L"We were rockin' it until that point.", + L"哦?你一边第一个撤退,一边救了我们一命?你真高尚ï¼", //L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"我确实救了你们,$CAUSE$。哥们儿,我å†ä¹Ÿä¸æƒ³å›žåˆ°é‚£å„¿äº†ã€‚", //L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"最é‡è¦çš„,我们都还活ç€ã€‚", //L"We're still alive, this is what counts.", + L"æ›´è¦ç´§çš„æ˜¯ï¼Œæˆ‘们啥时候打回去,æžå®šè¿™ä»»åŠ¡ï¼Ÿ", //L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"$CAUSE$,你脑å­è¿›æ°´äº†å—?你刚刚æ€äº†ä¸€ä¸ªæ— è¾œçš„人ï¼", //L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"他有枪,我看到了ï¼", //L"He had a gun, I saw it!", + L"哦ä¸ï¼ä¸Šå¸å•Šï¼æˆ‘åšäº†ä»€ä¹ˆï¼Ÿ", //L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ 暴怒:$CAUSE$ æ€äº†ä¸ªå¹³æ°‘。你都干了些什么?", //"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"我们能安全些比我说对ä¸èµ·æ›´æœ‰ä»·å€¼...", //"Better safe than sorry I say...", + L"å–”ã€‚è¿™å¯æ€œçš„家伙没希望了。该死。", //"Yeah. The poor sod never had a chance. Damn.", + L"别废è¯ã€‚那是个手无寸é“的平民。我们æ¥è¿™å„¿æ˜¯ä¸ºäº†ä¿æŠ¤è¿™äº›äººä»¬çš„ï¼", //"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"你干净利索的干掉了他,干得好ï¼", //"And you took him down nice and clean, good job!", + L"çŽ°åœ¨æ˜¯åœ¨æ‰“ä»—ï¼Œéšæ—¶éƒ½æœ‰äººä¼šæ­»....虽然我更喜欢咱们低调点。",//"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"è°åœ¨ä¹Žï¼Ÿèˆä¸å¾—å­©å­å¥—ä¸ä½ç‹¼ã€‚", //"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"拜托,能让 $CAUSE$ 滚蛋å—?这个慢åžåžçš„家伙拖了我们的åŽè…¿ã€‚", //"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"è¦ä¸æ˜¯æˆ‘替你背了本应你背的东西,我怎么会这么慢,$VICTIM$ï¼", //"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"因为我背的东西太多了,太é‡äº†ï¼", //"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ 觉得是 $CAUSE$ 拖累了队ä¼ã€‚你觉得呢?", //"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"我们ç»ä¸æŠ›å¼ƒä»»ä½•人,特别是 $CAUSE$ï¼", //"We leave nobody behind, not even $CAUSE$!", + L"我们得赶快行军,敌人追上æ¥äº†ï¼", //"We have to move fast, the enemy isn't far behind!", + L"所有人都背ç€è‡ªå·±çš„è£…å¤‡å•Šã€‚è¦æ˜¯ä¸æ‹¿ç€æžªä½ å¯æ€Žä¹ˆæ‰“仗啊?", //"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"æ˜¯ï¼Œåœæ­¢æŠ±æ€¨ã€‚è¦ä¹ˆå’±ä»¬ä¸€èµ·æ’‘过去è¦ä¹ˆä¸€èµ·æ­»äº†æ‹‰å€’。", //"Aye, stop complaining. We go through this together or we don't do it at all.", + L"ä½ è¦æ˜¯é‚£ä¹ˆæ¼ç« $CAUSE$ 拖拖拉拉,$VICTIM$,ä¸å¦‚你去帮他一把。", //"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"$VICTIM$ï¼Œè¦æ˜¯ä½ è¿˜æœ‰é—²åŠŸå¤«åœ¨è¿™é‡ŒæŠ±æ€¨ä¸ªæ²¡å®Œï¼Œä½ è¯¥åŽ»å¸® $CAUSE_GENDER$ 一把。", //"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"该死的 $CAUSE$,$CAUSE_GENDER$ 把好åƒçš„自个全åƒäº†......", //"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"怪我咯,你怎么ä¸è¯´ä½ è‡ªå·±å…ˆåƒå®Œäº†è‡ªå·±çš„那份儿。", //"Not my problem if you already ate all your rations.", + L"哎 $VICTIM$,我刚æ‰åƒçš„æ—¶å€™ä½ æ€Žä¹ˆä¸è¯´è¯å•Šï¼Ÿ", //"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ æƒ³è¦ $CAUSE$'的食物。你怎么看?", //"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"大伙都一样多。你用光了自己那份,那是你自个儿的事。", //"We all get the same. If you used up yours already that's your problem.", + L"è¦æ˜¯ $CAUSE$ 能分到的è¯ï¼Œæˆ‘也è¦ï¼", //"If $CAUSE$ shares, I want some too!", + L"凭啥你有那么多东西åƒï¼Ÿæˆ‘怎么闻ç€ä½ æœ‰é¢å¤–çš„å£ç²®å‘¢ï¼Ÿ", //"Why do you have so much food anyway? Do I smell extra rations there?.", + L"那好,回到基地人人都管够....", //"Right, everyone got enough back at the base...", + L"基地里有足够的食物,别找事,明白么?", //"There's enough food left at the base, so no need to fight, ok?", + L"我觉得那东西根本ä¸èƒ½å«ç¾Žå‘³ï¼Œä¸è¿‡è¦æ˜¯ä½ ä»¬è¿™äº›é¸¡å©†æƒ³äº‰é£Ÿå„¿ï¼Œæˆ‘没æ„è§ã€‚", //"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"哦,活è§é¬¼ï¼Œ$CAUSE$。这å¯ä¸æ˜¯ä¸ªå¥½æ—¶å€™ï¼", //"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"说得好,我选择死亡。好建议。谢谢,$VICTIM$,ä½ å¸®äº†æˆ‘å¤§å¿™ï¼Œè¿˜è¦æˆ‘说别的å—?", //"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"这是我唯一的弱点,我无能为力啊ï¼", //"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' 的举动让 $VICTIM$ 心烦æ„乱。你怎么看?", //"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"这关你什么事?你没事å¯å¹²äº†ï¼Ÿ", //"What does it even matter to you? Don't you have something to do?", + L"确实啊,$CAUSE$ã€‚è¿™é‡Œæ˜¯å†›äº‹ç»„ç»‡ä¸æ˜¯ç—…房。", //"Really $CAUSE$. This is a military organization and not a ward.", + L"呃,我们是专业人士,你å¯ä¸æ˜¯ï¼Œ$CAUSE$。", //"Well, we are pros, an you're not, $CAUSE$.", + L"别这么势利眼, $VICTIM$。", //"Don't be such a snob, $VICTIM$.", + L"嗯。$CAUSE_GENDER$ 还好å§ï¼Ÿ", //"Uhm. Is $CAUSE_GENDER$ okay?", + L"瞎逼逼,一群疯å­çš„典型时刻。", //"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ å—¨å¾—é£žèµ·äº†ï¼æˆ‘怎么能跟一个瘾å›å­å…±äº‹ï¼Ÿ", //"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"把你的肠å­ä»Žå±çœ¼é‡Œæ‹‰å‡ºæ¥æˆ‘æ‰èƒ½é£žï¼Œæˆ‘的天啊....", //"Taking the stick out of your butt would be a starter, jeez...", + L"我看到了未æ¥ï¼Œä¼™è®¡ã€‚还有...其它的东西ï¼", //"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ 叿¯’的时候被 $VICTIM$ 看è§äº†ã€‚你怎么看?", //"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"喂,$CAUSE$ å¾—å‡å‡åŽ‹ï¼Œå¥½å§ï¼Ÿ", //"Hey, $CAUSE$ needs to ease the stress, ok?", + L"太没èŒä¸šé“德了。", //"How unprofessional.", + L"è¿™æ˜¯æ‰“ä»—ä¸æ˜¯è´µæ—èˆžä¼šã€‚èµ¶ç´§ä½æ‰‹ï¼Œ$CAUSE$ï¼", //"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"呵呵,太对了。", //"Hehe. So true.", + L"æˆ‘ç›¸ä¿¡ä½ å¸æ¯’有一个很好的ç†ç”±ï¼Œæ˜¯å§ï¼Œ$CAUSE$?", //"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"战斗结æŸä¹‹åŽï¼Œä½ æƒ³æ³¨å°„什么éšä½ çš„便。", //"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"è§é¬¼...å–‚ï¼$CAUSE$ï¼ä½ ç»™æˆ‘拿回æ¥ï¼Œä½ è¿™ä¸ªè¯¥æ­»çš„å°å·ï¼", //"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"ä½ å–多了å§ï¼Ÿæœ‰ç—…啊你ï¼", //"Have you been drinking? What the hell is your problem?", + L"你都看è§äº†ï¼Ÿå€’霉....è¦ä¸ä¸€äººä¸€åŠï¼Ÿ", //"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ çœ‹è§ $CAUSE$ å·äº†ä»¶ä¸œè¥¿ã€‚你怎么看?", //"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"æ‰è´¼æ‰èµƒï¼Œå¦‚æžœæ²¡è¯æ®ä½ å°±åˆ«çžŽæŒ‡è´£ï¼Œ$VICTIM$.", //"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"我们一起共事的就是这样的人了,$VICIM$? 大家都看好自己的钱包为妙。", //"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"å–‚ä½ ï¼ä½ æŠŠé‚£ä¸ªç«‹åˆ»è¿˜å›žåŽ»ï¼", //"HEY! You put that back right now!", + L"我什么都没看è§å•Šã€‚怎么çªç„¶é—´ $VICTIM$ 就抽风了?", //"No idea. All of a sudden $VICTIM$ is all drama.", + L"也许我们å¯ä»¥å¤šåˆ†ç‚¹æˆ˜åˆ©å“æ¥è§£å†³è¿™ä¸ª...å°é—®é¢˜ï¼Ÿ", //"Perhaps we could get a raise to resolve this... issue?", + L"闭嘴ï¼è¿™äº›æˆ˜åˆ©å“对我们所有人æ¥è¯´è¶³å¤Ÿå¤šäº†ï¼", //"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"这简直是个ç¾éš¾å•Šã€‚从没有这么差劲的指挥, $CAUSE$ï¼", //"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"我ä¸ä¼šæŽ¥å—ä½ è¿™æ ·çš„å¤§å¤´å…µæ¥æŒ‡æŒ¥æˆ‘ï¼", //"I don't have to take that from a grunt like you!", + L"åšä½ çš„白日梦,$VICTIM$。我对得起这价钱,你心里清楚ï¼", //"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ ä¸ç›¸ä¿¡ $VICTIM$ 的命令。你怎么看?", //"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"总得有人当头儿啊,除了 $CAUSE$ 你有更好的人选?", //"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"å¥½å•Šï¼Œè¿™æ ·çš„è¯æˆ‘们肯定是赢ä¸äº†è¿™åœºæˆ˜äº‰äº†....", //"Well, we sure aren't going to win the war at this rate...", + L"我å‘ä½ ä¿è¯...那并䏿˜¯åƒæ‰“手势一样的指挥", //"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"æˆ‘ä»¬æœ‰æ¸…æ™°çš„æŒ‡æŒ¥å±‚çº§ï¼Œè€Œä½ å¹¶ä¸æ˜¯å‘å·æ–½ä»¤çš„那个,$VICTIM$ï¼", //"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"我们ä¸ä¼šå¿˜è®°ä»–们的牺牲。正是他们的牺牲使得我们能够继续战斗下去。", //"We will not forget their sacrifice. They died so we could fight on.", + L"什么?生æ„就是这样。æžç ¸äº†ä½ å°±çŽ©å„¿å®Œäº†ã€‚ä»–ä»¬çŸ¥é“这里头的风险。继续干活。", //"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"$CAUSE$ 怎么能挣这么多钱?这ä¸å…¬å¹³ï¼", //"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"åšä½ çš„白日梦,$VICTIM$。我对得起这价钱,你心里清楚ï¼", //"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"你觉得我ä¸ä¼šå¾€å¿ƒé‡ŒåŽ»çš„ï¼Œæ˜¯å§ï¼Ÿ", //"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ 正在嫉妒 $VICTIM$ 的时薪。你怎么看?", //"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"别在钱上斤斤计较,你自己挣得够多的了ï¼", //"Quit whining about the money, you get more than enough yourself!", + L"说实在的,$VICTIM$, 我觉得你应该调整下报价ï¼", //"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"你值那个价?你的所作所为根本就是在装腔作势ï¼", //"Worth it? All you do is pose!", + L"放æ¾ç‚¹ï¼Œè‡³å°‘我们明白你付出了多少,$CAUSE$。", //"Relax. At least some of us appreciate your service, $CAUSE$.", + L"也许 $CAUSE_GENDER$ 刚好擅长薪资谈判?", //"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"æ¯ä¸ªäººéƒ½ä¼šå¾—到自己应得的那一份儿。你越是抱怨,得到的越少。", //"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ 把好装备自个儿都囤起æ¥äº†ã€‚ä¸å…¬å¹³ï¼", //"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"è·Ÿä½ ä¸ä¸€æ ·ï¼Œå®žé™…ä¸Šæˆ‘æ‰æ‡‚得怎么用这些玩æ„儿。", //"Contrary to you, I actually know how to use them.", + L"是啊,东西在那里总得用人用它,对å§ï¼Ÿç¥ä½ ä¸‹å›žå¥½è¿ï¼", //"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ 眼红 $VICTIM$ 的装备。你怎么看?", //"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"ä½ ä¸è¿‡æ˜¯åœ¨ç»™ä½ ç³Ÿç³•的枪法编个借å£è€Œå·²ã€‚", //"You're just making up an excuse for your poor marksmanship.", + L"是的,对我æ¥è¯´è¿™åˆ†æ˜Žæ˜¯ä»»äººå”¯äº²ã€‚", //"Yeah, this smells of cronyism to me.", + L"如果你的è¯å…¸é‡Œ'使用'是'浪费弹è¯'çš„æ„æ€ï¼Œé‚£å¥½å§ï¼Œä½ çœŸç‰¹ä¹ˆä¸“业啊。", //"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"æˆ‘ä¸¾åŒæ‰‹èµžæˆï¼", //"I'll second that!", + L"真是那样?那好,从现在起我对 $CAUSE_GENDER$ 高超的枪法拭目以待。", //"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"你就没想到过我们的补给是有é™çš„么?我们根本连一把好枪也æžä¸åˆ°ã€‚", //"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"你拿我当åŒè„šæž¶å—?别拿我架枪,$CAUSE$ï¼",//L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"别怂ï¼å’±è¿™æ˜¯åœ¨æ‰“ä»—ï¼",//L"Don't be such a wuss. This is war!", + L"哎呀,你怎么倒在那里,我压根没看è§ã€‚",//L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ 用 $VICTIM$ 的胸膛架枪。好怪异。你怎么看?",//L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"别怂ï¼å’±è¿™æ˜¯åœ¨æ‰“ä»—ï¼",//L"Don't be such a wuss. This is war!", + L"哟,$CAUSE$ï¼Œä½ æ˜¯æƒ³å˜æˆä¸€ä¸ªæ··çƒå‘¢ï¼Œè¿˜æ˜¯ä½ æœ¬æ¥å°±æ˜¯ä¸ªæ··çƒï¼Ÿ",//L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"$CAUSE$ 你就一迟é’的混çƒï¼Œè¿Ÿé’到死。",//L"You are and always will be an insensitive jerk, $CAUSE$.", + L"有时你确实得利用一下你周围的环境ï¼",//L"Sometimes you just have to use your surroundings!", + L"诶...你俩在æ…基å—?",//L"Ehm... what are you two DOING?", + L"å§æ§½ï¼Œè¿™ä¼šå„¿ä¸æ˜¯åšé‚£äº‹å„¿çš„æ—¶å€™",//L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"谢谢你,$CAUSE$。我还以为我会æµè¡€è‡´æ­»ã€‚",//L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"我干完了我的活,现在你得回去干你的活了ï¼",//L"I'm doing my job. Get back to yours!", + L"æˆ‘ä»¬å¾—äº’ç›¸ç…§é¡¾å¯¹æ–¹ï¼Œæ¢æˆä½ ä½ ä¹Ÿä¸€å®šä¼šå¸®æˆ‘包扎,$VICTIM$。",//L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ ç»™ $VICTIM$ åšäº†åŒ…扎。你怎么看?",//L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"邦迪贴好了?好,开始干活ï¼",//L"Patched together again? Good, now move!", + L"ä¸å®¢æ°”。",//L"You're welcome.", + L"è€å¤©ï¼Œä»Šå¤©å’‹è¿™ä¹ˆç‚¹èƒŒï¼Ÿ",//L"Jeez. Woken up on the wrong foot today?", + L"找个é è°±ç‚¹çš„æ³•å­...",//L"Talk about a no-nonsense approach...", + L"ä½ å’‹å—伤的呢?å­å¼¹ä»Žå“ªè¾¹é£žæ¥çš„啊?",//L"How did you even get wounded? Where did the attack come from?", + L"ä½ å¾—å°å¿ƒç‚¹ã€‚现在,攻击æ¥è‡ªå“ªè¾¹ï¼Ÿ",//L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"哦耶,$CAUSE$ï¼ä½ æˆåŠŸäº†ï¼å¼€å§‹ä¸‹ä¸€è½®å§ï¼Ÿ",//L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"呸。我看你已ç»å–大了。",//L"Pah. I think you've had enough.", + L"好的。放马过æ¥å§ï¼",//L"Sure. Bring it on!", + L"", + L"", + L"å–醉了的 $VICTIM$ å’Œ $CAUSE$ 玩嗨了。你怎么看?",//L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"没错,你俩今天酒å–的够多了。",//L"Yeah, enough booze for you today.", + L"哈哈,开干ï¼",//L"Hoho, party!", + L"真是扫兴ï¼",//L"Party pooper!", + L"$CAUSE$,你一定è¦ä¿æŒå†·é™çš„头脑。",//L"You sure like to keep a cool head, $CAUSE$.", + L"好了,女士们,派对结æŸäº†ï¼Œç»§ç»­å‰è¿›ï¼",//L"Alright, ladies, party's over, move on!", + L"è°è®©ä½ ä»¬æ”¾æ¾äº†ï¼Ÿå¹²æ´»åŽ»ï¼",//L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... 你是... 你是... 呃... 你是最棒的ï¼",//L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"é¢å‘µå‘µå‘µã€‚$VICTIM$, 你失æ€äº†ã€‚ä½ ..å—,你得控制ä½ä½ è‡ªå·±ã€‚自律,知é“ä¸ï¼Ÿåƒæˆ‘一样ï¼",//L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"å—...是啊,你也是,$VICTIM$。你也.å—...是ï¼",//L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"å®å’›å¤§é†‰çš„ $VICTIM$ å’Œ $CAUSE$ 英雄相惜了。你怎么看?",//L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"无所谓。我们得继续干活,所以 $VICTIM$,对你æ¥è¯´æ¸¸æˆå·²ç»ç»“æŸäº†ã€‚",//L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"嘿~~~ 这事在往好的方å‘å‘展。",//L"Heeeey... this is actually kinda nice for a change.", + L"和煞笔酒鬼谈自律?你在逗我...",//L"'I know discipline', said the clueless drunk...", + L"是啊。自... 咕噜ï¼èƒ½è‡ªå¾‹çš„人,就åƒ... 呃... 咱们ï¼",//L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"也为我干一æ¯ï¼ä¸è¿‡çŽ°åœ¨ä¸è¡Œï¼Œå’±ä»¬æ­£æ‰“仗呢。",//L"Drink one for me too! But not now, because war.", + L"ä½ å·²ç»åœ¨åº†ç¥å•¦ï¼Ÿè¿™ä»—还没结æŸå‘¢ï¼Œä¸å¯èƒ½è¿™ä¹ˆå¿«ç»“æŸã€‚",//L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"坿¶ï¼Œ$CAUSE$ï¼ä½ ...ä½ è€è¯ˆ...你这酒根本没下去。",//L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"打ä½ï¼Œ$VICTIM$ï¼ä½ ä¸€å–å°±å–个没够ï¼",//L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"é¢å‘µå‘µå‘µã€‚你说的真特么的对啊。呵呵,你一直都对是å§ï¼Œå—ï¼",//L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ å–大å‘了,想把 $VICTIM$ 爆èŠäº†ã€‚你怎么看?",//L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"放æ¾ï¼Œè¿™åªæ˜¯ä¸€ç‚¹å°é…’。",//L"Relax, it's just a bit of booze.", + L"你们å°å£°ç‚¹ï¼Œè¡Œä¸ï¼Ÿ",//L"Hey keep it down over there, okay?", + L"$CAUSE$,你也å–醉了,振作点ï¼",//L"You're just as drunk. Beat it, $CAUSE$!", + L"å–ä¸ä¸‹å°±æŠŠé…’留给能å–的,好呗?",//L"Leave alcohol to the big ones, okay?", + L"等会儿,行ä¸ï¼Ÿ",//L"Later, ok?", + L"也许我们赢了这一仗,但是还没特么的打赢战争。所以动起æ¥ï¼Œå¤§å…µï¼",//L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"å§æ§½ï¼Œ$CAUSE$ï¼å—... 我å†ä¹Ÿä¸è·Ÿä½ å–酒了,你个神ç»ç—…。",//L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"$VICTIM$,闭嘴ï¼ä½ æ ¹æœ¬ä¸æ‡‚怎么...å•¥æ¥ç€ï¼Ÿå‘ƒ...你这人一点都ä¸è®²é“ç†ã€‚å“Žï¼Œä½ è¿™äººçœŸæ˜¯æ²¡æ„æ€ã€‚",//L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"你这人真是没æ„...æ„...æ„ï¼Ÿæ„æ€ï¼ä½ æ²¡æ„æ€ã€‚å—ï¼..æ²¡æ„æ€ã€‚",//L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ å–大å‘了,想在 $VICTIM$ 身上开窟窿。你怎么看?",//L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"哎呀 $VICTIM$, å’‹çªç„¶è¿™ç´§å¼ äº†å‘¢ï¼Ÿå’‹å›žäº‹ï¼Ÿ",//L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"咱这派对超好玩,直到 $CAUSE$ æ¥æ‰«å…´ã€‚",//L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$ï¼é—­å˜´ï¼ä½ æ˜¯æˆ‘们å°é˜Ÿçš„耻辱。滚出去醒醒酒ï¼",//L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"都讲人è¯ï¼",//L"Word!", + L"你们俩醒醒酒,你们俩废物...",//L"Why don't you two sober up? You're pretty wasted...", + L"你们俩都给我闭嘴ï¼ä½ ä»¬å°±æ˜¯æˆ‘们å°é˜Ÿçš„耻辱ï¼",//L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"æˆ‘å°±çŸ¥é“æˆ‘ä¸èƒ½æŒ‡æœ›ä½ çš„,$CAUSE$ï¼",//L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"指望我?这明明是你的错ï¼",//L"Depend? It was all your fault!", + L"æˆ‘æˆ³åˆ°ä½ çš„ç—›å¤„äº†ï¼Œæ˜¯ä¸æ˜¯å•Šï¼Ÿ",//L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ ä¸å¤ªå–œæ¬¢ $CAUSE$ 所说的。你怎么看?",//L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"你就指望别人æ¥å¸®ä½ å·¥ä½œï¼Ÿé‚£ä½ è¿™åºŸç‰©æœ‰å•¥ç”¨ï¼Ÿ",//L"So you depend on others to do your job? Then what good are you?!", + L"说真的,$VICTIM$ 应该滚蛋了ï¼",//L"Indeed. Way to let $VICTIM$ hang!", + L"è¿™ä¸æ˜¯æ ¡å›­é‡Œå¯¹å°å­©åŒæƒ…的废è¯ï¼Œè¿™æ˜¯ä½ çš„é”™ï¼",//L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"å“¼ï¼Œå¹²å˜›ç”¨è¿™ç§æ€åº¦ï¼Ÿ",//L"Yeah, what's with the attitude?", + L"都算了å§ï¼Œä½ ä»¬ä¸¤ä¸ªï¼",//L"Zip it, both of you!", + L"安é™ï¼Œé©¬ä¸Šï¼",//L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"哈ï¼çœ‹åˆ°å§ï¼Ÿç”šè‡³è¿ž $CAUSE$ ä¹ŸèµžåŒæˆ‘。",//L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'甚至'?你为啥用这个è¯ï¼Ÿ",//L"'Even'? What does that mean?", + L"是的。在这件事上我100%% èµžåŒ $VICTIM$。",//L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ åŒæ„ $CAUSE$ 对 $VICTIM_GENDER$ 所说的。你怎么看?",//L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"你俩说说就行了啊,ä¸ç”¨å¤ªå¾€å¿ƒé‡ŒåŽ»ã€‚",//L"Don't let it go to your head.", + L"嘿,我也赞åŒå•Šï¼",//L"Hey, don't forget about me!", + L"看起æ¥ï¼Œæœ‰æ—¶å³ä¾¿æ˜¯ $CAUSE$ 说的è¯ä¹ŸæŽ·åœ°æœ‰å£°å•Š...",//L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"我好åƒé—»åˆ°äº†è¿™é‡Œæœ‰éº»çƒ¦äº†ï¼Ÿï¼Ÿ",//L"Do I smell trouble here??", + L"这些是无关紧è¦çš„ï¼ç§ä¸‹å†è®¨è®ºï¼Œä¸è¿‡ä¸æ˜¯çŽ°åœ¨ã€‚",//L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$ï¼$CAUSE$ï¼å°‘说è¯ï¼Œå¤šå¹²æ´»ï¼Œæ‹œæ‰˜äº†ï¼",//L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"就是。$CAUSE$ 看到你干了ï¼",//L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"ä¸,我没åšï¼",//L"No I did not!", + L"我们是ä¸ä¼šå¯¹è¿™ä¿æŒæ²‰é»˜çš„,ç»ä¸ä¼šçš„,长官ï¼",//L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ èµžåŒ $CAUSE$ 对其他人的æ„è§ã€‚你怎么看?",//L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"我ä¸è¿™ä¹ˆè®¤ä¸º...",//L"I don't think so...", + L"是的,我也赞åŒï¼",//L"Yeah, totally!", + L"啥?你说你干了?",//L"Hu? You said you did.", + L"是呀,ä¸è¦æ­ªæ›²äº‹å®žï¼",//L"Yeah, don't twist what happened!", + L"è°ä»‹æ„?我们都有自己的工作è¦åšã€‚",//L"Who cares? We have a job to do.", + L"å¦‚æžœä½ ä»¬è¿™äº›é¸¡å©†åšæŒè¦ç»§ç»­åµä¸‹åŽ»ï¼Œæˆ‘ä»¬å¾ˆå¿«å°±ä¼šæœ‰çœŸæ­£çš„å¤§éº»çƒ¦ã€‚",//L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"我ä¸èƒ½ç›¸ä¿¡ä½ å±…然在这事上ä¸åŒæ„我,$CAUSE$。",//L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"这就是因为你是错的,这就是为什么。",//L"It's because you're wrong, that's why.", + L"我也很æ„外,但事实就是如此。",//L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ ä¸å–œæ¬¢ $CAUSE$ 和其他人站在一边。你该怎么办?",//L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"å‘ƒï¼Œåˆæ€Žä¹ˆäº†...",//L"Ugh. What now...", + L"ä»€ä¹ˆï¼Œæˆ‘ä¹Ÿä¸æ•¢ç›¸ä¿¡ã€‚",//L"Hum. Never saw that coming.", + L"嘿,别站在é“德制高点上居高临下了,$CAUSE$。",//L"Oh come down from your high horse, $CAUSE$.", + L"是啊,你是错的,$VICTIM$ï¼",//L"Yeah, you are wrong, $VICTIM$!", + L"我能ä¸èƒ½æŠŠå¯¹è®²æœºå…³äº†ï¼Œè¿™æ ·æˆ‘å°±ä¸ç”¨å¬ä½ ä¿©çžŽé€¼é€¼äº†ï¼Ÿ",//L"Can I shut down squad radio, so I don't have to listen to you?", + L"嗯是的,éžå¸¸æˆå‰§æ€§çš„一幕,但这关我å±äº‹ï¼Ÿ",//L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"好。。。你是对的,$CAUSE$。开心了å§ï¼Ÿ",//L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"ä¸ï¼Œæˆ‘ä¸ä¼šè®©ä½ è¿™ä¹ˆæ•·è¡è¿‡åŽ»ã€‚",//L"No. I won't let this go.", + L"嗯。。。好å§ï¼",//L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ 看起æ¥å¾ˆæ¬£èµ $CAUSE$ 对这次冲çªçš„解决办法。你怎么看?",//L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"虽然花了点时间,但是至少这事情过去了。",//L"You're not getting away this easy.", + L"很高兴你们ä¸å†ç”Ÿæ°”了。",//L"Glad you guys are not angry anymore.", + L"噢我日。$VICTIM$ 都已ç»ä¸å†è¿½ç©¶äº†ï¼Œä½ è¿˜æœ‰å•¥æ„è§ï¼Ÿ",//L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"䏿»¡æ„å°±è¦å¤§å£°è¯´å‡ºæ¥ $CAUSE$ï¼",//L"You tell 'em, $CAUSE$!", + L"*唉* æ¥æ¡ä¸ªæ‰‹ä»€ä¹ˆçš„,然åŽç»™æˆ‘回去干正事儿。",//L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"好,请å§ï¼Œå’Œæˆ‘们详细说说你那å°ä¼¤å¿ƒäº‹å„¿ï¼Œæˆ‘们都特么的认真å¬å‘¢ã€‚",//L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"ä¸ï¼Œè¿™æ˜¯åŽŸåˆ™çš„é—®é¢˜ã€‚",//L"No. This is a matter of principle.", + L"", + L"", + L"æžåˆ°å¥½åƒä½ è‡ªå·±æœ‰ä»€ä¹ˆåŽŸåˆ™ä¼¼çš„ã€‚",//L"As if you had any to start with.", + L"收起你的架å­...",//L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ ä¸å¤ªå–œæ¬¢ $CAUSE$'çš„å驳。你怎么看?",//L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"ä½ ç‰¹ä¹ˆçš„å°±æ˜¯æ¥æžäº‹çš„,是å—?",//L"You're just asking for trouble, right?", + L"就猜到你ä¸ä¼šè¢«é‚£ä¹ˆå®¹æ˜“的糊弄过去,$CAUSE$。",//L"Guess you're not getting away that easy, $CAUSE$.", + L"ä¸è¦é‚£ä¹ˆå†’失。",//L"Don't be so flippant.", + L"这年头è°è¿˜éœ€è¦åŽŸåˆ™ï¼Ÿ",//L"Who needs principles anyway?", + L"既然你俩没法互相ç†è§£ï¼Œé‚£ä½ ä¿©æ˜¯ä¸æ˜¯è¯¥å¹²å˜›å¹²å˜›åŽ»ï¼Ÿ",//L"Now that this is out of the way, perhaps we could continue?", + L"闭嘴,你们两个ï¼",//L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"好啦好啦,上å¸ã€‚我ä¸è¿½ç©¶äº†ï¼Œè¡Œä¸ï¼Ÿ",//L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"到此为止,别演了。",//L"Cut it, drama queen.", + L"å†ä¸€å†äºŒä¸å†ä¸‰ã€‚",//L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ å’Œ $CAUSE$ åœæ­¢äº†äº‰è®ºã€‚你怎么看?",//L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"ä¸éœ€è¦é‚£ä¹ˆçº ç»“它。",//L"No reason to be so stiff about it.", + L"是,你俩自己解决,好å§ï¼Ÿ",//L"Yeah, keep it down, will ya?", + L"嘿,你TMåˆ«æ€»æ˜¯ä»€ä¹ˆéƒ½å¤§æƒŠå°æ€ªçš„...",//L"Pah. You're the one making all the fuss about it...", + L"是的,摆正你的æ€åº¦ï¼Œ$VICTIM$。",//L"Yeah, drop that attitude, $VICTIM$.", + L"*唉* 这事就这样了å§ï¼Ÿ",//L"*Sigh* More of this?", + L"我为啥还è¦å¬ä½ ä»¬è¿™äº›äººçžŽé€¼é€¼...",//L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"你以为你是è°ï¼Œ$CAUSE$?æ“,我真的没法å¿äº†è¿™æ¬¡ï¼",//L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"æˆ‘å°±æ˜¯è¦æ¥å«ä½ é—­å˜´çš„ï¼æˆ‘是你的头儿,$VICTIM$ï¼",//L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"æˆ‘ä»¬ä¸­çš„ä¸€ä¸ªè¦æœ‰å¤§éº»çƒ¦äº†ï¼Œ$VICTIM$。",//L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ ä¸å¤ªä¹æ„å¬ $CAUSE$'çš„è¯ã€‚你怎么办?",//L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"啧,ä¸è¦å¤§æƒŠå°æ€ªã€‚",//L"Pfft. Don't make a fuss out of it.", + L"滚,你ä¸å†æ˜¯æˆ‘们的头儿了ï¼",//L"Yeah, you won't boss us around anymore!", + L"你们就是èœé¸¡ä¸­çš„èœé¸¡ï¼",//L"You are certainly nobodies superior!", + L"ä¸å¤ªç¡®å®šè¿™å•Šï¼Œä½†å°±é‚£æ ·å§ï¼",//L"Not sure about that, but yep!", + L"嘿。嘿ï¼ä½ ä»¬ä¸¤ä¸ªï¼Œåœæ‰‹ï¼ä½ ä»¬ä¸¤ä¸ªè¿™æ˜¯å¹²ä»€ä¹ˆï¼Ÿ",//L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"如果这边有一个人是头儿,那就是我...我命令你们闭嘴ï¼",//L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"é¢å‘€ï¼$CAUSE$ 病了ï¼ç¦»æˆ‘远点,你的脸色看起æ¥å¾ˆæ¶å¿ƒ~~~ï¼",//L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"噢,真的?退åŽï¼Œæˆ‘è¦æ„Ÿè§‰è¦å’³å—½ï¼",//L"Oh yeah? Back off, before I cough on you!", + L"确实是啊。我...*咳咳* 感觉ä¸å¤ªå¥½...",//L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ 害怕被 $CAUSE$ 的病传染了。你怎么看?",//L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"ä¸è¦åƒä¸ªå°å­¦ç”Ÿä¸€æ ·ï¼Œæˆ‘们需è¦ç»™ $CAUSE$ 找个医生ï¼",//L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"è„¸è‰²çœ‹èµ·æ¥æ˜¯ä¸å¥½ï¼Œå¸Œæœ›ä¸æ˜¯ä¼ æŸ“ç—…ï¼",//L"This does look unhealthy. That better not be contagious!", + L"别åµäº†ï¼åˆ«åœ¨ç—…以外给我添其它烦心的事情了ï¼",//L"Stop it! We don't need more of whatever it is you have!", + L"是啊,你除了瞎逼逼外也没别的办法对抗病魔了å—,是å§ï¼Ÿ",//L"Yeah, there's nothing you can do against this stuff, right?", + L"é‡è¦çš„æ˜¯æŠŠ $CAUSE$ é€åˆ°åŒ»ç”Ÿé‚£é‡Œï¼Œå†ç¡®ä¿ $CAUSE_GENDER$ ä¸å†ä¼ æŸ“其他人。",//L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"ä¸è¦åµäº†ï¼$CAUSE$, 把病治好è¦ç´§ï¼Œå…¶ä»–人都该干嘛干嘛去ï¼",//L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"谢谢, $CAUSE$ã€‚æˆ‘å·²ç»æ„Ÿè§‰å¥½å¤šäº†ã€‚",//L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"ä½ æ˜¯æ€Žä¹ˆè¢«ä¼ æŸ“ä¸Šçš„ï¼Ÿä½ æ˜¯ä¸æ˜¯åˆå¿˜äº†æ´—手啊?",//L"How did you get that in the first place? Did you forget to wash your hands again?", + L"没问题,我们å¯ä¸èƒ½è®©ä½ ä¸€è¾¹å’³è¡€ä¸€è¾¹æ‰“仗,对å§ï¼Ÿ",//L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ 治好了 $CAUSE$ 的病。你怎么看?", //"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"你怎么染上这个病的啊?", //"Where did you get that stuff from in the first place?", + L"太好了。我的病完全好了...是å§ï¼Ÿ", //"Great. Are you sure it's fully treated now?", + L"é‡è¦çš„æ˜¯ä½ çš„病现在好了...对å§ï¼Ÿ", //"The important thing is that it's gone now... It is, right?", + L"我早就警告过你们了...这个国家哪里都是病æºï¼Œæ‰€ä»¥åˆ«ä¹±æ‘¸ä¹±ç¢°ï¼", //"I told you people before... this country a dirty place, so beware of what you touch.", + L"我们得å°å¿ƒç‚¹ï¼Œæˆ‘们ä¸ä»…ä»…è¦å¯¹æŠ—那些想让我们死的人。", //"We have to be careful. The army isn't the only thing that wants us dead.", + L"å¾ˆå¥½ã€‚è¯¥æ²»çš„ç—…éƒ½æ²»å¥½äº†ï¼Œæˆ‘ä»¬å¾—æ‰¾äº›æ•Œäººæ¥æ²»æ²»äº†ã€‚", //"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"干得漂亮,$CAUSE$ï¼", // L"Nice one, $CAUSE$!", + L"", + L"", + L"哇塞,你看到这个很兴奋å§ï¼Ÿ", //L"Whoa. Are you really getting off on that?", + L"è¿™æ‰å«å†›äº‹è¡ŒåЍï¼", // L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ ç»™ $CAUSE$ 的暴力美学点赞了。你怎么看?", // L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"å°æœ‹å‹ï¼Œè¿™å¯ä¸æ˜¯æ‰“æ¸¸æˆæœºã€‚", // L"This isn't a video game, kid...", + L"é‚£å¯çœŸå¤Ÿæ¶å¿ƒçš„,但是我喜欢ï¼", // L"That was so wicked!", + L"æ²¡å•¥å¥½é“æ­‰çš„,那简直太棒了ï¼", // L"What are you apologizing for? That was awesome!", + L"$VICTIM$,你å¯çœŸå¤Ÿç‹ çš„。", //L"You are sick, $VICTIM$.", + L"æ€äº†ä»–们就行了,你还éžå¾—玩些花样。", // L"Killing them is enough. No need to make a show out of it.", + L"这就是和我们对抗的下场,æ¥ï¼ŒæŠŠå‰©ä¸‹çš„全一锅端了。", //L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"我去,$CAUSE$,你åªè¦æ€äº†ä»–们就行了,ä¸éœ€è¦äººé—´è’¸å‘了他们ï¼", //L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"感觉到有什么ä¸åŒå—?", //L"Is there a difference?", + L"哎呦,这玩æ„å¨åŠ›å¾ˆå¤§å•Šï¼", //L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ 被 $CAUSE$ 的暴行å“到了。你怎么看?", //L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"别告诉我你晕血。", //L"Don't tell me you've never seen blood before...", + L"那有点过激了。", //L"That was a bit excessive...", + L"è¿™æ˜¯ä¸æ˜¯è¯´æ˜Žä½ éƒ½æ²¡æ€Žä¹ˆç”¨è¿‡è¿™æŠŠæžªï¼Ÿ", //L"Does that mean you aren't even remotely familiar with your gun?", + L"往好里说,这货至少ä¸ä¼šæŠ±æ€¨äº†", //L"On the plus side, I doubt this guy is going to complain.", + L"别浪费å­å¼¹ï¼Œ$CAUSE$。", //L"Don't waste ammunition, $CAUSE$.", + L"既然他们挑事,那我们就把他们扔到裹尸袋里。就这么简å•。", //L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"多谢指点,$CAUSE$。我从你那里学到ä¸å°‘知识。", //L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"你还有很多东西è¦å­¦å‘¢ï¼Œ$VICTIM$。", //L"About that... you still have a lot to learn, $VICTIM$.", + L"你是个好学生ï¼", //L"You're welcome!", + L"", + L"", + L"$CAUSE$ 䏿»¡ $VICTIM$ 的学习进度缓慢。你怎么看?", //L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"师父领进门,修行在个人。", //L"At some point you'll have to do on your own though.", + L"æ˜¯çš„ï¼Œä½ æœ€å¥½ç»§ç»­å‘ $CAUSE$ 学习。", //L"Yeah, you better stick to $CAUSE$.", + L"ä¸ï¼Œ$VICTIM_GENDER$ ä¿æŒè¿™æ ·å°±æŒºå¥½ã€‚", //L"Nah, $VICTIM_GENDER$ is doing fine.", + L"是的,$VICTIM_GENDER$ è¿˜éœ€è¦æ›´å¤šæé«˜ã€‚", //L"Yes, $VICTIM_GENDER$ still needs training.", + L"è¿™æ¬¡è®­ç»ƒå¾ˆæœ‰æˆæ•ˆï¼Œå°±è¿™ä¸ªæ°”åŠ¿ï¼Œç»§ç»­ä¿æŒä¸‹åŽ»ã€‚", //L"This training is a good preparation, keep up the good work.", + L"æƒ³èµ¢å¾—æœ€ç»ˆèƒœåˆ©çš„è¯æ‰€æœ‰äººéƒ½è¦ç»§ç»­åŠªåŠ›ï¼Œä¸€é¼“ä½œæ°”å§ï¼", //L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"干得好ï¼å¢ç‘Ÿä»¬éƒ½ä¸‹åœ°ç‹±å§ï¼$CAUSE$ 是战术大师ï¼", //L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"大家也都劳苦功高。", //L"I couldn't have done it without you people.", + L"å˜¿å˜¿ï¼Œä»Šå¤©æ˜¯æˆ‘çš„å¹¸è¿æ—¥ã€‚", // L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ 肯定了 $VICTIM$ 的领导能力。你怎么看?", //L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"å—¯...当然这也ä¸å®Œå…¨æ˜¯ $CAUSE_GENDER$ 一个人的功劳...", //L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"åŒæ„。 $CAUSE$ 是优秀的团队领导者。", //L"Agreed. $CAUSE$ is a fine squadleader.", + L"一点也ä¸å¤¸å¼ ï¼Œä½ åº”该得到称赞。", //L"It's alright. You deserve this.", + L"ä½ åšçš„很好,$CAUSE$。干得漂亮ï¼", //L"You did everything right, $CAUSE$. Good work!", + L"å¾ˆå¥½ï¼Œæˆ‘ä»¬é æˆ˜æœ¯æ‰­è½¬äº†è£…备的劣势,对å§ï¼Ÿ", //L"Yeah. We're turning into quite the outfit, aren't we?", + L"这场仗胜利了,但是è¦å–得最终的胜利,我们还è¦ç»§ç»­æ‰“更多的胜仗。", //L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"好险。谢谢你,$CAUSE$,我欠你æ¡å‘½ï¼", //L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"å°äº‹ä¸€æ¡©ã€‚", //L"Don't mention it.", + L"æ¢æˆä½ ä½ ä¹Ÿä¼šè¿™æ ·åšçš„。", //L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ 救了 $VICTIM$ 一命。你怎么看?", //L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"唉,他还是死了。", //L"Pff, that guy was dead anyway.", + L"很严é‡å—,$VICTIM$ï¼Ÿè¿˜èƒ½åšæŒæˆ˜æ–—å—?", //L"How bad is it, $VICTIM$? Can you still fight?", + L"没问题,你干得漂亮。", //L"Then I will. Good job!", + L"还是å¯ä»¥çš„,我刚æ‰ä»¥ä¸ºæ˜¯çœŸä¸è¡Œäº†ã€‚", //L"Yeah, I was worried there for a moment.", + L"干得好,但是我们先得把这场战斗打完,是å§ï¼Ÿ", //L"Good job, but let's focus on ending this first, okay?", + L"ä½ ä»¬æ‹¥æŠ±å®Œäº†æ²¡ï¼Œæˆ‘ä»¬å¾—å…ˆè§£å†³æ‰‹å¤´ä¸Šçš„æ´»å„¿ï¼Œæˆ‘çš„æ„æ€æ˜¯è§£å†³è¿™äº›å‘我们开枪的人。", //L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"å§æ§½ï¼Œæˆ‘先看到他的,这个人头应该是我的ï¼", //L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"哈?你疯了å—ï¼Ÿæˆ‘ä»¬éƒ½åœ¨çƒ­ç«æœå¤©çš„æˆ˜æ–—,你å´åœ¨æ•°äººå¤´æ•°ï¼Ÿ", //L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"啥?那我的é¶å­å‘¢ï¼Ÿ", //L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ 对于 $CAUSE$ 抢了他的人头éžå¸¸ç”Ÿæ°”ï¼ŒåŽæžœå¾ˆä¸¥é‡ã€‚你怎么想?", //L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"è¿™å¯ä¸æ˜¯ç½‘游,弱智,没人会去注æ„你那该死的人头数ï¼", //L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"çœŸæ˜¯çš„ï¼Œæˆ‘æœ€è®¨åŽŒåˆ«äººæ€æˆ‘å¼¹é“上的敌人了。", //L"Yeah, I hate it when people don't stick to their firing lane.", + L"$CAUSE$,你åªèƒ½æ€ä½ åº”该æ€çš„人。", //L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"æ“,怎么跟打网游似的,$VICTIM_GENDER$ æ˜¯ä¸æ˜¯è¦æŒ‡è´£æ•Œäººæ‰“蹲点战术了?", //L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"è¿™ç§é—®é¢˜ä»¥åŽç§ä¸‹è§£å†³ï¼Œä½†æ˜¯çŽ°åœ¨ï¼Œæ‰€æœ‰äººå…ˆç¡®ä¿æ²¡æœ‰è§†çº¿çš„æ­»è§’。", //L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"åªè¦æ‰€æœ‰äººæŠŠè‡ªå·±ç«åŠ›èŒƒå›´å†…çš„æ•Œäººéƒ½æ€å…‰ï¼Œæ‰€æœ‰äººéƒ½ä¼šæœ‰è¶³å¤Ÿçš„人头数了。", //L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"隆隆! 那个人解决掉了。", //L"Boom! We sure took care of that guy.", + L"", + L"", + L"好å§ï¼Œè™½ç„¶å¤§éƒ¨åˆ†æ˜¯æˆ‘的功劳,你也确实帮了点忙。", //L"Well, it was mostly me, but you did help too.", + L"æ²¡é—®é¢˜ã€‚æŽ¥ä¸‹æ¥æžè°ï¼Ÿ", //L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ å’Œ $VICTIM$ 一起æžå®šäº†æ•Œäººã€‚怎么样?", //L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"如果你能射得å†å‡†ç‚¹ï¼Œ$CAUSE$ å°±ä¸ç”¨ç»™ä»–最åŽä¸€å‡»äº†ã€‚", //L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"å‡ ä¸ªäººè”æ‰‹æ‰å¹²æŽ‰ä»–?上å¸å•Šï¼Œä»–穿的什么牌å­çš„防弹衣?", //L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"瞧一瞧看一看了啊,$VICTIM$ 太得æ„忘形了啊", //L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"嘿嘿,他们一点办法都没有。", //L"Hehe, they've got no chance.", + L"å—¯...æˆ‘ä»¬æˆ–è®¸éœ€è¦æ›´å¼ºå¤§çš„ç«åŠ›æ‰èƒ½å•挑他们,ä¸è¿‡åˆšæ‰å¤§å®¶éƒ½å¹²å¾—ä¸é”™ã€‚", //L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"我觉得我们应该平分战利å“,ä¸è¿‡ $CAUSE$ å¯ä»¥å…ˆé€‰ä»–喜欢的。", //L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"æ€è·¯å¯¹äº†ã€‚我们已ç»èµ¢äº†ï¼Œæ²¡å¿…è¦å± æ€ä»–们。", //L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"我们走一步看一步å§ï¼Œå¦‚æžœä»–ä»¬ä¸æ”¾å¼ƒæŠµæŠ—,也没有好果å­åƒã€‚", //L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"对。或许从这些人嘴里能撬出什么敌情。", //L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"剩下的敌军对 $CAUSE$ 投é™äº†ã€‚请指示。", //L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"æ²¡æœ‰å†’çŠ¯çš„æ„æ€ï¼Œä½†æ˜¯å¦‚æžœ $CAUSE$ 你惧怕死亡,你å¯èƒ½å¹¶ä¸èƒ½èƒœä»»è¿™ä¸ªå·¥ä½œã€‚", //L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"很好,$CAUSE$。我们的工作一下轻æ¾äº†å¾ˆå¤šã€‚", //L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"å˜¿ï¼æŠŠæžªæ”¶èµ·æ¥å§ï¼Œä»–们都投é™äº†ã€‚", //L"Hey! Cut the crap. They already surrendered.", + L"对,你ä¸åº”该相信他们,他们都是些六亲ä¸è®¤çš„人。", //L"Yeah, you can't trust these guys, they're totally reckless.", + L"我们应该赶紧把这些人扔进监狱里é¢åŽ»ä¸¥åŠ å®¡è®¯ï¼Œä»–ä»¬è‚¯å®šçŸ¥é“女王军的下一步动å‘。", //L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"啧。我觉得应该把这些å¢ç‘Ÿä»¬å…¨æžªæ¯™äº†ï¼Œè¿™äº›äººåªä¼šæ‹–我们的åŽè…¿ã€‚", //L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"$CAUSE$,注æ„点,他们是站在我们这边的。", //L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"åªæ˜¯æ“¦ä¼¤è€Œå·²ï¼Œæ²¡ä»€ä¹ˆå¤§ä¸äº†çš„。", //L"That's just a scratch, they'll live.", + L"æˆ‘ä¸æ˜¯æ•…æ„的。", //L"Oops.", + L"", + L"", + L"$VICTIM$ 对 $CAUSE$ 误伤了平民éžå¸¸ç”Ÿæ°”。你怎么看?", //L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"唉,误伤是没法é¿å…的,他们ä¸ä¼šæ­»çš„。", //L"Well, this can happen. As long as they live it's okay.", + L"åœ¨äº‹åŽæŠ¥å‘Šä¸­æ·»ä¸Šè¿™ä¸€ç¬”å¯ä¸å¤ªå¥½çœ‹ã€‚", //L"This won't look good in the after-action report.", + L"你在干嘛啊?ç大眼ç›çœ‹æ¸…楚,$CAUSE$ï¼", //L"What are you doing? Watch it, $CAUSE$!", + L"åˆ«å¤§æƒŠå°æ€ªã€‚我也ç»å¸¸è¢«è¯¯ä¼¤ã€‚", //L"Don't worry. Happens to me too all the time.", + L"ä¸è¦ä¹±å¼€æžªï¼æˆ˜æ–—结æŸä»¥åŽ $VICTIM$ å’Œ $CAUSE$ 负责医护被误伤的人员", //L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"如果 $CAUSE$ 真的是故æ„的,他们早就死了,ä¸ç”¨è¿‡äºŽæ‹…心。", //L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"你说啥?", //L"What?!", + L"胡说ï¼", //L"No!", + L"你说的是å‡è¯ï¼", //L"That is false!", + L"那䏿˜¯çœŸçš„ï¼", //L"That is not true!", + + L"说谎ï¼è¯´è°Žï¼è¯´è°Žï¼ä¸€æ´¾èƒ¡è¨€ï¼", //L"Lies, lies, lies. Nothing but lies!", + L"骗å­ï¼", //L"Liar!", + L"å›å¾’ï¼", //L"Traitor!", + L"ä½ è¯´è¯æ³¨æ„点ï¼", //L"You watch your mouth!", + + L"ä¸å…³ä½ çš„事。", //L"This is none of your business.", + L"别æ’嘴ï¼", //L"Who ever invited you?", + L"没人问你的æ„è§ï¼Œ$INTERJECTOR$。", //L"Nobody asked for your opinion, $INTERJECTOR$.", + L"哪凉快哪呆ç€åŽ»ã€‚", //L"You stay away from me.", + + L"为什么你们都è¦å’Œæˆ‘对ç€å¹²ï¼Ÿ", //L"Why are you all against me?", + L"为什么你è¦å’Œæˆ‘对ç€å¹²ï¼Œ$INTERJECTOR$?", //L"Why are you against me, $INTERJECTOR$?", + L"æˆ‘å°±çŸ¥é“ $VICTIM$ å’Œ $INTERJECTOR$ 是一根绳上的蚂蚱。", //L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"å¬è€Œä¸é—»ï¼", //L"Not listening...!", + + L"我å—够这ç§å˜æ€é©¬æˆè¡¨æ¼”了", //L"I hate this psycho circus.", + L"我å—å¤Ÿè¿™ç§æ¶å¿ƒçš„秀了", //L"I hate this freak show.", + L"一边玩儿去ï¼", //L"Back off!", + L"说谎ï¼è¯´è°Žï¼è¯´è°Ž...", // L"Lies, lies, lies...", + + L"ä¸å¯èƒ½çš„ï¼", // L"No way!", + L"那䏿˜¯çœŸçš„ï¼", // L"So not true.", + L"é‚£ä¸å¯èƒ½æ˜¯çœŸçš„。", //L"That is so not true.", + L"眼è§ä¸ºå®žï¼Œè€³å¬ä¸ºè™šã€‚", //L"I know what I saw.", + + L"我压根儿ä¸çŸ¥é“ $INTERJECTOR_GENDER$ 在讲什么。", //L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"åˆ«å¬ $INTERJECTOR_PRONOUN$ 瞎掰ï¼", //L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"䏿˜¯é‚£ä¹ˆå›žäº‹å„¿ã€‚", // L"Nope.", + L"你弄错了。", // L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"我知é“ä½ ä¼šæ”¯æŒæˆ‘的,$INTERJECTOR$。", //L"I knew you'd back me, $INTERJECTOR$", + L"æˆ‘çŸ¥é“ $INTERJECTOR$ ä¼šæ”¯æŒæˆ‘的。", //L"I knew $INTERJECTOR$ would back me.", + L"$INTERJECTOR$ 说得对。", // L"What $INTERJECTOR$ said.", + L"$INTERJECTOR_GENDER$ 说得对。", // L"What $INTERJECTOR_GENDER$ said.", + + L"太感谢了,$INTERJECTOR$ï¼", //L"Thanks, $INTERJECTOR$!", + L"相信我,没错的ï¼", //L"Once again I'm right!", + L"看è§äº†å§ï¼Œ$CAUSE$?我是对的ï¼", //L"See, $CAUSE$? I am right!", + L"$SPEAKER$ åˆè¯´å¯¹äº†ï¼", //L"Once again $SPEAKER$ is right!", + + L"好。", //L"Aye.", + L"是。", //L"Yup.", + L"是的。", // L"Yep", + L"对的。", //L"Yes.", + + L"确实。", // L"Indeed.", + L"没错。", // L"True.", + L"哈ï¼", // L"Ha!", + L"看å§ï¼Ÿ", // L"See?", + + L"一点没错ï¼", //L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"说得对ï¼", //L"That's right!", + L"确实ï¼", //L"Indeed!", + L"éžå¸¸å‡†ç¡®ã€‚", //L"Exactly that.", + L"$CAUSE$ æ¯æ¬¡éƒ½æ˜¯å¯¹çš„。", //L"$CAUSE$ does that all the time.", + + L"$VICTIM$ 是对的ï¼", //L"$VICTIM$ is right!", + L"我也想指出这个呢。", //L"I was gonna' point that out, too!", + L"$VICTIM$ 说得对。", //L"What $VICTIM$ said.", + L"æˆ‘æ”¯æŒ $CAUSE$ï¼", //L"That's our $CAUSE$!", + + L"对ï¼", //L"Yeah!", + L"事情越æ¥è¶Šæœ‰è¶£äº†...", //L"Now THIS is going to be interesting...", + L"你和他们说说,$VICTIM$ï¼", //L"You tell'em, $VICTIM$!", + L"æˆ‘åŒæ„ $VICTIM$ 在这里...", //L"Agreeing with $VICTIM$ here...", + + L"精彩啊,$CAUSE$。", //L"Classic $CAUSE$.", + L"我就没这么伶牙ä¿é½¿ã€‚", //L"I couldn't have said it better myself.", + L"事情就是这样的。", //L"That is exactly what happened.", + L"æˆ‘åŒæ„ï¼", //L"Agreed!", + + L"是。", //L"Yup.", + L"对的。", //L"True.", + L"完全正确。", //L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"我得打断一下...", //L"Now wait a minute...", + L"ç­‰ç­‰ï¼Œé‚£ä¸æ˜¯äº‹å®ž...", //L"Wait a sec, that's not what right...", + L"ä½ è¯´å•¥ï¼Ÿå½“ç„¶ä¸æ˜¯ã€‚", //L"What? No.", + L"äº‹å®žä¸æ˜¯é‚£æ ·çš„。", //L"That is not what happened.", + + L"哎,别这么说 $CAUSE$ï¼", //L"Hey, stop blaming $CAUSE$!", + L"闭嘴,$VICTIM$ï¼", //L"Oh shut up, $VICTIM$!", + L"ä¸ä¸ä¸ï¼Œä½ å¼„错了。", //L"Nonono, you got that wrong.", + L"é ï¼Œèƒ½ä¸èƒ½ä¸è¦è¿™ä¹ˆæ­»æ¿å•Šï¼Œ$VICTIM$?", //L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"ä½ å°±ä»Žæ¥æ²¡è¿™ä¹ˆå¹²è¿‡ï¼Œ$VICTIM$?", //L"And I suppose you never did, $VICTIM$?", + L"å—¯...ä¸ã€‚", //L"Hmmmm... no.", + L"很好。让我们åµä¸€æž¶å§ï¼Œå正也没其它事情å¯åš...", //L"Great. Let's have an argument. It's not like we have other things to do...", + L"你错了ï¼", //L"You are mistaken!", + + L"你错了ï¼", //L"You are wrong!", + L"我和 $CAUSE$ ç»ä¸ä¼šè¿™ä¹ˆåšã€‚", //L"Me and $CAUSE$ would never do such a thing.", + L"ä¸ï¼Œä¸å¯èƒ½çš„。", //L"Nah, can't be.", + L"我å¯ä¸è¿™ä¹ˆè®¤ä¸ºã€‚", //L"I don't think so.", + + L"怎么想起现在说这个事情?", //L"Why bring that up now?", + L"干嘛啊,$VICTIM$?有必è¦è¿™æ ·å—?", //L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"什么也ä¸è¯´", //L"Keep silent", + L"æ”¯æŒ $VICTIM$", //L"Support $VICTIM$", + L"æ”¯æŒ $CAUSE$", //L"Support $CAUSE$", + L"呼åç†æ™ºè§£å†³é—®é¢˜", //L"Appeal to reason", + L"让两边都闭嘴", //L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"ä»–", //L"he", + L"她", //L"she", + L"ä»–", //L"him", + L"她", //L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% æ•æ·\n", // L" %s%d%% agility stat\n", + L" %s%d%% çµå·§\n", // L" %s%d%% dexterity stat\n", + L" %s%d%% 力é‡\n", // L" %s%d%% strength stat\n", + L" %s%d%% 智慧\n", // L" %s%d%% wisdom stat\n", + L" %s%d%% 有效等级\n", //L" %s%d%% effective level\n", + + L" %s%d%% APs\n", //L" %s%d%% APs\n", + L" %s%d æœ€å¤§çš„å‘¼å¸æ¬¡æ•°\n", //L" %s%d maximum breath\n", + L" %s%d%% è´Ÿé‡èƒ½åŠ›\n", //L" %s%d%% strength to carry items\n", + L" %s%2.2f 生命值回å¤/å°æ—¶\n", //L" %s%2.2f life regeneration/hour\n", + L" %s%d ç¡çœ æ‰€éœ€æ—¶é—´\n", //L" %s%d need for sleep\n", + L" %s%d%% æ°´é‡è€—è´¹\n", //L" %s%d%% water consumption\n", + L" %s%d%% 食物耗费\n", //L" %s%d%% food consumption\n", + + L"%s被诊断出%s了ï¼", //L"%s was diagnosed with %s!", + L"%sçš„%s被治愈了ï¼", //L"%s is cured of %s!", + + L"诊断", // L"Diagnosis", + L"治疗", //L"Treatment", + L"掩埋尸体", //L"Burial", + L"å–æ¶ˆ", //L"Cancel",  + + L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n", + + L"高度的痛苦会导致人格分裂\n", //L"High amount of distress can cause a personality split\n", + L"在%s'库存中å‘现污染物å“。\n", //L"Contaminated items found in %s' inventory.\n", + L"æ¯å½“我们é‡åˆ°è¿™ç§æƒ…况的时候, 会增加一个新的伤残属性。\n", //L"Whenever we get this, a new disability is added.\n", + + L"åªæœ‰ä¸€åªæ‰‹è¿˜èƒ½ç”¨ã€‚\n", //L"Only one hand can be used.\n", + L"åªæœ‰ä¸€åªæ‰‹è¿˜èƒ½ç”¨ã€‚\nå·²ä½¿ç”¨åŒ»ç”¨å¤¹æ¿æ¥åŠ å¿«æ²»ç–—è¿›ç¨‹ã€‚\n", //L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"腿部机能严é‡å—é™ã€‚\n", //L"Leg functionality severely limited.\n", + L"腿部机能严é‡å—é™ã€‚\nå·²ä½¿ç”¨åŒ»ç”¨å¤¹æ¿æ¥åŠ å¿«æ²»ç–—è¿›ç¨‹ã€‚\n", //L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"潜ä¼", //L"Hide", + L"侦查", //L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|æ°´: %d%%\n", //L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|食|物: %d%%\n", //L"\n\n|F|o|o|d: %d%%\n", + + L"æœ€å¤§å£«æ°”è¢«æ”¹å˜ %s%d\n", //L"max morale altered by %s%d\n", + L" %s%d 需è¦ç¡çœ \n", //L" %s%d need for sleep\n", + L" %s%d%% 精力回å¤\n", // L" %s%d%% breath regeneration\n", + L" %s%d%% 任务效率\n", //L" %s%d%% assignment efficiency\n", + L" %s%d%% 失去能力点的几率\n", //L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = +{ + // IMP Gear Entrance + L"如何选择装备?", //L"How should gear be selected?", + L"æ—§ç³»ç»Ÿï¼šæ ¹æ®æŠ€èƒ½å’Œèƒ½åŠ›éšæœºé€‰æ‹©è£…备", //L"Old method: Random gear according to your choices", + L"新系统:自由选购装备", //L"New method: Free selection of gear", + L"旧系统", //L"Old method", + L"新系统", //L"New method", + + // IMP Gear Entrance + L"I.M.P 装备", // L"I.M.P. Equipment", + L"é¢å¤–花费: %d$ (%d$ 预付款)", //L"Additional Cost: %d$ (%d$ prepaid)", +}; + +STR16 szIMPGearPocketText[] = +{ + L"选择头盔", //L"Select helmet", + L"选择背心", // L"Select vest", + L"选择裤å­", //L"Select pants", + L"选择头部装备", //L"Select face gear", + L"选择头部装备", //L"Select face gear", + + L"选择主武器", //L"Select main gun", + L"选择副武器", //L"Select sidearm", + + L"选择LBE背心", //L"Select LBE vest", + L"选择左LBE枪套", //L"Select left LBE holster", + L"选择å³LBE枪套", //L"Select right LBE holster", + L"选择LBE战斗包", //L"Select LBE combat pack", + L"选择LBE背包", //L"Select LBE backpack", + + L"选择å‘射器/步枪", //L"Select launcher / rifle", + L"选择近战武器", //L"Select melee weapon", + + L"选择附加物å“", //L"Select additional items", //BIGPOCK1POS + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择医疗套件", //L"Select medkit",MEDPOCK1POS + L"选择医疗套件", //L"Select medkit", + L"选择医疗套件", //L"Select medkit", + L"选择医疗套件", //L"Select medkit", + L"选择主武器弹è¯", //L"Select main gun ammo",SMALLPOCK1POS + L"选择主武器弹è¯", //L"Select main gun ammo", + L"选择主武器弹è¯", //L"Select main gun ammo", + L"选择主武器弹è¯", //L"Select main gun ammo", + L"选择主武器弹è¯", //L"Select main gun ammo", + L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo",SMALLPOCK6POS + L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", + L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", + L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", + L"选择å‘射器/枪弹è¯", //L"Select launcher / rifle ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo",SMALLPOCK11POS + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"é€‰æ‹©é…æžªå¼¹è¯", //L"Select sidearm ammo", + L"选择附加物å“", //L"Select additional items", //SMALLPOCK19POS + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", + L"选择附加物å“", //L"Select additional items", //SMALLPOCK30POS + L"左键å•击选择项目/å³é”®å•击关闭窗å£", //L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"无法对该地区下达命令,民兵的命令ä¸å¯ç”¨ã€‚", // L"We cannot relay orders to this sector, militia command not possible.", + L"未被分é…", //L"Unassigned", + L"å°é˜Ÿç¼–å·", //L"Group No.", + L"下一站 ", //L"Next", + + L"_æ—¶é—´", //L"ETA", + L"第%då°é˜Ÿï¼ˆæ–°ï¼‰", //L"Group %d (new)", + L"第%då°é˜Ÿ", //L"Group %d", + L"_目的地", //L"Final", + + L"志愿者: %d (+%5.3f)", //L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = +{ + L"æ•Œäººçš„ç›´å‡æœºåœ¨%s被打下了ï¼",//L"Enemy helicopter shot down in %s!", + L"æˆ‘ä»¬ã€‚ã€‚ã€‚å—¯ã€‚ã€‚ç›®å‰æ²¡æœ‰æŽ§åˆ¶é‚£ä¸ªåŸºåœ°ï¼ŒæŒ‡æŒ¥å®˜ã€‚。。",//L"We... uhm... currently don't control that site, commander...", + L"SAM导弹现在ä¸éœ€è¦ä¿å…»ã€‚",//L"The SAM does not need maintenance at the moment.", + L"我们已ç»è®¢è´­äº†ç»´ä¿®é›¶ä»¶ï¼Œè¿™éœ€è¦æ—¶é—´ã€‚",//L"We've already ordered the repair, this will take time.", + + L"æˆ‘ä»¬æ²¡æœ‰è¶³å¤Ÿçš„èµ„æºæ¥åšè¿™ä»¶äº‹ã€‚",//L"We do not have enough resources to do that.", + L"ä¿®ç†SAM基地?这将花费%d美金和%då°æ—¶ã€‚",//L"Repair SAM site? This will cost %d$ and take %d hours.", + L"æ•Œäººçš„ç›´å‡æœºåœ¨%s被击中了。",//L"Enemy helicopter hit in %s.", + L"%s用%så¯¹æ•Œå†›ç›´å‡æœºå¼€ç«äº†ï¼Œåœ°ç‚¹åœ¨%s。",//L"%s fires %s at enemy helicopter in %s.", + + L"%sçš„SAM对ä½äºŽ%sçš„æ•Œå†›ç›´å‡æœºå¼€ç«äº†ã€‚",//L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"没有有效的建筑被选中,因而建造计划中没有增加任何内容。",//L"No valid structure selected, nothing added to build plan.", + L"æ²¡æœ‰æ‰¾åˆ°ç½‘æ ¼ç¼–å·æ¥åˆ›å»ºç‰©å“%s ---创建的物å“丢失。",//L"No grid no found to create items in %s - created items are lost.", + L"无法在%s建造建筑---人们还在路上。",//L"Structures could not be built in %s - people are in the way.", + L"无法在%s建造建筑---需è¦ä¸‹åˆ—物å“:",//L"Structures could not be built in %s - the following items are required:", + + L"没有找到åˆé€‚的防御公事æ¥è¿›è¡Œç½‘格设置 %d: %s",//L"No fitting fortifications found for tileset %d: %s", + L"网格设置 %d: %s",//L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"æ°‘å…µ",//L"Militia", + L"æ°‘å…µåŠ›é‡æ€»è§ˆ",//L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"å‚与行动 %s",//L"Took part in Operation %s", + L"招募日期 %d, %d:%02d 在 %s",//L"Recruited on Day %d, %d:%02d in %s", + L"加薪日期 %d, %d:%02d",//L"Promoted on Day %d, %d:%02d", + L"KIA,行动 %s",//L"KIA, Operation %s", + + L"在行动中å—了轻伤 %s",//L"Lightly wounded during Operation %s", + L"在行动中å—了é‡ä¼¤ %s",//L"Heavily wounded during Operation %s", + L"在行动中å—了致命伤 %s",//L"Critically wounded during Operation %s", + L"在行动中勇敢地战斗 %s",//L"Valiantly fought in Operation %s", + + L"从Kerberus安ä¿å…¬å¸é›‡ä½£çš„æ—¶é—´ï¼š%d, %d:%02d 在 %s",//L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"åå›çš„æ—¶é—´ï¼š%d, %d:%02d 在 %s",//L"Defected to us on Day %d, %d:%02d in %s", + L"åˆåŒç»ˆæ­¢çš„æ—¶é—´ï¼š%d, %d:%02d",//L"Contract terminated on Day %d, %d:%02d", + L"在%d天投奔我们,%d:%02d在%s", //L"Defected to us on Day %d, %d:%02d in %s", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"生命",//L"HP", + L"æ•æ·",//L"AGI", + L"çµå·§",//L"DEX", + L"力é‡",//L"STR", + + L"领导",//L"LDR", + L"枪法",//L"MRK", + L"机械",//L"MEC", + L"爆炸",//L"EXP", + + L"医疗",//L"MED", + L"智慧",//L"WIS", + L"\nå¿…é¡»æœ‰è€æ‰‹æˆ–者精英等级",//L"\nMust have regular or elite rank", + L"\n必须有精英的等级",//L"\nMust have elite rank", + + L"\n\n|满|è¶³|è¦|求",//L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|ä¸|满|è¶³|è¦|求",//L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\n基本版本的特性",//L"\nBasic version of trait", + + L"(专家)",//L" (Expert)", +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"行动",//L"Operations", + L"你确定è¦ä»Žä½ çš„æœåŠ¡ä¸­å‘布%s?",//L"Are you sure you want to release %s from your service?", + L"生命率: %3.0f %% æ¯æ—¥è–ªæ°´: %3d$ 年龄: %då¹´",//L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"æ¯æ—¥è–ªæ°´: %3d$ 年龄: %då¹´",//L"Daily Wage: %3d$ Age: %d years", + + L"歼敌数:%d 助攻数:%d",//L"Kills: %d Assists: %d", + L"状æ€ï¼šå‡å°‘",//L"Status: Deceased", + L"状æ€ï¼šå¼€ç«",//L"Status: Fired", + L"状æ€ï¼šæ¿€æ´»",//L"Status: Active", + + L"终止åˆåŒ",//L"Terminate Contract", + L"个人数æ®",//L"Personal Data", + L"æœå½¹è®°å½•",//L"Service Record", + L"清å•",//L"Inventory", + + L"æ°‘å…µåå­—",//L"Militia name", + L"区域åå­—",//L"Sector name", + L"武器",//L"Weapon", + L"生命比率: %3.1f%%%%%%%",//L"HP ratio: %3.1f%%%%%%%", + + L"%s 当å‰è½½å…¥çš„区域尚未激活。",//L"%s is not active in the currently loaded sector.", + L"%s å·²ç»è¢«æå‡ä¸ºç†Ÿç»ƒæ°‘å…µ",//L"%s has been promoted to regular militia", + L"%s å·²ç»è¢«æå‡ä¸ºç²¾è‹±æ°‘å…µ",//L"%s has been promoted to elite militia", + L"状æ€: 逃兵", //L"Status: Deserted", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"所有状æ€",//L"All statuses", + L"å‡å°‘",//L"Deceased", + L"激活",//L"Active", + L"å¼€ç«",//L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"所有等级",//L"All ranks", + L"新手",//L"Green", + L"熟练",//L"Regular", + L"精英",//L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"æ‰€æœ‰åŽŸä½æ°‘",//L"All origins", + L"åæŠ—军",//L"Rebel", + L"PMC",//L"PMC", + L"逃兵",//L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"所有区域",//L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"商人处于敌æ„状æ€ï¼Œä¸æ„¿æ„进行交易。",//L"Merchant is hostile and does not want to trade.", + L"商人暂时ä¸åšç”Ÿæ„。",//L"Merchant is in no state to do business.", + L"商人ä¸åœ¨äº¤æˆ˜ä¸­è¿›è¡Œäº¤æ˜“。",//L"Merchant won't trade during combat.", + L"商人拒ç»å’Œä½ äº¤æ˜“。",//L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = +{ + L"晴天",//L"normal", + L"下雨",//L"rain", + L"é›·æš´",//L"thunderstorm", + L"沙尘暴",//L"sandstorm", + + L"下雪",//L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%sé‡åˆ°è›‡çš„袭击ï¼",//L"%s evaded a snake attack!", + L"%s被蛇攻击了ï¼",//L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"把%sè½¬å˜æˆèµ„æº",//L"Converted %s into resources", + L"枪械:",//L"Guns: ", + L"护具:",//L"Armour: ", + L"æ‚项:",//L"Misc: ", + + L"没有足够的志愿者å‚加民兵ï¼",//L"There are no volunteers left for militia!", + L"æ²¡æœ‰è¶³å¤Ÿçš„èµ„æºæ¥è®­ç»ƒæ°‘å…µï¼",//L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s开始侵入。",//L"%s starts hacking.", + L"%s进入电脑,但没找到感兴趣的内容。",//L"%s accesses the computer, but finds nothing of interest.", + L"%s的技能ä¸å¤Ÿï¼Œä¸è¶³ä»¥æ”»å…¥ç”µè„‘。",//L"%s is not skilled enough to hack the computer.", + L"%s阅读了文件,但没找到新的内容。",//L"%s reads the file, but learns nothing new.", + + L"%s离开了这个,没有æ„义。",//L"%s can't make sense out of this.", + L"%sä¸èƒ½ä½¿ç”¨æ°´é¾™å¤´ã€‚",//L"%s couldn't use the watertap.", + L"%s买了一个%s。",//L"%s has bought a %s.", + L"%s没有足够的钱。那真让人难为情。",//L"%s doesn't have enough money. That's just embarassing.", + + L"%sä½¿ç”¨æ°´é¾™å¤´å–æ°´ã€‚",//L"%s drank from water tap", + L"è¿™å°æœºå™¨çœ‹èµ·æ¥æ— æ³•工作。", //L"This machine doesn't seem to be working.", +}; + +STR16 szLaptopStatText[] = +{ + L"å¨èƒæ•ˆçއ %d\n", //L"threaten effectiveness %d\n", + L"领导能力 %d\n", //L"leadership %d\n", + L"对è¯ä¿®æ­£ %.2f\n", //L"approach modifier %.2f\n", + L"背景修正 %.2f\n", //L"background modifier %.2f\n", + + L"+50 æ¥æºäºŽè‡ªä¿¡ (其它) \n", //L"+50 (other) for assertive\n", + L"-50 æ¥æºäºŽæ¶æ¯’ (其它) \n", //L"-50 (other) for malicious\n", + L"好人", //L"Good Guy", + L"%s䏿„¿è¿‡åº¦ä½¿ç”¨æš´åŠ›ï¼Œå¹¶ä¸”æ‹’ç»æ”»å‡»éžæ•Œå¯¹ç›®æ ‡ã€‚", //L"%s eschews excessive violence and will refuse to attack non - hostiles.", + + L"å‹å¥½å¯¹è¯", //L"Friendly approach", + L"直接对è¯", //L"Direct approach", + L"å¨èƒå¯¹è¯", //L"Threaten approach", + L"招募对è¯", //L"Recruit approach", + + L"统计倒退数æ®ã€‚", //L"Stats will regress.", + L"快速", //L"Fast", + L"å¹³å‡", //L"Average", + L"慢速", //L"Slow", + L"生命æˆé•¿", //L"Health growth", + L"åŠ›é‡æˆé•¿", //L"Strength growth", + L"æ•æ·æˆé•¿", //L"Agility growth", + L"çµå·§æˆé•¿", //L"Dexterity growth", + L"智慧æˆé•¿", //L"Wisdom growth", + L"枪法æˆé•¿", //L"Marksmanship growth", + L"爆破æˆé•¿", //L"Explosives growth", + L"领导æˆé•¿", //L"Leadership growth", + L"医疗æˆé•¿", //L"Medical growth", + L"机械æˆé•¿", //L"Mechanical growth", + L"等级æˆé•¿", //L"Experience growth", +}; + +STR16 szGearTemplateText[] = +{ + L"输入模版åç§°", //L"Enter Template Name", + L"无法在战斗中进行。", //L"Not possible during combat.", + L"所选佣兵ä¸åœ¨è¿™ä¸ªåŒºåŸŸã€‚", //L"Selected mercenary is not in this sector.", + L"%sä¸åœ¨è¿™ä¸ªåŒºåŸŸã€‚", //L"%s is not in that sector.", + L"%s无法装备%s。", //L"%s could not equip %s.", + L"由于会æŸå物å“,无法安装%s(物å“%d)。", //L"We cannot attach %s (item %d) as that might damage items.", +}; + +STR16 szIntelWebsiteText[] = +{ + L"侦察情报局", //L"Recon Intelligence Services", + L"你想è¦çŸ¥é“的情报", //L"Your need to know base", + L"情报需求", //L"Information Requests", + L"情报验è¯", //L"Information Verification", + + L"关于我们", //L"About us", + L"你拥有情报点数:%d点。", //L"You have %d Intel.", + L"我们现有下列情报信æ¯ï¼Œå¯ä½¿ç”¨æƒ…报点数交æ¢ï¼š", //L"We currently have information on the following items, available in exchange for intel as usual:", + L"ç›®å‰æˆ‘们没有其他情报。", //L"There is currently no other information available.", + + L"%d点 - %s", //L"%d Intel - %s", + L"我们å¯ä»¥æä¾›æŸä¸€åŒºåŸŸèŒƒå›´çš„空中侦察,æŒç»­åˆ° %02d:00。", //L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"购买情报 50点", //L"Buy data - 50 intel", + L"购买详细情报 70点", //L"Buy detailed data - 70 Intel", + + L"选择你需è¦çš„区域范围:", //L"Select map region on which you want info on:", + + L"西北", //L"North-west", + L"西北å北", //L"North-north-west", + L"东北å北", //L"North-north-east", + L"东北", //L"North-east", + + L"西北å西", //L"West-north-west", + L"中西北", //L"Center-north-west", + L"中东北", //L"Center-north-east", + L"东北å东", //L"East-north-east", + + L"西å—å西", //L"West-south-west", + L"中西å—", //L"Center-south-west", + L"中东å—", //L"Center-south-east", + L"东å—å东", //L"East-south-east", + + L"西å—", //L"South-west", + L"西å—åå—", //L"South-south-west", + L"东å—åå—", //L"South-south-east", + L"东å—", //L"South-east", + + // about us + L"在“情报需求â€é¡µé¢ï¼Œä½ å¯ä»¥è´­ä¹°æ•Œå åŒºæƒ…报。", //L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"情报内容包括:敌军巡逻队和兵è¥ï¼Œç‰¹æ®Šäººå‘˜ï¼Œæ•Œå†›é£žè¡Œå™¨ç­‰ã€‚", //L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"æŸäº›æƒ…报具有时效性。", //L"Some of that information may be of temporary nature.", + L"在“情报验è¯â€é¡µé¢ï¼Œä½ å¯ä»¥ä¸Šä¼ ä½ æœé›†åˆ°çš„é‡è¦æƒ…报。", //L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"我们会验è¯è¯¥æƒ…报(这个过程通常需è¦å‡ ä¸ªå°æ—¶ï¼‰å¹¶ç»™æ‚¨ç›¸åº”的报酬。", //L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"请注æ„,如果情报å—外部æ¡ä»¶å˜åŒ–(如收集情报的人员死亡了),那么您收到的情报点数将会å˜å°‘。", //L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"ä½ å¯ä»¥ä¸Šä¼ ä»¥ä¸‹æƒ…报:", //L"You can upload the following facts:", + L"上一个", //L"Previous", + L"下一个", //L"Next", + L"上传", //L"Upload", + + L"æ‚¨å·²ç»æ”¶åˆ°ä»¥ä¸‹æƒ…报的报酬:", //L"You have already received compensation for the following:", + L"没有情报å¯ä»¥ä¸Šä¼ ã€‚", //L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"没有敌军,%sä¸ç”¨ç»§ç»­æ½œä¼ï¼", //L"No more enemies present, %s is no longer in hiding!", + L"%så·²ç»è¢«æ•Œå†›å‘现,还能躲è—%då°æ—¶ã€‚", //L"%s has been discovered and goes into hiding for %d hours.", + L"%så·²ç»è¢«æ•Œå†›å‘现,请立刻å‰å¾€è¯¥åŒºåŸŸè¥æ•‘。", //L"%s has been discovered, going to sector!", + L"å‘现敌军将领\n", //L"Enemy general present\n", + + L"å‘çŽ°ææ€–分å­\n", //L"Terrorist present\n", + L"%s于%02d:%02d\n", //L"%s on %02d:%02d\n", + L"没有相关情报", //L"No data found", + L"情报已ç»å¤±æ•ˆã€‚", //L"Data no longer eligible.", + + L"关于女王军的高级军官所在ä½ç½®ã€‚", //L"Whereabouts of a high-ranking officer of the royal army.", + L"å…³äºŽç›´å‡æœºçš„飞行计划。", //L"Flight plans of an airforce helicopter.", + L"关于最近å‹å†›è¢«å›šç¦çš„æ‰€åœ¨åœ°ã€‚", //L"Coordinates of a recently imprisoned member of your force.", + L"关于èµé‡‘逃犯的地点。", //L"Location of a high-value fugitive.", + + L"关于血猫å¯èƒ½ä¼šè¿›æ”»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Information on possible bloodcat attacks against settlements.", + L"关于僵尸å¯èƒ½ä¼šè¿›æ”»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Time and place of possible zombie attacks against settlements.", + L"关于土匪å¯èƒ½ä¼šè¢­å‡»å“ªä¸ªåŸŽé•‡çš„æƒ…报。", //L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... 想象一下我çªç„¶å‡ºçŽ°çš„æƒŠå–œå§...", //L"... so imagine my surprise when suddenly...", + L"... 我有没有给你讲过这个故事...", //L"... and did I ever tell you the story of that one time...", + L"... 所以,最åŽï¼Œä¸Šæ ¡è¿˜æ˜¯å†³å®š...", //L"... so, in conclusion, the colonel decided...", + L"... 告诉你,他们压根没看è§...", //L"... tell you, they did not see that coming...", + + L"... 所以,ä¸ç”¨æƒ³äº†...", //L"... so, without further consideration...", + L"... 但这时她说了...", //L"... but then SHE said...", + L"... 对了,说到美洲驼...", //L"... and, speaking of llamas...", + L"... 沙尘暴æ¥è¢­æ—¶æˆ‘正好在那里,当时...", //L"... there I was, in the middle of the dustbowl, when...", + + L"... 让我告诉你,这些事情很烦人...", //L"... and let me tell, those things chafe...", + L"... 他当时那脸色别æå¤šéš¾çœ‹äº†...", //L"... you should have seen his face...", + L"... è¿™ä¸æ˜¯æˆ‘们最åŽçœ‹åˆ°çš„...", //L"... which wasn't the last of what we saw of them...", + L"... è¿™è®©æˆ‘æƒ³åˆ°ï¼Œæˆ‘ç¥–æ¯æ€»æ˜¯è¯´è¿‡...", //L"... which reminds me, my grandmother used to say...", + + L"... 顺便说一下,他是一个彻头彻尾的白痴...", //L"... who, by the way, is a total berk...", + L"... 并且,从æºå¤´ä¸Šå°±å¤§é”™ç‰¹é”™äº†...", //L"... also, the roots were off by a margin...", + L"... 当时我就说,“滚开,异教徒ï¼â€...", //L"... and I was like, 'Back off, heathen!'...", + L"... å½“æ—¶ï¼Œä¸»æ•™ä»¬éƒ½å¼€å§‹å…¬å¼€å›æ•™äº†...", //L"... at that point the vicars were in oben rebellion...", + + L"... 䏿˜¯æˆ‘介æ„,你知é“,但是...", //L"... not that I would've minded, you know, but...", + L"... å¦‚æžœä¸æ˜¯å› ä¸ºé‚£é¡¶å¯ç¬‘的帽å­...", //L"... if not for that ridiculous hat...", + L"... å†è¯´ï¼Œåæ­£ä»–ä¹Ÿä¸æ€Žä¹ˆå–œæ¬¢è¿™æ¡è…¿...", //L"... besides, it wasn't his favourite leg anyway...", + L"... 尽管这些船ä»ç„¶æ˜¯é˜²æ°´çš„...", //L"... even though the ships were still watertight...", + + L"... 尽管事实上长颈鹿无法åšåˆ°è¿™ä¸€ç‚¹...", //L"... aside from the fact that giraffes can't do that...", + L"... è¿™å‰å­ä¸æ˜¯è¿™ä¹ˆç”¨çš„,注æ„...", //L"... totally wasted that fork, mind you...", + L"... 而且周围没有é¢åŒ…店。在那之åŽ...", //L"... and no bakery in sight. After that...", + L"... å°½ç®¡åœ¨è¿™æ–¹é¢æœ‰æ˜Žç¡®çš„规定...", //L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"哇。我ä¸çŸ¥é“ï¼", //L"Whoa. I had no idea!", + L"真的å—?", //L"Really?", + L"å—¯...", //L"Uhhhh....", + L"å—¯...你看,喔...", //L"Well... you see, uhh...", + + L"我ä¸å®Œå…¨ç¡®å®šâ€¦", //L"I am not entirely sure that...", + L"我...å—¯...", //L"I... well...", + L"æˆ‘è¦æ˜¯...", //L"If I could just...", + L"但是...", //L"But...", + + L"æˆ‘æ— æ„æ‰“扰,但是...", //L"I don't mean to intrude, but...", + L"真的å—ï¼Ÿæˆ‘ä¸æ¸…楚ï¼", //L"Really? I had no idea!", + L"什么?全都是å—?", //L"What? All of it?", + L"ä¸ä¼šå§ï¼", //L"No way!", + + L"哈哈ï¼", //L"Haha!", + L"哇,这些家伙ä¸ä¼šç›¸ä¿¡æˆ‘çš„ï¼", //L"Whoa, the guys are not going to believe me!", + L"... 对,åªè¦...", //L"... yeah, just...", + L"就跟那个算命的说的一样ï¼", //L"That's just like the gypsy woman said!", + + L"... 是的,这就是为什么...", //L"... yeah, is that why...", + L"... 呵呵,说到翻新...", //L"... hehe, talk about refurbishing...", + L"... 是å§ï¼Œæˆ‘猜...", //L"... yeah, I guess...", + L"等等,啥?", //L"Wait. What?", + + L"... ä¸ä¼šä»‹æ„看到...", //L"... wouldn't have minded seeing that...", + L"... ä½ è¿™ä¹ˆä¸€è¯´æˆ‘æ‰æƒ³åˆ°...", //L"... now that you mention it...", + L"... 但是粉笔在哪呢...", //L"... but where did all the chalk go...", + L"... ä»Žæ¥æ²¡æœ‰è€ƒè™‘过...", //L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"训练新民兵", //L"Train new militia", + L"训练民兵", //L"Drill militia", + L"医疗民兵", //L"Doctor militia", + L"å–æ¶ˆ", //L"Cancel", +}; + +STR16 szFactoryText[] = +{ + L"%s: 的生产进程 %s 已因为忠诚度太低而被关闭。", //L"%s: Production of %s switched off as loyalty is too low.", + L"%s: 的生产进程 %s 已因为资金短缺而被关闭。", //L"%s: Production of %s switched off due to insufficient funds.", + L"%s: 的生产进程 %s 已因为缺少一个佣兵作为工作人员而被关闭。", //L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: 的生产进程 %s 已因为缺少必è¦çš„物å“而被关闭。", //L"%s: Production of %s switched off due to required items missing.", + L" 制造列表 ", //(å‰ç©º5格,åŽç©º10æ ¼) //L"Item to build", + + L"生产筹备 ", //(åŽç©º25æ ¼) //L"Preproducts", 5 + L"h/物å“", //L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s 现在秘密的为我们工作ï¼", //L"%s now secretly works for us!", + L"%s ä¸ä¸ºæˆ‘们的æè®®æ‰€åŠ¨æ‘‡ã€‚å¯¹æˆ‘ä»¬çš„æ€€ç–‘åº¦ä¸Šå‡äº†...", //L"%s is not swayed by our offer. Suspicion against us rises...", + L"å¯¹æˆ‘ä»¬çš„æ€€ç–‘åº¦å¾ˆé«˜ã€‚æˆ‘ä»¬åº”è¯¥åœæ­¢å°è¯•转化更多的敌兵到我们的阵è¥ï¼Œå¹¶åœ¨ä¸€æ®µæ—¶é—´å†…ä¿æŒä½Žè°ƒã€‚", //L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"直接招募 (%d)", //L"Recruit approach (%d)", + L"魅力引诱 (%d)", //L"Use seduction (%d)", + + L"行贿 ($%d) (%d)", //L"Bribe ($%d) (%d)", 5 + L"æä¾› %d 情报 (%d)", //L"Offer %d intel (%d)", + L"ç”¨ä»€ä¹ˆæ–¹å¼æ¥è¯´æœæ•Œå…µåŠ å…¥ä½ çš„éƒ¨é˜Ÿï¼Ÿ", //L"How to convince the soldier to join your forces?", + L"执行", //L"Do it", + L"%d å˜èŠ‚è€…å‡ºçŽ°äº†", //L"%d turncoats present", +}; + +// rftr: better lbe tooltips +STR16 gLbeStatsDesc[14] = +{ + L"MOLLEå¯ç”¨ç©ºé—´ï¼š", //L"MOLLE Space Available:", + L"MOLLE所需空间:", //L"MOLLE Space Required:", + L"MOLLEå°åŒ…æ•°é‡ï¼š", //L"MOLLE Small Slot Count:", + L"MOLLE中包数é‡ï¼š", //L"MOLLE Medium Slot Count:", + L"MOLLE包容é‡ï¼šå°åž‹", //L"MOLLE Pouch Size: Small", + L"MOLLE包容é‡ï¼šä¸­åž‹", //L"MOLLE Pouch Size: Medium", + L"MOLLE包容é‡ï¼šä¸­åž‹ï¼ˆæ¶²ä½“)", //L"MOLLE Pouch Size: Medium (Hydration)", + L"腿包", //L"Thigh Rig", + L"背心", //L"Vest", + L"战斗包", //L"Combat Pack", + L"背包", //L"Backpack", + L"MOLLE包", //L"MOLLE Pouch", + L"兼容背包:", //L"Compatible backpacks:", + L"兼容战斗包:", //L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = +{ + L"国家总览", //L"National Overview", + L"地区总览", //L"Regional Overview", + L"任务总览", //L"Mission Overview", + L"选择区域:", //L"Select View:", + L"地区总览 (2)", //L"Regional (2)", + L"国家总览 (1)", //L"National (1)", + L"任务(3)", //L"Mission (3)", + L"物资:", //L"Supplies:", + L"åŽå‹¤ç‰©èµ„", //L"Incoming Supplies", + L"情报:", //L"Intel:", + L" /天", //L"/day", + L"当å‰é¡¹ç›®", //L"Current Directive", + L"å‡çº§é¡¹ç›®ï¼ˆ$%d)", //L"Improve Directive ($%d)", + L"å‡çº§æ‰€é€‰é¡¹ç›®å°†èŠ±è´¹$%d。确认支付?", //L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"åŽå‹¤ç‰©èµ„或资金供应ä¸è¶³", //L"Insufficient funds.", + L"新项目将于00:00开始生效", //L"New directive will take effect at 00:00.", + L"民兵总览", //L"Militia Overview", + L"新兵:", //L"Green:", + L"正规军:", //L"Regular:", + L"精英:", //L"Elite:", + L"é¢„è®¡æ¯æ—¥æ€»æ•°ï¼š", //L"Projected Daily Total:", + L"志愿者总数:", //L"Volunteer Pool:", + L"å¯ç”¨èµ„æºï¼š", //L"Resources Available:", + L"枪支:", //L"Guns:", + L"防弹衣:", //L"Armour:", + L"æ‚物:", //L"Misc:", + L"训练费用:", //L"Training Cost:", + L"士兵æ¯äººæ¯å¤©ç»´æŒè´¹ç”¨ï¼š", //L"Upkeep Cost Per Soldier Per Day:", + L"训练速度加æˆï¼š", //L"Training Speed Bonus:", + L"战斗加æˆï¼š", //L"Combat Bonuses:", + L"装备加æˆï¼š", //L"Physical Stats Bonus:", + L"枪法加æˆï¼š", //L"Marksmanship Bonus:", + L"æå‡ç­‰çº§ï¼ˆ$%d)", //L"Upgrade Stats ($%d)", + L"æå‡æ°‘兵等级需è¦$%d。确认支付?", //L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"地区:", //L"Region:", + L"下一个", //L"Next", + L"上一个", //L"Previous", + L"指挥部:", //L"Administration Team:", + L"æ— ", //L"None", + L"激活", //L"Active", + L"闲置", //L"Inactive", + L"忠诚度:", //L"Loyalty:", + L"最高忠诚度:", //L"Maximum Loyalty:", + L"部署指挥部(%dåŽå‹¤ç‰©èµ„)", //L"Deploy Administration Team (%d supplies)", + L"釿–°æ¿€æ´»æŒ‡æŒ¥éƒ¨ï¼ˆ%dåŽå‹¤ç‰©èµ„)", //L"Reactivate Administration Team (%d supplies)", + L"ç›®å‰è¯¥åœ°åŒºéƒ¨ç½²æŒ‡æŒ¥éƒ¨ä¸å®‰å…¨ï¼Œä½ å¿…é¡»å…ˆæ‰“ä¸‹è‡³å°‘ä¸€ä¸ªåŸŽé•‡åŒºåŸŸæ¥æ‰©å±•基地。", //L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"ç›®å‰åœ¨Omertaä¸èƒ½è¿›è¡ŒåŒºåŸŸè¡ŒåŠ¨ã€‚", //L"No regional actions available in Omerta.", + L"一旦你å é¢†äº†è‡³å°‘一个城镇区域,指挥部就å¯ä»¥éƒ¨ç½²åˆ°å…¶åŒºåŸŸã€‚一旦活跃起æ¥ï¼Œå®ƒä»¬å°†èƒ½å¤Ÿæ‰©å¤§ä½ åœ¨è¯¥åœ°åŒºçš„å½±å“力和军事力é‡ã€‚然而,他们需è¦åŽå‹¤ç‰©èµ„æ¥è¿ä½œå’Œåˆ¶å®šæ”¿ç­–。", //L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"请注æ„你选择的地区,制定区域政策将增加åŒä¸€åŒºåŸŸå’Œå…¨å›½ï¼ˆåœ¨è¾ƒå°ç¨‹åº¦ä¸Šï¼‰å…¶ä»–æ”¿ç­–çš„ç‰©èµ„æˆæœ¬ã€‚", //L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"指挥部指令:", //L"Administrative Actions:", + L"建立 %s", //L"Establish %s", + L"å‡çº§ %s", //L"Improve %s", + L"当å‰ï¼š%d", //L"Current Tier: %d", + L"在该地区采å–任何指挥部指令都会消耗%dåŽå‹¤ç‰©èµ„。", //L"Taking any administrative action in this region will cost %d supplies.", + L"情报传递站收益:%d", //L"Dead drop intel gain: %d", + L"èµ°ç§è´©æä¾›æ”¶ç›Šï¼š%d", //L"Smuggler supply gain: %d", + L"一å°é˜Ÿæ°‘兵从附近的秘密基地加入了战斗! ", //L"A small group of militia from a nearby safehouse have joined the battle!", + L"通过给Omertaè¿é€é£Ÿç‰©å’Œç‰©èµ„,你已ç»å¾—åˆ°åæŠ—军的信任。并授æƒä½ è®¿é—®ä»–们的指挥系统,通过你的笔记本电脑访问A.R.CåæŠ—军å¸ä»¤éƒ¨ç½‘站。", //L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"ç›®å‰æ¢å¤è¿™é‡Œçš„æŒ‡æŒ¥éƒ¨å¹¶ä¸å®‰å…¨ã€‚必须先夺回一个城镇区域。", //L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"çªè¢­çŸ¿äº•æˆåŠŸã€‚èŽ·å–$%d。", //L"Mine raid successful. Stole $%d.", + L"没有足够的情报点数æ¥ç­–åæ•Œäººï¼", //L"Insufficient Intel to create turncoats!", + L"更改指令æ“作", //L"Change Admin Action", + L"å–æ¶ˆ", //L"Cancel", + L"确认", //L"Confirm", + L"<", //L"<", + L">", //L">", + L"更改此指令æ“作将花费$%då¹¶é‡ç½®ã€‚确认支出?", //L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"补给ä¸è¶³ï¼ç®¡ç†æ“作已ç¦ç”¨ã€‚", //L"Insufficient supplies! Admin Actions have been DISABLED.", + L"æ¯è¿‡%då°æ—¶å¯èŽ·å¾—æ–°ä»»åŠ¡ã€‚", //L"New missions will be available every %d hours.", + L"A.R.C网站上已有新任务å¯ä»¥èŽ·å–。", //L"New missions are available at the A.R.C. website.", + L"任务准备工作进行中。", //L"Mission preparations in progress.", + L"任务æŒç»­æ—¶é—´ï¼š%d天", //L"Mission duration: %d days", + L"æˆåŠŸçŽ‡ï¼š%d%s", //L"Chance of success: %d%s", + L"[编辑]", //L"[REDACTED]", + L"å§“å:%s", //L"Name: %s", + L"地å€ï¼š%s", //L"Location: %s", + L"分é…任务:%s", //L"Assignment: %s", + L"åˆåŒï¼š%d天", //L"Contract: %d days", + L"åˆåŒï¼š%då°æ—¶", //L"Contract: %d hours", + L"åˆåŒï¼š---", //L"Contract: ---", + L"代ç†å¥–金:", //L"Agent bonus:", + L"æˆåŠŸçŽ‡+%d%s (%s)", //L"Chance of success +%d%s (%s)", + L"部署范围+%d (%s)", //L"Deployment range +%d (%s)", + L"ASDæ”¶å…¥-%2.0f%s (%s)", //L"ASD Income -%2.0f%s (%s)", + L"å·çªƒç‡ƒæ–™ï¼›å‘é€è‡³%s (%s)", //L"Steal fuel; send to %s (%s)", + L"销æ¯å‚¨å­˜å•ä½(%s)", //L"Destroy reserve units (%s)", + L"æ—¶é—´+%2.0f%s (%s)", //L"Time +%2.0f%s (%s)", + L"视野-%2.0f%s (%s)", //L"Vision -%2.0f%s (%s)", + L"装备质é‡-%d (%s)", //L"Gear quality -%d (%s)", + L"总体统计-%d (%s)", //L"Overall stats -%d (%s)", + L"训练人数上é™ï¼š%d (%s)", //L"Max trainers: %d (%s)", + L"支付+%2.0f%s (%s)", //L"Payout +%2.0f%s (%s)", + L"支付é™é¢å¢žåŠ åˆ°$%d (%s)", //L"Payout limit increased to $%d (%s)", + L"军官奖励(%s)", //L"Bonus for officers (%s)", + L"车辆奖励(%s)", //L"Bonus for vehicles (%s)", + L"æŒç»­æ—¶é—´+%då°æ—¶(%s)", //L"Duration +%d hours (%s)", + L"特工ä¸åœ¨åŸŽé•‡", //L"Agent not in town", + L"城镇忠诚度太低", //L"Town loyalty too low", + L"特工ä¸å¯ç”¨", //L"Agent unavailable", + L"特工åˆåŒåˆ°æœŸ", //L"Agent contract expiring", + L"æ— æ³•ä½¿ç”¨åæŠ—军特工", //L"Can't use rebel agent", + L"战斗进行中", //L"Battle in progress", + L"准备任务(%d补给)", //L"Prepare Mission (%d supplies)", + L"查看当å‰ä»»åŠ¡ç»“æžœ", //L"View active mission effects", + L"查看å¯ç”¨ä»»åŠ¡åˆ—è¡¨", //L"View available mission list", + L"ä½ å¯ä»¥åšå‡†å¤‡å±•示的两个任务之一,一旦派é£ç‰¹å·¥æˆåŠŸï¼Œä»–ä»¬å°†åœ¨å¤§çº¦%då°æ—¶å†…ä¸å¯ç”¨ï¼Œç„¶åŽå†æ¬¡å¯ç”¨ã€‚ä»»åŠ¡å‡†å¤‡å®Œæˆæ—¶ï¼Œä¼šæœ‰å¼¹çª—æé†’,任务效果将å˜ä¸ºæœ‰æ•ˆã€‚", //L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"ä¸€åæŠµæŠ—军特工å¯ä»¥å‰åŽ»å‡†å¤‡è¿™ä¸ªä»»åŠ¡ï¼Œä½†æ˜¯ä½¿ç”¨ä½£å…µçš„è¯æ•ˆæžœä¼šæ›´å¥½ã€‚他们的等级和技能å¯ä»¥å¸¦æ¥é¢å¤–的任务奖励。", //L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"任务准备的花销将根æ®åŒæ—¶å‡†å¤‡æˆ–æ¿€æ´»çš„å…¶å®ƒä»»åŠ¡æ•°é‡æœ‰æ‰€å¢žåŠ ã€‚", //L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"新的任务将在%dæ—¥00:00å¯ç”¨ã€‚", //L"New missions will be available on Day %d at 00:00.", + L"激活的任务:", //L"Active missions:", + L"%s - 准备中 - 就绪时间:%d日,%02d:%02d", //L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - 生效 - 过期时间:%d日,%02d:%02d", //L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d补给)]", //L"[%s (%d supplies)]", + L"%sæ´¾é£ä¸€ååæŠ—军特工去准备这个任务?", //L"%s Send a rebel agent to prepare this mission?", + L"%sæ´¾é£%s去准备这个任务?他将会在大致%då°æ—¶åŽè¿”回。", //L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%sæ´¾é£%s去准备这个任务?她将会在大致%då°æ—¶åŽè¿”回。", //L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"任务\"%s\"生效中。", //L"Mission \"%s\" is now in effect.", + L"任务\"%s\"准备失败。", //L"Preparations for mission \"%s\" failed.", + L"任务\"%s\"å·²ç»è¿‡æœŸï¼Œä¸å†ç”Ÿæ•ˆã€‚", //L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = +{ + L"|物|资\n \né£Ÿç‰©ã€æ°´ã€åŒ»ç–—用å“ã€æ­¦å™¨ä»¥åŠä»»ä½•\nåæŠ—å†›è®¤ä¸ºæœ‰ç”¨çš„ç‰©èµ„ã€‚åæŠ—军会自动收集。", //L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|åŽ|勤|物|资\n \nåæŠ—军æ¯å¤©éƒ½ä¼šè‡ªåŠ¨æ”¶é›†ç‰©èµ„ã€‚å½“ä½ \nå é¢†æ›´å¤šçš„城镇时,他们æ¯å¤©èƒ½å¤Ÿ\n找到的物资补给é‡å°†ä¼šå¢žåŠ ã€‚\n \n+%d (基础收入)", //L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|当|å‰|项|ç›®\n \nä½ å¯ä»¥é€‰æ‹©å抗军优先进行的战略目标。\n当你选定好战略目标时,新的项目指令将生效。", //L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|指|挥|部\n \n指挥部一旦部署,就会负责处ç†\n该区域内的日常事务。包括支æŒå½“地人,制造\nåæŠ—宣传,制定地区政策等等。", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|å¿ |诚|度\n \n许多行政命令的有效性å–决于\n该地区的忠诚度,æé«˜å¿ è¯šåº¦\n能得到最大利益化。", //L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|最|高|å¿ |诚|度\n \n你需è¦è¯´æœå½“地人完全信任你。这å¯ä»¥\n通过为他们建立物资供应æ¥å®žçŽ°ï¼Œè¡¨æ˜Ž\n你打算改善他们的生活质é‡ã€‚", //L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"该管ç†è¡ŒåЍåªä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚", //L"This Admin Action applies its bonus to town sectors only.", + L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n和直接相邻的区域。", //L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n1级覆盖周边1个区域。\n2级覆盖周边2个区域。", //L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"该管ç†è¡ŒåŠ¨ä¼šä½œç”¨åˆ°åŸŽé•‡åŒºåŸŸã€‚\n1级覆盖周边2个区域。\n2级覆盖周边3个区域。", //L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = +{ + L"补给线", //L"Supply Line", + L"å‘当地人分å‘生活必需å“。增加最大地区忠诚度。", //L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"åæŠ—军电å°", //L"Rebel Radio", + L"å¼€å§‹åœ¨è¯¥åœ°åŒºæ’­æ”¾åæŠ—军公共广播。城镇æ¯å¤©éƒ½ä¼šèŽ·å¾—å¿ è¯šåº¦ã€‚", //L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"秘密基地", //L"Safehouses", + L"åœ¨ä¹¡ä¸‹å»ºé€ åæŠ—军的秘密基地,远离窥探者的目光。当你在这个地区作战时,会有é¢å¤–的民兵加入战斗。", //L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"åŽå‹¤å¹²æ‰°", //L"Supply Disruption", + L"åæŠ—军将以敌方的åŽå‹¤çº¿è·¯ä¸ºç›®æ ‡ï¼Œå¹²æ‰°æ•Œäººåœ¨è¯¥åœ°åŒºçš„æ´»åŠ¨ã€‚åœ¨è¿™ä¸ªåœ°åŒºçš„æ•Œäººä¼šè¢«å‰Šå¼±ã€‚", //L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"侦察巡逻队", //L"Scout Patrols", + L"开始定期侦察巡逻,监视该地区的敌对活动。敌人会在离城镇更远的地方被å‘现。", //L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"情报传递站", //L"Dead Drops", + L"ä¸ºåæŠ—军侦察员和渗é€è€…设立情报站,以传递情报。æä¾›æ—¥å¸¸æƒ…报工作。", //L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"èµ°ç§å›¢é˜Ÿ", //L"Smugglers", + L"争å–èµ°ç§è´©çš„å¸®åŠ©ï¼Œä¸ºåæŠ—军æä¾›ç‰©èµ„。å¯ä½¿æ¯æ—¥ç‰©èµ„得到增加。", //L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"民兵武器库", //L"Militia Warehouses", + L"在åè¿œåœ°åŒºå»ºé€ ä»“åº“ï¼Œè®©åæŠ—军为民兵储备武器。æä¾›æ¯æ—¥æ°‘兵资æºã€‚", //L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"税务局", //L"Regional Taxes", + L"从当地人那里筹集资金æ¥å¸®åŠ©ä½ ã€‚å¢žåŠ æ¯æ—¥æ”¶å…¥ï¼Œä½†åœ°åŒºå¿ è¯šåº¦ä¼šé€æ—¥ä¸‹é™ã€‚", //L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"æ°‘é—´æ´åŠ©", //L"Civilian Aid", + L"æŒ‡æ´¾ä¸€äº›åæŠ—军直接å助和支æŒè¯¥åœ°åŒºçš„平民。增加æ¯å¤©å¿—愿者的总数。", //L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"ç§äººä½£å…µå›¢", //L"Merc Support", + L"建立直接支æŒä½ çš„雇佣兵设施。增加雇佣兵工作的效率(医疗,修ç†ï¼Œæ°‘兵训练等)", //L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"矿产管ç†", //L"Mining Policy", + L"è¿›å£æ›´å¥½çš„设备,与镇上的矿工åˆä½œï¼Œä½œå‡ºæ›´å¹³è¡¡ã€æ›´æœ‰æ•ˆçš„æŽ’ç­è¡¨ã€‚增加城镇矿产的收入。", //L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"探路者", //L"Pathfinders", + L"当地人会引导您的队ä¼é€šè¿‡è¯¥åœ°åŒºã€‚大大å‡å°‘徒步行军时间。", //L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"é¹žå¼æˆ˜æœº", //L"Harriers", + L"åæŠ—军骚扰附近的敌军,大大增加他们在该地区的行军时间。", // + L"防御工事", //L"Fortifications", + L"建立æ€ä¼¤åŒºå’Œé˜²å¾¡é˜µåœ°ã€‚å‹å†›åœ¨è¿™ä¸ªåŸŽé•‡æˆ˜æ–—时更有效。仅é™äºŽè‡ªåŠ¨æˆ˜æ–—ã€‚", //L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = +{ + L"收集物资", //L"Gather Supplies", + L"æ¯æ—¥é¢å¤–获得%.0fåŽå‹¤ç‰©èµ„。", //L"Gain an additional %.0f supplies per day.", + L"ä»Žæœ‰åŒæƒ…心的当地人那里积累物资,并å‘\n国际救æ´ç»„织寻求æ´åŠ©ï¼Œä»¥å¢žåŠ æ¯æ—¥åŽå‹¤ä¾›åº”。", //L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"å‡çº§æ­¤é¡¹å°†å¢žåŠ åæŠ—å†›æ¯æ—¥æ”¶é›†ç‰©èµ„的数é‡ã€‚", //L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"æ”¯æ´æ°‘å…µ", //L"Support Militia", + L"å‡å°‘æ°‘å…µæ¯æ—¥ç»´æŠ¤è´¹ç”¨ã€‚ æ°‘å…µæ¯æ—¥ç»´æŠ¤è´¹ç”¨è°ƒæ•´ï¼š%.2f。", //L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"åæŠ—军会帮你解决训练民兵\nåŽå‹¤é—®é¢˜ï¼Œå‡è½»ä½ çš„钱包负担。", //L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"å‡çº§æ­¤é¡¹å°†ä¼šå‡å°‘æ°‘å…µçš„æ—¥å¸¸ç»´æŠ¤æˆæœ¬ã€‚", //L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"训练民兵", //L"Train Militia", + L"é™ä½Žæ°‘å…µè®­ç»ƒæˆæœ¬ï¼Œæé«˜æ°‘兵训练速度。 民兵训练费用调整:%.2f。 民兵训练速度调整:%.2f。", //L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"å½“ä½ è®­ç»ƒæ°‘å…µæ—¶ï¼ŒåæŠ—军会å助你,æé«˜è®­ç»ƒæ•ˆçŽ‡ã€‚", //L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"å‡çº§æ­¤é¡¹å°†è¿›ä¸€æ­¥é™ä½Žè®­ç»ƒæˆæœ¬å’Œæé«˜è®­ç»ƒé€Ÿåº¦ã€‚", //L"Improving this directive will further reduce training cost and increase training speed.", + L"宣传活动", //L"Propaganda Campaign", + L"城镇的忠诚度上å‡å¾—更快。 忠诚加值修正值:%.2f。", //L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"对当地人美化你的胜利和功绩。", //L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"å‡çº§æ­¤é¡¹å°†æé«˜åŸŽé•‡å¿ è¯šåº¦çš„上å‡é€Ÿåº¦ã€‚", //L"Improving this directive will increase how quickly town loyalty rises.", + L"部署精兵", //L"Deploy Elites", + L"Omertaæ¯å¤©å‡ºçް%.0fç²¾é”æ°‘兵。", //L"%.0f elite militia appear in Omerta each day.", + L"åæŠ—军将一å°éƒ¨åˆ†è®­ç»ƒæœ‰ç´ çš„部队交给你指挥。", //L"The rebels release a small number of their highly-trained forces to your command.", + L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©è®­ç»ƒçš„æ°‘兵数é‡ã€‚", //L"Improving this directive will increase the number of militia that appear each day.", + L"打击é‡ç‚¹ç›®æ ‡", //L"High Value Target Strikes", + L"敌军ä¸å¤ªå¯èƒ½æœ‰é‡ç‚¹ç›®æ ‡ï¼Œé™¤äº†å¥³çŽ‹ã€‚", //L"Enemy groups are less likely to have specialised soldiers.", + L"å¯¹æ•Œå†›è¿›è¡Œå¤–ç§‘æ‰‹æœ¯å¼æ‰“击。\n军官ã€åŒ»åŠ¡äººå‘˜ã€æ— çº¿ç”µæ“作员和其他专家\n都是é‡ç‚¹æ‰“击目标。", //L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"å‡çº§æ­¤é¡¹å°†ä½¿æ‰“击目标更加æˆåŠŸå’Œæœ‰æ•ˆã€‚", //L"Improving this directive will make strikes more successful and effective.", + L"侦查å°é˜Ÿ", //L"Spotter Teams", + L"在战斗中,敌人的大致ä½ç½®ä¼šæ˜¾ç¤ºåœ¨æˆ˜æœ¯åœ°å›¾ä¸Šï¼ˆåœ¨æˆ˜æœ¯ç•Œé¢ä¸­æŒ‰INSERT键)", //L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"æ¯æ”¯éƒ¨é˜Ÿéƒ½æœ‰ä¸€ä¸ªä¾¦æŸ¥å°é˜Ÿï¼Œåœ¨æˆ˜æ–—中\næä¾›æ•Œäººçš„大致ä½ç½®ã€‚", //L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"å‡çº§æ­¤é¡¹å°†ä¼šä½¿æ•Œäººçš„ä½ç½®æ›´ç²¾ç¡®ã€‚", //L"Improving this directive will make the locations of unspotted enemies more precise.", + L"çªè¢­çŸ¿äº•", //L"Raid Mines", + L"从ä¸å—你控制的矿井获å–一些收入。当你å é¢†è¯¥çŸ¿äº•时,这个指令就没多大用处了。", //L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"çªè¢­æ•Œæ–¹çŸ¿äº•ã€‚è™½ç„¶ä¸æ˜¯æ¬¡æ¬¡æˆåŠŸï¼Œä¸€æ—¦\næˆåŠŸäº†ï¼Œå¤šå¤šå°‘å°‘ä¼šä¸ºä½ å¢žåŠ å°‘é‡çš„æ”¶å…¥ã€‚", //L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ çªè¢­çŸ¿äº•收入的最大值。", //L"Improving this directive will increase the maximum value of stolen income.", + L"ç­–åæ•Œå†›", //L"Create Turncoats", + L"æ¯å¤©éšæœºåœ¨æ•Œäººé˜Ÿä¼ä¸­ç­–å%.0få士兵。 æ¯å¤©æ¶ˆè€—%.1f情报点数。", //L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"通过贿赂ã€å¨èƒå’Œå‹’ç´¢ï¼Œè¯´æœæ•Œå†›å£«å…µ\n背å›ä»–们的军队并为你工作。", //L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©å£«å…µäººæ•°ã€‚", //L"Improving this directive will increase the number of soldiers turned daily.", + L"å¾å¬å¹³æ°‘", //L"Draft Civilians", + L"æ¯å¤©èŽ·å¾—%.0få志愿者。所有城镇æ¯å¤©éƒ½ä¼šå¤±åŽ»ä¸€äº›å¿ è¯šåº¦ã€‚", //L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"å¾å¬å¹³æ°‘作为民兵新兵。ä¸è¿‡æ°‘ä¼—\nå¯èƒ½ä¸ä¼šå¯¹æ­¤æ„Ÿåˆ°é«˜å…´ã€‚éšç€æ‚¨\nå é¢†æ›´å¤šåŸŽé•‡ï¼Œæ•ˆçŽ‡ä¼šæé«˜ã€‚", //L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"å‡çº§æ­¤é¡¹å°†ä¼šå¢žåŠ æ¯å¤©å¿—愿者人数。", //L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"深入部署", //L"Deep Deployment", + L"ååŒè¡ŒåŠ¨ï¼Œæ‚„æ‚„åœ°æŠµè¿›æ•Œå†›ï¼Œä½†æ˜¯è¦å°å¿ƒï¼šè¿™å¯èƒ½ä¼šè®©ä½ éƒ¨ç½²åœ¨åŠ£åŠ¿åŒºåŸŸã€‚å½“è¿›æ”»æ•Œå†›éƒ¨é˜Ÿæ—¶ï¼Œéƒ¨ç½²åŒºä¼šæ›´å¤§ã€‚", //L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"扰乱ASD", //L"Disrupt ASD", + L"ç ´åArulco特ç§éƒ¨é—¨(ASD)的日常行动。临时阻止ASD部署更多的机械化å•ä½ï¼Œå¹¶ä¸”大幅度é™ä½Žä»–ä»¬çš„æ¯æ—¥æ”¶å…¥ã€‚", //L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"伪造è¿è¾“订å•", //L"Forge Transport Orders", + L"创建一个虚å‡çš„è¿è¾“请求,敌方的è¿è¾“队就会在这个地点ä½ç½®é›†åˆã€‚", //L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"战略情报", //L"Strategic Intel", + L"侦嬿•Œäººï¼Œå‘çŽ°æ•Œå†›çš„æ”»å‡»ç›®æ ‡ã€‚å½“åœ¨æˆ˜ç•¥åœ°å›¾ä¸Šè§‚å¯Ÿé˜Ÿä¼æ—¶ï¼Œæ•Œå†›ä¼˜å…ˆè¿›æ”»çš„目标区域会被标红。", //L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"强化本地商店", //L"Improve Local Shops", + L"为商人们建立横跨国家的渠é“,让他们更方便进到好货。商店将会出售更好的物资。", //L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"å‡ç¼“战略决策", //L"Slow Strategic Decisions", + L"在敌人的高级指挥层中散布迷惑性和误导性消æ¯ã€‚使得敌人会花更长时间进行战略层é¢çš„决策。", //L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"é™ä½Žæˆ˜å¤‡ç¨‹åº¦", //L"Lower Readiness", + L"æˆå¼„敌军士兵,让他们的警惕性下é™ã€‚在因为佣兵行动进入警戒å‰ï¼Œæ•Œå†›å£«å…µçš„视è·ä¸‹é™ã€‚", //L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"ç ´å装备", //L"Sabotage Equipment", + L"袭扰敌军的补给线,阻止敌军维护他们的装备。敌军士兵将会使用比平时更糟的装备。", //L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"ç ´å载具", //L"Sabotage Vehicles", + L"ç ´åæ•Œå†›çš„载具维护中心,削弱他们的战斗效能和战备度。é­é‡åˆ°çš„æ•Œå†›è½½å…·çжæ€ä¸‹é™ã€‚", //L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"输é€è¡¥ç»™", //L"Send Supplies", + L"临时增加对这个城镇的直接æ´åŠ©ã€‚åŸŽé•‡å¿ è¯šåº¦ä¼šåœ¨ä»»åŠ¡æœŸé—´è¢«åŠ¨æå‡ã€‚", //L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"士兵悬èµ(Kingpin)", //L"Soldier Bounties (Kingpin)", + L"æ€æ•Œä»¥èŽ·å¾—èµ„é‡‘å¥–åŠ±ã€‚å’ŒKingpin谈谈,他感觉å¯ä»¥åˆ©ç”¨ä½ çš„存在æ¥å‰Šå¼±å¥³çŽ‹çš„æƒå¨ã€‚奖金会在åˆå¤œå­˜å…¥ä½ çš„账户,æ¯å¤©æœ€å¤š$%d。", //L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"在城镇外任æ„地区训练民兵", //L"Train Militia Anywhere", + L"野外训练区是å¯ä»¥å¿«é€Ÿè®¾ç«‹å’Œæ‹†æ¯çš„。民兵å¯ä»¥åœ¨åŸŽé•‡å¤–çš„éžäº¤æˆ˜åŒºæŽ¥å—训练。", //L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = +{ + L"å·²ç»å®‰è£…在机器人身上的武器ä¸èƒ½æ›¿æ¢ã€‚", //L"The robot's installed weapon cannot be changed.", + L"机器人的武器ä¸èƒ½å®‰è£…附件。", //L"It is not possible to add attachments to the robot's weapon.", + L"武器已安装", //L"Installed Weapon", + L"装填弹è¯", //L"Reserve Ammo", + L"瞄准更新", //L"Targeting Upgrade", + L"底座更新", //L"Chassis Upgrade", + L"功能更新", //L"Utility Upgrade", + L"存储仓", //L"Storage", + L"没有效果", //L"No Bonus", + L"激光附件效果应用到机器人。", //L"The laser bonuses of this item are applied to the robot.", + L"夜视仪效果应用到机器人。", //L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"é…套工具应用于机器人的武器。", //L"This kit degrades instead of the robot's weapon.", + L"机器人的é…套工具è€ä¹…耗尽ï¼", //L"The robot's cleaning kit was depleted!", + L"æœºå™¨äººç›¸é‚»çš„åœ°é›·ä¼šè‡ªåŠ¨æ’æ——。", //L"Mines adjacent to the robot are automatically flagged.", + L"战斗过程定期使用金属探测器。ä¸éœ€è¦ç”µæ± ã€‚", //L"Periodic X-Ray scans during combat. No batteries required.", + L"æœºå™¨äººå·²ç»æ¿€æ´»é‡‘属探测器ï¼", //L"The robot has activated an x-ray scan!", + L"机器人å¯ä»¥ä½¿ç”¨æ— çº¿ç”µé€šä¿¡è®¾å¤‡ã€‚", //L"The robot can use the radio set.", + L"æœºå™¨äººçš„åº•åº§åŠ å¼ºï¼Œå°†å¸¦æ¥æ›´å¥½çš„æˆ˜æ–—表现。", //L"The robot's chassis is strengthened, giving it better combat performance.", + L"伪装效果应用到机器人。", //L"The camouflage bonuses of this item are applied to the robot.", + L"机器人更加åšå›ºï¼Œé™ä½Žä¼¤å®³ã€‚", //L"The robot is tougher and takes less damage.", + L"机器人的é¢å¤–装甲破å了ï¼", //L"The robot's extra armour plating was destroyed!", + L"机器人附加%s技能效果。", //L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //CHINESE diff --git a/Utils/_DutchText.cpp b/i18n/_DutchText.cpp similarity index 97% rename from Utils/_DutchText.cpp rename to i18n/_DutchText.cpp index a4b8fd8f..0307f3f8 100644 --- a/Utils/_DutchText.cpp +++ b/i18n/_DutchText.cpp @@ -1,12252 +1,12253 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("DUTCH") - - #include "Language Defines.h" - #if defined( DUTCH ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_DutchText_public_symbol(void){;} - -#ifdef DUTCH - - - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Locations", // 0 - L"Characters", - L"Items", - L"Quests", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Enter", -}; - -STR16 pOtherButtonsText[] = -{ - L"Briefing", - L"Accept", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Briefing", - L"Accept missions", -}; - - -STR16 pLocationPageText[] = -{ - L"Prev page", - L"Photo", - L"Next page", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Main page", - L">>", - L"Type: ", - L"Empty data", - L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", - L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Unknown",// 0 - unknown - L"City", //1 - cities - L"SAM Site", //2 - SAM Site - L"Other location", //3 - other location - L"Mines", //4 - mines - L"Military complex", //5 - military complex - L"Laboratory complex", //6 - laboratory complex - L"Factory complex", //7 - factory complex - L"Hospital", //8 - hospital - L"Prison", //9 - prison - L"Airport", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Show all", - L"Show AIM", - L"Show MERC", - L"Show RPC", - L"Show NPC", - L"Show Pojazd", - L"Show IMP", - L"Show EPC", - L"Filter", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"All", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"Veh.", - L"IMP", - L"EPC", - L"Filter", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Show all", - L"Show cities", - L"Show SAM Sites", - L"Show other location", - L"Show mines", - L"Show military complex", - L"Show laboratory complex", - L"Show Factory complex", - L"Show hospital", - L"Show prison", - L"Show air port", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"All", - L"City", - L"SAM", - L"Other", - L"Mine", - L"Mil.", - L"Lab.", - L"Fact.", - L"Hosp.", - L"Prison", - L"Air.", -}; - -// TODO.Translate -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"All",//0 - L"City", - L"SAM", - L"Mine", - L"Airport", - L"Wilder.", - L"Underg.", - L"Facil.", - L"Other", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//facility index + 1 - L"Show Cities", - L"Show SAM sites", - L"Show mines", - L"Show airports", - L"Show sectors in wilderness", - L"Show underground sectors", - L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", - L"Show Other sectors", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"All",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Other",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//Other index + 1 - L"Show A.I.M. members", - L"Show M.E.R.C staff", - L"Show Rebels", - L"Show Non-hirable Characters", - L"Show Player created Characters", - L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Vehic.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"All",//0 - L"Gun", - L"Ammo", - L"Armor", - L"LBE", - L"Attach.", - L"Misc",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Helmet", - L"Vest", - L"Pant", - L"Plate", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Tight", - L"Vest", - L"Combat", - L"Backp.", - L"Pocket", - L"Other", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optic", - L"Side", - L"Muzzle", - L"Extern.", - L"Intern.", - L"Other", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Blade", - L"T.Knife", - L"Punch", - L"Grenade", - L"Bomb", - L"Medikit", - L"Kit", - L"Face", - L"Other", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; -// TODO.Translate -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"All", - L"Active", - L"Compl.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Active Quests", - L"Show Completed Quests", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"All", //0 - L"Gun", - L"Ammo", - L"LBE", - L"Misc", - - L"All", //5 - L"Gun", - L"Ammo", - L"LBE Gear", - L"Misc", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"Heavy", - L"Pistol", - L"M. Pist.", - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotgun", - - // Ammo - L"Pistol", - L"M. Pist.", //10 - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotgun", - - // Used - L"Guns", - L"Armor", - L"LBE Gear", - L"Misc", //20 - - // Armour - L"Helmets", - L"Vests", - L"Leggings", - L"Plates", - - // Misc - L"Blades", - L"Th. Knife", - L"Melee", - L"Grenades", - L"Bombs", - L"Med.", //30 - L"Kits", - L"Face", - L"LBE", - L"Misc.", //34 -}; - -// TODO.Translate -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", - -}; - -// TODO.Translate -STR16 FactDescText[] = -{ - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", - - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Delete", - L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Toggle viewing of players", //0 - L"Toggle viewing of enemies", - L"Toggle viewing of creatures", - L"Toggle viewing of rebels", - L"Toggle viewing of civilians", - - L"Player", - L"Enemy", - L"Creature", - L"Rebels", - L"Civilian", - - L"DETAILED PLACEMENT", //10 - L"General information mode", - L"Physical appearance mode", - L"Attributes mode", - L"Inventory mode", - L"Profile ID mode", - L"Schedule mode", - L"Schedule mode", - L"DELETE", - L"Delete currently selected merc (|D|e|l)", - L"NEXT", //20 - L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"Toggle priority existance", - L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"STATIONARY", - L"ON GUARD", - L"ON CALL", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", //30 - L"RND PT PATROL", - - //Attitudes - L"DEFENSIVE", - L"BRAVE SOLO", - L"BRAVE AID", - L"AGGRESSIVE", - L"CUNNING SOLO", - L"CUNNING AID", - - L"Set merc to face %s", - - L"Find", - L"BAD", //40 - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"BAD", - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"Previous color set", //50 - L"Next color set", - - L"Previous body type", - L"Next body type", - - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - - L"No action", - L"No action", - L"No action", //60 - L"No action", - - L"Clear Schedule", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"ROOFS", //0 - L"WALLS", - L"ROOM INFO", - - L"Place walls using selection method", - L"Place doors using selection method", - L"Place roofs using selection method", - L"Place windows using selection method", - L"Place damaged walls using selection method.", - L"Place furniture using selection method", - L"Place wall decals using selection method", - L"Place floors using selection method", //10 - L"Place generic furniture using selection method", - L"Place walls using smart method", - L"Place doors using smart method", - L"Place windows using smart method", - L"Place damaged walls using smart method", - L"Lock or trap existing doors", - - L"Add a new room", - L"Edit cave walls.", - L"Remove an area from existing building.", - L"Remove a building", //20 - L"Add/replace building's roof with new flat roof.", - L"Copy a building", - L"Move a building", - L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"Erase room numbers", - - L"Toggle |Erase mode", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Cycle brush size (|A/|Z)", - L"Roofs (|H)", - L"|Walls", //30 - L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Wpns", //0 - L"Ammo", - L"Armour", - L"LBE", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Triggers", - L"Keys", - L"Rnd", //10 - L"Previous (|,)", // previous page - L"Next (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Add ambient light source", //0 - L"Toggle fake ambient lights.", - L"Add exit grids (r-clk to query existing).", - L"Cycle brush size (|A/|Z)", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", - L"Specify north point for validation purposes.", - L"Specify west point for validation purposes.", - L"Specify east point for validation purposes.", - L"Specify south point for validation purposes.", - L"Specify center point for validation purposes.", //10 - L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"New outdoor level", //0 - L"New basement", - L"New cave level", - L"Save map (|C|t|r|l+|S)", - L"Load map (|C|t|r|l+|L)", - L"Select tileset", - L"Leave Editor mode", - L"Exit game (|A|l|t+|X)", - L"Create radar map", - L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Draw |Ground textures", //0 - L"Set map ground textures", - L"Place banks and |Cliffs", - L"Draw roads (|P)", - L"Draw |Debris", - L"Place |Trees & bushes", - L"Place |Rocks", - L"Place barrels & |Other junk", - L"Fill area", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", //10 - L"Cycle brush size (|A/|Z)", - L"Raise brush density (|])", - L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Buildings", - L"Items", - L"Mercs", - L"Map Info", - L"Options", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"North Entry Point", //0 - L"West Entry Point", - L"East Entry Point", - L"South Entry Point", - L"Center Entry Point", - L"Isolated Entry Point", - - L"Prime", - L"Night", - L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Panic Trigger1", //0 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", - - L"Pressure Action", - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"No Lock ID", //0 - L"Explosion Trap", - L"Electric Trap", - L"Siren Trap", - L"Silent Alarm", - L"Super Electric Trap", //5 - L"Brothel Siren Trap", - L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 - L"No map currently loaded.", - L"File: %S, Current Tileset: %s", - L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"TOGGLE", //0 - L"VIEWS", - L"SELECTION METHOD", - L"SMART METHOD", - L"BUILDING METHOD", - L"Room#", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Editing lock attributes at map index %d.", - L"Lock ID", - L"Trap Type", - L"Trap Level", - L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Pressure Action", //0 - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", - - L"Panic Trigger1", //5 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Prime", - L"Night", - L"24Hrs", //5 - - L"Radius", - - L"Underground", - L"Light Level", - - L"Outdoors", - L"Basement", //10 - L"Caves", - - L"Restricted", - L"Scroll ID", - - L"Destination", - L"Sector", //15 - L"Destination", - L"Bsmt. Level", - L"Dest.", - L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"No action", - L"Lock door", - L"Unlock door", - L"Open door", - L"Close door", - L"Move to gridno", - L"Leave sector", - L"Enter sector", - L"Stay in sector", - L"Sleep", - L"Ignore this!" -}; - -STR16 zDiffNames[5] = -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Max Health", - L"Cur Health", - L"Strength", - L"Agility", - L"Dexterity", - L"Charisma", - L"Wisdom", - L"Marksmanship", - L"Explosives", - L"Medical", - L"Scientific", - L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Merc Name:", //0 - L"Orders:", - L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Merc Colors", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Random", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE Tank", //5 - L"NW Tank", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Unarmed Robot", - L"Larvae", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Bloodcat", - L"Humvee", // TODO.Translate -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDERS=-- ", //0 - L"--=ATTITUDE=--", - - L"RELATIVE", - L"ATTRIBUTES", - - L"RELATIVE", - L"EQUIPMENT", - - L"RELATIVE", - L"ATTRIBUTES", - - L"Army", - L"Admin", - L"Elite", //10 - - L"Exp. Level", - L"Life", - L"LifeMax", - L"Marksmanship", - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Leadership", - L"Explosives", //20 - L"Medical", - L"Mechanical", - L"Morale", - - L"Hair color:", - L"Skin color:", - L"Vest color:", - L"Pant color:", - - L"RANDOM", - L"RANDOM", - L"RANDOM", //30 - L"RANDOM", - - L"By specifying a profile index, all of the information will be extracted from the profile ", - L"and override any values that you have edited. It will also disable the editing features ", - L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"extract the number you have typed. A blank field will clear the profile. The current ", - L"number of profiles range from 0 to ", - - L"Current Profile: n/a ", - L"Current Profile: %s", - - L"STATIONARY", - L"ON CALL", //40 - L"ON GUARD", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", - L"RND PT PATROL", - - L"Action", - L"Time", - L"V", - L"GridNo 1", //50 - L"GridNo 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"lock", - L"unlock", - L"open", - L"close", - - L"Click on the gridno adjacent to the door that you wish to %s.", //60 - L"Click on the gridno where you wish to move after you %s the door.", - L"Click on the gridno where you wish to move to.", - L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L" Hit ESC to abort entering this line in the schedule.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Patrol orders with no waypoints", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"No action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Placement not copied because no placement selected.", - L"Placement copied.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Placement not pasted as no placement is saved in buffer.", - L"Placement pasted.", - L"Placement not pasted as the maximum number of placements for this team has been reached.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Exit editor?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Are you sure you wish to remove all lights?", //0 - L"Are you sure you wish to reverse the schedules?", - L"Are you sure you wish to clear all of the schedules?", - - L"Clicked Placement Enabled", - L"Clicked Placement Disabled", - - L"Draw High Ground Enabled", //5 - L"Draw High Ground Disabled", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Random Placement Enabled", - L"Random Placement Disabled", - - L"Removing Treetops", //10 - L"Showing Treetops", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Creating radar map for %S", //0 - - L"Delete current map and start a new basement level?", - L"Delete current map and start a new cave level?", - L"Delete current map and start a new outdoor level?", - - L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Toggle fake editor lighting ON/OFF", - - L"INSERT", - L"Toggle fill mode ON/OFF", - - L"BKSPC", - L"Undo last change", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Exit editor", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"This help screen", - - L"F10", - L"Save current map", - - L"F11", - L"Load map as current", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Change brush size", - - L"d", - L"Draw debris", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Draw rocks", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Draw ground textures", - - L"w", - L"Draw building walls", - - L"e", - L"Toggle erase mode ON/OFF", - - L"h", //40 - L"Toggle roofs ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/* -CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"Toggle hide flag", //0 - L"No item selected.", - L"Slot available for", - L"random generation.", - L"Keys not editable.", - L"ProfileID of owner", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Status", - L"Rounds", - L"Trap Level", //10 - L"Quantity", - L"Trap Level", - L"Status", - L"Trap Level", - L"Status", - L"Quantity", - L"Trap Level", - L"Dollars", - L"Status", - L"Trap Level", //20 - L"Trap Level", - L"Tolerance", - L"Alarm Trigger", - L"Exist Chance", - L"B", - L"R", - L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Item appears in both Sci-Fi and Realistic modes", //0 - L"Item appears in Realistic mode only", - L"Item appears in Sci-Fi mode only", -}; - -STR16 pSetupGunGUIText[] = -{ - L"SILENCER", //0 - L"SNIPERSCOPE", - L"LASERSCOPE", - L"BIPOD", - L"DUCKBILL", - L"G-LAUNCHER", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"CERAMIC PLATES", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Okay", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"LOAD", - L"SAVE", - L"Update", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Tileset: %s", //0 - L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"Number of items: %d", - L"Number of lights: %d", - L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"Number of rooms: %d", - L"Total map population: %d", - L"Enemies: %d", - L"Admins: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Troops: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Elites: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Civilians: %d", //20 - - L"(%d detailed, %d profile -- %d have priority existance)", - - L"Humans: %d", - L"Cows: %d", - L"Bloodcats: %d", - - L"Creatures: %d", - - L"Monsters: %d", - L"Bloodcats: %d", - - L"Number of locked and/or trapped doors: %d", - L"Locked: %d", - L"Trapped: %d", //30 - L"Locked & Trapped: %d", - - L"Civilians with schedules: %d", - - L"Too many exit grid destinations (more than 4)...", - L"ExitGrids: %d (%d with a long distance destination)", - L"ExitGrids: none", - L"ExitGrids: 1 destination using %d exitgrids", - L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 - L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d placements have patrol orders without any waypoints defined.", - L"%d placements have waypoints, but without any patrol orders.", - L"%d gridnos have questionable room numbers. Please validate.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Enemy", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"Panic1", - L"Panic2", - L"Panic3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Pressure Actions", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"None", - - L"TOO MANY ITEMS TO DISPLAY!", - L"NORMAL ENEMY DROPPED ITEMS", - L"TOO MANY ITEMS TO DISPLAY!", - L"None", - L"TOO MANY ITEMS TO DISPLAY!", - L"ERROR: Can't load the items for this map. Reason unknown.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 - L"(NO MAP LOADED).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"There is no sector currently selected.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", ground level", - L", underground level 1", - L", underground level 2", - L", underground level 3", - L", alternate G level", - L", alternate B1 level", - L", alternate B2 level", - L", alternate B3 level", - - L"ITEM DETAILS -- sector %s", - L"Summary Information for sector %s:", //20 - - L"Summary Information for sector %s", - L"does not exist.", - - L"Summary Information for sector %s", - L"does not exist.", - - L"No information exists for sector %s.", - - L"No information exists for sector %s.", - - L"FILE: %s", - - L"FILE: %s", - - L"Override READONLY", - L"Overwrite File", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Do you wish to do this now (y/n)?", - - L"No summary info. Creation denied.", - - L"Grid", - L"Progress", //40 - L"Use Alternate Maps", - - L"Summary", - L"Items", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyzing map: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Loading map: %s", -}; - -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generating map information", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"Generating map summary", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] from default tileset %s (%d, %S)", - L"File: %S, subindex: %d (%d, %S)", - L"Tileset: %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Small", - L"Medium", - L"Large", - L"XLarge", - L"Width: xx", - L"Area" - }; - -//--- - -// TODO.Translate -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Page 1/2", //0 - L"Page 2/2", - - L"Page 1/3", - L"Page 2/3", - L"Page 3/3", - - L"Page 1/1", //5 -}; - -// by Jazz: TODO.Translate -CHAR16 zGrod[][500] = -{ - L"Robot", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Development Team", - L"@T,C144,R134,{;Coding", - L"@T,C144,R134,{;Graphics and Sounds", - L"@};(Various other mods!)", - L"@T,C144,R134,{;Items", - L"@T,C144,R134,{;Other Contributors", - L"@};(All other community members who contributed input and feedback!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 kal", -// L"9mm", -// L".45 kal", -// L".357 kal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm NAVO", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Raket", -// L"", // dart -// L"", // flame -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 kal", -// L"9mm", -// L".45 kal", -// L".357 kal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm N.", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Raket", -// L"", // dart -//}; - - -CHAR16 WeaponType[][30] = -{ - L"Other", - L"Pistol", - L"Machine pistol", - L"Machine Gun", - L"Rifle", - L"Sniper Rifle", - L"Attack weapon", - L"Light machine gun", - L"Shotgun", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Beurt speler", - L"Beurt opponent", - L"Beurt beest", - L"Beurt militie", - L"Beurt burgers", - L"Player_Plan",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s geraakt in hoofd en verliest een intelligentiepunt!", - L"%s geraakt in de schouder en verliest een handigheidspunt!", - L"%s geraakt in de borst en verliest een krachtspunt!", - L"%s geraakt in het benen en verliest een beweeglijkspunt!", - L"%s geraakt in het hoofd en verliest %d wijsheidspunten!", - L"%s geraakt in de schouder en verliest %d handigheidspunten!", - L"%s geraakt in de borst en verliest %d krachtspunten!", - L"%s geraakt in de benen en verliest %d beweeglijkheidspunten!", - L"Storing!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"Je versterkingen zijn gearriveerd!", - - // In the following four lines, all %s's are merc names - - L"%s herlaad.", - L"%s heeft niet genoeg actiepunten!", - L"%s verricht eerste hulp. (Druk een toets om te stoppen.)", - L"%s en %s verrichten eerste hulp. (Druk een toets om te stoppen.)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"reliable", - L"unreliable", - L"easy to repair", - L"hard to repair", - L"much damage", - L"low damage", - L"quick fire", - L"slow fire", - L"long range", - L"short range", - L"light", - L"heavy", - L"small", - L"quick salvo", - L"no salvo", - L"large magazine", - L"small magazine", - - // In the following two lines, all %s's are merc names - - L"%s's camouflage is verdwenen.", - L"%s's camouflage is afgespoelt.", - - // The first %s is a merc name and the second %s is an item name - - L"Tweede wapen is leeg!", - L"%s heeft %s gestolen.", - - // The %s is a merc name - - L"%s's wapen vuurt geen salvo.", - - L"Je hebt er al één van die vastgemaakt.", - L"Samen voegen?", - - // Both %s's are item names - - L"Je verbindt %s niet met %s.", - L"Geen", - L"Eject ammo", - L"Toebehoren", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L"%s en %s zijn niet tegelijk te gebruiken.", - - L"Het item dat je aanwijst, kan vastgemaakt worden aan een bepaald item door het in een van de vier uitbreidingssloten te plaatsen.", - L"Het item dat je aanwijst, kan vastgemaakt worden aan een bepaald item door het in een van de vier uitbreidingssloten te plaatsen. (Echter, het item is niet compatibel.)", - L"Er zijn nog vijanden in de sector!", - L"Je moet %s %s nog geven", - L"kogel doorboorde %s in zijn hoofd!", - L"Gevecht verlaten?", - L"Dit samenvoegen is permanent. Verdergaan?", - L"%s heeft meer energie!", - L"%s is uitgegleden!", - L"%s heeft %s niet gepakt!", - L"%s repareert de %s", - L"Stoppen voor ", - L"Overgeven?", - L"Deze persoon weigert je hulp.", - L"Ik denk het NIET!", - L"Chopper van Skyrider gebruiken? Eerst huurlingen TOEWIJZEN aan VOERTUIG/HELIKOPTER.", - L"%s had tijd maar EEN geweer te herladen", - L"Beurt bloodcats", - L"automatic", - L"no full auto", - L"accurate", - L"inaccurate", - L"no semi auto", - L"The enemy has no more items to steal!", - L"The enemy has no item in its hand!", -// TODO.Translate - L"%s's desert camouflage has worn off.", - L"%s's desert camouflage has washed off.", - - L"%s's wood camouflage has worn off.", - L"%s's wood camouflage has washed off.", - - L"%s's urban camouflage has worn off.", - L"%s's urban camouflage has washed off.", - - L"%s's snow camouflage snow has worn off.", - L"%s's snow camouflage has washed off.", - - L"You cannot attach %s to this slot.", - L"The %s will not fit in any open slots.", - L"There's not enough space for this pocket.", //TODO.Translate - - L"%s has repaired the %s as much as possible.", // TODO.Translate - L"%s has repaired %s's %s as much as possible.", - - L"%s has cleaned the %s.", // TODO.Translate - L"%s has cleaned %s's %s.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", // TODO.Translate -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Pause", - L"Normal", - L"5 min", - L"30 min", - L"60 min", - L"6 uur", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"Team 1", - L"Team 2", - L"Team 3", - L"Team 4", - L"Team 5", - L"Team 6", - L"Team 7", - L"Team 8", - L"Team 9", - L"Team 10", - L"Team 11", - L"Team 12", - L"Team 13", - L"Team 14", - L"Team 15", - L"Team 16", - L"Team 17", - L"Team 18", - L"Team 19", - L"Team 20", - L"Team 21", - L"Team 22", - L"Team 23", - L"Team 24", - L"Team 25", - L"Team 26", - L"Team 27", - L"Team 28", - L"Team 29", - L"Team 30", - L"Team 31", - L"Team 32", - L"Team 33", - L"Team 34", - L"Team 35", - L"Team 36", - L"Team 37", - L"Team 38", - L"Team 39", - L"Team 40", - L"Dienst", // on active duty - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Voertuig", // in a vehicle - L"Onderweg", // in transit - abbreviated form - L"Repareer", // repairing - L"Radio Scan", // scanning for nearby patrols // TODO.Translate - L"Oefenen", // training themselves - L"Militie", // training a town to revolt - L"M.Militia", //training moving militia units // TODO.Translate - L"Trainer", // training a teammate - L"Student", // being trained by someone else - L"Get Item", // get items // TODO.Translate - L"Staff", // operating a strategic facility // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Rest", // Resting at a facility // TODO.Translate - L"Prison", // Flugente: interrogate prisoners - L"Dood", // dead - L"Uitgesc.", // abbreviation for incapacitated - L"POW", // Prisoner of war - captured - L"Kliniek", // patient in a hospital - L"Leeg", // Vehicle is empty - L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumours", // facility: gather information - L"Propag.", // spread propaganda - L"Rumours", // gather information - L"Command", // militia movement orders - L"Diagnose", // disease diagnosis //TODO.Translate - L"Treat D.", // treat disease among the population - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Repareer", // repairing - L"Fortify", // build structures according to external layout // TODO.Translate - L"Train W.", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Militie", // the title of the militia box - L"Unassigned", //the number of unassigned militia troops - L"Milities kunnen niet herplaatst worden als er nog vijanden in de buurt zijn!", - L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Auto", // auto place the militia troops for the player - L"OK", // done placing militia troops - L"Disband", // HEADROCK HAM 3.6: Disband militia // TODO.Translate - L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate -}; - -STR16 pConditionStrings[] = -{ - L"Excellent", //the state of a soldier .. excellent health - L"Good", // good health - L"Fair", // fair health - L"Wounded", // wounded health - L"Tired", // tired - L"Bleeding", // bleeding to death - L"Knocked out", // knocked out - L"Dying", // near death - L"Dead", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"On duty", // set merc on active duty - L"Patient", // set as a patient to receive medical aid - L"Vehicle", // tell merc to enter vehicle - L"Alone", // let the escorted character go off on their own - L"Close", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"Team 1", - L"Team 2", - L"Team 3", - L"Team 4", - L"Team 5", - L"Team 6", - L"Team 7", - L"Team 8", - L"Team 9", - L"Team 10", - L"Team 11", - L"Team 12", - L"Team 13", - L"Team 14", - L"Team 15", - L"Team 16", - L"Team 17", - L"Team 18", - L"Team 19", - L"Team 20", - L"Team 21", - L"Team 22", - L"Team 23", - L"Team 24", - L"Team 25", - L"Team 26", - L"Team 27", - L"Team 28", - L"Team 29", - L"Team 30", - L"Team 31", - L"Team 32", - L"Team 33", - L"Team 34", - L"Team 35", - L"Team 36", - L"Team 37", - L"Team 38", - L"Team 39", - L"Team 40", - L"Dienst", // on active duty - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Voertuig", // in a vehicle - L"Onderweg", // in transit - abbreviated form - L"Repareer", // repairing - L"Radio Scan", // radio scan // TODO.Translate - L"Oefenen", // training themselves - L"Militie", // training a town to revolt - L"Training Mobile Militia", // TODO.Translate - L"Trainer", // training a teammate - L"Student", // being trained by someone else - L"Get Item", // get items // TODO.Translate - L"Facility Staff", // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Resting at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Dood", // dead - L"Uitgesc.", // abbreviation for incapacitated - L"POW", // Prisoner of war - captured - L"Kliniek", // patient in a hospital - L"Leeg", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gathering Rumours",// TODO.Translate // facility: gather rumours - L"Spreading Propaganda",// TODO.Translate // spread propaganda - L"Gathering Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Repareer", // repairing - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"Team 1", - L"Team 2", - L"Team 3", - L"Team 4", - L"Team 5", - L"Team 6", - L"Team 7", - L"Team 8", - L"Team 9", - L"Team 10", - L"Team 11", - L"Team 12", - L"Team 13", - L"Team 14", - L"Team 15", - L"Team 16", - L"Team 17", - L"Team 18", - L"Team 19", - L"Team 20", - L"Team 21", - L"Team 22", - L"Team 23", - L"Team 24", - L"Team 25", - L"Team 26", - L"Team 27", - L"Team 28", - L"Team 29", - L"Team 30", - L"Team 31", - L"Team 32", - L"Team 33", - L"Team 34", - L"Team 35", - L"Team 36", - L"Team 37", - L"Team 38", - L"Team 39", - L"Team 40", - L"Dienst", // on active duty - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Voertuig", // in a vehicle - L"Onderweg", // in transit - abbreviated form - L"Repareer", // repairing - L"Radio Scan", // radio scan // TODO.Translate - L"Oefenen", // training themselves - L"Militie", // training a town to revolt - L"Train Mobiles", // TODO.Translate - L"Trainer", // training a teammate - L"Student", // being trained by someone else - L"Get Item", // get items // TODO.Translate - L"Staff Facility", // TODO.Translate - L"Rest at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Dood", // dead - L"Uitgesc.", // abbreviation for incapacitated - L"POW", // Prisoner of war - captured - L"Kliniek", // patient in a hospital - L"Leeg", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gather Rumours",// TODO.Translate // facility: gather rumours - L"Spread Propaganda",// TODO.Translate // spread propaganda - L"Gather Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Dokter", // administering medical aid - L"Patiënt", // getting medical aid - L"Repareer", // repairing - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Contract Opties:", - L"", // a blank line, required - L"Voor een dag", // offer merc a one day contract extension - L"Voor een week", // 1 week - L"Voor twee weken", // 2 week - L"Ontslag", // end merc's contract - L"Stop", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"POW", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"KRACHT", - L"HANDIGHEID", - L"BEWEEGLIJKHEID", - L"WIJSHEID", - L"TREFZEKERHEID", - L"MEDISCH", - L"TECHNISCH", - L"LEIDERSCHAP", - L"EXPLOSIEVEN", - L"NIVEAU", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"Wapen", // the armor rating of the merc - L"Gew.", // the weight the merc is carrying - L"Camo", // the merc's camouflage rating - L"Camouflage:", - L"Protection:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Bew", // the abbreviated version of : agility - L"Han", // dexterity - L"Kra", // strength - L"Ldr", // leadership - L"Wij", // wisdom - L"Niv", // experience level - L"Tre", // marksmanship skill - L"Tec", // mechanical skill - L"Exp", // explosive skill - L"Med", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"Opdracht", // the mercs current assignment - L"Contract", // the contract info about the merc - L"Gezond", // the health level of the current merc - L"Moraal", // the morale of the current merc - L"Cond.", // the condition of the current vehicle - L"Tank", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Oefen", // tell merc to train self - L"Militie", // tell merc to train town - L"Trainer", // tell merc to act as trainer - L"Student", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Schietniveau:", // the allowable rate of fire for a merc who is guarding - L" Agressief vuren", // the merc can be aggressive in their choice of fire rates - L" Spaar Munitie", // conserve ammo - L" Afzien van Vuren", // fire only when the merc needs to - L"Andere Opties:", // other options available to merc - L" Kan Vluchten", // merc can retreat - L" Kan Dekking Zoeken", // merc is allowed to seek cover - L" Kan Team Helpen", // merc can assist teammates - L"OK", // done with this menu - L"Stop", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Schietniveau:", - L" *Agressief vuren*", - L" *Spaar Munitie*", - L" *Afzien van Vuren*", - L"Andere Opties:", - L" *Kan Vluchten*", - L" *Kan Dekking Zoeken*", - L" *Kan Team Helpen*", - L"OK", - L"Stop", -}; - -STR16 pAssignMenuStrings[] = -{ - L"On duty", // merc is on active duty - L"Doctor", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis TODO.Translate - L"Patient", // the merc is receiving medical attention - L"Vehicle", // the merc is in a vehicle - L"Repair", // the merc is repairing items - L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"Snitch", // TODO.Translate // anv: snitch actions - L"Train", // the merc is training - L"Militia", // all things militia - L"Get Item", // get items // TODO.Translate - L"Fortify", // fortify sector // TODO.Translate - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"Facility", // the merc is using/staffing a facility // TODO.Translate - L"Stop", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Attack", // set militia to aggresive - L"Hold Position", // set militia to stationary - L"Retreat", // retreat militia - L"Come to me", // retreat militia - L"Get down", // retreat militia - L"Crouch", // TODO.Translate - L"Take cover", - L"Move to", // TODO.Translate - L"All: Attack", - L"All: Hold Position", - L"All: Retreat", - L"All: Come to me", - L"All: Spread out", - L"All: Get down", - L"All: Crouch", // TODO.Translate - L"All: Take cover", - //L"All: Find items", - L"Cancel", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = // TODO.Translate -{ - // radio operator - L"Artillery Strike", - L"Jam communications", - L"Scan frequencies", - L"Eavesdrop", - L"Call reinforcements", - L"Switch off radio set", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", // TODO.Translate - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Spotter", // TODO.Translate - L"Focus", - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Order an artillery strike from sector...", - L"Fill all radio frequencies with white noise, making communications impossible.", - L"Scan for jamming signals.", - L"Use your radio equipment to continously listen for enemy movement.", - L"Call in reinforcements from neighbouring sectors.", - L"Turn off radio set.", // TODO.Translate - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Requires:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s or higher\n", - L" - %s or higher or\n", - L" - %d minutes to be ready\n", - L" - mortar positions in neighbouring sectors\n", - L" - %s |o|r %s |a|n|d %s or %s or higher\n", - L" - possession by a demon", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = // TODO.Translate -{ - L"Militia", - L"Other Squads", - L"Cancel", - L"%d Militia", - L"All Militia", - - L"More", - L"Corpse: %s", // TODO.Translate -}; - -// TODO.Translate -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Team Informant", - L"Town Assignment", - L"Cancel", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Discuss snitch's behaviour towards his teammates.", - L"Take an assignment in this sector.", - L"Cancel", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Report complaints", - L"Don't report", - L"Prevent misbehaviour", - L"Ignore misbehaviour", - L"Cancel", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Report any complaints you hear from other mercs to your commander.", - L"Don't report anything.", - L"Try to stop other mercs from getting wasted and scrounging.", - L"Don't care what other mercs do.", - L"Cancel", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Spread propaganda", - L"Gather rumours", - L"Cancel", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", - L"Keep an ear to the ground on any rumours about enemy forces activity.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = // TODO.Translate -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s was exposed as a snitch but managed to notice it and get out alive.", - L"%s was exposed as a snitch but managed to defuse situation and get out alive.", - L"%s was exposed as a snitch but managed to avoid assassination attempt.", - L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", - - L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", - L"%s was exposed as a snitch and almost beaten to death before guards saved him.", - L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", - L"%s was exposed as a snitch and strangled to death before guards saved him.", - - L"%s was exposed as a snitch and drowned in toilet by other inmates.", - L"%s was exposed as a snitch and beaten to death by other inmates.", - L"%s was exposed as a snitch and shanked to death by other inmates.", - L"%s was exposed as a snitch and strangled to death by other inmates.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s heard rumours about enemy activity in %d sectors.", - -}; -// /TODO.Translate - -STR16 pRemoveMercStrings[] = -{ - L"Verw.Huurl.", // remove dead merc from current team - L"Stop", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Gezondheid", - L"Lenigheid", - L"Behendigheid", - L"Kracht", - L"Leiderschap", - L"Scherpschutterskunst", - L"Mechanisch", - L"Explosief", - L"Medisch", - L"Annuleren", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Oefenen", // train yourself - L"Train workers", // TODO.Translate - L"Trainer", // train your teammates - L"Student", // be trained by an instructor - L"Stop", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"Team 1", - L"Team 2", - L"Team 3", - L"Team 4", - L"Team 5", - L"Team 6", - L"Team 7", - L"Team 8", - L"Team 9", - L"Team 10", - L"Team 11", - L"Team 12", - L"Team 13", - L"Team 14", - L"Team 15", - L"Team 16", - L"Team 17", - L"Team 18", - L"Team 19", - L"Team 20", - L"Team 21", - L"Team 22", - L"Team 23", - L"Team 24", - L"Team 25", - L"Team 26", - L"Team 27", - L"Team 28", - L"Team 29", - L"Team 30", - L"Team 31", - L"Team 32", - L"Team 33", - L"Team 34", - L"Team 35", - L"Team 36", - L"Team 37", - L"Team 38", - L"Team 39", - L"Team 40", - L"Stop", -}; - -STR16 pPersonnelTitle[] = -{ - L"Dossiers", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Gezondheid: ", // health of merc - L"Beweeglijkheid: ", - L"Handigheid: ", - L"Kracht: ", - L"Leiderschap; ", - L"Wijsheid: ", - L"Erv. Niv.: ", // experience level - L"Trefzekerheid: ", - L"Techniek: ", - L"Explosieven: ", - L"Medisch: ", - L"Med. Kosten: ", // amount of medical deposit put down on the merc - L"Rest Contract: ", // cost of current contract - L"Doden: ", // number of kills by merc - L"Hulp: ", // number of assists on kills by merc - L"Dag. Kosten:", // daily cost of merc - L"Huidige Tot. Kosten:", // total cost of merc - L"Huidige Tot. Service:", // total service rendered by merc - L"Salaris Tegoed:", // amount left on MERC merc to be paid - L"Trefzekerheid:", // percentage of shots that hit target - L"Gevechten:", // number of battles fought - L"Keren Gewond:", // number of times merc has been wounded - L"Vaardigheden:", - L"Vaardigheden:", - L"Achievements:", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Elite soldiers: %d\n", - L"Regular soldiers: %d\n", - L"Admin soldiers: %d\n", - L"Hostile groups: %d\n", - L"Creatures: %d\n", - L"Tanks: %d\n", - L"Others: %d\n", - - L"Mercs: %d\n", - L"Militia: %d\n", - L"Others: %d\n", - - L"Shots fired: %d\n", - L"Missiles fired: %d\n", - L"Grenades thrown: %d\n", - L"Knives thrown: %d\n", - L"Blade attacks: %d\n", - L"Hand to hand attacks: %d\n", - L"Successful hits: %d\n", - - L"Locks picked: %d\n", - L"Locks breached: %d\n", - L"Traps removed: %d\n", - L"Explosives detonated: %d\n", - L"Items repaired: %d\n", - L"Items combined: %d\n", - L"Items stolen: %d\n", - L"Militia trained: %d\n", - L"Mercs bandaged: %d\n", - L"Surgeries made: %d\n", - L"Persons met: %d\n", - L"Sectors discovered: %d\n", - L"Ambushes prevented: %d\n", - L"Quests handled: %d\n", - - L"Tactical battles: %d\n", - L"Autoresolve battles: %d\n", - L"Times retreated: %d\n", - L"Ambushes experienced: %d\n", - L"Hardest battle: %d Enemies\n", - - L"Shot: %d\n", - L"Stabbed: %d\n", - L"Punched: %d\n", - L"Blasted: %d\n", - L"Suffered damages in facilities: %d\n", - L"Surgeries undergone: %d\n", - L"Facility accidents: %d\n", - - L"Character:", - L"Weakness:", - - L"Attitudes:", // WANNE: For old traits display instead of "Character:"! - - L"Zombies: %d\n", // TODO.Translate - - L"Background:", // TODO.Translate - L"Personality:", // TODO.Translate - - L"Prisoners interrogated: %d\n", // TODO.Translate - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - L"No Skill", - L"Forceer slot", - L"Man-tot-man", - L"Elektronica", - L"Nachtops", - L"Werpen", - L"Lesgeven", - L"Zware Wapens", - L"Auto Wapens", - L"Sluipen", - L"Handig", - L"Dief", - L"Vechtkunsten", - L"Mesworp", - L"Sniper", - L"Camouflaged", - L"(Expert)", -}; - -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"No Skill", // 0 - L"Auto Weapons", // 1 - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", // 5 - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", // 9 - // Minor traits - L"Ambidextrous", // 10 - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", // 15 - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", // 19 - // covert ops is a major trait that was added later - L"Covert Ops", // 20 - // new minor traits - L"Radio Operator", // 21 - L"Snitch", // 22 - L"Survival", - - // second names for major skills - L"Machinegunner", // 24 - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 38 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Spy", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"Placeholder", // for survival (minor trait) - L"More...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"various", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate -}; -////////////////////////////////////////////////////////// - - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"|Staan/Lopen", - L"Hurken/Gehurkt lopen (|C)", - L"Staan/|Rennen", - L"Liggen/Kruipen (|P)", - L"Kijk (|L)", - L"Actie", - L"Praat", - L"Bekijk (|C|t|r|l)", - - // Pop up door menu - L"Handm. openen", - L"Zoek boobytraps", - L"Forceer", - L"Met geweld", - L"Verwijder boobytrap", - L"Sluiten", - L"Maak open", - L"Gebruik explosief", - L"Gebruik breekijzer", - L"Stoppen (|E|s|c)", - L"Stop", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"geen val", - L"een explosie", - L"een elektrische val", - L"alarm", - L"stil alarm", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"dag", - L"week", - L"twee weken", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Selecteer Karakter", - L"Contracteer huurling", - L"Plan Route", - L"Huurling |Contract", - L"Verwijder Huurling", - L"Slaap", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"VAAG", - L"ZEKER", - L"HARD", - L"ERG HARD", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"ONBEKEND", - L"geluid van BEWEGING", - L"GEKRAAK", - L"PLONZEN", - L"INSLAG", - L"SCHOT", - L"EXPLOSIE", - L"GEGIL", - L"INSLAG", - L"INSLAG", - L"BARSTEN", - L"DREUN", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"het NOORDOOSTEN", - L"het OOSTEN", - L"het ZUIDOOSTEN", - L"het ZUIDEN", - L"het ZUIDWESTEN", - L"het WESTEN", - L"het NOORDWESTEN", - L"het NOORDEN", -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Stad", - L"Weg", - L"Vlaktes", - L"Woestijn", - L"Bossen", - L"Woud", - L"Moeras", - L"Water", - L"Heuvels", - L"Onbegaanbaar", - L"Rivier", //river from north to south - L"Rivier", //river from east to west - L"Buitenland", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropisch", - L"Landbouwgrond", - L"Vlaktes, weg", - L"Bossen, weg", - L"Boerderij, weg", - L"Tropisch, weg", - L"Woud, weg", - L"Kustlijn", - L"Bergen, weg", - L"Kust-, weg", - L"Woestijn, weg", - L"Moeras, weg", - L"Bossen, SAM-stelling", - L"Woestijn, SAM-stelling", - L"Tropisch, SAM-stelling", - L"Meduna, SAM-stelling", - - //These are descriptions for special sectors - L"Cambria Ziekenhuis", - L"Drassen Vliegveld", - L"Meduna Vliegveld", - L"SAM-stelling", - L"Refuel site", // TODO.Translate - L"Schuilplaats Rebellen", //The rebel base underground in sector A10 - L"Tixa Kerker", //The basement of the Tixa Prison (J9) - L"Hol Beest", //Any mine sector with creatures in it - L"Orta Basis", //The basement of Orta (K4) - L"Tunnel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Schuilplaats", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s zijn ontdekt in sector %c%d en een ander team arriveert binnenkort.", //STR_DETECTED_SINGULAR - L"%s zijn ontdekt in sector %c%d en andere teams arriveren binnenkort.", //STR_DETECTED_PLURAL - L"Wil je een gezamenlijke aankomst coördineren?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"De vijand geeft je de kans om je over te geven.", //STR_ENEMY_SURRENDER_OFFER - L"De vijand heeft je overgebleven bewusteloze huurlingen gevangen.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Vluchten", //The retreat button //STR_AR_RETREAT_BUTTON - L"OK", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"VERDEDIGEN", //STR_AR_DEFEND_HEADER - L"AANVALLEN", //STR_AR_ATTACK_HEADER - L"ONTDEKKEN", //STR_AR_ENCOUNTER_HEADER - L"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"VICTORIE!", //STR_AR_OVER_VICTORY - L"NEDERLAAG!", //STR_AR_OVER_DEFEAT - L"OVERGEGEVEN!", //STR_AR_OVER_SURRENDERED - L"GEVANGEN!", //STR_AR_OVER_CAPTURED - L"GEVLUCHT!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Militie", //STR_AR_MILITIA_NAME, - L"Elite", //STR_AR_ELITE_NAME, - L"Troep", //STR_AR_TROOP_NAME, - L"Admin", //STR_AR_ADMINISTRATOR_NAME, - L"Wezen", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Tijd verstreken", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"GEVLUCHT", //STR_AR_MERC_RETREATED, - L"VLUCHTEN", //STR_AR_MERC_RETREATING, - L"VLUCHT", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Autom. Opl.", //!!! 1 //STR_PB_AUTORESOLVE_BTN, - L"Naar Sector", //STR_PB_GOTOSECTOR_BTN, - L"Terug- trekken", //!!! 2 //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"VIJAND ONTDEKT", //STR_PB_ENEMYENCOUNTER_HEADER, - L"INVASIE VIJAND", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"HINDERLAAG VIJAND", //STR_PB_ENEMYAMBUSH_HEADER - L"BINNENGAAN VIJANDIGE SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"AANVAL BEEST", //STR_PB_CREATUREATTACK_HEADER - L"BLOODCAT VAL", //STR_PB_BLOODCATAMBUSH_HEADER - L"BINNENGAAN HOL BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Locatie", - L"Vijanden", - L"Huurlingen", - L"Milities", - L"Beesten", - L"Bloodcats", - L"Sector", - L"Geen", //If there are no uninvolved mercs in this fight. - L"NVT", //Acronym of Not Applicable - L"d", //One letter abbreviation of day - L"u", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Weggaan", - L"Verspreid", - L"Groeperen", - L"OK", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"Maakt posities van huurlingen vrij en\nmaakt handmatig herinvoer mogelijk. (|C)", - L"Ver|spreidt willekeurig je huurlingen\nelke keer als je de toets indrukt.", - L"Hiermee is het mogelijk de huurlingen te |groeperen.", - L"Druk op deze toets als je klaar bent met\nhet positioneren van je huurlingen. (|E|n|t|e|r)", - L"Je moet al je huurlingen positioneren\nvoor je het gevecht kunt starten.", - - //Various strings (translate word for word) - - L"Sector", - L"Kies posities binnenkomst", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"Ziet er hier niet goed uit. Het is onbegaanbaar. Probeer een andere locatie.", - L"Plaats je huurlingen in de gemarkeerde sectie van de kaart.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"is gearriveerd in sector", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"Lost het gevecht |Automatisch\nop zonder de kaart te laden.", - L"Automatisch oplossen niet\nmogelijk als de speler aanvalt.", - L"Ga sector binnen om tegen\nde vijand te strijden. (|E)", - L"T|rek groep terug en ga naar de vorige sector.", //singular version - L"T|rek alle groepen terug en\nga naar hun vorige sectors.", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"Vijanden vallen je militie aan in sector %c%d.", - //%c%d is the sector -- ex: A9 - L"Beesten vallen je militie aan in sector %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Beesten vallen aan en doden %d burgers in sector %s.", - //%s is the sector location -- ex: A9: Omerta - L"Vijand valt je huurlingen aan in sector %s. Geen enkele huurling kan vechten!", - //%s is the sector location -- ex: A9: Omerta - L"Beesten vallen je huurlingen aan in sector %s. Geen enkele huurling kan vechten!", - - // Flugente: militia movement forbidden due to limited roaming // TODO.Translate - L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", - - L"Robot", //STR_AR_ROBOT_NAME, TODO: translate - L"Tank", //STR_AR_TANK_NAME, - L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"Dag", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Sector gevonden:", - L"Dag gevonden:", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"Status:", - L"Gewicht:", - L"AP Costs", - L"Afst:", // Range - L"Sch:", // Damage - L"Munitie:", // Number of bullets left in a magazine - L"AP:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Accuracy:", //9 - L"Range:", //10 - L"Damage:", //11 - L"Weight:", //12 - L"Stun Damage:",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - L"Attachments:", //14 // TODO.Translate - L"AUTO/5:", //15 - L"Remaining ammo:", //16 // TODO.Translate - - // TODO.Translate - L"Default:", //17 //WarmSteel - So we can also display default attachments - L"Dirt:", // 18 //added by Flugente // TODO.Translate - L"Space:", // 19 //space left on Molle items // TODO.Translate - L"Spread Pattern:", // 20 // TODO.Translate - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - // TODO.Translate - L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", - L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", - L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", - L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", - L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", - L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", - L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", - L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"", //12 - L"APs to ready", - L"APs to fire Single", - L"APs to fire Burst", - L"APs to fire Auto", - L"APs to Reload", - L"APs to Reload Manually", - L"Burst Penalty (Lower is better)", //19 - L"Bipod Modifier", - L"Autofire shots per 5 AP", - L"Autofire Penalty (Lower is better)", - L"Burst/Auto Penalty (Lower is better)", //23 - L"APs to Throw", - L"APs to Launch", - L"APs to Stab", - L"No Single Shot!", - L"No Burst Mode!", - L"No Auto Mode!", - L"APs to Bash", - L"", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Item Size Modifier (Lower is better)", // 0 - L"Reliability Modifier", - L"Loudness Modifier (Lower is better)", - L"Hides Muzzle Flash", - L"Bipod Modifier", - L"Range Modifier", // 5 - L"To-Hit Modifier", - L"Best Laser Range", - L"Aiming Bonus Modifier", - L"Burst Size Modifier", - L"Burst Penalty Modifier (Higher is better)", // 10 - L"Auto-Fire Penalty Modifier (Higher is better)", - L"AP Modifier", - L"AP to Burst Modifier (Lower is better)", - L"AP to Auto-Fire Modifier (Lower is better)", - L"AP to Ready Modifier (Lower is better)", // 15 - L"AP to Reload Modifier (Lower is better)", - L"Magazine Size Modifier", - L"AP to Attack Modifier (Lower is better)", - L"Damage Modifier", - L"Melee Damage Modifier", // 20 - L"Woodland Camo", - L"Urban Camo", - L"Desert Camo", - L"Snow Camo", - L"Stealth Modifier", // 25 - L"Hearing Range Modifier", - L"Vision Range Modifier", - L"Day Vision Range Modifier", - L"Night Vision Range Modifier", - L"Bright Light Vision Range Modifier", //30 - L"Cave Vision Range Modifier", - L"Tunnel Vision Percentage (Lower is better)", - L"Minimum Range for Aiming Bonus", - L"Hold |C|t|r|l to compare items", // item compare help text - L"Equipment weight: %4.1f kg", // 35 // TODO.Translate -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"In ", - L"PERFECT", - L"EXCELLENT", - L"GOOD", - L"FAIR", - L"POOR", - L"BAD", - L"TERRIBLE", - L" condition." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Bedrag", - L"Restbedrag:", //this is the overall balance - L"Bedrag", - L"Splitsen:", // the amount he wants to separate from the overall balance to get two piles of money - - L"Huidig", - L"Saldo:", - L"Bedrag", - L"naar Opnemen:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"STERVEND", // >= 0 - L"KRITIEK", // >= 15 - L"SLECHT", // >= 30 - L"GEWOND", // >= 45 - L"GEZOND", // >= 60 - L"STERK", // >= 75 - L"EXCELLENT", // >= 90 - L"CAPTURED", // added by Flugente TODO.Translate -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"OK", - L"Splitsen", - L"Opnemen", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"Voor:", -}; - -CHAR16 gzConsLabel[10] = -{ - L"Tegen:", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Wat?", //meaning "Repeat yourself" - L"Aardig", //approach in a friendly - L"Direct", //approach directly - let's get down to business - L"Dreigen", //approach threateningly - talk now, or I'll blow your face off - L"Geef", - L"Rekruut", //recruit -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Koop/Verkoop", //Buy/Sell - L"Koop", //Buy - L"Verkoop", //Sell - L"Repareer", //Repair -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"OK", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Koeltruck", // Icecream Truck - L"Jeep", - L"Tank", - L"Helikopter", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Truck", - L"Jeep", - L"Tank", - L"Heli", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Truck", // Ice cream truck - L"Jeep", - L"Tank", - L"Heli", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"You cannot shoot from this seat.", // TODO.Translate - L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Luchtaanval", - L"Automatisch EHBO toepassen?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s ziet dat er items missen van de lading.", - - // The %s is a string from pDoorTrapStrings - - L"Het slot heeft %s.", - L"Er is geen slot.", - L"Gelukt!", - L"Mislukt.", - L"Gelukt!", - L"Mislukt.", - L"Geen boobytrap op het slot.", - L"Gelukt!", - // The %s is a merc name - L"%s heeft niet de juiste sleutel.", - L"Val weggehaald van slot.", - L"Slot heeft geen boobytrap.", - L"Op slot.", - L"DEUR", - L"VAL", - L"OP SLOT", - L"OPEN", - L"KAPOT", - L"Hier zit een schakelaar. Activeren?", - L"Boobytrap ontmantelen?", - L"Vorige...", - L"Volgende...", - L"Meer...", - - // In the next 2 strings, %s is an item name - - L"%s is op de grond geplaatst.", - L"%s is gegeven aan %s.", - - // In the next 2 strings, %s is a name - - L"%s is helemaal betaald.", - L"%s heeft tegoed nog %d.", - L"Kies detonatie frequentie:", //in this case, frequency refers to a radio signal - L"Aantal beurten tot ontploffing:", //how much time, in turns, until the bomb blows - L"Stel frequentie in van ontsteking:", //in this case, frequency refers to a radio signal - L"Boobytrap ontmantelen?", - L"Blauwe vlag weghalen?", - L"Blauwe vlag hier neerzetten?", - L"Laatste beurt", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Zeker weten dat je %s wil aanvallen?", - L"Ah, voertuigen kunnen plaats niet veranderen.", - L"De robot kan niet van plaats veranderen.", - - // In the next 3 strings, %s is a name - - L"%s kan niet naar die plaats gaan.", - L"%s kan hier geen EHBO krijgen.", - L"%s heeft geen EHBO nodig.", - L"Kan daar niet heen.", - L"Je team is vol. Geen ruimte voor rekruut.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s is gerekruteerd.", - - // Here %s is a name and %d is a number - - L"%s ontvangt $%d.", - - // In the next string, %s is a name - - L"%s begeleiden?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"%s inhuren voor %s per dag?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Wil je vechten?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"%s kopen voor %s?", - - // In the next string, %s is a name - - L"%s wordt begeleid door team %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"GEBLOKKEERD", //weapon is jammed. - L"Robot heeft %s kal. munitie nodig.", //Robot is out of ammo - L"Hier gooien? Kan niet.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Sluipmodus (|Z)", // L"Stealth Mode (|Z)", - L"Landkaart (|M)", // L"|Map Screen", - L"OK (Ein|de)", // L"|Done (End Turn)", - L"Praat", // L"Talk", - L"Stil", // L"Mute", - L"Omhoog (|P|g|U|p)", // L"Stance Up (|P|g|U|p)", - L"Cursor Niveau (|T|a|b)", // L"Cursor Level (|T|a|b)", - L"Klim / Spring", // L"Climb / Jump", - L"Omlaag (|P|g|D|n)", // L"Stance Down (|P|g|D|n)", - L"Bekijk (|C|t|r|l)", // L"Examine (|C|t|r|l)", - L"Vorige huurling", // L"Previous Merc", - L"Volgende huurling (|S|p|a|c|e)", // L"Next Merc (|S|p|a|c|e)", - L"|Opties", // L"|Options", - L"Salvo's (|B)", // L"|Burst Mode", - L"Kijk/draai (|L)", // L"|Look/Turn", - L"Gezond: %d/%d\nKracht: %d/%d\nMoraal: %s", // L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s", - L"Hé?", //this means "what?" - L"Door", //an abbrieviation for "Continued" - L"%s is praat weer.", // L"Mute off for %s.", - L"%s is stil.", // L"Mute on for %s.", - L"Gezond: %d/%d\nBrandst: %d/%d", // L"Health: %d/%d\nFuel: %d/%d", - L"Stap uit voertuig", // L"Exit Vehicle" , - L"Wissel Team ( |S|h|i|f|t |S|p|a|c|e )", // L"Change Squad ( |S|h|i|f|t |S|p|a|c|e )", - L"Rijden", // L"Drive", - L"Nvt", //this is an acronym for "Not Applicable." - L"Actie ( Man-tot-man )", // L"Use ( Hand To Hand )", - L"Actie ( Firearm )", // L"Use ( Firearm )", - L"Actie ( Mes )", // L"Use ( Blade )", - L"Actie ( Explosieven )", // L"Use ( Explosive )", - L"Actie ( EHBO )", // L"Use ( Medkit )", - L"(Vang)", // L"(Catch)", - L"(Herlaad)", // L"(Reload)", - L"(Geef)", // L"(Give)", - L"%s is afgezet.", // L"%s has been set off.", - L"%s is gearriveerd.", // L"%s has arrived.", - L"%s heeft geen Actie Punten.", // L"%s ran out of Action Points.", - L"%s is niet beschikbaar.", // L"%s isn't available.", - L"%s zit onder het verband.", // L"%s is all bandaged.", - L"Verband van %s is op.", // L"%s is out of bandages.", - L"Vijand in de sector!", // L"Enemy in sector!", - L"Geen vijanden in zicht.", // L"No enemies in sight.", - L"Niet genoeg Actie Punten.", // L"Not enough Action Points.", - L"Niemand gebruikt afstandb.", // L"Nobody's using the remote.", - L"Magazijn leeg door salvovuur!", // L"Burst fire emptied the clip!", - L"SOLDAAT", // L"SOLDIER", - L"CREPITUS", // L"CREPITUS", - L"MILITIE", // L"MILITIA", - L"BURGER", // L"CIVILIAN", - L"ZOMBIE", // TODO.Translate - L"PRISONER",// TODO.Translate - L"Verlaten Sector", // L"Exiting Sector", - L"OK", - L"Stoppen", // L"Cancel", - L"Huurling gesel.", // L"Selected Merc", - L"Alle huurl. in team", // L"All Mercs in Squad", - L"Naar Sector", // L"Go to Sector", - L"Naar Landk.", // L"Go to Map", - L"Vanaf deze kant kun je de sector niet verlaten.", // L"You can't leave the sector from this side.", - L"You can't leave in turn based mode.", // TODO.Translate - L"%s is te ver weg.", // L"%s is too far away.", - L"Verwijder Boomtoppen", // L"Removing Treetops", - L"Tonen Boomtoppen", // L"Showing Treetops", - L"KRAAI", //Crow, as in the large black bird - L"NEK", - L"HOOFD", - L"TORSO", - L"BENEN", - L"De Koningin vertellen wat ze wil weten?", // L"Tell the Queen what she wants to know?", - L"Vingerafdruk-ID nodig", // L"Fingerprint ID aquired", - L"Vingerafdruk-ID ongeldig. Wapen funct. niet", // L"Invalid fingerprint ID. Weapon non-functional", - L"Doelwit nodig", // L"Target aquired", - L"Pad geblokkeerd", // L"Path Blocked", - L"Geld Storten/Opnemen", //Help text over the $ button on the Single Merc Panel ("Deposit/Withdraw Money") - L"Niemand heeft EHBO nodig.", // L"No one needs first aid.", - L"Vast.", // Short form of JAMMED, for small inv slots - L"Kan daar niet heen.", // used ( now ) for when we click on a cliff - L"Pad is geblokkeerd. Wil je met deze persoon van plaats wisselen?", - L"Persoon weigert weg te gaan.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Ben je het eens met %s?", // L"Do you agree to pay %s?", - L"Wil je kostenloze medische hulp?", // L"Accept free medical treatment?", - L"Wil je trouwen met %s?", // L"Agree to marry %s?", Daryl - L"Slot Ring Paneel", // L"Key Ring Panel", - L"Dat kan niet met een EPC.", // L"You cannot do that with an EPC.", - L"%s sparen?", // L"Spare Krott?", Krott - L"Buiten wapenbereik", // L"Out of weapon range", - L"Mijnwerker", // L"Miner", - L"Voertuig kan alleen tussen sectors reizen", // L"Vehicle can only travel between sectors", - L"Nu geen Auto-EHBO mogelijk", // L"Can't autobandage right now", - L"Pad Geblokkeerd voor %s", // L"Path Blocked for %s", - L"Je huurlingen, gevangen door %s's leger, zitten hier opgesloten!", //Deidranna - L"Slot geraakt", // L"Lock hit", - L"Slot vernielt", // L"Lock destroyed", - L"Iemand anders probeert deze deur te gebruiken.", // L"Somebody else is trying to use this door.", - L"Gezondheid: %d/%d\nBrandstof: %d/%d", //L"Health: %d/%d\nFuel: %d/%d", - L"%s kan %s niet zien.", // Cannot see person trying to talk to - L"Attachment removed", - L"Kan niet een ander voertuig bereiken aangezien u reeds 2 hebt", - - // added by Flugente for defusing/setting up trap networks // TODO.Translate - L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", - L"Set defusing frequency:", - L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", - L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", - L"Select tripwire hierarchy (1 - 4) and network (A - D):", - - // added by Flugente to display food status - L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"What do you want to do?", - L"Fill canteens", - L"Clean guns (Merc)", - L"Clean guns (Team)", - L"Take off clothes", - L"Lose disguise", - L"Militia inspection", - L"Militia restock", - L"Test disguise", - L"unused", - - // added by Flugente: decide what to do with the corpses - L"What do you want to do with the body?", - L"Decapitate", - L"Gut", - L"Take Clothes", - L"Take Body", - - // Flugente: weapon cleaning - L"%s cleaned %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Where do you want to send the %d prisoners?", // TODO.Translate - L"Let them go", - L"What do you want to do?", - L"Demand surrender", - L"Offer surrender", - L"Distract", // TODO.Translate - L"Talk", - L"Recruit Turncoat", // TODO: translate - - // TODO.Translate - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Disarm trap", - L"Inspect trap", - L"Remove blue flag", - L"Blow up!", - L"Activate tripwire", - L"Deactivate tripwire", - L"Reveal tripwire", - L"No detonator or remote detonator found!", - L"This bomb is already armed!", - L"Safe", - L"Mostly safe", - L"Risky", - L"Dangerous", - L"High danger!", - - L"Mask", // TODO.Translate - L"NVG", - L"Item", - - L"This feature works only with New Inventory System", - L"No item in your main hand", - L"Nowhere to place item from main hand", - L"No defined item for this quick slot", - L"No free hand for new item", - L"Item not found", - L"Cannot take item to main hand", - - L"Attempting to bandage travelling mercs...", //TODO.Translate - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", // TODO.Translate - - L"%s has stopped chatting with %s", // TODO.Translate -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"Als aangekruist, dan wordt de aanliggende sector meteen geladen.", - L"Als aangekruist, dan worden de huurlingen automatisch op de\nkaart geplaatst rekening houdend met reistijden.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Deze sector is door de vijand bezet en huurlingen kun je niet achterlaten.\nJe moet deze situatie oplossen voor het laden van andere sectors.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Als de overgebleven huurlingen uit deze sector trekken,\nwordt de aanliggende sector onmiddellijk geladen.", - L"Als de overgebleven huurlingen uit deze sector trekken,\nwordt je automatisch in het landkaartscherm geplaatst,\nrekening houdend met de reistijd van je huurlingen.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s moet geëscorteerd worden door jouw huurlingen\nen kan de sector niet alleen verlaten.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s kan de sector niet alleen verlaten omdat hij %s escorteert.", //male singular - L"%s kan de sector niet alleen verlaten omdat zij %s escorteert.", //female singular - L"%s kan de sector niet alleen verlaten omdat hij meerdere karakters escorteert.", //male plural - L"%s kan de sector niet alleen verlaten omdat zij meerdere karakters escorteert.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Al je huurlingen moeten in de buurt zijn om het team te laten reizen.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"Als aangekruist, dan zal %s alleen verder reizen\nen automatisch bij een uniek team gevoegd worden.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"Als aangekruist, dan zal je geselecteerde\nteam verder reizen, de sector verlatend.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s wordt geëscorteerd door jouw huurlingen en kan de sector niet alleen verlaten. Je huurlingen moeten eerst in de buurt zijn.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Items", // tell merc to repair items in inventory - L"SAM-Stelling", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Stop", // cancel this menu - L"Robot", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"verliest", // the merc has lost a statistic - L"krijgt", // the merc has gained a statistic - L"punt voor", // singular - L"punten voor", // plural - L"niveau voor", // singular - L"niveaus voor", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"gezondheid.", - L"beweeglijkheid.", - L"handigheid.", - L"wijsheid.", - L"medisch kunnen.", - L"explosieven.", - L"technisch kunnen.", - L"trefzekerheid.", - L"ervaring.", - L"kracht.", - L"leiderschap.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"Totale Afstand: ", // total distance for helicopter to travel - L" Veilig: ", // distance to travel to destination - L" Onveilig:", // distance to return from destination to airport - L"Totale Kosten: ", // total cost of trip by helicopter - L"Aank: ", // ETA is an acronym for "estimated time of arrival" - L"Helikopter heeft weinig brandstof en moet landen in vijandelijk gebied!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Passagiers: ", - L"Selecteer Skyrider of Aanvoer Drop-plaats?", // L"Select Skyrider or the Arrivals Drop-off?", - L"Skyrider", - L"Aanvoer", // L"Arrivals", - L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate - L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate - L"Remaining Fuel:", // TODO.Translate - L"Dist. To Refuel Site:", // TODO.Translate -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", - L"Helicopter is currently disassembled. Wait until repairs are finished.", - L"Repairs completed. Helicopter is available again.", - L"Helicopter is fully refueled.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Subniv.:", // what level below the ground is the player viewing in mapscreen ("Sublevel:") -}; - -STR16 gsLoyalString[] = -{ - L"Loyaal", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"kan geen reisorders ondergronds ontvangen.", // L"can't get travel orders underground.", -}; - -STR16 gsTimeStrings[] = -{ - L"u", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"d", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"Geen", - L"Ziekenhuis", - L"Factory", // TODO.Translate - L"Gevangenis", - L"Krijgsmacht", - L"Vliegveld", - L"Schietterrein", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Inventaris", - L"OK", - L"Repair", // TODO.Translate - L"Factories", // TODO.Translate -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Grootte", // 0 // size of the town in sectors - L"", // blank line, required - L"Gezag", // how much of town is controlled - L"Geen", // none of this town - L"Verboden Mijn", // mine associated with this town - L"Loyaliteit", // 5 // the loyalty level of this town - L"Getraind", // the forces in the town trained by the player - L"", - L"Voorzieningen", // main facilities in this town - L"Niveau", // the training level of civilians in this town - L"Training Burgers", // 10 // state of civilian training in town - L"Militie", // the state of the trained civilians in the town - - // Flugente: prisoner texts - L"Prisoners", - L"%d (capacity %d)", - L"%d Admins", - L"%d Regulars", - L"%d Elites", - L"%d Officers", - L"%d Generals", - L"%d Civilians", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Mijn", // 0 - L"Zilver", - L"Goud", - L"Dagelijkse prod.", - L"Mogelijke prod.", - L"Verlaten", // 5 - L"Gesloten", - L"Raakt Op", - L"Produceert", - L"Status", - L"Prod. Tempo", - L"Resource", // 10 L"Ertstype", // TODO.Translate - L"Gezag Dorp", - L"Loyaliteit Dorp", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"Vijandelijke troepen", - L"Sector", - L"# Items", - L"Onbekend", - - L"Gecontrolleerd", - L"Ja", - L"Nee", - L"Status/Software status:", // TODO.Translate - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s is niet dichtbij genoeg.", //Merc is in sector with item but not close enough - L"Kan huurling niet selecteren.", //MARK CARTER - L"%s is niet in de sector om dat item te pakken.", - L"Tijdens gevechten moet je items handmatig oppakken.", - L"Tijdens gevechten moet je items handmatig neerleggen.", - L"%s is niet in de sector om dat item neer te leggen.", - L"Tijdens gevecht, kunt u met een munitiekrat herladen niet.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"Locatie", // sector these items are in - L"Aantal Items", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"Om de taken van een huurling te veranderen, zoals team, dokter of repareren, klik dan in de 'Toewijzen'-kolom", - L"Om een huurling een ander doel te geven, klik dan in de 'Doel'-kolom", - L"Op het moment dat een huurling een reis-order gekregen heeft, kan deze met de tijd-versneller in beweging worden gezet.", - L"Links-klikken selecteert de sector. Nogmaals links-klikken geeft de huurling een reisorder. Rechts-klikken geeft sector-informatie.", - L"Druk op een willekeurig moment op 'h'om deze helptekst te krijgen.", - L"Test Tekst", - L"Test Tekst", - L"Test Tekst", - L"Test Tekst", - L"Totdat je arriveert in Arulco is er niet veel te doen bij dit scherm. Als je klaar bent met het samenstellen van je team, klik dan op de Tijd-Versnel-knop rechtsonder. Zo verstrijkt de tijd totdat je team in Arulco aankomt.", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Huurlingen in Sector", // title for movement box - L"Teken Reisroute", // done with movement menu, start plotting movement - L"Stop", // cancel this menu - L"Anders", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads TODO: Translate -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Oeps:", // an error has occured - L"Contract Huurling verlopen:", // this pop up came up due to a merc contract ending - L"Huurling Taak Volbracht:", // this pop up....due to more than one merc finishing assignments - L"Huurling weer aan het Werk:", // this pop up ....due to more than one merc waking up and returing to work - L"Huurling zegt Zzzzzzz:", // this pop up ....due to more than one merc being tired and going to sleep - L"Contract Loopt Bijna Af:", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Toon Dorpen (|W)", - L"Toon |Mijnen", - L"Toon |Teams & Vijanden", - L"Toon Luchtruim (|A)", - L"Toon |Items", - L"Toon Milities & Vijanden (|Z)", - L"Show |Disease Data", // TODO.Translate - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Next (|.)", // next page // TODO.Translate - L"Previous (|,)", // previous page // TODO.Translate - L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate - - // TODO.Translate - L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button - L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge - L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items - L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo - L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button - L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate - L"Save Gear Template", // TODO.Translate - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"|Laptop", - L"Tactisch (|E|s|c)", - L"|Opties", - L"TijdVersneller (|+)", // time compress more - L"TijdVersneller (|-)", // time compress less - L"Vorig Bericht (|U|p)\nVorige Pagina (|P|g|U|p)", // previous message in scrollable list - L"Volgend Bericht (|D|o|w|n)\nVolgende pagina (|P|g|D|n)", // next message in the scrollable list - L"Start/Stop Tijd (|S|p|a|c|e)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Huidig Saldo", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s is dood.", -}; - - -STR16 pDayStrings[] = -{ - L"Dag", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Help Desk", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephan", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"M.I.S. Verzekeringen", - L"Bobby Rays", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"Vorige", - L"Volgende", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"Je hebt nieuwe berichten...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Bericht verwijderen?", - L"ONGELEZEN bericht(en) verwijderen?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"Van:", - L"Subject:", - L"Dag:", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"Postvak", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"Account Plus", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Credit:", // credit (subtract from) to player's account - L"Debet:", // debit (add to) to player's account - L"Saldo Gisteren:", - L"Stortingen Gisteren:", - L"Uitgaven Gisteren:", - L"Saldo Eind van de Dag:", - L"Saldo Vandaag:", - L"Stortingen Vandaag:", - L"Uitgaven Vandaag:", - L"Huidig Saldo:", - L"Voorspelde Inkomen:", - L"Geschat Saldo:", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"Dag", // the day column - L"Credit", // the credits column (to ADD money to your account) - L"Debet", // the debits column (to SUBTRACT money from your account) - L"Transactie", // transaction type - see TransactionText below - L"Saldo", // balance at this point in time - L"Pag.", // page number - L"Dag(en)", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"Toegenomen Interest", // interest the player has accumulated so far - L"Anonieme Storting", - L"Transactiekosten", - L"Gehuurd", // Merc was hired - L"Bobby Ray's Wapenhandel", // Bobby Ray is the name of an arms dealer - L"Rekeningen Voldaan bij M.E.R.C.", - L"Medische Storting voor %s", // medical deposit for merc - L"IMP Profiel Analyse", // IMP is the acronym for International Mercenary Profiling - L"Verzekering Afgesloten voor %s", - L"Verzekering Verminderd voor %s", - L"Verzekering Verlengd voor %s", // johnny contract extended - L"Verzekering Afgebroken voor %s", - L"Verzekeringsclaim voor %s", // insurance claim for merc - L"een dag", // merc's contract extended for a day - L"1 week", // merc's contract extended for a week - L"2 weken", // ... for 2 weeks - L"Inkomen Mijn", - L"", //String nuked - L"Gekochte Bloemen", - L"Volledige Medische Vergoeding voor %s", - L"Gedeeltelijke Medische Vergoeding voor %s", - L"Geen Medische Vergoeding voor %s", - L"Betaling aan %s", // %s is the name of the npc being paid - L"Maak Geld over aan %s", // transfer funds to a merc - L"Maak Geld over van %s", // transfer funds from a merc - L"Rust militie uit in %s", // initial cost to equip a town's militia - L"Items gekocht van %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s heeft geld gestort.", - L"Sold Item(s) to the Locals", - L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate - L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate - L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate - L"WHO data subscription", // Flugente: disease TODO.Translate - L"Payment to Kerberus", // Flugente: PMC - L"SAM site repair", // Flugente: SAM repair // TODO.Translate - L"Trained workers", // Flugente: train workers - L"Drill militia in %s", // Flugente: drill militia // TODO.Translate - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Verzekering voor", // insurance for a merc - L"Contract %s verl. met 1 dag.", // entend mercs contract by a day - L"Contract %s verl. met 1 week.", - L"Contract %s verl. met 2 weken.", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"Skyrider is $%d betaald.", // skyrider was paid an amount of money - L"Skyrider heeft $%d tegoed.", // skyrider is still owed an amount of money - L"Skyrider is klaar met tanken", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider is klaar om weer te vliegen.", // Skyrider was grounded but has been freed - L"Skyrider heeft geen passagiers. Als je huurlingen in deze sector wil vervoeren, wijs ze dan eerst toe aan Voertuig/Helikopter.", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Super", - L"Goed", - L"Stabiel", - L"Mager", - L"Paniek", - L"Slecht", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"%s's uitrusting is nu beschikbaar in Omerta (A9).", - L"%s's uitrusting is nu beschikbaar in Drassen (B13).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Gezondheid", - L"Energie", - L"Moraal", - L"Conditie", // the condition of the current vehicle (its "health") - L"Brandstof", // the fuel level of the current vehicle (its "energy") - L"Posion", // TODO.Translate - L"Water", // drink level - L"Food", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Vorige Huurling (|L|e|f|t)", // previous merc in the list - L"Volgende Huurling (|R|i|g|h|t)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"aank:", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"Je bent het voor altijd kwijt. Zeker weten?", // do you want to continue and lose the item forever - L"Dit item ziet er HEEL belangrijk uit. Weet je HEEL, HEEL zeker dat je het wil weggooien?", // does the user REALLY want to trash this item - -}; - - -STR16 pMapErrorString[] = -{ - L"Team kan niet verder reizen met een slapende huurling.", - -//1-5 - L"Verplaats het team eerst bovengronds.", - L"Reisorders? Het is vijandig gebied!", - L"Om te verplaatsen moeten huurlingen eerst toegewezen worden aan een team of voertuig.", - L"Je hebt nog geen team-leden.", // you have no members, can't do anything - L"Huurling kan order niet opvolgen.", // merc can't comply with your order -//6-10 - L"heeft een escorte nodig. Plaats hem in een team.", // merc can't move unescorted .. for a male - L"heeft een escorte nodig. Plaats haar in een team.", // for a female - L"Huurling is nog niet in %s aangekomen!", - L"Het lijkt erop dat er eerst nog contractbesprekingen gehouden moeten worden.", - L"Cannot give a movement order. Air raid is going on.", -//11-15 - L"Reisorders? Er is daar een gevecht gaande!", - L"Je bent in een hinderlaag gelokt van Bloodcats in sector %s!", - L"Je bent in sector %s iets binnengelopen dat lijkt op het hol van een bloodcat!", - L"", - L"De SAM-stelling in %s is overgenomen.", -//16-20 - L"De mijn in %s is overgenomen. Je dagelijkse inkomen is gereduceerd tot %s per dag.", - L"De vijand heeft sector %s onbetwist overgenomen.", - L"Tenminste een van je huurlingen kan niet meedoen met deze opdracht.", - L"%s kon niet meedoen met %s omdat het al vol is", - L"%s kon niet meedoen met %s omdat het te ver weg is.", -//21-25 - L"De mijn in %s is buitgemaakt door Deidranna's troepen!", - L"Deidranna's troepen zijn net de SAM-stelling in %s binnengevallen", - L"Deidranna's troepen zijn net %s binnengevallen", - L"Deidranna's troepen zijn gezien in %s.", - L"Deidranna's troepen hebben zojuist %s overgenomen.", -//26-30 - L"Tenminste één huurling kon niet tot slapen gebracht worden.", - L"Tenminste één huurling kon niet wakker gemaakt worden.", - L"De Militie verschijnt niet totdat hun training voorbij is.", - L"%s kan geen reisorders gegeven worden op dit moment.", - L"Milities niet binnen de stadsgrenzen kunnen niet verplaatst worden naar een andere sector.", -//31-35 - L"Je kunt geen militie in %s hebben.", - L"Een voertuig kan niet leeg rijden!", - L"%s is te gewond om te reizen!", - L"Je moet het museum eerst verlaten!", - L"%s is dood!", -//36-40 - L"%s kan niet wisselen naar %s omdat het onderweg is", - L"%s kan het voertuig op die manier niet in", - L"%s kan zich niet aansluiten bij %s", - L"Totdat je nieuwe huurlingen in dienst neemt, kan de tijd niet versneld worden!", - L"Dit voertuig kan alleen over wegen rijden!", -//41-45 - L"Je kunt geen reizende huurlingen opnieuw toewijzen", - L"Voertuig zit zonder brandstof!", - L"%s is te moe om te reizen.", - L"Niemand aan boord is in staat om het voertuig te besturen.", - L"Eén of meer teamleden kunnen zich op dit moment niet verplaatsen.", -//46-50 - L"Eén of meer leden van de ANDERE huurlingen kunnen zich op dit moment niet verplaatsen.", - L"Voertuig is te beschadigd!", - L"Let op dat maar twee huurlingen milities in een sector mogen trainen.", - L"De robot kan zich zonder bediening niet verplaatsen. Plaats ze in hetzelfde team.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Klik nogmaals op de bestemming om de route te bevestigen, of klik op een andere sector om meer routepunten te plaatsen.", - L"Route bevestigd.", - L"Bestemming onveranderd.", - L"Reis afgebroken.", - L"Reis verkort.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Klik op de sector waar de huurlingen in plaats daarvan moeten arriveren.", - L"OK. Arriverende huurlingen worden afgezet in %s", - L"Huurlingen kunnen hier niet ingevlogen worden, het luchtruim is onveilig!", - L"Afgebroken. Aankomst-sector onveranderd", - L"Luchtruim boven %s is niet langer veilig! Aankomst-sector is verplaatst naar %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Naar Inventaris (|E|n|t|e|r)", - L"Gooi Item Weg", - L"Verlaat Inventaris (|E|n|t|e|r)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of in (%s) bij het nemen van de vlucht?", - L"%s gaat binnenkort weg en laat zijn uitrusting achter in %s.", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of in (%s) bij het nemen van de vlucht?", - L"%s gaat binnenkort weg en laat haar uitrusting achter in %s.", -}; - - -STR16 pMercContractOverStrings[] = -{ - L"'s contract is geëindigd, hij is dus naar huis.", // merc's contract is over and has departed - L"'s contract is geëindigd, ze is dus naar huis.", // merc's contract is over and has departed - L"'s contract is opgezegd, hij is dus weg.", // merc's contract has been terminated - L"'s contract is opgezegd, ze is dus weg.", // merc's contract has been terminated - L"M.E.R.C. krijgt nog teveel geld van je, %s is dus weggegaan.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -STR16 pImpPopUpStrings[] = -{ - L"Ongeldige Autorisatiecode", - L"Je wil het gehele persoonlijkheidsonderzoek te herstarten. Zeker weten?", - L"Vul alsjeblieft de volledige naam en geslacht in", - L"Voortijdig onderzoek van je financiële status wijst uit dat je een persoonlijksheidsonderzoek niet kunt betalen.", - L"Geen geldige optie op dit moment.", - L"Om een nauwkeurig profiel te maken, moet je ruimte hebben voor tenminste één teamlid.", - L"Profiel is al gemaakt.", - L"Cannot load I.M.P. character from disk.", - L"You have already reached the maximum number of I.M.P. characters.", - L"You have already three I.M.P characters with the same gender on your team.", - L"You cannot afford the I.M.P character.", // 10 - L"The new I.M.P character has joined your team.", - L"You have already selected the maximum number of traits.", // TODO.Translate - L"No voicesets found.", // TODO.Translate -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"Info", // about the IMP site ("About Us") - L"BEGIN", // begin profiling ("BEGIN") - L"Persoonlijkheid", // personality section ("Personality") - L"Eigenschappen", // personal stats/attributes section ("Attributes") - L"Appearance", // changed from portrait - L"Stem %d", // the voice selection ("Voice %d") - L"OK", // done profiling ("Done") - L"Opnieuw", // start over profiling ("Start Over") - L"Ja, ik kies het geselecteerde antwoord.", // ("Yes, I choose the highlighted answer.") - L"Ja", - L"Nee", - L"OK", // finished answering questions - L"Vor.", // previous question..abbreviated form - L"Vol.", // next question - L"JA ZEKER.", // yes, I am certain ("YES, I AM.") - L"NEE, IK WIL OPNIEUW BEGINNEN.", // no, I want to start over the profiling process ("NO, I WANT TO START OVER.") - L"JA, ZEKER.", // ("YES, I DO.") - L"NEE", - L"Terug", // back one page - L"Stop", // cancel selection - L"Ja, zeker weten.", // ("Yes, I am certain.") - L"Nee, laat me nog eens kijken.", // ("No, let me have another look.") - L"Registratie", // the IMP site registry..when name and gender is selected - L"Analyseren", // analyzing your profile results - L"OK", - L"Character", // Change from "Voice" - L"None", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"With your character traits chosen, it is time to select your skills.", - L"To complete the process, select your attributes.", - L"To commence actual profiling, select portrait, voice and colors.", - L"Now that you have completed your appearence choice, proceed to character analysis.", -}; - -STR16 pFilesTitle[] = -{ - L"Bestanden Bekijken", // ("File Viewer") -}; - -STR16 pFilesSenderList[] = -{ -#ifdef JA2UB - L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance -#else - L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance -#endif - L"Intercept.#1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Intercept.#2", // second intercept file - L"Intercept.#3", // third intercept file - L"Intercept.#4", // fourth intercept file ("Intercept #4") - L"Intercept.#5", // fifth intercept file - L"Intercept.#6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"Geschiedenis", -}; - -STR16 pHistoryHeaders[] = -{ - L"Dag", // the day the history event occurred - L"Pag.", // the current page in the history report we are in - L"Dag", // the days the history report occurs over - L"Locatie", // location (in sector) the event occurred - L"Geb.", // the event label -}; - -/* -// Externalized to "TableData\History.xml" -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s ingehuurd via A.I.M.", // merc was hired from the aim site - L"%s ingehuurd via M.E.R.C.", // merc was hired from the merc site - L"%s gedood.", // merc was killed - L"Facturen betaald bij M.E.R.C.", // paid outstanding bills at MERC - L"Opdracht van Enrico Chivaldori geaccepteerd.", // ("Accepted Assignment From Enrico Chivaldori") - //6-10 - L"IMP Profiel Klaar", // ("IMP Profile Generated") - L"Verzekeringspolis gekocht voor %s.", // insurance contract purchased - L"Verzekeringspolis afgebroken van %s.", // insurance contract canceled - L"Uitbetaling Verzekeringspolis %s.", // insurance claim payout for merc - L"%s's contract verlengd met 1 dag.", // Extented "mercs name"'s for a day - //11-15 - L"%s's contract verlengd met 1 week.", // Extented "mercs name"'s for a week - L"%s's contract verlengd met 2 weken.", // Extented "mercs name"'s 2 weeks - L"%s is ontslagen.", // "merc's name" was dismissed. - L"%s gestopt.", // "merc's name" quit. - L"zoektocht gestart.", // a particular quest started - //16-20 - L"zoektocht afgesloten.", // ("quest completed.") - L"Gepraat met hoofdmijnwerker van %s", // talked to head miner of town - L"%s bevrijd", // ("Liberated %s") - L"Vals gespeeld", // ("Cheat Used") - L"Voedsel zou morgen in Omerta moeten zijn", // ("Food should be in Omerta by tomorrow") - //21-25 - L"%s weggegaan, wordt Daryl Hick's vrouw", // ("%s left team to become Daryl Hick's wife") - L"%s's contract afgelopen.", // ("%s's contract expired.") - L"%s aangenomen.", // ("%s was recruited.") - L"Enrico klaagde over de voortgang", // ("Enrico complained about lack of progress") - L"Strijd gewonnen", // ("Battle won") - //26-30 - L"%s mijn raakt uitgeput", // ("%s mine started running out of ore") - L"%s mijn is uitgeput", // ("%s mine ran out of ore") - L"%s mijn is gesloten", // ("%s mine was shut down") - L"%s mijn heropend", // ("%s mine was reopened") - L"Info verkregen over gevangenis Tixa.", // ("Found out about a prison called Tixa.") - //31-35 - L"Van geheime wapenfabriek gehoord, Orta genaamd.", // ("Heard about a secret weapons plant called Orta.") - L"Onderzoeker in Orta geeft wat raketwerpers.", // ("Scientist in Orta donated a slew of rocket rifles.") - L"Koningin Deidranna kickt op lijken.", // ("Queen Deidranna has a use for dead bodies.") - L"Frank vertelde over knokwedstrijden in San Mona.", // ("Frank talked about fighting matches in San Mona.") - L"Een patiënt dacht dat ie iets in de mijnen zag.", // ("A patient thinks he saw something in the mines.") - //36-40 - L"Pers. ontmoet; Devin - verkoopt explosieven.", // ("Met someone named Devin - he sells explosives.") - L"Beroemde ex-AIM huurling Mike ontmoet!", // ("Ran into the famous ex-AIM merc Mike!") - L"Tony ontmoet - handelt in wapens.", // ("Met Tony - he deals in arms.") - L"Raketwerper gekregen van Serg. Krott.", // ("Got a rocket rifle from Sergeant Krott.") - L"Kyle akte gegeven van Angel's leerwinkel.", // ("Gave Kyle the deed to Angel's leather shop.") - //41-45 - L"Madlab bood aan robot te bouwen.", // ("Madlab offered to build a robot.") - L"Gabby maakt superbrouwsel tegen beesten.", // ("Gabby can make stealth concoction for bugs.") - L"Keith is er mee opgehouden.", // ("Keith is out of business.") - L"Howard geeft Koningin Deidranna cyanide.", // ("Howard provided cyanide to Queen Deidranna.") - L"Keith ontmoet - handelaar in Cambria.", // ("Met Keith - all purpose dealer in Cambria.") - //46-50 - L"Howard ontmoet - medicijnendealer in Balime", // ("Met Howard - deals pharmaceuticals in Balime") - L"Perko ontmoet - heeft reparatiebedrijfje.", // ("Met Perko - runs a small repair business.") - L"Sam van Balime ontmoet - verkoopt ijzerwaren.", // ("Met Sam of Balime - runs a hardware shop.") - L"Franz verkoopt elektronica en andere dingen.", // ("Franz deals in electronics and other goods.") - L"Arnold runt reparatiezaak in Grumm.", // ("Arnold runs a repair shop in Grumm.") - //51-55 - L"Fredo repareert elektronica in Grumm.", // ("Fredo repairs electronics in Grumm.") - L"Van rijke vent in Balime donatie gekregen.", // ("Received donation from rich guy in Balime.") - L"Schroothandelaar Jake ontmoet.", // ("Met a junkyard dealer named Jake.") - L"Vaag iemand gaf ons elektronische sleutelkaart.", // ("Some bum gave us an electronic keycard.") - L"Walter omgekocht om kelderdeur open te maken.", // ("Bribed Walter to unlock the door to the basement.") - //56-60 - L"Als Dave gas heeft, geeft hij deze weg.", // ("If Dave has gas, he'll provide free fillups.") - L"Geslijmd met Pablo.", // ("Greased Pablo's palms.") - L"Kingpin bewaard geld in San Mona mine.", // ("Kingpin keeps money in San Mona mine.") - L"%s heeft Extreme Fighting gewonnen", // ("%s won Extreme Fighting match") - L"%s heeft Extreme Fighting verloren", // ("%s lost Extreme Fighting match") - //61-65 - L"%s gediskwalificeerd v. Extreme Fighting", // ("%s was disqualified in Extreme Fighting") - L"Veel geld gevonden in een verlaten mijn.", // ("Found a lot of money stashed in the abandoned mine.") - L"Huurmoordenaar van Kingpin ontdekt.", // ("Encountered assassin sent by Kingpin.") - L"Controle over sector verloren", //ENEMY_INVASION_CODE ("Lost control of sector") - L"Sector verdedigd", // ("Defended sector") - //66-70 - L"Strijd verloren", //ENEMY_ENCOUNTER_CODE ("Lost battle") - L"Fatale val", //ENEMY_AMBUSH_CODE ("Fatal ambush") - L"Vijandige val weggevaagd", // ("Wiped out enemy ambush") - L"Aanval niet gelukt", //ENTERING_ENEMY_SECTOR_CODE ("Unsuccessful attack") - L"Aanval gelukt!", // ("Successful attack!") - //71-75 - L"Beesten vielen aan", //CREATURE_ATTACK_CODE ("Creatures attacked") - L"Gedood door bloodcats", //BLOODCAT_AMBUSH_CODE ("Killed by bloodcats") - L"Afgeslacht door bloodcats", // ("Slaughtered bloodcats") - L"%s was gedood", // ("%s was killed") - L"Carmen kop v.e. terrorist gegeven", // ("Gave Carmen a terrorist's head") - //76-80 - L"Slay vertrok", // ("Slay left") - L"%s vermoord", // ("Killed %s") - L"Met Waldo - aircraft mechanic.", - L"Helicopter repairs started. Estimated time: %d hour(s).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"Nvt", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Web", - L"Financieel", - L"Dossiers", - L"Historie", - L"Bestanden", - L"Afsluiten", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Bobby Ray's", - L"I.M.P", - L"M.E.R.C.", - L"Mortuarium", - L"Bloemist", - L"Verzekering", - L"Stop", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", // TODO.Translate - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", // TODO.Translate - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Bladwijzer", - L"Rechter muisklik om dit menu op te roepen.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Laden", - L"Herladen", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Neem", // take money from merc - L"Geef", // give money to merc - L"Stop", // cancel transaction - L"Leeg", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Maak over $", // transfer money to merc -- short form - L"Info", // view stats of the merc - L"Inventaris", // view the inventory of the merc - L"Werk", -}; - -STR16 sATMText[ ]= -{ - L"Overmaken geld?", // transfer funds to merc? - L"Ok?", // are we certain? - L"Geef bedrag", // enter the amount you want to transfer to merc - L"Geef type", // select the type of transfer to merc - L"Onvoldoende saldo", // not enough money to transfer to merc - L"Bedrag moet veelvoud zijn van $10", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Fout", - L"Server heeft geen DNS ingang.", - L"Controleer URL adres en probeer opnieuw.", - L"OK", - L"Periodieke verbinding met host. Houdt rekening met lange wachttijden.", -}; - - -STR16 pPersonnelString[] = -{ - L"Huurlingen:", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"A.I.M. Leden", - L"A.I.M. Portretten", // a mug shot is another name for a portrait - L"A.I.M. Sorteer", - L"A.I.M.", - L"A.I.M. Veteranen", - L"A.I.M. Regelement", - L"A.I.M. Geschiedenis", - L"A.I.M. Links", - L"M.E.R.C.", - L"M.E.R.C. Rekeningen", - L"M.E.R.C. Registratie", - L"M.E.R.C. Index", - L"Bobby Ray's", - L"Bobby Ray's - Wapens", - L"Bobby Ray's - Munitie", - L"Bobby Ray's - Pantsering", - L"Bobby Ray's - Diversen", //misc is an abbreviation for miscellaneous - L"Bobby Ray's - Gebruikt", - L"Bobby Ray's - Mail Order", - L"I.M.P.", - L"I.M.P.", - L"United Floral Service", - L"United Floral Service - Etalage", - L"United Floral Service - Bestelformulier", - L"United Floral Service - Kaart Etalage", - L"Malleus, Incus & Stapes Verzekeringen", - L"Informatie", - L"Contract", - L"Opmerkingen", - L"McGillicutty's Mortuarium", - L"", - L"URL niet gevonden.", - L"%s Press Council - Conflict Summary", // TODO.Translate - L"%s Press Council - Battle Reports", - L"%s Press Council - Latest News", - L"%s Press Council - About us", - L"Mercs Love or Dislike You - About us", - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Militia Overview", - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", // TODO.Translate - L"Bobby Ray's - Recent Shipments", - L"Encyclopedia", - L"Encyclopedia - Data", - L"Briefing Room", - L"Briefing Room - Data", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir-Help", - L"Klik opnieuw voor Bookmarks.", -}; - -STR16 pLaptopTitles[] = -{ - L"E-Mail", - L"Bestanden bekijken", - L"Persoonlijk", - L"Boekhouder Plus", - L"Geschiedenis", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Omgekomen tijdens gevechten", - L"Weggestuurd", - L"Anders", - L"Getrouwd", - L"Contract Afgelopen", - L"Gestopt", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Huidig Team", - L"Vertrekken", - L"Dag. Kosten:", - L"Hoogste Kosten:", - L"Laagste Kosten:", - L"Omgekomen tijdens gevechten:", - L"Weggestuurd:", - L"Anders:", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Laagste", - L"Gemiddeld", - L"Hoogste", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"GZND", - L"BEW", - L"HAN", - L"KRA", - L"LDR", - L"WIJ", - L"NIV", - L"TREF", - L"MECH", - L"EXPL", - L"MED", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Contract", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Doorgaan", - L"Stop", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Je bent verslagen in deze sector!", - L"De vijand, geen genade kennende, slacht ieder teamlid af!", - L"Je bewusteloze teamleden zijn gevangen genomen!", - L"Je teamleden zijn gevangen genomen door de vijand.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Vorige", - L"Volgende", - L"OK", - L"Leeg", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Vorige", - L"Volgende", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Autoriseer", - L"Thuis", - L"Rekening#:", - L"Huurl.", - L"Dagen", - L"Tarief", //5 - L"Prijs", - L"Totaal:", - L"Weet je zeker de betaling van %s te autoriseren?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", // TODO.Translate -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Previous", - L"Next", -}; - - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Gezondheid", - L"Beweeglijkheid", - L"Handigheid", - L"Kracht", - L"Leiderschap", - L"Wijsheid", - L"Ervaringsniveau", - L"Trefzekerheid", - L"Technisch", - L"Explosieven", - L"Medisch", - - L"Vorige", - L"Huur", - L"Volgende", - L"Extra Info", - L"Thuis", - L"Ingehuurd", - L"Salaris:", - L"Per Dag", - L"Gear:", // TODO.Translate - L"Totaal:", - L"Overleden", - - L"Je team bestaat al uit huurlingen.", - L"Koop Uitrusting?", - L"Niet beschikbaar", - L"Unsettled Bills", // TODO.Translate - L"Bio", // TODO.Translate - L"Inv", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Open Rekening", - L"Afbreken", - L"Je hebt geen rekening. Wil je er één openen?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Speck T. Kline, oprichter en bezitter", - L"Om een rekening te open, klik hier", - L"Klik hier om rekening te bekijken", - L"Klik hier om bestanden in te zien", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Transfer failed. No funds available.", // TODO.Translate -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"McGillicutty's Mortuarium: Helpt families rouwen sinds 1983.", - L"Begrafenisondernemer en voormalig A.I.M. huurling Murray \"Pops\" McGillicutty is een kundig en ervaren begrafenisondernemer.", - L"Pops weet hoe moeilijk de dood kan zijn, in heel zijn leven heeft hij te maken gehad met de dood en sterfgevallen.", - L"McGillicutty's Mortuarium biedt een breed scala aan stervensbegeleiding, van een schouder om uit te huilen tot recontructie van misvormde overblijfselen.", - L"Laat McGillicutty's Mortuarium u helpen en laat uw dierbaren zacht rusten.", - - // Text for the various links available at the bottom of the page - L"STUUR BLOEMEN", - L"DOODSKIST & URN COLLECTIE", - L"CREMATIE SERVICE", - L"SERVICES", - L"ETIQUETTE", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Helaas is deze pagina nog niet voltooid door een sterfgeval in de familie. Afhankelijk van de laatste wil en uitbetaling van de beschikbare activa wordt de pagina zo snel mogelijk voltooid.", - L"Ons medeleven gaat uit naar jou, tijdens deze probeerperiode. Kom nog eens langs.", -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Etalage", - - //Address of United Florist - - L"\"We brengen overal langs\"", - L"1-555-SCENT-ME", - L"333 NoseGay Dr, Seedy City, CA USA 90210", - L"http://www.scent-me.com", - - // detail of the florist page - - L"We zijn snel en efficiënt!", - L"Volgende dag gebracht, wereldwijd, gegarandeerd. Enkele beperkingen zijn van toepassing.", - L"Laagste prijs in de wereld, gegarandeerd!", - L"Toon ons een lagere geadverteerde prijs voor een regeling en ontvang gratis een dozijn rozen.", - L"Flora, Fauna & Bloemen sinds 1981.", - L"Onze onderscheiden ex-bommenwerperpiloten droppen je boeket binnen een tien kilometer radius van de gevraagde locatie. Altijd!", - L"Laat ons al je bloemenfantasieën waarmaken.", - L"Laat Bruce, onze wereldberoemde bloemist, de verste bloemen met de hoogste kwaliteit uit onze eigen kassen uitzoeken.", - L"En onthoudt, als we het niet hebben, kunnen we het kweken - Snel!", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Terug", - L"Verstuur", - L"Leeg", - L"Etalage", - - L"Naam vh Boeket:", - L"Prijs:", //5 - L"Ordernummer:", - L"Bezorgingsdatum", - L"volgende dag", - L"komt wanneer het komt", - L"Locatie Bezorging", //10 - L"Extra Service", - L"Geplet Boeket($10)", - L"Zwarte Rozen ($20)", - L"Verlept Boeket($10)", - L"Fruitcake (indien beschikbaar)($10)", //15 - L"Persoonlijk Bericht:", - L"Wegens de grootte kaarten, mogen je berichten niet langer zijn dan 75 karakters.", - L"...of selecteer er één van de onze", - - L"STANDAARDKAARTEN", - L"Factuurinformatie", //20 - - //The text that goes beside the area where the user can enter their name - - L"Naam:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Back", //abbreviation for previous - L"Next", //abbreviation for next - - L"Klik op de selectie die je wil bestellen.", - L"Let op: er geldt een extra tarief van $10 voor geplette en verlepte boeketten.", - - //text on the button - - L"Home", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Klik op je selectie", - L"Terug", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Bestelformulier", //Title of the page - L"Hvl", // The number of items ordered - L"Gewicht(%s)", // The weight of the item - L"Itemnaam", // The name of the item - L"Prijs unit", // the item's weight - L"Totaal", //5 // The total price of all of items of the same type - L"Sub-Totaal", // The sub total of all the item totals added - L"Porto (Zie Bezorgloc.)", // S&H is an acronym for Shipping and Handling - L"Eindtotaal", // The grand total of all item totals + the shipping and handling - L"Bezorglocatie", - L"Verzendingssnelheid", //10 // See below - L"Kosten (per %s.)", // The cost to ship the items - L"Nacht-Express", // Gets deliverd the next day - L"2 Werkdagen", // Gets delivered in 2 days - L"Standaard Service", // Gets delivered in 3 days - L"Order Leegmaken",//15 // Clears the order page - L"Accept. Order", // Accept the order - L"Terug", // text on the button that returns to the previous page - L"Home", // Text on the button that returns to the home page - L"* Duidt op Gebruikte Items", // Disclaimer stating that the item is used - L"Je kunt dit niet betalen.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is no valid city selected - L"Weet je zeker dat je de bestelling wil sturen naar %s?", // A popup that asks if the city selected is the correct one - L"Gewicht Pakket**", // Displays the weight of the package - L"** Min. Gew.", // Disclaimer states that there is a minimum weight for the package - L"Zendingen", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - L"Heavy W.", - - // Ammo - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - - // Used - L"Guns", - L"Armor", - L"LBE Gear", - L"Misc", - - // Armour - L"Helmets", - L"Vests", - L"Leggings", - L"Plates", - - // Misc - L"Blades", - L"Th. Knives", - L"Blunt W.", - L"Grenades", - L"Bombs", - L"Med. Kits", - L"Kits", - L"Face Items", - L"LBE Gear", - L"Optics", // Madd: new BR filters // TODO.Translate - L"Grip/LAM", - L"Muzzle", - L"Stock", - L"Mag/Trig.", - L"Other Att.", - L"Misc.", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"Bestelling", // Title - // instructions on how to order - L"Klik op de item(s). Voor meer dan één, blijf dan klikken. Rechtsklikken voor minder. Als je alles geselecteerd hebt, dat je wil bestellen, ga dan naar het bestelformulier.", - - //Text on the buttons to go the various links - - L"Vorige Items", // - L"Wapens", //3 - L"Munitie", //4 - L"Pantser", //5 - L"Diversen", //6 //misc is an abbreviation for miscellaneous - L"Gebruikt", //7 - L"Meer Items", - L"BESTELFORMULIER", - L"Home", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"Je team heeft", //11 - L"wapen(s) gebruik makende van deze munitie", //12 - - //The following lines provide information on the items - - L"Gewicht:", // Weight of all the items of the same type - L"Kal:", // the caliber of the gun - L"Mag:", // number of rounds of ammo the Magazine can hold - L"Afs:", // The range of the gun - L"Sch:", // Damage of the weapon - L"ROF:", // Weapon's Rate Of Fire, acronym ROF - L"AP:", // Weapon's Action Points, acronym AP - L"Stun:", // Weapon's Stun Damage - L"Protect:", // Armour's Protection - L"Camo:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Kost:", // Cost of the item - L"Aanwezig:", // The number of items still in the store's inventory - L"# Besteld:", // The number of items on order - L"Beschadigd", // If the item is damaged - L"Gewicht:", // the Weight of the item - L"SubTotaal:", // The total cost of all items on order - L"* %% Functioneel", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Verdraaid! Dit on-line bestelformulier accepteert maar " ,//First part - L" items per keer. Als je meer wil bestellen (en dat hopen we), plaats dan afzonderlijke orders en accepteer onze excuses.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Sorry. We hebben niet meer van die zaken in het magazijn. Probeer het later nog eens.", - - //A popup that tells the user that the store is temporarily sold out - - L"Sorry, alle items van dat type zijn nu uitverkocht.", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"Hier moet je zijn voor de nieuwste en beste wapens en militaire goederen", - L"We kunnen de perfecte oplossing vinden voor elke explosiebehoefte", - L"Gebruikte en opgeknapte items", - - //Text for the various links to the sub pages - - L"Diversen", - L"WAPENS", - L"MUNITIE", //5 - L"PANTSER", - - //Details on the web site - - L"Als wij het niet verkopen, dan kun je het nergens krijgen!", - L"Under construction", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"A.I.M. Leden", // Title - // Title for the way to sort - L"Sort. op:", - - // sort by... - - L"Prijs", - L"Ervaring", - L"Trefzekerheid", - L"Technisch", - L"Explosieven", - L"Medisch", - L"Gezondheid", - L"Beweeglijkheid", - L"Handigheid", - L"Kracht", - L"Leiderschap", - L"Wijsheid", - L"Naam", - - //Text of the links to other AIM pages - - L"Bekijk portretfotoindex van huurlingen", - L"Bekijk het huurlingendossier", - L"Bekijk de A.I.M. Veteranen", - - // text to display how the entries will be sorted - - L"Oplopend", - L"Aflopend", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Previous", - L"AIM HomePage", - L"Index Regels", - L"Next", - L"Oneens", - L"Mee eens", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Klik Links", - L"voor Verbinding met Huurl.", - L"Klik Rechts", - L"voor Portretfotoindex.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Gezondheid", - L"Beweeglijkheid", - L"Handigheid", - L"Kracht", - L"Leiderschap", - L"Wijsheid", - L"Ervaringsniveau", - L"Trefzekerheid", - L"Technisch", - L"Explosieven", - L"Medisch", //10 - - // the contract expenses' area - - L"Tarief", - L"Contract", - L"een dag", - L"een week", - L"twee weken", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Previous", - L"Contact", - L"Next", - - L"Extra Info", // Title for the additional info for the merc's bio - L"Actieve Leden", //20 // Title of the page - L"Aanv. Uitrusting:", // Displays the optional gear cost - L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate - L"MEDISCHE aanbetaling nodig", // If the merc required a medical deposit, this is displayed - L"Uitrusting 1", // Text on Starting Gear Selection Button 1 // TODO.Translate - L"Uitrusting 2", // Text on Starting Gear Selection Button 2 - L"Uitrusting 3", // Text on Starting Gear Selection Button 3 - L"Uitrusting 4", // Text on Starting Gear Selection Button 4 - L"Uitrusting 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Contractkosten:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"Een Dag", - L"Een Week", - L"Twee Weken", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Geen Uitrusting", - L"Koop Uitrusting", - - // Text on the Buttons - - L"HUUR IN", // to actually hire the merc - L"STOP", // go back to the previous menu - L"VOORWAARDEN", // go to menu in which you can hire the merc - L"OPHANGEN", // stops talking with the merc - L"OK", - L"STUUR BERICHT", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Video Conference met", - L"Verbinding maken. . .", - - L"+ med. depo", // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"BEDRAG OVERGEBOEKT", // You hired the merc - L"OVERMAKEN NIET MOGELIJK", // Player doesn't have enough money, message 1 - L"ONVOLDOENDE GELD", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"Op missie", - L"Laat a.u.b. bericht achter", - L"Overleden", - - //If you try to hire more mercs than game can support - - L"Je team bestaat al uit huurlingen.", - - L"Opgenomen bericht", - L"Bericht opgenomen", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"A.I.M. Links", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"A.I.M. Geschiedenis", //Title - - // Text on the buttons at the bottom of the page - - L"Previous", - L"Home", - L"A.I.M. Veteranen", - L"Next", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Prijs", - L"Ervaring", - L"Trefzekerheid", - L"Technisch", - L"Explosieven", - L"Medisch", - L"Gezondheid", - L"Beweeglijkheid", - L"Handigheid", - L"Kracht", - L"Leiderschap", - L"Wijsheid", - L"Naam", - - // The title of the page, the above text gets added at the end of this text - - L"A.I.M. Leden Oplopend Gesorteerd op %s", - L"A.I.M. Leden Aflopend Gesorteerd op %s", - - // Instructions to the players on what to do - - L"Klik Links", - L"om Huurling te Selecteren", //10 - L"Klik Rechts", - L"voor Sorteeropties", - - // Gets displayed on top of the merc's portrait if they are... - - L"Afwezig", - L"Overleden", //14 - L"Op missie", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"PAG. 1", - L"PAG. 2", - L"PAG. 3", - - L"A.I.M. Veteranen", // Title of the page - - L"OK", // Stops displaying information on selected merc - L"Next page", // TODO.Translate -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.M. en A.I.M.-logo zijn geregistreerde handelsmerken in de meeste landen.", - L"Dus denk er niet aan om ons te kopiëren.", - L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.", - - //Text for an advertisement that gets displayed on the AIM page - - L"United Floral Service", - L"\"We droppen overal\"", //10 - L"Doe het goed", - L"... de eerste keer", - L"Wapens en zo, als we het niet hebben, dan heb je het ook niet nodig.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Home", - L"Leden", - L"Veteranen", - L"Regels", - L"Geschiedenis", - L"Links", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"HANDELSWAAR OP VOORRAAD", //Header for the merchandise available - L"PAG.", //The current store inventory page being displayed - L"TOTALE KOSTEN", //The total cost of the the items in the Dealer inventory area - L"TOTALE WAARDE", //The total value of items player wishes to sell - L"EVALUEER", //Button text for dealer to evaluate items the player wants to sell - L"TRANSACTIE", //Button text which completes the deal. Makes the transaction. - L"OK", //Text for the button which will leave the shopkeeper interface. - L"REP. KOSTEN", //The amount the dealer will charge to repair the merc's goods - L"1 UUR", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d UREN", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"GEREPAREERD", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Er is geen ruimte meer.", //Message box that tells the user there is no more room to put there stuff - L"%d MINUTEN", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Drop Item op Grond.", - L"BUDGET", // TODO.Translate -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Neem", // Take money from the player - L"Geef", // Give money to the player - L"Stop", // Cancel the transfer - L"Leeg", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Selecteer Type", // tells the user to select either to give or take from the merc - L"Voer Bedrag In", // Enter the amount to transfer - L"Maak Geld over naar Huurl.", // Giving money to the merc - L"Maak Geld over van Huurl.", // Taking money from the merc - L"Onvoldoende geld", // Not enough money to transfer - L"Saldo", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Wil je %s aftrekken van je hoofdrekening om het verschil op te vangen?", - L"Niet genoeg geld. Je komt %s tekort", - L"Wil je %s aftrekken van je hoofdrekening om de kosten te dekken?", - L"Vraag de dealer om de transactie te starten", - L"Vraag de dealer om de gesel. items te repareren", - L"Einde conversatie", - L"Huidige Saldo", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Spel Bewaren", - L"Spel Laden", - L"Stop", - L"Next", - L"Prev", - L"OK", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Effecten", - L"Spraak", - L"Muziek", - - //Confirmation pop when the user selects.. - L"Spel verlaten en terugkeren naar hoofdmenu?", - - L"Je hebt of de Spraakoptie nodig of de ondertiteling.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Spel Bewaren", - L"Spel Laden", - L"Stop", - L"Bewaren Gesel.", - L"Laden Gesel.", - - L"Spel Bewaren voltooid", - L"FOUT bij bewaren spel!", - L"Spel laden succesvol", - L"FOUT bij laden spel!", - - L"De spelversie van het bewaarde spel verschilt van de huidige versie. Waarschijnlijk is het veilig om door te gaan. Doorgaan?", - L"De bewaarde spelen zijn waarschijnlijk ongeldig. Deze verwijderen?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Save version has changed. Please report if there any problems. Continue?", -#else - L"Attempting to load an older version save. Automatically update and load the save?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Save version and game version have changed. Please report if there are any problems. Continue?", -#else - L"Attempting to load an older version save. Automatically update and load the save?", -#endif - - L"Weet je zeker dat je het spel in slot #%d wil overschrijven?", - L"Wil je het spel laden van slot #", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"Er is te weinig ruimte op de harde schijf. Er is maar %d MB vrij en Jagged heeft tenminste %d MB nodig.", - - L"Bewaren", //When saving a game, a message box with this string appears on the screen - - L"Normale Wapens", - L"Stapels Wapens", - L"Realistische stijl", - L"SF stijl", - - L"Moeilijkheid", - L"Platinum Mode", //Placeholder English - - L"Bobby Ray Quality", - L"Good", - L"Great", - L"Excellent", - L"Awesome", - - L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", - L"New Inventory does not work from the default 'Data' folder.", - - L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", - L"Bobby Ray Quantity",// TODO.Translate -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Kaartniveau", - L"Je hebt geen militie. Je moet stadsburgers trainen om een stadsmilitie te krijgen.", - L"Dagelijks Inkomen", - L"Huurling heeft levensverzekering", - L"%s is niet moe.", - L"%s is bezig en kan niet slapen", - L"%s is te moe, probeer het later nog eens.", - L"%s is aan het rijden.", - L"Team kan niet reizen met een slapende huurling.", - - // stuff for contracts - L"Je kunt wel het contract betalen, maar je hebt geen geld meer om de levensverzekering van de huurling te betalen.", - L"%s verzekeringspremie kost %s voor %d extra dag(en). Wil je betalen?", - L"Inventaris Sector", - L"Huurling heeft medische kosten.", - - // other items - L"Medici", // people acting a field medics and bandaging wounded mercs - L"Patiënten", // people who are being bandaged by a medic - L"OK", // Continue on with the game after autobandage is complete - L"Stop", // Stop autobandaging of patients by medics now - L"Sorry. Optie niet mogelijk in deze demo.", // informs player this option/button has been disabled in the demo - L"%s heeft geen reparatie-kit.", - L"%s heeft geen medische kit.", - L"Er zijn nu niet genoeg mensen die getraind willen worden.", - L"%s is vol met milities.", - L"Huurling heeft eindig contract.", - L"Contract Huurling is niet verzekerd", - L"Map Overview", // 24 - - // Flugente: disease texts describing what a map view does TODO.Translate - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"Team %d is heeft iemand ontdekt in sector %s", - L"Team %s is heeft iemand ontdekt in sector %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Een stadsmilitie trainen kost $", // telling player how much it will cost - L"Uitgave goedkeuren?", // asking player if they wish to pay the amount requested - L"je kunt dit niet betalen.", // telling the player they can't afford to train this town - L"Doorgaan met militie trainen %s (%s %d)?", // continue training this town? - - L"Kosten $", // the cost in dollars to train militia - L"( J/N )", // abbreviated yes/no - L"", // unused - L"Stadsmilities trainen in %d sectors kost $ %d. %s", // cost to train sveral sectors at once - - L"Je kunt de $%d niet betalen om de stadsmilitie hier te trainen.", - L"%s heeft een loyaliteit nodig van %d procent om door te gaan met milities trainen.", - L"Je kunt de militie in %s niet meer trainen.", - L"liberate more town sectors", // TODO.Translate - - L"liberate new town sectors", // TODO.Translate - L"liberate more towns", // TODO.Translate - L"regain your lost progress", // TODO.Translate - L"progress further", // TODO.Translate - - L"recruit more rebels", // TODO.Translate -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"Je kunt maximaal $20.000 in één keer opnemen.", - L"Weet je zeker dat je %s wil storten op je rekening?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Spraak", - L"Bevestigingen uit", - L"Ondertitels", - L"Wacht bij tekst-dialogen", - L"Rook Animeren", - L"Bloedsporen Tonen", - L"Cursor Niet Bewegen", - L"Oude Selectiemethode", - L"Toon reisroute", - L"Toon Missers", - L"Bevestiging Real-Time", - L"Slaap/wakker-berichten", - L"Metrieke Stelsel", - L"Licht Huurlingen Op", - L"Auto-Cursor naar Huurling", - L"Auto-Cursor naar Deuren", - L"Items Oplichten", - L"Toon Boomtoppen", - L"Smart Tree Tops", // TODO. Translate - L"Toon Draadmodellen", - L"Toon 3D Cursor", - L"Show Chance to Hit on cursor", - L"GL Burst uses Burst cursor", - L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO - L"High angle Grenade launching", - L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Space selects next Squad", - L"Show Item Shadow", - L"Show Weapon Ranges in Tiles", - L"Tracer effect for single shot", - L"Rain noises", - L"Allow crows", - L"Show Soldier Tooltips", - L"Auto save", - L"Silent Skyrider", - L"Enhanced Description Box", - L"Forced Turn Mode", // add forced turn mode - L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map - L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate - L"Logical Bodytypes", - L"Show Merc Ranks", // shows mercs ranks // TODO.Translate - L"Show Face gear graphics", // TODO.Translate - L"Show Face gear icons", - L"Uit te schakelen Cursor Swap", // Disable Cursor Swap - L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate - L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate - L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate - L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate - L"Allow Zombies", // TODO.Translate - L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate - L"Mark Remaining Hostiles", // TODO.Translate - L"Show LBE Content", // TODO.Translate - L"Invert mouse wheel", // TODO.Translate - L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG OPTIONS--", // an example options screen options header (pure text) - L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate - L"Reset ALL game options", // failsafe show/hide option to reset all options - L"Do you really want to reset?", // a do once and reset self option (button like effect) - L"Debug Options in other builds", // allow debugging in release or mapeditor - L"DEBUG Render Option group", // an example option that will show/hide other options - L"Render Mouse Regions", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Schakel deze optie IN als je de karakter-dialogen wil horen.", - - //Mute Confirmation - L"Schakelt verbale bevestigingen v.d. karakters in of uit.", - - //Subtitles - L"Stelt in of dialoogteksten op het scherm worden getoond.", - - //Key to advance speech - L"Als ondertitels AANstaan, schakel dit ook in om tijd te hebben de NPC-dialogen te lezen.", - - //Toggle smoke animation - L"Schakel deze optie uit als rookanimaties het spel vertragen.", - - //Blood n Gore - L"Schakel deze optie UIT als je bloed aanstootgevend vindt.", - - //Never move my mouse - L"Schakel deze optie UIT als je wil dat de muis automatisch gepositioneerd wordt bij bevestigingsdialogen.", - - //Old selection method - L"Schakel deze optie IN als je karakters wil selecteren zoals in de vorige JAGGED ALLIANCE (methode is tegengesteld dus).", - - //Show movement path - L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de |S|h|i|f|t-toets om paden te tonen).", - - //show misses - L"Schakel IN om het spel de plaats van inslag van je kogels te tonen wanneer je \"mist\".", - - //Real Time Confirmation - L"Als INGESCHAKELD, een extra \"veiligheids\"-klik is nodig om in real-time te bewegen.", - - //Sleep/Wake notification - L"INGESCHAKELD zorgt voor berichten of huurlingen op een \"missie\" slapen of werken.", - - //Use the metric system - L"Wanneer INGESCHAKELD wordt het metrieke stelsel gebruikt, anders het Imperiale stelsel.", - - //Highlight Mercs - L"Wanneer INGESCHAKELD, wordt de huurling gemarkeerd (niet zichtbaar voor vijanden).\nSchakel in het spel met (|G)", - - //Smart cursor - L"Wanneer INGESCHAKELD zullen huurlingen dichtbij de cursor automatisch oplichten.", - - //snap cursor to the door - L"Wanneer INGESCHAKELD zal de cursor dichtbij een deur automatisch boven de deur gepositioneerd worden.", - - //glow items - L"Wanneer INGESCHAKELD lichten items altijd op. (|C|t|r|l+|A|l|t+|I)", - - //toggle tree tops - L"Wanneer INGESCHAKELD worden Boom|toppen getoond.", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate - - //toggle wireframe - L"Wanneer INGESCHAKELD worden Draadmodellen van niet-zichtbare muren getoond. (|C|t|r|l+|A|l|t+|W)", - - L"Wanneer INGESCHAKELD wordt de cursor in 3D getoond. (|H|o|m|e)", - - // Options for 1.13 - L"When ON, the chance to hit is shown on the cursor.", - L"When ON, GL burst uses burst cursor.", - L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO - L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", - L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"When ON, |S|p|a|c|e selects next squad automatically.", - L"When ON, item shadows will be shown.", - L"When ON, weapon ranges will be shown in tiles.", - L"When ON, tracer effect will be shown for single shots.", - L"When ON, you will hear rain noises when it is raining.", - L"When ON, the crows are present in game.", - L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", - L"When ON, game will be saved in 2 alternate save slots after each players turn.", - L"When ON, Skyrider will not talk anymore.", - L"When ON, enhanced descriptions will be shown for items and weapons.", - L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|t|r|l+|T).", // add forced turn mode - L"When ON, the Strategic Map will be colored differently based on exploration.", - L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate - L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate - L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate - L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate - L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", - L"Wanneer ingeschakeld, zal de cursor niet te schakelen tussen uitwisseling positie en andere acties. Druk op |x om snelle uitwisseling te starten.", - L"When ON, mercs will not report progress during training.", // TODO.Translate - L"When ON, mercs will not report progress during repairing.", // TODO.Translate - L"When ON, mercs will not report progress during doctoring.", // TODO.Translate - L"When ON, AI turns will be much faster.", // TODO.Translate - - L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate - L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate - L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate - L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate - L"When ON, inverts mouse wheel directions.", // TODO.Translate - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate - L"When ON, shows last known enemy location.", //TODO.Translate - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Force all pending Bobby Ray shipments", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", - L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options - L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) - L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor - L"Toggle to display debugging render options", // an example option that will show/hide other options - L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - - -STR16 gzGIOScreenText[] = -{ - L"SPEL-INSTELLINGEN", -#ifdef JA2UB - L"Random Manuel texts ", - L"Off", - L"On", -#else - L"Speelstijl", - L"Realistisch", - L"SF", -#endif - L"Platinum", //Placeholder English - L"Wapenopties", - L"Extra wapens", - L"Normaal", - L"Moeilijksheidsgraad", - L"Beginneling", - L"Ervaren", - L"Expert", - L"INSANE", - L"Start", // TODO.Translate - L"Stop", - L"Extra Moeilijk", - L"Save Anytime", - L"Iron Man", - L"Niet mogelijk bij Demo", - L"Bobby Ray Quality", - L"Good", - L"Great", - L"Excellent", - L"Awesome", - L"Inventory / Attachments", // TODO.Translate - L"NOT USED", - L"NOT USED", - L"Load MP Game", - L"INITIAL GAME SETTINGS (Only the server settings take effect)", - // Added by SANDRO - L"Skill Traits", - L"Old", - L"New", - L"Max IMP Characters", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Enemies Drop All Items", - L"Off", - L"On", -#ifdef JA2UB - L"Tex and John", - L"Random", - L"All", -#else - L"Number of Terrorists", - L"Random", - L"All", -#endif - L"Secret Weapon Caches", - L"Random", - L"All", - L"Progress Speed of Item Choices", - L"Very Slow", - L"Slow", - L"Normal", - L"Fast", - L"Very Fast", - - // TODO.Translate - L"Old / Old", - L"New / Old", - L"New / New", - - // TODO.Translate - // Squad Size - L"Max. Squad Size", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"Inventory Manipulation Costs AP", - - L"New Chance to Hit System", - L"Improved Interrupt System", - L"Merc Story Backgrounds", // TODO.Translate - L"Food System",// TODO.Translate - L"Bobby Ray Quantity",// TODO.Translate - - // anv: extra iron man modes - L"Soft Iron Man", // TODO.Translate - L"Extreme Iron Man", // TODO.Translate -}; - -STR16 gzMPJScreenText[] = -{ - L"MULTIPLAYER", - L"Join", - L"Host", - L"Cancel", - L"Refresh", - L"Player Name", - L"Server IP", - L"Port", - L"Server Name", - L"# Plrs", - L"Version", - L"Game Type", - L"Ping", - L"You must enter a player name.", - L"You must enter a valid server IP address. For example: 84.114.195.239", - L"You must enter a valid Server Port between 1 and 65535.", -}; - -// TODO.Translate -STR16 gzMPJHelpText[] = -{ - L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", - L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate - - L"HOST", - L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", - L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", - L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", - L"Click on 'Host' to host a new Multiplayer Game.", - - L"JOIN", - L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", - L"Enter the external IP and the Port number from the host.", - L"Click on 'Join' to join an already hosted Multiplayer Game.", -}; - -// TODO.Translate -STR16 gzMPHScreenText[] = -{ - L"HOST GAME", - L"Start", - L"Cancel", - L"Server Name", - L"Game Type", - L"Deathmatch", - L"Team-Deathmatch", - L"Co-Operative", - L"Maximum Players", - L"Maximum Mercs", - L"Merc Selection", - L"Merc Hiring", - L"Hired by Player", - L"Starting Cash", - L"Allow Hiring Same Merc", - L"Report Hired Mercs", - L"Bobby Rays", - L"Sector Starting Edge", - L"You must enter a server name", - L"", - L"", - L"Starting Time", - L"", - L"", - L"Weapon Damage", - L"", - L"Timed Turns", - L"", - L"Enable Civilians in CO-OP", - L"", - L"Maximum Enemies in CO-OP", - L"Synchronize Game Directory", - L"MP Sync. Directory", - L"You must enter a file transfer directory.", - L"(Use '/' instead of '\\' for directory delimiters.)", - L"The specified synchronisation directory does not exist.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Yes", - L"No", - // Starting Time - L"Morning", - L"Afternoon", - L"Night", - // Starting Cash - L"Low", - L"Medium", - L"Heigh", - L"Unlimited", - // Time Turns - L"Never", - L"Slow", - L"Medium", - L"Fast", - // Weapon Damage - L"Very low", - L"Low", - L"Normal", - // Merc Hire - L"Random", - L"Normal", - // Sector Edge - L"Random", - L"Selectable", - // Bobby Ray / Hire same merc - L"Disable", - L"Allow", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Beirut", //Beirut, Lebanon (Middle East) - L"London", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Moscow", //Moscow, USSR - L"New York", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Paris", //Paris, France - L"Tripoli", //Tripoli, Libya (eastern Mediterranean) - L"Tokyo", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Are you sure? A value of zero means NO ability in this skill.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"( 8 Karakters Max )", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"Analiseren", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"Bedankt, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"Stem", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Gedood tijdens gevecht", - L"Ontslagen", - L"Anders", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Personeelsmanager", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Spel Gepauzeerd", - L"Doorgaan (|P|a|u|s|e)", - L"Pauze Spel (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"Spel verlaten?", - L"OK", - L"JA", - L"NEE", - L"STOPPEN", - L"WEER AANNEMEN", - L"LEUGEN", - L"Geen beschrijving", //Save slots that don't have a description. - L"Spel opgeslagen.", - L"Spel opgeslagen.", - L"SnelBewaren", //The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"Dag", - L"Huurl", - L"Leeg Slot", //An empty save game slot - L"Demo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"Release", //Release build for JA2 - L"rpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"min", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"rnds", //Abbreviation for rounds (# of bullets) - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"Home", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"nvt", //Lowercase acronym for not applicable. - L"Intussen", //Meanwhile - L"%s is gearriveerd in sector %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying - //SirTech - L"Versie", - L"Leeg SnelBewaarSlot", - L"Dit slot is gereserveerd voor SnelBewaren tijdens tactische en kaartoverzichten m.b.v. ALT+S.", - L"Geopend", - L"Gesloten", - L"Schijfruimte raakt op. Er is slects %s MB vrij en Jagged Alliance 2 v1.13 heeft %s MB nodig.", - L"%s ingehuurd van AIM", - L"%s heeft %s gevangen.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s heeft %s genomen.", //'Merc name' has taken the drug - L"%s heeft geen medische kennis", //'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"De integriteit van het spel is aangetast.", - L"FOUT: CD-ROM geopend", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Er is geen plaats om vanaf hier te schieten.", - - //Can't change stance due to objects in the way... - L"Kan op dit moment geen standpunt wisselen.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Drop", - L"Gooi", - L"Geef", - - L"%s gegeven aan %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"Geen plaats om %s aan %s te geven.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" eraan vastgemaakt )", - - //Cheat modes - L"Vals spel niveau EEN", - L"Vals spel niveau TWEE", - - //Toggling various stealth modes - L"Team op sluipmodus.", - L"Team niet op sluipmodus.", - L"%s op sluipmodus.", - L"%s niet op sluipmodus.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Extra Draadmodellen Aan", - L"Extra Draadmodellen Uit", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Kan niet naar boven vanaf dit niveau...", - L"Er zijn geen lagere niveaus...", - L"Betreden basisniveau %d...", - L"Verlaten basisniveau...", - - L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Volgmodus UIT.", - L"Volgmodus AAN.", - L"3D Cursor UIT.", - L"3D Cursor AAN.", - L"Team %d actief.", - L"Je kunt %s's dagelijkse salaris van %s niet betalen", //first %s is the mercs name, the seconds is a string containing the salary - L"Overslaan", - L"%s kan niet alleen weggaan.", - L"Een spel is bewaard onder de naam SaveGame249.sav. Indien nodig, hernoem het naar SaveGame10 zodat je het kan aanroepen in het Laden-scherm.", - L"%s dronk wat %s", - L"Een pakket is in Drassen gearriveerd.", - L"%s zou moeten arriveren op het aangewezen punt (sector %s) op dag %d, om ongeveer %s.", - L"Geschiedenisverslag bijgewerkt.", - L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", - L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", - L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO - L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO - L"Granade Launchers fire at standard angles", - L"Grenade Launchers fire at higher angles", - // forced turn mode strings - L"Forced Turn Mode", - L"Normal turn mode", - L"Exit combat mode", - L"Forced Turn Mode Active, Entering Combat", - L"Spel succesvol bewaard in de Einde Beurt Auto Bewaar Slot.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. - L"Client", - - // TODO.Translate - L"You cannot use the Old Inventory and the New Attachment System at the same time.", - - // TODO.Translate - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn Save #", // 95 // The text for the tactical end turn auto save - L"Saving Auto Save #", // 96 // The message box, when doing auto save - L"Saving", // 97 // The message box, when doing end turn auto save - L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save - L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Lock mouse cursor within game window boundary.", // 104 - L"Release mouse cursor from game window boundary.", // 105 - L"Move in Formation ON", // TODO.Translate - L"Move in Formation OFF", - L"Artificial Merc Light ON", // TODO.Translate - L"Artificial Merc Light OFF", - L"Squad %s active.", //TODO.Translate - L"%s smoked %s.", - L"Activate cheats?", - L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"Scroll Omhoog", - L"Selecteer Alles", - L"Scroll Omlaag", - L"Stop", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s is niet dichtbij genoeg om te worden genezen.", - L"Je medici waren niet in staat om iedereen te verbinden.", -}; - -// TODO.Translate -STR16 pMilitiaButtonsHelpText[] = -{ - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", - L"Distribute available militia equally among all sectors", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Ga naar AIM en huur wat huurlingen in ( *Hint* dat kan bij Laptop )", -#ifdef JA2UB - L"Als je klaar bent om naar Tracona te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway -#else - L"Als je klaar bent om naar Arulco te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Fout. Bestanden missen of zijn beschadigd. Spel wordt beëindigd.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"Lees E-mail", - L"Bekijk web-pagina's", - L"Bekijk bestanden en e-mail attachments", - L"Lees verslag van gebeurtenissen", - L"Bekijk team-info", - L"Bekijk financieel overzicht", - L"Sluit laptop", - - //Bottom task bar icons (if they exist): - L"Je hebt nieuwe berichten", - L"Je hebt nieuwe bestanden", - - //Bookmarks: - L"Association of International Mercenaries", - L"Bobby Ray's online weapon mail order", - L"Institute of Mercenary Profiling", - L"More Economic Recruiting Center", - L"McGillicutty's Mortuarium", - L"United Floral Service", - L"Verzekeringsagenten voor A.I.M. contracten", - //New Bookmarks - L"", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", // TODO.Translate - L"Mercenaries Love or Dislike You", // TODO.Translate - L"World Health Organization", - L"Kerberus - Excellence In Security", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - - -STR16 gzHelpScreenText[] = -{ - L"Verlaat help-scherm", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"Er is een gevecht gaande. Je kan alleen terugtrekken m.b.v. het tactische scherm.", - L"B|etreedt sector om door te gaan met het huidige gevecht.", - L"Los huidige gevecht |automatisch op.", - L"Gevecht kan niet automatisch opgelost worden als je de aanvaller bent.", - L"Gevecht kan niet automatisch opgelost worden als je in een hinderlaag ligt.", - L"Gevecht kan niet automatisch opgelost worden als je vecht met beesten in de mijnen.", - L"Gevecht kan niet automatisch opgelost worden als er vijandige burgers zijn.", - L"Gevecht kan niet automatisch opgelost worden als er nog bloodcats zijn.", - L"GEVECHT GAANDE", - L"je kan je op dit moment niet terugtrekken.", -}; - -STR16 gzMiscString[] = -{ - L"Je militie vecht door zonder hulp van je huurlingen...", - L"Het voertuig heeft geen brandstof meer nodig.", - L"De brandstoftank is voor %d%% gevuld.", - L"Het leger van Deidranna heeft totale controle verkregen over %s.", - L"Je hebt een tankplaats verloren.", -}; - -STR16 gzIntroScreen[] = -{ - L"Kan intro video niet vinden", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s hoort een %s geluid uit %s.", - L"%s hoort een %s geluid van BEWEGING uit %s.", - L"%s hoort een %s KRAKEND geluid uit %s.", - L"%s hoort een %s SPETTEREND geluid uit %s.", - L"%s hoort een %s INSLAG uit %s.", - L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate - L"%s hoort een %s EXPLOSIE naar %s.", - L"%s hoort een %s SCHREEUW naar %s.", - L"%s hoort een %s INSLAG naar %s.", - L"%s hoort een %s INSLAG naar %s.", - L"%s hoort een %s VERSPLINTEREN uit %s.", - L"%s hoort een %s KLAP uit %s.", - L"", // anv: placeholder for silent alarm // TODO.Translate - L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player // TODO.Translate -}; - -// TODO.Translate -STR16 pTauntUnknownVoice[] = -{ - L"Unknown Voice", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Sorteer op Naam (|F|1)", - L"Sorteer op Taak (|F|2)", - L"Sorteer op Slaapstatus (|F|3)", - L"Sorteer op locatie (|F|4)", - L"Sorteer op Bestemming (|F|5)", - L"Sorteer op Vertrektijd (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Fout 404", - L"Site niet gevonden.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"Recentelijke ladingen", - L"Order #", - L"Aantal Items", - L"Besteld op", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Spel Programmeur", // Chris Camfield "Game Internals Programmer" - L"Co-ontwerper/Schrijver", // Shaun Lyng "Co-designer/Writer" - L"Strategische Systemen & Programmeur", //Kris Marnes "Strategic Systems & Editor Programmer" - L"Producer/Co-ontwerper", // Ian Currie "Producer/Co-designer" - L"Co-ontwerper/Kaartontwerp", // Linda Currie "Co-designer/Map Designer" - L"Artiest", // Eric \"WTF\" Cheng "Artist" - L"Beta Coördinator, Ondersteuning", // Lynn Holowka - L"Artiest Extraordinaire", // Norman \"NRG\" Olsen - L"Geluidsgoeroe", // George Brooks - L"Schermontwerp/Artiest", // Andrew Stacey - L"Hoofd-Artiest/Animator", // Scot Loving - L"Hoofd-Programmeur", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmeur", // Dave French - L"Strategische Systemen & Spelbalans Programmeur", // Alex Meduna - L"Portret-Artiest", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(leert nog steeds interpunctie)", // Shaun Lyng - L"(\"Het is klaar. Ben er mee bezig\")", //Kris \"The Cow Rape Man\" Marnes - L"(wordt veel te oud voor dit)", // Ian Currie - L"(en werkt aan Wizardry 8)", // Linda Currie - L"(moets onder bedreiging ook QA doen)", // Eric \"WTF\" Cheng - L"(Verliet ons voor CFSA - dus...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Dead Head en jazz liefhebber)", // Andrew Stacey - L"(in het echt heet hij Robert)", // Scot Loving - L"(de enige verantwoordelijke persoon)", // Andrew \"Big Cheese Doddle\" Emmons - L"(kan nu weer motorcrossen)", // Dave French - L"(gestolen van Wizardry 8)", // Alex Meduna - L"(deed items en schermen-laden ook!)", // Joey \"Joeker\" Whelan", -}; - -STR16 sRepairsDoneString[] = -{ - L"%s is klaar met reparatie van eigen items.", - L"%s is klaar met reparatie van ieders wapens en bepantering.", - L"%s is klaar met reparatie van ieders uitrusting.", - L"%s finished repairing everyone's large carried items.", - L"%s finished repairing everyone's medium carried items.", - L"%s finished repairing everyone's small carried items.", - L"%s finished repairing everyone's LBE gear.", - L"%s finished cleaning everyone's guns.", // TODO.Translate -}; - -STR16 zGioDifConfirmText[]= -{ - L"Je hebt de NOVICE-modus geselecteerd. Deze instelling is geschikt voor diegenen die Jagged Alliance voor de eerste keer spelen, voor diegenen die nog niet zo bekend zijn met strategy games, of voor diegenen die kortere gevechten in de game willen hebben.", //Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Novice-modus wilt spelen?", - L"Je hebt de EXPERIENCED-modus geselecteerd. Deze instelling is geschikt voor diegenen die al bekend zijn met Jagged Alliance of dergelijke games. Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Experienced-modus wilt spelen ?", - L"Je hebt de EXPERT-modus geselecteerd. We hebben je gewaarschuwd. Geef ons niet de schuld als je in een kist terugkomt. Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Expert-modus wilt spelen?", - L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S laadscherm-data niet gevonden...", - - //1-5 - L"De robot kan de sector niet verlaten als niemand de besturing gebruikt.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"Je kan de tijd niet versnellen, Wacht op het vuurwerk!", - - //'Name' refuses to move. - L"%s weigert zich te verplaatsen.", - - //%s a merc name - L"%s heeft niet genoeg energie om standpunt te wisselen.", - - //A message that pops up when a vehicle runs out of gas. - L"%s heeft geen brandstof en is gestrand in %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"boven", - L"onder", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Niemand van je huurlingen heeft medische kennis.", - L"Er zijn geen medische hulpmiddelen om mensen te verbinden.", - L"Er waren niet genoeg medische hulpmiddelen om iedereen te verbinden.", - L"Geen enkele huurling heeft medische hulp nodig.", - L"Verbindt huurlingen automatisch.", - L"Al je huurlingen zijn verbonden.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - L"(dak)", - - L"Gezondheid: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d vs. %d", - - L"%s is vol!", //(ex "The ice cream truck is full") - - L"%s heeft geen eerste hulp nodig, maar échte medische hulp of iets dergelijks.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s is geraakt in het been en valt om!", - //Name can't speak right now. - L"%s kan nu niet praten.", - - //22-24 plural versions - L"%d groene milities zijn gepromoveerd tot veteranenmilitie.", - L"%d groene milities zijn gepromoveerd tot reguliere militie.", - L"%d reguliere milities zijn gepromoveerd tot veteranenmilitie.", - - //25 - L"Schakelaar", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s wordt gek!", - - //27-28 - //Messages why a player can't time compress. - L"Het is nu onveilig om de tijd te versnellen omdat je huurlingen hebt in sector %s.", - L"Het is nu onveilig om de tijd te versnellen als er huurlingen zijn in de mijnen met beesten.", - - //29-31 singular versions - L"1 groene militie is gepromoveerd tot veteranenmilitie.", - L"1 groene militie is gepromoveerd tot reguliere militie.", - L"1 reguliere militie is gepromoveerd tot veteranenmilitie.", - - //32-34 - L"%s zegt helemaal niets.", - L"Naar oppervlakte reizen?", - L"(Team %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s heeft %s's %s gerepareerd", - - //36 - L"BLOODCAT", - - //37-38 "Name trips and falls" - L"%s ups en downs", - L"Dit item kan vanaf hier niet opgepakt worden.", - - //39 - L"Geen enkele huurling van je is in staat om te vechten. De militie zal zelf tegen de beesten vechten.", - - //40-43 - //%s is the name of merc. - L"%s heeft geen medische kits meer!", - L"%s heeft geen medische kennis om iemand te verzorgen!", - L"%s heeft geen gereedschapkits meer!", - L"%s heeft geen technische kennis om iets te repareren!", - - //44-45 - L"Reparatietijd", - L"%s kan deze persoon niet zien.", - - //46-48 - L"%s's pistoolloopverlenger valt eraf!", - L"No more than %d militia trainers are permitted in this sector.", // TODO.Translate - L"Zeker weten?", - - //49-50 - L"Tijdversneller", - L"De tank van het voertuig is nu vol.", - - //51-52 Fast help text in mapscreen. - L"Doorgaan met Tijdversnelling (|S|p|a|c|e)", - L"Stop Tijdversnelling (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s heeft de %s gedeblokkeerd", - L"%s heeft %s's %s gedeblokkeerd", - - //55 - L"Kan tijd niet versneller tijdens bekijken van sector inventaris.", - - L"Kan de Jagged Alliance 2 v1.13 SPEL CD niet vinden. Programma wordt afgesloten.", - - L"Items succesvol gecombineerd.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Huidig/Max Voortgang: %d%%/%d%%", - - L"John en Mary escorteren?", - - //60 - L"Schakelaar geactiveerd.", - - L"%s's armour attachment has been smashed!", - L"%s fires %d more rounds than intended!", - L"%s fires one more round than intended!", - - L"You need to close the item description box first!", // TODO.Translate - - L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate -}; - -STR16 gzCWStrings[] = -{ - L"Call reinforcements to %s from adjacent sectors?", // TODO.Translate -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Location: %d\n", - L"%s|Brightness: %d / %d\n", - L"%s|Range to |Target: %d\n", - L"%s|I|D: %d\n", - L"%s|Orders: %d\n", - L"%s|Attitude: %d\n", - L"%s|Current |A|Ps: %d\n", - L"%s|Current |Health: %d\n", - L"%s|Current |Breath: %d\n", // TODO.Translate - L"%s|Current |Morale: %d\n", - L"%s|Current |S|hock: %d\n",// TODO.Translate - L"%s|Current |S|uppression Points: %d\n",// TODO.Translate - // Full info - L"%s|Helmet: %s\n", - L"%s|Vest: %s\n", - L"%s|Leggings: %s\n", - // Limited, Basic - L"|Armor: ", - L"Helmet", - L"Vest", - L"Leggings", - L"worn", - L"no Armor", - L"%s|N|V|G: %s\n", - L"no NVG", - L"%s|Gas |Mask: %s\n", - L"no Gas Mask", - L"%s|Head |Position |1: %s\n", - L"%s|Head |Position |2: %s\n", - L"\n(in Backpack) ", - L"%s|Weapon: %s ", - L"no Weapon", - L"Handgun", - L"SMG", - L"Rifle", - L"MG", - L"Shotgun", - L"Knife", - L"Heavy Weapon", - L"no Helmet", - L"no Vest", - L"no Leggings", - L"|Armor: %s\n", - // Added - SANDRO - L"%s|Skill 1: %s\n", - L"%s|Skill 2: %s\n", - L"%s|Skill 3: %s\n", - // Additional suppression effects - sevenfm // TODO.Translate - L"%s|A|Ps lost due to |S|uppression: %d\n", - L"%s|Suppression |Tolerance: %d\n", - L"%s|Effective |S|hock |Level: %d\n", - L"%s|A|I |Morale: %d\n", -}; - -STR16 New113Message[] = -{ - L"Storm started.", - L"Storm ended.", - L"Rain started.", - L"Rain ended.", - L"Watch out for snipers...", - L"Suppression fire!", - L"BRST", - L"AUTO", - L"GL", - L"GL BRST", - L"GL AUTO", - L"UB", - L"UBRST", - L"UAUTO", - L"BAYONET", - L"Sniper!", - L"Unable to split money due to having an item on your cursor.", - L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", - L"Geschrapt punt", - L"Schrapte alle punten van dit type", - L"Verkocht punt", - L"Verkocht alle punten van dit type", - L"You should check your goggles", - // Real Time Mode messages - L"In combat already", - L"No enemies in sight", - L"Real-time sneaking OFF", - L"Real-time sneaking ON", - L"Enemy spotted!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s was successful on stealing!", - L"%s had not enough action points to steal all selected items.", - L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", - L"Do you want to make surgery on %s? (You can heal about %i Health.)", - L"Do you wish to make surgeries first? (%i patient(s))", - L"Do you wish to make the surgery on this patient first?", - L"Apply first aid automatically with surgeries or without them?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Surgery on %s finished.", - L"%s is hit in the chest and loses a point of maximum health!", - L"%s is hit in the chest and loses %d points of maximum health!", - L"%s is blinded by the blast!", - L"%s has regained one point of lost %s", - L"%s has regained %d points of lost %s", - L"Your scouting skills prevented you to be ambushed by the enemy!", - L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", - L"%s is hit to groin and falls down in pain!", - ////////////////////////////////////////////////////////////////////////////////////// - L"Warning: enemy corpse found!!!", - L"%s [%d rnds]\n%s %1.1f %s", - L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate - L"Hint: %s", // TODO.Translate - L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Cannot use skill!", // TODO.Translate - L"Cannot build while enemies are in this sector!", - L"Cannot spot that location!", - L"Incorrect GridNo for firing artillery!", - L"Radio frequencies are jammed. No communication possible!", - L"Radio action failed!", - L"Not enough mortar shells in sector to start a barrage!", - L"No signal shell item found in Items.xml!", - L"No High-Explosive shell item found in Items.xml!", - L"No mortars found, cannot commence barrage!", - L"Already jamming signal, no need to do so again!", - L"Already listening for nearby sounds, no need to do so again!", - L"Already trying to spot, no need to do so again!", - L"Already scanning for jam signals, no need to do so again!", - L"%s could not apply %s to %s.", - L"%s orders reinforcements from %s.", - L"%s radio set is out of energy.", - L"a working radio set", - L"a binocular", - L"patience", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", // TODO.Translate -}; - -// TODO.Translate -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s cowers in fear!", - L"%s is pinned down!", - L"%s fires more rounds than intended!", - L"You cannot train militia in this sector.", - L"Militia picks up %s.", - L"Cannot train militia with enemies present!", - // 6 - 10 - L"%s lacks sufficient Leadership score to train militia.", - L"No more than %d Mobile Militia trainers are permitted in this sector.", - L"No room in %s or around it for new Mobile Militia!", - L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", - L"Can't staff a facility while enemies are present!", - // 11 - 15 - L"%s lacks sufficient Wisdom to staff this facility.", - L"The %s is already fully-staffed.", - L"It will cost $%d per hour to staff this facility. Do you wish to continue?", - L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", - L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", - // 16 - 20 - L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", - L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", - L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", - L"N/A in this sector", - L"Daily Expenses", - // 21 - 25 - L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", - L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 - L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 - L"To merge two items during combat, you must pick them both up first.", // HAM 5 -}; - -// TODO.Translate -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"No available adjustments", - L"%s was split into several parts.", - L"%s was split into several parts. Check %s's inventory for the resulting items.", - L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", - L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", - L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", - // 6 - 10 - L"Split Crate into Inventory", - L"Split into %d-rd Mags", - L"%s was split into %d Magazines containing %d rounds each.", - L"%s was split into %s's inventory.", - L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", - L"Instant mode", // TODO.Translate - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", - // Biggens: Text from Line 49 in Email.edt - L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", -}; - -// TODO.Translate -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk: Text from Line 58 - L"FW from AIM Server: Message from Victor Kolesnikov", - L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", - - // Brain: Text from Line 60 - L"FW from AIM Server: Message from Janno Allik", - L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", - - // Scream: Text from Line 62 - L"FW from AIM Server: Message from Lennart Vilde", - L"Lennart Vilde now available! ±", - - // Henning: Text from Line 64 - L"FW from AIM Server: Message from Henning von Branitz", - L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", - - // Luc: Text from Line 66 - L"FW from AIM Server: Message from Luc Fabre", - L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", - - // Laura: Text from Line 68 - L"FW from AIM Server: Message from Dr. Laura Colin", - L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", - - // Grace: Text from Line 70 - L"FW from AIM Server: Message from Graziella Girelli", - L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", - - // Rudolf: Text from Line 72 - L"FW from AIM Server: Message from Rudolf Steiger", - L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"FW from AIM Server: Message about merc availability", - L"I got your message. Waiting for your call. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Sniper: De ogen van een havik, u kunnen de vleugels van een vlieg bij honderd werven ontspruiten! ± ", - // Camouflage - L"Camouflage: Naast u ringt synthetische zelfs blik! ± ", - // SANDRO - new strings for new traits added - // Ranger - L"Ranger: You are the one from Texas deserts, aren't you! ± ", - // Gunslinger - L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ", - // Squadleader - L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ", - // Technician - L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ", - // Doctor - L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ", - // Athletics - L"Athletics: Your speed and vitality is on top of possibilities! ± ", - // Bodybuilding - L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ", - // Demolitions - L"Demolitions: You can blow up a whole city just by common home stuff! ± ", - // Scouting - L"Scouting: Nothing can escape your notice! ± ", - // Covert ops - L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate - // Radio Operator - L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate - // Survival - L"Survival: Nature is a second home to you. ± ", // TODO.Translate -}; - -STR16 NewInvMessage[] = -{ - L"Kan op dit moment niet bestelwagenrugzak", - L"Geen plaats om rugzak te zetten", - L"Gevonden niet rugzak", - L"De ritssluiting werkt slechts in gevecht", - L"Kan niet me bewegen terwijl actieve rugzakritssluiting", - L"Bent zeker u u wilt alle sectorpunten verkopen?", - L"Bent zeker u u wilt alle sectorpunten schr?", - L"Kan beklimmen niet terwijl het dragen van een rugzak", - L"All backpacks dropped", // TODO.Translate - L"All owned backpacks picked up", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Initiating RakNet server...", - L"Server started, waiting for connections...", - L"You must now connect with your client to the server by pressing '2'.", - L"Server is already running.", - L"Server failed to start. Terminating.", - // 5 - L"%d/%d clients are ready for realtime-mode.", - L"Server disconnected and shutdown.", - L"Server is not running.", - L"Clients are still loading, please wait...", - L"You cannot change dropzone after the server has started.", - // 10 - L"Sent file '%S' - 100/100", - L"Finished sending files to '%S'.", - L"Started sending files to '%S'.", - L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Initiating RakNet client...", - L"Connecting to IP: %S ...", - L"Received game settings:", - L"You are already connected.", - L"You are already connecting...", - // 5 - L"Client #%d - '%S' has hired '%s'.", - L"Client #%d - '%S' has hired another merc.", - L"You are ready - Total ready = %d/%d.", - L"You are no longer ready - Total ready = %d/%d.", - L"Starting battle...", - // 10 - L"Client #%d - '%S' is ready - Total ready = %d/%d.", - L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", - L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", - L"Let us the battle begin!", - L"A client must be running for starting the game.", - // 15 - L"Game cannot start. No mercs are hired...", - L"Awaiting 'OK' from server to unlock the laptop...", - L"Interrupted", - L"Finish from interrupt", - L"Mouse Grid Coordinates:", - // 20 - L"X: %d, Y: %d", - L"Grid Number: %d", - L"Server only feature", - L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", - L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", - // 25 - L"", - L"New connection: Client #%d - '%S'.", - L"Team: %d.",//not used any more - L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')", - L"Kicked client #%d - '%S'", - // 30 - L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", - L"Starting turn for client #%d", - L"Requesting for realtime...", - L"Switched back to realtime.", - L"Error: Something went wrong switching back.", - // 35 - L"Unlock laptop for hiring? (Are all clients connected?)", - L"The server has unlocked the laptop. Begin hiring!", - L"Interruptor.", - L"You cannot change dropzone if you are only the client and not the server.", - L"You declined the offer to surrender, because you are in a multiplayer game.", - // 40 - L"All your mercs are wiped dead!", - L"Spectator mode enabled.", - L"You have been defeated!", - L"Sorry, climbing is disable in MP", - L"You Hired '%s'", - // 45 - L"You cant change the map once purchasing has commenced", - L"Map changed to '%s'", - L"Client '%s' disconnected, removing from game", - L"You were disconnected from the game, returning to the Main Menu", - L"Connection failed, Retrying in 5 seconds, %i retries left...", - //50 - L"Connection failed, giving up...", - L"You cannot start the game until another player has connected", - L"%s : %s", - L"Send to All", - L"Allies only", - // 55 - L"Cannot join game. This game has already started.", - L"%s (team): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Received all files from server.", - L"'%S' finished downloading from server.", - L"'%S' started downloading from server.", - L"Cannot start the game until all clients have finished receiving files", - L"This server requires that you download modified files to play, do you wish to continue?", - // 65 - L"Press 'Ready' to enter tactical screen.", - L"Cannot connect because your version %S is different from the server version %S.", - L"You killed an enemy soldier.", - L"Cannot start the game, because all teams are the same.", - L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", - // 70 // TODO.Translate - L"Could not save received file '%S'", - L"%s's bomb was disarmed by %s", - L"You loose, what a shame", // All over red rover - L"Spectator mode disabled", - L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", - // 75 - L"Team %s is wiped out.", - L"Client failed to start. Terminating.", - L"Client disconnected and shutdown.", - L"Client is not running.", - L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate - // 80 - L"AI's turn - %d left", // TODO.Translate -}; - -STR16 gszMPEdgesText[] = -{ - L"N", - L"E", - L"S", - L"W", - L"C", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"Nvt", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Game Type: ", - L"Players: ", - L"Mercs each: ", - L"You cannot change starting edge once Laptop is unlocked.", - L"You cannot change teams once the Laptop is unlocked.", - L"Random Mercs: ", - L"Y", - L"Difficulty:", - L"Server Version:", -}; - -STR16 gzMPSScreenText[] = -{ - L"Scoreboard", - L"Continue", - L"Cancel", - L"Player", - L"Kills", - L"Deaths", - L"Queen's Army", - L"Hits", - L"Misses", - L"Accuracy", - L"Damage Dealt", - L"Damage Taken", - L"Please wait for the server to press 'Continue'." -}; - -STR16 gzMPCScreenText[] = -{ - L"Cancel", - L"Connecting to Server", - L"Getting Server Settings", - L"Downloading custom files", - L"Press 'ESC' to cancel or 'Y' to chat", - L"Press 'ESC' to cancel", - L"Ready" -}; - -STR16 gzMPChatToggleText[] = -{ - L"Send to All", - L"Send to Allies only", -}; - -STR16 gzMPChatboxText[] = -{ - L"Multiplayer Chat", - L"'ENTER' to send, 'ESC' to cancel", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", - L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", - // For new major/minor traits - L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", - L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", - L"I.M.P. Attributes and skills review.", - L"Bonus Pts.:", - L"Starting Level", - // New strings for new traits - L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", - L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", - L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"I.M.P. Character Analysis", - L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", - L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Normal", - L"Friendly", - L"Loner", - L"Optimist", - L"Pessimist", - L"Aggressive", - L"Arrogant", - L"Big Shot", - L"Asshole", - L"Coward", - L"I.M.P. Attitudes", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Normal", - L"Sociable", - L"Loner", - L"Optimist", - L"Assertive", - L"Intellectual", - L"Primitive", - L"Aggressive", - L"Phlegmatic", - L"Dauntless", - L"Pacifist", - L"Malicious", - L"Show-off", - L"Coward", // TODO.Translate - L"I.M.P. Character Traits", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"I.M.P. Colors and Body Type", - L"I.M.P. Colors", - L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", - L"Please select the respective colors of your skin, hair and clothing.", - L"Toggle this to use alternative rifle holding.", - L"\n(Caution: you will need a big strength for this.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Hair Color", - L"Skin Color", - L"Shirt Color", - L"Pants Color", - L"Normal Body", - L"Big Body", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"No Disability", - L"Heat Intolerant", - L"Nervous", - L"Claustrophobic", - L"Nonswimmer", - L"Fear of Insects", - L"Forgetful", - L"Psychotic", - L"Deaf", - L"Shortsighted", - L"Hemophiliac", // TODO.Translate - L"Fear of Heights", - L"Self-Harming", - L"I.M.P. Disabilities", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate -{ - L"We bet you're glad this isn't voicemail.", - L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"You'll be screwed if you ever lose your glasses.", - L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// TODO.Translate -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s lacks sufficient Strength to perform this task.", - L"%s lacks sufficient Dexterity to perform this task.", - L"%s lacks sufficient Agility to perform this task.", - L"%s is not Healthy enough to perform this task.", - L"%s lacks sufficient Wisdom to perform this task.", - L"%s lacks sufficient Marksmanship to perform this task.", - // 6 - 10 - L"%s lacks sufficient Medical Skill to perform this task.", - L"%s lacks sufficient Mechanical Skill to perform this task.", - L"%s lacks sufficient Leadership to perform this task.", - L"%s lacks sufficient Explosives Skill to perform this task.", - L"%s lacks sufficient Experience to perform this task.", - // 11 - 15 - L"%s lacks sufficient Morale to perform this task.", - L"%s is too exhausted to perform this task.", - L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", - L"Too many people are already working at the %s.", - L"Too many people are already performing this task at the %s.", - // 16 - 20 - L"%s can find no items to repair.", - L"%s has lost some %s while working in sector %s!", - L"%s has lost some %s while working at the %s in %s!", - L"%s was injured while working in sector %s, and requires immediate medical attention!", - L"%s was injured while working at the %s in %s, and requires immediate medical attention!", - // 21 - 25 - L"%s was injured while working in sector %s. It doesn't seem too bad though.", - L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", - L"The residents of %s seem upset about %s's presence.", - L"The residents of %s seem upset about %s's work at the %s.", - L"%s's actions in sector %s have caused loyalty loss throughout the region!", - // 26 - 30 - L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", - L"%s is drunk.", // <--- This is a log message string. - L"%s has become severely ill in sector %s, and has been taken off duty.", - L"%s has become severely ill and cannot continue his work at the %s in %s.", - L"%s was injured in sector %s.", // <--- This is a log message string. - // 31 - 35 - L"%s was severely injured in sector %s.", //<--- This is a log message string. - L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate - L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate - - -}; - -// TODO.Translate -STR16 gzFacilityRiskResultStrings[]= -{ - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Health", - L"Marksmanship", - // 5-10 - L"Leadership", - L"Mechanical skill", - L"Medical skill", - L"Explosives skill", -}; - -// TODO.Translate -STR16 gzFacilityAssignmentStrings[]= -{ - L"AMBIENT", - L"Staff", - L"Eat",// TODO.Translate - L"Rest", - L"Repair Items", - L"Repair %s", // Vehicle name inserted here - L"Repair Robot", - // 6-10 - L"Doctor", - L"Patient", - L"Practice Strength", - L"Practice Dexterity", - L"Practice Agility", - L"Practice Health", - // 11-15 - L"Practice Marksmanship", - L"Practice Medical", - L"Practice Mechanical", - L"Practice Leadership", - L"Practice Explosives", - // 16-20 - L"Student Strength", - L"Student Dexterity", - L"Student Agility", - L"Student Health", - L"Student Marksmanship", - // 21-25 - L"Student Medical", - L"Student Mechanical", - L"Student Leadership", - L"Student Explosives", - L"Trainer Strength", - // 26-30 - L"Trainer Dexterity", - L"Trainer Agility", - L"Trainer Health", - L"Trainer Marksmanship", - L"Trainer Medical", - // 30-35 - L"Trainer Mechanical", - L"Trainer Leadership", - L"Trainer Explosives", - L"Interrogate Prisoners", // added by Flugente TODO.Translate - L"Undercover Snitch", // TODO.Translate - // 36-40 - L"Spread Propaganda", - L"Spread Propaganda", // spread propaganda (globally) - L"Gather Rumours", - L"Command Militia", // militia movement orders -}; - -STR16 Additional113Text[]= -{ - L"Jagged Alliance 2 v1.13 windowed modus vereist een kleurdiepte van 16 bits per pixel.", - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate - L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", - // TODO.Translate - // WANNE: Savegame slots validation against INI file - L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", - L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -STR16 sEnemyTauntsFireGun[]= -{ - L"Suck this!", - L"Touch this!", - L"Come get some!", - L"You're mine!", - L"Die!", - L"You scared, motherfucker?", - L"This will hurt!", - L"Come on you bastard!", - L"Come on! I don't got all day!", - L"Come to daddy!", - L"You'll be six feet under in no time!", - L"Will send ya home in a pinebox, loser!", - L"Hey, wanna play?", - L"You should have stayed home, bitch.", - L"Sucker!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"We have a barbecue here.", - L"I got a present for ya.", - L"Bam!", - L"Smile!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Catch!", - L"Here ya go!", - L"Pop goes the weasel.", - L"This one's for you.", - L"Muhehe.", - L"Catch this, swine!", - L"I like this.", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"I'll get your scalp.", - L"Come to papa.", - L"Show me your guts!", - L"I'll rip you to pieces!", - L"Motherfucker!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"We're in some real shit...", - L"They said join the army. Not for this shit!", - L"I have enough.", - L"Oh my God.", - L"They ain't paying us enough for this.", - L"It's just too much for me.", - L"I'll bring some friends.", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"I heard that!", - L"Who's there?", - L"What was that?", - L"Hey! What the...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"They are here!", - L"Now the fun can start.", - L"I hoped this will never happen.", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Ouch!", - L"Ugh!", - L"This.. hurts!", - L"You fuck!", - L"You will regret.. uhh.. this.", - L"What the..!", - L"Now you have.. pissed me off.", - -}; - -// TODO.Translate -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff...!", - L"Oh my God!", - L"Holy crap!", - L"Enemy!!!", - L"Alert! Alert!", - L"There is one!", - L"Attack!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Description", - L"General", - L"Advanced", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Desc", - L"Gen", - L"Adv", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primary", - L"Secondary", - L"AP Costs", - L"Burst / Autofire", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Prop.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", - L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", - L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", - L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", - L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", - L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", - L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", - L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", - L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Property icon (mouse-over to reveal name).", - L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", - L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", - L"Bonus/penalty given while |p|r|o|n|e.", - L"Bonus/penalty given", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y", - L"|D|a|m|a|g|e", - L"|R|a|n|g|e", - L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s", - L"|R|e|l|i|a|b|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", - L"|A|P|s |t|o |R|e|a|d|y", - L"|A|P|s |t|o |A|t|t|a|c|k", - L"|A|P|s |t|o |B|u|r|s|t", - L"|A|P|s |t|o |A|u|t|o|f|i|r|e", - L"|A|P|s |t|o |R|e|l|o|a|d", - L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", - L"", // No longer used! - L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate - L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", - L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", - L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", - L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate - L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", - L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", - L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", - L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", - L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", - L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nThe minimum range at which a scope can provide it's aimBonus.", - L"\n \nTo hit modifier granted by laser sights.", - L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", - L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", - L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", - L"", // No longer used! - L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate - L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", - L"|C|o|v|e|r|a|g|e", - L"|D|e|g|r|a|d|e |R|a|t|e", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", - L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", - L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|A|r|m|o|r |P|i|e|r|c|i|n|g", - L"|B|u|l|l|e|t |T|u|m|b|l|e", - L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", - L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", - L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate - L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|D|a|m|a|g|e", - L"|S|t|u|n |D|a|m|a|g|e", - L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate - L"|B|l|a|s|t |R|a|d|i|u|s", - L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", - L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", - L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", - L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", - L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", - L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", - L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", - L"|F|r|a|g|m|e|n|t |R|a|n|g|e", - // HEADROCK HAM 5: End Fragmentations - L"|L|o|u|d|n|e|s|s", - L"|V|o|l|a|t|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", - L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", - L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate - L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", - L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", - L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", - L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", - L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", - L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", - L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", - L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", - L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|R|e|p|a|i|r |E|a|s|e", - L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", - L"|V|o|l|u|m|e", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", - L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|T|r|a|c|e|r |A|m|m|o", - L"|A|n|t|i|-|T|a|n|k |A|m|m|o", - L"|I|g|n|o|r|e|s |A|r|m|o|r", - L"|A|c|i|d|i|c |A|m|m|o", - L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", - L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", - L"|W|a|t|e|r|p|r|o|o|f", - L"|E|l|e|c|t|r|o|n|i|c", - L"|G|a|s |M|a|s|k", - L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", - L"|C|a|n |P|i|c|k |L|o|c|k|s", - L"|C|a|n |C|u|t |W|i|r|e|s", - L"|C|a|n |S|m|a|s|h |L|o|c|k|s", - L"|M|e|t|a|l |D|e|t|e|c|t|o|r", - L"|R|e|m|o|t|e |T|r|i|g|g|e|r", - L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", - L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", - L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", - L"|T|o|o|l |K|i|t", - L"|T|h|e|r|m|a|l |O|p|t|i|c|s", - L"|X|-|R|a|y |D|e|v|i|c|e", - L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", - L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", - L"|F|i|r|s|t |A|i|d |K|i|t", - L"|M|e|d|i|c|a|l |K|i|t", - L"|L|o|c|k |B|o|m|b", - L"|D|r|i|n|k",// TODO.Translate - L"|M|e|a|l", - L"|A|m|m|o |B|e|l|t", - L"|A|m|m|o |V|e|s|t", - L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate - L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate - L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", - L"|M|a|d|e |o|f |M|e|t|a|l", - L"|S|i|n|k|s", - L"|T|w|o|-|H|a|n|d|e|d", - L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|h|i|e|l|d", // TODO.Translate - L"|C|a|m|e|r|a", // TODO.Translate - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", - L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", - L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", - L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", - L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", - L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", - L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", - L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", - L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", - L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", - L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number", // TODO.Translate - L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", - L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate - L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", - L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", - L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", - L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate - L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", - L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", - L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", - L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", - L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", - L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", - L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", - L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate - L"\n \nThis item will still your hunger\nif you eat it.", - L"\n \nWith this ammo belt you can\nfeed someone else's MG.", - L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", - L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate - L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate - L"\n \nThis item cannot be damaged.", - L"\n \nThis item is made of metal.\nIt takes less damage than other items.", - L"\n \nThis item sinks when put in water.", - L"\n \nThis item requires both hands to be used.", - L"\n \nThis item will block your iron sights\nso you cannot use them.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate - L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", - L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", - L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", - L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", - L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", - L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", - L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", - L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", - L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", - L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", - L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", - L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", - L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", - L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", - L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", - L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", - L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", - L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|T|u|n|n|e|l |V|i|s|i|o|n", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", - L"|T|o|-|H|i|t |B|o|n|u|s", - L"|A|i|m |B|o|n|u|s", - L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate - L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", - L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate - L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate - L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate - L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate - L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate - L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate - L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate - L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", - L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", - L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", - L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", - L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", - L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate - L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate - L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate - L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate - L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate - L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate - L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate - L"", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", - L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", - L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", - L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", - L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", - L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"SINGLE", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// TODO.Translate -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Finished sorting ammo into crates in sector %c%d.", - L"Finished removing attachments from items in sector %c%d.", - L"Finished ejecting ammo from weapons in sector %c%d.", - L"Finished stacking and merging all items in sector %c%d.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Show all", - L"Guns", - L"Ammo", - L"Explosives", - L"Melee Weapons", - L"Armor", - L"LBE", - L"Kits", - L"Misc. Items", - L"Hide all", -}; - -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", // TODO.Translate -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = // TODO.Translate -{ - L"Temperature is ", - L"very low", - L"low", - L"medium", - L"high", - L"very high", - L"dangerous", - L"CRITICAL", - L"DRAMATIC", - L"unknown", - L"." -}; - -// TODO.Translate -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Food is ", - L"fresh", - L"good", - L"ok", - L"stale", - L"shabby", - L"rotting", - L"." -}; - -// TODO.Translate -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Pvt. ", //ExpLevel 1 - L"Pfc. ", //ExpLevel 2 - L"Cpl. ", //ExpLevel 3 - L"Sgt. ", //ExpLevel 4 - L"Lt. ", //ExpLevel 5 - L"Cpt. ", //ExpLevel 6 - L"Maj. ", //ExpLevel 7 - L"Lt.Col. ", //ExpLevel 8 - L"Col. ", //ExpLevel 9 - L"Gen. " //ExpLevel 10 -}; - -STR16 gzNewLaptopMessages[]= -{ - L"Ask about our special offer!", - L"Temporarily Unavailable", - L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"Range to target: %d tiles, Brightness: %d/%d", - L"Attaching the transmitter to your laptop computer.", - L"You cannot afford to hire %s", - L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.", - L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.", - L"Fee", - L"There is someone else in the sector...", - //L"Gun Range: %d tiles, Chance to hit: %d percent", - L"Display Cover", - L"Line of Sight", - L"New Recruits cannot arrive there.", - L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!", - L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified - L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.", - L"Noticing the control panel, %s figures the numbers can be reversed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...", - L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text - L"(Cannot save during combat)", //@@@@ new text - L"The current campaign name is greater than 30 characters.", // @@@ new text - L"The current campaign cannot be found.", // @@@ new text - L"Campaign: Default ( %S )", // @@@ new text - L"Campaign: %S", // @@@ new text - L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text - L"In order to use the editor, please select a campaign other than the default.", ///@@new - // anv: extra iron man modes - L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate - L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate -}; - -// The_bob : pocket popup text defs // TODO.Translate -STR16 gszPocketPopupText[]= -{ - L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN - L"- no matching ammo -", //POCKET_POPUP_NO_AMMO - L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS - L"more...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features // TODO.Translate -STR16 szCovertTextStr[]= -{ - L"%s has camo!", - L"%s has a backpack!", - L"%s is seen carrying a corpse!", - L"%s's %s is suspicious!", - L"%s's %s is considered military hardware!", - L"%s carries too many guns!", - L"%s's %s is too advanced for an %s soldier!", - L"%s's %s has too many attachments!", - L"%s was seen performing suspicious activities!", - L"%s does not look like a civilian!", - L"%s bleeding was discovered!", - L"%s is drunk and doesn't behave like a soldier!", - L"On closer inspection, %s's disguise does not hold!", - L"%s isn't supposed to be here!", - L"%s isn't supposed to be here at this time!", - L"%s was seen near a fresh corpse!", - L"%s equipment raises a few eyebrows!", - L"%s is seen targetting %s!", - L"%s has seen through %s's disguise!", - L"No clothes item found in Items.xml!", - L"This does not work with the old trait system!", - L"Not enough APs!", - L"Bad palette found!", - L"You need the covert skill to do this!", - L"No uniform found!", - L"%s is now disguised as a civilian.", - L"%s is now disguised as a soldier.", - L"%s wears a disorderly uniform!", - L"In retrospect, asking for surrender in disguise wasn't the best idea...", - L"%s was uncovered!", - L"%s's disguise seems to be ok...", - L"%s's disguise will not hold.", - L"%s was caught stealing!", - L"%s tried to manipulate %s's inventory.", - L"An elite soldier did not recognize %s!", // TODO.Translate - L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"No head item found in Items.xml!", - L"Corpse cannot be decapitated!", - L"No meat item found in Items.xml!", - L"Not possible, you sick, twisted individual!", - L"No clothes to take!", - L"%s cannot take clothes off of this corpse!", - L"This corpse cannot be taken!", - L"No free hand to carry corpse!", - L"No corpse item found in Items.xml!", - L"Invalid corpse ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s does not want to eat %s", - L"%s does not want to drink %s", - L"%s ate %s", - L"%s drank %s", - L"%s's strength was damaged due to being overfed!", - L"%s's strength was damaged due to lack of nutrition!", - L"%s's health was damaged due to being overfed!", - L"%s's health was damaged due to lack of nutrition!", - L"%s's strength was damaged due to excessive drinking!", - L"%s's strength was damaged due to lack of water!", - L"%s's health was damaged due to excessive drinking!", - L"%s's health was damaged due to lack of water!", - L"Sectorwide canteen filling not possible, Food System is off!" -}; - -// TODO.Translate -STR16 szPrisonerTextStr[]= -{ - L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate - L"Gained $%d as ransom money.", // TODO.Translate - L"%d prisoners revealed enemy positions.", - L"%d officers, %d elites, %d regulars and %d admins joined our cause.", - L"Prisoners start a massive riot in %s!", - L"%d prisoners were sent to %s!", - L"Prisoners have been released!", - L"The army now occupies the prison in %s, the prisoners were freed!", - L"The enemy refuses to surrender!", - L"The enemy refuses to take you as prisoners - they prefer you dead!", - L"This behaviour is set OFF in your ini settings.", - L"%s has freed %s!", - L"A high-ranking army officer in %s has been revealed!", // TODO.Translate - L"The enemy leader refuses to even consider surrender!", - L"%d prisoners volunteered to join our forces.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= // TODO.Translate -{ - L"nothing", - L"building a fortification", - L"removing a fortification", - L"hacking", // TODO.Translate - L"%s had to stop %s.", - L"The selected barricade cannot be built in this sector", // TODO.Translate -}; - -STR16 szInventoryArmTextStr[]= // TODO.Translate -{ - L"Blow up (%d AP)", - L"Blow up", - L"Arm (%d AP)", - L"Arm", - L"Disarm (%d AP)", - L"Disarm", -}; - -// TODO.Translate -STR16 szBackgroundText_Flags[]= -{ - L" might consume drugs in inventory\n", - L" disregard for all other backgrounds\n", - L" +1 level in underground sectors\n", - L" steals money from the locals sometimes\n", // TODO.Translate - - L" +1 traplevel to planted bombs\n", - L" spreads corruption to nearby mercs\n", - L" female only", // won't show up, text exists for compatibility reasons - L" male only", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", // TODO.Translate - - L" refuses to attack animals\n", // TODO.Translate - L" refuses to attack members of the same group\n", // TODO.Translate -}; - -// TODO.Translate -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% APs in polar sectors\n", - L" %s%d%% APs in desert sectors\n", - L" %s%d%% APs in swamp sectors\n", - L" %s%d%% APs in urban sectors\n", - L" %s%d%% APs in forest sectors\n", // TODO.Translate - L" %s%d%% APs in plain sectors\n", - L" %s%d%% APs in river sectors\n", - L" %s%d%% APs in tropical sectors\n", - L" %s%d%% APs in coastal sectors\n", - L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% leadership stat\n", - L" %s%d%% marksmanship stat\n", - L" %s%d%% mechanical stat\n", - L" %s%d%% explosives stat\n", - L" %s%d%% medical stat\n", - L" %s%d%% wisdom stat\n", - - L" %s%d%% APs on rooftops\n", - L" %s%d%% APs needed to swim\n", - L" %s%d%% APs needed for fortification actions\n", - L" %s%d%% APs needed for mortars\n", - L" %s%d%% APs needed to access inventory\n", - L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%% travel speed on foot\n", - L" %s%d%% travel speed on land vehicles\n", - L" %s%d%% travel speed on air vehicles\n", - L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%% fear resistance\n", - L" %s%d%% suppression resistance\n", - L" %s%d%% physical resistance\n", - L" %s%d%% alcohol resistance\n", - L" %s%d%% disease resistance\n", // TODO.Translate - - L" %s%d%% interrogation effectiveness\n", - L" %s%d%% prison guard strength\n", - L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%% faster running\n", - L" %s%d%% bandaging speed\n", - L" %s%d%% breath regeneration\n", // TODO.Translate - L" %s%d%% strength to carry items\n", - L" %s%d%% food consumption\n", - L" %s%d%% water consumption\n", - L" %s%d need for sleep\n", - L" %s%d%% melee damage\n", - L" %s%d%% cth with blades\n", - L" %s%d%% camo effectiveness\n", - L" %s%d%% stealth\n", - L" %s%d%% max CTH\n", - L" %s%d hearing range during the night\n", - L" %s%d hearing range during the day\n", - L" %s%d effectivity at disarming traps\n", // TODO.Translate - L" %s%d%% CTH with SAMs\n", // TODO.Translate - - L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%% effectiveness to direct approach\n", - L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%% cth with firearms against creatures\n", - L" %s%d%% insurance cost\n", - L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate - L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", // TODO.Translate - - L" dislikes some other backgrounds\n", // TODO.Translate - L"Smoker", - L"Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", // TODO.Translate - L" %s%d%% burial speed\n", // TODO.Translate - L" %s%d%% administration effectiveness\n", // TODO.Translate - L" %s%d%% exploration effectiveness\n", // TODO.Translate -}; - -STR16 szBackgroundTitleText[] = // TODO.Translate -{ - L"I.M.P. Background", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = // TODO.Translate -{ - L"I.M.P. Prejudices", -}; - -STR16 szPersonalityDisplayText[]= // TODO.Translate -{ - L"You look", - L"and appearance is", - L"important to you.", - L"You have", - L"and care", - L"about that.", - L"You are", - L"and hate everyone", - L".", - L"racist against non-", - L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"How do you look?", - L"How important are the looks of others to you?", - L"What are your manners?", - L"How important are the manners of other people to you?", - L"What is your nationality?", - L"What nation o you dislike?", - L"How much do you dislike that nation?", - L"How racist are you?", - L"What is your race? You will be\nracist against all other races.", - L"How sexist are you against the other gender?", -}; - -STR16 szRaceText[]= -{ - L"white", - L"black", - L"asian", - L"eskimo", - L"hispanic", -}; - -STR16 szAppearanceText[]= -{ - L"average", - L"ugly", - L"homely", - L"attractive", - L"like a babe", -}; - -STR16 szRefinementText[]= -{ - L"average manners", - L"manners of a slob", - L"manners of a snob", -}; - -STR16 szRefinementTextTypes[] = // TODO.Translate -{ - L"normal people", - L"slobs", - L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"American", // 0 - L"Arab", - L"Australian", - L"British", - L"Canadian", - L"Cuban", // 5 - L"Danish", - L"French", - L"Russian", - L"Nigerian", - L"Swiss", // 10 - L"Jamaican", - L"Polish", - L"Chinese", - L"Irish", - L"South African", // 15 - L"Hungarian", - L"Scottish", - L"Arulcan", - L"German", - L"African", // 20 - L"Italian", - L"Dutch", - L"Romanian", - L"Metaviran", - - // newly added from here on - L"Greek", // 25 - L"Estonian", - L"Venezuelan", - L"Japanese", - L"Turkish", - L"Indian", // 30 - L"Mexican", - L"Norwegian", - L"Spanish", - L"Brasilian", - L"Finnish", // 35 - L"Iranian", - L"Israeli", - L"Bulgarian", - L"Swedish", - L"Iraqi", // 40 - L"Syrian", - L"Belgian", - L"Portoguese", - L"Belarusian", // TODO.Translate - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = // TODO.Translate -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusian", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"and do not hate any other nationality.", // used in personnel.cpp - L"of no origin", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"not", - L"somewhat", - L"extremely", -}; - -STR16 szRacistText[]= -{ - L"not", - L"somewhat", - L"very", -}; - -STR16 szSexistText[]= -{ - L"no sexist", - L"somewhat sexist", - L"very sexist", - L"a Gentleman", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"Batteries are ", - L"full", - L"good", - L"at half", - L"low", - L"depleted", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= // TODO.Translate -{ - L"Mercenary", - L"Green militia", - L"Regular militia", - L"Elite militia", - - L"Civilian", - - L"Administrator", - L"Army Soldier", - L"Elite Soldier", - L"Tank", - - L"Creature", - L"Zombie", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s Press Council", - L"Ministry for %s Information Distribution", - L"%s Revolutionary Movement", - L"The Times International", - L"International Times", - L"R.I.S. (Recon Intelligence Service)", - - L"A collection of press sources from %s", - L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", - - L"Conflict Summary", - L"Battle reports", - L"News", - L"About us", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s in %s.", - - L"rebel forces", - L"the army", - - L"attacked", - L"ambushed", - L"airdropped", - - L"The attack came from %s.", - L"%s were reinforced from %s.", - L"The attack came from %s, %s were reinforced from %s.", - L"north", - L"east", - L"south", - L"west", - L"and", - L"an unknown location", // TODO.Translate - - L"Buildings in the sector were damaged.", // TODO.Translate - L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", - L"During the attack, %s and %s called reinforcements.", - L"During the attack, %s called reinforcements.", - L"Eyewitnesses report the use of chemical weapons from both sides.", - L"Chemical weapons were used by %s.", - L"In a serious escalation of the conflict, both sides deployed tanks.", - L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", - L"Both sides are said to have used snipers.", - L"Unverified reports indicate %s snipers were involved in the firefight.", - L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", - L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", - L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Deep in the night", // 23 - 3 - L"At dawn", // 3 - 6 - L"Early in the morning", // 6 - 8 - L"In the morning hours", // 8 - 11 - L"At noon", // 11 - 14 - L"On the afternoon", // 14 - 18 - L"On the evening", // 18 - 21 - L"During the night", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Initial funding", - L"Mine income", - L"Trade", - L"Other sources", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Ammunition", - L"Explosives", - L"Food", - L"Medical gear", - L"Item maintenance", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"In an extremely one-sided battle, the army force was wiped out without much resistance.", - - L"The rebels easily defeated the army, inflicting heavy losses.", - L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", - - L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", - L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", - - L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", - - L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", - L"Despite the high number of rebels in this sector, the army easily dispatched them.", - - L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", - L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", - - L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", - L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", - - L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Irrelevant", - L"Insignificant", - L"Notable", - L"Noteworthy", - L"Significant", - L"Interesting", - L"Important", - L"Very important", - L"Grave", - L"Major", - L"Momentous", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Killed", - L"Wounded", - L"Prisoners", - L"Shots fired", - - L"Money earned", - L"Consumption", - L"Losses", - L"Participants", - - L"Promotions", - L"Summary", - L"Detail", - L"Previous", - - L"Next", - L"Incident", - L"Day", -}; - -STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail the %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okay-ish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", // TODO.Translate - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", // TODO.Translate - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = // TODO.Translate -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Experience In Security", - - // links to other pages - L"What is Kerberus?", - L"Team Contracts", - L"Individual Contracts", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Inventory Manipulations", - - L"NVG", - L"Reload All", - L"Move", // TODO.Translate - L"", - - L"Sort", - L"Merge", - L"Separate", - L"Organize", - - L"Crates", - L"Boxes", - L"Drop B/P", - L"Pickup B/P", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Cover Display Mode", - - L"Off", - L"Enemy", - L"Merc", - L"", - - L"Roles", // TODO.Translate - L"Fortification", // TODO.Translate - L"Tracker", - L"CTH mode", - - L"Traps", - L"Network", - L"Detector", - L"", - - L"Net A", - L"Net B", - L"Net C", - L"Net D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Turning off cover/traps display", - L"Showing danger zones", - L"Showing merc view", - L"", - - L"Display enemy role symbols", // TODO.Translate - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Display trap network", - L"Display trap network colouring", - L"Display nearby traps", - L"", - - L"Display trap network A", - L"Display trap network B", - L"Display trap network C", - L"Display trap network D", -}; - -// TODO.Translate -STR16 szDynamicDialogueText[40][17] = // TODO.Translate -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"he", - L"she", - L"him", - L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", // TODO.Translate - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate - - L"High amount of distress can cause a personality split\n", // TODO.Translate - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", // TODO.Translate - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", // TODO.Translate - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = // TODO.Translate -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate -}; - -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select pants", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = // TODO.Translate -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = // TODO.Translate -{ - L"normal", - L"rain", - L"thunderstorm", - L"sandstorm", - - L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%s evaded a snake attack!", - L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", // TODO.Translate -}; - -STR16 szLaptopStatText[] = // TODO.Translate -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = // TODO.Translate -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -// TODO.Translate -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //DUTCH +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("DUTCH") + + #if defined( DUTCH ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_DutchText_public_symbol(void){;} + +#ifdef DUTCH + + + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Locations", // 0 + L"Characters", + L"Items", + L"Quests", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Enter", +}; + +STR16 pOtherButtonsText[] = +{ + L"Briefing", + L"Accept", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Briefing", + L"Accept missions", +}; + + +STR16 pLocationPageText[] = +{ + L"Prev page", + L"Photo", + L"Next page", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Main page", + L">>", + L"Type: ", + L"Empty data", + L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", + L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Unknown",// 0 - unknown + L"City", //1 - cities + L"SAM Site", //2 - SAM Site + L"Other location", //3 - other location + L"Mines", //4 - mines + L"Military complex", //5 - military complex + L"Laboratory complex", //6 - laboratory complex + L"Factory complex", //7 - factory complex + L"Hospital", //8 - hospital + L"Prison", //9 - prison + L"Airport", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Show all", + L"Show AIM", + L"Show MERC", + L"Show RPC", + L"Show NPC", + L"Show Pojazd", + L"Show IMP", + L"Show EPC", + L"Filter", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"All", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"Veh.", + L"IMP", + L"EPC", + L"Filter", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Show all", + L"Show cities", + L"Show SAM Sites", + L"Show other location", + L"Show mines", + L"Show military complex", + L"Show laboratory complex", + L"Show Factory complex", + L"Show hospital", + L"Show prison", + L"Show air port", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"All", + L"City", + L"SAM", + L"Other", + L"Mine", + L"Mil.", + L"Lab.", + L"Fact.", + L"Hosp.", + L"Prison", + L"Air.", +}; + +// TODO.Translate +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"All",//0 + L"City", + L"SAM", + L"Mine", + L"Airport", + L"Wilder.", + L"Underg.", + L"Facil.", + L"Other", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//facility index + 1 + L"Show Cities", + L"Show SAM sites", + L"Show mines", + L"Show airports", + L"Show sectors in wilderness", + L"Show underground sectors", + L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", + L"Show Other sectors", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"All",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Other",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//Other index + 1 + L"Show A.I.M. members", + L"Show M.E.R.C staff", + L"Show Rebels", + L"Show Non-hirable Characters", + L"Show Player created Characters", + L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Vehic.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"All",//0 + L"Gun", + L"Ammo", + L"Armor", + L"LBE", + L"Attach.", + L"Misc",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Helmet", + L"Vest", + L"Pant", + L"Plate", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Tight", + L"Vest", + L"Combat", + L"Backp.", + L"Pocket", + L"Other", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optic", + L"Side", + L"Muzzle", + L"Extern.", + L"Intern.", + L"Other", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Blade", + L"T.Knife", + L"Punch", + L"Grenade", + L"Bomb", + L"Medikit", + L"Kit", + L"Face", + L"Other", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; +// TODO.Translate +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"All", + L"Active", + L"Compl.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Active Quests", + L"Show Completed Quests", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"All", //0 + L"Gun", + L"Ammo", + L"LBE", + L"Misc", + + L"All", //5 + L"Gun", + L"Ammo", + L"LBE Gear", + L"Misc", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"Heavy", + L"Pistol", + L"M. Pist.", + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotgun", + + // Ammo + L"Pistol", + L"M. Pist.", //10 + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotgun", + + // Used + L"Guns", + L"Armor", + L"LBE Gear", + L"Misc", //20 + + // Armour + L"Helmets", + L"Vests", + L"Leggings", + L"Plates", + + // Misc + L"Blades", + L"Th. Knife", + L"Melee", + L"Grenades", + L"Bombs", + L"Med.", //30 + L"Kits", + L"Face", + L"LBE", + L"Misc.", //34 +}; + +// TODO.Translate +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", + +}; + +// TODO.Translate +STR16 FactDescText[] = +{ + L"Omerta Liberated", + L"Drassen Liberated", + L"Sanmona Liberated", + L"Cambria Liberated", + L"Alma Liberated", + L"Grumm Liberated", + L"Tixa Liberated", + L"Chitzena Liberated", + L"Estoni Liberated", + L"Balime Liberated", + + L"Orta Liberated", //10 + L"Meduna Liberated", + L"Pacos approched", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's supprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wnts to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Delete", + L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Toggle viewing of players", //0 + L"Toggle viewing of enemies", + L"Toggle viewing of creatures", + L"Toggle viewing of rebels", + L"Toggle viewing of civilians", + + L"Player", + L"Enemy", + L"Creature", + L"Rebels", + L"Civilian", + + L"DETAILED PLACEMENT", //10 + L"General information mode", + L"Physical appearance mode", + L"Attributes mode", + L"Inventory mode", + L"Profile ID mode", + L"Schedule mode", + L"Schedule mode", + L"DELETE", + L"Delete currently selected merc (|D|e|l)", + L"NEXT", //20 + L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"Toggle priority existance", + L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"STATIONARY", + L"ON GUARD", + L"ON CALL", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", //30 + L"RND PT PATROL", + + //Attitudes + L"DEFENSIVE", + L"BRAVE SOLO", + L"BRAVE AID", + L"AGGRESSIVE", + L"CUNNING SOLO", + L"CUNNING AID", + + L"Set merc to face %s", + + L"Find", + L"BAD", //40 + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"BAD", + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"Previous color set", //50 + L"Next color set", + + L"Previous body type", + L"Next body type", + + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + + L"No action", + L"No action", + L"No action", //60 + L"No action", + + L"Clear Schedule", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"ROOFS", //0 + L"WALLS", + L"ROOM INFO", + + L"Place walls using selection method", + L"Place doors using selection method", + L"Place roofs using selection method", + L"Place windows using selection method", + L"Place damaged walls using selection method.", + L"Place furniture using selection method", + L"Place wall decals using selection method", + L"Place floors using selection method", //10 + L"Place generic furniture using selection method", + L"Place walls using smart method", + L"Place doors using smart method", + L"Place windows using smart method", + L"Place damaged walls using smart method", + L"Lock or trap existing doors", + + L"Add a new room", + L"Edit cave walls.", + L"Remove an area from existing building.", + L"Remove a building", //20 + L"Add/replace building's roof with new flat roof.", + L"Copy a building", + L"Move a building", + L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"Erase room numbers", + + L"Toggle |Erase mode", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Cycle brush size (|A/|Z)", + L"Roofs (|H)", + L"|Walls", //30 + L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Wpns", //0 + L"Ammo", + L"Armour", + L"LBE", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Triggers", + L"Keys", + L"Rnd", //10 + L"Previous (|,)", // previous page + L"Next (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Add ambient light source", //0 + L"Toggle fake ambient lights.", + L"Add exit grids (r-clk to query existing).", + L"Cycle brush size (|A/|Z)", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", + L"Specify north point for validation purposes.", + L"Specify west point for validation purposes.", + L"Specify east point for validation purposes.", + L"Specify south point for validation purposes.", + L"Specify center point for validation purposes.", //10 + L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"New outdoor level", //0 + L"New basement", + L"New cave level", + L"Save map (|C|t|r|l+|S)", + L"Load map (|C|t|r|l+|L)", + L"Select tileset", + L"Leave Editor mode", + L"Exit game (|A|l|t+|X)", + L"Create radar map", + L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Draw |Ground textures", //0 + L"Set map ground textures", + L"Place banks and |Cliffs", + L"Draw roads (|P)", + L"Draw |Debris", + L"Place |Trees & bushes", + L"Place |Rocks", + L"Place barrels & |Other junk", + L"Fill area", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", //10 + L"Cycle brush size (|A/|Z)", + L"Raise brush density (|])", + L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Buildings", + L"Items", + L"Mercs", + L"Map Info", + L"Options", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"North Entry Point", //0 + L"West Entry Point", + L"East Entry Point", + L"South Entry Point", + L"Center Entry Point", + L"Isolated Entry Point", + + L"Prime", + L"Night", + L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Panic Trigger1", //0 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", + + L"Pressure Action", + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"No Lock ID", //0 + L"Explosion Trap", + L"Electric Trap", + L"Siren Trap", + L"Silent Alarm", + L"Super Electric Trap", //5 + L"Brothel Siren Trap", + L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 + L"No map currently loaded.", + L"File: %S, Current Tileset: %s", + L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"TOGGLE", //0 + L"VIEWS", + L"SELECTION METHOD", + L"SMART METHOD", + L"BUILDING METHOD", + L"Room#", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Editing lock attributes at map index %d.", + L"Lock ID", + L"Trap Type", + L"Trap Level", + L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Pressure Action", //0 + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", + + L"Panic Trigger1", //5 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Prime", + L"Night", + L"24Hrs", //5 + + L"Radius", + + L"Underground", + L"Light Level", + + L"Outdoors", + L"Basement", //10 + L"Caves", + + L"Restricted", + L"Scroll ID", + + L"Destination", + L"Sector", //15 + L"Destination", + L"Bsmt. Level", + L"Dest.", + L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"No action", + L"Lock door", + L"Unlock door", + L"Open door", + L"Close door", + L"Move to gridno", + L"Leave sector", + L"Enter sector", + L"Stay in sector", + L"Sleep", + L"Ignore this!" +}; + +STR16 zDiffNames[5] = +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Max Health", + L"Cur Health", + L"Strength", + L"Agility", + L"Dexterity", + L"Charisma", + L"Wisdom", + L"Marksmanship", + L"Explosives", + L"Medical", + L"Scientific", + L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Merc Name:", //0 + L"Orders:", + L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Merc Colors", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Random", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE Tank", //5 + L"NW Tank", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Unarmed Robot", + L"Larvae", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Bloodcat", + L"Humvee", // TODO.Translate +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDERS=-- ", //0 + L"--=ATTITUDE=--", + + L"RELATIVE", + L"ATTRIBUTES", + + L"RELATIVE", + L"EQUIPMENT", + + L"RELATIVE", + L"ATTRIBUTES", + + L"Army", + L"Admin", + L"Elite", //10 + + L"Exp. Level", + L"Life", + L"LifeMax", + L"Marksmanship", + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Leadership", + L"Explosives", //20 + L"Medical", + L"Mechanical", + L"Morale", + + L"Hair color:", + L"Skin color:", + L"Vest color:", + L"Pant color:", + + L"RANDOM", + L"RANDOM", + L"RANDOM", //30 + L"RANDOM", + + L"By specifying a profile index, all of the information will be extracted from the profile ", + L"and override any values that you have edited. It will also disable the editing features ", + L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"extract the number you have typed. A blank field will clear the profile. The current ", + L"number of profiles range from 0 to ", + + L"Current Profile: n/a ", + L"Current Profile: %s", + + L"STATIONARY", + L"ON CALL", //40 + L"ON GUARD", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", + L"RND PT PATROL", + + L"Action", + L"Time", + L"V", + L"GridNo 1", //50 + L"GridNo 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"lock", + L"unlock", + L"open", + L"close", + + L"Click on the gridno adjacent to the door that you wish to %s.", //60 + L"Click on the gridno where you wish to move after you %s the door.", + L"Click on the gridno where you wish to move to.", + L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L" Hit ESC to abort entering this line in the schedule.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Patrol orders with no waypoints", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"No action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Placement not copied because no placement selected.", + L"Placement copied.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Placement not pasted as no placement is saved in buffer.", + L"Placement pasted.", + L"Placement not pasted as the maximum number of placements for this team has been reached.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Exit editor?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Are you sure you wish to remove all lights?", //0 + L"Are you sure you wish to reverse the schedules?", + L"Are you sure you wish to clear all of the schedules?", + + L"Clicked Placement Enabled", + L"Clicked Placement Disabled", + + L"Draw High Ground Enabled", //5 + L"Draw High Ground Disabled", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Random Placement Enabled", + L"Random Placement Disabled", + + L"Removing Treetops", //10 + L"Showing Treetops", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Creating radar map for %S", //0 + + L"Delete current map and start a new basement level?", + L"Delete current map and start a new cave level?", + L"Delete current map and start a new outdoor level?", + + L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Toggle fake editor lighting ON/OFF", + + L"INSERT", + L"Toggle fill mode ON/OFF", + + L"BKSPC", + L"Undo last change", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Exit editor", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"This help screen", + + L"F10", + L"Save current map", + + L"F11", + L"Load map as current", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Change brush size", + + L"d", + L"Draw debris", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Draw rocks", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Draw ground textures", + + L"w", + L"Draw building walls", + + L"e", + L"Toggle erase mode ON/OFF", + + L"h", //40 + L"Toggle roofs ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/* +CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"Toggle hide flag", //0 + L"No item selected.", + L"Slot available for", + L"random generation.", + L"Keys not editable.", + L"ProfileID of owner", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Status", + L"Rounds", + L"Trap Level", //10 + L"Quantity", + L"Trap Level", + L"Status", + L"Trap Level", + L"Status", + L"Quantity", + L"Trap Level", + L"Dollars", + L"Status", + L"Trap Level", //20 + L"Trap Level", + L"Tolerance", + L"Alarm Trigger", + L"Exist Chance", + L"B", + L"R", + L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Item appears in both Sci-Fi and Realistic modes", //0 + L"Item appears in Realistic mode only", + L"Item appears in Sci-Fi mode only", +}; + +STR16 pSetupGunGUIText[] = +{ + L"SILENCER", //0 + L"SNIPERSCOPE", + L"LASERSCOPE", + L"BIPOD", + L"DUCKBILL", + L"G-LAUNCHER", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"CERAMIC PLATES", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Okay", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"LOAD", + L"SAVE", + L"Update", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Tileset: %s", //0 + L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"Number of items: %d", + L"Number of lights: %d", + L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"Number of rooms: %d", + L"Total map population: %d", + L"Enemies: %d", + L"Admins: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Troops: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Elites: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Civilians: %d", //20 + + L"(%d detailed, %d profile -- %d have priority existance)", + + L"Humans: %d", + L"Cows: %d", + L"Bloodcats: %d", + + L"Creatures: %d", + + L"Monsters: %d", + L"Bloodcats: %d", + + L"Number of locked and/or trapped doors: %d", + L"Locked: %d", + L"Trapped: %d", //30 + L"Locked & Trapped: %d", + + L"Civilians with schedules: %d", + + L"Too many exit grid destinations (more than 4)...", + L"ExitGrids: %d (%d with a long distance destination)", + L"ExitGrids: none", + L"ExitGrids: 1 destination using %d exitgrids", + L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 + L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d placements have patrol orders without any waypoints defined.", + L"%d placements have waypoints, but without any patrol orders.", + L"%d gridnos have questionable room numbers. Please validate.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Enemy", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"Panic1", + L"Panic2", + L"Panic3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Pressure Actions", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"None", + + L"TOO MANY ITEMS TO DISPLAY!", + L"NORMAL ENEMY DROPPED ITEMS", + L"TOO MANY ITEMS TO DISPLAY!", + L"None", + L"TOO MANY ITEMS TO DISPLAY!", + L"ERROR: Can't load the items for this map. Reason unknown.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 + L"(NO MAP LOADED).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"There is no sector currently selected.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", ground level", + L", underground level 1", + L", underground level 2", + L", underground level 3", + L", alternate G level", + L", alternate B1 level", + L", alternate B2 level", + L", alternate B3 level", + + L"ITEM DETAILS -- sector %s", + L"Summary Information for sector %s:", //20 + + L"Summary Information for sector %s", + L"does not exist.", + + L"Summary Information for sector %s", + L"does not exist.", + + L"No information exists for sector %s.", + + L"No information exists for sector %s.", + + L"FILE: %s", + + L"FILE: %s", + + L"Override READONLY", + L"Overwrite File", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Do you wish to do this now (y/n)?", + + L"No summary info. Creation denied.", + + L"Grid", + L"Progress", //40 + L"Use Alternate Maps", + + L"Summary", + L"Items", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyzing map: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Loading map: %s", +}; + +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generating map information", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"Generating map summary", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] from default tileset %s (%d, %S)", + L"File: %S, subindex: %d (%d, %S)", + L"Tileset: %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Small", + L"Medium", + L"Large", + L"XLarge", + L"Width: xx", + L"Area" + }; + +//--- + +// TODO.Translate +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Page 1/2", //0 + L"Page 2/2", + + L"Page 1/3", + L"Page 2/3", + L"Page 3/3", + + L"Page 1/1", //5 +}; + +// by Jazz: TODO.Translate +CHAR16 zGrod[][500] = +{ + L"Robot", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Development Team", + L"@T,C144,R134,{;Coding", + L"@T,C144,R134,{;Graphics and Sounds", + L"@};(Various other mods!)", + L"@T,C144,R134,{;Items", + L"@T,C144,R134,{;Other Contributors", + L"@};(All other community members who contributed input and feedback!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 kal", +// L"9mm", +// L".45 kal", +// L".357 kal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm NAVO", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Raket", +// L"", // dart +// L"", // flame +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 kal", +// L"9mm", +// L".45 kal", +// L".357 kal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm N.", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Raket", +// L"", // dart +//}; + + +CHAR16 WeaponType[][30] = +{ + L"Other", + L"Pistol", + L"Machine pistol", + L"Machine Gun", + L"Rifle", + L"Sniper Rifle", + L"Attack weapon", + L"Light machine gun", + L"Shotgun", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Beurt speler", + L"Beurt opponent", + L"Beurt beest", + L"Beurt militie", + L"Beurt burgers", + L"Player_Plan",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s geraakt in hoofd en verliest een intelligentiepunt!", + L"%s geraakt in de schouder en verliest een handigheidspunt!", + L"%s geraakt in de borst en verliest een krachtspunt!", + L"%s geraakt in het benen en verliest een beweeglijkspunt!", + L"%s geraakt in het hoofd en verliest %d wijsheidspunten!", + L"%s geraakt in de schouder en verliest %d handigheidspunten!", + L"%s geraakt in de borst en verliest %d krachtspunten!", + L"%s geraakt in de benen en verliest %d beweeglijkheidspunten!", + L"Storing!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"Je versterkingen zijn gearriveerd!", + + // In the following four lines, all %s's are merc names + + L"%s herlaad.", + L"%s heeft niet genoeg actiepunten!", + L"%s verricht eerste hulp. (Druk een toets om te stoppen.)", + L"%s en %s verrichten eerste hulp. (Druk een toets om te stoppen.)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"reliable", + L"unreliable", + L"easy to repair", + L"hard to repair", + L"much damage", + L"low damage", + L"quick fire", + L"slow fire", + L"long range", + L"short range", + L"light", + L"heavy", + L"small", + L"quick salvo", + L"no salvo", + L"large magazine", + L"small magazine", + + // In the following two lines, all %s's are merc names + + L"%s's camouflage is verdwenen.", + L"%s's camouflage is afgespoelt.", + + // The first %s is a merc name and the second %s is an item name + + L"Tweede wapen is leeg!", + L"%s heeft %s gestolen.", + + // The %s is a merc name + + L"%s's wapen vuurt geen salvo.", + + L"Je hebt er al één van die vastgemaakt.", + L"Samen voegen?", + + // Both %s's are item names + + L"Je verbindt %s niet met %s.", + L"Geen", + L"Eject ammo", + L"Toebehoren", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L"%s en %s zijn niet tegelijk te gebruiken.", + + L"Het item dat je aanwijst, kan vastgemaakt worden aan een bepaald item door het in een van de vier uitbreidingssloten te plaatsen.", + L"Het item dat je aanwijst, kan vastgemaakt worden aan een bepaald item door het in een van de vier uitbreidingssloten te plaatsen. (Echter, het item is niet compatibel.)", + L"Er zijn nog vijanden in de sector!", + L"Je moet %s %s nog geven", + L"kogel doorboorde %s in zijn hoofd!", + L"Gevecht verlaten?", + L"Dit samenvoegen is permanent. Verdergaan?", + L"%s heeft meer energie!", + L"%s is uitgegleden!", + L"%s heeft %s niet gepakt!", + L"%s repareert de %s", + L"Stoppen voor ", + L"Overgeven?", + L"Deze persoon weigert je hulp.", + L"Ik denk het NIET!", + L"Chopper van Skyrider gebruiken? Eerst huurlingen TOEWIJZEN aan VOERTUIG/HELIKOPTER.", + L"%s had tijd maar EEN geweer te herladen", + L"Beurt bloodcats", + L"automatic", + L"no full auto", + L"accurate", + L"inaccurate", + L"no semi auto", + L"The enemy has no more items to steal!", + L"The enemy has no item in its hand!", +// TODO.Translate + L"%s's desert camouflage has worn off.", + L"%s's desert camouflage has washed off.", + + L"%s's wood camouflage has worn off.", + L"%s's wood camouflage has washed off.", + + L"%s's urban camouflage has worn off.", + L"%s's urban camouflage has washed off.", + + L"%s's snow camouflage snow has worn off.", + L"%s's snow camouflage has washed off.", + + L"You cannot attach %s to this slot.", + L"The %s will not fit in any open slots.", + L"There's not enough space for this pocket.", //TODO.Translate + + L"%s has repaired the %s as much as possible.", // TODO.Translate + L"%s has repaired %s's %s as much as possible.", + + L"%s has cleaned the %s.", // TODO.Translate + L"%s has cleaned %s's %s.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", // TODO.Translate +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Pause", + L"Normal", + L"5 min", + L"30 min", + L"60 min", + L"6 uur", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"Team 1", + L"Team 2", + L"Team 3", + L"Team 4", + L"Team 5", + L"Team 6", + L"Team 7", + L"Team 8", + L"Team 9", + L"Team 10", + L"Team 11", + L"Team 12", + L"Team 13", + L"Team 14", + L"Team 15", + L"Team 16", + L"Team 17", + L"Team 18", + L"Team 19", + L"Team 20", + L"Team 21", + L"Team 22", + L"Team 23", + L"Team 24", + L"Team 25", + L"Team 26", + L"Team 27", + L"Team 28", + L"Team 29", + L"Team 30", + L"Team 31", + L"Team 32", + L"Team 33", + L"Team 34", + L"Team 35", + L"Team 36", + L"Team 37", + L"Team 38", + L"Team 39", + L"Team 40", + L"Dienst", // on active duty + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Voertuig", // in a vehicle + L"Onderweg", // in transit - abbreviated form + L"Repareer", // repairing + L"Radio Scan", // scanning for nearby patrols // TODO.Translate + L"Oefenen", // training themselves + L"Militie", // training a town to revolt + L"M.Militia", //training moving militia units // TODO.Translate + L"Trainer", // training a teammate + L"Student", // being trained by someone else + L"Get Item", // get items // TODO.Translate + L"Staff", // operating a strategic facility // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Rest", // Resting at a facility // TODO.Translate + L"Prison", // Flugente: interrogate prisoners + L"Dood", // dead + L"Uitgesc.", // abbreviation for incapacitated + L"POW", // Prisoner of war - captured + L"Kliniek", // patient in a hospital + L"Leeg", // Vehicle is empty + L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumours", // facility: gather information + L"Propag.", // spread propaganda + L"Rumours", // gather information + L"Command", // militia movement orders + L"Diagnose", // disease diagnosis //TODO.Translate + L"Treat D.", // treat disease among the population + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Repareer", // repairing + L"Fortify", // build structures according to external layout // TODO.Translate + L"Train W.", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Militie", // the title of the militia box + L"Unassigned", //the number of unassigned militia troops + L"Milities kunnen niet herplaatst worden als er nog vijanden in de buurt zijn!", + L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Auto", // auto place the militia troops for the player + L"OK", // done placing militia troops + L"Disband", // HEADROCK HAM 3.6: Disband militia // TODO.Translate + L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate +}; + +STR16 pConditionStrings[] = +{ + L"Excellent", //the state of a soldier .. excellent health + L"Good", // good health + L"Fair", // fair health + L"Wounded", // wounded health + L"Tired", // tired + L"Bleeding", // bleeding to death + L"Knocked out", // knocked out + L"Dying", // near death + L"Dead", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"On duty", // set merc on active duty + L"Patient", // set as a patient to receive medical aid + L"Vehicle", // tell merc to enter vehicle + L"Alone", // let the escorted character go off on their own + L"Close", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"Team 1", + L"Team 2", + L"Team 3", + L"Team 4", + L"Team 5", + L"Team 6", + L"Team 7", + L"Team 8", + L"Team 9", + L"Team 10", + L"Team 11", + L"Team 12", + L"Team 13", + L"Team 14", + L"Team 15", + L"Team 16", + L"Team 17", + L"Team 18", + L"Team 19", + L"Team 20", + L"Team 21", + L"Team 22", + L"Team 23", + L"Team 24", + L"Team 25", + L"Team 26", + L"Team 27", + L"Team 28", + L"Team 29", + L"Team 30", + L"Team 31", + L"Team 32", + L"Team 33", + L"Team 34", + L"Team 35", + L"Team 36", + L"Team 37", + L"Team 38", + L"Team 39", + L"Team 40", + L"Dienst", // on active duty + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Voertuig", // in a vehicle + L"Onderweg", // in transit - abbreviated form + L"Repareer", // repairing + L"Radio Scan", // radio scan // TODO.Translate + L"Oefenen", // training themselves + L"Militie", // training a town to revolt + L"Training Mobile Militia", // TODO.Translate + L"Trainer", // training a teammate + L"Student", // being trained by someone else + L"Get Item", // get items // TODO.Translate + L"Facility Staff", // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Resting at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Dood", // dead + L"Uitgesc.", // abbreviation for incapacitated + L"POW", // Prisoner of war - captured + L"Kliniek", // patient in a hospital + L"Leeg", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gathering Rumours",// TODO.Translate // facility: gather rumours + L"Spreading Propaganda",// TODO.Translate // spread propaganda + L"Gathering Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Repareer", // repairing + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"Team 1", + L"Team 2", + L"Team 3", + L"Team 4", + L"Team 5", + L"Team 6", + L"Team 7", + L"Team 8", + L"Team 9", + L"Team 10", + L"Team 11", + L"Team 12", + L"Team 13", + L"Team 14", + L"Team 15", + L"Team 16", + L"Team 17", + L"Team 18", + L"Team 19", + L"Team 20", + L"Team 21", + L"Team 22", + L"Team 23", + L"Team 24", + L"Team 25", + L"Team 26", + L"Team 27", + L"Team 28", + L"Team 29", + L"Team 30", + L"Team 31", + L"Team 32", + L"Team 33", + L"Team 34", + L"Team 35", + L"Team 36", + L"Team 37", + L"Team 38", + L"Team 39", + L"Team 40", + L"Dienst", // on active duty + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Voertuig", // in a vehicle + L"Onderweg", // in transit - abbreviated form + L"Repareer", // repairing + L"Radio Scan", // radio scan // TODO.Translate + L"Oefenen", // training themselves + L"Militie", // training a town to revolt + L"Train Mobiles", // TODO.Translate + L"Trainer", // training a teammate + L"Student", // being trained by someone else + L"Get Item", // get items // TODO.Translate + L"Staff Facility", // TODO.Translate + L"Rest at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Dood", // dead + L"Uitgesc.", // abbreviation for incapacitated + L"POW", // Prisoner of war - captured + L"Kliniek", // patient in a hospital + L"Leeg", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gather Rumours",// TODO.Translate // facility: gather rumours + L"Spread Propaganda",// TODO.Translate // spread propaganda + L"Gather Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Dokter", // administering medical aid + L"Patiënt", // getting medical aid + L"Repareer", // repairing + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Contract Opties:", + L"", // a blank line, required + L"Voor een dag", // offer merc a one day contract extension + L"Voor een week", // 1 week + L"Voor twee weken", // 2 week + L"Ontslag", // end merc's contract + L"Stop", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"POW", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"KRACHT", + L"HANDIGHEID", + L"BEWEEGLIJKHEID", + L"WIJSHEID", + L"TREFZEKERHEID", + L"MEDISCH", + L"TECHNISCH", + L"LEIDERSCHAP", + L"EXPLOSIEVEN", + L"NIVEAU", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"Wapen", // the armor rating of the merc + L"Gew.", // the weight the merc is carrying + L"Camo", // the merc's camouflage rating + L"Camouflage:", + L"Protection:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Bew", // the abbreviated version of : agility + L"Han", // dexterity + L"Kra", // strength + L"Ldr", // leadership + L"Wij", // wisdom + L"Niv", // experience level + L"Tre", // marksmanship skill + L"Tec", // mechanical skill + L"Exp", // explosive skill + L"Med", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"Opdracht", // the mercs current assignment + L"Contract", // the contract info about the merc + L"Gezond", // the health level of the current merc + L"Moraal", // the morale of the current merc + L"Cond.", // the condition of the current vehicle + L"Tank", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Oefen", // tell merc to train self + L"Militie", // tell merc to train town + L"Trainer", // tell merc to act as trainer + L"Student", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Schietniveau:", // the allowable rate of fire for a merc who is guarding + L" Agressief vuren", // the merc can be aggressive in their choice of fire rates + L" Spaar Munitie", // conserve ammo + L" Afzien van Vuren", // fire only when the merc needs to + L"Andere Opties:", // other options available to merc + L" Kan Vluchten", // merc can retreat + L" Kan Dekking Zoeken", // merc is allowed to seek cover + L" Kan Team Helpen", // merc can assist teammates + L"OK", // done with this menu + L"Stop", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Schietniveau:", + L" *Agressief vuren*", + L" *Spaar Munitie*", + L" *Afzien van Vuren*", + L"Andere Opties:", + L" *Kan Vluchten*", + L" *Kan Dekking Zoeken*", + L" *Kan Team Helpen*", + L"OK", + L"Stop", +}; + +STR16 pAssignMenuStrings[] = +{ + L"On duty", // merc is on active duty + L"Doctor", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis TODO.Translate + L"Patient", // the merc is receiving medical attention + L"Vehicle", // the merc is in a vehicle + L"Repair", // the merc is repairing items + L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"Snitch", // TODO.Translate // anv: snitch actions + L"Train", // the merc is training + L"Militia", // all things militia + L"Get Item", // get items // TODO.Translate + L"Fortify", // fortify sector // TODO.Translate + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"Facility", // the merc is using/staffing a facility // TODO.Translate + L"Stop", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Attack", // set militia to aggresive + L"Hold Position", // set militia to stationary + L"Retreat", // retreat militia + L"Come to me", // retreat militia + L"Get down", // retreat militia + L"Crouch", // TODO.Translate + L"Take cover", + L"Move to", // TODO.Translate + L"All: Attack", + L"All: Hold Position", + L"All: Retreat", + L"All: Come to me", + L"All: Spread out", + L"All: Get down", + L"All: Crouch", // TODO.Translate + L"All: Take cover", + //L"All: Find items", + L"Cancel", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = // TODO.Translate +{ + // radio operator + L"Artillery Strike", + L"Jam communications", + L"Scan frequencies", + L"Eavesdrop", + L"Call reinforcements", + L"Switch off radio set", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", // TODO.Translate + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Spotter", // TODO.Translate + L"Focus", + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Order an artillery strike from sector...", + L"Fill all radio frequencies with white noise, making communications impossible.", + L"Scan for jamming signals.", + L"Use your radio equipment to continously listen for enemy movement.", + L"Call in reinforcements from neighbouring sectors.", + L"Turn off radio set.", // TODO.Translate + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Requires:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s or higher\n", + L" - %s or higher or\n", + L" - %d minutes to be ready\n", + L" - mortar positions in neighbouring sectors\n", + L" - %s |o|r %s |a|n|d %s or %s or higher\n", + L" - possession by a demon", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = // TODO.Translate +{ + L"Militia", + L"Other Squads", + L"Cancel", + L"%d Militia", + L"All Militia", + + L"More", + L"Corpse: %s", // TODO.Translate +}; + +// TODO.Translate +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Team Informant", + L"Town Assignment", + L"Cancel", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Discuss snitch's behaviour towards his teammates.", + L"Take an assignment in this sector.", + L"Cancel", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Report complaints", + L"Don't report", + L"Prevent misbehaviour", + L"Ignore misbehaviour", + L"Cancel", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Report any complaints you hear from other mercs to your commander.", + L"Don't report anything.", + L"Try to stop other mercs from getting wasted and scrounging.", + L"Don't care what other mercs do.", + L"Cancel", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Spread propaganda", + L"Gather rumours", + L"Cancel", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", + L"Keep an ear to the ground on any rumours about enemy forces activity.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = // TODO.Translate +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s was exposed as a snitch but managed to notice it and get out alive.", + L"%s was exposed as a snitch but managed to defuse situation and get out alive.", + L"%s was exposed as a snitch but managed to avoid assassination attempt.", + L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", + + L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", + L"%s was exposed as a snitch and almost beaten to death before guards saved him.", + L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", + L"%s was exposed as a snitch and strangled to death before guards saved him.", + + L"%s was exposed as a snitch and drowned in toilet by other inmates.", + L"%s was exposed as a snitch and beaten to death by other inmates.", + L"%s was exposed as a snitch and shanked to death by other inmates.", + L"%s was exposed as a snitch and strangled to death by other inmates.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s heard rumours about enemy activity in %d sectors.", + +}; +// /TODO.Translate + +STR16 pRemoveMercStrings[] = +{ + L"Verw.Huurl.", // remove dead merc from current team + L"Stop", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Gezondheid", + L"Lenigheid", + L"Behendigheid", + L"Kracht", + L"Leiderschap", + L"Scherpschutterskunst", + L"Mechanisch", + L"Explosief", + L"Medisch", + L"Annuleren", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Oefenen", // train yourself + L"Train workers", // TODO.Translate + L"Trainer", // train your teammates + L"Student", // be trained by an instructor + L"Stop", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"Team 1", + L"Team 2", + L"Team 3", + L"Team 4", + L"Team 5", + L"Team 6", + L"Team 7", + L"Team 8", + L"Team 9", + L"Team 10", + L"Team 11", + L"Team 12", + L"Team 13", + L"Team 14", + L"Team 15", + L"Team 16", + L"Team 17", + L"Team 18", + L"Team 19", + L"Team 20", + L"Team 21", + L"Team 22", + L"Team 23", + L"Team 24", + L"Team 25", + L"Team 26", + L"Team 27", + L"Team 28", + L"Team 29", + L"Team 30", + L"Team 31", + L"Team 32", + L"Team 33", + L"Team 34", + L"Team 35", + L"Team 36", + L"Team 37", + L"Team 38", + L"Team 39", + L"Team 40", + L"Stop", +}; + +STR16 pPersonnelTitle[] = +{ + L"Dossiers", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Gezondheid: ", // health of merc + L"Beweeglijkheid: ", + L"Handigheid: ", + L"Kracht: ", + L"Leiderschap; ", + L"Wijsheid: ", + L"Erv. Niv.: ", // experience level + L"Trefzekerheid: ", + L"Techniek: ", + L"Explosieven: ", + L"Medisch: ", + L"Med. Kosten: ", // amount of medical deposit put down on the merc + L"Rest Contract: ", // cost of current contract + L"Doden: ", // number of kills by merc + L"Hulp: ", // number of assists on kills by merc + L"Dag. Kosten:", // daily cost of merc + L"Huidige Tot. Kosten:", // total cost of merc + L"Huidige Tot. Service:", // total service rendered by merc + L"Salaris Tegoed:", // amount left on MERC merc to be paid + L"Trefzekerheid:", // percentage of shots that hit target + L"Gevechten:", // number of battles fought + L"Keren Gewond:", // number of times merc has been wounded + L"Vaardigheden:", + L"Vaardigheden:", + L"Achievements:", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Elite soldiers: %d\n", + L"Regular soldiers: %d\n", + L"Admin soldiers: %d\n", + L"Hostile groups: %d\n", + L"Creatures: %d\n", + L"Tanks: %d\n", + L"Others: %d\n", + + L"Mercs: %d\n", + L"Militia: %d\n", + L"Others: %d\n", + + L"Shots fired: %d\n", + L"Missiles fired: %d\n", + L"Grenades thrown: %d\n", + L"Knives thrown: %d\n", + L"Blade attacks: %d\n", + L"Hand to hand attacks: %d\n", + L"Successful hits: %d\n", + + L"Locks picked: %d\n", + L"Locks breached: %d\n", + L"Traps removed: %d\n", + L"Explosives detonated: %d\n", + L"Items repaired: %d\n", + L"Items combined: %d\n", + L"Items stolen: %d\n", + L"Militia trained: %d\n", + L"Mercs bandaged: %d\n", + L"Surgeries made: %d\n", + L"Persons met: %d\n", + L"Sectors discovered: %d\n", + L"Ambushes prevented: %d\n", + L"Quests handled: %d\n", + + L"Tactical battles: %d\n", + L"Autoresolve battles: %d\n", + L"Times retreated: %d\n", + L"Ambushes experienced: %d\n", + L"Hardest battle: %d Enemies\n", + + L"Shot: %d\n", + L"Stabbed: %d\n", + L"Punched: %d\n", + L"Blasted: %d\n", + L"Suffered damages in facilities: %d\n", + L"Surgeries undergone: %d\n", + L"Facility accidents: %d\n", + + L"Character:", + L"Weakness:", + + L"Attitudes:", // WANNE: For old traits display instead of "Character:"! + + L"Zombies: %d\n", // TODO.Translate + + L"Background:", // TODO.Translate + L"Personality:", // TODO.Translate + + L"Prisoners interrogated: %d\n", // TODO.Translate + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + L"No Skill", + L"Forceer slot", + L"Man-tot-man", + L"Elektronica", + L"Nachtops", + L"Werpen", + L"Lesgeven", + L"Zware Wapens", + L"Auto Wapens", + L"Sluipen", + L"Handig", + L"Dief", + L"Vechtkunsten", + L"Mesworp", + L"Sniper", + L"Camouflaged", + L"(Expert)", +}; + +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"No Skill", // 0 + L"Auto Weapons", // 1 + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", // 5 + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", // 9 + // Minor traits + L"Ambidextrous", // 10 + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", // 15 + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", // 19 + // covert ops is a major trait that was added later + L"Covert Ops", // 20 + // new minor traits + L"Radio Operator", // 21 + L"Snitch", // 22 + L"Survival", + + // second names for major skills + L"Machinegunner", // 24 + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 38 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Spy", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"Placeholder", // for survival (minor trait) + L"More...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"various", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate +}; +////////////////////////////////////////////////////////// + + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"|Staan/Lopen", + L"Hurken/Gehurkt lopen (|C)", + L"Staan/|Rennen", + L"Liggen/Kruipen (|P)", + L"Kijk (|L)", + L"Actie", + L"Praat", + L"Bekijk (|C|t|r|l)", + + // Pop up door menu + L"Handm. openen", + L"Zoek boobytraps", + L"Forceer", + L"Met geweld", + L"Verwijder boobytrap", + L"Sluiten", + L"Maak open", + L"Gebruik explosief", + L"Gebruik breekijzer", + L"Stoppen (|E|s|c)", + L"Stop", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"geen val", + L"een explosie", + L"een elektrische val", + L"alarm", + L"stil alarm", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"dag", + L"week", + L"twee weken", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Selecteer Karakter", + L"Contracteer huurling", + L"Plan Route", + L"Huurling |Contract", + L"Verwijder Huurling", + L"Slaap", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"VAAG", + L"ZEKER", + L"HARD", + L"ERG HARD", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"ONBEKEND", + L"geluid van BEWEGING", + L"GEKRAAK", + L"PLONZEN", + L"INSLAG", + L"SCHOT", + L"EXPLOSIE", + L"GEGIL", + L"INSLAG", + L"INSLAG", + L"BARSTEN", + L"DREUN", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"het NOORDOOSTEN", + L"het OOSTEN", + L"het ZUIDOOSTEN", + L"het ZUIDEN", + L"het ZUIDWESTEN", + L"het WESTEN", + L"het NOORDWESTEN", + L"het NOORDEN", +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Stad", + L"Weg", + L"Vlaktes", + L"Woestijn", + L"Bossen", + L"Woud", + L"Moeras", + L"Water", + L"Heuvels", + L"Onbegaanbaar", + L"Rivier", //river from north to south + L"Rivier", //river from east to west + L"Buitenland", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropisch", + L"Landbouwgrond", + L"Vlaktes, weg", + L"Bossen, weg", + L"Boerderij, weg", + L"Tropisch, weg", + L"Woud, weg", + L"Kustlijn", + L"Bergen, weg", + L"Kust-, weg", + L"Woestijn, weg", + L"Moeras, weg", + L"Bossen, SAM-stelling", + L"Woestijn, SAM-stelling", + L"Tropisch, SAM-stelling", + L"Meduna, SAM-stelling", + + //These are descriptions for special sectors + L"Cambria Ziekenhuis", + L"Drassen Vliegveld", + L"Meduna Vliegveld", + L"SAM-stelling", + L"Refuel site", // TODO.Translate + L"Schuilplaats Rebellen", //The rebel base underground in sector A10 + L"Tixa Kerker", //The basement of the Tixa Prison (J9) + L"Hol Beest", //Any mine sector with creatures in it + L"Orta Basis", //The basement of Orta (K4) + L"Tunnel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Schuilplaats", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s zijn ontdekt in sector %c%d en een ander team arriveert binnenkort.", //STR_DETECTED_SINGULAR + L"%s zijn ontdekt in sector %c%d en andere teams arriveren binnenkort.", //STR_DETECTED_PLURAL + L"Wil je een gezamenlijke aankomst coördineren?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"De vijand geeft je de kans om je over te geven.", //STR_ENEMY_SURRENDER_OFFER + L"De vijand heeft je overgebleven bewusteloze huurlingen gevangen.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Vluchten", //The retreat button //STR_AR_RETREAT_BUTTON + L"OK", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"VERDEDIGEN", //STR_AR_DEFEND_HEADER + L"AANVALLEN", //STR_AR_ATTACK_HEADER + L"ONTDEKKEN", //STR_AR_ENCOUNTER_HEADER + L"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"VICTORIE!", //STR_AR_OVER_VICTORY + L"NEDERLAAG!", //STR_AR_OVER_DEFEAT + L"OVERGEGEVEN!", //STR_AR_OVER_SURRENDERED + L"GEVANGEN!", //STR_AR_OVER_CAPTURED + L"GEVLUCHT!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Militie", //STR_AR_MILITIA_NAME, + L"Elite", //STR_AR_ELITE_NAME, + L"Troep", //STR_AR_TROOP_NAME, + L"Admin", //STR_AR_ADMINISTRATOR_NAME, + L"Wezen", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Tijd verstreken", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"GEVLUCHT", //STR_AR_MERC_RETREATED, + L"VLUCHTEN", //STR_AR_MERC_RETREATING, + L"VLUCHT", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Autom. Opl.", //!!! 1 //STR_PB_AUTORESOLVE_BTN, + L"Naar Sector", //STR_PB_GOTOSECTOR_BTN, + L"Terug- trekken", //!!! 2 //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"VIJAND ONTDEKT", //STR_PB_ENEMYENCOUNTER_HEADER, + L"INVASIE VIJAND", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"HINDERLAAG VIJAND", //STR_PB_ENEMYAMBUSH_HEADER + L"BINNENGAAN VIJANDIGE SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"AANVAL BEEST", //STR_PB_CREATUREATTACK_HEADER + L"BLOODCAT VAL", //STR_PB_BLOODCATAMBUSH_HEADER + L"BINNENGAAN HOL BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Locatie", + L"Vijanden", + L"Huurlingen", + L"Milities", + L"Beesten", + L"Bloodcats", + L"Sector", + L"Geen", //If there are no uninvolved mercs in this fight. + L"NVT", //Acronym of Not Applicable + L"d", //One letter abbreviation of day + L"u", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Weggaan", + L"Verspreid", + L"Groeperen", + L"OK", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"Maakt posities van huurlingen vrij en\nmaakt handmatig herinvoer mogelijk. (|C)", + L"Ver|spreidt willekeurig je huurlingen\nelke keer als je de toets indrukt.", + L"Hiermee is het mogelijk de huurlingen te |groeperen.", + L"Druk op deze toets als je klaar bent met\nhet positioneren van je huurlingen. (|E|n|t|e|r)", + L"Je moet al je huurlingen positioneren\nvoor je het gevecht kunt starten.", + + //Various strings (translate word for word) + + L"Sector", + L"Kies posities binnenkomst", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"Ziet er hier niet goed uit. Het is onbegaanbaar. Probeer een andere locatie.", + L"Plaats je huurlingen in de gemarkeerde sectie van de kaart.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"is gearriveerd in sector", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"Lost het gevecht |Automatisch\nop zonder de kaart te laden.", + L"Automatisch oplossen niet\nmogelijk als de speler aanvalt.", + L"Ga sector binnen om tegen\nde vijand te strijden. (|E)", + L"T|rek groep terug en ga naar de vorige sector.", //singular version + L"T|rek alle groepen terug en\nga naar hun vorige sectors.", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"Vijanden vallen je militie aan in sector %c%d.", + //%c%d is the sector -- ex: A9 + L"Beesten vallen je militie aan in sector %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Beesten vallen aan en doden %d burgers in sector %s.", + //%s is the sector location -- ex: A9: Omerta + L"Vijand valt je huurlingen aan in sector %s. Geen enkele huurling kan vechten!", + //%s is the sector location -- ex: A9: Omerta + L"Beesten vallen je huurlingen aan in sector %s. Geen enkele huurling kan vechten!", + + // Flugente: militia movement forbidden due to limited roaming // TODO.Translate + L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", + + L"Robot", //STR_AR_ROBOT_NAME, TODO: translate + L"Tank", //STR_AR_TANK_NAME, + L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"Dag", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Sector gevonden:", + L"Dag gevonden:", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"Status:", + L"Gewicht:", + L"AP Costs", + L"Afst:", // Range + L"Sch:", // Damage + L"Munitie:", // Number of bullets left in a magazine + L"AP:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Accuracy:", //9 + L"Range:", //10 + L"Damage:", //11 + L"Weight:", //12 + L"Stun Damage:",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + L"Attachments:", //14 // TODO.Translate + L"AUTO/5:", //15 + L"Remaining ammo:", //16 // TODO.Translate + + // TODO.Translate + L"Default:", //17 //WarmSteel - So we can also display default attachments + L"Dirt:", // 18 //added by Flugente // TODO.Translate + L"Space:", // 19 //space left on Molle items // TODO.Translate + L"Spread Pattern:", // 20 // TODO.Translate + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + // TODO.Translate + L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", + L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", + L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", + L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", + L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", + L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", + L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", + L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"", //12 + L"APs to ready", + L"APs to fire Single", + L"APs to fire Burst", + L"APs to fire Auto", + L"APs to Reload", + L"APs to Reload Manually", + L"Burst Penalty (Lower is better)", //19 + L"Bipod Modifier", + L"Autofire shots per 5 AP", + L"Autofire Penalty (Lower is better)", + L"Burst/Auto Penalty (Lower is better)", //23 + L"APs to Throw", + L"APs to Launch", + L"APs to Stab", + L"No Single Shot!", + L"No Burst Mode!", + L"No Auto Mode!", + L"APs to Bash", + L"", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Item Size Modifier (Lower is better)", // 0 + L"Reliability Modifier", + L"Loudness Modifier (Lower is better)", + L"Hides Muzzle Flash", + L"Bipod Modifier", + L"Range Modifier", // 5 + L"To-Hit Modifier", + L"Best Laser Range", + L"Aiming Bonus Modifier", + L"Burst Size Modifier", + L"Burst Penalty Modifier (Higher is better)", // 10 + L"Auto-Fire Penalty Modifier (Higher is better)", + L"AP Modifier", + L"AP to Burst Modifier (Lower is better)", + L"AP to Auto-Fire Modifier (Lower is better)", + L"AP to Ready Modifier (Lower is better)", // 15 + L"AP to Reload Modifier (Lower is better)", + L"Magazine Size Modifier", + L"AP to Attack Modifier (Lower is better)", + L"Damage Modifier", + L"Melee Damage Modifier", // 20 + L"Woodland Camo", + L"Urban Camo", + L"Desert Camo", + L"Snow Camo", + L"Stealth Modifier", // 25 + L"Hearing Range Modifier", + L"Vision Range Modifier", + L"Day Vision Range Modifier", + L"Night Vision Range Modifier", + L"Bright Light Vision Range Modifier", //30 + L"Cave Vision Range Modifier", + L"Tunnel Vision Percentage (Lower is better)", + L"Minimum Range for Aiming Bonus", + L"Hold |C|t|r|l to compare items", // item compare help text + L"Equipment weight: %4.1f kg", // 35 // TODO.Translate +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"In ", + L"PERFECT", + L"EXCELLENT", + L"GOOD", + L"FAIR", + L"POOR", + L"BAD", + L"TERRIBLE", + L" condition." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Bedrag", + L"Restbedrag:", //this is the overall balance + L"Bedrag", + L"Splitsen:", // the amount he wants to separate from the overall balance to get two piles of money + + L"Huidig", + L"Saldo:", + L"Bedrag", + L"naar Opnemen:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"STERVEND", // >= 0 + L"KRITIEK", // >= 15 + L"SLECHT", // >= 30 + L"GEWOND", // >= 45 + L"GEZOND", // >= 60 + L"STERK", // >= 75 + L"EXCELLENT", // >= 90 + L"CAPTURED", // added by Flugente TODO.Translate +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"OK", + L"Splitsen", + L"Opnemen", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"Voor:", +}; + +CHAR16 gzConsLabel[10] = +{ + L"Tegen:", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Wat?", //meaning "Repeat yourself" + L"Aardig", //approach in a friendly + L"Direct", //approach directly - let's get down to business + L"Dreigen", //approach threateningly - talk now, or I'll blow your face off + L"Geef", + L"Rekruut", //recruit +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Koop/Verkoop", //Buy/Sell + L"Koop", //Buy + L"Verkoop", //Sell + L"Repareer", //Repair +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"OK", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Koeltruck", // Icecream Truck + L"Jeep", + L"Tank", + L"Helikopter", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Truck", + L"Jeep", + L"Tank", + L"Heli", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Truck", // Ice cream truck + L"Jeep", + L"Tank", + L"Heli", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"You cannot shoot from this seat.", // TODO.Translate + L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Luchtaanval", + L"Automatisch EHBO toepassen?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s ziet dat er items missen van de lading.", + + // The %s is a string from pDoorTrapStrings + + L"Het slot heeft %s.", + L"Er is geen slot.", + L"Gelukt!", + L"Mislukt.", + L"Gelukt!", + L"Mislukt.", + L"Geen boobytrap op het slot.", + L"Gelukt!", + // The %s is a merc name + L"%s heeft niet de juiste sleutel.", + L"Val weggehaald van slot.", + L"Slot heeft geen boobytrap.", + L"Op slot.", + L"DEUR", + L"VAL", + L"OP SLOT", + L"OPEN", + L"KAPOT", + L"Hier zit een schakelaar. Activeren?", + L"Boobytrap ontmantelen?", + L"Vorige...", + L"Volgende...", + L"Meer...", + + // In the next 2 strings, %s is an item name + + L"%s is op de grond geplaatst.", + L"%s is gegeven aan %s.", + + // In the next 2 strings, %s is a name + + L"%s is helemaal betaald.", + L"%s heeft tegoed nog %d.", + L"Kies detonatie frequentie:", //in this case, frequency refers to a radio signal + L"Aantal beurten tot ontploffing:", //how much time, in turns, until the bomb blows + L"Stel frequentie in van ontsteking:", //in this case, frequency refers to a radio signal + L"Boobytrap ontmantelen?", + L"Blauwe vlag weghalen?", + L"Blauwe vlag hier neerzetten?", + L"Laatste beurt", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Zeker weten dat je %s wil aanvallen?", + L"Ah, voertuigen kunnen plaats niet veranderen.", + L"De robot kan niet van plaats veranderen.", + + // In the next 3 strings, %s is a name + + L"%s kan niet naar die plaats gaan.", + L"%s kan hier geen EHBO krijgen.", + L"%s heeft geen EHBO nodig.", + L"Kan daar niet heen.", + L"Je team is vol. Geen ruimte voor rekruut.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s is gerekruteerd.", + + // Here %s is a name and %d is a number + + L"%s ontvangt $%d.", + + // In the next string, %s is a name + + L"%s begeleiden?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"%s inhuren voor %s per dag?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Wil je vechten?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"%s kopen voor %s?", + + // In the next string, %s is a name + + L"%s wordt begeleid door team %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"GEBLOKKEERD", //weapon is jammed. + L"Robot heeft %s kal. munitie nodig.", //Robot is out of ammo + L"Hier gooien? Kan niet.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Sluipmodus (|Z)", // L"Stealth Mode (|Z)", + L"Landkaart (|M)", // L"|Map Screen", + L"OK (Ein|de)", // L"|Done (End Turn)", + L"Praat", // L"Talk", + L"Stil", // L"Mute", + L"Omhoog (|P|g|U|p)", // L"Stance Up (|P|g|U|p)", + L"Cursor Niveau (|T|a|b)", // L"Cursor Level (|T|a|b)", + L"Klim / Spring", // L"Climb / Jump", + L"Omlaag (|P|g|D|n)", // L"Stance Down (|P|g|D|n)", + L"Bekijk (|C|t|r|l)", // L"Examine (|C|t|r|l)", + L"Vorige huurling", // L"Previous Merc", + L"Volgende huurling (|S|p|a|c|e)", // L"Next Merc (|S|p|a|c|e)", + L"|Opties", // L"|Options", + L"Salvo's (|B)", // L"|Burst Mode", + L"Kijk/draai (|L)", // L"|Look/Turn", + L"Gezond: %d/%d\nKracht: %d/%d\nMoraal: %s", // L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s", + L"Hé?", //this means "what?" + L"Door", //an abbrieviation for "Continued" + L"%s is praat weer.", // L"Mute off for %s.", + L"%s is stil.", // L"Mute on for %s.", + L"Gezond: %d/%d\nBrandst: %d/%d", // L"Health: %d/%d\nFuel: %d/%d", + L"Stap uit voertuig", // L"Exit Vehicle" , + L"Wissel Team ( |S|h|i|f|t |S|p|a|c|e )", // L"Change Squad ( |S|h|i|f|t |S|p|a|c|e )", + L"Rijden", // L"Drive", + L"Nvt", //this is an acronym for "Not Applicable." + L"Actie ( Man-tot-man )", // L"Use ( Hand To Hand )", + L"Actie ( Firearm )", // L"Use ( Firearm )", + L"Actie ( Mes )", // L"Use ( Blade )", + L"Actie ( Explosieven )", // L"Use ( Explosive )", + L"Actie ( EHBO )", // L"Use ( Medkit )", + L"(Vang)", // L"(Catch)", + L"(Herlaad)", // L"(Reload)", + L"(Geef)", // L"(Give)", + L"%s is afgezet.", // L"%s has been set off.", + L"%s is gearriveerd.", // L"%s has arrived.", + L"%s heeft geen Actie Punten.", // L"%s ran out of Action Points.", + L"%s is niet beschikbaar.", // L"%s isn't available.", + L"%s zit onder het verband.", // L"%s is all bandaged.", + L"Verband van %s is op.", // L"%s is out of bandages.", + L"Vijand in de sector!", // L"Enemy in sector!", + L"Geen vijanden in zicht.", // L"No enemies in sight.", + L"Niet genoeg Actie Punten.", // L"Not enough Action Points.", + L"Niemand gebruikt afstandb.", // L"Nobody's using the remote.", + L"Magazijn leeg door salvovuur!", // L"Burst fire emptied the clip!", + L"SOLDAAT", // L"SOLDIER", + L"CREPITUS", // L"CREPITUS", + L"MILITIE", // L"MILITIA", + L"BURGER", // L"CIVILIAN", + L"ZOMBIE", // TODO.Translate + L"PRISONER",// TODO.Translate + L"Verlaten Sector", // L"Exiting Sector", + L"OK", + L"Stoppen", // L"Cancel", + L"Huurling gesel.", // L"Selected Merc", + L"Alle huurl. in team", // L"All Mercs in Squad", + L"Naar Sector", // L"Go to Sector", + L"Naar Landk.", // L"Go to Map", + L"Vanaf deze kant kun je de sector niet verlaten.", // L"You can't leave the sector from this side.", + L"You can't leave in turn based mode.", // TODO.Translate + L"%s is te ver weg.", // L"%s is too far away.", + L"Verwijder Boomtoppen", // L"Removing Treetops", + L"Tonen Boomtoppen", // L"Showing Treetops", + L"KRAAI", //Crow, as in the large black bird + L"NEK", + L"HOOFD", + L"TORSO", + L"BENEN", + L"De Koningin vertellen wat ze wil weten?", // L"Tell the Queen what she wants to know?", + L"Vingerafdruk-ID nodig", // L"Fingerprint ID aquired", + L"Vingerafdruk-ID ongeldig. Wapen funct. niet", // L"Invalid fingerprint ID. Weapon non-functional", + L"Doelwit nodig", // L"Target aquired", + L"Pad geblokkeerd", // L"Path Blocked", + L"Geld Storten/Opnemen", //Help text over the $ button on the Single Merc Panel ("Deposit/Withdraw Money") + L"Niemand heeft EHBO nodig.", // L"No one needs first aid.", + L"Vast.", // Short form of JAMMED, for small inv slots + L"Kan daar niet heen.", // used ( now ) for when we click on a cliff + L"Pad is geblokkeerd. Wil je met deze persoon van plaats wisselen?", + L"Persoon weigert weg te gaan.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Ben je het eens met %s?", // L"Do you agree to pay %s?", + L"Wil je kostenloze medische hulp?", // L"Accept free medical treatment?", + L"Wil je trouwen met %s?", // L"Agree to marry %s?", Daryl + L"Slot Ring Paneel", // L"Key Ring Panel", + L"Dat kan niet met een EPC.", // L"You cannot do that with an EPC.", + L"%s sparen?", // L"Spare Krott?", Krott + L"Buiten wapenbereik", // L"Out of weapon range", + L"Mijnwerker", // L"Miner", + L"Voertuig kan alleen tussen sectors reizen", // L"Vehicle can only travel between sectors", + L"Nu geen Auto-EHBO mogelijk", // L"Can't autobandage right now", + L"Pad Geblokkeerd voor %s", // L"Path Blocked for %s", + L"Je huurlingen, gevangen door %s's leger, zitten hier opgesloten!", //Deidranna + L"Slot geraakt", // L"Lock hit", + L"Slot vernielt", // L"Lock destroyed", + L"Iemand anders probeert deze deur te gebruiken.", // L"Somebody else is trying to use this door.", + L"Gezondheid: %d/%d\nBrandstof: %d/%d", //L"Health: %d/%d\nFuel: %d/%d", + L"%s kan %s niet zien.", // Cannot see person trying to talk to + L"Attachment removed", + L"Kan niet een ander voertuig bereiken aangezien u reeds 2 hebt", + + // added by Flugente for defusing/setting up trap networks // TODO.Translate + L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", + L"Set defusing frequency:", + L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", + L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", + L"Select tripwire hierarchy (1 - 4) and network (A - D):", + + // added by Flugente to display food status + L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"What do you want to do?", + L"Fill canteens", + L"Clean guns (Merc)", + L"Clean guns (Team)", + L"Take off clothes", + L"Lose disguise", + L"Militia inspection", + L"Militia restock", + L"Test disguise", + L"unused", + + // added by Flugente: decide what to do with the corpses + L"What do you want to do with the body?", + L"Decapitate", + L"Gut", + L"Take Clothes", + L"Take Body", + + // Flugente: weapon cleaning + L"%s cleaned %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Where do you want to send the %d prisoners?", // TODO.Translate + L"Let them go", + L"What do you want to do?", + L"Demand surrender", + L"Offer surrender", + L"Distract", // TODO.Translate + L"Talk", + L"Recruit Turncoat", // TODO: translate + + // TODO.Translate + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Disarm trap", + L"Inspect trap", + L"Remove blue flag", + L"Blow up!", + L"Activate tripwire", + L"Deactivate tripwire", + L"Reveal tripwire", + L"No detonator or remote detonator found!", + L"This bomb is already armed!", + L"Safe", + L"Mostly safe", + L"Risky", + L"Dangerous", + L"High danger!", + + L"Mask", // TODO.Translate + L"NVG", + L"Item", + + L"This feature works only with New Inventory System", + L"No item in your main hand", + L"Nowhere to place item from main hand", + L"No defined item for this quick slot", + L"No free hand for new item", + L"Item not found", + L"Cannot take item to main hand", + + L"Attempting to bandage travelling mercs...", //TODO.Translate + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", // TODO.Translate + + L"%s has stopped chatting with %s", // TODO.Translate +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"Als aangekruist, dan wordt de aanliggende sector meteen geladen.", + L"Als aangekruist, dan worden de huurlingen automatisch op de\nkaart geplaatst rekening houdend met reistijden.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Deze sector is door de vijand bezet en huurlingen kun je niet achterlaten.\nJe moet deze situatie oplossen voor het laden van andere sectors.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Als de overgebleven huurlingen uit deze sector trekken,\nwordt de aanliggende sector onmiddellijk geladen.", + L"Als de overgebleven huurlingen uit deze sector trekken,\nwordt je automatisch in het landkaartscherm geplaatst,\nrekening houdend met de reistijd van je huurlingen.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s moet geëscorteerd worden door jouw huurlingen\nen kan de sector niet alleen verlaten.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s kan de sector niet alleen verlaten omdat hij %s escorteert.", //male singular + L"%s kan de sector niet alleen verlaten omdat zij %s escorteert.", //female singular + L"%s kan de sector niet alleen verlaten omdat hij meerdere karakters escorteert.", //male plural + L"%s kan de sector niet alleen verlaten omdat zij meerdere karakters escorteert.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Al je huurlingen moeten in de buurt zijn om het team te laten reizen.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"Als aangekruist, dan zal %s alleen verder reizen\nen automatisch bij een uniek team gevoegd worden.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"Als aangekruist, dan zal je geselecteerde\nteam verder reizen, de sector verlatend.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s wordt geëscorteerd door jouw huurlingen en kan de sector niet alleen verlaten. Je huurlingen moeten eerst in de buurt zijn.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Items", // tell merc to repair items in inventory + L"SAM-Stelling", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Stop", // cancel this menu + L"Robot", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"verliest", // the merc has lost a statistic + L"krijgt", // the merc has gained a statistic + L"punt voor", // singular + L"punten voor", // plural + L"niveau voor", // singular + L"niveaus voor", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"gezondheid.", + L"beweeglijkheid.", + L"handigheid.", + L"wijsheid.", + L"medisch kunnen.", + L"explosieven.", + L"technisch kunnen.", + L"trefzekerheid.", + L"ervaring.", + L"kracht.", + L"leiderschap.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"Totale Afstand: ", // total distance for helicopter to travel + L" Veilig: ", // distance to travel to destination + L" Onveilig:", // distance to return from destination to airport + L"Totale Kosten: ", // total cost of trip by helicopter + L"Aank: ", // ETA is an acronym for "estimated time of arrival" + L"Helikopter heeft weinig brandstof en moet landen in vijandelijk gebied!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Passagiers: ", + L"Selecteer Skyrider of Aanvoer Drop-plaats?", // L"Select Skyrider or the Arrivals Drop-off?", + L"Skyrider", + L"Aanvoer", // L"Arrivals", + L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate + L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate + L"Remaining Fuel:", // TODO.Translate + L"Dist. To Refuel Site:", // TODO.Translate +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", + L"Helicopter is currently disassembled. Wait until repairs are finished.", + L"Repairs completed. Helicopter is available again.", + L"Helicopter is fully refueled.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Subniv.:", // what level below the ground is the player viewing in mapscreen ("Sublevel:") +}; + +STR16 gsLoyalString[] = +{ + L"Loyaal", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"kan geen reisorders ondergronds ontvangen.", // L"can't get travel orders underground.", +}; + +STR16 gsTimeStrings[] = +{ + L"u", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"d", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"Geen", + L"Ziekenhuis", + L"Factory", // TODO.Translate + L"Gevangenis", + L"Krijgsmacht", + L"Vliegveld", + L"Schietterrein", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Inventaris", + L"OK", + L"Repair", // TODO.Translate + L"Factories", // TODO.Translate +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Grootte", // 0 // size of the town in sectors + L"", // blank line, required + L"Gezag", // how much of town is controlled + L"Geen", // none of this town + L"Verboden Mijn", // mine associated with this town + L"Loyaliteit", // 5 // the loyalty level of this town + L"Getraind", // the forces in the town trained by the player + L"", + L"Voorzieningen", // main facilities in this town + L"Niveau", // the training level of civilians in this town + L"Training Burgers", // 10 // state of civilian training in town + L"Militie", // the state of the trained civilians in the town + + // Flugente: prisoner texts + L"Prisoners", + L"%d (capacity %d)", + L"%d Admins", + L"%d Regulars", + L"%d Elites", + L"%d Officers", + L"%d Generals", + L"%d Civilians", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Mijn", // 0 + L"Zilver", + L"Goud", + L"Dagelijkse prod.", + L"Mogelijke prod.", + L"Verlaten", // 5 + L"Gesloten", + L"Raakt Op", + L"Produceert", + L"Status", + L"Prod. Tempo", + L"Resource", // 10 L"Ertstype", // TODO.Translate + L"Gezag Dorp", + L"Loyaliteit Dorp", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"Vijandelijke troepen", + L"Sector", + L"# Items", + L"Onbekend", + + L"Gecontrolleerd", + L"Ja", + L"Nee", + L"Status/Software status:", // TODO.Translate + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s is niet dichtbij genoeg.", //Merc is in sector with item but not close enough + L"Kan huurling niet selecteren.", //MARK CARTER + L"%s is niet in de sector om dat item te pakken.", + L"Tijdens gevechten moet je items handmatig oppakken.", + L"Tijdens gevechten moet je items handmatig neerleggen.", + L"%s is niet in de sector om dat item neer te leggen.", + L"Tijdens gevecht, kunt u met een munitiekrat herladen niet.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"Locatie", // sector these items are in + L"Aantal Items", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"Om de taken van een huurling te veranderen, zoals team, dokter of repareren, klik dan in de 'Toewijzen'-kolom", + L"Om een huurling een ander doel te geven, klik dan in de 'Doel'-kolom", + L"Op het moment dat een huurling een reis-order gekregen heeft, kan deze met de tijd-versneller in beweging worden gezet.", + L"Links-klikken selecteert de sector. Nogmaals links-klikken geeft de huurling een reisorder. Rechts-klikken geeft sector-informatie.", + L"Druk op een willekeurig moment op 'h'om deze helptekst te krijgen.", + L"Test Tekst", + L"Test Tekst", + L"Test Tekst", + L"Test Tekst", + L"Totdat je arriveert in Arulco is er niet veel te doen bij dit scherm. Als je klaar bent met het samenstellen van je team, klik dan op de Tijd-Versnel-knop rechtsonder. Zo verstrijkt de tijd totdat je team in Arulco aankomt.", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Huurlingen in Sector", // title for movement box + L"Teken Reisroute", // done with movement menu, start plotting movement + L"Stop", // cancel this menu + L"Anders", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads TODO: Translate +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Oeps:", // an error has occured + L"Contract Huurling verlopen:", // this pop up came up due to a merc contract ending + L"Huurling Taak Volbracht:", // this pop up....due to more than one merc finishing assignments + L"Huurling weer aan het Werk:", // this pop up ....due to more than one merc waking up and returing to work + L"Huurling zegt Zzzzzzz:", // this pop up ....due to more than one merc being tired and going to sleep + L"Contract Loopt Bijna Af:", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Toon Dorpen (|W)", + L"Toon |Mijnen", + L"Toon |Teams & Vijanden", + L"Toon Luchtruim (|A)", + L"Toon |Items", + L"Toon Milities & Vijanden (|Z)", + L"Show |Disease Data", // TODO.Translate + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Next (|.)", // next page // TODO.Translate + L"Previous (|,)", // previous page // TODO.Translate + L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate + + // TODO.Translate + L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button + L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge + L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items + L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo + L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button + L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate + L"Save Gear Template", // TODO.Translate + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"|Laptop", + L"Tactisch (|E|s|c)", + L"|Opties", + L"TijdVersneller (|+)", // time compress more + L"TijdVersneller (|-)", // time compress less + L"Vorig Bericht (|U|p)\nVorige Pagina (|P|g|U|p)", // previous message in scrollable list + L"Volgend Bericht (|D|o|w|n)\nVolgende pagina (|P|g|D|n)", // next message in the scrollable list + L"Start/Stop Tijd (|S|p|a|c|e)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Huidig Saldo", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s is dood.", +}; + + +STR16 pDayStrings[] = +{ + L"Dag", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Help Desk", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephan", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"M.I.S. Verzekeringen", + L"Bobby Rays", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"Vorige", + L"Volgende", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"Je hebt nieuwe berichten...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Bericht verwijderen?", + L"ONGELEZEN bericht(en) verwijderen?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"Van:", + L"Subject:", + L"Dag:", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"Postvak", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"Account Plus", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Credit:", // credit (subtract from) to player's account + L"Debet:", // debit (add to) to player's account + L"Saldo Gisteren:", + L"Stortingen Gisteren:", + L"Uitgaven Gisteren:", + L"Saldo Eind van de Dag:", + L"Saldo Vandaag:", + L"Stortingen Vandaag:", + L"Uitgaven Vandaag:", + L"Huidig Saldo:", + L"Voorspelde Inkomen:", + L"Geschat Saldo:", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"Dag", // the day column + L"Credit", // the credits column (to ADD money to your account) + L"Debet", // the debits column (to SUBTRACT money from your account) + L"Transactie", // transaction type - see TransactionText below + L"Saldo", // balance at this point in time + L"Pag.", // page number + L"Dag(en)", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"Toegenomen Interest", // interest the player has accumulated so far + L"Anonieme Storting", + L"Transactiekosten", + L"Gehuurd", // Merc was hired + L"Bobby Ray's Wapenhandel", // Bobby Ray is the name of an arms dealer + L"Rekeningen Voldaan bij M.E.R.C.", + L"Medische Storting voor %s", // medical deposit for merc + L"IMP Profiel Analyse", // IMP is the acronym for International Mercenary Profiling + L"Verzekering Afgesloten voor %s", + L"Verzekering Verminderd voor %s", + L"Verzekering Verlengd voor %s", // johnny contract extended + L"Verzekering Afgebroken voor %s", + L"Verzekeringsclaim voor %s", // insurance claim for merc + L"een dag", // merc's contract extended for a day + L"1 week", // merc's contract extended for a week + L"2 weken", // ... for 2 weeks + L"Inkomen Mijn", + L"", //String nuked + L"Gekochte Bloemen", + L"Volledige Medische Vergoeding voor %s", + L"Gedeeltelijke Medische Vergoeding voor %s", + L"Geen Medische Vergoeding voor %s", + L"Betaling aan %s", // %s is the name of the npc being paid + L"Maak Geld over aan %s", // transfer funds to a merc + L"Maak Geld over van %s", // transfer funds from a merc + L"Rust militie uit in %s", // initial cost to equip a town's militia + L"Items gekocht van %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s heeft geld gestort.", + L"Sold Item(s) to the Locals", + L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate + L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate + L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate + L"WHO data subscription", // Flugente: disease TODO.Translate + L"Payment to Kerberus", // Flugente: PMC + L"SAM site repair", // Flugente: SAM repair // TODO.Translate + L"Trained workers", // Flugente: train workers + L"Drill militia in %s", // Flugente: drill militia // TODO.Translate + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Verzekering voor", // insurance for a merc + L"Contract %s verl. met 1 dag.", // entend mercs contract by a day + L"Contract %s verl. met 1 week.", + L"Contract %s verl. met 2 weken.", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"Skyrider is $%d betaald.", // skyrider was paid an amount of money + L"Skyrider heeft $%d tegoed.", // skyrider is still owed an amount of money + L"Skyrider is klaar met tanken", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider is klaar om weer te vliegen.", // Skyrider was grounded but has been freed + L"Skyrider heeft geen passagiers. Als je huurlingen in deze sector wil vervoeren, wijs ze dan eerst toe aan Voertuig/Helikopter.", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Super", + L"Goed", + L"Stabiel", + L"Mager", + L"Paniek", + L"Slecht", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"%s's uitrusting is nu beschikbaar in Omerta (A9).", + L"%s's uitrusting is nu beschikbaar in Drassen (B13).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Gezondheid", + L"Energie", + L"Moraal", + L"Conditie", // the condition of the current vehicle (its "health") + L"Brandstof", // the fuel level of the current vehicle (its "energy") + L"Posion", // TODO.Translate + L"Water", // drink level + L"Food", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Vorige Huurling (|L|e|f|t)", // previous merc in the list + L"Volgende Huurling (|R|i|g|h|t)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"aank:", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"Je bent het voor altijd kwijt. Zeker weten?", // do you want to continue and lose the item forever + L"Dit item ziet er HEEL belangrijk uit. Weet je HEEL, HEEL zeker dat je het wil weggooien?", // does the user REALLY want to trash this item + +}; + + +STR16 pMapErrorString[] = +{ + L"Team kan niet verder reizen met een slapende huurling.", + +//1-5 + L"Verplaats het team eerst bovengronds.", + L"Reisorders? Het is vijandig gebied!", + L"Om te verplaatsen moeten huurlingen eerst toegewezen worden aan een team of voertuig.", + L"Je hebt nog geen team-leden.", // you have no members, can't do anything + L"Huurling kan order niet opvolgen.", // merc can't comply with your order +//6-10 + L"heeft een escorte nodig. Plaats hem in een team.", // merc can't move unescorted .. for a male + L"heeft een escorte nodig. Plaats haar in een team.", // for a female + L"Huurling is nog niet in %s aangekomen!", + L"Het lijkt erop dat er eerst nog contractbesprekingen gehouden moeten worden.", + L"Cannot give a movement order. Air raid is going on.", +//11-15 + L"Reisorders? Er is daar een gevecht gaande!", + L"Je bent in een hinderlaag gelokt van Bloodcats in sector %s!", + L"Je bent in sector %s iets binnengelopen dat lijkt op het hol van een bloodcat!", + L"", + L"De SAM-stelling in %s is overgenomen.", +//16-20 + L"De mijn in %s is overgenomen. Je dagelijkse inkomen is gereduceerd tot %s per dag.", + L"De vijand heeft sector %s onbetwist overgenomen.", + L"Tenminste een van je huurlingen kan niet meedoen met deze opdracht.", + L"%s kon niet meedoen met %s omdat het al vol is", + L"%s kon niet meedoen met %s omdat het te ver weg is.", +//21-25 + L"De mijn in %s is buitgemaakt door Deidranna's troepen!", + L"Deidranna's troepen zijn net de SAM-stelling in %s binnengevallen", + L"Deidranna's troepen zijn net %s binnengevallen", + L"Deidranna's troepen zijn gezien in %s.", + L"Deidranna's troepen hebben zojuist %s overgenomen.", +//26-30 + L"Tenminste één huurling kon niet tot slapen gebracht worden.", + L"Tenminste één huurling kon niet wakker gemaakt worden.", + L"De Militie verschijnt niet totdat hun training voorbij is.", + L"%s kan geen reisorders gegeven worden op dit moment.", + L"Milities niet binnen de stadsgrenzen kunnen niet verplaatst worden naar een andere sector.", +//31-35 + L"Je kunt geen militie in %s hebben.", + L"Een voertuig kan niet leeg rijden!", + L"%s is te gewond om te reizen!", + L"Je moet het museum eerst verlaten!", + L"%s is dood!", +//36-40 + L"%s kan niet wisselen naar %s omdat het onderweg is", + L"%s kan het voertuig op die manier niet in", + L"%s kan zich niet aansluiten bij %s", + L"Totdat je nieuwe huurlingen in dienst neemt, kan de tijd niet versneld worden!", + L"Dit voertuig kan alleen over wegen rijden!", +//41-45 + L"Je kunt geen reizende huurlingen opnieuw toewijzen", + L"Voertuig zit zonder brandstof!", + L"%s is te moe om te reizen.", + L"Niemand aan boord is in staat om het voertuig te besturen.", + L"Eén of meer teamleden kunnen zich op dit moment niet verplaatsen.", +//46-50 + L"Eén of meer leden van de ANDERE huurlingen kunnen zich op dit moment niet verplaatsen.", + L"Voertuig is te beschadigd!", + L"Let op dat maar twee huurlingen milities in een sector mogen trainen.", + L"De robot kan zich zonder bediening niet verplaatsen. Plaats ze in hetzelfde team.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Klik nogmaals op de bestemming om de route te bevestigen, of klik op een andere sector om meer routepunten te plaatsen.", + L"Route bevestigd.", + L"Bestemming onveranderd.", + L"Reis afgebroken.", + L"Reis verkort.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Klik op de sector waar de huurlingen in plaats daarvan moeten arriveren.", + L"OK. Arriverende huurlingen worden afgezet in %s", + L"Huurlingen kunnen hier niet ingevlogen worden, het luchtruim is onveilig!", + L"Afgebroken. Aankomst-sector onveranderd", + L"Luchtruim boven %s is niet langer veilig! Aankomst-sector is verplaatst naar %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Naar Inventaris (|E|n|t|e|r)", + L"Gooi Item Weg", + L"Verlaat Inventaris (|E|n|t|e|r)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of in (%s) bij het nemen van de vlucht?", + L"%s gaat binnenkort weg en laat zijn uitrusting achter in %s.", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of in (%s) bij het nemen van de vlucht?", + L"%s gaat binnenkort weg en laat haar uitrusting achter in %s.", +}; + + +STR16 pMercContractOverStrings[] = +{ + L"'s contract is geëindigd, hij is dus naar huis.", // merc's contract is over and has departed + L"'s contract is geëindigd, ze is dus naar huis.", // merc's contract is over and has departed + L"'s contract is opgezegd, hij is dus weg.", // merc's contract has been terminated + L"'s contract is opgezegd, ze is dus weg.", // merc's contract has been terminated + L"M.E.R.C. krijgt nog teveel geld van je, %s is dus weggegaan.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +STR16 pImpPopUpStrings[] = +{ + L"Ongeldige Autorisatiecode", + L"Je wil het gehele persoonlijkheidsonderzoek te herstarten. Zeker weten?", + L"Vul alsjeblieft de volledige naam en geslacht in", + L"Voortijdig onderzoek van je financiële status wijst uit dat je een persoonlijksheidsonderzoek niet kunt betalen.", + L"Geen geldige optie op dit moment.", + L"Om een nauwkeurig profiel te maken, moet je ruimte hebben voor tenminste één teamlid.", + L"Profiel is al gemaakt.", + L"Cannot load I.M.P. character from disk.", + L"You have already reached the maximum number of I.M.P. characters.", + L"You have already three I.M.P characters with the same gender on your team.", + L"You cannot afford the I.M.P character.", // 10 + L"The new I.M.P character has joined your team.", + L"You have already selected the maximum number of traits.", // TODO.Translate + L"No voicesets found.", // TODO.Translate +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"Info", // about the IMP site ("About Us") + L"BEGIN", // begin profiling ("BEGIN") + L"Persoonlijkheid", // personality section ("Personality") + L"Eigenschappen", // personal stats/attributes section ("Attributes") + L"Appearance", // changed from portrait + L"Stem %d", // the voice selection ("Voice %d") + L"OK", // done profiling ("Done") + L"Opnieuw", // start over profiling ("Start Over") + L"Ja, ik kies het geselecteerde antwoord.", // ("Yes, I choose the highlighted answer.") + L"Ja", + L"Nee", + L"OK", // finished answering questions + L"Vor.", // previous question..abbreviated form + L"Vol.", // next question + L"JA ZEKER.", // yes, I am certain ("YES, I AM.") + L"NEE, IK WIL OPNIEUW BEGINNEN.", // no, I want to start over the profiling process ("NO, I WANT TO START OVER.") + L"JA, ZEKER.", // ("YES, I DO.") + L"NEE", + L"Terug", // back one page + L"Stop", // cancel selection + L"Ja, zeker weten.", // ("Yes, I am certain.") + L"Nee, laat me nog eens kijken.", // ("No, let me have another look.") + L"Registratie", // the IMP site registry..when name and gender is selected + L"Analyseren", // analyzing your profile results + L"OK", + L"Character", // Change from "Voice" + L"None", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"With your character traits chosen, it is time to select your skills.", + L"To complete the process, select your attributes.", + L"To commence actual profiling, select portrait, voice and colors.", + L"Now that you have completed your appearence choice, proceed to character analysis.", +}; + +STR16 pFilesTitle[] = +{ + L"Bestanden Bekijken", // ("File Viewer") +}; + +STR16 pFilesSenderList[] = +{ +#ifdef JA2UB + L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance +#else + L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance +#endif + L"Intercept.#1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Intercept.#2", // second intercept file + L"Intercept.#3", // third intercept file + L"Intercept.#4", // fourth intercept file ("Intercept #4") + L"Intercept.#5", // fifth intercept file + L"Intercept.#6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"Geschiedenis", +}; + +STR16 pHistoryHeaders[] = +{ + L"Dag", // the day the history event occurred + L"Pag.", // the current page in the history report we are in + L"Dag", // the days the history report occurs over + L"Locatie", // location (in sector) the event occurred + L"Geb.", // the event label +}; + +/* +// Externalized to "TableData\History.xml" +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s ingehuurd via A.I.M.", // merc was hired from the aim site + L"%s ingehuurd via M.E.R.C.", // merc was hired from the merc site + L"%s gedood.", // merc was killed + L"Facturen betaald bij M.E.R.C.", // paid outstanding bills at MERC + L"Opdracht van Enrico Chivaldori geaccepteerd.", // ("Accepted Assignment From Enrico Chivaldori") + //6-10 + L"IMP Profiel Klaar", // ("IMP Profile Generated") + L"Verzekeringspolis gekocht voor %s.", // insurance contract purchased + L"Verzekeringspolis afgebroken van %s.", // insurance contract canceled + L"Uitbetaling Verzekeringspolis %s.", // insurance claim payout for merc + L"%s's contract verlengd met 1 dag.", // Extented "mercs name"'s for a day + //11-15 + L"%s's contract verlengd met 1 week.", // Extented "mercs name"'s for a week + L"%s's contract verlengd met 2 weken.", // Extented "mercs name"'s 2 weeks + L"%s is ontslagen.", // "merc's name" was dismissed. + L"%s gestopt.", // "merc's name" quit. + L"zoektocht gestart.", // a particular quest started + //16-20 + L"zoektocht afgesloten.", // ("quest completed.") + L"Gepraat met hoofdmijnwerker van %s", // talked to head miner of town + L"%s bevrijd", // ("Liberated %s") + L"Vals gespeeld", // ("Cheat Used") + L"Voedsel zou morgen in Omerta moeten zijn", // ("Food should be in Omerta by tomorrow") + //21-25 + L"%s weggegaan, wordt Daryl Hick's vrouw", // ("%s left team to become Daryl Hick's wife") + L"%s's contract afgelopen.", // ("%s's contract expired.") + L"%s aangenomen.", // ("%s was recruited.") + L"Enrico klaagde over de voortgang", // ("Enrico complained about lack of progress") + L"Strijd gewonnen", // ("Battle won") + //26-30 + L"%s mijn raakt uitgeput", // ("%s mine started running out of ore") + L"%s mijn is uitgeput", // ("%s mine ran out of ore") + L"%s mijn is gesloten", // ("%s mine was shut down") + L"%s mijn heropend", // ("%s mine was reopened") + L"Info verkregen over gevangenis Tixa.", // ("Found out about a prison called Tixa.") + //31-35 + L"Van geheime wapenfabriek gehoord, Orta genaamd.", // ("Heard about a secret weapons plant called Orta.") + L"Onderzoeker in Orta geeft wat raketwerpers.", // ("Scientist in Orta donated a slew of rocket rifles.") + L"Koningin Deidranna kickt op lijken.", // ("Queen Deidranna has a use for dead bodies.") + L"Frank vertelde over knokwedstrijden in San Mona.", // ("Frank talked about fighting matches in San Mona.") + L"Een patiënt dacht dat ie iets in de mijnen zag.", // ("A patient thinks he saw something in the mines.") + //36-40 + L"Pers. ontmoet; Devin - verkoopt explosieven.", // ("Met someone named Devin - he sells explosives.") + L"Beroemde ex-AIM huurling Mike ontmoet!", // ("Ran into the famous ex-AIM merc Mike!") + L"Tony ontmoet - handelt in wapens.", // ("Met Tony - he deals in arms.") + L"Raketwerper gekregen van Serg. Krott.", // ("Got a rocket rifle from Sergeant Krott.") + L"Kyle akte gegeven van Angel's leerwinkel.", // ("Gave Kyle the deed to Angel's leather shop.") + //41-45 + L"Madlab bood aan robot te bouwen.", // ("Madlab offered to build a robot.") + L"Gabby maakt superbrouwsel tegen beesten.", // ("Gabby can make stealth concoction for bugs.") + L"Keith is er mee opgehouden.", // ("Keith is out of business.") + L"Howard geeft Koningin Deidranna cyanide.", // ("Howard provided cyanide to Queen Deidranna.") + L"Keith ontmoet - handelaar in Cambria.", // ("Met Keith - all purpose dealer in Cambria.") + //46-50 + L"Howard ontmoet - medicijnendealer in Balime", // ("Met Howard - deals pharmaceuticals in Balime") + L"Perko ontmoet - heeft reparatiebedrijfje.", // ("Met Perko - runs a small repair business.") + L"Sam van Balime ontmoet - verkoopt ijzerwaren.", // ("Met Sam of Balime - runs a hardware shop.") + L"Franz verkoopt elektronica en andere dingen.", // ("Franz deals in electronics and other goods.") + L"Arnold runt reparatiezaak in Grumm.", // ("Arnold runs a repair shop in Grumm.") + //51-55 + L"Fredo repareert elektronica in Grumm.", // ("Fredo repairs electronics in Grumm.") + L"Van rijke vent in Balime donatie gekregen.", // ("Received donation from rich guy in Balime.") + L"Schroothandelaar Jake ontmoet.", // ("Met a junkyard dealer named Jake.") + L"Vaag iemand gaf ons elektronische sleutelkaart.", // ("Some bum gave us an electronic keycard.") + L"Walter omgekocht om kelderdeur open te maken.", // ("Bribed Walter to unlock the door to the basement.") + //56-60 + L"Als Dave gas heeft, geeft hij deze weg.", // ("If Dave has gas, he'll provide free fillups.") + L"Geslijmd met Pablo.", // ("Greased Pablo's palms.") + L"Kingpin bewaard geld in San Mona mine.", // ("Kingpin keeps money in San Mona mine.") + L"%s heeft Extreme Fighting gewonnen", // ("%s won Extreme Fighting match") + L"%s heeft Extreme Fighting verloren", // ("%s lost Extreme Fighting match") + //61-65 + L"%s gediskwalificeerd v. Extreme Fighting", // ("%s was disqualified in Extreme Fighting") + L"Veel geld gevonden in een verlaten mijn.", // ("Found a lot of money stashed in the abandoned mine.") + L"Huurmoordenaar van Kingpin ontdekt.", // ("Encountered assassin sent by Kingpin.") + L"Controle over sector verloren", //ENEMY_INVASION_CODE ("Lost control of sector") + L"Sector verdedigd", // ("Defended sector") + //66-70 + L"Strijd verloren", //ENEMY_ENCOUNTER_CODE ("Lost battle") + L"Fatale val", //ENEMY_AMBUSH_CODE ("Fatal ambush") + L"Vijandige val weggevaagd", // ("Wiped out enemy ambush") + L"Aanval niet gelukt", //ENTERING_ENEMY_SECTOR_CODE ("Unsuccessful attack") + L"Aanval gelukt!", // ("Successful attack!") + //71-75 + L"Beesten vielen aan", //CREATURE_ATTACK_CODE ("Creatures attacked") + L"Gedood door bloodcats", //BLOODCAT_AMBUSH_CODE ("Killed by bloodcats") + L"Afgeslacht door bloodcats", // ("Slaughtered bloodcats") + L"%s was gedood", // ("%s was killed") + L"Carmen kop v.e. terrorist gegeven", // ("Gave Carmen a terrorist's head") + //76-80 + L"Slay vertrok", // ("Slay left") + L"%s vermoord", // ("Killed %s") + L"Met Waldo - aircraft mechanic.", + L"Helicopter repairs started. Estimated time: %d hour(s).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"Nvt", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Web", + L"Financieel", + L"Dossiers", + L"Historie", + L"Bestanden", + L"Afsluiten", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Bobby Ray's", + L"I.M.P", + L"M.E.R.C.", + L"Mortuarium", + L"Bloemist", + L"Verzekering", + L"Stop", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", // TODO.Translate + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", // TODO.Translate + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Bladwijzer", + L"Rechter muisklik om dit menu op te roepen.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Laden", + L"Herladen", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Neem", // take money from merc + L"Geef", // give money to merc + L"Stop", // cancel transaction + L"Leeg", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Maak over $", // transfer money to merc -- short form + L"Info", // view stats of the merc + L"Inventaris", // view the inventory of the merc + L"Werk", +}; + +STR16 sATMText[ ]= +{ + L"Overmaken geld?", // transfer funds to merc? + L"Ok?", // are we certain? + L"Geef bedrag", // enter the amount you want to transfer to merc + L"Geef type", // select the type of transfer to merc + L"Onvoldoende saldo", // not enough money to transfer to merc + L"Bedrag moet veelvoud zijn van $10", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Fout", + L"Server heeft geen DNS ingang.", + L"Controleer URL adres en probeer opnieuw.", + L"OK", + L"Periodieke verbinding met host. Houdt rekening met lange wachttijden.", +}; + + +STR16 pPersonnelString[] = +{ + L"Huurlingen:", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"A.I.M. Leden", + L"A.I.M. Portretten", // a mug shot is another name for a portrait + L"A.I.M. Sorteer", + L"A.I.M.", + L"A.I.M. Veteranen", + L"A.I.M. Regelement", + L"A.I.M. Geschiedenis", + L"A.I.M. Links", + L"M.E.R.C.", + L"M.E.R.C. Rekeningen", + L"M.E.R.C. Registratie", + L"M.E.R.C. Index", + L"Bobby Ray's", + L"Bobby Ray's - Wapens", + L"Bobby Ray's - Munitie", + L"Bobby Ray's - Pantsering", + L"Bobby Ray's - Diversen", //misc is an abbreviation for miscellaneous + L"Bobby Ray's - Gebruikt", + L"Bobby Ray's - Mail Order", + L"I.M.P.", + L"I.M.P.", + L"United Floral Service", + L"United Floral Service - Etalage", + L"United Floral Service - Bestelformulier", + L"United Floral Service - Kaart Etalage", + L"Malleus, Incus & Stapes Verzekeringen", + L"Informatie", + L"Contract", + L"Opmerkingen", + L"McGillicutty's Mortuarium", + L"", + L"URL niet gevonden.", + L"%s Press Council - Conflict Summary", // TODO.Translate + L"%s Press Council - Battle Reports", + L"%s Press Council - Latest News", + L"%s Press Council - About us", + L"Mercs Love or Dislike You - About us", + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Militia Overview", + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", // TODO.Translate + L"Bobby Ray's - Recent Shipments", + L"Encyclopedia", + L"Encyclopedia - Data", + L"Briefing Room", + L"Briefing Room - Data", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir-Help", + L"Klik opnieuw voor Bookmarks.", +}; + +STR16 pLaptopTitles[] = +{ + L"E-Mail", + L"Bestanden bekijken", + L"Persoonlijk", + L"Boekhouder Plus", + L"Geschiedenis", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Omgekomen tijdens gevechten", + L"Weggestuurd", + L"Anders", + L"Getrouwd", + L"Contract Afgelopen", + L"Gestopt", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Huidig Team", + L"Vertrekken", + L"Dag. Kosten:", + L"Hoogste Kosten:", + L"Laagste Kosten:", + L"Omgekomen tijdens gevechten:", + L"Weggestuurd:", + L"Anders:", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Laagste", + L"Gemiddeld", + L"Hoogste", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"GZND", + L"BEW", + L"HAN", + L"KRA", + L"LDR", + L"WIJ", + L"NIV", + L"TREF", + L"MECH", + L"EXPL", + L"MED", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Contract", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Doorgaan", + L"Stop", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Je bent verslagen in deze sector!", + L"De vijand, geen genade kennende, slacht ieder teamlid af!", + L"Je bewusteloze teamleden zijn gevangen genomen!", + L"Je teamleden zijn gevangen genomen door de vijand.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Vorige", + L"Volgende", + L"OK", + L"Leeg", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Vorige", + L"Volgende", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Autoriseer", + L"Thuis", + L"Rekening#:", + L"Huurl.", + L"Dagen", + L"Tarief", //5 + L"Prijs", + L"Totaal:", + L"Weet je zeker de betaling van %s te autoriseren?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", // TODO.Translate +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Previous", + L"Next", +}; + + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Gezondheid", + L"Beweeglijkheid", + L"Handigheid", + L"Kracht", + L"Leiderschap", + L"Wijsheid", + L"Ervaringsniveau", + L"Trefzekerheid", + L"Technisch", + L"Explosieven", + L"Medisch", + + L"Vorige", + L"Huur", + L"Volgende", + L"Extra Info", + L"Thuis", + L"Ingehuurd", + L"Salaris:", + L"Per Dag", + L"Gear:", // TODO.Translate + L"Totaal:", + L"Overleden", + + L"Je team bestaat al uit huurlingen.", + L"Koop Uitrusting?", + L"Niet beschikbaar", + L"Unsettled Bills", // TODO.Translate + L"Bio", // TODO.Translate + L"Inv", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Open Rekening", + L"Afbreken", + L"Je hebt geen rekening. Wil je er één openen?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Speck T. Kline, oprichter en bezitter", + L"Om een rekening te open, klik hier", + L"Klik hier om rekening te bekijken", + L"Klik hier om bestanden in te zien", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Transfer failed. No funds available.", // TODO.Translate +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"McGillicutty's Mortuarium: Helpt families rouwen sinds 1983.", + L"Begrafenisondernemer en voormalig A.I.M. huurling Murray \"Pops\" McGillicutty is een kundig en ervaren begrafenisondernemer.", + L"Pops weet hoe moeilijk de dood kan zijn, in heel zijn leven heeft hij te maken gehad met de dood en sterfgevallen.", + L"McGillicutty's Mortuarium biedt een breed scala aan stervensbegeleiding, van een schouder om uit te huilen tot recontructie van misvormde overblijfselen.", + L"Laat McGillicutty's Mortuarium u helpen en laat uw dierbaren zacht rusten.", + + // Text for the various links available at the bottom of the page + L"STUUR BLOEMEN", + L"DOODSKIST & URN COLLECTIE", + L"CREMATIE SERVICE", + L"SERVICES", + L"ETIQUETTE", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Helaas is deze pagina nog niet voltooid door een sterfgeval in de familie. Afhankelijk van de laatste wil en uitbetaling van de beschikbare activa wordt de pagina zo snel mogelijk voltooid.", + L"Ons medeleven gaat uit naar jou, tijdens deze probeerperiode. Kom nog eens langs.", +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Etalage", + + //Address of United Florist + + L"\"We brengen overal langs\"", + L"1-555-SCENT-ME", + L"333 NoseGay Dr, Seedy City, CA USA 90210", + L"http://www.scent-me.com", + + // detail of the florist page + + L"We zijn snel en efficiënt!", + L"Volgende dag gebracht, wereldwijd, gegarandeerd. Enkele beperkingen zijn van toepassing.", + L"Laagste prijs in de wereld, gegarandeerd!", + L"Toon ons een lagere geadverteerde prijs voor een regeling en ontvang gratis een dozijn rozen.", + L"Flora, Fauna & Bloemen sinds 1981.", + L"Onze onderscheiden ex-bommenwerperpiloten droppen je boeket binnen een tien kilometer radius van de gevraagde locatie. Altijd!", + L"Laat ons al je bloemenfantasieën waarmaken.", + L"Laat Bruce, onze wereldberoemde bloemist, de verste bloemen met de hoogste kwaliteit uit onze eigen kassen uitzoeken.", + L"En onthoudt, als we het niet hebben, kunnen we het kweken - Snel!", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Terug", + L"Verstuur", + L"Leeg", + L"Etalage", + + L"Naam vh Boeket:", + L"Prijs:", //5 + L"Ordernummer:", + L"Bezorgingsdatum", + L"volgende dag", + L"komt wanneer het komt", + L"Locatie Bezorging", //10 + L"Extra Service", + L"Geplet Boeket($10)", + L"Zwarte Rozen ($20)", + L"Verlept Boeket($10)", + L"Fruitcake (indien beschikbaar)($10)", //15 + L"Persoonlijk Bericht:", + L"Wegens de grootte kaarten, mogen je berichten niet langer zijn dan 75 karakters.", + L"...of selecteer er één van de onze", + + L"STANDAARDKAARTEN", + L"Factuurinformatie", //20 + + //The text that goes beside the area where the user can enter their name + + L"Naam:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Back", //abbreviation for previous + L"Next", //abbreviation for next + + L"Klik op de selectie die je wil bestellen.", + L"Let op: er geldt een extra tarief van $10 voor geplette en verlepte boeketten.", + + //text on the button + + L"Home", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Klik op je selectie", + L"Terug", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Bestelformulier", //Title of the page + L"Hvl", // The number of items ordered + L"Gewicht(%s)", // The weight of the item + L"Itemnaam", // The name of the item + L"Prijs unit", // the item's weight + L"Totaal", //5 // The total price of all of items of the same type + L"Sub-Totaal", // The sub total of all the item totals added + L"Porto (Zie Bezorgloc.)", // S&H is an acronym for Shipping and Handling + L"Eindtotaal", // The grand total of all item totals + the shipping and handling + L"Bezorglocatie", + L"Verzendingssnelheid", //10 // See below + L"Kosten (per %s.)", // The cost to ship the items + L"Nacht-Express", // Gets deliverd the next day + L"2 Werkdagen", // Gets delivered in 2 days + L"Standaard Service", // Gets delivered in 3 days + L"Order Leegmaken",//15 // Clears the order page + L"Accept. Order", // Accept the order + L"Terug", // text on the button that returns to the previous page + L"Home", // Text on the button that returns to the home page + L"* Duidt op Gebruikte Items", // Disclaimer stating that the item is used + L"Je kunt dit niet betalen.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is no valid city selected + L"Weet je zeker dat je de bestelling wil sturen naar %s?", // A popup that asks if the city selected is the correct one + L"Gewicht Pakket**", // Displays the weight of the package + L"** Min. Gew.", // Disclaimer states that there is a minimum weight for the package + L"Zendingen", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + L"Heavy W.", + + // Ammo + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + + // Used + L"Guns", + L"Armor", + L"LBE Gear", + L"Misc", + + // Armour + L"Helmets", + L"Vests", + L"Leggings", + L"Plates", + + // Misc + L"Blades", + L"Th. Knives", + L"Blunt W.", + L"Grenades", + L"Bombs", + L"Med. Kits", + L"Kits", + L"Face Items", + L"LBE Gear", + L"Optics", // Madd: new BR filters // TODO.Translate + L"Grip/LAM", + L"Muzzle", + L"Stock", + L"Mag/Trig.", + L"Other Att.", + L"Misc.", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"Bestelling", // Title + // instructions on how to order + L"Klik op de item(s). Voor meer dan één, blijf dan klikken. Rechtsklikken voor minder. Als je alles geselecteerd hebt, dat je wil bestellen, ga dan naar het bestelformulier.", + + //Text on the buttons to go the various links + + L"Vorige Items", // + L"Wapens", //3 + L"Munitie", //4 + L"Pantser", //5 + L"Diversen", //6 //misc is an abbreviation for miscellaneous + L"Gebruikt", //7 + L"Meer Items", + L"BESTELFORMULIER", + L"Home", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"Je team heeft", //11 + L"wapen(s) gebruik makende van deze munitie", //12 + + //The following lines provide information on the items + + L"Gewicht:", // Weight of all the items of the same type + L"Kal:", // the caliber of the gun + L"Mag:", // number of rounds of ammo the Magazine can hold + L"Afs:", // The range of the gun + L"Sch:", // Damage of the weapon + L"ROF:", // Weapon's Rate Of Fire, acronym ROF + L"AP:", // Weapon's Action Points, acronym AP + L"Stun:", // Weapon's Stun Damage + L"Protect:", // Armour's Protection + L"Camo:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Kost:", // Cost of the item + L"Aanwezig:", // The number of items still in the store's inventory + L"# Besteld:", // The number of items on order + L"Beschadigd", // If the item is damaged + L"Gewicht:", // the Weight of the item + L"SubTotaal:", // The total cost of all items on order + L"* %% Functioneel", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Verdraaid! Dit on-line bestelformulier accepteert maar " ,//First part + L" items per keer. Als je meer wil bestellen (en dat hopen we), plaats dan afzonderlijke orders en accepteer onze excuses.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Sorry. We hebben niet meer van die zaken in het magazijn. Probeer het later nog eens.", + + //A popup that tells the user that the store is temporarily sold out + + L"Sorry, alle items van dat type zijn nu uitverkocht.", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"Hier moet je zijn voor de nieuwste en beste wapens en militaire goederen", + L"We kunnen de perfecte oplossing vinden voor elke explosiebehoefte", + L"Gebruikte en opgeknapte items", + + //Text for the various links to the sub pages + + L"Diversen", + L"WAPENS", + L"MUNITIE", //5 + L"PANTSER", + + //Details on the web site + + L"Als wij het niet verkopen, dan kun je het nergens krijgen!", + L"Under construction", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"A.I.M. Leden", // Title + // Title for the way to sort + L"Sort. op:", + + // sort by... + + L"Prijs", + L"Ervaring", + L"Trefzekerheid", + L"Technisch", + L"Explosieven", + L"Medisch", + L"Gezondheid", + L"Beweeglijkheid", + L"Handigheid", + L"Kracht", + L"Leiderschap", + L"Wijsheid", + L"Naam", + + //Text of the links to other AIM pages + + L"Bekijk portretfotoindex van huurlingen", + L"Bekijk het huurlingendossier", + L"Bekijk de A.I.M. Veteranen", + + // text to display how the entries will be sorted + + L"Oplopend", + L"Aflopend", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Previous", + L"AIM HomePage", + L"Index Regels", + L"Next", + L"Oneens", + L"Mee eens", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Klik Links", + L"voor Verbinding met Huurl.", + L"Klik Rechts", + L"voor Portretfotoindex.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Gezondheid", + L"Beweeglijkheid", + L"Handigheid", + L"Kracht", + L"Leiderschap", + L"Wijsheid", + L"Ervaringsniveau", + L"Trefzekerheid", + L"Technisch", + L"Explosieven", + L"Medisch", //10 + + // the contract expenses' area + + L"Tarief", + L"Contract", + L"een dag", + L"een week", + L"twee weken", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Previous", + L"Contact", + L"Next", + + L"Extra Info", // Title for the additional info for the merc's bio + L"Actieve Leden", //20 // Title of the page + L"Aanv. Uitrusting:", // Displays the optional gear cost + L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate + L"MEDISCHE aanbetaling nodig", // If the merc required a medical deposit, this is displayed + L"Uitrusting 1", // Text on Starting Gear Selection Button 1 // TODO.Translate + L"Uitrusting 2", // Text on Starting Gear Selection Button 2 + L"Uitrusting 3", // Text on Starting Gear Selection Button 3 + L"Uitrusting 4", // Text on Starting Gear Selection Button 4 + L"Uitrusting 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Contractkosten:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"Een Dag", + L"Een Week", + L"Twee Weken", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Geen Uitrusting", + L"Koop Uitrusting", + + // Text on the Buttons + + L"HUUR IN", // to actually hire the merc + L"STOP", // go back to the previous menu + L"VOORWAARDEN", // go to menu in which you can hire the merc + L"OPHANGEN", // stops talking with the merc + L"OK", + L"STUUR BERICHT", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Video Conference met", + L"Verbinding maken. . .", + + L"+ med. depo", // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"BEDRAG OVERGEBOEKT", // You hired the merc + L"OVERMAKEN NIET MOGELIJK", // Player doesn't have enough money, message 1 + L"ONVOLDOENDE GELD", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"Op missie", + L"Laat a.u.b. bericht achter", + L"Overleden", + + //If you try to hire more mercs than game can support + + L"Je team bestaat al uit huurlingen.", + + L"Opgenomen bericht", + L"Bericht opgenomen", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"A.I.M. Links", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"A.I.M. Geschiedenis", //Title + + // Text on the buttons at the bottom of the page + + L"Previous", + L"Home", + L"A.I.M. Veteranen", + L"Next", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Prijs", + L"Ervaring", + L"Trefzekerheid", + L"Technisch", + L"Explosieven", + L"Medisch", + L"Gezondheid", + L"Beweeglijkheid", + L"Handigheid", + L"Kracht", + L"Leiderschap", + L"Wijsheid", + L"Naam", + + // The title of the page, the above text gets added at the end of this text + + L"A.I.M. Leden Oplopend Gesorteerd op %s", + L"A.I.M. Leden Aflopend Gesorteerd op %s", + + // Instructions to the players on what to do + + L"Klik Links", + L"om Huurling te Selecteren", //10 + L"Klik Rechts", + L"voor Sorteeropties", + + // Gets displayed on top of the merc's portrait if they are... + + L"Afwezig", + L"Overleden", //14 + L"Op missie", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"PAG. 1", + L"PAG. 2", + L"PAG. 3", + + L"A.I.M. Veteranen", // Title of the page + + L"OK", // Stops displaying information on selected merc + L"Next page", // TODO.Translate +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.M. en A.I.M.-logo zijn geregistreerde handelsmerken in de meeste landen.", + L"Dus denk er niet aan om ons te kopiëren.", + L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.", + + //Text for an advertisement that gets displayed on the AIM page + + L"United Floral Service", + L"\"We droppen overal\"", //10 + L"Doe het goed", + L"... de eerste keer", + L"Wapens en zo, als we het niet hebben, dan heb je het ook niet nodig.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Home", + L"Leden", + L"Veteranen", + L"Regels", + L"Geschiedenis", + L"Links", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"HANDELSWAAR OP VOORRAAD", //Header for the merchandise available + L"PAG.", //The current store inventory page being displayed + L"TOTALE KOSTEN", //The total cost of the the items in the Dealer inventory area + L"TOTALE WAARDE", //The total value of items player wishes to sell + L"EVALUEER", //Button text for dealer to evaluate items the player wants to sell + L"TRANSACTIE", //Button text which completes the deal. Makes the transaction. + L"OK", //Text for the button which will leave the shopkeeper interface. + L"REP. KOSTEN", //The amount the dealer will charge to repair the merc's goods + L"1 UUR", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d UREN", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"GEREPAREERD", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Er is geen ruimte meer.", //Message box that tells the user there is no more room to put there stuff + L"%d MINUTEN", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Drop Item op Grond.", + L"BUDGET", // TODO.Translate +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Neem", // Take money from the player + L"Geef", // Give money to the player + L"Stop", // Cancel the transfer + L"Leeg", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Selecteer Type", // tells the user to select either to give or take from the merc + L"Voer Bedrag In", // Enter the amount to transfer + L"Maak Geld over naar Huurl.", // Giving money to the merc + L"Maak Geld over van Huurl.", // Taking money from the merc + L"Onvoldoende geld", // Not enough money to transfer + L"Saldo", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Wil je %s aftrekken van je hoofdrekening om het verschil op te vangen?", + L"Niet genoeg geld. Je komt %s tekort", + L"Wil je %s aftrekken van je hoofdrekening om de kosten te dekken?", + L"Vraag de dealer om de transactie te starten", + L"Vraag de dealer om de gesel. items te repareren", + L"Einde conversatie", + L"Huidige Saldo", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Spel Bewaren", + L"Spel Laden", + L"Stop", + L"Next", + L"Prev", + L"OK", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Effecten", + L"Spraak", + L"Muziek", + + //Confirmation pop when the user selects.. + L"Spel verlaten en terugkeren naar hoofdmenu?", + + L"Je hebt of de Spraakoptie nodig of de ondertiteling.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Spel Bewaren", + L"Spel Laden", + L"Stop", + L"Bewaren Gesel.", + L"Laden Gesel.", + + L"Spel Bewaren voltooid", + L"FOUT bij bewaren spel!", + L"Spel laden succesvol", + L"FOUT bij laden spel!", + + L"De spelversie van het bewaarde spel verschilt van de huidige versie. Waarschijnlijk is het veilig om door te gaan. Doorgaan?", + L"De bewaarde spelen zijn waarschijnlijk ongeldig. Deze verwijderen?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Save version has changed. Please report if there any problems. Continue?", +#else + L"Attempting to load an older version save. Automatically update and load the save?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Save version and game version have changed. Please report if there are any problems. Continue?", +#else + L"Attempting to load an older version save. Automatically update and load the save?", +#endif + + L"Weet je zeker dat je het spel in slot #%d wil overschrijven?", + L"Wil je het spel laden van slot #", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"Er is te weinig ruimte op de harde schijf. Er is maar %d MB vrij en Jagged heeft tenminste %d MB nodig.", + + L"Bewaren", //When saving a game, a message box with this string appears on the screen + + L"Normale Wapens", + L"Stapels Wapens", + L"Realistische stijl", + L"SF stijl", + + L"Moeilijkheid", + L"Platinum Mode", //Placeholder English + + L"Bobby Ray Quality", + L"Good", + L"Great", + L"Excellent", + L"Awesome", + + L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", + L"New Inventory does not work from the default 'Data' folder.", + + L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", + L"Bobby Ray Quantity",// TODO.Translate +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Kaartniveau", + L"Je hebt geen militie. Je moet stadsburgers trainen om een stadsmilitie te krijgen.", + L"Dagelijks Inkomen", + L"Huurling heeft levensverzekering", + L"%s is niet moe.", + L"%s is bezig en kan niet slapen", + L"%s is te moe, probeer het later nog eens.", + L"%s is aan het rijden.", + L"Team kan niet reizen met een slapende huurling.", + + // stuff for contracts + L"Je kunt wel het contract betalen, maar je hebt geen geld meer om de levensverzekering van de huurling te betalen.", + L"%s verzekeringspremie kost %s voor %d extra dag(en). Wil je betalen?", + L"Inventaris Sector", + L"Huurling heeft medische kosten.", + + // other items + L"Medici", // people acting a field medics and bandaging wounded mercs + L"Patiënten", // people who are being bandaged by a medic + L"OK", // Continue on with the game after autobandage is complete + L"Stop", // Stop autobandaging of patients by medics now + L"Sorry. Optie niet mogelijk in deze demo.", // informs player this option/button has been disabled in the demo + L"%s heeft geen reparatie-kit.", + L"%s heeft geen medische kit.", + L"Er zijn nu niet genoeg mensen die getraind willen worden.", + L"%s is vol met milities.", + L"Huurling heeft eindig contract.", + L"Contract Huurling is niet verzekerd", + L"Map Overview", // 24 + + // Flugente: disease texts describing what a map view does TODO.Translate + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"Team %d is heeft iemand ontdekt in sector %s", + L"Team %s is heeft iemand ontdekt in sector %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Een stadsmilitie trainen kost $", // telling player how much it will cost + L"Uitgave goedkeuren?", // asking player if they wish to pay the amount requested + L"je kunt dit niet betalen.", // telling the player they can't afford to train this town + L"Doorgaan met militie trainen %s (%s %d)?", // continue training this town? + + L"Kosten $", // the cost in dollars to train militia + L"( J/N )", // abbreviated yes/no + L"", // unused + L"Stadsmilities trainen in %d sectors kost $ %d. %s", // cost to train sveral sectors at once + + L"Je kunt de $%d niet betalen om de stadsmilitie hier te trainen.", + L"%s heeft een loyaliteit nodig van %d procent om door te gaan met milities trainen.", + L"Je kunt de militie in %s niet meer trainen.", + L"liberate more town sectors", // TODO.Translate + + L"liberate new town sectors", // TODO.Translate + L"liberate more towns", // TODO.Translate + L"regain your lost progress", // TODO.Translate + L"progress further", // TODO.Translate + + L"recruit more rebels", // TODO.Translate +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"Je kunt maximaal $20.000 in één keer opnemen.", + L"Weet je zeker dat je %s wil storten op je rekening?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Spraak", + L"Bevestigingen uit", + L"Ondertitels", + L"Wacht bij tekst-dialogen", + L"Rook Animeren", + L"Bloedsporen Tonen", + L"Cursor Niet Bewegen", + L"Oude Selectiemethode", + L"Toon reisroute", + L"Toon Missers", + L"Bevestiging Real-Time", + L"Slaap/wakker-berichten", + L"Metrieke Stelsel", + L"Licht Huurlingen Op", + L"Auto-Cursor naar Huurling", + L"Auto-Cursor naar Deuren", + L"Items Oplichten", + L"Toon Boomtoppen", + L"Smart Tree Tops", // TODO. Translate + L"Toon Draadmodellen", + L"Toon 3D Cursor", + L"Show Chance to Hit on cursor", + L"GL Burst uses Burst cursor", + L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO + L"High angle Grenade launching", + L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Space selects next Squad", + L"Show Item Shadow", + L"Show Weapon Ranges in Tiles", + L"Tracer effect for single shot", + L"Rain noises", + L"Allow crows", + L"Show Soldier Tooltips", + L"Auto save", + L"Silent Skyrider", + L"Enhanced Description Box", + L"Forced Turn Mode", // add forced turn mode + L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map + L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate + L"Logical Bodytypes", + L"Show Merc Ranks", // shows mercs ranks // TODO.Translate + L"Show Face gear graphics", // TODO.Translate + L"Show Face gear icons", + L"Uit te schakelen Cursor Swap", // Disable Cursor Swap + L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate + L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate + L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate + L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate + L"Allow Zombies", // TODO.Translate + L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate + L"Mark Remaining Hostiles", // TODO.Translate + L"Show LBE Content", // TODO.Translate + L"Invert mouse wheel", // TODO.Translate + L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG OPTIONS--", // an example options screen options header (pure text) + L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate + L"Reset ALL game options", // failsafe show/hide option to reset all options + L"Do you really want to reset?", // a do once and reset self option (button like effect) + L"Debug Options in other builds", // allow debugging in release or mapeditor + L"DEBUG Render Option group", // an example option that will show/hide other options + L"Render Mouse Regions", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Schakel deze optie IN als je de karakter-dialogen wil horen.", + + //Mute Confirmation + L"Schakelt verbale bevestigingen v.d. karakters in of uit.", + + //Subtitles + L"Stelt in of dialoogteksten op het scherm worden getoond.", + + //Key to advance speech + L"Als ondertitels AANstaan, schakel dit ook in om tijd te hebben de NPC-dialogen te lezen.", + + //Toggle smoke animation + L"Schakel deze optie uit als rookanimaties het spel vertragen.", + + //Blood n Gore + L"Schakel deze optie UIT als je bloed aanstootgevend vindt.", + + //Never move my mouse + L"Schakel deze optie UIT als je wil dat de muis automatisch gepositioneerd wordt bij bevestigingsdialogen.", + + //Old selection method + L"Schakel deze optie IN als je karakters wil selecteren zoals in de vorige JAGGED ALLIANCE (methode is tegengesteld dus).", + + //Show movement path + L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de |S|h|i|f|t-toets om paden te tonen).", + + //show misses + L"Schakel IN om het spel de plaats van inslag van je kogels te tonen wanneer je \"mist\".", + + //Real Time Confirmation + L"Als INGESCHAKELD, een extra \"veiligheids\"-klik is nodig om in real-time te bewegen.", + + //Sleep/Wake notification + L"INGESCHAKELD zorgt voor berichten of huurlingen op een \"missie\" slapen of werken.", + + //Use the metric system + L"Wanneer INGESCHAKELD wordt het metrieke stelsel gebruikt, anders het Imperiale stelsel.", + + //Highlight Mercs + L"Wanneer INGESCHAKELD, wordt de huurling gemarkeerd (niet zichtbaar voor vijanden).\nSchakel in het spel met (|G)", + + //Smart cursor + L"Wanneer INGESCHAKELD zullen huurlingen dichtbij de cursor automatisch oplichten.", + + //snap cursor to the door + L"Wanneer INGESCHAKELD zal de cursor dichtbij een deur automatisch boven de deur gepositioneerd worden.", + + //glow items + L"Wanneer INGESCHAKELD lichten items altijd op. (|C|t|r|l+|A|l|t+|I)", + + //toggle tree tops + L"Wanneer INGESCHAKELD worden Boom|toppen getoond.", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate + + //toggle wireframe + L"Wanneer INGESCHAKELD worden Draadmodellen van niet-zichtbare muren getoond. (|C|t|r|l+|A|l|t+|W)", + + L"Wanneer INGESCHAKELD wordt de cursor in 3D getoond. (|H|o|m|e)", + + // Options for 1.13 + L"When ON, the chance to hit is shown on the cursor.", + L"When ON, GL burst uses burst cursor.", + L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO + L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", + L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"When ON, |S|p|a|c|e selects next squad automatically.", + L"When ON, item shadows will be shown.", + L"When ON, weapon ranges will be shown in tiles.", + L"When ON, tracer effect will be shown for single shots.", + L"When ON, you will hear rain noises when it is raining.", + L"When ON, the crows are present in game.", + L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", + L"When ON, game will be saved in 2 alternate save slots after each players turn.", + L"When ON, Skyrider will not talk anymore.", + L"When ON, enhanced descriptions will be shown for items and weapons.", + L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|t|r|l+|T).", // add forced turn mode + L"When ON, the Strategic Map will be colored differently based on exploration.", + L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate + L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate + L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate + L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate + L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", + L"Wanneer ingeschakeld, zal de cursor niet te schakelen tussen uitwisseling positie en andere acties. Druk op |x om snelle uitwisseling te starten.", + L"When ON, mercs will not report progress during training.", // TODO.Translate + L"When ON, mercs will not report progress during repairing.", // TODO.Translate + L"When ON, mercs will not report progress during doctoring.", // TODO.Translate + L"When ON, AI turns will be much faster.", // TODO.Translate + + L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate + L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate + L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate + L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate + L"When ON, inverts mouse wheel directions.", // TODO.Translate + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate + L"When ON, shows last known enemy location.", //TODO.Translate + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Force all pending Bobby Ray shipments", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", + L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options + L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) + L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor + L"Toggle to display debugging render options", // an example option that will show/hide other options + L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + + +STR16 gzGIOScreenText[] = +{ + L"SPEL-INSTELLINGEN", +#ifdef JA2UB + L"Random Manuel texts ", + L"Off", + L"On", +#else + L"Speelstijl", + L"Realistisch", + L"SF", +#endif + L"Platinum", //Placeholder English + L"Wapenopties", + L"Extra wapens", + L"Normaal", + L"Moeilijksheidsgraad", + L"Beginneling", + L"Ervaren", + L"Expert", + L"INSANE", + L"Start", // TODO.Translate + L"Stop", + L"Extra Moeilijk", + L"Save Anytime", + L"Iron Man", + L"Niet mogelijk bij Demo", + L"Bobby Ray Quality", + L"Good", + L"Great", + L"Excellent", + L"Awesome", + L"Inventory / Attachments", // TODO.Translate + L"NOT USED", + L"NOT USED", + L"Load MP Game", + L"INITIAL GAME SETTINGS (Only the server settings take effect)", + // Added by SANDRO + L"Skill Traits", + L"Old", + L"New", + L"Max IMP Characters", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Enemies Drop All Items", + L"Off", + L"On", +#ifdef JA2UB + L"Tex and John", + L"Random", + L"All", +#else + L"Number of Terrorists", + L"Random", + L"All", +#endif + L"Secret Weapon Caches", + L"Random", + L"All", + L"Progress Speed of Item Choices", + L"Very Slow", + L"Slow", + L"Normal", + L"Fast", + L"Very Fast", + + // TODO.Translate + L"Old / Old", + L"New / Old", + L"New / New", + + // TODO.Translate + // Squad Size + L"Max. Squad Size", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"Inventory Manipulation Costs AP", + + L"New Chance to Hit System", + L"Improved Interrupt System", + L"Merc Story Backgrounds", // TODO.Translate + L"Food System",// TODO.Translate + L"Bobby Ray Quantity",// TODO.Translate + + // anv: extra iron man modes + L"Soft Iron Man", // TODO.Translate + L"Extreme Iron Man", // TODO.Translate +}; + +STR16 gzMPJScreenText[] = +{ + L"MULTIPLAYER", + L"Join", + L"Host", + L"Cancel", + L"Refresh", + L"Player Name", + L"Server IP", + L"Port", + L"Server Name", + L"# Plrs", + L"Version", + L"Game Type", + L"Ping", + L"You must enter a player name.", + L"You must enter a valid server IP address. For example: 84.114.195.239", + L"You must enter a valid Server Port between 1 and 65535.", +}; + +// TODO.Translate +STR16 gzMPJHelpText[] = +{ + L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", + L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate + + L"HOST", + L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", + L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", + L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", + L"Click on 'Host' to host a new Multiplayer Game.", + + L"JOIN", + L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", + L"Enter the external IP and the Port number from the host.", + L"Click on 'Join' to join an already hosted Multiplayer Game.", +}; + +// TODO.Translate +STR16 gzMPHScreenText[] = +{ + L"HOST GAME", + L"Start", + L"Cancel", + L"Server Name", + L"Game Type", + L"Deathmatch", + L"Team-Deathmatch", + L"Co-Operative", + L"Maximum Players", + L"Maximum Mercs", + L"Merc Selection", + L"Merc Hiring", + L"Hired by Player", + L"Starting Cash", + L"Allow Hiring Same Merc", + L"Report Hired Mercs", + L"Bobby Rays", + L"Sector Starting Edge", + L"You must enter a server name", + L"", + L"", + L"Starting Time", + L"", + L"", + L"Weapon Damage", + L"", + L"Timed Turns", + L"", + L"Enable Civilians in CO-OP", + L"", + L"Maximum Enemies in CO-OP", + L"Synchronize Game Directory", + L"MP Sync. Directory", + L"You must enter a file transfer directory.", + L"(Use '/' instead of '\\' for directory delimiters.)", + L"The specified synchronisation directory does not exist.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Yes", + L"No", + // Starting Time + L"Morning", + L"Afternoon", + L"Night", + // Starting Cash + L"Low", + L"Medium", + L"Heigh", + L"Unlimited", + // Time Turns + L"Never", + L"Slow", + L"Medium", + L"Fast", + // Weapon Damage + L"Very low", + L"Low", + L"Normal", + // Merc Hire + L"Random", + L"Normal", + // Sector Edge + L"Random", + L"Selectable", + // Bobby Ray / Hire same merc + L"Disable", + L"Allow", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Beirut", //Beirut, Lebanon (Middle East) + L"London", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Moscow", //Moscow, USSR + L"New York", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Paris", //Paris, France + L"Tripoli", //Tripoli, Libya (eastern Mediterranean) + L"Tokyo", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Are you sure? A value of zero means NO ability in this skill.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"( 8 Karakters Max )", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"Analiseren", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"Bedankt, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"Stem", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Gedood tijdens gevecht", + L"Ontslagen", + L"Anders", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Personeelsmanager", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Spel Gepauzeerd", + L"Doorgaan (|P|a|u|s|e)", + L"Pauze Spel (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"Spel verlaten?", + L"OK", + L"JA", + L"NEE", + L"STOPPEN", + L"WEER AANNEMEN", + L"LEUGEN", + L"Geen beschrijving", //Save slots that don't have a description. + L"Spel opgeslagen.", + L"Spel opgeslagen.", + L"SnelBewaren", //The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"Dag", + L"Huurl", + L"Leeg Slot", //An empty save game slot + L"Demo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"Release", //Release build for JA2 + L"rpm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"min", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"rnds", //Abbreviation for rounds (# of bullets) + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"Home", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"nvt", //Lowercase acronym for not applicable. + L"Intussen", //Meanwhile + L"%s is gearriveerd in sector %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying + //SirTech + L"Versie", + L"Leeg SnelBewaarSlot", + L"Dit slot is gereserveerd voor SnelBewaren tijdens tactische en kaartoverzichten m.b.v. ALT+S.", + L"Geopend", + L"Gesloten", + L"Schijfruimte raakt op. Er is slects %s MB vrij en Jagged Alliance 2 v1.13 heeft %s MB nodig.", + L"%s ingehuurd van AIM", + L"%s heeft %s gevangen.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s heeft %s genomen.", //'Merc name' has taken the drug + L"%s heeft geen medische kennis", //'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"De integriteit van het spel is aangetast.", + L"FOUT: CD-ROM geopend", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Er is geen plaats om vanaf hier te schieten.", + + //Can't change stance due to objects in the way... + L"Kan op dit moment geen standpunt wisselen.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Drop", + L"Gooi", + L"Geef", + + L"%s gegeven aan %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"Geen plaats om %s aan %s te geven.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" eraan vastgemaakt )", + + //Cheat modes + L"Vals spel niveau EEN", + L"Vals spel niveau TWEE", + + //Toggling various stealth modes + L"Team op sluipmodus.", + L"Team niet op sluipmodus.", + L"%s op sluipmodus.", + L"%s niet op sluipmodus.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Extra Draadmodellen Aan", + L"Extra Draadmodellen Uit", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Kan niet naar boven vanaf dit niveau...", + L"Er zijn geen lagere niveaus...", + L"Betreden basisniveau %d...", + L"Verlaten basisniveau...", + + L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Volgmodus UIT.", + L"Volgmodus AAN.", + L"3D Cursor UIT.", + L"3D Cursor AAN.", + L"Team %d actief.", + L"Je kunt %s's dagelijkse salaris van %s niet betalen", //first %s is the mercs name, the seconds is a string containing the salary + L"Overslaan", + L"%s kan niet alleen weggaan.", + L"Een spel is bewaard onder de naam SaveGame249.sav. Indien nodig, hernoem het naar SaveGame10 zodat je het kan aanroepen in het Laden-scherm.", + L"%s dronk wat %s", + L"Een pakket is in Drassen gearriveerd.", + L"%s zou moeten arriveren op het aangewezen punt (sector %s) op dag %d, om ongeveer %s.", + L"Geschiedenisverslag bijgewerkt.", + L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", + L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", + L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO + L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO + L"Granade Launchers fire at standard angles", + L"Grenade Launchers fire at higher angles", + // forced turn mode strings + L"Forced Turn Mode", + L"Normal turn mode", + L"Exit combat mode", + L"Forced Turn Mode Active, Entering Combat", + L"Spel succesvol bewaard in de Einde Beurt Auto Bewaar Slot.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. + L"Client", + + // TODO.Translate + L"You cannot use the Old Inventory and the New Attachment System at the same time.", + + // TODO.Translate + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn Save #", // 95 // The text for the tactical end turn auto save + L"Saving Auto Save #", // 96 // The message box, when doing auto save + L"Saving", // 97 // The message box, when doing end turn auto save + L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save + L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) // TODO.Translate + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", + L"Artificial Merc Light ON", // TODO.Translate + L"Artificial Merc Light OFF", + L"Squad %s active.", //TODO.Translate + L"%s smoked %s.", + L"Activate cheats?", + L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"Scroll Omhoog", + L"Selecteer Alles", + L"Scroll Omlaag", + L"Stop", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s is niet dichtbij genoeg om te worden genezen.", + L"Je medici waren niet in staat om iedereen te verbinden.", +}; + +// TODO.Translate +STR16 pMilitiaButtonsHelpText[] = +{ + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", + L"Distribute available militia equally among all sectors", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Ga naar AIM en huur wat huurlingen in ( *Hint* dat kan bij Laptop )", +#ifdef JA2UB + L"Als je klaar bent om naar Tracona te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway +#else + L"Als je klaar bent om naar Arulco te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Fout. Bestanden missen of zijn beschadigd. Spel wordt beëindigd.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"Lees E-mail", + L"Bekijk web-pagina's", + L"Bekijk bestanden en e-mail attachments", + L"Lees verslag van gebeurtenissen", + L"Bekijk team-info", + L"Bekijk financieel overzicht", + L"Sluit laptop", + + //Bottom task bar icons (if they exist): + L"Je hebt nieuwe berichten", + L"Je hebt nieuwe bestanden", + + //Bookmarks: + L"Association of International Mercenaries", + L"Bobby Ray's online weapon mail order", + L"Institute of Mercenary Profiling", + L"More Economic Recruiting Center", + L"McGillicutty's Mortuarium", + L"United Floral Service", + L"Verzekeringsagenten voor A.I.M. contracten", + //New Bookmarks + L"", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", // TODO.Translate + L"Mercenaries Love or Dislike You", // TODO.Translate + L"World Health Organization", + L"Kerberus - Excellence In Security", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + + +STR16 gzHelpScreenText[] = +{ + L"Verlaat help-scherm", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"Er is een gevecht gaande. Je kan alleen terugtrekken m.b.v. het tactische scherm.", + L"B|etreedt sector om door te gaan met het huidige gevecht.", + L"Los huidige gevecht |automatisch op.", + L"Gevecht kan niet automatisch opgelost worden als je de aanvaller bent.", + L"Gevecht kan niet automatisch opgelost worden als je in een hinderlaag ligt.", + L"Gevecht kan niet automatisch opgelost worden als je vecht met beesten in de mijnen.", + L"Gevecht kan niet automatisch opgelost worden als er vijandige burgers zijn.", + L"Gevecht kan niet automatisch opgelost worden als er nog bloodcats zijn.", + L"GEVECHT GAANDE", + L"je kan je op dit moment niet terugtrekken.", +}; + +STR16 gzMiscString[] = +{ + L"Je militie vecht door zonder hulp van je huurlingen...", + L"Het voertuig heeft geen brandstof meer nodig.", + L"De brandstoftank is voor %d%% gevuld.", + L"Het leger van Deidranna heeft totale controle verkregen over %s.", + L"Je hebt een tankplaats verloren.", +}; + +STR16 gzIntroScreen[] = +{ + L"Kan intro video niet vinden", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s hoort een %s geluid uit %s.", + L"%s hoort een %s geluid van BEWEGING uit %s.", + L"%s hoort een %s KRAKEND geluid uit %s.", + L"%s hoort een %s SPETTEREND geluid uit %s.", + L"%s hoort een %s INSLAG uit %s.", + L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate + L"%s hoort een %s EXPLOSIE naar %s.", + L"%s hoort een %s SCHREEUW naar %s.", + L"%s hoort een %s INSLAG naar %s.", + L"%s hoort een %s INSLAG naar %s.", + L"%s hoort een %s VERSPLINTEREN uit %s.", + L"%s hoort een %s KLAP uit %s.", + L"", // anv: placeholder for silent alarm // TODO.Translate + L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player // TODO.Translate +}; + +// TODO.Translate +STR16 pTauntUnknownVoice[] = +{ + L"Unknown Voice", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Sorteer op Naam (|F|1)", + L"Sorteer op Taak (|F|2)", + L"Sorteer op Slaapstatus (|F|3)", + L"Sorteer op locatie (|F|4)", + L"Sorteer op Bestemming (|F|5)", + L"Sorteer op Vertrektijd (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Fout 404", + L"Site niet gevonden.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"Recentelijke ladingen", + L"Order #", + L"Aantal Items", + L"Besteld op", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Spel Programmeur", // Chris Camfield "Game Internals Programmer" + L"Co-ontwerper/Schrijver", // Shaun Lyng "Co-designer/Writer" + L"Strategische Systemen & Programmeur", //Kris Marnes "Strategic Systems & Editor Programmer" + L"Producer/Co-ontwerper", // Ian Currie "Producer/Co-designer" + L"Co-ontwerper/Kaartontwerp", // Linda Currie "Co-designer/Map Designer" + L"Artiest", // Eric \"WTF\" Cheng "Artist" + L"Beta Coördinator, Ondersteuning", // Lynn Holowka + L"Artiest Extraordinaire", // Norman \"NRG\" Olsen + L"Geluidsgoeroe", // George Brooks + L"Schermontwerp/Artiest", // Andrew Stacey + L"Hoofd-Artiest/Animator", // Scot Loving + L"Hoofd-Programmeur", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmeur", // Dave French + L"Strategische Systemen & Spelbalans Programmeur", // Alex Meduna + L"Portret-Artiest", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(leert nog steeds interpunctie)", // Shaun Lyng + L"(\"Het is klaar. Ben er mee bezig\")", //Kris \"The Cow Rape Man\" Marnes + L"(wordt veel te oud voor dit)", // Ian Currie + L"(en werkt aan Wizardry 8)", // Linda Currie + L"(moets onder bedreiging ook QA doen)", // Eric \"WTF\" Cheng + L"(Verliet ons voor CFSA - dus...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Dead Head en jazz liefhebber)", // Andrew Stacey + L"(in het echt heet hij Robert)", // Scot Loving + L"(de enige verantwoordelijke persoon)", // Andrew \"Big Cheese Doddle\" Emmons + L"(kan nu weer motorcrossen)", // Dave French + L"(gestolen van Wizardry 8)", // Alex Meduna + L"(deed items en schermen-laden ook!)", // Joey \"Joeker\" Whelan", +}; + +STR16 sRepairsDoneString[] = +{ + L"%s is klaar met reparatie van eigen items.", + L"%s is klaar met reparatie van ieders wapens en bepantering.", + L"%s is klaar met reparatie van ieders uitrusting.", + L"%s finished repairing everyone's large carried items.", + L"%s finished repairing everyone's medium carried items.", + L"%s finished repairing everyone's small carried items.", + L"%s finished repairing everyone's LBE gear.", + L"%s finished cleaning everyone's guns.", // TODO.Translate +}; + +STR16 zGioDifConfirmText[]= +{ + L"Je hebt de NOVICE-modus geselecteerd. Deze instelling is geschikt voor diegenen die Jagged Alliance voor de eerste keer spelen, voor diegenen die nog niet zo bekend zijn met strategy games, of voor diegenen die kortere gevechten in de game willen hebben.", //Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Novice-modus wilt spelen?", + L"Je hebt de EXPERIENCED-modus geselecteerd. Deze instelling is geschikt voor diegenen die al bekend zijn met Jagged Alliance of dergelijke games. Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Experienced-modus wilt spelen ?", + L"Je hebt de EXPERT-modus geselecteerd. We hebben je gewaarschuwd. Geef ons niet de schuld als je in een kist terugkomt. Je keuze beïnvloedt dingen in het hele verloop van de game, dus weet wat je doet. Weet je zeker dat je in de Expert-modus wilt spelen?", + L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S laadscherm-data niet gevonden...", + + //1-5 + L"De robot kan de sector niet verlaten als niemand de besturing gebruikt.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"Je kan de tijd niet versnellen, Wacht op het vuurwerk!", + + //'Name' refuses to move. + L"%s weigert zich te verplaatsen.", + + //%s a merc name + L"%s heeft niet genoeg energie om standpunt te wisselen.", + + //A message that pops up when a vehicle runs out of gas. + L"%s heeft geen brandstof en is gestrand in %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"boven", + L"onder", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Niemand van je huurlingen heeft medische kennis.", + L"Er zijn geen medische hulpmiddelen om mensen te verbinden.", + L"Er waren niet genoeg medische hulpmiddelen om iedereen te verbinden.", + L"Geen enkele huurling heeft medische hulp nodig.", + L"Verbindt huurlingen automatisch.", + L"Al je huurlingen zijn verbonden.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + L"(dak)", + + L"Gezondheid: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d vs. %d", + + L"%s is vol!", //(ex "The ice cream truck is full") + + L"%s heeft geen eerste hulp nodig, maar échte medische hulp of iets dergelijks.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s is geraakt in het been en valt om!", + //Name can't speak right now. + L"%s kan nu niet praten.", + + //22-24 plural versions + L"%d groene milities zijn gepromoveerd tot veteranenmilitie.", + L"%d groene milities zijn gepromoveerd tot reguliere militie.", + L"%d reguliere milities zijn gepromoveerd tot veteranenmilitie.", + + //25 + L"Schakelaar", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s wordt gek!", + + //27-28 + //Messages why a player can't time compress. + L"Het is nu onveilig om de tijd te versnellen omdat je huurlingen hebt in sector %s.", + L"Het is nu onveilig om de tijd te versnellen als er huurlingen zijn in de mijnen met beesten.", + + //29-31 singular versions + L"1 groene militie is gepromoveerd tot veteranenmilitie.", + L"1 groene militie is gepromoveerd tot reguliere militie.", + L"1 reguliere militie is gepromoveerd tot veteranenmilitie.", + + //32-34 + L"%s zegt helemaal niets.", + L"Naar oppervlakte reizen?", + L"(Team %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s heeft %s's %s gerepareerd", + + //36 + L"BLOODCAT", + + //37-38 "Name trips and falls" + L"%s ups en downs", + L"Dit item kan vanaf hier niet opgepakt worden.", + + //39 + L"Geen enkele huurling van je is in staat om te vechten. De militie zal zelf tegen de beesten vechten.", + + //40-43 + //%s is the name of merc. + L"%s heeft geen medische kits meer!", + L"%s heeft geen medische kennis om iemand te verzorgen!", + L"%s heeft geen gereedschapkits meer!", + L"%s heeft geen technische kennis om iets te repareren!", + + //44-45 + L"Reparatietijd", + L"%s kan deze persoon niet zien.", + + //46-48 + L"%s's pistoolloopverlenger valt eraf!", + L"No more than %d militia trainers are permitted in this sector.", // TODO.Translate + L"Zeker weten?", + + //49-50 + L"Tijdversneller", + L"De tank van het voertuig is nu vol.", + + //51-52 Fast help text in mapscreen. + L"Doorgaan met Tijdversnelling (|S|p|a|c|e)", + L"Stop Tijdversnelling (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s heeft de %s gedeblokkeerd", + L"%s heeft %s's %s gedeblokkeerd", + + //55 + L"Kan tijd niet versneller tijdens bekijken van sector inventaris.", + + L"Kan de Jagged Alliance 2 v1.13 SPEL CD niet vinden. Programma wordt afgesloten.", + + L"Items succesvol gecombineerd.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Huidig/Max Voortgang: %d%%/%d%%", + + L"John en Mary escorteren?", + + //60 + L"Schakelaar geactiveerd.", + + L"%s's armour attachment has been smashed!", + L"%s fires %d more rounds than intended!", + L"%s fires one more round than intended!", + + L"You need to close the item description box first!", // TODO.Translate + + L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate +}; + +STR16 gzCWStrings[] = +{ + L"Call reinforcements to %s from adjacent sectors?", // TODO.Translate +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Location: %d\n", + L"%s|Brightness: %d / %d\n", + L"%s|Range to |Target: %d\n", + L"%s|I|D: %d\n", + L"%s|Orders: %d\n", + L"%s|Attitude: %d\n", + L"%s|Current |A|Ps: %d\n", + L"%s|Current |Health: %d\n", + L"%s|Current |Breath: %d\n", // TODO.Translate + L"%s|Current |Morale: %d\n", + L"%s|Current |S|hock: %d\n",// TODO.Translate + L"%s|Current |S|uppression Points: %d\n",// TODO.Translate + // Full info + L"%s|Helmet: %s\n", + L"%s|Vest: %s\n", + L"%s|Leggings: %s\n", + // Limited, Basic + L"|Armor: ", + L"Helmet", + L"Vest", + L"Leggings", + L"worn", + L"no Armor", + L"%s|N|V|G: %s\n", + L"no NVG", + L"%s|Gas |Mask: %s\n", + L"no Gas Mask", + L"%s|Head |Position |1: %s\n", + L"%s|Head |Position |2: %s\n", + L"\n(in Backpack) ", + L"%s|Weapon: %s ", + L"no Weapon", + L"Handgun", + L"SMG", + L"Rifle", + L"MG", + L"Shotgun", + L"Knife", + L"Heavy Weapon", + L"no Helmet", + L"no Vest", + L"no Leggings", + L"|Armor: %s\n", + // Added - SANDRO + L"%s|Skill 1: %s\n", + L"%s|Skill 2: %s\n", + L"%s|Skill 3: %s\n", + // Additional suppression effects - sevenfm // TODO.Translate + L"%s|A|Ps lost due to |S|uppression: %d\n", + L"%s|Suppression |Tolerance: %d\n", + L"%s|Effective |S|hock |Level: %d\n", + L"%s|A|I |Morale: %d\n", +}; + +STR16 New113Message[] = +{ + L"Storm started.", + L"Storm ended.", + L"Rain started.", + L"Rain ended.", + L"Watch out for snipers...", + L"Suppression fire!", + L"BRST", + L"AUTO", + L"GL", + L"GL BRST", + L"GL AUTO", + L"UB", + L"UBRST", + L"UAUTO", + L"BAYONET", + L"Sniper!", + L"Unable to split money due to having an item on your cursor.", + L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", + L"Geschrapt punt", + L"Schrapte alle punten van dit type", + L"Verkocht punt", + L"Verkocht alle punten van dit type", + L"You should check your goggles", + // Real Time Mode messages + L"In combat already", + L"No enemies in sight", + L"Real-time sneaking OFF", + L"Real-time sneaking ON", + L"Enemy spotted!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s was successful on stealing!", + L"%s had not enough action points to steal all selected items.", + L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", + L"Do you want to make surgery on %s? (You can heal about %i Health.)", + L"Do you wish to make surgeries first? (%i patient(s))", + L"Do you wish to make the surgery on this patient first?", + L"Apply first aid automatically with surgeries or without them?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Surgery on %s finished.", + L"%s is hit in the chest and loses a point of maximum health!", + L"%s is hit in the chest and loses %d points of maximum health!", + L"%s is blinded by the blast!", + L"%s has regained one point of lost %s", + L"%s has regained %d points of lost %s", + L"Your scouting skills prevented you to be ambushed by the enemy!", + L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", + L"%s is hit to groin and falls down in pain!", + ////////////////////////////////////////////////////////////////////////////////////// + L"Warning: enemy corpse found!!!", + L"%s [%d rnds]\n%s %1.1f %s", + L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate + L"Hint: %s", // TODO.Translate + L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Cannot use skill!", // TODO.Translate + L"Cannot build while enemies are in this sector!", + L"Cannot spot that location!", + L"Incorrect GridNo for firing artillery!", + L"Radio frequencies are jammed. No communication possible!", + L"Radio action failed!", + L"Not enough mortar shells in sector to start a barrage!", + L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", + L"No mortars found, cannot commence barrage!", + L"Already jamming signal, no need to do so again!", + L"Already listening for nearby sounds, no need to do so again!", + L"Already trying to spot, no need to do so again!", + L"Already scanning for jam signals, no need to do so again!", + L"%s could not apply %s to %s.", + L"%s orders reinforcements from %s.", + L"%s radio set is out of energy.", + L"a working radio set", + L"a binocular", + L"patience", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", // TODO.Translate +}; + +// TODO.Translate +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s cowers in fear!", + L"%s is pinned down!", + L"%s fires more rounds than intended!", + L"You cannot train militia in this sector.", + L"Militia picks up %s.", + L"Cannot train militia with enemies present!", + // 6 - 10 + L"%s lacks sufficient Leadership score to train militia.", + L"No more than %d Mobile Militia trainers are permitted in this sector.", + L"No room in %s or around it for new Mobile Militia!", + L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", + L"Can't staff a facility while enemies are present!", + // 11 - 15 + L"%s lacks sufficient Wisdom to staff this facility.", + L"The %s is already fully-staffed.", + L"It will cost $%d per hour to staff this facility. Do you wish to continue?", + L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", + L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", + // 16 - 20 + L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", + L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", + L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", + L"N/A in this sector", + L"Daily Expenses", + // 21 - 25 + L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", + L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 + L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 + L"To merge two items during combat, you must pick them both up first.", // HAM 5 +}; + +// TODO.Translate +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"No available adjustments", + L"%s was split into several parts.", + L"%s was split into several parts. Check %s's inventory for the resulting items.", + L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", + L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", + L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", + // 6 - 10 + L"Split Crate into Inventory", + L"Split into %d-rd Mags", + L"%s was split into %d Magazines containing %d rounds each.", + L"%s was split into %s's inventory.", + L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", + L"Instant mode", // TODO.Translate + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", + // Biggens: Text from Line 49 in Email.edt + L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", +}; + +// TODO.Translate +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk: Text from Line 58 + L"FW from AIM Server: Message from Victor Kolesnikov", + L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", + + // Brain: Text from Line 60 + L"FW from AIM Server: Message from Janno Allik", + L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", + + // Scream: Text from Line 62 + L"FW from AIM Server: Message from Lennart Vilde", + L"Lennart Vilde now available! ±", + + // Henning: Text from Line 64 + L"FW from AIM Server: Message from Henning von Branitz", + L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", + + // Luc: Text from Line 66 + L"FW from AIM Server: Message from Luc Fabre", + L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", + + // Laura: Text from Line 68 + L"FW from AIM Server: Message from Dr. Laura Colin", + L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", + + // Grace: Text from Line 70 + L"FW from AIM Server: Message from Graziella Girelli", + L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", + + // Rudolf: Text from Line 72 + L"FW from AIM Server: Message from Rudolf Steiger", + L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"FW from AIM Server: Message about merc availability", + L"I got your message. Waiting for your call. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Sniper: De ogen van een havik, u kunnen de vleugels van een vlieg bij honderd werven ontspruiten! ± ", + // Camouflage + L"Camouflage: Naast u ringt synthetische zelfs blik! ± ", + // SANDRO - new strings for new traits added + // Ranger + L"Ranger: You are the one from Texas deserts, aren't you! ± ", + // Gunslinger + L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ", + // Squadleader + L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ", + // Technician + L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ", + // Doctor + L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ", + // Athletics + L"Athletics: Your speed and vitality is on top of possibilities! ± ", + // Bodybuilding + L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ", + // Demolitions + L"Demolitions: You can blow up a whole city just by common home stuff! ± ", + // Scouting + L"Scouting: Nothing can escape your notice! ± ", + // Covert ops + L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate + // Radio Operator + L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate + // Survival + L"Survival: Nature is a second home to you. ± ", // TODO.Translate +}; + +STR16 NewInvMessage[] = +{ + L"Kan op dit moment niet bestelwagenrugzak", + L"Geen plaats om rugzak te zetten", + L"Gevonden niet rugzak", + L"De ritssluiting werkt slechts in gevecht", + L"Kan niet me bewegen terwijl actieve rugzakritssluiting", + L"Bent zeker u u wilt alle sectorpunten verkopen?", + L"Bent zeker u u wilt alle sectorpunten schr?", + L"Kan beklimmen niet terwijl het dragen van een rugzak", + L"All backpacks dropped", // TODO.Translate + L"All owned backpacks picked up", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Initiating RakNet server...", + L"Server started, waiting for connections...", + L"You must now connect with your client to the server by pressing '2'.", + L"Server is already running.", + L"Server failed to start. Terminating.", + // 5 + L"%d/%d clients are ready for realtime-mode.", + L"Server disconnected and shutdown.", + L"Server is not running.", + L"Clients are still loading, please wait...", + L"You cannot change dropzone after the server has started.", + // 10 + L"Sent file '%S' - 100/100", + L"Finished sending files to '%S'.", + L"Started sending files to '%S'.", + L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Initiating RakNet client...", + L"Connecting to IP: %S ...", + L"Received game settings:", + L"You are already connected.", + L"You are already connecting...", + // 5 + L"Client #%d - '%S' has hired '%s'.", + L"Client #%d - '%S' has hired another merc.", + L"You are ready - Total ready = %d/%d.", + L"You are no longer ready - Total ready = %d/%d.", + L"Starting battle...", + // 10 + L"Client #%d - '%S' is ready - Total ready = %d/%d.", + L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", + L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", + L"Let us the battle begin!", + L"A client must be running for starting the game.", + // 15 + L"Game cannot start. No mercs are hired...", + L"Awaiting 'OK' from server to unlock the laptop...", + L"Interrupted", + L"Finish from interrupt", + L"Mouse Grid Coordinates:", + // 20 + L"X: %d, Y: %d", + L"Grid Number: %d", + L"Server only feature", + L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", + L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", + // 25 + L"", + L"New connection: Client #%d - '%S'.", + L"Team: %d.",//not used any more + L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')", + L"Kicked client #%d - '%S'", + // 30 + L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", + L"Starting turn for client #%d", + L"Requesting for realtime...", + L"Switched back to realtime.", + L"Error: Something went wrong switching back.", + // 35 + L"Unlock laptop for hiring? (Are all clients connected?)", + L"The server has unlocked the laptop. Begin hiring!", + L"Interruptor.", + L"You cannot change dropzone if you are only the client and not the server.", + L"You declined the offer to surrender, because you are in a multiplayer game.", + // 40 + L"All your mercs are wiped dead!", + L"Spectator mode enabled.", + L"You have been defeated!", + L"Sorry, climbing is disable in MP", + L"You Hired '%s'", + // 45 + L"You cant change the map once purchasing has commenced", + L"Map changed to '%s'", + L"Client '%s' disconnected, removing from game", + L"You were disconnected from the game, returning to the Main Menu", + L"Connection failed, Retrying in 5 seconds, %i retries left...", + //50 + L"Connection failed, giving up...", + L"You cannot start the game until another player has connected", + L"%s : %s", + L"Send to All", + L"Allies only", + // 55 + L"Cannot join game. This game has already started.", + L"%s (team): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Received all files from server.", + L"'%S' finished downloading from server.", + L"'%S' started downloading from server.", + L"Cannot start the game until all clients have finished receiving files", + L"This server requires that you download modified files to play, do you wish to continue?", + // 65 + L"Press 'Ready' to enter tactical screen.", + L"Cannot connect because your version %S is different from the server version %S.", + L"You killed an enemy soldier.", + L"Cannot start the game, because all teams are the same.", + L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", + // 70 // TODO.Translate + L"Could not save received file '%S'", + L"%s's bomb was disarmed by %s", + L"You loose, what a shame", // All over red rover + L"Spectator mode disabled", + L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", + // 75 + L"Team %s is wiped out.", + L"Client failed to start. Terminating.", + L"Client disconnected and shutdown.", + L"Client is not running.", + L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate + // 80 + L"AI's turn - %d left", // TODO.Translate +}; + +STR16 gszMPEdgesText[] = +{ + L"N", + L"E", + L"S", + L"W", + L"C", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"Nvt", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Game Type: ", + L"Players: ", + L"Mercs each: ", + L"You cannot change starting edge once Laptop is unlocked.", + L"You cannot change teams once the Laptop is unlocked.", + L"Random Mercs: ", + L"Y", + L"Difficulty:", + L"Server Version:", +}; + +STR16 gzMPSScreenText[] = +{ + L"Scoreboard", + L"Continue", + L"Cancel", + L"Player", + L"Kills", + L"Deaths", + L"Queen's Army", + L"Hits", + L"Misses", + L"Accuracy", + L"Damage Dealt", + L"Damage Taken", + L"Please wait for the server to press 'Continue'." +}; + +STR16 gzMPCScreenText[] = +{ + L"Cancel", + L"Connecting to Server", + L"Getting Server Settings", + L"Downloading custom files", + L"Press 'ESC' to cancel or 'Y' to chat", + L"Press 'ESC' to cancel", + L"Ready" +}; + +STR16 gzMPChatToggleText[] = +{ + L"Send to All", + L"Send to Allies only", +}; + +STR16 gzMPChatboxText[] = +{ + L"Multiplayer Chat", + L"'ENTER' to send, 'ESC' to cancel", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", + L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", + // For new major/minor traits + L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", + L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", + L"I.M.P. Attributes and skills review.", + L"Bonus Pts.:", + L"Starting Level", + // New strings for new traits + L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", + L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", + L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"I.M.P. Character Analysis", + L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", + L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Normal", + L"Friendly", + L"Loner", + L"Optimist", + L"Pessimist", + L"Aggressive", + L"Arrogant", + L"Big Shot", + L"Asshole", + L"Coward", + L"I.M.P. Attitudes", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Normal", + L"Sociable", + L"Loner", + L"Optimist", + L"Assertive", + L"Intellectual", + L"Primitive", + L"Aggressive", + L"Phlegmatic", + L"Dauntless", + L"Pacifist", + L"Malicious", + L"Show-off", + L"Coward", // TODO.Translate + L"I.M.P. Character Traits", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"I.M.P. Colors and Body Type", + L"I.M.P. Colors", + L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", + L"Please select the respective colors of your skin, hair and clothing.", + L"Toggle this to use alternative rifle holding.", + L"\n(Caution: you will need a big strength for this.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Hair Color", + L"Skin Color", + L"Shirt Color", + L"Pants Color", + L"Normal Body", + L"Big Body", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"No Disability", + L"Heat Intolerant", + L"Nervous", + L"Claustrophobic", + L"Nonswimmer", + L"Fear of Insects", + L"Forgetful", + L"Psychotic", + L"Deaf", + L"Shortsighted", + L"Hemophiliac", // TODO.Translate + L"Fear of Heights", + L"Self-Harming", + L"I.M.P. Disabilities", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate +{ + L"We bet you're glad this isn't voicemail.", + L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"You'll be screwed if you ever lose your glasses.", + L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// TODO.Translate +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s lacks sufficient Strength to perform this task.", + L"%s lacks sufficient Dexterity to perform this task.", + L"%s lacks sufficient Agility to perform this task.", + L"%s is not Healthy enough to perform this task.", + L"%s lacks sufficient Wisdom to perform this task.", + L"%s lacks sufficient Marksmanship to perform this task.", + // 6 - 10 + L"%s lacks sufficient Medical Skill to perform this task.", + L"%s lacks sufficient Mechanical Skill to perform this task.", + L"%s lacks sufficient Leadership to perform this task.", + L"%s lacks sufficient Explosives Skill to perform this task.", + L"%s lacks sufficient Experience to perform this task.", + // 11 - 15 + L"%s lacks sufficient Morale to perform this task.", + L"%s is too exhausted to perform this task.", + L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", + L"Too many people are already working at the %s.", + L"Too many people are already performing this task at the %s.", + // 16 - 20 + L"%s can find no items to repair.", + L"%s has lost some %s while working in sector %s!", + L"%s has lost some %s while working at the %s in %s!", + L"%s was injured while working in sector %s, and requires immediate medical attention!", + L"%s was injured while working at the %s in %s, and requires immediate medical attention!", + // 21 - 25 + L"%s was injured while working in sector %s. It doesn't seem too bad though.", + L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", + L"The residents of %s seem upset about %s's presence.", + L"The residents of %s seem upset about %s's work at the %s.", + L"%s's actions in sector %s have caused loyalty loss throughout the region!", + // 26 - 30 + L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", + L"%s is drunk.", // <--- This is a log message string. + L"%s has become severely ill in sector %s, and has been taken off duty.", + L"%s has become severely ill and cannot continue his work at the %s in %s.", + L"%s was injured in sector %s.", // <--- This is a log message string. + // 31 - 35 + L"%s was severely injured in sector %s.", //<--- This is a log message string. + L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate + L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate + + +}; + +// TODO.Translate +STR16 gzFacilityRiskResultStrings[]= +{ + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Health", + L"Marksmanship", + // 5-10 + L"Leadership", + L"Mechanical skill", + L"Medical skill", + L"Explosives skill", +}; + +// TODO.Translate +STR16 gzFacilityAssignmentStrings[]= +{ + L"AMBIENT", + L"Staff", + L"Eat",// TODO.Translate + L"Rest", + L"Repair Items", + L"Repair %s", // Vehicle name inserted here + L"Repair Robot", + // 6-10 + L"Doctor", + L"Patient", + L"Practice Strength", + L"Practice Dexterity", + L"Practice Agility", + L"Practice Health", + // 11-15 + L"Practice Marksmanship", + L"Practice Medical", + L"Practice Mechanical", + L"Practice Leadership", + L"Practice Explosives", + // 16-20 + L"Student Strength", + L"Student Dexterity", + L"Student Agility", + L"Student Health", + L"Student Marksmanship", + // 21-25 + L"Student Medical", + L"Student Mechanical", + L"Student Leadership", + L"Student Explosives", + L"Trainer Strength", + // 26-30 + L"Trainer Dexterity", + L"Trainer Agility", + L"Trainer Health", + L"Trainer Marksmanship", + L"Trainer Medical", + // 30-35 + L"Trainer Mechanical", + L"Trainer Leadership", + L"Trainer Explosives", + L"Interrogate Prisoners", // added by Flugente TODO.Translate + L"Undercover Snitch", // TODO.Translate + // 36-40 + L"Spread Propaganda", + L"Spread Propaganda", // spread propaganda (globally) + L"Gather Rumours", + L"Command Militia", // militia movement orders +}; + +STR16 Additional113Text[]= +{ + L"Jagged Alliance 2 v1.13 windowed modus vereist een kleurdiepte van 16 bits per pixel.", + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate + L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", + // TODO.Translate + // WANNE: Savegame slots validation against INI file + L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", + L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +STR16 sEnemyTauntsFireGun[]= +{ + L"Suck this!", + L"Touch this!", + L"Come get some!", + L"You're mine!", + L"Die!", + L"You scared, motherfucker?", + L"This will hurt!", + L"Come on you bastard!", + L"Come on! I don't got all day!", + L"Come to daddy!", + L"You'll be six feet under in no time!", + L"Will send ya home in a pinebox, loser!", + L"Hey, wanna play?", + L"You should have stayed home, bitch.", + L"Sucker!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"We have a barbecue here.", + L"I got a present for ya.", + L"Bam!", + L"Smile!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Catch!", + L"Here ya go!", + L"Pop goes the weasel.", + L"This one's for you.", + L"Muhehe.", + L"Catch this, swine!", + L"I like this.", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"I'll get your scalp.", + L"Come to papa.", + L"Show me your guts!", + L"I'll rip you to pieces!", + L"Motherfucker!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"We're in some real shit...", + L"They said join the army. Not for this shit!", + L"I have enough.", + L"Oh my God.", + L"They ain't paying us enough for this.", + L"It's just too much for me.", + L"I'll bring some friends.", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"I heard that!", + L"Who's there?", + L"What was that?", + L"Hey! What the...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"They are here!", + L"Now the fun can start.", + L"I hoped this will never happen.", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Ouch!", + L"Ugh!", + L"This.. hurts!", + L"You fuck!", + L"You will regret.. uhh.. this.", + L"What the..!", + L"Now you have.. pissed me off.", + +}; + +// TODO.Translate +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff...!", + L"Oh my God!", + L"Holy crap!", + L"Enemy!!!", + L"Alert! Alert!", + L"There is one!", + L"Attack!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Description", + L"General", + L"Advanced", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Desc", + L"Gen", + L"Adv", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primary", + L"Secondary", + L"AP Costs", + L"Burst / Autofire", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Prop.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", + L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", + L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", + L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", + L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", + L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", + L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", + L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", + L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Property icon (mouse-over to reveal name).", + L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", + L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", + L"Bonus/penalty given while |p|r|o|n|e.", + L"Bonus/penalty given", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y", + L"|D|a|m|a|g|e", + L"|R|a|n|g|e", + L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s", + L"|R|e|l|i|a|b|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", + L"|A|P|s |t|o |R|e|a|d|y", + L"|A|P|s |t|o |A|t|t|a|c|k", + L"|A|P|s |t|o |B|u|r|s|t", + L"|A|P|s |t|o |A|u|t|o|f|i|r|e", + L"|A|P|s |t|o |R|e|l|o|a|d", + L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", + L"", // No longer used! + L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate + L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", + L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", + L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", + L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate + L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", + L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", + L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", + L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", + L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", + L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nThe minimum range at which a scope can provide it's aimBonus.", + L"\n \nTo hit modifier granted by laser sights.", + L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", + L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", + L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", + L"", // No longer used! + L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate + L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", + L"|C|o|v|e|r|a|g|e", + L"|D|e|g|r|a|d|e |R|a|t|e", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", + L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", + L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|A|r|m|o|r |P|i|e|r|c|i|n|g", + L"|B|u|l|l|e|t |T|u|m|b|l|e", + L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", + L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", + L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate + L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|D|a|m|a|g|e", + L"|S|t|u|n |D|a|m|a|g|e", + L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate + L"|B|l|a|s|t |R|a|d|i|u|s", + L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", + L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", + L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", + L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", + L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", + L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", + L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", + L"|F|r|a|g|m|e|n|t |R|a|n|g|e", + // HEADROCK HAM 5: End Fragmentations + L"|L|o|u|d|n|e|s|s", + L"|V|o|l|a|t|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", + L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", + L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate + L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", + L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", + L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", + L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", + L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", + L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", + L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", + L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", + L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|R|e|p|a|i|r |E|a|s|e", + L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", + L"|V|o|l|u|m|e", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", + L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|T|r|a|c|e|r |A|m|m|o", + L"|A|n|t|i|-|T|a|n|k |A|m|m|o", + L"|I|g|n|o|r|e|s |A|r|m|o|r", + L"|A|c|i|d|i|c |A|m|m|o", + L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", + L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", + L"|W|a|t|e|r|p|r|o|o|f", + L"|E|l|e|c|t|r|o|n|i|c", + L"|G|a|s |M|a|s|k", + L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", + L"|C|a|n |P|i|c|k |L|o|c|k|s", + L"|C|a|n |C|u|t |W|i|r|e|s", + L"|C|a|n |S|m|a|s|h |L|o|c|k|s", + L"|M|e|t|a|l |D|e|t|e|c|t|o|r", + L"|R|e|m|o|t|e |T|r|i|g|g|e|r", + L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", + L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", + L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", + L"|T|o|o|l |K|i|t", + L"|T|h|e|r|m|a|l |O|p|t|i|c|s", + L"|X|-|R|a|y |D|e|v|i|c|e", + L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", + L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", + L"|F|i|r|s|t |A|i|d |K|i|t", + L"|M|e|d|i|c|a|l |K|i|t", + L"|L|o|c|k |B|o|m|b", + L"|D|r|i|n|k",// TODO.Translate + L"|M|e|a|l", + L"|A|m|m|o |B|e|l|t", + L"|A|m|m|o |V|e|s|t", + L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate + L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate + L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", + L"|M|a|d|e |o|f |M|e|t|a|l", + L"|S|i|n|k|s", + L"|T|w|o|-|H|a|n|d|e|d", + L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|h|i|e|l|d", // TODO.Translate + L"|C|a|m|e|r|a", // TODO.Translate + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", + L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", + L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", + L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", + L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", + L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", + L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", + L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", + L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", + L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", + L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number", // TODO.Translate + L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", + L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate + L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", + L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", + L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", + L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate + L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", + L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", + L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", + L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", + L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", + L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", + L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", + L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate + L"\n \nThis item will still your hunger\nif you eat it.", + L"\n \nWith this ammo belt you can\nfeed someone else's MG.", + L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", + L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate + L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate + L"\n \nThis item cannot be damaged.", + L"\n \nThis item is made of metal.\nIt takes less damage than other items.", + L"\n \nThis item sinks when put in water.", + L"\n \nThis item requires both hands to be used.", + L"\n \nThis item will block your iron sights\nso you cannot use them.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate + L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", + L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", + L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", + L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", + L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", + L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", + L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", + L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", + L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", + L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", + L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", + L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", + L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", + L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", + L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", + L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", + L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", + L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|T|u|n|n|e|l |V|i|s|i|o|n", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", + L"|T|o|-|H|i|t |B|o|n|u|s", + L"|A|i|m |B|o|n|u|s", + L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate + L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", + L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate + L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate + L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate + L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate + L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate + L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate + L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate + L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", + L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", + L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", + L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", + L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", + L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate + L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate + L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate + L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate + L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate + L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate + L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate + L"", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", + L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", + L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", + L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", + L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", + L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"SINGLE", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// TODO.Translate +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Finished sorting ammo into crates in sector %c%d.", + L"Finished removing attachments from items in sector %c%d.", + L"Finished ejecting ammo from weapons in sector %c%d.", + L"Finished stacking and merging all items in sector %c%d.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Show all", + L"Guns", + L"Ammo", + L"Explosives", + L"Melee Weapons", + L"Armor", + L"LBE", + L"Kits", + L"Misc. Items", + L"Hide all", +}; + +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", // TODO.Translate +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = // TODO.Translate +{ + L"Temperature is ", + L"very low", + L"low", + L"medium", + L"high", + L"very high", + L"dangerous", + L"CRITICAL", + L"DRAMATIC", + L"unknown", + L"." +}; + +// TODO.Translate +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Food is ", + L"fresh", + L"good", + L"ok", + L"stale", + L"shabby", + L"rotting", + L"." +}; + +// TODO.Translate +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Pvt. ", //ExpLevel 1 + L"Pfc. ", //ExpLevel 2 + L"Cpl. ", //ExpLevel 3 + L"Sgt. ", //ExpLevel 4 + L"Lt. ", //ExpLevel 5 + L"Cpt. ", //ExpLevel 6 + L"Maj. ", //ExpLevel 7 + L"Lt.Col. ", //ExpLevel 8 + L"Col. ", //ExpLevel 9 + L"Gen. " //ExpLevel 10 +}; + +STR16 gzNewLaptopMessages[]= +{ + L"Ask about our special offer!", + L"Temporarily Unavailable", + L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"Range to target: %d tiles, Brightness: %d/%d", + L"Attaching the transmitter to your laptop computer.", + L"You cannot afford to hire %s", + L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.", + L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.", + L"Fee", + L"There is someone else in the sector...", + //L"Gun Range: %d tiles, Chance to hit: %d percent", + L"Display Cover", + L"Line of Sight", + L"New Recruits cannot arrive there.", + L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!", + L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified + L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.", + L"Noticing the control panel, %s figures the numbers can be reversed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...", + L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text + L"(Cannot save during combat)", //@@@@ new text + L"The current campaign name is greater than 30 characters.", // @@@ new text + L"The current campaign cannot be found.", // @@@ new text + L"Campaign: Default ( %S )", // @@@ new text + L"Campaign: %S", // @@@ new text + L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text + L"In order to use the editor, please select a campaign other than the default.", ///@@new + // anv: extra iron man modes + L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate + L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate +}; + +// The_bob : pocket popup text defs // TODO.Translate +STR16 gszPocketPopupText[]= +{ + L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN + L"- no matching ammo -", //POCKET_POPUP_NO_AMMO + L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS + L"more...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features // TODO.Translate +STR16 szCovertTextStr[]= +{ + L"%s has camo!", + L"%s has a backpack!", + L"%s is seen carrying a corpse!", + L"%s's %s is suspicious!", + L"%s's %s is considered military hardware!", + L"%s carries too many guns!", + L"%s's %s is too advanced for an %s soldier!", + L"%s's %s has too many attachments!", + L"%s was seen performing suspicious activities!", + L"%s does not look like a civilian!", + L"%s bleeding was discovered!", + L"%s is drunk and doesn't behave like a soldier!", + L"On closer inspection, %s's disguise does not hold!", + L"%s isn't supposed to be here!", + L"%s isn't supposed to be here at this time!", + L"%s was seen near a fresh corpse!", + L"%s equipment raises a few eyebrows!", + L"%s is seen targetting %s!", + L"%s has seen through %s's disguise!", + L"No clothes item found in Items.xml!", + L"This does not work with the old trait system!", + L"Not enough APs!", + L"Bad palette found!", + L"You need the covert skill to do this!", + L"No uniform found!", + L"%s is now disguised as a civilian.", + L"%s is now disguised as a soldier.", + L"%s wears a disorderly uniform!", + L"In retrospect, asking for surrender in disguise wasn't the best idea...", + L"%s was uncovered!", + L"%s's disguise seems to be ok...", + L"%s's disguise will not hold.", + L"%s was caught stealing!", + L"%s tried to manipulate %s's inventory.", + L"An elite soldier did not recognize %s!", // TODO.Translate + L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"No head item found in Items.xml!", + L"Corpse cannot be decapitated!", + L"No meat item found in Items.xml!", + L"Not possible, you sick, twisted individual!", + L"No clothes to take!", + L"%s cannot take clothes off of this corpse!", + L"This corpse cannot be taken!", + L"No free hand to carry corpse!", + L"No corpse item found in Items.xml!", + L"Invalid corpse ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s does not want to eat %s", + L"%s does not want to drink %s", + L"%s ate %s", + L"%s drank %s", + L"%s's strength was damaged due to being overfed!", + L"%s's strength was damaged due to lack of nutrition!", + L"%s's health was damaged due to being overfed!", + L"%s's health was damaged due to lack of nutrition!", + L"%s's strength was damaged due to excessive drinking!", + L"%s's strength was damaged due to lack of water!", + L"%s's health was damaged due to excessive drinking!", + L"%s's health was damaged due to lack of water!", + L"Sectorwide canteen filling not possible, Food System is off!" +}; + +// TODO.Translate +STR16 szPrisonerTextStr[]= +{ + L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate + L"Gained $%d as ransom money.", // TODO.Translate + L"%d prisoners revealed enemy positions.", + L"%d officers, %d elites, %d regulars and %d admins joined our cause.", + L"Prisoners start a massive riot in %s!", + L"%d prisoners were sent to %s!", + L"Prisoners have been released!", + L"The army now occupies the prison in %s, the prisoners were freed!", + L"The enemy refuses to surrender!", + L"The enemy refuses to take you as prisoners - they prefer you dead!", + L"This behaviour is set OFF in your ini settings.", + L"%s has freed %s!", + L"A high-ranking army officer in %s has been revealed!", // TODO.Translate + L"The enemy leader refuses to even consider surrender!", + L"%d prisoners volunteered to join our forces.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= // TODO.Translate +{ + L"nothing", + L"building a fortification", + L"removing a fortification", + L"hacking", // TODO.Translate + L"%s had to stop %s.", + L"The selected barricade cannot be built in this sector", // TODO.Translate +}; + +STR16 szInventoryArmTextStr[]= // TODO.Translate +{ + L"Blow up (%d AP)", + L"Blow up", + L"Arm (%d AP)", + L"Arm", + L"Disarm (%d AP)", + L"Disarm", +}; + +// TODO.Translate +STR16 szBackgroundText_Flags[]= +{ + L" might consume drugs in inventory\n", + L" disregard for all other backgrounds\n", + L" +1 level in underground sectors\n", + L" steals money from the locals sometimes\n", // TODO.Translate + + L" +1 traplevel to planted bombs\n", + L" spreads corruption to nearby mercs\n", + L" female only", // won't show up, text exists for compatibility reasons + L" male only", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", // TODO.Translate + + L" refuses to attack animals\n", // TODO.Translate + L" refuses to attack members of the same group\n", // TODO.Translate +}; + +// TODO.Translate +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% APs in polar sectors\n", + L" %s%d%% APs in desert sectors\n", + L" %s%d%% APs in swamp sectors\n", + L" %s%d%% APs in urban sectors\n", + L" %s%d%% APs in forest sectors\n", // TODO.Translate + L" %s%d%% APs in plain sectors\n", + L" %s%d%% APs in river sectors\n", + L" %s%d%% APs in tropical sectors\n", + L" %s%d%% APs in coastal sectors\n", + L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% leadership stat\n", + L" %s%d%% marksmanship stat\n", + L" %s%d%% mechanical stat\n", + L" %s%d%% explosives stat\n", + L" %s%d%% medical stat\n", + L" %s%d%% wisdom stat\n", + + L" %s%d%% APs on rooftops\n", + L" %s%d%% APs needed to swim\n", + L" %s%d%% APs needed for fortification actions\n", + L" %s%d%% APs needed for mortars\n", + L" %s%d%% APs needed to access inventory\n", + L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%% travel speed on foot\n", + L" %s%d%% travel speed on land vehicles\n", + L" %s%d%% travel speed on air vehicles\n", + L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%% fear resistance\n", + L" %s%d%% suppression resistance\n", + L" %s%d%% physical resistance\n", + L" %s%d%% alcohol resistance\n", + L" %s%d%% disease resistance\n", // TODO.Translate + + L" %s%d%% interrogation effectiveness\n", + L" %s%d%% prison guard strength\n", + L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%% faster running\n", + L" %s%d%% bandaging speed\n", + L" %s%d%% breath regeneration\n", // TODO.Translate + L" %s%d%% strength to carry items\n", + L" %s%d%% food consumption\n", + L" %s%d%% water consumption\n", + L" %s%d need for sleep\n", + L" %s%d%% melee damage\n", + L" %s%d%% cth with blades\n", + L" %s%d%% camo effectiveness\n", + L" %s%d%% stealth\n", + L" %s%d%% max CTH\n", + L" %s%d hearing range during the night\n", + L" %s%d hearing range during the day\n", + L" %s%d effectivity at disarming traps\n", // TODO.Translate + L" %s%d%% CTH with SAMs\n", // TODO.Translate + + L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%% effectiveness to direct approach\n", + L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%% cth with firearms against creatures\n", + L" %s%d%% insurance cost\n", + L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate + L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", // TODO.Translate + + L" dislikes some other backgrounds\n", // TODO.Translate + L"Smoker", + L"Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", // TODO.Translate + L" %s%d%% burial speed\n", // TODO.Translate + L" %s%d%% administration effectiveness\n", // TODO.Translate + L" %s%d%% exploration effectiveness\n", // TODO.Translate +}; + +STR16 szBackgroundTitleText[] = // TODO.Translate +{ + L"I.M.P. Background", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = // TODO.Translate +{ + L"I.M.P. Prejudices", +}; + +STR16 szPersonalityDisplayText[]= // TODO.Translate +{ + L"You look", + L"and appearance is", + L"important to you.", + L"You have", + L"and care", + L"about that.", + L"You are", + L"and hate everyone", + L".", + L"racist against non-", + L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"How do you look?", + L"How important are the looks of others to you?", + L"What are your manners?", + L"How important are the manners of other people to you?", + L"What is your nationality?", + L"What nation o you dislike?", + L"How much do you dislike that nation?", + L"How racist are you?", + L"What is your race? You will be\nracist against all other races.", + L"How sexist are you against the other gender?", +}; + +STR16 szRaceText[]= +{ + L"white", + L"black", + L"asian", + L"eskimo", + L"hispanic", +}; + +STR16 szAppearanceText[]= +{ + L"average", + L"ugly", + L"homely", + L"attractive", + L"like a babe", +}; + +STR16 szRefinementText[]= +{ + L"average manners", + L"manners of a slob", + L"manners of a snob", +}; + +STR16 szRefinementTextTypes[] = // TODO.Translate +{ + L"normal people", + L"slobs", + L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"American", // 0 + L"Arab", + L"Australian", + L"British", + L"Canadian", + L"Cuban", // 5 + L"Danish", + L"French", + L"Russian", + L"Nigerian", + L"Swiss", // 10 + L"Jamaican", + L"Polish", + L"Chinese", + L"Irish", + L"South African", // 15 + L"Hungarian", + L"Scottish", + L"Arulcan", + L"German", + L"African", // 20 + L"Italian", + L"Dutch", + L"Romanian", + L"Metaviran", + + // newly added from here on + L"Greek", // 25 + L"Estonian", + L"Venezuelan", + L"Japanese", + L"Turkish", + L"Indian", // 30 + L"Mexican", + L"Norwegian", + L"Spanish", + L"Brasilian", + L"Finnish", // 35 + L"Iranian", + L"Israeli", + L"Bulgarian", + L"Swedish", + L"Iraqi", // 40 + L"Syrian", + L"Belgian", + L"Portoguese", + L"Belarusian", // TODO.Translate + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = // TODO.Translate +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusian", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"and do not hate any other nationality.", // used in personnel.cpp + L"of no origin", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"not", + L"somewhat", + L"extremely", +}; + +STR16 szRacistText[]= +{ + L"not", + L"somewhat", + L"very", +}; + +STR16 szSexistText[]= +{ + L"no sexist", + L"somewhat sexist", + L"very sexist", + L"a Gentleman", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"Batteries are ", + L"full", + L"good", + L"at half", + L"low", + L"depleted", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= // TODO.Translate +{ + L"Mercenary", + L"Green militia", + L"Regular militia", + L"Elite militia", + + L"Civilian", + + L"Administrator", + L"Army Soldier", + L"Elite Soldier", + L"Tank", + + L"Creature", + L"Zombie", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s Press Council", + L"Ministry for %s Information Distribution", + L"%s Revolutionary Movement", + L"The Times International", + L"International Times", + L"R.I.S. (Recon Intelligence Service)", + + L"A collection of press sources from %s", + L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", + + L"Conflict Summary", + L"Battle reports", + L"News", + L"About us", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s in %s.", + + L"rebel forces", + L"the army", + + L"attacked", + L"ambushed", + L"airdropped", + + L"The attack came from %s.", + L"%s were reinforced from %s.", + L"The attack came from %s, %s were reinforced from %s.", + L"north", + L"east", + L"south", + L"west", + L"and", + L"an unknown location", // TODO.Translate + + L"Buildings in the sector were damaged.", // TODO.Translate + L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", + L"During the attack, %s and %s called reinforcements.", + L"During the attack, %s called reinforcements.", + L"Eyewitnesses report the use of chemical weapons from both sides.", + L"Chemical weapons were used by %s.", + L"In a serious escalation of the conflict, both sides deployed tanks.", + L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", + L"Both sides are said to have used snipers.", + L"Unverified reports indicate %s snipers were involved in the firefight.", + L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", + L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", + L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Deep in the night", // 23 - 3 + L"At dawn", // 3 - 6 + L"Early in the morning", // 6 - 8 + L"In the morning hours", // 8 - 11 + L"At noon", // 11 - 14 + L"On the afternoon", // 14 - 18 + L"On the evening", // 18 - 21 + L"During the night", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Initial funding", + L"Mine income", + L"Trade", + L"Other sources", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Ammunition", + L"Explosives", + L"Food", + L"Medical gear", + L"Item maintenance", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"In an extremely one-sided battle, the army force was wiped out without much resistance.", + + L"The rebels easily defeated the army, inflicting heavy losses.", + L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", + + L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", + L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", + + L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", + + L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", + L"Despite the high number of rebels in this sector, the army easily dispatched them.", + + L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", + L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", + + L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", + L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", + + L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Irrelevant", + L"Insignificant", + L"Notable", + L"Noteworthy", + L"Significant", + L"Interesting", + L"Important", + L"Very important", + L"Grave", + L"Major", + L"Momentous", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Killed", + L"Wounded", + L"Prisoners", + L"Shots fired", + + L"Money earned", + L"Consumption", + L"Losses", + L"Participants", + + L"Promotions", + L"Summary", + L"Detail", + L"Previous", + + L"Next", + L"Incident", + L"Day", +}; + +STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail the %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okay-ish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", // TODO.Translate + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", // TODO.Translate + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = // TODO.Translate +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Experience In Security", + + // links to other pages + L"What is Kerberus?", + L"Team Contracts", + L"Individual Contracts", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Inventory Manipulations", + + L"NVG", + L"Reload All", + L"Move", // TODO.Translate + L"", + + L"Sort", + L"Merge", + L"Separate", + L"Organize", + + L"Crates", + L"Boxes", + L"Drop B/P", + L"Pickup B/P", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Cover Display Mode", + + L"Off", + L"Enemy", + L"Merc", + L"", + + L"Roles", // TODO.Translate + L"Fortification", // TODO.Translate + L"Tracker", + L"CTH mode", + + L"Traps", + L"Network", + L"Detector", + L"", + + L"Net A", + L"Net B", + L"Net C", + L"Net D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Turning off cover/traps display", + L"Showing danger zones", + L"Showing merc view", + L"", + + L"Display enemy role symbols", // TODO.Translate + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Display trap network", + L"Display trap network colouring", + L"Display nearby traps", + L"", + + L"Display trap network A", + L"Display trap network B", + L"Display trap network C", + L"Display trap network D", +}; + +// TODO.Translate +STR16 szDynamicDialogueText[40][17] = // TODO.Translate +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"he", + L"she", + L"him", + L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", // TODO.Translate + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate + + L"High amount of distress can cause a personality split\n", // TODO.Translate + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", // TODO.Translate + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", // TODO.Translate + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = // TODO.Translate +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate +}; + +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select pants", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = // TODO.Translate +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = // TODO.Translate +{ + L"normal", + L"rain", + L"thunderstorm", + L"sandstorm", + + L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%s evaded a snake attack!", + L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", // TODO.Translate +}; + +STR16 szLaptopStatText[] = // TODO.Translate +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = // TODO.Translate +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +// TODO.Translate +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //DUTCH diff --git a/Utils/_EnglishText.cpp b/i18n/_EnglishText.cpp similarity index 97% rename from Utils/_EnglishText.cpp rename to i18n/_EnglishText.cpp index 5d9d07a4..c0598018 100644 --- a/Utils/_EnglishText.cpp +++ b/i18n/_EnglishText.cpp @@ -1,12242 +1,12243 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("ENGLISH") - - #include "Language Defines.h" - #if defined( ENGLISH ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_EnglishText_public_symbol(void); - -#if defined( ENGLISH ) - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Locations", // 0 - L"Characters", - L"Items", - L"Quests", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Enter", -}; - -STR16 pOtherButtonsText[] = -{ - L"Briefing", - L"Accept", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Briefing", - L"Accept missions", -}; - - -STR16 pLocationPageText[] = -{ - L"Prev page", - L"Photo", - L"Next page", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Main page", - L">>", - L"Type: ", - L"Empty data", - L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", - L"Briefing Room. Please click the 'Enter' button.", -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Unknown",// 0 - unknown - L"City", //1 - city - L"SAM Site", //2 - SAM Site - L"Other Location", //3 - other location - L"Mine", //4 - mines - L"Military Complex", //5 - military complex - L"Laboratory Complex", //6 - laboratory complex - L"Factory Complex", //7 - factory complex - L"Hospital", //8 - hospital - L"Prison", //9 - prison - L"Airport", //10 - airport -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Show All", - L"Show AIM", - L"Show MERC", - L"Show RPC", - L"Show NPC", - L"Show Vehicle", - L"Show IMP", - L"Show EPC", - L"Filter", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"All", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"Veh.", - L"IMP", - L"EPC", - L"Filter", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Show All", - L"Show City", - L"Show SAM Site", - L"Show Other Location", - L"Show Mine", - L"Show Military Complex", - L"Show Laboratory Complex", - L"Show Factory Complex", - L"Show Hospital", - L"Show Prison", - L"Show Airport", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"All", - L"City", - L"SAM", - L"Other", - L"Mine", - L"Mil.", - L"Lab.", - L"Fact.", - L"Hosp.", - L"Prison", - L"Air.", -}; - -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"All",//0 - L"City", - L"SAM", - L"Mine", - L"Airport", - L"Wilder.", - L"Underg.", - L"Facil.", - L"Other", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//facility index + 1 - L"Show Cities", - L"Show SAM sites", - L"Show mines", - L"Show airports", - L"Show sectors in wilderness", - L"Show underground sectors", - L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", - L"Show Other sectors", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; - -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"All",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Other",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//Other index + 1 - L"Show A.I.M. members", - L"Show M.E.R.C staff", - L"Show Rebels", - L"Show Non-hirable Characters", - L"Show Player created Characters", - L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", -}; - -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Vehic.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; - -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"All",//0 - L"Gun", - L"Ammo", - L"Armor", - L"LBE", - L"Attach.", - L"Misc",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", -}; - -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Helmet", - L"Vest", - L"Pant", - L"Plate", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Tight", - L"Vest", - L"Combat", - L"Backp.", - L"Pocket", - L"Other", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optic", - L"Side", - L"Muzzle", - L"Extern.", - L"Intern.", - L"Other", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Blade", - L"T.Knife", - L"Punch", - L"Grenade", - L"Bomb", - L"Medikit", - L"Kit", - L"Face", - L"Other", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; - -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"All", - L"Active", - L"Compl.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Active Quests", - L"Show Completed Quests", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"All", //0 - L"Gun", - L"Ammo", - L"LBE", - L"Misc", - - L"Show All", //5 - L"Show Gun", - L"Show Ammo", - L"Show LBE Gear", - L"Show Misc", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"Heavy", - L"Pistol", - L"M. Pist.", - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotg.", - - // Ammo - L"Pistol", - L"M. Pist.", //10 - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotg.", - - // Used - L"Gun", - L"Armor", - L"LBE Gear", - L"Misc", //20 - - // Armour - L"Helmet", - L"Vest", - L"Legging", - L"Plate", - - // Misc - L"Blade", - L"Th. Kn.", - L"Blunt", - L"Grena.", - L"Bomb", - L"Med.", //30 - L"Kit", - L"Face", - L"LBE", - L"Misc", //34 -}; - -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interrogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -STR16 FactDescText[] = -{ - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", - - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approached", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's surprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wants to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; - -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Delete", - L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Toggle viewing of players", //0 - L"Toggle viewing of enemies", - L"Toggle viewing of creatures", - L"Toggle viewing of rebels", - L"Toggle viewing of civilians", - - L"Player", - L"Enemy", - L"Creature", - L"Rebels", - L"Civilian", - - L"DETAILED PLACEMENT", //10 - L"General information mode", - L"Physical appearance mode", - L"Attributes mode", - L"Inventory mode", - L"Profile ID mode", - L"Schedule mode", - L"Schedule mode", - L"DELETE", - L"Delete currently selected merc (|D|e|l)", - L"NEXT", //20 - L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"Toggle priority existance", - L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"STATIONARY", - L"ON GUARD", - L"ON CALL", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", //30 - L"RND PT PATROL", - - //Attitudes - L"DEFENSIVE", - L"BRAVE SOLO", - L"BRAVE AID", - L"AGGRESSIVE", - L"CUNNING SOLO", - L"CUNNING AID", - - L"Set merc to face %s", - - L"Find", - L"BAD", //40 - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"BAD", - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"Previous color set", //50 - L"Next color set", - - L"Previous body type", - L"Next body type", - - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - - L"No action", - L"No action", - L"No action", //60 - L"No action", - - L"Clear Schedule", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"ROOFS", //0 - L"WALLS", - L"ROOM INFO", - - L"Place walls using selection method", - L"Place doors using selection method", - L"Place roofs using selection method", - L"Place windows using selection method", - L"Place damaged walls using selection method.", - L"Place furniture using selection method", - L"Place wall decals using selection method", - L"Place floors using selection method", //10 - L"Place generic furniture using selection method", - L"Place walls using smart method", - L"Place doors using smart method", - L"Place windows using smart method", - L"Place damaged walls using smart method", - L"Lock or trap existing doors", - - L"Add a new room", - L"Edit cave walls.", - L"Remove an area from existing building.", - L"Remove a building", //20 - L"Add/replace building's roof with new flat roof.", - L"Copy a building", - L"Move a building", - L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"Erase room numbers", - - L"Toggle |Erase mode", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Cycle brush size (|A/|Z)", - L"Roofs (|H)", - L"|Walls", //30 - L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Wpns", //0 - L"Ammo", - L"Armour", - L"LBE", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Triggers", - L"Keys", - L"Rnd", //10 - L"Previous (|,)", // previous page - L"Next (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Add ambient light source", //0 - L"Toggle fake ambient lights.", - L"Add exit grids (r-clk to query existing).", - L"Cycle brush size (|A/|Z)", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", - L"Specify north point for validation purposes.", - L"Specify west point for validation purposes.", - L"Specify east point for validation purposes.", - L"Specify south point for validation purposes.", - L"Specify center point for validation purposes.", //10 - L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"New outdoor level", //0 - L"New basement", - L"New cave level", - L"Save map (|C|t|r|l+|S)", - L"Load map (|C|t|r|l+|L)", - L"Select tileset", - L"Leave Editor mode", - L"Exit game (|A|l|t+|X)", - L"Create radar map", - L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Draw |Ground textures", //0 - L"Set map ground textures", - L"Place banks and |Cliffs", - L"Draw roads (|P)", - L"Draw |Debris", - L"Place |Trees & bushes", - L"Place |Rocks", - L"Place barrels & |Other junk", - L"Fill area", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", //10 - L"Cycle brush size (|A/|Z)", - L"Raise brush density (|])", - L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Buildings", - L"Items", - L"Mercs", - L"Map Info", - L"Options", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"North Entry Point", //0 - L"West Entry Point", - L"East Entry Point", - L"South Entry Point", - L"Center Entry Point", - L"Isolated Entry Point", - - L"Prime", - L"Night", - L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Panic Trigger1", //0 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", - - L"Pressure Action", - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"No Lock ID", //0 - L"Explosion Trap", - L"Electric Trap", - L"Siren Trap", - L"Silent Alarm", - L"Super Electric Trap", //5 - L"Brothel Siren Trap", - L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 - L"No map currently loaded.", - L"File: %S, Current Tileset: %s", - L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"TOGGLE", //0 - L"VIEWS", - L"SELECTION METHOD", - L"SMART METHOD", - L"BUILDING METHOD", - L"Room#", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Editing lock attributes at map index %d.", - L"Lock ID", - L"Trap Type", - L"Trap Level", - L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Pressure Action", //0 - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", - - L"Panic Trigger1", //5 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Prime", - L"Night", - L"24Hrs", //5 - - L"Radius", - - L"Underground", - L"Light Level", - - L"Outdoors", - L"Basement", //10 - L"Caves", - - L"Restricted", - L"Scroll ID", - - L"Destination", - L"Sector", //15 - L"Destination", - L"Bsmt. Level", - L"Dest.", - L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"No action", - L"Lock door", - L"Unlock door", - L"Open door", - L"Close door", - L"Move to gridno", - L"Leave sector", - L"Enter sector", - L"Stay in sector", - L"Sleep", - L"Ignore this!" -}; - -STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Max Health", - L"Cur Health", - L"Strength", - L"Agility", - L"Dexterity", - L"Charisma", - L"Wisdom", - L"Marksmanship", - L"Explosives", - L"Medical", - L"Scientific", - L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Merc Name:", //0 - L"Orders:", - L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Merc Colors", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Random", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE Tank", //5 - L"NW Tank", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Unarmed Robot", - L"Larvae", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Bloodcat", - L"Humvee", -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDERS=-- ", //0 - L"--=ATTITUDE=--", - - L"RELATIVE", - L"ATTRIBUTES", - - L"RELATIVE", - L"EQUIPMENT", - - L"RELATIVE", - L"ATTRIBUTES", - - L"Army", - L"Admin", - L"Elite", //10 - - L"Exp. Level", - L"Life", - L"LifeMax", - L"Marksmanship", - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Leadership", - L"Explosives", //20 - L"Medical", - L"Mechanical", - L"Morale", - - L"Hair color:", - L"Skin color:", - L"Vest color:", - L"Pant color:", - - L"RANDOM", - L"RANDOM", - L"RANDOM", //30 - L"RANDOM", - - L"By specifying a profile index, all of the information will be extracted from the profile ", - L"and override any values that you have edited. It will also disable the editing features ", - L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"extract the number you have typed. A blank field will clear the profile. The current ", - L"number of profiles range from 0 to ", - - L"Current Profile: n/a ", - L"Current Profile: %s", - - L"STATIONARY", - L"ON CALL", //40 - L"ON GUARD", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", - L"RND PT PATROL", - - L"Action", - L"Time", - L"V", - L"GridNo 1", //50 - L"GridNo 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"lock", - L"unlock", - L"open", - L"close", - - L"Click on the gridno adjacent to the door that you wish to %s.", //60 - L"Click on the gridno where you wish to move after you %s the door.", - L"Click on the gridno where you wish to move to.", - L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L" Hit ESC to abort entering this line in the schedule.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Patrol orders with no waypoints", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"No action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Placement not copied because no placement selected.", - L"Placement copied.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Placement not pasted as no placement is saved in buffer.", - L"Placement pasted.", - L"Placement not pasted as the maximum number of placements for this team has been reached.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Exit editor?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Are you sure you wish to remove all lights?", //0 - L"Are you sure you wish to reverse the schedules?", - L"Are you sure you wish to clear all of the schedules?", - - L"Clicked Placement Enabled", - L"Clicked Placement Disabled", - - L"Draw High Ground Enabled", //5 - L"Draw High Ground Disabled", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Random Placement Enabled", - L"Random Placement Disabled", - - L"Removing Treetops", //10 - L"Showing Treetops", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Creating radar map for %S", //0 - - L"Delete current map and start a new basement level?", - L"Delete current map and start a new cave level?", - L"Delete current map and start a new outdoor level?", - - L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Toggle fake editor lighting ON/OFF", - - L"INSERT", - L"Toggle fill mode ON/OFF", - - L"BKSPC", - L"Undo last change", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Exit editor", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"This help screen", - - L"F10", - L"Save current map", - - L"F11", - L"Load map as current", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Change brush size", - - L"d", - L"Draw debris", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Draw rocks", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Draw ground textures", - - L"w", - L"Draw building walls", - - L"e", - L"Toggle erase mode ON/OFF", - - L"h", //40 - L"Toggle roofs ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"Toggle hide flag", //0 - L"No item selected.", - L"Slot available for", - L"Random generation.", - L"Keys not editable.", - L"ProfileID of owner", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Status", - L"Rounds", - L"Trap Level", //10 - L"Quantity", - L"Trap Level", - L"Status", - L"Trap Level", - L"Status", - L"Quantity", - L"Trap Level", - L"Dollars", - L"Status", - L"Trap Level", //20 - L"Trap Level", - L"Tolerance", - L"Alarm Trigger", - L"Exist Chance", - L"B", - L"R", - L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Item appears in both Sci-Fi and Realistic modes", //0 - L"Item appears in Realistic mode only", - L"Item appears in Sci-Fi mode only", -}; - -STR16 pSetupGunGUIText[] = -{ - L"SILENCER", //0 - L"SNIPERSCOPE", - L"LASERSCOPE", - L"BIPOD", - L"DUCKBILL", - L"G-LAUNCHER", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"CERAMIC PLATES", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Okay", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"LOAD", - L"SAVE", - L"Update", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Tileset: %s", //0 - L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"Number of items: %d", - L"Number of lights: %d", - L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"Number of rooms: %d", - L"Total map population: %d", - L"Enemies: %d", - L"Admins: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Troops: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Elites: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Civilians: %d", //20 - - L"(%d detailed, %d profile -- %d have priority existance)", - - L"Humans: %d", - L"Cows: %d", - L"Bloodcats: %d", - - L"Creatures: %d", - - L"Monsters: %d", - L"Bloodcats: %d", - - L"Number of locked and/or trapped doors: %d", - L"Locked: %d", - L"Trapped: %d", //30 - L"Locked & Trapped: %d", - - L"Civilians with schedules: %d", - - L"Too many exit grid destinations (more than 4)...", - L"ExitGrids: %d (%d with a long distance destination)", - L"ExitGrids: none", - L"ExitGrids: 1 destination using %d exitgrids", - L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 - L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d placements have patrol orders without any waypoints defined.", - L"%d placements have waypoints, but without any patrol orders.", - L"%d gridnos have questionable room numbers. Please validate.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Enemy", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"Panic1", - L"Panic2", - L"Panic3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Pressure Actions", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"None", - - L"TOO MANY ITEMS TO DISPLAY!", - L"NORMAL ENEMY DROPPED ITEMS", - L"TOO MANY ITEMS TO DISPLAY!", - L"None", - L"TOO MANY ITEMS TO DISPLAY!", - L"ERROR: Can't load the items for this map. Reason unknown.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 - L"(NO MAP LOADED).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"There is no sector currently selected.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", ground level", - L", underground level 1", - L", underground level 2", - L", underground level 3", - L", alternate G level", - L", alternate B1 level", - L", alternate B2 level", - L", alternate B3 level", - - L"ITEM DETAILS -- sector %s", - L"Summary Information for sector %s:",//20 - - L"Summary Information for sector %s", - L"does not exist.", - - L"Summary Information for sector %s", - L"does not exist.", - - L"No information exists for sector %s.", - - L"No information exists for sector %s.", - - L"FILE: %s", - - L"FILE: %s", - - L"Override READONLY", - L"Overwrite File", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Do you wish to do this now (y/n)?", - - L"No summary info. Creation denied.", - - L"Grid", - L"Progress", //40 - L"Use Alternate Maps", - - L"Summary", - L"Items", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyzing map: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Loading map: %s", -}; - -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generating map information", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"Generating map summary", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] from default tileset %s (%d, %S)", - L"File: %S, subindex: %d (%d, %S)", - L"Tileset: %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Small", - L"Medium", - L"Large", - L"XLarge", - L"Width: xx", - L"Area" - }; - -//--- - -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Page 1/2", //0 - L"Page 2/2", - - L"Page 1/3", - L"Page 2/3", - L"Page 3/3", - - L"Page 1/1", //5 -}; - -// by Jazz: -CHAR16 zGrod[][500] = -{ - L"Robot", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Development Team", - L"@T,C144,R134,{;Coding", - L"@T,C144,R134,{;Graphics and Sounds", - L"@};(Various other mods!)", - L"@T,C144,R134,{;Items", - L"@T,C144,R134,{;Other Contributors", - L"@};(All other community members who contributed input and feedback!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm NATO", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rocket", -// L"", // dart -// L"", // flame -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm N.", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rocket", -// L"dart", // dart -// L"", // flamethrower -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - - -CHAR16 WeaponType[MAXITEMS][30] = -{ - L"Other", - L"Pistol", - L"MP", - L"SMG", - L"Rifle", - L"Sniper rifle", - L"Assault rifle", - L"LMG", - L"Shotgun", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Player's Turn", // player's turn - L"Opponents' Turn", - L"Creatures' Turn", - L"Militia's Turn", - L"Civilians' Turn", - L"Player_Plan",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden - -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s is hit in the head and loses a point of wisdom!", - L"%s is hit in the shoulder and loses a point of dexterity!", - L"%s is hit in the chest and loses a point of strength!", - L"%s is hit in the legs and loses a point of agility!", - L"%s is hit in the head and loses %d points of wisdom!", - L"%s is hit in the shoulder and loses %d points of dexterity!", - L"%s is hit in the chest and loses %d points of strength!", - L"%s is hit in the legs and loses %d points of agility!", - L"Interrupt!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"Your reinforcements have arrived!", - - // In the following four lines, all %s's are merc names - - L"%s reloads.", - L"%s doesn't have enough Action Points!", - L"%s is applying first aid. (Press any key to cancel.)", - L"%s and %s are applying first aid. (Press any key to cancel.)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"reliable", - L"unreliable", - L"easy to repair", - L"hard to repair", - L"high damage", - L"low damage", - L"quick firing", - L"slow firing", - L"long range", - L"short range", - L"light", - L"heavy", - L"small", - L"fast burst fire", - L"no burst fire", - L"large magazine", - L"small magazine", - - // In the following two lines, all %s's are merc names - - L"%s's camouflage has worn off.", - L"%s's camouflage has washed off.", - - // The first %s is a merc name and the second %s is an item name - - L"Second weapon is out of ammo!", - L"%s has stolen the %s.", - - // The %s is a merc name - - L"%s's weapon can't burst fire.", - - L"You've already got one of those attached.", - L"Merge items?", - - // Both %s's are item names - - L"You can't attach a %s to a %s.", - - L"None", - L"Eject ammo", - L"Attachments", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L"You cannot use your %s and your %s at the same time.", - - L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots.", - L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots. (However in this case, the item is not compatible.)", - L"The sector isn't cleared of enemies!", - L"You still need to give %s %s", - L"%s is hit in the head!", - L"Abandon the fight?", - L"This attachment will be permanent. Go ahead with it?", - L"%s feels more energetic!", - L"%s slipped on some marbles!", - L"%s failed to grab the %s from enemy's hand!", - L"%s has repaired the %s", - L"Interrupt for ", - L"Surrender?", - L"This person refuses your aid.", - L"I DON'T think so!", - L"To travel in Skyrider's chopper, you'll have to ASSIGN mercs to VEHICLE/HELICOPTER first.", - L"%s only had enough time to reload ONE gun", - L"Bloodcats' turn", - L"full auto", - L"no full auto", - L"accurate", - L"inaccurate", - L"no semi auto", - L"The enemy has no more items to steal!", - L"The enemy has no item in its hand!", - - L"%s's desert camouflage has worn off.", - L"%s's desert camouflage has washed off.", - - L"%s's wood camouflage has worn off.", - L"%s's wood camouflage has washed off.", - - L"%s's urban camouflage has worn off.", - L"%s's urban camouflage has washed off.", - - L"%s's snow camouflage snow has worn off.", - L"%s's snow camouflage has washed off.", - - L"You cannot attach %s to this slot.", - L"The %s will not fit in any open slots.", - L"There's not enough space for this pocket.", - - L"%s has repaired the %s as much as possible.", - L"%s has repaired %s's %s as much as possible.", - - L"%s has cleaned the %s.", - L"%s has cleaned %s's %s.", - - L"Assignment not possible at the moment", - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Paused", - L"Normal", - L"5 min", - L"30 min", - L"60 min", - L"6 hrs", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"Squad 1", - L"Squad 2", - L"Squad 3", - L"Squad 4", - L"Squad 5", - L"Squad 6", - L"Squad 7", - L"Squad 8", - L"Squad 9", - L"Squad 10", - L"Squad 11", - L"Squad 12", - L"Squad 13", - L"Squad 14", - L"Squad 15", - L"Squad 16", - L"Squad 17", - L"Squad 18", - L"Squad 19", - L"Squad 20", - L"Squad 21", - L"Squad 22", - L"Squad 23", - L"Squad 24", - L"Squad 25", - L"Squad 26", - L"Squad 27", - L"Squad 28", - L"Squad 29", - L"Squad 30", - L"Squad 31", - L"Squad 32", - L"Squad 33", - L"Squad 34", - L"Squad 35", - L"Squad 36", - L"Squad 37", - L"Squad 38", - L"Squad 39", - L"Squad 40", - L"On Duty", // on active duty - L"Doctor", // administering medical aid - L"Patient", // getting medical aid - L"Vehicle", // in a vehicle - L"In Trans", // in transit - abbreviated form - L"Repair", // repairing - L"Radio Scan", // scanning for nearby patrols - L"Practice", // training themselves - L"Militia", // training a town to revolt - L"M.Militia", //training moving militia units - L"Trainer", // training a teammate - L"Student", // being trained by someone else - L"GetItem", // move items - L"Staff", // operating a strategic facility - L"Eat", // eating at a facility (cantina etc.) - L"Rest", // Resting at a facility - L"Prison", // interrogate prisoners - L"Dead", // dead - L"Incap.", // abbreviation for incapacitated - L"POW", // Prisoner of war - captured - L"Hospital", // patient in a hospital - L"Empty", // Vehicle is empty - L"Snitch", // facility: undercover prisoner (snitch) - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumours", // facility: gather information - L"Propag.", // spread propaganda - L"Rumours", // gather information - L"Command", // militia movement orders - L"Diagnose", // disease diagnosis - L"Treat D.", // treat disease among the population - L"Doctor", // administering medical aid - L"Patient", // getting medical aid - L"Repair", // repairing - L"Fortify", // build structures according to external layout - L"Train W.", - L"Hide", - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", - L"Explore", - L"Event", // rftr: merc is on a mini event - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Militia", // the title of the militia box - L"Unassigned", //the number of unassigned militia troops - L"You can't redistribute militia while there are hostilities in the area!", - L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6 -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Auto", // auto place the militia troops for the player - L"Done", // done placing militia troops - L"Disband", // HEADROCK HAM 3.6: Disband militia - L"Unassign All", // move all milita troops to unassigned pool -}; - -STR16 pConditionStrings[] = -{ - L"Excellent", //the state of a soldier .. excellent health - L"Good", // good health - L"Fair", // fair health - L"Wounded", // wounded health - L"Fatigued", // tired - L"Bleeding", // bleeding to death - L"Unconscious", // knocked out - L"Dying", // near death - L"Dead", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"On Duty", // set merc on active duty - L"Patient", // set as a patient to receive medical aid - L"Vehicle", // tell merc to enter vehicle - L"Unescort", // let the escorted character go off on their own - L"Cancel", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"Squad 1", - L"Squad 2", - L"Squad 3", - L"Squad 4", - L"Squad 5", - L"Squad 6", - L"Squad 7", - L"Squad 8", - L"Squad 9", - L"Squad 10", - L"Squad 11", - L"Squad 12", - L"Squad 13", - L"Squad 14", - L"Squad 15", - L"Squad 16", - L"Squad 17", - L"Squad 18", - L"Squad 19", - L"Squad 20", - L"Squad 21", - L"Squad 22", - L"Squad 23", - L"Squad 24", - L"Squad 25", - L"Squad 26", - L"Squad 27", - L"Squad 28", - L"Squad 29", - L"Squad 30", - L"Squad 31", - L"Squad 32", - L"Squad 33", - L"Squad 34", - L"Squad 35", - L"Squad 36", - L"Squad 37", - L"Squad 38", - L"Squad 39", - L"Squad 40", - L"On Duty", - L"Doctor", - L"Patient", - L"Vehicle", - L"In Transit", - L"Repair", - L"Radio Scan", - L"Practice", - L"Training Militia", - L"Training Mobile Militia", // Missing - L"Trainer", - L"Student", - L"Get item", // move items - L"Facility Staff", // Missing - L"Eat", // eating at a facility (cantina etc.) - L"Resting at Facility", // Missing - L"Interrogate prisoners", // Flugente: interrogate prisoners - L"Dead", - L"Incap.", - L"POW", - L"Hospital", - L"Empty", // Vehicle is empty - L"Undercover Snitch", // facility: undercover prisoner (snitch) - L"Spreading Propaganda", // facility: spread propaganda - L"Spreading Propaganda", // facility: spread propaganda (globally) - L"Gathering Rumours", // facility: gather rumours - L"Spreading Propaganda", // spread propaganda - L"Gathering Rumours", // gather information - L"Commanding Militia", // militia movement orders - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Doctor", - L"Patient", - L"Repair", - L"Fortify sector", // build structures according to external layout - L"Train workers", - L"Hide while disguised", - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", - L"Exploration", -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"Squad 1", - L"Squad 2", - L"Squad 3", - L"Squad 4", - L"Squad 5", - L"Squad 6", - L"Squad 7", - L"Squad 8", - L"Squad 9", - L"Squad 10", - L"Squad 11", - L"Squad 12", - L"Squad 13", - L"Squad 14", - L"Squad 15", - L"Squad 16", - L"Squad 17", - L"Squad 18", - L"Squad 19", - L"Squad 20", - L"Squad 21", - L"Squad 22", - L"Squad 23", - L"Squad 24", - L"Squad 25", - L"Squad 26", - L"Squad 27", - L"Squad 28", - L"Squad 29", - L"Squad 30", - L"Squad 31", - L"Squad 32", - L"Squad 33", - L"Squad 34", - L"Squad 35", - L"Squad 36", - L"Squad 37", - L"Squad 38", - L"Squad 39", - L"Squad 40", - L"On Duty", - L"Doctor", - L"Patient", - L"Vehicle", - L"In Transit", - L"Repair", - L"Radio Scan", - L"Practice", - L"Train Militia", - L"Train Mobiles", // Missing - L"Train Teammate", - L"Student", - L"Get Item", // move items - L"Staff Facility", // Missing - L"Rest at Facility", // Missing - L"Interrogate prisoners", // Flugente: interrogate prisoners - L"Dead", - L"Incap.", - L"POW", - L"Hospital", // patient in a hospital - L"Empty", // Vehicle is empty - L"Undercover Snitch", // facility: undercover prisoner (snitch) - L"Spread Propaganda", // facility: spread propaganda - L"Spread Propaganda", // facility: spread propaganda (globally) - L"Gather Rumours", // facility: gather rumours - L"Spread Propaganda", // spread propaganda - L"Gather Rumours", // gather information - L"Commanding Militia", // militia movement orders - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Doctor", - L"Patient", - L"Repair", - L"Fortify sector", // build structures according to external layout - L"Train workers", - L"Hide while disguised", - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", - L"Exploration", -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Contract Options:", - L"", // a blank line, required - L"Offer One Day", // offer merc a one day contract extension - L"Offer One Week", // 1 week - L"Offer Two Weeks", // 2 week - L"Dismiss", // end merc's contract - L"Cancel", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"POW", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"STRENGTH", - L"DEXTERITY", - L"AGILITY", - L"WISDOM", - L"MARKSMANSHIP", - L"MEDICAL", - L"MECHANICAL", - L"LEADERSHIP", - L"EXPLOSIVES", - L"LEVEL", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"Armor", // the armor rating of the merc - L"Weight", // the weight the merc is carrying - L"Camo", // the merc's camouflage rating - L"Camouflage:", - L"Protection:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Agi", // the abbreviated version of : agility - L"Dex", // dexterity - L"Str", // strength - L"Ldr", // leadership - L"Wis", // wisdom - L"Lvl", // experience level - L"Mrk", // marksmanship skill - L"Mec", // mechanical skill - L"Exp", // explosive skill - L"Med", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"Assignment", // the mercs current assignment - L"Contract", // the contract info about the merc - L"Health", // the health level of the current merc - L"Morale", // the morale of the current merc - L"Cond.", // the condition of the current vehicle - L"Fuel", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Practice", // tell merc to train self - L"Militia", // tell merc to train town - L"Trainer", // tell merc to act as trainer - L"Student", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Fire Rate:", // the allowable rate of fire for a merc who is guarding - L" Aggressive Fire", // the merc can be aggressive in their choice of fire rates - L" Conserve Ammo", // conserve ammo - L" Refrain From Firing", // fire only when the merc needs to - L"Other Options:", // other options available to merc - L" Can Retreat", // merc can retreat - L" Can Seek Cover", // merc is allowed to seek cover - L" Can Assist Teammates", // merc can assist teammates - L"Done", // done with this menu - L"Cancel", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Fire Rate:", - L" *Aggressive Fire*", - L" *Conserve Ammo*", - L" *Refrain From Firing*", - L"Other Options:", - L" *Can Retreat*", - L" *Can Seek Cover*", - L" *Can Assist Teammates*", - L"Done", - L"Cancel", -}; - -STR16 pAssignMenuStrings[] = -{ - L"On Duty", // merc is on active duty - L"Doctor", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis - L"Patient", // the merc is receiving medical attention - L"Vehicle", // the merc is in a vehicle - L"Repair", // the merc is repairing items - L"Radio Scan", // the merc is scanning for patrols in neighbouring sectors - L"Snitch", // anv: snitch actions - L"Train", // the merc is training - L"Militia", // all things militia - L"Get Item", // move items - L"Fortify", // fortify sector - L"Intel", // covert assignments - L"Administer", - L"Explore", - L"Facility", // the merc is using/staffing a facility - L"Cancel", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Attack", // set militia to aggresive - L"Hold Position", // set militia to stationary - L"Retreat", // retreat militia - L"Come to me", - L"Get down", - L"Crouch", - L"Take cover", - L"Move to", - L"All: Attack", - L"All: Hold Position", - L"All: Retreat", - L"All: Come to me", - L"All: Spread out", - L"All: Get down", - L"All: Crouch", - L"All: Take cover", - //L"All: Find items", - L"Cancel", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = -{ - // radio operator - L"Artillery Strike", - L"Jam communications", - L"Scan frequencies", - L"Eavesdrop", - L"Call reinforcements", - L"Switch off radio set", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Spotter", - L"Focus", - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Order an artillery strike from sector...", - L"Fill all radio frequencies with white noise, making communications impossible.", - L"Scan for jamming signals.", - L"Use your radio equipment to continously listen for enemy movement.", - L"Call in reinforcements from neighbouring sectors.", - L"Turn off radio set.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Observe an area, granting allied snipers a bonus to cth on anything you see.", - L"Increase interrupt modifier (penalty outside of area).", - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Requires:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s or higher\n", - L" - %s or higher or\n", - L" - %d minutes to be ready\n", - L" - mortar positions in neighbouring sectors\n", - L" - %s |o|r %s |a|n|d %s or %s or higher\n", - L" - possession by a demon\n", - L" - a gun-related trait\n", - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = -{ - L"Militia", - L"Other Squads", - L"Cancel", - L"%d Militia", - L"All Militia", - - L"More", - L"Corpse: %s", -}; - -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Team Informant", - L"Town Assignment", - L"Cancel", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Discuss snitch's behaviour towards his teammates.", - L"Take an assignment in this sector.", - L"Cancel", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Report complaints", - L"Don't report", - L"Prevent misbehaviour", - L"Ignore misbehaviour", - L"Cancel", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Report any complaints you hear from other mercs to your commander.", - L"Don't report anything.", - L"Try to stop other mercs from getting wasted and scrounging.", - L"Don't care what other mercs do.", - L"Cancel", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Spread propaganda", - L"Gather rumours", - L"Cancel", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", - L"Keep an ear to the ground on any rumours about enemy forces activity.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s was exposed as a snitch but managed to notice it and get out alive.", - L"%s was exposed as a snitch but managed to defuse situation and get out alive.", - L"%s was exposed as a snitch but managed to avoid assassination attempt.", - L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", - - L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", - L"%s was exposed as a snitch and almost beaten to death before guards saved him.", - L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", - L"%s was exposed as a snitch and strangled to death before guards saved him.", - - L"%s was exposed as a snitch and drowned in toilet by other inmates.", - L"%s was exposed as a snitch and beaten to death by other inmates.", - L"%s was exposed as a snitch and shanked to death by other inmates.", - L"%s was exposed as a snitch and strangled to death by other inmates.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s heard rumours about enemy activity in %d sectors.", - -}; - -STR16 pRemoveMercStrings[] = -{ - L"Remove Merc", // remove dead merc from current team - L"Cancel", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Health", - L"Agility", - L"Dexterity", - L"Strength", - L"Leadership", - L"Marksmanship", - L"Mechanical", - L"Explosives", - L"Medical", - L"Cancel", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Practice", // train yourself - L"Train workers", - L"Trainer", // train your teammates - L"Student", // be trained by an instructor - L"Cancel", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"Squad 1", - L"Squad 2", - L"Squad 3", - L"Squad 4", - L"Squad 5", - L"Squad 6", - L"Squad 7", - L"Squad 8", - L"Squad 9", - L"Squad 10", - L"Squad 11", - L"Squad 12", - L"Squad 13", - L"Squad 14", - L"Squad 15", - L"Squad 16", - L"Squad 17", - L"Squad 18", - L"Squad 19", - L"Squad 20", - L"Squad 21", - L"Squad 22", - L"Squad 23", - L"Squad 24", - L"Squad 25", - L"Squad 26", - L"Squad 27", - L"Squad 28", - L"Squad 29", - L"Squad 30", - L"Squad 31", - L"Squad 32", - L"Squad 33", - L"Squad 34", - L"Squad 35", - L"Squad 36", - L"Squad 37", - L"Squad 38", - L"Squad 39", - L"Squad 40", - L"Cancel", -}; - -STR16 pPersonnelTitle[] = -{ - L"Personnel", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Health: ", // health of merc - L"Agility: ", - L"Dexterity: ", - L"Strength: ", - L"Leadership: ", - L"Wisdom: ", - L"Exp. Lvl: ", // experience level - L"Marksmanship: ", - L"Mechanical: ", - L"Explosives: ", - L"Medical: ", - L"Med. Deposit: ", // amount of medical deposit put down on the merc - L"Remaining Contract: ", // cost of current contract - L"Kills: ", // number of kills by merc - L"Assists: ", // number of assists on kills by merc - L"Daily Cost:", // daily cost of merc - L"Tot. Cost to Date:", // total cost of merc - L"Contract:", // cost of current contract - L"Tot. Service to Date:", // total service rendered by merc - L"Salary Owing:", // amount left on MERC merc to be paid - L"Hit Percentage:", // percentage of shots that hit target - L"Battles:", // number of battles fought - L"Times Wounded:", // number of times merc has been wounded - L"Skills:", - L"No Skills", - L"Achievements:", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Elite soldiers: %d\n", - L"Regular soldiers: %d\n", - L"Admin soldiers: %d\n", - L"Hostile groups: %d\n", - L"Creatures: %d\n", - L"Tanks: %d\n", - L"Others: %d\n", - - L"Mercs: %d\n", - L"Militia: %d\n", - L"Others: %d\n", - - L"Shots fired: %d\n", - L"Missiles fired: %d\n", - L"Grenades thrown: %d\n", - L"Knives thrown: %d\n", - L"Blade attacks: %d\n", - L"Hand to hand attacks: %d\n", - L"Successful hits: %d\n", - - L"Locks picked: %d\n", - L"Locks breached: %d\n", - L"Traps removed: %d\n", - L"Explosives detonated: %d\n", - L"Items repaired: %d\n", - L"Items combined: %d\n", - L"Items stolen: %d\n", - L"Militia trained: %d\n", - L"Mercs bandaged: %d\n", - L"Surgeries made: %d\n", - L"Persons met: %d\n", - L"Sectors discovered: %d\n", - L"Ambushes prevented: %d\n", - L"Quests handled: %d\n", - - L"Tactical battles: %d\n", - L"Autoresolve battles: %d\n", - L"Times retreated: %d\n", - L"Ambushes experienced: %d\n", - L"Hardest battle: %d Enemies\n", - - L"Shot: %d\n", - L"Stabbed: %d\n", - L"Punched: %d\n", - L"Blasted: %d\n", - L"Suffered damages in facilities: %d\n", - L"Surgeries undergone: %d\n", - L"Facility accidents: %d\n", - - L"Character:", - L"Weakness:", - - L"Attitudes:", // WANNE: For old traits display instead of "Character:"! - - L"Zombies: %d\n", // Flugente Zombies - - L"Background:", - L"Personality:", - - L"Prisoners interrogated: %d\n", - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - // SANDRO - tweaked this - L"No Skill", - L"Lock Picking", - L"Hand to Hand", //JA25: modified - L"Electronics", - L"Night Operations", //JA25: modified - L"Throwing", - L"Teaching", - L"Heavy Weapons", - L"Auto Weapons", - L"Stealthy", - L"Ambidextrous", - L"Thief", - L"Martial Arts", - L"Knifing", - L"Sniper", - L"Camouflage", //JA25: modified - L"(Expert)", -}; -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"No Skill", // 0 - L"Auto Weapons", // 1 - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", // 5 - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", // 9 - // Minor traits - L"Ambidextrous", // 10 - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", // 15 - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", // 19 - // covert ops is a major trait that was added later - L"Covert Ops", // 20 - - // new minor traits - L"Radio Operator", // 21 - L"Snitch", // 22 - L"Survival", - - // second names for major skills - L"Machinegunner", // 24 - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Spy", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"Placeholder", // for survival (minor trait) - L"More...", // 47 - L"Intel", // for INTEL - L"Disguise", // for DISGUISE - L"various", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS -}; -////////////////////////////////////////////////////////// - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"|Stand/Walk", - L"|Crouch/Crouched Move", - L"Stand/|Run", - L"|Prone/Crawl", - L"|Look", - L"Action", - L"Talk", - L"Examine (|C|t|r|l)", - - // Pop up door menu - L"Open Manually", - L"Examine for Traps", - L"Lockpick", - L"Force Open", - L"Untrap", - L"Lock", - L"Unlock", - L"Use Door Explosive", - L"Use Crowbar", - L"Cancel (|E|s|c)", - L"Close", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"no trap", - L"an explosion trap", - L"an electric trap", - L"a siren trap", - L"a silent alarm trap", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"day", - L"week", - L"two weeks", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Select Character", - L"Assign Merc", - L"Plot Travel Route", - L"Merc |Contract", - L"Remove Merc", - L"Sleep", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"FAINT", - L"DEFINITE", - L"LOUD", - L"VERY LOUD", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"UNKNOWN", - L"sound of MOVEMENT", - L"CREAKING", - L"SPLASHING", - L"IMPACT", - L"GUNSHOT", - L"EXPLOSION", - L"SCREAM", - L"IMPACT", - L"IMPACT", - L"SHATTERING", - L"SMASH", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"the NORTHEAST", - L"the EAST", - L"the SOUTHEAST", - L"the SOUTH", - L"the SOUTHWEST", - L"the WEST", - L"the NORTHWEST", - L"the NORTH", -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Urban", - L"Road", - L"Plains", - L"Desert", - L"Woods", - L"Forest", - L"Swamp", - L"Water", - L"Hills", - L"Impassable", - L"River", //river from north to south - L"River", //river from east to west - L"Foreign Country", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropical", - L"Farmland", - L"Plains, road", - L"Woods, road", - L"Farm, road", - L"Tropical, road", - L"Forest, road", - L"Coastline", - L"Mountain, road", - L"Coastal, road", - L"Desert, road", - L"Swamp, road", - L"Woods, SAM site", - L"Desert, SAM site", - L"Tropical, SAM site", - L"Meduna, SAM site", - - //These are descriptions for special sectors - L"Cambria Hospital", - L"Drassen Airport", - L"Meduna Airport", - L"SAM site", - L"Refuel site", - L"Rebel Hideout", //The rebel base underground in sector A10 - L"Tixa Dungeon", //The basement of the Tixa Prison (J9) - L"Creature Lair", //Any mine sector with creatures in it - L"Orta Basement", //The basement of Orta (K4) - L"Tunnel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Shelter", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s have been detected in sector %c%d and another squad is about to arrive.", //STR_DETECTED_SINGULAR - L"%s have been detected in sector %c%d and other squads are about to arrive.", //STR_DETECTED_PLURAL - L"Do you want to coordinate a simultaneous arrival?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"The enemy offers you the chance to surrender.", //STR_ENEMY_SURRENDER_OFFER - L"The enemy has captured your remaining unconscious mercs.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Retreat", //The retreat button //STR_AR_RETREAT_BUTTON - L"Done", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"DEFENDING", //STR_AR_DEFEND_HEADER - L"ATTACKING", //STR_AR_ATTACK_HEADER - L"ENCOUNTER", //STR_AR_ENCOUNTER_HEADER - L"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"VICTORY!", //STR_AR_OVER_VICTORY - L"DEFEAT!", //STR_AR_OVER_DEFEAT - L"SURRENDERED!", //STR_AR_OVER_SURRENDERED - L"CAPTURED!", //STR_AR_OVER_CAPTURED - L"RETREATED!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Militia", //STR_AR_MILITIA_NAME, - L"Elite", //STR_AR_ELITE_NAME, - L"Troop", //STR_AR_TROOP_NAME, - L"Admin", //STR_AR_ADMINISTRATOR_NAME, - L"Creature", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Time Elapsed", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"RETREATED", //STR_AR_MERC_RETREATED, - L"RETREATING", //STR_AR_MERC_RETREATING, - L"RETREAT", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Auto Resolve", //STR_PB_AUTORESOLVE_BTN, - L"Go To Sector", //STR_PB_GOTOSECTOR_BTN, - L"Retreat Mercs", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"ENEMY ENCOUNTER", //STR_PB_ENEMYENCOUNTER_HEADER, - L"ENEMY INVASION", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"ENEMY AMBUSH", //STR_PB_ENEMYAMBUSH_HEADER - L"ENTERING ENEMY SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER - L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER - L"ENTERING BLOODCAT LAIR", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Location", - L"Enemies", - L"Mercs", - L"Militia", - L"Creatures", - L"Bloodcats", - L"Sector", - L"None", //If there are no uninvolved mercs in this fight. - L"N/A", //Acronym of Not Applicable - L"d", //One letter abbreviation of day - L"h", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Clear", - L"Spread", - L"Group", - L"Done", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"|Clears all the mercs' positions, \nand allows you to re-enter them manually.", - L"Randomly |spreads your mercs out \neach time it's pressed.", - L"Allows you to select where you wish to |group your mercs.", - L"Click this button when you're finished \nchoosing your mercs' positions. (|E|n|t|e|r)", - L"You must place all of your mercs \nbefore you start the battle.", - - //Various strings (translate word for word) - - L"Sector", - L"Choose entry positions (use arrow keys to scroll map)", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"Doesn't look so good there. It's inaccessible. Try a different location.", - L"Place your mercs in the highlighted section of the map.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"has arrived in sector", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"|Automatically resolves combat for you\nwithout loading map.", - L"Can't use auto resolve feature when\nthe player is attacking.", - L"|Enter the sector to engage the enemy.", - L"|Retreat group to their previous sector.", //singular version - L"|Retreat all groups to their previous sectors.", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"Enemies attack your militia in sector %c%d.", - //%c%d is the sector -- ex: A9 - L"Creatures attack your militia in sector %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Creatures attack and kill %d civilians in sector %s.", - //%s is the sector location -- ex: A9: Omerta - L"Enemies attack your mercs in sector %s. None of your mercs are able to fight!", - //%s is the sector location -- ex: A9: Omerta - L"Creatures attack your mercs in sector %s. None of your mercs are able to fight!", - - // Flugente: militia movement forbidden due to limited roaming - L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", - - L"Robot", //STR_AR_ROBOT_NAME, - L"Tank", //STR_AR_TANK_NAME, - L"Jeep", //STR_AR_JEEP_NAME, - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"Day", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Sector Found:", - L"Day Found:", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"Status:", - L"Weight:", - L"AP Costs", - L"Rng:", // Range - L"Dam:", // Damage - L"Amount:", // Number of bullets left in a magazine - L"AP:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Accuracy:", //9 - L"Range:", //10 - L"Damage:", //11 - L"Weight:", //12 - L"Stun Damage:",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) - // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... - L"Attachments:", //14 - L"AUTO/5:", //15 - L"Remaining ammo:", //16 - L"Default:", //17 //WarmSteel - So we can also display default attachments - L"Dirt:", // 18 //added by Flugente - L"Space:", // 19 //space left on Molle items - L"Spread Pattern:", // 20 - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", - L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", - L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", - L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", - L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", - L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", - L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", - L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"", //12 - L"APs to ready", - L"APs to fire Single", - L"APs to fire Burst", - L"APs to fire Auto", - L"APs to Reload", - L"APs to Reload Manually", - L"Burst Penalty (Lower is better)", //19 - L"Bipod Modifier", - L"Autofire shots per 5 AP", - L"Autofire Penalty (Lower is better)", - L"Burst/Auto Penalty (Lower is better)", //23 - L"APs to Throw", - L"APs to Launch", - L"APs to Stab", - L"No Single Shot!", - L"No Burst Mode!", - L"No Auto Mode!", - L"APs to Bash", - L"", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Item Size Modifier (Lower is better)", // 0 - L"Reliability Modifier", - L"Loudness Modifier (Lower is better)", - L"Hides Muzzle Flash", - L"Bipod Modifier", - L"Range Modifier", // 5 - L"To-Hit Modifier", - L"Best Laser Range", - L"Aiming Bonus Modifier", - L"Burst Size Modifier", - L"Burst Penalty Modifier (Higher is better)", // 10 - L"Auto-Fire Penalty Modifier (Higher is better)", - L"AP Modifier", - L"AP to Burst Modifier (Lower is better)", - L"AP to Auto-Fire Modifier (Lower is better)", - L"AP to Ready Modifier (Lower is better)", // 15 - L"AP to Reload Modifier (Lower is better)", - L"Magazine Size Modifier", - L"AP to Attack Modifier (Lower is better)", - L"Damage Modifier", - L"Melee Damage Modifier", // 20 - L"Woodland Camo", - L"Urban Camo", - L"Desert Camo", - L"Snow Camo", - L"Stealth Modifier", // 25 - L"Hearing Range Modifier", - L"Vision Range Modifier", - L"Day Vision Range Modifier", - L"Night Vision Range Modifier", - L"Bright Light Vision Range Modifier", //30 - L"Cave Vision Range Modifier", - L"Tunnel Vision Percentage (Lower is better)", - L"Minimum Range for Aiming Bonus", - L"Hold |C|t|r|l to compare items", // item compare help text - L"Equipment weight: %4.1f kg", // 35 -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"In ", - L"PERFECT", - L"EXCELLENT", - L"GOOD", - L"FAIR", - L"POOR", - L"BAD", - L"TERRIBLE", - L" condition." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Amount", - L"Remaining:", //this is the overall balance - L"Amount", - L"To Split:", // the amount he wants to separate from the overall balance to get two piles of money - - L"Current", - L"Balance:", - L"Amount", - L"To Withdraw:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"DYING", // >= 0 - L"CRITICAL", // >= 15 - L"POOR", // >= 30 - L"WOUNDED", // >= 45 - L"HEALTHY", // >= 60 - L"STRONG", // >= 75 - L"EXCELLENT", // >= 90 - L"CAPTURED", // added by Flugente -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"Done", - L"Separate", - L"Withdraw", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"Pros:", -}; - -CHAR16 gzConsLabel[10] = -{ - L"Cons:", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Come Again?", //meaning "Repeat yourself" - L"Friendly", //approach in a friendly - L"Direct", //approach directly - let's get down to business - L"Threaten", //approach threateningly - talk now, or I'll blow your face off - L"Give", - L"Recruit", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Buy/Sell", - L"Buy", - L"Sell", - L"Repair", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"Done", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Icecream Truck", - L"Jeep", - L"Tank", - L"Helicopter", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Truck", - L"Jeep", - L"Tank", - L"Heli", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Truck", // Ice cream truck - L"Jeep", - L"Tank", - L"Heli", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"You cannot shoot from this seat.", - L"You cannot swap those two seats in combat without exiting vehicle first.", -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Air Raid", - L"Apply first aid automatically?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s notices that items are missing from the shipment.", - - // The %s is a string from pDoorTrapStrings - - L"The lock has %s.", - L"There's no lock.", - L"Success!", - L"Failure.", - L"Success!", - L"Failure.", - L"The lock isn't trapped.", - L"Success!", - // The %s is a merc name - L"%s doesn't have the right key.", - L"The lock is untrapped.", - L"The lock isn't trapped.", - L"Locked.", - L"DOOR", - L"TRAPPED", - L"LOCKED", - L"UNLOCKED", - L"SMASHED", - L"There's a switch here. Activate it?", - L"Disarm trap?", - L"Prev...", - L"Next...", - L"More...", - - // In the next 2 strings, %s is an item name - - L"The %s has been placed on the ground.", - L"The %s has been given to %s.", - - // In the next 2 strings, %s is a name - - L"%s has been paid in full.", - L"%s is still owed %d.", - L"Choose detonation frequency:", //in this case, frequency refers to a radio signal - L"How many turns 'til she blows:", //how much time, in turns, until the bomb blows - L"Set remote detonator frequency:", //in this case, frequency refers to a radio signal - L"Disarm boobytrap?", - L"Remove blue flag?", - L"Put blue flag here?", - L"Ending Turn", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"You sure you want to attack %s ?", - L"Ah, vehicles can't change stance.", - L"The robot can't change its stance.", - - // In the next 3 strings, %s is a name - - L"%s can't change to that stance here.", - L"%s can't have first aid done here.", - L"%s doesn't need first aid.", - L"Can't move there.", - L"Your team's full. No room for a recruit.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s has been recruited.", - - // Here %s is a name and %d is a number - - L"%s is owed $%d.", - - // In the next string, %s is a name - - L"Escort %s?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"Hire %s for %s per day?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"You want to fight?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"Buy %s for %s?", - - // In the next string, %s is a name - - L"%s is being escorted on squad %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"JAMMED", //weapon is jammed. - L"Robot needs %s caliber ammo.", //Robot is out of ammo - L"Throw there? Not gonna happen.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Stealth Mode (|Z)", - L"|Map Screen", - L"|Done (End Turn)", - L"Talk", - L"Mute", - L"Stance Up (|P|g|U|p)", - L"Cursor Level (|T|a|b)", - L"Climb / |Jump", - L"Stance Down (|P|g|D|n)", - L"Examine (|C|t|r|l)", - L"Previous Merc", - L"Next Merc (|S|p|a|c|e)", - L"|Options", - L"|Burst Mode", - L"|Look/Turn", - L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s", - L"Heh?", //this means "what?" - L"Cont", //an abbrieviation for "Continued" - L"Mute off for %s.", - L"Mute on for %s.", - L"Health: %d/%d\nFuel: %d/%d", - L"Exit Vehicle" , - L"Change Squad ( |S|h|i|f|t |S|p|a|c|e )", - L"Drive", - L"N/A", //this is an acronym for "Not Applicable." - L"Use ( Hand To Hand )", - L"Use ( Firearm )", - L"Use ( Blade )", - L"Use ( Explosive )", - L"Use ( Medkit )", - L"(Catch)", - L"(Reload)", - L"(Give)", - L"%s has been set off.", - L"%s has arrived.", - L"%s ran out of Action Points.", - L"%s isn't available.", - L"%s is all bandaged.", - L"%s is out of bandages.", - L"Enemy in sector!", - L"No enemies in sight.", - L"Not enough Action Points.", - L"Nobody's using the remote.", - L"Burst fire emptied the clip!", - L"SOLDIER", - L"CREPITUS", - L"MILITIA", - L"CIVILIAN", - L"ZOMBIE", - L"PRISONER", - L"Exiting Sector", - L"OK", - L"Cancel", - L"Selected Merc", - L"All Mercs in Squad", - L"Go to Sector", - L"Go to Map", - L"You can't leave the sector from this side.", - L"You can't leave in turn based mode.", - L"%s is too far away.", - L"Removing Treetops", - L"Showing Treetops", - L"CROW", //Crow, as in the large black bird - L"NECK", - L"HEAD", - L"TORSO", - L"LEGS", - L"Tell the Queen what she wants to know?", - L"Fingerprint ID aquired", - L"Invalid fingerprint ID. Weapon non-functional", - L"Target aquired", - L"Path Blocked", - L"Deposit/Withdraw Money", //Help text over the $ button on the Single Merc Panel - L"No one needs first aid.", - L"Jam.", // Short form of JAMMED, for small inv slots - L"Can't get there.", // used ( now ) for when we click on a cliff - L"Path is blocked. Do you want to switch places with this person?", - L"The person refuses to move.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Do you agree to pay %s?", - L"Accept free medical treatment?", - L"Agree to marry %s?", //Daryl - L"Key Ring Panel", - L"You cannot do that with an EPC.", - L"Spare %s?", //Krott - L"Out of effective weapon range.", - L"Miner", - L"Vehicle can only travel between sectors", - L"Can't autobandage right now", - L"Path Blocked for %s", - L"Your mercs, who were captured by %s's army are imprisoned here!", //Deidranna - L"Lock hit", - L"Lock destroyed", - L"Somebody else is trying to use this door.", - L"Health: %d/%d\nFuel: %d/%d", - L"%s cannot see %s.", // Cannot see person trying to talk to - L"Attachment removed", - L"Can not gain another vehicle as you already have 2", - - // added by Flugente for defusing/setting up trap networks - L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", - L"Set defusing frequency:", - L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", - L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", - L"Select tripwire hierarchy (1 - 4) and network (A - D):", - - // added by Flugente to display food status - L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"What do you want to do?", - L"Fill canteens", - L"Clean guns (Merc)", - L"Clean guns (Team)", - L"Take off clothes", - L"Lose disguise", - L"Militia inspection", - L"Militia restock", - L"Test disguise", - L"unused", - - // added by Flugente: decide what to do with the corpses - L"What do you want to do with the body?", - L"Decapitate", - L"Gut", - L"Take Clothes", - L"Take Body", - - // Flugente: weapon cleaning - L"%s cleaned %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", - L"Field interrogation", - L"Where do you want to send the %d prisoners?", - L"Let them go", - L"What do you want to do?", - L"Demand surrender", - L"Offer surrender", - L"Distract", - L"Talk", - L"Recruit Turncoat", - - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Disarm trap", - L"Inspect trap", - L"Remove blue flag", - L"Blow up!", - L"Activate tripwire", - L"Deactivate tripwire", - L"Reveal tripwire", - L"No detonator or remote detonator found!", - L"This bomb is already armed!", - L"Safe", - L"Mostly safe", - L"Risky", - L"Dangerous", - L"High danger!", - - L"Mask", - L"NVG", - L"Item", - - L"This feature works only with New Inventory System", - L"No item in your main hand", - L"Nowhere to place item from main hand", - L"No defined item for this quick slot", - L"No free hand for new item", - L"Item not found", - L"Cannot take item to main hand", - - L"Attempting to bandage travelling mercs...", - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", - - L"%s has stopped chatting with %s", - L"Attempt to turn", -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"If checked, the adjacent sector will be immediately loaded.", - L"If checked, you will be placed automatically in the map screen\nas it will take time for your mercs to travel.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"This sector is enemy occupied and you can't leave mercs here.\nYou must deal with this situation before loading any other sectors.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"By moving your remaining mercs out of this sector,\nthe adjacent sector will immediately be loaded.", - L"By moving your remaining mercs out of this sector,\nyou will be placed automatically in the map screen\nas it will take time for your mercs to travel.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s needs to be escorted by your mercs and cannot leave this sector alone.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s cannot leave this sector alone as he is escorting %s.", //male singular - L"%s cannot leave this sector alone as she is escorting %s.", //female singular - L"%s cannot leave this sector alone as he is escorting multiple characters.", //male plural - L"%s cannot leave this sector alone as she is escorting multiple characters.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"All of your mercs must be in the vicinity\nin order to allow the squad to traverse.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"If checked, %s will travel alone, and\nautomatically get reassigned to a unique squad.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"If checked, your currently selected\nsquad will travel, leaving this sector.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s is being escorted by your mercs and cannot leave this sector alone. Your other mercs must be nearby before you can leave.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Items", // tell merc to repair items in inventory - L"SAM Site", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Cancel", // cancel this menu - L"Robot", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"lost", // the merc has lost a statistic - L"gained", // the merc has gained a statistic - L"point of", // singular - L"points of", // plural - L"level of", // singular - L"levels of", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"health.", - L"agility.", - L"dexterity.", - L"wisdom.", - L"medical skill.", - L"explosives skill.", - L"mechanical skill.", - L"marksmanship skill.", - L"experience.", - L"strength.", - L"leadership.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"Total Distance: ", // total distance for helicopter to travel - L" Safe: ", // distance to travel to destination - L" Unsafe:", // distance to return from destination to airport - L"Total Cost: ", // total cost of trip by helicopter - L"ETA: ", // ETA is an acronym for "estimated time of arrival" - L"Helicopter is low on fuel and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Passengers: ", - L"Select Skyrider or the Arrivals Drop-off?", - L"Skyrider", - L"Arrivals", - L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Helicopter will now return straight to base, do you want to drop down passengers before?", - L"Remaining Fuel:", - L"Dist. To Refuel Site:", -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", - L"Helicopter is currently disassembled. Wait until repairs are finished.", - L"Repairs completed. Helicopter is available again.", - L"Helicopter is fully refueled.", - - L"Helicopter has exceeded maximum range!", -}; - -STR16 sMapLevelString[] = -{ - L"Sublevel:", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"Loyal", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"can't get travel orders underground.", -}; - -STR16 gsTimeStrings[] = -{ - L"h", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"d", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"None", - L"Hospital", - L"Factory", - L"Prison", - L"Military", - L"Airport", - L"Shooting Range", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Inventory", - L"Exit", - L"Repair", - L"Factories", -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Size", // 0 // size of the town in sectors - L"", // blank line, required - L"Control", // how much of town is controlled - L"None", // none of this town - L"Associated Mine", // mine associated with this town - L"Loyalty", // 5 // the loyalty level of this town - L"Trained", // the forces in the town trained by the player - L"", - L"Main Facilities", // main facilities in this town - L"Level", // the training level of civilians in this town - L"Civilian Training", // 10 // state of civilian training in town - L"Militia", // the state of the trained civilians in the town - - // Flugente: prisoner texts - L"Prisoners", - L"%d (capacity %d)", - L"%d Admins", - L"%d Regulars", - L"%d Elites", - L"%d Officers", - L"%d Generals", - L"%d Civilians", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Mine", // 0 - L"Silver", - L"Gold", - L"Daily Production", - L"Possible Production", - L"Abandoned", // 5 - L"Shut Down", - L"Running Out", - L"Producing", - L"Status", - L"Production Rate", - L"Resource", // 10 - L"Town Control", - L"Town Loyalty", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"Enemy Forces", - L"Sector", - L"# of Items", - L"Unknown", - - L"Controlled", - L"Yes", - L"No", - L"Status/Software status:", - - L"Additional Intel", -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s isn't close enough.", //Merc is in sector with item but not close enough - L"Can't select that merc.", //MARK CARTER - L"%s isn't in the sector to take that item.", - L"During combat, you'll have to pick up items manually.", - L"During combat, you'll have to drop items manually.", - L"%s isn't in the sector to drop that item.", - L"During combat, you can't reload with an ammo crate.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"Location", // sector these items are in - L"Total Items", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"To change a merc's assignment to such things as another squad, doctor or repair, click within the 'Assign' column", - L"To give a merc a destination in another sector, click within the 'Dest' column", - L"Once a merc has been given a movement order, time compression allows them to get going.", - L"Left click selects the sector. Left click again to give a merc movement orders, or Right click to get sector summary information.", - L"Press 'h' at any time in this screen to get this help dialogue up.", - L"Test Text", - L"Test Text", - L"Test Text", - L"Test Text", - L"There isn't much you can do on this screen until you arrive in Arulco. When you've finalized your team, click on the Time Compression button at the lower right. This will advance time until your team arrives in Arulco.", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Move Mercs In Sector", // title for movement box - L"Plot Travel Route", // done with movement menu, start plotting movement - L"Cancel", // cancel this menu - L"Other", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Oops:", // an error has occured - L"Mercs Contract Expired:", // this pop up came up due to a merc contract ending - L"Mercs Completed Assignment:", // this pop up....due to more than one merc finishing assignments - L"Mercs Back on the Job:", // this pop up ....due to more than one merc waking up and returing to work - L"Mercs Catching Some Z's:", // this pop up ....due to more than one merc being tired and going to sleep - L"Contracts Expiring Soon:", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Show To|wns", - L"Show |Mines", - L"Show |Teams & Enemies", - L"Show |Airspace", - L"Show |Items", - L"Show Militia & Enemies (|Z)", - L"Show |Disease Data", - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Next (|.)", // next page - L"Previous (|,)", // previous page - L"Exit Sector Inventory (|E|s|c)", // exit sector inventory - L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button - L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge - L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items - L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo - L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button - L"Toggle Get Item Display", // Flugente: move item display - L"Save Gear Template", - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"|Laptop", - L"Tactical (|E|s|c)", - L"|Options", - L"Time Compress (|+)", // time compress more - L"Time Compress (|-)", // time compress less - L"Previous Message (|U|p)\nPrevious Page (|P|g|U|p)", // previous message in scrollable list - L"Next Message (|D|o|w|n)\nNext Page (|P|g|D|n)", // next message in the scrollable list - L"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Current Balance", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s is dead.", -}; - - -STR16 pDayStrings[] = -{ - L"Day", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Help Desk", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephen", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"M.I.S. Insurance", - L"Bobby Rays", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"Previous", - L"Next", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"You have new mail...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Delete mail?", - L"Delete UNREAD mail?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"From:", - L"Subject:", - L"Day:", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"Mail Box", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"Bookkeeper Plus", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Credit:", // credit (subtract from) to player's account - L"Debit:", // debit (add to) to player's account - L"Yesterday's Actual Income:", - L"Yesterday's Other Deposits:", - L"Yesterday's Debits:", - L"Balance At Day's End:", - L"Today's Actual Income:", - L"Today's Other Deposits:", - L"Today's Debits:", - L"Current Balance:", - L"Forecasted Income:", - L"Projected Balance:", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"Day", // the day column - L"Credit", // the credits column (to ADD money to your account) - L"Debit", // the debits column (to SUBTRACT money from your account) - L"Transaction", // transaction type - see TransactionText below - L"Balance", // balance at this point in time - L"Page", // page number - L"Day(s)", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"Accrued Interest", // interest the player has accumulated so far - L"Anonymous Deposit", - L"Transaction Fee", - L"Hired", // Merc was hired - L"Bobby Ray Purchase", // Bobby Ray is the name of an arms dealer - L"Settled Accounts at M.E.R.C.", - L"Medical Deposit for %s", // medical deposit for merc - L"IMP Profile Analysis", // IMP is the acronym for International Mercenary Profiling - L"Purchased Insurance for %s", - L"Reduced Insurance for %s", - L"Extended Insurance for %s", // johnny contract extended - L"Canceled Insurance for %s", - L"Insurance Claim for %s", // insurance claim for merc - L"a day", // merc's contract extended for a day - L"1 week", // merc's contract extended for a week - L"2 weeks", // ... for 2 weeks - L"Mine income", - L"", //String nuked - L"Purchased Flowers", - L"Full Medical Refund for %s", - L"Partial Medical Refund for %s", - L"No Medical Refund for %s", - L"Payment to %s", // %s is the name of the npc being paid - L"Transfer Funds to %s", // transfer funds to a merc - L"Transfer Funds from %s", // transfer funds from a merc - L"Equip militia in %s", // initial cost to equip a town's militia - L"Purchased items from %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s deposited money.", - L"Sold Item(s) to the Locals", - L"Facility Use", // HEADROCK HAM 3.6 - L"Militia upkeep", // HEADROCK HAM 3.6 - L"Ransom for released prisoners", // Flugente: prisoner system - L"WHO data subscription", // Flugente: disease - L"Payment to Kerberus", // Flugente: PMC - L"SAM site repair", // Flugente: SAM repair - L"Trained workers", // Flugente: train workers - L"Drill militia in %s", // Flugente: drill militia - L"Mini event", // rftr: mini events - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Insurance for", // insurance for a merc - L"Ext. %s's contract by one day.", // entend mercs contract by a day - L"Ext. %s contract by 1 week.", - L"Ext. %s contract by 2 weeks.", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"Skyrider was paid $%d", // skyrider was paid an amount of money - L"Skyrider is still owed $%d", // skyrider is still owed an amount of money - L"Skyrider has finished refueling", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider is ready to fly once more.", // Skyrider was grounded but has been freed - L"Skyrider has no passengers. If it is your intention to transport mercs in this sector, assign them to Vehicle/Helicopter first.", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Great", - L"Good", - L"Stable", - L"Poor", - L"Panic", - L"Bad", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"%s's equipment is now available in Omerta (A9).", - L"%s's equipment is now available in Drassen (B13).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Health", - L"Energy", - L"Morale", - L"Condition", // the condition of the current vehicle (its "health") - L"Fuel", // the fuel level of the current vehicle (its "energy") - L"Poison", // for display of poisoning - L"Water", // drink level - L"Food", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Previous Merc (|L|e|f|t)", // previous merc in the list - L"Next Merc (|R|i|g|h|t)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"ETA:", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"You'll never see it again. You sure?", // do you want to continue and lose the item forever - L"This item looks REALLY important. Are you REALLY REALLY sure you want to trash it?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"Squad can't move with a sleeping merc on it.", - -//1-5 - L"Move the squad above ground first.", - L"Movement orders? It's a hostile sector!", - L"Mercs must be assigned to a squad or vehicle in order to travel.", - L"You don't have any team members yet.", // you have no members, can't do anything - L"Merc can't comply.", // merc can't comply with your order -//6-10 - L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male - L"needs an escort to move. Place her on a squad with one.", // for a female - L"Merc hasn't yet arrived in %s!", - L"Looks like there's some contract negotiations to settle first.", - L"Cannot give a movement order. Air raid is going on.", -//11-15 - L"Movement orders? There's a battle going on!", - L"You have been ambushed by bloodcats in sector %s!", - L"You have just entered what appears to be a bloodcat lair in sector %s!", // HEADROCK HAM 3.6: Added argument. - L"", - L"The SAM site in %s has been taken over.", -//16-20 - L"The mine in %s has been taken over. Your daily income has been reduced to %s per day.", - L"The enemy has taken over sector %s uncontested.", - L"At least one of your mercs could not be put on this assignment.", - L"%s could not join %s as it is already full", - L"%s could not join %s as it is too far away.", -//21-25 - L"The mine in %s has been captured by enemy forces!", - L"Enemy forces have just invaded the SAM site in %s", - L"Enemy forces have just invaded %s", - L"Enemy forces have just been spotted in %s.", - L"Enemy forces have just taken over %s.", -//26-30 - L"At least one of your mercs is not tired.", - L"At least one of your mercs could not be woken up.", - L"Militia will not appear until they have finished training.", - L"%s cannot be given movement orders at this time.", - L"Militia that are not within town boundaries cannot be moved to another sector.", -//31-35 - L"You can't have militia in %s.", - L"A vehicle can't move while empty!", - L"%s is too injured to travel!", - L"You must leave the museum first!", - L"%s is dead!", -//36-40 - L"%s can't switch to %s because it's moving", - L"%s can't enter the vehicle that way", - L"%s can't join %s", - L"You can't compress time until you hire some new mercs!", - L"This vehicle can only travel along roads!", -//41-45 - L"You can't reassign mercs who are on the move", - L"Vehicle is out of gas!", - L"%s is too tired to travel.", - L"Nobody aboard is able to drive the vehicle.", - L"One or more members of this squad can't move right now.", -//46-50 - L"One or more of the OTHER mercs can't move right now.", - L"Vehicle is too damaged!", - L"Note that only two mercs may train militia in each sector.", - L"The robot can't move without its controller. Place them together in the same squad.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Click again on the destination to confirm your final route, or click on another sector to place more waypoints.", - L"Travel route confirmed.", - L"Destination unchanged.", - L"Travel route canceled.", - L"Travel route shortened.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Click on the sector where you would like the mercs to arrive instead.", - L"OK. Arriving mercs will be dropped off in %s", - L"Mercs can't be flown there, the airspace isn't secured!", - L"Canceled. Arrival sector unchanged", - L"Airspace over %s is no longer secure! Arrival sector was moved to %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Enter Inventory (|E|n|t|e|r)", - L"Throw Item Away", - L"Exit Inventory (|E|n|t|e|r)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Have %s leave his equipment where he is now (%s) or later on in (%s) upon catching flight?", - L"%s is about to leave and will drop off his equipment in (%s).", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Have %s leave her equipment where she is now (%s) or later on in (%s) upon catching flight?", - L"%s is about to leave and will drop off her equipment in (%s).", -}; - - -STR16 pMercContractOverStrings[] = -{ - L"'s contract ended, so he's gone home.", // merc's contract is over and has departed - L"'s contract ended, so she's gone home.", // merc's contract is over and has departed - L"'s contract was terminated, so he left.", // merc's contract has been terminated - L"'s contract was terminated, so she left.", // merc's contract has been terminated - L"You owe M.E.R.C. too much cash, so %s took off.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -// WDS: Allow flexible numbers of IMPs of each sex -// note: I only updated the English text to remove "three" below -STR16 pImpPopUpStrings[] = -{ - L"Invalid authorization code", - L"You are about to restart the entire profiling process. Are you certain?", - L"Please enter a valid full name and gender", - L"Preliminary analysis of your financial status shows that you cannot afford a profile analysis.", - L"Not a valid option at this time.", - L"To complete an accurate profile, you must have room for at least one team member.", - L"Profile already completed.", - L"Cannot load I.M.P. character from disk.", - L"You have already reached the maximum number of I.M.P. characters.", - L"You have already the maximum number of I.M.P characters with that gender on your team.", - L"You cannot afford the I.M.P character.", // 10 - L"The new I.M.P character has joined your team.", - L"You have already selected the maximum number of traits.", - L"No voicesets found.", -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"About Us", // about the IMP site - L"BEGIN", // begin profiling - L"Skills", // personality section - L"Attributes", // personal stats/attributes section - L"Appearance", // changed from portrait - L"Voice %d", // the voice selection - L"Done", // done profiling - L"Start Over", // start over profiling - L"Yes, I choose the highlighted answer.", - L"Yes", - L"No", - L"Finished", // finished answering questions - L"Prev", // previous question..abbreviated form - L"Next", // next question - L"YES, I AM.", // yes, I am certain - L"NO, I WANT TO START OVER.", // no, I want to start over the profiling process - L"YES, I DO.", - L"NO", - L"Back", // back one page - L"Cancel", // cancel selection - L"Yes, I am certain.", - L"No, let me have another look.", - L"Registry", // the IMP site registry..when name and gender is selected - L"Analyzing", // analyzing your profile results - L"OK", - L"Character", // Change from "Voice" - L"None", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"With your character traits chosen, it is time to select your skills.", - L"To complete the process, select your attributes.", - L"To commence actual profiling, select portrait, voice and colors.", - L"Now that you have completed your appearence choice, proceed to character analysis.", -}; - -STR16 pFilesTitle[] = -{ - L"File Viewer", -}; - -STR16 pFilesSenderList[] = -{ - L"Recon Report", // the recon report sent to the player. Recon is an abbreviation for reconissance - L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Intercept #2", // second intercept file - L"Intercept #3", // third intercept file - L"Intercept #4", // fourth intercept file - L"Intercept #5", // fifth intercept file - L"Intercept #6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"History Log", -}; - -STR16 pHistoryHeaders[] = -{ - L"Day", // the day the history event occurred - L"Page", // the current page in the history report we are in - L"Day", // the days the history report occurs over - L"Location", // location (in sector) the event occurred - L"Event", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s was hired from A.I.M.", // merc was hired from the aim site - L"%s was hired from M.E.R.C.", // merc was hired from the aim site - L"%s died.", // merc was killed - L"Settled Accounts at M.E.R.C.", // paid outstanding bills at MERC - L"Accepted Assignment From Enrico Chivaldori", - //6-10 - L"IMP Profile Generated", - L"Purchased Insurance Contract for %s.", // insurance contract purchased - L"Canceled Insurance Contract for %s.", // insurance contract canceled - L"Insurance Claim Payout for %s.", // insurance claim payout for merc - L"Extended %s's contract by a day.", // Extented "mercs name"'s for a day - //11-15 - L"Extended %s's contract by 1 week.", // Extented "mercs name"'s for a week - L"Extended %s's contract by 2 weeks.", // Extented "mercs name"'s 2 weeks - L"%s was dismissed.", // "merc's name" was dismissed. - L"%s quit.", // "merc's name" quit. - L"quest started.", // a particular quest started - //16-20 - L"quest completed.", - L"Talked to head miner of %s", // talked to head miner of town - L"Liberated %s", - L"Cheat Used", - L"Food should be in Omerta by tomorrow", - //21-25 - L"%s left team to become Daryl Hick's wife", - L"%s's contract expired.", - L"%s was recruited.", - L"Enrico complained about lack of progress", - L"Battle won", - //26-30 - L"%s mine started running out of ore", - L"%s mine ran out of ore", - L"%s mine was shut down", - L"%s mine was reopened", - L"Found out about a prison called Tixa.", - //31-35 - L"Heard about a secret weapons plant called Orta.", - L"Scientist in Orta donated a slew of rocket rifles.", - L"Queen Deidranna has a use for dead bodies.", - L"Frank talked about fighting matches in San Mona.", - L"A patient thinks he saw something in the mines.", - //36-40 - L"Met someone named Devin - he sells explosives.", - L"Ran into the famous ex-AIM merc Mike!", - L"Met Tony - he deals in arms.", - L"Got a rocket rifle from Sergeant Krott.", - L"Gave Kyle the deed to Angel's leather shop.", - //41-45 - L"Madlab offered to build a robot.", - L"Gabby can make stealth concoction for bugs.", - L"Keith is out of business.", - L"Howard provided cyanide to Queen Deidranna.", - L"Met Keith - all purpose dealer in Cambria.", - //46-50 - L"Met Howard - deals pharmaceuticals in Balime", - L"Met Perko - runs a small repair business.", - L"Met Sam of Balime - runs a hardware shop.", - L"Franz deals in electronics and other goods.", - L"Arnold runs a repair shop in Grumm.", - //51-55 - L"Fredo repairs electronics in Grumm.", - L"Received donation from rich guy in Balime.", - L"Met a junkyard dealer named Jake.", - L"Some bum gave us an electronic keycard.", - L"Bribed Walter to unlock the door to the basement.", - //56-60 - L"If Dave has gas, he'll provide free fillups.", - L"Greased Pablo's palms.", - L"Kingpin keeps money in San Mona mine.", - L"%s won Extreme Fighting match", - L"%s lost Extreme Fighting match", - //61-65 - L"%s was disqualified in Extreme Fighting", - L"Found a lot of money stashed in the abandoned mine.", - L"Encountered assassin sent by Kingpin.", - L"Lost control of sector", //ENEMY_INVASION_CODE - L"Defended sector", - //66-70 - L"Lost battle", //ENEMY_ENCOUNTER_CODE - L"Fatal ambush", //ENEMY_AMBUSH_CODE - L"Wiped out enemy ambush", - L"Unsuccessful attack", //ENTERING_ENEMY_SECTOR_CODE - L"Successful attack!", - //71-75 - L"Creatures attacked", //CREATURE_ATTACK_CODE - L"Killed by bloodcats", //BLOODCAT_AMBUSH_CODE - L"Slaughtered bloodcats", - L"%s was killed", - L"Gave Carmen a terrorist's head", - //76-80 - L"Slay left", - L"Killed %s", - L"Met Waldo - aircraft mechanic.", - L"Helicopter repairs started. Estimated time: %d hour(s).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"N/A", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Web", - L"Financial", - L"Personnel", - L"History", - L"Files", - L"Shut Down", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Bobby Ray's", - L"I.M.P", - L"M.E.R.C.", - L"Mortuary", - L"Florist", - L"Insurance", - L"Cancel", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", - L"R.I.S.", - L"Factories", - L"A.R.C.", -}; - -STR16 pBookmarkTitle[] = -{ - L"Bookmarks", - L"Right click to access this menu in the future.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Downloading", - L"Reloading", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Take", // take money from merc - L"Give", // give money to merc - L"Cancel", // cancel transaction - L"Clear", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Stats", // view stats of the merc - L"More Stats", - L"Employment", - L"Inventory", // view the inventory of the merc -}; - -STR16 sATMText[ ]= -{ - L"Transfer Funds?", // transfer funds to merc? - L"Ok?", // are we certain? - L"Enter Amount", // enter the amount you want to transfer to merc - L"Select Type", // select the type of transfer to merc - L"Insufficient Funds", // not enough money to transfer to merc - L"Amount must be a multiple of $10", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Error", - L"Server does not have DNS entry.", - L"Check URL address and try again.", - L"OK", - L"Intermittent Connection to Host. Expect longer transfer times.", -}; - - -STR16 pPersonnelString[] = -{ - L"Mercs:", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"A.I.M. Members", - L"A.I.M. Mug Shots", // a mug shot is another name for a portrait - L"A.I.M. Sort", - L"A.I.M.", - L"A.I.M. Alumni", - L"A.I.M. Policies", - L"A.I.M. History", - L"A.I.M. Links", - L"M.E.R.C.", - L"M.E.R.C. Accounts", - L"M.E.R.C. Registration", - L"M.E.R.C. Index", - L"Bobby Ray's", - L"Bobby Ray's - Guns", - L"Bobby Ray's - Ammo", - L"Bobby Ray's - Armor", - L"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous - L"Bobby Ray's - Used", - L"Bobby Ray's - Mail Order", - L"I.M.P.", - L"I.M.P.", - L"United Floral Service", - L"United Floral Service - Gallery", - L"United Floral Service - Order Form", - L"United Floral Service - Card Gallery", - L"Malleus, Incus & Stapes Insurance Brokers", - L"Information", - L"Contract", - L"Comments", - L"McGillicutty's Mortuary", - L"", //LAPTOP_MODE_SIRTECH - L"URL not found.", - L"%s Press Council - Conflict Summary", - L"%s Press Council - Battle Reports", - L"%s Press Council - Latest News", - L"%s Press Council - About us", - L"Mercs Love or Dislike You - About us", - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Militia Overview", - L"Recon Intelligence Services - Information Requests", - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", - L"Bobby Ray's - Recent Shipments", - L"Encyclopedia", - L"Encyclopedia - Data", - L"Briefing Room", - L"Briefing Room - Data", - L"", //LAPTOP_MODE_BRIEFING_ROOM_ENTER - L"", //LAPTOP_MODE_AIM_MEMBERS_ARCHIVES_NEW - L"A.R.C.", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir-Help", - L"Click Web Again for Bookmarks.", -}; - -STR16 pLaptopTitles[] = -{ - L"Mail Box", - L"File Viewer", - L"Personnel", - L"Bookkeeper Plus", - L"History Log", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Killed in Action", - L"Dismissed", - L"Other", - L"Married", - L"Contract Expired", - L"Quit", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Current Team", - L"Departures", - L"Daily Cost:", - L"Highest Cost:", - L"Lowest Cost:", - L"Killed in Action:", - L"Dismissed:", - L"Other:", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Lowest", - L"Average", - L"Highest", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"HLTH", - L"AGI", - L"DEX", - L"STR", - L"LDR", - L"WIS", - L"LVL", - L"MRKM", - L"MECH", - L"EXPL", - L"MED", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Contract", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Continue", - L"Stop", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"You have been defeated in this sector!", - L"The enemy, having no mercy for the team's soul, devours each and every one of you!", - L"Your unconscious team members have been captured!", - L"Your team members have been taken prisoner by the enemy.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Previous", - L"Next", - L"Accept", - L"Clear", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Previous", - L"Next", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Authorize", - L"Home", - L"Account #:", - L"Merc", - L"Days", - L"Rate", //5 - L"Charge", - L"Total:", - L"Are you sure you want to authorize the payment of %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Previous", - L"Next", -}; - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Health", - L"Agility", - L"Dexterity", - L"Strength", - L"Leadership", - L"Wisdom", - L"Experience Lvl", - L"Marksmanship", - L"Mechanical", - L"Explosive", - L"Medical", - - L"Previous", - L"Hire", - L"Next", - L"Additional Info", - L"Home", - L"Hired", - L"Salary:", - L"per Day", - L"Gear:", - L"Total:", - L"Deceased", - - L"You have a full team of mercs already.", - L"Buy Equipment?", - L"Unavailable", - L"Unsettled Bills", - L"Bio", - L"Inv", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Open Account", - L"Cancel", - L"You have no account. Would you like to open one?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Speck T. Kline, founder and owner", - L"To open an account press here", - L"To view account press here", - L"To view files press here", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Transfer failed. No funds available.", -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"McGillicutty's Mortuary: Helping families grieve since 1983.", - L"Funeral Director and former A.I.M. mercenary Murray \"Pops\" McGillicutty is a highly skilled and experienced mortician.", - L"Having been intimately involved in death and bereavement throughout his life, Pops knows how difficult it can be.", - L"McGillicutty's Mortuary offers a wide range of bereavement services, from a shoulder to cry on to post-mortem reconstruction for badly disfigured remains.", - L"Let McGillicutty's Mortuary help you and your loved one rest in peace.", - - // Text for the various links available at the bottom of the page - L"SEND FLOWERS", - L"CASKET & URN COLLECTION", - L"CREMATION SERVICES", - L"PRE- FUNERAL PLANNING SERVICES", - L"FUNERAL ETIQUETTE", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Regretably, the remainder of this site has not been completed due to a death in the family. Pending reading of the will and disbursement of assets, the site will be completed as soon as possible.", - L"Our sympathies do, however, go out to you at this trying time. Please come again.", -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Gallery", - - //Address of United Florist - - L"\"We air-drop anywhere\"", - L"1-555-SCENT-ME", - L"333 NoseGay Dr, Seedy City, CA USA 90210", - L"http://www.scent-me.com", - - // detail of the florist page - - L"We're fast and efficient!", - L"Next day delivery to most areas worldwide, guaranteed. Some restrictions apply.", - L"Lowest prices in the world, guaranteed!", - L"Show us a lower advertised price for any arrangements, and receive a dozen roses, absolutely free.", - L"Flying Flora, Fauna & Flowers Since 1981.", - L"Our decorated ex-bomber aviators will air-drop your bouquet within a ten mile radius of the requested location. Anytime - Everytime!", - L"Let us satisfy your floral fantasy.", - L"Let Bruce, our world-renowned floral designer, hand-pick the freshest, highest quality flowers from our very own greenhouse.", - L"And remember, if we don't have it, we can grow it - Fast!", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Back", - L"Send", - L"Clear", - L"Gallery", - - L"Name of Bouquet:", - L"Price:", //5 - L"Order Number:", - L"Delivery Date", - L"next day", - L"gets there when it gets there", - L"Delivery Location", //10 - L"Additional Services", - L"Crushed Bouquet($10)", - L"Black Roses($20)", - L"Wilted Bouquet($10)", - L"Fruit Cake (if available)($10)", //15 - L"Personal Sentiments:", - L"Due to the size of gift cards, your message can be no longer than 75 characters.", - L"...or select from one of our", - - L"STANDARDIZED CARDS", - L"Billing Information",//20 - - //The text that goes beside the area where the user can enter their name - - L"Name:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Prev", //abbreviation for previous - L"Next", //abbreviation for next - - L"Click on the selection you want to order.", - L"Please Note: there is an additional $10 fee for all wilted or crushed bouquets.", - - //text on the button - - L"Home", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Click on your selection", - L"Back", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Order Form", //Title of the page - L"Qty", // The number of items ordered - L"Weight (%s)", // The weight of the item - L"Item Name", // The name of the item - L"Unit Price", // the item's weight - L"Total", //5 // The total price of all of items of the same type - L"Sub-Total", // The sub total of all the item totals added - L"S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling - L"Grand Total", // The grand total of all item totals + the shipping and handling - L"Delivery Location", - L"Shipping Speed", //10 // See below - L"Cost (per %s.)", // The cost to ship the items - L"Overnight Express", // Gets deliverd the next day - L"2 Business Days", // Gets delivered in 2 days - L"Standard Service", // Gets delivered in 3 days - L"Clear Order",//15 // Clears the order page - L"Accept Order", // Accept the order - L"Back", // text on the button that returns to the previous page - L"Home", // Text on the button that returns to the home page - L"* Denotes Used Items", // Disclaimer stating that the item is used - L"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is no valid city selected - L"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one - L"Package Weight**", // Displays the weight of the package - L"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package - L"Shipments", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - L"Heavy W.", - - // Ammo - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - - // Used - L"Guns", - L"Armor", - L"LBE Gear", - L"Misc", - - // Armour - L"Helmets", - L"Vests", - L"Leggings", - L"Plates", - - // Misc - L"Blades", - L"Th. Knives", - L"Blunt W.", - L"Grenades", - L"Bombs", - L"Med. Kits", - L"Kits", - L"Face Items", - L"LBE Gear", - L"Optics", // Madd: new BR filters - L"Grip/LAM", - L"Muzzle", - L"Stock", - L"Mag/Trig.", - L"Other Att.", - L"Misc.", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"To Order", // Title - // instructions on how to order - L"Click on the item(s). For more than one, keep on clicking. Right click for less. Once you've selected all you'd like to buy, go on to the order form.", - - //Text on the buttons to go the various links - - L"Previous Items", // - L"Guns", //3 - L"Ammo", //4 - L"Armor", //5 - L"Misc.", //6 //misc is an abbreviation for miscellaneous - L"Used", //7 - L"More Items", - L"ORDER FORM", - L"Home", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"Your team has",//11 - L"weapon(s) that use this type of ammo", //12 - - //The following lines provide information on the items - - L"Weight:", // Weight of all the items of the same type - L"Cal:", // the caliber of the gun - L"Size:", // number of rounds of ammo the Magazine can hold - L"Rng:", // The range of the gun - L"Dam:", // Damage of the weapon - L"ROF:", // Weapon's Rate Of Fire, acronym ROF - L"AP:", // Weapon's Action Points, acronym AP - L"Stun:", // Weapon's Stun Damage - L"Protect:", // Armour's Protection - L"Camo:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Cost:", // Cost of the item - L"In stock:", // The number of items still in the store's inventory - L"Qty on Order:", // The number of items on order - L"Damaged", // If the item is damaged - L"Weight:", // the Weight of the item - L"SubTotal:", // The total cost of all items on order - L"* %% Functional", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Darn! This on-line order form will only accept " ,//First part - L" items per order. If you're looking to order more stuff (and we hope you are), kindly make a separate order and accept our apologies.", //Second part - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Sorry. We don't have any more of that in stock right now. Please try again later.", - - //A popup that tells the user that the store is temporarily sold out - - L"Sorry, but we are currently out of stock on all items of that type.", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"This is the place to be for the newest and hottest in weaponry and military supplies", - L"We can find the perfect solution for all your explosives needs", - L"Used and refitted items", - - //Text for the various links to the sub pages - - L"Miscellaneous", - L"GUNS", - L"AMMUNITION", //5 - L"ARMOR", - - //Details on the web site - - L"If we don't sell it, you can't get it!", - L"Under Construction", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"A.I.M. Members", // Title - // Title for the way to sort - L"Sort By:", - - // sort by... - - L"Price", - L"Experience", - L"Marksmanship", - L"Mechanical", - L"Explosives", - L"Medical", - L"Health", - L"Agility", - L"Dexterity", - L"Strength", - L"Leadership", - L"Wisdom", - L"Name", - - //Text of the links to other AIM pages - - L"View the mercenary mug shot index", - L"Review the individual mercenary's file", - L"Browse the A.I.M. Alumni Gallery", - - // text to display how the entries will be sorted - - L"Ascending", - L"Descending", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Previous Page", - L"AIM HomePage", - L"Policy Index", - L"Next Page", - L"Disagree", - L"Agree", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Left Click", - L"to Contact Merc.", - L"Right Click", - L"for Mug Shot Index.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Health", - L"Agility", - L"Dexterity", - L"Strength", - L"Leadership", - L"Wisdom", - L"Experience Lvl", - L"Marksmanship", - L"Mechanical", - L"Explosive", - L"Medical", //10 - - // the contract expenses' area - - L"Fee", - L"Contract", - L"one day", - L"one week", - L"two weeks", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Previous", - L"Contact", - L"Next", - - L"Additional Info", // Title for the additional info for the merc's bio - L"Active Members", //20 // Title of the page - L"Optional Gear:", // Displays the optional gear cost - L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's - L"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed - L"Kit 1", // Text on Starting Gear Selection Button 1 - L"Kit 2", // Text on Starting Gear Selection Button 2 - L"Kit 3", // Text on Starting Gear Selection Button 3 - L"Kit 4", // Text on Starting Gear Selection Button 4 - L"Kit 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Contract Charge:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"One Day", - L"One Week", - L"Two Weeks", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"No Equipment", - L"Buy Equipment", - - // Text on the Buttons - - L"TRANSFER FUNDS", // to actually hire the merc - L"CANCEL", // go back to the previous menu - L"HIRE", // go to menu in which you can hire the merc - L"HANG UP", // stops talking with the merc - L"OK", - L"LEAVE MESSAGE", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Video Conferencing with", - L"Connecting. . .", - - L"with medical" // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc - L"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1 - L"INSUFFICIENT FUNDS", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"On Assignment", - L"Please Leave Message", - L"Deceased", - - //If you try to hire more mercs than game can support - - L"You have a full team of mercs already.", - - L"Pre-recorded message", - L"Message recorded", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"A.I.M. Links", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"A.I.M. History", //Title - - // Text on the buttons at the bottom of the page - - L"Previous Page", - L"Home", - L"A.I.M. Alumni", - L"Next Page", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Price", - L"Experience", - L"Marksmanship", - L"Mechanical", - L"Explosives", - L"Medical", - L"Health", - L"Agility", - L"Dexterity", - L"Strength", - L"Leadership", - L"Wisdom", - L"Name", - - // The title of the page, the above text gets added at the end of this text - - L"A.I.M. Members Sorted Ascending By %s", - L"A.I.M. Members Sorted Descending By %s", - - // Instructions to the players on what to do - - L"Left Click", - L"To Select Merc", //10 - L"Right Click", - L"For Sorting Options", - - // Gets displayed on top of the merc's portrait if they are... - - L"Away", - L"Deceased", //14 - L"On Assign", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"PAGE 1", - L"PAGE 2", - L"PAGE 3", - - L"A.I.M. Alumni", // Title of the page - - L"DONE", // Stops displaying information on selected merc - L"Next page", -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.M. and the A.I.M. logo are registered trademarks in most countries.", - L"So don't even think of trying to copy us.", - L"Copyright 2005 A.I.M., Ltd. All rights reserved.", //1.13 modified to 2005 - - //Text for an advertisement that gets displayed on the AIM page - - L"United Floral Service", - L"\"We air-drop anywhere\"", //10 - L"Do it right", - L"... the first time", - L"Guns and stuff, if we dont have it, you dont need it.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Home", - L"Members", - L"Alumni", - L"Policies", - L"History", - L"Links", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"MERCHANDISE IN STOCK", //Header for the merchandise available - L"PAGE", //The current store inventory page being displayed - L"TOTAL COST", //The total cost of the the items in the Dealer inventory area - L"TOTAL VALUE", //The total value of items player wishes to sell - L"EVALUATE", //Button text for dealer to evaluate items the player wants to sell - L"TRANSACTION", //Button text which completes the deal. Makes the transaction. - L"DONE", //Text for the button which will leave the shopkeeper interface. - L"REPAIR COST", //The amount the dealer will charge to repair the merc's goods - L"1 HOUR", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d HOURS", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"REPAIRED", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"There is not enough room in your offer area.", //Message box that tells the user there is no more room to put there stuff - L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Drop Item To Ground.", - L"BUDGET", -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Take", // Take money from the player - L"Give", // Give money to the player - L"Cancel", // Cancel the transfer - L"Clear", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Select Type", // tells the user to select either to give or take from the merc - L"Enter Amount", // Enter the amount to transfer - L"Transfer Funds To Merc", // Giving money to the merc - L"Transfer Funds From Merc", // Taking money from the merc - L"Insufficient Funds", // Not enough money to transfer - L"Balance", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Do you want to deduct %s from your main account to cover the difference?", - L"Not enough funds. You're short %s", - L"Do you want to deduct %s from your main account to cover the cost?", - L"Ask the dealer to start the transaction", - L"Ask the dealer to repair the selected items", - L"End conversation", - L"Current Balance", - - L"Do you want to transfer %s Intel to cover the difference?", - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Save Game", - L"Load Game", - L"Quit", - L"Next", - L"Prev", - L"Done", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Effects", - L"Speech", - L"Music", - - //Confirmation pop when the user selects.. - L"Quit game and return to the main menu?", - - L"You need either the Speech option, or the Subtitle option to be enabled.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Save Game", - L"Load Game", - L"Cancel", - L"Save Selected", - L"Load Selected", - - L"Saved the game successfully", - L"ERROR saving the game!", - L"Loaded the game successfully", - L"ERROR loading the game!", - - L"The game version in the saved game file is different than the current version. It is most likely safe to continue. Continue?", - - L"The saved game files may be invalidated. Do you want them all deleted?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Save version has changed. Please report if there any problems. Continue?", -#else - L"Attempting to load an older version save. Automatically update and load the save?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Save version and game version have changed. Please report if there are any problems. Continue?", -#else - L"Attempting to load an older version save. Automatically update and load the save?", -#endif - - L"Are you sure you want to overwrite the saved game in slot #%d?", - L"Do you want to load the game from slot #", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.", - - L"Saving", //When saving a game, a message box with this string appears on the screen - - L"Normal Guns", - L"Tons of Guns", - L"Realistic style", - L"Sci Fi style", - - L"Difficulty", - L"Platinum Mode", //Placeholder English - - L"Bobby Ray Quality", - L"Normal", - L"Great", - L"Excellent", - L"Awesome", - - L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", - L"New Inventory does not work from the default 'Data' folder.", - - L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", - L"Bobby Ray Quantity", -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Map Level", - L"You have no militia. You need to train town residents in order to have a town militia.", - L"Daily Income", - L"Merc has life insurance", - L"%s isn't tired.", - L"%s is on the move and can't sleep", - L"%s is too tired, try a little later.", - L"%s is driving.", - L"Squad can't move with a sleeping merc on it.", - - // stuff for contracts - L"While you can pay for the contract, you don't have the bucks to cover this merc's life insurance premium.", - L"%s insurance premium will cost %s for %d extra day(s). Do you want to pay?", - L"Sector Inventory", - L"Merc has a medical deposit.", - - // other items - L"Medics", // people acting a field medics and bandaging wounded mercs - L"Patients", // people who are being bandaged by a medic - L"Done", // Continue on with the game after autobandage is complete - L"Stop", // Stop autobandaging of patients by medics now - L"Sorry. This option has been disabled in this demo.", // informs player this option/button has been disabled in the demo - L"%s doesn't have a repair kit.", - L"%s doesn't have a medical kit.", - L"There aren't enough people willing to be trained right now.", - L"%s is full of militia.", - L"Merc has a finite contract.", - L"Merc's contract is not insured", - L"Map Overview", // 24 - - // Flugente: disease texts describing what a map view does - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"Squad %d has noticed someone in sector %s", - L"Squad %s has noticed someone in sector %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Training a squad of town militia will cost $", // telling player how much it will cost - L"Approve expenditure?", // asking player if they wish to pay the amount requested - L"You can't afford it.", // telling the player they can't afford to train this town - L"Continue training militia in %s (%s %d)?", // continue training this town? - - L"Cost $", // the cost in dollars to train militia - L"( Y/N )", // abbreviated yes/no - L"", // unused - L"Training town militia in %d sectors will cost $ %d. %s", // cost to train sveral sectors at once - - L"You cannot afford the $%d to train town militia here.", - L"%s needs a loyalty of %d percent for you to be able to continue training militia.", - L"You cannot train the militia in %s any further.", - L"liberate more town sectors", - - L"liberate new town sectors", - L"liberate more towns", - L"regain your lost progress", - L"progress further", - - L"recruit more rebels", -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"You can only withdraw up to $20,000 at a time.", - L"Are you sure you want to deposit the %s into your account?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Speech", - L"Mute Confirmations", - L"Subtitles", - L"Pause Text Dialogue", - L"Animate Smoke", - L"Blood & Gore", - L"Never Move my Mouse", - L"Old Selection Method", - L"Show Movement Path", - L"Show Misses", - L"Real Time Confirmation", - L"Sleep/Wake Notifications", - L"Use Metric System", - L"Highlight Mercs", - L"Snap Cursor to Mercs", - L"Snap Cursor to Doors", - L"Make Items Glow", - L"Show Tree Tops", - L"Smart Tree Tops", - L"Show Wireframes", - L"Show 3D Cursor", - L"Show Chance to Hit on Cursor", - L"GL Burst uses Burst Cursor", - L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO - L"High-Angle Grenade Launching", - L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Space Selects next Squad", - L"Show Item Shadow", - L"Show Weapon Ranges in Tiles", - L"Tracer Effect for Single Shot", - L"Rain Noises", - L"Allow Crows", - L"Show Soldier Tooltips", - L"Tactical End-Turn Save", - L"Silent Skyrider", - L"Enhanced Description Box", - L"Forced Turn Mode", // add forced turn mode - L"Alternate Strategy Map Colors", // Change color scheme of Strategic Map - L"Alternate Bullet Graphics", // Show alternate bullet graphics (tracers) - L"Logical Bodytypes", - L"Show Merc Ranks", // shows mercs ranks - L"Show Face Gear Graphics", - L"Show Face Gear Icons", - L"Disable Cursor Swap", // Disable Cursor Swap - L"Quiet Training", // Madd: mercs don't say quotes while training - L"Quiet Repairing", // Madd: mercs don't say quotes while repairing - L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring - L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns - L"Allow Zombies", // Flugente Zombies - L"Enable Inventory Popups", // the_bob : enable popups for picking items from sector inv - L"Mark Remaining Hostiles", - L"Show LBE Content", - L"Invert Mouse Wheel", - L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Force Bobby Ray Shipments", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG OPTIONS--", // an example options screen options header (pure text) - L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. - L"Reset ALL game options", // failsafe show/hide option to reset all options - L"Do you really want to reset?", // a do once and reset self option (button like effect) - L"Debug Options in other builds", // allow debugging in release or mapeditor - L"DEBUG Render Option group", // an example option that will show/hide other options - L"Render Mouse Regions", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Keep this option ON if you want to hear character dialogue.", - - //Mute Confirmation - L"Turns characters' verbal confirmations on or off.", - - //Subtitles - L"Controls whether on-screen text is displayed for dialogue.", - - //Key to advance speech - L"If Subtitles are ON, turn this on also to be able to take your time reading NPC dialogue.", - - //Toggle smoke animation - L"Turn this option OFF if animating smoke slows down your game's framerate.", - - //Blood n Gore - L"Turn this option OFF if blood offends you.", - - //Never move my mouse - L"Turn this option OFF to have your mouse automatically move over pop-up confirmation boxes when they appear.", - - //Old selection method - L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).", - - //Show movement path - L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|h|i|f|t key when you do want them displayed).", - - //show misses - L"Turn ON to have the game show you where your bullets ended up when you \"miss\".", - - //Real Time Confirmation - L"When ON, an additional \"safety\" click will be required for movement in Real-time.", - - //Sleep/Wake notification - L"When ON, you will be notified when mercs on \"assignment\" go to sleep and resume work.", - - //Use the metric system - L"When ON, uses the metric system for measurements; otherwise it uses the Imperial system.", - - //Highlight Mercs - L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)", - - //Smart cursor - L"When ON, moving the cursor near your mercs will automatically highlight them.", - - //snap cursor to the door - L"When ON, moving the cursor near a door will automatically position the cursor over the door.", - - //glow items - L"When ON, Items continuously glow. (|C|t|r|l+|A|l|t+|I)", - - //toggle tree tops - L"When ON, shows the |Tree tops.", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", - - //toggle wireframe - L"When ON, displays Wireframes for obscured walls. (|C|t|r|l+|A|l|t+|W)", - - L"When ON, the movement cursor is shown in 3D. (|H|o|m|e)", - - // Options for 1.13 - L"When ON, the chance to hit is shown on the cursor.", - L"When ON, GL burst uses burst cursor.", - L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO - L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", - L"When ON, will not enter turn-based mode when sneaking unnoticed and seeing an enemy unless |C|t|r|l+|X is pressed. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"When ON, |S|p|a|c|e selects next squad automatically.", - L"When ON, item shadows will be shown.", - L"When ON, weapon ranges will be shown in tiles.", - L"When ON, tracer effect will be shown for single shots.", - L"When ON, you will hear rain noises when it is raining.", - L"When ON, the crows will be present in game.", - L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", - L"When ON, game will be saved in 2 alternate save slots after each player's turn.", - L"When ON, Skyrider will not talk anymore.", - L"When ON, enhanced descriptions will be shown for items and weapons.", - L"When ON and enemy present, turn-based mode persists until sector is free. (|C|t|r|l+|T)", // add forced turn mode - L"When ON, the strategic map will be colored differently based on exploration.", - L"When ON, alternate bullet graphics will be shown when you shoot.", - L"When ON, mercenary body graphic can change along with equipped gear.", - L"When ON, ranks will be displayed before merc names in the strategic view.", - L"When ON, equipped face gear will be shown on the merc portraits.", - L"When ON, icons for the equipped face gear will be shown on the merc portraits in the lower right corner.", - L"When ON, the cursor will not toggle between exchange position and other actions. Press |X to initiate quick exchange.", - L"When ON, mercs will not report progress during training.", - L"When ON, mercs will not report progress during repairing.", - L"When ON, mercs will not report progress during doctoring.", - L"When ON, AI turns will be much faster.", - - L"When ON, zombies will spawn. Beware!", // allow zombies - L"When ON, enables popup boxes that appear when left-click on empty merc inventory slots in mapscreen sector inventory.", - L"When ON, approximate locations of the last enemies in the sector will be highlighted.", - L"When ON, will show the contents of an LBE item; otherwise, regular NAS interface will be shown.", - L"When ON, inverts mouse wheel directions.", - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", - L"When ON, shows last known enemy location.", - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Force all pending Bobby Ray shipments", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", - L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options - L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) - L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor - L"Toggle to display debugging render options", // an example option that will show/hide other options - L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - - -STR16 gzGIOScreenText[] = -{ - L"INITIAL GAME SETTINGS", -#ifdef JA2UB - L"Random Manuel texts ", - L"Off", - L"On", -#else - L"Game Style", - L"Realistic", - L"Sci Fi", -#endif - L"Platinum", - L"Available Arsenal", // changed by SANDRO - L"Tons of Guns", - L"Reduced", // changed by SANDRO - L"Difficulty Level", - L"Novice", - L"Experienced", - L"Expert", - L"INSANE", - L"Start", - L"Cancel", - L"Extra Difficulty", - L"Save Anytime", - L"Iron Man", - L"Disabled for Demo", - L"Bobby Ray Quality", - L"Normal", - L"Great", - L"Excellent", - L"Awesome", - L"Inventory / Attachments", - L"NOT USED", - L"NOT USED", - L"Load MP Game", - L"INITIAL GAME SETTINGS (Only the server settings take effect)", - // Added by SANDRO - L"Skill Traits", - L"Old", - L"New", - L"Max IMP Characters", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Enemies Drop All Items", - L"Off", - L"On", -#ifdef JA2UB - L"Tex and John", - L"Random", - L"All", -#else - L"Number of Terrorists", - L"Random", - L"All", -#endif - L"Secret Weapon Caches", - L"Random", - L"All", - L"Progress Speed of Item Choices", - L"Very Slow", - L"Slow", - L"Normal", - L"Fast", - L"Very Fast", - - L"Old / Old", - L"New / Old", - L"New / New", - - // Squad Size - L"Max. Squad Size", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"Inventory Manipulation Costs AP", - - L"New Chance to Hit System", - L"Improved Interrupt System", - L"Merc Story Backgrounds", - L"Food System", - L"Bobby Ray Quantity", - - // anv: extra iron man modes - L"Soft Iron Man", - L"Extreme Iron Man", -}; - -STR16 gzMPJScreenText[] = -{ - L"MULTIPLAYER", - L"Join", - L"Host", - L"Cancel", - L"Refresh", - L"Player Name", - L"Server IP", - L"Port", - L"Server Name", - L"# Plrs", - L"Version", - L"Game Type", - L"Ping", - L"You must enter a player name.", - L"You must enter a valid server IP address. For example: 84.114.195.239", - L"You must enter a valid Server Port between 1 and 65535.", -}; - -STR16 gzMPJHelpText[] = -{ - L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", - L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", - - L"HOST", - L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", - L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", - L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", - L"Click on 'Host' to host a new Multiplayer Game.", - - L"JOIN", - L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", - L"Enter the external IP and the Port number from the host.", - L"Click on 'Join' to join an already hosted Multiplayer Game.", -}; - -STR16 gzMPHScreenText[] = -{ - L"HOST GAME", - L"Start", - L"Cancel", - L"Server Name", - L"Game Type", - L"Deathmatch", - L"Team-Deathmatch", - L"Co-Operative", - L"Maximum Players", - L"Maximum Mercs", - L"Merc Selection", - L"Merc Hiring", - L"Hired by Player", - L"Starting Cash", - L"Allow Hiring Same Merc", - L"Report Hired Mercs", - L"Bobby Rays", - L"Sector Starting Edge", - L"You must enter a server name", - L"", - L"", - L"Starting Time", - L"", - L"", - L"Weapon Damage", - L"", - L"Timed Turns", - L"", - L"Enable Civilians in CO-OP", - L"", - L"Maximum Enemies in CO-OP", - L"Synchronize Game Directory", - L"MP Sync. Directory", - L"You must enter a file transfer directory.", - L"(Use '/' instead of '\\' for directory delimiters.)", - L"The specified synchronisation directory does not exist.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Yes", - L"No", - // Starting Time - L"Morning", - L"Afternoon", - L"Night", - // Starting Cash - L"Low", - L"Medium", - L"Heigh", - L"Unlimited", - // Time Turns - L"Never", - L"Slow", - L"Medium", - L"Fast", - // Weapon Damage - L"Very low", - L"Low", - L"Normal", - // Merc Hire - L"Random", - L"Normal", - // Sector Edge - L"Random", - L"Selectable", - // Bobby Ray / Hire same merc - L"Disable", - L"Allow", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Beirut", //Beirut, Lebanon (Middle East) - L"London", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Moscow", //Moscow, USSR - L"New York", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Paris", //Paris, France - L"Tripoli", //Tripoli, Libya (eastern Mediterranean) - L"Tokyo", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Are you sure? A value of zero means NO ability in this skill.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"( 8 Characters Max )", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"Analyzing", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"Thank You, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"Voice", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Killed in Action", - L"Dismissed", - L"Other", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Personnel Manager", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Game Paused", - L"Resume Game (|P|a|u|s|e)", - L"Pause Game (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"Exit Game?", - L"OK", - L"YES", - L"NO", - L"CANCEL", - L"REHIRE", - L"LIE", - L"No description", //Save slots that don't have a description. - L"Game Saved.", - L"Game Saved.", - L"QuickSave", //10 The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"Day", - L"Mercs", - L"Empty Slot", //An empty save game slot - L"Demo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"Release", //Release build for JA2 - L"rpm", //20 Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"min", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"rnds", //Abbreviation for rounds (# of bullets) - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"Home", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"n/a", //Lowercase acronym for not applicable. - L"Meanwhile", //Meanwhile - L"%s has arrived in sector %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying - //SirTech - L"Version", - L"Empty Quick Save Slot", - L"This slot is reserved for Quick Saves made from the tactical and map screens using ALT+S.", - L"Opened", - L"Closed", - L"You are running low on disk space. You only have %sMB free and Jagged Alliance 2 v1.13 requires %sMB.", - L"Hired %s from AIM", - L"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s has taken %s.", //'Merc name' has taken 'item name' - L"%s has no medical skill",//40 'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"The integrity of the game has been compromised.", - L"ERROR: Ejected CD-ROM", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"There is no room to fire from here.", - - //Can't change stance due to objects in the way... - L"Cannot change stance at this time.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Drop", - L"Throw", - L"Pass", - - L"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" attached]", // 50 - - //Cheat modes - L"Cheat level ONE reached", - L"Cheat level TWO reached", - - //Toggling various stealth modes - L"Squad on stealth mode.", - L"Squad off stealth mode.", - L"%s on stealth mode.", - L"%s off stealth mode.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Extra Wireframes On", - L"Extra Wireframes Off", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Can't go up from this level...", - L"There are no lower levels...", // 60 - L"Entering basement level %d...", - L"Leaving basement...", - - L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Follow mode OFF.", - L"Follow mode ON.", - L"3D Cursor OFF.", - L"3D Cursor ON.", - L"Squad %d active.", - L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary - L"Skip", // 70 - L"%s cannot leave alone.", - L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.", - L"%s drank some %s", - L"A package has arrived in Drassen.", - L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"History log updated.", - L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", - L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", - L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO - L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO - L"Grenade Launchers fire at standard angles", - L"Grenade Launchers fire at higher angles", - // forced turn mode strings - L"Forced Turn Mode", - L"Normal turn mode", - L"Exit combat mode", - L"Forced Turn Mode Active, Entering Combat", - L"Successfully Saved the Game into the End Turn Auto Save slot.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved - L"Client", - L"You cannot use the Old Inventory and the New Attachment System at the same time.", // 90 - - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"This slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn Save #", // 95 // The text for the tactical end turn auto save - L"Saving Auto Save #", // 96 // The message box, when doing auto save - L"Saving", // 97 // The message box, when doing end turn auto save - L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save - L"This slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) - L"Lock mouse cursor within game window boundary.", // 104 - L"Release mouse cursor from game window boundary.", // 105 - L"Move in Formation ON", - L"Move in Formation OFF", - L"Artificial Merc Light ON", - L"Artificial Merc Light OFF", - L"Squad %s active.", - L"%s smoked %s.", - L"Activate cheats?", - L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"Scroll Up", - L"Select All", - L"Scroll Down", - L"Cancel", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s isn't close enough to be healed.", - L"Your medics were unable to completely bandage everyone.", -}; - -STR16 pMilitiaButtonsHelpText[] = -{ - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", - L"Distribute available militia equally among all sectors", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going -#ifdef JA2UB - L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway -#else - L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Error. Missing or corrupted file(s). Game will exit now.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"View email", - L"Browse various web sites", - L"View files and email attachments", - L"Read log of events", - L"View team info", - L"View financial summary and history", - L"Close laptop", - - //Bottom task bar icons (if they exist): - L"You have new mail", - L"You have new file(s)", - - //Bookmarks: - L"Association of International Mercenaries", - L"Bobby Ray's online weapon mail order", - L"Institute of Mercenary Profiling", - L"More Economic Recruiting Center", - L"McGillicutty's Mortuary", - L"United Floral Service", - L"Insurance Brokers for A.I.M. contracts", - //New Bookmarks - L"", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", - L"Mercenaries Love or Dislike You", - L"World Health Organization", - L"Kerberus - Experience In Security", - L"Militia Overview", - L"Recon Intelligence Services", - L"Controlled factories", - L"Arulco Rebel Command", -}; - - -STR16 gzHelpScreenText[] = -{ - L"Exit help screen", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"There is a battle in progress. You can only retreat from the tactical screen.", - L"|Enter sector to continue the current battle in progress.", - L"|Automatically resolves the current battle.", - L"You can't automatically resolve a battle when you are the attacker.", - L"You can't automatically resolve a battle while you are being ambushed.", - L"You can't automatically resolve a battle while you are fighting creatures in the mines.", - L"You can't automatically resolve a battle while there are hostile civilians.", - L"You can't automatically resolve a battle while there are bloodcats.", - L"BATTLE IN PROGRESS", - L"You cannot retreat at this time.", -}; - -STR16 gzMiscString[] = -{ - L"Your militia continue to battle without the aid of your mercs...", - L"The vehicle does not need anymore fuel right now.", - L"The fuel tank is %d%% full.", - L"Deidranna's army has regained complete control over %s.", - L"You have lost a refueling site.", -}; - -STR16 gzIntroScreen[] = -{ - L"Cannot find intro video", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s hears a %s sound coming from %s.", - L"%s hears a %s sound of MOVEMENT coming from %s.", - L"%s hears a %s CREAKING coming from %s.", - L"%s hears a %s SPLASHING coming from %s.", - L"%s hears a %s IMPACT coming from %s.", - L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! - L"%s hears a %s EXPLOSION to %s.", - L"%s hears a %s SCREAM to %s.", - L"%s hears a %s IMPACT to %s.", - L"%s hears a %s IMPACT to %s.", - L"%s hears a %s SHATTERING coming from %s.", - L"%s hears a %s SMASH coming from %s.", - L"", // anv: placeholder for silent alarm - L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player -}; - -STR16 pTauntUnknownVoice[] = -{ - L"Unknown Voice", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Sort by Name (|F|1)", - L"Sort by Assignment (|F|2)", - L"Sort by Sleep Status (|F|3)", - L"Sort by Location (|F|4)", - L"Sort by Destination (|F|5)", - L"Sort by Departure Time (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Error 404", - L"Site not found.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"Recent Shipments", - L"Order #", - L"Number Of Items", - L"Ordered On", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Game Internals Programmer", // Chris Camfield - L"Co-designer/Writer", // Shaun Lyng - L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes - L"Producer/Co-designer", // Ian Currie - L"Co-designer/Map Designer", // Linda Currie - L"Artist", // Eric \"WTF\" Cheng - L"Beta Coordinator, Support", // Lynn Holowka - L"Artist Extraordinaire", // Norman \"NRG\" Olsen - L"Sound Guru", // George Brooks - L"Screen Designer/Artist", // Andrew Stacey - L"Lead Artist/Animator", // Scot Loving - L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmer", // Dave French - L"Strategic Systems & Game Balance Programmer", // Alex Meduna - L"Portraits Artist", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(still learning punctuation)", // Shaun Lyng - L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes - L"(getting much too old for this)", // Ian Currie - L"(and working on Wizardry 8)", // Linda Currie - L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng - L"(Left us for the CFSA - go figure...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Dead Head and jazz lover)", // Andrew Stacey - L"(his real name is Robert)", // Scot Loving - L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons - L"(can now get back to motocrossing)", // Dave French - L"(stolen from Wizardry 8)", // Alex Meduna - L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan", -}; - -// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. -STR16 sRepairsDoneString[] = -{ - L"%s finished repairing own items.", - L"%s finished repairing everyone's guns & armor.", - L"%s finished repairing everyone's equipped items.", - L"%s finished repairing everyone's large carried items.", - L"%s finished repairing everyone's medium carried items.", - L"%s finished repairing everyone's small carried items.", - L"%s finished repairing everyone's LBE gear.", - L"%s finished cleaning everyone's guns.", -}; - -STR16 zGioDifConfirmText[]= -{ - L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?", - L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?", - L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?", - L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S loadscreen data file not found...", - - //1-5 - L"The robot cannot leave this sector when nobody is using the controller.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"You can't compress time right now. Wait for the fireworks!", - - //'Name' refuses to move. - L"%s refuses to move.", - - //%s a merc name - L"%s does not have enough energy to change stance.", - - //A message that pops up when a vehicle runs out of gas. - L"The %s has run out of gas and is now stranded in %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"above", - L"below", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"None of your mercs have any medical ability.", - L"There are no medical supplies to perform bandaging.", - L"There weren't enough medical supplies to bandage everybody.", - L"None of your mercs need bandaging.", - L"Bandages mercs automatically.", - L"All your mercs are bandaged.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - - L"(roof)", - - L"Health: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d vs. %d", - - L"The %s is full!", //(ex "The ice cream truck is full") - - L"%s does not need immediate first aid or bandaging but rather more serious medical attention and/or rest.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s is hit in the leg and collapses!", - //Name can't speak right now. - L"%s can't speak right now.", - - //22-24 plural versions - L"%d green militia have been promoted to veteran militia.", - L"%d green militia have been promoted to regular militia.", - L"%d regular militia have been promoted to veteran militia.", - - //25 - L"Switch", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s goes psycho!", - - //27-28 - //Messages why a player can't time compress. - L"It is currently unsafe to compress time because you have mercs in sector %s.", - L"It is currently unsafe to compress time when mercs are in the creature infested mines.", - - //29-31 singular versions - L"1 green militia has been promoted to a veteran militia.", - L"1 green militia has been promoted to a regular militia.", - L"1 regular militia has been promoted to a veteran militia.", - - //32-34 - L"%s doesn't say anything.", - L"Travel to surface?", - L"(Squad %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s has repaired %s's %s", - - //36 - L"BLOODCAT", - - //37-38 "Name trips and falls" - L"%s trips and falls", - L"This item can't be picked up from here.", - - //39 - L"None of your remaining mercs are able to fight. The militia will fight the creatures on their own.", - - //40-43 - //%s is the name of merc. - L"%s ran out of medical kits!", - L"%s lacks the necessary skill to doctor anyone!", - L"%s ran out of tool kits!", - L"%s lacks the necessary skill to repair anything!", - - //44-45 - L"Repair Time", - L"%s cannot see this person.", - - //46-48 - L"%s's gun barrel extender falls off!", - // HEADROCK HAM 3.5: Changed to reflect facility effect. - L"No more than %d militia trainers are permitted in this sector.", - L"Are you sure?", - - //49-50 - L"Time Compression", - L"The vehicle's gas tank is now full.", - - //51-52 Fast help text in mapscreen. - L"Continue Time Compression (|S|p|a|c|e)", - L"Stop Time Compression (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s has unjammed the %s", - L"%s has unjammed %s's %s", - - //55 - L"Can't compress time while viewing sector inventory.", - - L"The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit.", - - L"Items successfully combined.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Current/Max Progress: %d%%/%d%%", - - L"Escort John and Mary?", - - // 60 - L"Switch Activated.", - - L"%s's armour attachment has been smashed!", - L"%s fires %d more rounds than intended!", - L"%s fires one more round than intended!", - - L"You need to close the item description box first!", - - L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 -}; - -// HEADROCK HAM 3.5: Added sector name -STR16 gzCWStrings[] = -{ - L"Call reinforcements to %s from adjacent sectors?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Location: %d\n", - L"%s|Brightness: %d / %d\n", - L"%s|Range to |Target: %d\n", - L"%s|I|D: %d\n", - L"%s|Orders: %d\n", - L"%s|Attitude: %d\n", - L"%s|Current |A|Ps: %d\n", - L"%s|Current |Health: %d\n", - L"%s|Current |Breath: %d\n", - L"%s|Current |Morale: %d\n", - L"%s|Current |S|hock: %d\n", - L"%s|Current |S|uppression Points: %d\n", - // Full info - L"%s|Helmet: %s\n", - L"%s|Vest: %s\n", - L"%s|Leggings: %s\n", - // Limited, Basic - L"|Armor: ", - L"Helmet", - L"Vest", - L"Leggings", - L"worn", - L"no Armor", - L"%s|N|V|G: %s\n", - L"no NVG", - L"%s|Gas |Mask: %s\n", - L"no Gas Mask", - L"%s|Head |Position |1: %s\n", - L"%s|Head |Position |2: %s\n", - L"\n(in Backpack) ", - L"%s|Weapon: %s ", - L"no Weapon", - L"Handgun", - L"SMG", - L"Rifle", - L"MG", - L"Shotgun", - L"Knife", - L"Heavy Weapon", - L"no Helmet", - L"no Vest", - L"no Leggings", - L"|Armor: %s\n", - // Added - SANDRO - L"%s|Skill 1: %s\n", - L"%s|Skill 2: %s\n", - L"%s|Skill 3: %s\n", - // Additional suppression effects - sevenfm - L"%s|A|Ps lost due to |S|uppression: %d\n", - L"%s|Suppression |Tolerance: %d\n", - L"%s|Effective |S|hock |Level: %d\n", - L"%s|A|I |Morale: %d\n", -}; - -STR16 New113Message[] = -{ - L"Storm started.", - L"Storm ended.", - L"Rain started.", - L"Rain ended.", - L"Watch out for snipers...", - L"Suppression fire!", - L"BRST", - L"AUTO", - L"GL", - L"GL BRST", - L"GL AUTO", - L"UB", - L"UBRST", - L"UAUTO", - L"BAYONET", - L"Sniper!", - L"Unable to split money due to having an item on your cursor.", - L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", - L"Deleted item", - L"Deleted all items of this type", - L"Sold item", - L"Sold all items of this type", - L"You should check your goggles", - // Real Time Mode messages - L"In combat already", - L"No enemies in sight", - L"Real-time sneaking OFF", - L"Real-time sneaking ON", - //L"Enemy spotted! (Ctrl + x to enter turn based)", - L"Enemy spotted!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s was successful at stealing!", // MINTY - Changed "on" to "at": More natural English - L"%s did not have enough action points to steal all selected items.", // MINTY - Changed "had not" to "did not": More natural English - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health.)", // MINTY - Changed "make" to "perform": More natural English - L"Do you want to perform surgery on %s? (You can heal about %i health.)",// MINTY - Changed "make" to "perform": More natural English - L"Do you wish to perform surgeries first? (%i patient(s))",// MINTY - Changed "make" to "perform": More natural English - L"Do you wish to perform the surgery on this patient first?",// MINTY - Changed "make" to "perform": More natural English - L"Apply first aid automatically with surgeries or without them?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Surgery on %s finished.", - L"%s is hit in the chest and loses a point of maximum health!", - L"%s is hit in the chest and loses %d points of maximum health!", - L"%s is blinded by the blast!", - L"%s has regained one point of lost %s", - L"%s has regained %d points of lost %s", - L"Your scouting skills prevented an ambush by the enemy!", // MINTY - Changed "you to be ambushed" to "an ambush": More natural English - L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", - L"%s is hit at the groin and falls down in pain!", - ////////////////////////////////////////////////////////////////////////////////////// - L"Warning: enemy corpse found!!!", - L"%s [%d rnds]\n%s %1.1f %s", - L"Insufficient AP Points! Cost %d, you have %d.", - L"Hint: %s", - L"Player strength: %d - Enemy strength: %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Cannot use skill!", - L"Cannot build while enemies are in this sector!", - L"Cannot spot that location!", - L"Incorrect GridNo for firing artillery!", - L"Radio frequencies are jammed. No communication possible!", - L"Radio action failed!", - L"Not enough mortar shells in sector to start a barrage!", - L"No signal shell item found in Items.xml!", - L"No High-Explosive shell item found in Items.xml!", - L"No mortars found, cannot commence barrage!", - L"Already jamming signal, no need to do so again!", - L"Already listening for nearby sounds, no need to do so again!", - L"Already trying to spot, no need to do so again!", - L"Already scanning for jam signals, no need to do so again!", - L"%s could not apply %s to %s.", - L"%s orders reinforcements from %s.", - L"%s radio set is out of energy.", - L"a working radio set", - L"a binocular", - L"patience", - L"%s's shield has been destroyed!", - L" DELAY", - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s cowers in fear!", - L"%s is pinned down!", - L"%s fires more rounds than intended!", - L"You cannot train militia in this sector.", - L"Militia picks up %s.", - L"Cannot train militia with enemies present!", - // 6 - 10 - L"%s lacks sufficient Leadership score to train militia.", - L"No more than %d Mobile Militia trainers are permitted in this sector.", - L"No room in %s or around it for new Mobile Militia!", - L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", - L"Can't staff a facility while enemies are present!", - // 11 - 15 - L"%s lacks sufficient Wisdom to staff this facility.", - L"The %s is already fully-staffed.", - L"It will cost $%d per hour to staff this facility. Do you wish to continue?", - L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", - L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", - // 16 - 20 - L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", - L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", - L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", - L"N/A in this sector", - L"Daily Expenses", - // 21 - 25 - L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", - L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 - L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 - L"To merge two items during combat, you must pick them both up first.", // HAM 5 -}; - -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"No available adjustments", - L"%s was split into several parts.", - L"%s was split into several parts. Check %s's inventory for the resulting items.", - L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", - L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", - L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", - // 6 - 10 - L"Split Crate into Inventory", - L"Split into %d-rd Mags", - L"%s was split into %d Magazines containing %d rounds each.", - L"%s was split into %s's inventory.", - L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", - L"Instant mode", - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", - // Biggens: Text from Line 49 in Email.edt - L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk: Text from Line 58 - L"FW from AIM Server: Message from Victor Kolesnikov", - L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", - - // Brain: Text from Line 60 - L"FW from AIM Server: Message from Janno Allik", - L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", - - // Scream: Text from Line 62 - L"FW from AIM Server: Message from Lennart Vilde", - L"Lennart Vilde now available! ±", - - // Henning: Text from Line 64 - L"FW from AIM Server: Message from Henning von Branitz", - L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", - - // Luc: Text from Line 66 - L"FW from AIM Server: Message from Luc Fabre", - L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", - - // Laura: Text from Line 68 - L"FW from AIM Server: Message from Dr. Laura Colin", - L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", - - // Grace: Text from Line 70 - L"FW from AIM Server: Message from Graziella Girelli", - L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", - - // Rudolf: Text from Line 72 - L"FW from AIM Server: Message from Rudolf Steiger", - L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"FW from AIM Server: Message about merc availability", - L"I got your message. Waiting for your call. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! ± ", - // Camouflage - L"Camouflage: Beside you, even bushes look synthetic! ± ", - // SANDRO - new strings for new traits added - // MINTY - Altered the texts for more natural English, and added a little flavour too - // Ranger - L"Ranger: Those amateurs from Texas have nothing on you! ± ", - // Gunslinger - L"Gunslinger: With one handgun or two, you can be as lethal as Billy the Kid! ± ", - // Squadleader - L"Squadleader: A natural leader, your squadmates look to you for inspiration! ± ", - // Technician - L"Technician: MacGyver's got nothing on you! Mechanical, electronic or explosive, you can fix it! ± ", - // Doctor - L"Doctor: From grazes to gutshot, to amputations, you can heal them all! ± ", - // Athletics - L"Athletics: Your speed and vitality are worthy of an Olympian! ± ", - // Bodybuilding - L"Bodybuilding: Arnie? What a wimp! You could beat him with one arm behind your back! ± ", - // Demolitions - L"Demolitions: Sowing grenades like seeds, planting bombs, watching the limbs flying.. This is what you live for! ± ", - // Scouting - L"Scouting: Nothing can escape your notice! ± ", - // Covert ops - L"Covert Operations: You make 007 look like an amateur! ± ", - // Radio Operator - L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", - // Survival - L"Survival: Nature is a second home to you. ± ", -}; - -STR16 NewInvMessage[] = -{ - L"Cannot pickup backpack at this time", - L"No place to put backpack", - L"Backpack not found", - L"Zipper only works in combat", - L"Can not move while backpack zipper active", - L"Are you sure you want to sell all sector items?", - L"Are you sure you want to delete all sector items?", - L"Cannot climb while wearing a backpack", - L"All backpacks dropped", - L"All owned backpacks picked up", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Initiating RakNet server...", - L"Server started, waiting for connections...", - L"You must now connect with your client to the server by pressing '2'.", // No more used - L"Server is already running.", - L"Server failed to start. Terminating.", - // 5 - L"%d/%d clients are ready for realtime-mode.", - L"Server disconnected and shutdown.", - L"Server is not running.", - L"Clients are still loading, please wait...", - L"You cannot change dropzone after the server has started.", - // 10 - L"Sent file '%S' - 100/100", - L"Finished sending files to '%S'.", - L"Started sending files to '%S'.", - L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Initiating RakNet client...", - L"Connecting to IP: %S ...", - L"Received game settings:", - L"You are already connected.", - L"You are already connecting...", - // 5 - L"Client #%d - '%S' has hired '%s'.", - L"Client #%d - '%S' has hired another merc.", - L"You are ready - Total ready = %d/%d.", - L"You are no longer ready - Total ready = %d/%d.", - L"Starting battle...", - // 10 - L"Client #%d - '%S' is ready - Total ready = %d/%d.", - L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", - L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", - L"Let us the battle begin!", - L"A client must be running for starting the game.", - // 15 - L"Game cannot start. No mercs are hired...", - L"Awaiting 'OK' from server to unlock the laptop...", - L"Interrupted", - L"Finish from interrupt", - L"Mouse grid coordinates:", - // 20 - L"X: %d, Y: %d", - L"Grid number: %d", - L"Server only feature", - L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", - L"Sector=%s, Max. clients=%d, Max. mercs=%d, Game type=%d, Same merc=%d, Damage multiplier=%f, Timed turns=%d, Secs/Tic=%d, Disable Bobby Ray=%d, Disable Aim/Merc Equipment=%d, Disable Morale=%d, Testing=%d.", - // 25 - L"", //not used any more - L"New connection: Client #%d - '%S'.", - L"Team: %d.",//not used any more - L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S').", - L"Kicked client #%d - '%S'.", - // 30 - L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", - L"Starting turn for client #%d.", - L"Requesting for realtime...", - L"Switched back to realtime.", - L"Error: Something went wrong switching back.", - // 35 - L"Unlock laptop for hiring? (Are all clients connected?)", - L"The server has unlocked the laptop. Begin hiring!", - L"Interruptor.", - L"You cannot change dropzone if you are only the client and not the server.", - L"You declined the offer to surrender.", - // 40 - L"All your mercs are wiped dead!", - L"Spectator mode enabled.", - L"You have been defeated!", - L"Sorry, climbing is disable in a multiplayer game.", - L"You Hired '%s'", - // 45 - L"You can't change the map once purchasing has commenced.", - L"Map changed to '%s'.", - L"Client '%s' disconnected, removing from game", - L"You were disconnected from the game. Returning to Main Menu.", - L"Connection failed, Retrying in 5 seconds, %i retries left...", - //50 - L"Connection failed, giving up...", - L"You cannot start the game until another player has connected.", - L"%s : %s", - L"Send to all", - L"Allies only", - // 55 - L"Cannot join game. This game has already started.", - L"%s (team): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Received all files from server.", - L"'%S' finished downloading from server.", - L"'%S' started downloading from server.", - L"Cannot start the game until all clients have finished receiving files.", - L"This server requires that you download modified files to play, do you wish to continue?", - // 65 - L"Press 'Ready' to enter tactical screen.", - L"Cannot connect because your version %S is different from the server version %S.", - L"You killed an enemy soldier.", - L"Cannot start the game, because all teams are the same.", - L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", - // 70 - L"Could not save received file '%S'", - L"%s's bomb was disarmed by %s", - L"You loose, what a shame", // All over red rover - L"Spectator mode disabled", - L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", - // 75 - L"Team %s is wiped out.", - L"Client failed to start. Terminating.", - L"Client disconnected and shutdown.", - L"Client is not running.", - L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", - // 80 - L"AI's turn - %d left", -}; - -STR16 gszMPEdgesText[] = -{ - L"N", - L"E", - L"S", - L"W", - L"C", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"N/A", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Game Type: ", - L"Players: ", - L"Mercs each: ", - L"You cannot change starting edge once Laptop is unlocked.", - L"You cannot change teams once the Laptop is unlocked.", - L"Random Mercs: ", - L"Y", - L"Difficulty:", - L"Server Version:", -}; - -STR16 gzMPSScreenText[] = -{ - L"Scoreboard", - L"Continue", - L"Cancel", - L"Player", - L"Kills", - L"Deaths", - L"Queen's Army", - L"Hits", - L"Misses", - L"Accuracy", - L"Damage Dealt", - L"Damage Taken", - L"Please wait for the server to press 'Continue'." -}; - -STR16 gzMPCScreenText[] = -{ - L"Cancel", - L"Connecting to Server", - L"Getting Server Settings", - L"Downloading custom files", - L"Press 'ESC' to cancel or 'Y' to chat", - L"Press 'ESC' to cancel", - L"Ready" -}; - -STR16 gzMPChatToggleText[] = -{ - L"Send to All", - L"Send to Allies only", -}; - -STR16 gzMPChatboxText[] = -{ - L"Multiplayer Chat", - L"'ENTER' to send, 'ESC' to cancel", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", - L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", - // For new major/minor traits - L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", - L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", - L"I.M.P. Attributes and skills review.", - L"Bonus Pts.:", - L"Starting Level", - // New strings for new traits - L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", - L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", - L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"I.M.P. Character Analysis", - L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of character traits to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", - L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Normal", - L"Friendly", - L"Loner", - L"Optimist", - L"Pessimist", - L"Aggressive", - L"Arrogant", - L"Big Shot", - L"Asshole", - L"Coward", - L"I.M.P. Attitudes", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Neutral", - L"Sociable", - L"Loner", - L"Optimist", - L"Assertive", - L"Intellectual", - L"Primitive", - L"Aggressive", - L"Phlegmatic", - L"Dauntless", - L"Pacifist", - L"Malicious", - L"Show-off", - L"Coward", - L"I.M.P. Character Traits", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"I.M.P. Colors and Body Type", - L"I.M.P. Colors", - L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", - L"Please select the respective colors of your skin, hair and clothing.", - L"Toggle this to use alternative rifle holding.", - L"\n(Caution: you will need a big strength for this.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Hair Color", - L"Skin Color", - L"Shirt Color", - L"Pants Color", - L"Normal Body", - L"Big Body", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"No Disability", - L"Heat Intolerant", - L"Nervous", - L"Claustrophobic", - L"Nonswimmer", - L"Fear of Insects", - L"Forgetful", - L"Psychotic", - L"Deaf", - L"Shortsighted", - L"Hemophiliac", - L"Fear of Heights", - L"Self-Harming", - L"I.M.P. Disabilities", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] = -{ - L"We bet you're glad this isn't voicemail.", - L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"You'll be screwed if you ever lose your glasses.", - L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s lacks sufficient Strength to perform this task.", - L"%s lacks sufficient Dexterity to perform this task.", - L"%s lacks sufficient Agility to perform this task.", - L"%s is not Healthy enough to perform this task.", - L"%s lacks sufficient Wisdom to perform this task.", - L"%s lacks sufficient Marksmanship to perform this task.", - // 6 - 10 - L"%s lacks sufficient Medical Skill to perform this task.", - L"%s lacks sufficient Mechanical Skill to perform this task.", - L"%s lacks sufficient Leadership to perform this task.", - L"%s lacks sufficient Explosives Skill to perform this task.", - L"%s lacks sufficient Experience to perform this task.", - // 11 - 15 - L"%s lacks sufficient Morale to perform this task.", - L"%s is too exhausted to perform this task.", - L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", - L"Too many people are already working at the %s.", - L"Too many people are already performing this task at the %s.", - // 16 - 20 - L"%s can find no items to repair.", - L"%s has lost some %s while working in sector %s!", - L"%s has lost some %s while working at the %s in %s!", - L"%s was injured while working in sector %s, and requires immediate medical attention!", - L"%s was injured while working at the %s in %s, and requires immediate medical attention!", - // 21 - 25 - L"%s was injured while working in sector %s. It doesn't seem too bad though.", - L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", - L"The residents of %s seem upset about %s's presence.", - L"The residents of %s seem upset about %s's work at the %s.", - L"%s's actions in sector %s have caused loyalty loss throughout the region!", - // 26 - 30 - L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", - L"%s is drunk.", // <--- This is a log message string. - L"%s has become severely ill in sector %s, and has been taken off duty.", - L"%s has become severely ill and cannot continue his work at the %s in %s.", - L"%s was injured in sector %s.", // <--- This is a log message string. - // 31 - 35 - L"%s was severely injured in sector %s.", //<--- This is a log message string. - L"There are currently prisoners here who are aware of %s's identity.", - L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Health", - L"Marksmanship", - // 5-10 - L"Leadership", - L"Mechanical skill", - L"Medical skill", - L"Explosives skill", -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - L"AMBIENT", - L"Staff", - L"Eat", - L"Rest", - L"Repair Items", - L"Repair %s", // Vehicle name inserted here - L"Repair Robot", - // 6-10 - L"Doctor", - L"Patient", - L"Practice Strength", - L"Practice Dexterity", - L"Practice Agility", - L"Practice Health", - // 11-15 - L"Practice Marksmanship", - L"Practice Medical", - L"Practice Mechanical", - L"Practice Leadership", - L"Practice Explosives", - // 16-20 - L"Student Strength", - L"Student Dexterity", - L"Student Agility", - L"Student Health", - L"Student Marksmanship", - // 21-25 - L"Student Medical", - L"Student Mechanical", - L"Student Leadership", - L"Student Explosives", - L"Trainer Strength", - // 26-30 - L"Trainer Dexterity", - L"Trainer Agility", - L"Trainer Health", - L"Trainer Marksmanship", - L"Trainer Medical", - // 30-35 - L"Trainer Mechanical", - L"Trainer Leadership", - L"Trainer Explosives", - L"Interrogate Prisoners", // added by Flugente - L"Undercover Snitch", - // 36-40 - L"Spread Propaganda", - L"Spread Propaganda", // spread propaganda (globally) - L"Gather Rumours", - L"Command Militia", // militia movement orders -}; -STR16 Additional113Text[]= -{ - L"Jagged Alliance 2 v1.13 windowed mode requires a color depth of 16bpp.", - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16 bpp windowed mode.", - L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", - // WANNE: Savegame slots validation against INI file - L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", - L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", - -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -// MINTY - Changed some of the following taunts to sound more natural -STR16 sEnemyTauntsFireGun[]= -{ - L"Suck on this!", - L"Say hello to my lil' friend!", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote. - L"Come get some!", - L"You're mine!", - L"Die!", - L"You scared, motherfucker?", - L"This will hurt!", - L"Come on you bastard!", - L"Come on! I don't got all day!", - L"Come to daddy!", - L"You'll be six feet under in no time!", - L"Gonna send ya home in a pine box, loser!", - L"Hey, wanna play?", - L"You should have stayed home, bitch!", - L"Sucker!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"Barbecue time!", - L"I got a present for ya!", - L"Bam!", - L"Smile!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Catch!", - L"Here ya go!", - L"Pop goes the weasel.", - L"This one's for you.", - L"Muahaha!", - L"Catch this, swine!", - L"I like this.", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"Gonna scalp ya, sucker!", - L"Come to papa.", - L"Show me your guts!", - L"I'll rip you to pieces!", - L"Motherfucker!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"We're in some real shit...", - L"They said join the army. Not for this shit!", - L"I've had enough!", - L"Oh my God!", - L"They ain't paying us enough for this shit..", - L"Mommy!", - L"I'll be back! With friends!", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"I heard that!", - L"Who's there?", - L"What was that?", - L"Hey! What the...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"They're here!", - L"Now the fun can start!", - L"I hoped this would never happen..", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Aaaggh!", - L"Ugh!", - L"This.. hurts!", - L"You fuck!", - L"You will regret.. uhh.. this.", - L"What the..!", - L"Now you have.. pissed me off.", - -}; - -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff...!", - L"Oh my God!", - L"Holy crap!", - L"Enemy!!!", - L"Alert! Alert!", - L"There is one!", - L"Attack!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Description", - L"General", - L"Advanced", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Desc", - L"Gen", - L"Adv", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primary", - L"Secondary", - L"AP Costs", - L"Burst / Autofire", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Prop.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", - L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", - L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", - L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", - L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", - L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", - L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", - L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", - L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Property icon (mouse-over to reveal name).", - L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", - L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", - L"Bonus/penalty given while |p|r|o|n|e.", - L"Bonus/penalty given", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y", - L"|D|a|m|a|g|e", - L"|R|a|n|g|e", - L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s", - L"|R|e|l|i|a|b|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", - L"|A|P|s |t|o |R|e|a|d|y", - L"|A|P|s |t|o |A|t|t|a|c|k", - L"|A|P|s |t|o |B|u|r|s|t", - L"|A|P|s |t|o |A|u|t|o|f|i|r|e", - L"|A|P|s |t|o |R|e|l|o|a|d", - L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used - L"|T|o|t|a|l |R|e|c|o|i|l", - L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", - L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", - L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", - L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", - L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", - L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", - L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", - L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", - L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", - L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nThe minimum range at which a scope can provide it's aimBonus.", - L"\n \nTo hit modifier granted by laser sights.", - L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", - L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", - L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", - L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used - L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. - L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", - L"|C|o|v|e|r|a|g|e", - L"|D|e|g|r|a|d|e |R|a|t|e", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", - L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", - L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|A|r|m|o|r |P|i|e|r|c|i|n|g", - L"|B|u|l|l|e|t |T|u|m|b|l|e", - L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", - L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", - L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", - L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", - L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", - L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", - L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|D|a|m|a|g|e", - L"|S|t|u|n |D|a|m|a|g|e", - L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 - L"|B|l|a|s|t |R|a|d|i|u|s", - L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", - L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", - L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", - L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", - L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", - L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", - // HEADROCK HAM 5: Fragmentation - L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", - L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", - L"|F|r|a|g|m|e|n|t |R|a|n|g|e", - // HEADROCK HAM 5: End Fragmentations - L"|L|o|u|d|n|e|s|s", - L"|V|o|l|a|t|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", - L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", - L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 - L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", - L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", - L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", - L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", - L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", - // HEADROCK HAM 5: Fragmentation - L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", - L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", - L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", - L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", - L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|R|e|p|a|i|r |E|a|s|e", - L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", - L"|V|o|l|u|m|e", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", - L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|T|r|a|c|e|r |A|m|m|o", - L"|A|n|t|i|-|T|a|n|k |A|m|m|o", - L"|I|g|n|o|r|e|s |A|r|m|o|r", - L"|A|c|i|d|i|c |A|m|m|o", - L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", // 4 - L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", - L"|W|a|t|e|r|p|r|o|o|f", - L"|E|l|e|c|t|r|o|n|i|c", - L"|G|a|s |M|a|s|k", - L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", // 9 - L"|C|a|n |P|i|c|k |L|o|c|k|s", - L"|C|a|n |C|u|t |W|i|r|e|s", - L"|C|a|n |S|m|a|s|h |L|o|c|k|s", - L"|M|e|t|a|l |D|e|t|e|c|t|o|r", - L"|R|e|m|o|t|e |T|r|i|g|g|e|r", // 14 - L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", - L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", - L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", - L"|T|o|o|l |K|i|t", - L"|T|h|e|r|m|a|l |O|p|t|i|c|s", // 19 - L"|X|-|R|a|y |D|e|v|i|c|e", - L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", - L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", - L"|F|i|r|s|t |A|i|d |K|i|t", - L"|M|e|d|i|c|a|l |K|i|t", // 24 - L"|L|o|c|k |B|o|m|b", - L"|D|r|i|n|k", - L"|M|e|a|l", - L"|A|m|m|o |B|e|l|t", - L"|A|m|m|o |V|e|s|t", // 29 - L"|D|e|f|u|s|a|l |K|i|t", - L"|C|o|v|e|r|t |I|t|e|m", - L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", - L"|M|a|d|e |o|f |M|e|t|a|l", - L"|S|i|n|k|s", // 34 - L"|T|w|o|-|H|a|n|d|e|d", - L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|A|n|t|i|-|M|a|t|e|r|i|e|l |A|m|m|o", - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|h|i|e|l|d", - L"|C|a|m|e|r|a", - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", - L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", - L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", - L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", - L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", - L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", - L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", - L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", - L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", - L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", - L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", - L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", - L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", - L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", - L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", - L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", - L"\n \nThis item contains various tools that can\nbe used to repair other items.\n\nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", - L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", - L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", - L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", - L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", - L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", - L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", - L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", - L"\n \nThis item will still your thirst\nif you drink it.", - L"\n \nThis item will still your hunger\nif you eat it.", - L"\n \nWith this ammo belt you can\nfeed someone else's MG.", - L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", - L"\n \nThis item improves your trap disarm chance by ", - L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", - L"\n \nThis item cannot be damaged.", - L"\n \nThis item is made of metal.\nIt takes less damage than other items.", - L"\n \nThis item sinks when put in water.", - L"\n \nThis item requires both hands to be used.", - L"\n \nThis item will block your iron sights\nso you cannot use them.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", - L"\n \nIf kept ready in your inventory,\nthis will lower the chance to be infected\nby airborne transmitted pathogens of other people.", - L"\n \nIf kept ready in your inventory,\nthis will lower the chance to be infected\nby contact transmitted pathogens of other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", - L"\n \nYou can take photos with this.", - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", - L"\n \nThis ammo can extinguish fire.", // 49 - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", // 0 - L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", // 5 - L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", - L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", - L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", // 10 - L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 15 - L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", - L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", // 20 - L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", - L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", - L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", - L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", // 25 - L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", - L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", // 30 - L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", - L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", - L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", - L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", - L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", // 35 - L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", - L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", // 40 - L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|T|u|n|n|e|l |V|i|s|i|o|n", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", // 45 - L"|T|o|-|H|i|t |B|o|n|u|s", - L"|A|i|m |B|o|n|u|s", - L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", - L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d", // 50 - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", - L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", // 55 - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", - L"|D|i|r|t |M|o|d|i|f|i|e|r", - L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r", - L"|F|o|o|d| |P|o|i|n|t|s", - L"|D|r|i|n|k |P|o|i|n|t|s", // 60 - L"|P|o|r|t|i|o|n |S|i|z|e", - L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r", - L"|D|e|c|a|y |M|o|d|i|f|i|e|r", - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e", - L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0 - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", - L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", // 5 - L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", // 10 - L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 15 - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", // 20 - L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", - L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", // 25 - L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30 - L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35 - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40 - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45 - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", - L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", // 50 - L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", - L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", - L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", // 55 - L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", - L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", - L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", - L"\n \nAmount of energy in kcal.\n \nHigher is better.", - L"\n \nAmount of water in liter.\n \nHigher is better.", // 60 - L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", - L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", - L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", - L"", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0 - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", // 5 - L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", - L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", // 10 - L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 15 - L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", // 20 - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", // 25 - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30 - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35 - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40 - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45 - L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", - L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", - L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", // 50 - L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", - L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"SINGLE", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Finished sorting ammo into crates in sector %c%d.", - L"Finished removing attachments from items in sector %c%d.", - L"Finished ejecting ammo from weapons in sector %c%d.", - L"Finished stacking and merging all items in sector %c%d.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Show all", - L"Guns", - L"Ammo", - L"Explosives", - L"Melee Weapons", - L"Armor", - L"LBE", - L"Kits", - L"Misc. Items", - L"Hide all", -}; - -// MercCompare (MeLoDy) -// TODO.Translate -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = -{ - L"Temperature is ", - L"very low", - L"low", - L"medium", - L"high", - L"very high", - L"dangerous", - L"CRITICAL", - L"DRAMATIC", - L"unknown", - L"." -}; - -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Food is ", - L"fresh", - L"good", - L"ok", - L"stale", - L"shabby", - L"rotting", - L"." -}; - -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Pvt. ", //ExpLevel 1 - L"Pfc. ", //ExpLevel 2 - L"Cpl. ", //ExpLevel 3 - L"Sgt. ", //ExpLevel 4 - L"Lt. ", //ExpLevel 5 - L"Cpt. ", //ExpLevel 6 - L"Maj. ", //ExpLevel 7 - L"Lt.Col. ", //ExpLevel 8 - L"Col. ", //ExpLevel 9 - L"Gen. " //ExpLevel 10 -}; - - -STR16 gzNewLaptopMessages[]= -{ - L"Ask about our special offer!", - L"Temporarily Unavailable", - L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"Range to target: %d tiles, Brightness: %d/%d", - L"Attaching the transmitter to your laptop computer.", - L"You cannot afford to hire %s", - L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.", - L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.", - L"Fee", - L"There is someone else in the sector...", - //L"Gun Range: %d tiles, Chance to hit: %d percent", - L"Display Cover", - L"Line of Sight", - L"New Recruits cannot arrive there.", - L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!", - L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified - L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.", - L"Noticing the control panel, %s figures the numbers can be reversed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...", - L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text - L"(Cannot save during combat)", //@@@@ new text - L"The current campaign name is greater than 30 characters.", // @@@ new text - L"The current campaign cannot be found.", // @@@ new text - L"Campaign: Default ( %S )", // @@@ new text - L"Campaign: %S", // @@@ new text - L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text - L"In order to use the editor, please select a campaign other than the default.", ///@@new - // anv: extra iron man modes - L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", - L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", -}; - -// The_bob : pocket popup text defs -STR16 gszPocketPopupText[]= -{ - L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN - L"- no matching ammo -", //POCKET_POPUP_NO_AMMO - L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS - L"more...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features -STR16 szCovertTextStr[]= -{ - L"%s has camo!", - L"%s has a backpack!", - L"%s is seen carrying a corpse!", - L"%s's %s is suspicious!", - L"%s's %s is considered military hardware!", - L"%s carries too many guns!", - L"%s's %s is too advanced for an %s soldier!", - L"%s's %s has too many attachments!", - L"%s was seen performing suspicious activities!", - L"%s does not look like a civilian!", - L"%s bleeding was discovered!", - L"%s is drunk and doesn't behave like a soldier!", - L"On closer inspection, %s's disguise does not hold!", - L"%s isn't supposed to be here!", - L"%s isn't supposed to be here at this time!", - L"%s was seen near a fresh corpse!", - L"%s equipment raises a few eyebrows!", - L"%s is seen targetting %s!", - L"%s has seen through %s's disguise!", - L"No clothes item found in Items.xml!", - L"This does not work with the old trait system!", - L"Not enough APs!", - L"Bad palette found!", - L"You need the covert skill to do this!", - L"No uniform found!", - L"%s is now disguised as a civilian.", - L"%s is now disguised as a soldier.", - L"%s wears a disorderly uniform!", - L"In retrospect, asking for surrender in disguise wasn't the best idea...", - L"%s was uncovered!", - L"%s's disguise seems to be ok...", - L"%s's disguise will not hold.", - L"%s was caught stealing!", - L"%s tried to manipulate %s's inventory.", - L"An elite soldier did not recognize %s!", - L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"No head item found in Items.xml!", - L"Corpse cannot be decapitated!", - L"No meat item found in Items.xml!", - L"Not possible, you sick, twisted individual!", - L"No clothes to take!", - L"%s cannot take clothes off of this corpse!", - L"This corpse cannot be taken!", - L"No free hand to carry corpse!", - L"No corpse item found in Items.xml!", - L"Invalid corpse ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s does not want to eat %s", - L"%s does not want to drink %s", - L"%s ate %s", - L"%s drank %s", - L"%s's strength was damaged due to being overfed!", - L"%s's strength was damaged due to lack of nutrition!", - L"%s's health was damaged due to being overfed!", - L"%s's health was damaged due to lack of nutrition!", - L"%s's strength was damaged due to excessive drinking!", - L"%s's strength was damaged due to lack of water!", - L"%s's health was damaged due to excessive drinking!", - L"%s's health was damaged due to lack of water!", - L"Sectorwide canteen filling not possible, Food System is off!" -}; - -STR16 szPrisonerTextStr[]= -{ - L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", - L"Gained $%d as ransom money.", - L"%d prisoners revealed enemy positions.", - L"%d officers, %d elites, %d regulars and %d admins joined our cause.", - L"Prisoners start a massive riot in %s!", - L"%d prisoners were sent to %s!", - L"Prisoners have been released!", - L"The army now occupies the prison in %s, the prisoners were freed!", - L"The enemy refuses to surrender!", - L"The enemy refuses to take you as prisoners - they prefer you dead!", - L"This behaviour is set OFF in your ini settings.", - L"%s has freed %s!", - L"A high-ranking army officer in %s has been revealed!", - L"The enemy leader refuses to even consider surrender!", - L"%d prisoners volunteered to join our forces.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= -{ - L"nothing", - L"building a fortification", - L"removing a fortification", - L"hacking", - L"%s had to stop %s.", - L"The selected barricade cannot be built in this sector", -}; - -STR16 szInventoryArmTextStr[]= -{ - L"Blow up (%d AP)", - L"Blow up", - L"Arm (%d AP)", - L"Arm", - L"Disarm (%d AP)", - L"Disarm", -}; - -STR16 szBackgroundText_Flags[]= -{ - L" might consume drugs in inventory\n", - L" disregard for all other backgrounds\n", - L" +1 level in underground sectors\n", - L" steals money from the locals sometimes\n", - - L" +1 traplevel to planted bombs\n", - L" spreads corruption to nearby mercs\n", - L" female only", // won't show up, text exists for compatibility reasons - L" male only", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", - - L" refuses to attack animals\n", - L" refuses to attack members of the same group\n", -}; - -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% APs in polar sectors\n", - L" %s%d%% APs in desert sectors\n", - L" %s%d%% APs in swamp sectors\n", - L" %s%d%% APs in urban sectors\n", - L" %s%d%% APs in forest sectors\n", - L" %s%d%% APs in plain sectors\n", - L" %s%d%% APs in river sectors\n", - L" %s%d%% APs in tropical sectors\n", - L" %s%d%% APs in coastal sectors\n", - L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% leadership stat\n", - L" %s%d%% marksmanship stat\n", - L" %s%d%% mechanical stat\n", - L" %s%d%% explosives stat\n", - L" %s%d%% medical stat\n", - L" %s%d%% wisdom stat\n", - - L" %s%d%% APs on rooftops\n", - L" %s%d%% APs needed to swim\n", - L" %s%d%% APs needed for fortification actions\n", - L" %s%d%% APs needed for mortars\n", - L" %s%d%% APs needed to access inventory\n", - L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%% travel speed on foot\n", - L" %s%d%% travel speed on land vehicles\n", - L" %s%d%% travel speed on air vehicles\n", - L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%% fear resistance\n", - L" %s%d%% suppression resistance\n", - L" %s%d%% physical resistance\n", - L" %s%d%% alcohol resistance\n", - L" %s%d%% disease resistance\n", - - L" %s%d%% interrogation effectiveness\n", - L" %s%d%% prison guard strength\n", - L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%% faster running\n", - L" %s%d%% bandaging speed\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% strength to carry items\n", - L" %s%d%% food consumption\n", - L" %s%d%% water consumption\n", - L" %s%d need for sleep\n", - L" %s%d%% melee damage\n", - L" %s%d%% cth with blades\n", - L" %s%d%% camo effectiveness\n", - L" %s%d%% stealth\n", - L" %s%d%% max CTH\n", - L" %s%d hearing range during the night\n", - L" %s%d hearing range during the day\n", - L" %s%d effectivity at disarming traps\n", - L" %s%d%% CTH with SAMs\n", - - L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%% effectiveness to direct approach\n", - L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%% cth with firearms against creatures\n", - L" %s%d%% insurance cost\n", - L" %s%d%% effectiveness as spotter for fellow snipers\n", - L" %s%d%% effectiveness at diagnosing diseases\n", - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", - - L" dislikes some other backgrounds\n", - L" Smoker", - L" Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", - L" %s%d%% burial speed\n", - L" %s%d%% administration effectiveness\n", - L" %s%d%% exploration effectiveness\n", -}; - -STR16 szBackgroundTitleText[] = -{ - L"I.M.P. Background", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = -{ - L"I.M.P. Prejudices", -}; - -STR16 szPersonalityDisplayText[]= -{ - L"You look", - L"and appearance is", - L"important to you.", - L"You have", - L"and care", - L"about that.", - L"You are", - L"and hate everyone", - L".", - L"racist against non-", - L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"How do you look?", - L"How important are the looks of others to you?", - L"What are your manners?", - L"How important are the manners of other people to you?", - L"What is your nationality?", - L"What nation do you dislike?", - L"How much do you dislike that nation?", - L"How racist are you?", - L"What is your race? You will be\nracist against all other races.", - L"How sexist are you against the other gender?", -}; - - -STR16 szRaceText[]= -{ - L"white", - L"black", - L"asian", - L"eskimo", - L"hispanic", -}; - -STR16 szAppearanceText[]= -{ - L"average", - L"ugly", - L"homely", - L"attractive", - L"like a babe", -}; - -STR16 szRefinementText[]= -{ - L"average manners", - L"manners of a slob", - L"manners of a snob", -}; - -STR16 szRefinementTextTypes[] = -{ - L"normal people", - L"slobs", - L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"American", // 0 - L"Arab", - L"Australian", - L"British", - L"Canadian", - L"Cuban", // 5 - L"Danish", - L"French", - L"Russian", - L"Nigerian", - L"Swiss", // 10 - L"Jamaican", - L"Polish", - L"Chinese", - L"Irish", - L"South African", // 15 - L"Hungarian", - L"Scottish", - L"Arulcan", - L"German", - L"African", // 20 - L"Italian", - L"Dutch", - L"Romanian", - L"Metaviran", - - // newly added from here on - L"Greek", // 25 - L"Estonian", - L"Venezuelan", - L"Japanese", - L"Turkish", - L"Indian", // 30 - L"Mexican", - L"Norwegian", - L"Spanish", - L"Brasilian", - L"Finnish", // 35 - L"Iranian", - L"Israeli", - L"Bulgarian", - L"Swedish", - L"Iraqi", // 40 - L"Syrian", - L"Belgian", - L"Portoguese", - L"Belarusian", - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusians", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"and do not hate any other nationality.", // used in personnel.cpp - L"of no origin", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"not", - L"somewhat", - L"extremely", -}; - -STR16 szRacistText[]= -{ - L"not", - L"somewhat", - L"very", -}; - -STR16 szSexistText[]= -{ - L"no sexist", - L"somewhat sexist", - L"very sexist", - L"a Gentleman", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"Batteries are ", - L"full", - L"good", - L"at half", - L"low", - L"depleted", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= -{ - L"Mercenary", - L"Green militia", - L"Regular militia", - L"Elite militia", - - L"Civilian", - - L"Administrator", - L"Army Soldier", - L"Elite Soldier", - L"Tank", - - L"Creature", - L"Zombie", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s Press Council", - L"Ministry for %s Information Distribution", - L"%s Revolutionary Movement", - L"The Times International", - L"International Times", - L"R.I.S. (Recon Intelligence Service)", - - L"A collection of press sources from %s", - L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", - - L"Conflict Summary", - L"Battle reports", - L"News", - L"About us", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s in %s.", - - L"rebel forces", - L"the army", - - L"attacked", - L"ambushed", - L"airdropped", - - L"The attack came from %s.", - L"%s were reinforced from %s.", - L"The attack came from %s, %s were reinforced from %s.", - L"north", - L"east", - L"south", - L"west", - L"and", - L"an unknown location", - - L"Buildings in the sector were damaged.", - L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", - L"During the attack, %s and %s called reinforcements.", - L"During the attack, %s called reinforcements.", - L"Eyewitnesses report the use of chemical weapons from both sides.", - L"Chemical weapons were used by %s.", - L"In a serious escalation of the conflict, both sides deployed tanks.", - L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", - L"Both sides are said to have used snipers.", - L"Unverified reports indicate %s snipers were involved in the firefight.", - L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", - L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", - L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Deep in the night", // 23 - 3 - L"At dawn", // 3 - 6 - L"Early in the morning", // 6 - 8 - L"In the morning hours", // 8 - 11 - L"At noon", // 11 - 14 - L"On the afternoon", // 14 - 18 - L"On the evening", // 18 - 21 - L"During the night", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Initial funding", - L"Mine income", - L"Trade", - L"Other sources", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Ammunition", - L"Explosives", - L"Food", - L"Medical gear", - L"Item maintenance", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"In an extremely one-sided battle, the army force was wiped out without much resistance.", - - L"The rebels easily defeated the army, inflicting heavy losses.", - L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", - - L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", - L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", - - L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", - - L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", - L"Despite the high number of rebels in this sector, the army easily dispatched them.", - - L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", - L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", - - L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", - L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", - - L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Irrelevant", - L"Insignificant", - L"Notable", - L"Noteworthy", - L"Significant", - L"Interesting", - L"Important", - L"Very important", - L"Grave", - L"Major", - L"Momentous", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Killed", - L"Wounded", - L"Prisoners", - L"Shots fired", - - L"Money earned", - L"Consumption", - L"Losses", - L"Participants", - - L"Promotions", - L"Summary", - L"Detail", - L"Previous", - - L"Next", - L"Incident", - L"Day", -}; - -STR16 szCampaignStatsOperationPrefix[] = -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okayish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Personalities", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", - L"%s injured civilians", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being off limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of disease in Arulco? You can access this data on the strategic map once acquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Experience In Security", - - // links to other pages - L"What is Kerberus?", - L"Team Contracts", - L"Individual Contracts", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments around the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insertion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Inventory Manipulations", - - L"NVG", - L"Reload All", - L"Move", - L"", - - L"Sort", - L"Merge", - L"Separate", - L"Organize", - - L"Crates", - L"Boxes", - L"Drop B/P", - L"Pickup B/P", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Cover Display Mode", - - L"Off", - L"Enemy", - L"Merc", - L"", - - L"Roles", - L"Fortification", - L"Tracker", - L"CTH mode", - - L"Traps", - L"Network", - L"Detector", - L"", - - L"Net A", - L"Net B", - L"Net C", - L"Net D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Turning off cover/traps display", - L"Showing danger zones", - L"Showing merc view", - L"", - - L"Display enemy role symbols", - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Display trap network", - L"Display trap network colouring", - L"Display nearby traps", - L"", - - L"Display trap network A", - L"Display trap network B", - L"Display trap network C", - L"Display trap network D", -}; - - -STR16 szDynamicDialogueText[40][17] = -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"he", - L"she", - L"him", - L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", - - L"High amount of distress can cause a personality split\n", - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", -}; - -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select leg armor", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select kit item", //MEDPOCK1POS - L"Select kit item", - L"Select kit item", - L"Select kit item", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", - L"Defected to us on Day %d, %d:%02d in %s", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = -{ - L"normal", - L"rain", - L"thunderstorm", - L"sandstorm", - - L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%s evaded a snake attack!", - L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", -}; - -STR16 szLaptopStatText[] = -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia that appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //ENGLISH +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("ENGLISH") + + #if defined( ENGLISH ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_EnglishText_public_symbol(void); + +#if defined( ENGLISH ) + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Locations", // 0 + L"Characters", + L"Items", + L"Quests", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Enter", +}; + +STR16 pOtherButtonsText[] = +{ + L"Briefing", + L"Accept", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Briefing", + L"Accept missions", +}; + + +STR16 pLocationPageText[] = +{ + L"Prev page", + L"Photo", + L"Next page", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Main page", + L">>", + L"Type: ", + L"Empty data", + L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", + L"Briefing Room. Please click the 'Enter' button.", +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Unknown",// 0 - unknown + L"City", //1 - city + L"SAM Site", //2 - SAM Site + L"Other Location", //3 - other location + L"Mine", //4 - mines + L"Military Complex", //5 - military complex + L"Laboratory Complex", //6 - laboratory complex + L"Factory Complex", //7 - factory complex + L"Hospital", //8 - hospital + L"Prison", //9 - prison + L"Airport", //10 - airport +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Show All", + L"Show AIM", + L"Show MERC", + L"Show RPC", + L"Show NPC", + L"Show Vehicle", + L"Show IMP", + L"Show EPC", + L"Filter", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"All", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"Veh.", + L"IMP", + L"EPC", + L"Filter", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Show All", + L"Show City", + L"Show SAM Site", + L"Show Other Location", + L"Show Mine", + L"Show Military Complex", + L"Show Laboratory Complex", + L"Show Factory Complex", + L"Show Hospital", + L"Show Prison", + L"Show Airport", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"All", + L"City", + L"SAM", + L"Other", + L"Mine", + L"Mil.", + L"Lab.", + L"Fact.", + L"Hosp.", + L"Prison", + L"Air.", +}; + +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"All",//0 + L"City", + L"SAM", + L"Mine", + L"Airport", + L"Wilder.", + L"Underg.", + L"Facil.", + L"Other", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//facility index + 1 + L"Show Cities", + L"Show SAM sites", + L"Show mines", + L"Show airports", + L"Show sectors in wilderness", + L"Show underground sectors", + L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", + L"Show Other sectors", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; + +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"All",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Other",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//Other index + 1 + L"Show A.I.M. members", + L"Show M.E.R.C staff", + L"Show Rebels", + L"Show Non-hirable Characters", + L"Show Player created Characters", + L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", +}; + +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Vehic.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; + +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"All",//0 + L"Gun", + L"Ammo", + L"Armor", + L"LBE", + L"Attach.", + L"Misc",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", +}; + +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Helmet", + L"Vest", + L"Pant", + L"Plate", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Tight", + L"Vest", + L"Combat", + L"Backp.", + L"Pocket", + L"Other", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optic", + L"Side", + L"Muzzle", + L"Extern.", + L"Intern.", + L"Other", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Blade", + L"T.Knife", + L"Punch", + L"Grenade", + L"Bomb", + L"Medikit", + L"Kit", + L"Face", + L"Other", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; + +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"All", + L"Active", + L"Compl.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Active Quests", + L"Show Completed Quests", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"All", //0 + L"Gun", + L"Ammo", + L"LBE", + L"Misc", + + L"Show All", //5 + L"Show Gun", + L"Show Ammo", + L"Show LBE Gear", + L"Show Misc", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"Heavy", + L"Pistol", + L"M. Pist.", + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotg.", + + // Ammo + L"Pistol", + L"M. Pist.", //10 + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotg.", + + // Used + L"Gun", + L"Armor", + L"LBE Gear", + L"Misc", //20 + + // Armour + L"Helmet", + L"Vest", + L"Legging", + L"Plate", + + // Misc + L"Blade", + L"Th. Kn.", + L"Blunt", + L"Grena.", + L"Bomb", + L"Med.", //30 + L"Kit", + L"Face", + L"LBE", + L"Misc", //34 +}; + +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interrogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +STR16 FactDescText[] = +{ + L"Omerta Liberated", + L"Drassen Liberated", + L"Sanmona Liberated", + L"Cambria Liberated", + L"Alma Liberated", + L"Grumm Liberated", + L"Tixa Liberated", + L"Chitzena Liberated", + L"Estoni Liberated", + L"Balime Liberated", + + L"Orta Liberated", //10 + L"Meduna Liberated", + L"Pacos approached", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's surprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wants to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; + +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Delete", + L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Toggle viewing of players", //0 + L"Toggle viewing of enemies", + L"Toggle viewing of creatures", + L"Toggle viewing of rebels", + L"Toggle viewing of civilians", + + L"Player", + L"Enemy", + L"Creature", + L"Rebels", + L"Civilian", + + L"DETAILED PLACEMENT", //10 + L"General information mode", + L"Physical appearance mode", + L"Attributes mode", + L"Inventory mode", + L"Profile ID mode", + L"Schedule mode", + L"Schedule mode", + L"DELETE", + L"Delete currently selected merc (|D|e|l)", + L"NEXT", //20 + L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"Toggle priority existance", + L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"STATIONARY", + L"ON GUARD", + L"ON CALL", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", //30 + L"RND PT PATROL", + + //Attitudes + L"DEFENSIVE", + L"BRAVE SOLO", + L"BRAVE AID", + L"AGGRESSIVE", + L"CUNNING SOLO", + L"CUNNING AID", + + L"Set merc to face %s", + + L"Find", + L"BAD", //40 + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"BAD", + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"Previous color set", //50 + L"Next color set", + + L"Previous body type", + L"Next body type", + + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + + L"No action", + L"No action", + L"No action", //60 + L"No action", + + L"Clear Schedule", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"ROOFS", //0 + L"WALLS", + L"ROOM INFO", + + L"Place walls using selection method", + L"Place doors using selection method", + L"Place roofs using selection method", + L"Place windows using selection method", + L"Place damaged walls using selection method.", + L"Place furniture using selection method", + L"Place wall decals using selection method", + L"Place floors using selection method", //10 + L"Place generic furniture using selection method", + L"Place walls using smart method", + L"Place doors using smart method", + L"Place windows using smart method", + L"Place damaged walls using smart method", + L"Lock or trap existing doors", + + L"Add a new room", + L"Edit cave walls.", + L"Remove an area from existing building.", + L"Remove a building", //20 + L"Add/replace building's roof with new flat roof.", + L"Copy a building", + L"Move a building", + L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"Erase room numbers", + + L"Toggle |Erase mode", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Cycle brush size (|A/|Z)", + L"Roofs (|H)", + L"|Walls", //30 + L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Wpns", //0 + L"Ammo", + L"Armour", + L"LBE", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Triggers", + L"Keys", + L"Rnd", //10 + L"Previous (|,)", // previous page + L"Next (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Add ambient light source", //0 + L"Toggle fake ambient lights.", + L"Add exit grids (r-clk to query existing).", + L"Cycle brush size (|A/|Z)", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", + L"Specify north point for validation purposes.", + L"Specify west point for validation purposes.", + L"Specify east point for validation purposes.", + L"Specify south point for validation purposes.", + L"Specify center point for validation purposes.", //10 + L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"New outdoor level", //0 + L"New basement", + L"New cave level", + L"Save map (|C|t|r|l+|S)", + L"Load map (|C|t|r|l+|L)", + L"Select tileset", + L"Leave Editor mode", + L"Exit game (|A|l|t+|X)", + L"Create radar map", + L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Draw |Ground textures", //0 + L"Set map ground textures", + L"Place banks and |Cliffs", + L"Draw roads (|P)", + L"Draw |Debris", + L"Place |Trees & bushes", + L"Place |Rocks", + L"Place barrels & |Other junk", + L"Fill area", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", //10 + L"Cycle brush size (|A/|Z)", + L"Raise brush density (|])", + L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Buildings", + L"Items", + L"Mercs", + L"Map Info", + L"Options", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"North Entry Point", //0 + L"West Entry Point", + L"East Entry Point", + L"South Entry Point", + L"Center Entry Point", + L"Isolated Entry Point", + + L"Prime", + L"Night", + L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Panic Trigger1", //0 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", + + L"Pressure Action", + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"No Lock ID", //0 + L"Explosion Trap", + L"Electric Trap", + L"Siren Trap", + L"Silent Alarm", + L"Super Electric Trap", //5 + L"Brothel Siren Trap", + L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 + L"No map currently loaded.", + L"File: %S, Current Tileset: %s", + L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"TOGGLE", //0 + L"VIEWS", + L"SELECTION METHOD", + L"SMART METHOD", + L"BUILDING METHOD", + L"Room#", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Editing lock attributes at map index %d.", + L"Lock ID", + L"Trap Type", + L"Trap Level", + L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Pressure Action", //0 + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", + + L"Panic Trigger1", //5 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Prime", + L"Night", + L"24Hrs", //5 + + L"Radius", + + L"Underground", + L"Light Level", + + L"Outdoors", + L"Basement", //10 + L"Caves", + + L"Restricted", + L"Scroll ID", + + L"Destination", + L"Sector", //15 + L"Destination", + L"Bsmt. Level", + L"Dest.", + L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"No action", + L"Lock door", + L"Unlock door", + L"Open door", + L"Close door", + L"Move to gridno", + L"Leave sector", + L"Enter sector", + L"Stay in sector", + L"Sleep", + L"Ignore this!" +}; + +STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Max Health", + L"Cur Health", + L"Strength", + L"Agility", + L"Dexterity", + L"Charisma", + L"Wisdom", + L"Marksmanship", + L"Explosives", + L"Medical", + L"Scientific", + L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Merc Name:", //0 + L"Orders:", + L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Merc Colors", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Random", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE Tank", //5 + L"NW Tank", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Unarmed Robot", + L"Larvae", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Bloodcat", + L"Humvee", +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDERS=-- ", //0 + L"--=ATTITUDE=--", + + L"RELATIVE", + L"ATTRIBUTES", + + L"RELATIVE", + L"EQUIPMENT", + + L"RELATIVE", + L"ATTRIBUTES", + + L"Army", + L"Admin", + L"Elite", //10 + + L"Exp. Level", + L"Life", + L"LifeMax", + L"Marksmanship", + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Leadership", + L"Explosives", //20 + L"Medical", + L"Mechanical", + L"Morale", + + L"Hair color:", + L"Skin color:", + L"Vest color:", + L"Pant color:", + + L"RANDOM", + L"RANDOM", + L"RANDOM", //30 + L"RANDOM", + + L"By specifying a profile index, all of the information will be extracted from the profile ", + L"and override any values that you have edited. It will also disable the editing features ", + L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"extract the number you have typed. A blank field will clear the profile. The current ", + L"number of profiles range from 0 to ", + + L"Current Profile: n/a ", + L"Current Profile: %s", + + L"STATIONARY", + L"ON CALL", //40 + L"ON GUARD", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", + L"RND PT PATROL", + + L"Action", + L"Time", + L"V", + L"GridNo 1", //50 + L"GridNo 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"lock", + L"unlock", + L"open", + L"close", + + L"Click on the gridno adjacent to the door that you wish to %s.", //60 + L"Click on the gridno where you wish to move after you %s the door.", + L"Click on the gridno where you wish to move to.", + L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L" Hit ESC to abort entering this line in the schedule.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Patrol orders with no waypoints", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"No action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Placement not copied because no placement selected.", + L"Placement copied.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Placement not pasted as no placement is saved in buffer.", + L"Placement pasted.", + L"Placement not pasted as the maximum number of placements for this team has been reached.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Exit editor?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Are you sure you wish to remove all lights?", //0 + L"Are you sure you wish to reverse the schedules?", + L"Are you sure you wish to clear all of the schedules?", + + L"Clicked Placement Enabled", + L"Clicked Placement Disabled", + + L"Draw High Ground Enabled", //5 + L"Draw High Ground Disabled", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Random Placement Enabled", + L"Random Placement Disabled", + + L"Removing Treetops", //10 + L"Showing Treetops", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Creating radar map for %S", //0 + + L"Delete current map and start a new basement level?", + L"Delete current map and start a new cave level?", + L"Delete current map and start a new outdoor level?", + + L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Toggle fake editor lighting ON/OFF", + + L"INSERT", + L"Toggle fill mode ON/OFF", + + L"BKSPC", + L"Undo last change", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Exit editor", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"This help screen", + + L"F10", + L"Save current map", + + L"F11", + L"Load map as current", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Change brush size", + + L"d", + L"Draw debris", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Draw rocks", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Draw ground textures", + + L"w", + L"Draw building walls", + + L"e", + L"Toggle erase mode ON/OFF", + + L"h", //40 + L"Toggle roofs ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"Toggle hide flag", //0 + L"No item selected.", + L"Slot available for", + L"Random generation.", + L"Keys not editable.", + L"ProfileID of owner", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Status", + L"Rounds", + L"Trap Level", //10 + L"Quantity", + L"Trap Level", + L"Status", + L"Trap Level", + L"Status", + L"Quantity", + L"Trap Level", + L"Dollars", + L"Status", + L"Trap Level", //20 + L"Trap Level", + L"Tolerance", + L"Alarm Trigger", + L"Exist Chance", + L"B", + L"R", + L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Item appears in both Sci-Fi and Realistic modes", //0 + L"Item appears in Realistic mode only", + L"Item appears in Sci-Fi mode only", +}; + +STR16 pSetupGunGUIText[] = +{ + L"SILENCER", //0 + L"SNIPERSCOPE", + L"LASERSCOPE", + L"BIPOD", + L"DUCKBILL", + L"G-LAUNCHER", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"CERAMIC PLATES", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Okay", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"LOAD", + L"SAVE", + L"Update", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Tileset: %s", //0 + L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"Number of items: %d", + L"Number of lights: %d", + L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"Number of rooms: %d", + L"Total map population: %d", + L"Enemies: %d", + L"Admins: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Troops: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Elites: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Civilians: %d", //20 + + L"(%d detailed, %d profile -- %d have priority existance)", + + L"Humans: %d", + L"Cows: %d", + L"Bloodcats: %d", + + L"Creatures: %d", + + L"Monsters: %d", + L"Bloodcats: %d", + + L"Number of locked and/or trapped doors: %d", + L"Locked: %d", + L"Trapped: %d", //30 + L"Locked & Trapped: %d", + + L"Civilians with schedules: %d", + + L"Too many exit grid destinations (more than 4)...", + L"ExitGrids: %d (%d with a long distance destination)", + L"ExitGrids: none", + L"ExitGrids: 1 destination using %d exitgrids", + L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 + L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d placements have patrol orders without any waypoints defined.", + L"%d placements have waypoints, but without any patrol orders.", + L"%d gridnos have questionable room numbers. Please validate.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Enemy", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"Panic1", + L"Panic2", + L"Panic3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Pressure Actions", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"None", + + L"TOO MANY ITEMS TO DISPLAY!", + L"NORMAL ENEMY DROPPED ITEMS", + L"TOO MANY ITEMS TO DISPLAY!", + L"None", + L"TOO MANY ITEMS TO DISPLAY!", + L"ERROR: Can't load the items for this map. Reason unknown.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 + L"(NO MAP LOADED).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"There is no sector currently selected.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", ground level", + L", underground level 1", + L", underground level 2", + L", underground level 3", + L", alternate G level", + L", alternate B1 level", + L", alternate B2 level", + L", alternate B3 level", + + L"ITEM DETAILS -- sector %s", + L"Summary Information for sector %s:",//20 + + L"Summary Information for sector %s", + L"does not exist.", + + L"Summary Information for sector %s", + L"does not exist.", + + L"No information exists for sector %s.", + + L"No information exists for sector %s.", + + L"FILE: %s", + + L"FILE: %s", + + L"Override READONLY", + L"Overwrite File", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Do you wish to do this now (y/n)?", + + L"No summary info. Creation denied.", + + L"Grid", + L"Progress", //40 + L"Use Alternate Maps", + + L"Summary", + L"Items", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyzing map: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Loading map: %s", +}; + +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generating map information", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"Generating map summary", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] from default tileset %s (%d, %S)", + L"File: %S, subindex: %d (%d, %S)", + L"Tileset: %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Small", + L"Medium", + L"Large", + L"XLarge", + L"Width: xx", + L"Area" + }; + +//--- + +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Page 1/2", //0 + L"Page 2/2", + + L"Page 1/3", + L"Page 2/3", + L"Page 3/3", + + L"Page 1/1", //5 +}; + +// by Jazz: +CHAR16 zGrod[][500] = +{ + L"Robot", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Development Team", + L"@T,C144,R134,{;Coding", + L"@T,C144,R134,{;Graphics and Sounds", + L"@};(Various other mods!)", + L"@T,C144,R134,{;Items", + L"@T,C144,R134,{;Other Contributors", + L"@};(All other community members who contributed input and feedback!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm NATO", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rocket", +// L"", // dart +// L"", // flame +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm N.", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rocket", +// L"dart", // dart +// L"", // flamethrower +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + + +CHAR16 WeaponType[MAXITEMS][30] = +{ + L"Other", + L"Pistol", + L"MP", + L"SMG", + L"Rifle", + L"Sniper rifle", + L"Assault rifle", + L"LMG", + L"Shotgun", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Player's Turn", // player's turn + L"Opponents' Turn", + L"Creatures' Turn", + L"Militia's Turn", + L"Civilians' Turn", + L"Player_Plan",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden + +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s is hit in the head and loses a point of wisdom!", + L"%s is hit in the shoulder and loses a point of dexterity!", + L"%s is hit in the chest and loses a point of strength!", + L"%s is hit in the legs and loses a point of agility!", + L"%s is hit in the head and loses %d points of wisdom!", + L"%s is hit in the shoulder and loses %d points of dexterity!", + L"%s is hit in the chest and loses %d points of strength!", + L"%s is hit in the legs and loses %d points of agility!", + L"Interrupt!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"Your reinforcements have arrived!", + + // In the following four lines, all %s's are merc names + + L"%s reloads.", + L"%s doesn't have enough Action Points!", + L"%s is applying first aid. (Press any key to cancel.)", + L"%s and %s are applying first aid. (Press any key to cancel.)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"reliable", + L"unreliable", + L"easy to repair", + L"hard to repair", + L"high damage", + L"low damage", + L"quick firing", + L"slow firing", + L"long range", + L"short range", + L"light", + L"heavy", + L"small", + L"fast burst fire", + L"no burst fire", + L"large magazine", + L"small magazine", + + // In the following two lines, all %s's are merc names + + L"%s's camouflage has worn off.", + L"%s's camouflage has washed off.", + + // The first %s is a merc name and the second %s is an item name + + L"Second weapon is out of ammo!", + L"%s has stolen the %s.", + + // The %s is a merc name + + L"%s's weapon can't burst fire.", + + L"You've already got one of those attached.", + L"Merge items?", + + // Both %s's are item names + + L"You can't attach a %s to a %s.", + + L"None", + L"Eject ammo", + L"Attachments", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L"You cannot use your %s and your %s at the same time.", + + L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots.", + L"The item you have in your cursor can be attached to certain items by placing it in one of the four attachment slots. (However in this case, the item is not compatible.)", + L"The sector isn't cleared of enemies!", + L"You still need to give %s %s", + L"%s is hit in the head!", + L"Abandon the fight?", + L"This attachment will be permanent. Go ahead with it?", + L"%s feels more energetic!", + L"%s slipped on some marbles!", + L"%s failed to grab the %s from enemy's hand!", + L"%s has repaired the %s", + L"Interrupt for ", + L"Surrender?", + L"This person refuses your aid.", + L"I DON'T think so!", + L"To travel in Skyrider's chopper, you'll have to ASSIGN mercs to VEHICLE/HELICOPTER first.", + L"%s only had enough time to reload ONE gun", + L"Bloodcats' turn", + L"full auto", + L"no full auto", + L"accurate", + L"inaccurate", + L"no semi auto", + L"The enemy has no more items to steal!", + L"The enemy has no item in its hand!", + + L"%s's desert camouflage has worn off.", + L"%s's desert camouflage has washed off.", + + L"%s's wood camouflage has worn off.", + L"%s's wood camouflage has washed off.", + + L"%s's urban camouflage has worn off.", + L"%s's urban camouflage has washed off.", + + L"%s's snow camouflage snow has worn off.", + L"%s's snow camouflage has washed off.", + + L"You cannot attach %s to this slot.", + L"The %s will not fit in any open slots.", + L"There's not enough space for this pocket.", + + L"%s has repaired the %s as much as possible.", + L"%s has repaired %s's %s as much as possible.", + + L"%s has cleaned the %s.", + L"%s has cleaned %s's %s.", + + L"Assignment not possible at the moment", + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Paused", + L"Normal", + L"5 min", + L"30 min", + L"60 min", + L"6 hrs", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"Squad 1", + L"Squad 2", + L"Squad 3", + L"Squad 4", + L"Squad 5", + L"Squad 6", + L"Squad 7", + L"Squad 8", + L"Squad 9", + L"Squad 10", + L"Squad 11", + L"Squad 12", + L"Squad 13", + L"Squad 14", + L"Squad 15", + L"Squad 16", + L"Squad 17", + L"Squad 18", + L"Squad 19", + L"Squad 20", + L"Squad 21", + L"Squad 22", + L"Squad 23", + L"Squad 24", + L"Squad 25", + L"Squad 26", + L"Squad 27", + L"Squad 28", + L"Squad 29", + L"Squad 30", + L"Squad 31", + L"Squad 32", + L"Squad 33", + L"Squad 34", + L"Squad 35", + L"Squad 36", + L"Squad 37", + L"Squad 38", + L"Squad 39", + L"Squad 40", + L"On Duty", // on active duty + L"Doctor", // administering medical aid + L"Patient", // getting medical aid + L"Vehicle", // in a vehicle + L"In Trans", // in transit - abbreviated form + L"Repair", // repairing + L"Radio Scan", // scanning for nearby patrols + L"Practice", // training themselves + L"Militia", // training a town to revolt + L"M.Militia", //training moving militia units + L"Trainer", // training a teammate + L"Student", // being trained by someone else + L"GetItem", // move items + L"Staff", // operating a strategic facility + L"Eat", // eating at a facility (cantina etc.) + L"Rest", // Resting at a facility + L"Prison", // interrogate prisoners + L"Dead", // dead + L"Incap.", // abbreviation for incapacitated + L"POW", // Prisoner of war - captured + L"Hospital", // patient in a hospital + L"Empty", // Vehicle is empty + L"Snitch", // facility: undercover prisoner (snitch) + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumours", // facility: gather information + L"Propag.", // spread propaganda + L"Rumours", // gather information + L"Command", // militia movement orders + L"Diagnose", // disease diagnosis + L"Treat D.", // treat disease among the population + L"Doctor", // administering medical aid + L"Patient", // getting medical aid + L"Repair", // repairing + L"Fortify", // build structures according to external layout + L"Train W.", + L"Hide", + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", + L"Explore", + L"Event", // rftr: merc is on a mini event + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Militia", // the title of the militia box + L"Unassigned", //the number of unassigned militia troops + L"You can't redistribute militia while there are hostilities in the area!", + L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6 +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Auto", // auto place the militia troops for the player + L"Done", // done placing militia troops + L"Disband", // HEADROCK HAM 3.6: Disband militia + L"Unassign All", // move all milita troops to unassigned pool +}; + +STR16 pConditionStrings[] = +{ + L"Excellent", //the state of a soldier .. excellent health + L"Good", // good health + L"Fair", // fair health + L"Wounded", // wounded health + L"Fatigued", // tired + L"Bleeding", // bleeding to death + L"Unconscious", // knocked out + L"Dying", // near death + L"Dead", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"On Duty", // set merc on active duty + L"Patient", // set as a patient to receive medical aid + L"Vehicle", // tell merc to enter vehicle + L"Unescort", // let the escorted character go off on their own + L"Cancel", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"Squad 1", + L"Squad 2", + L"Squad 3", + L"Squad 4", + L"Squad 5", + L"Squad 6", + L"Squad 7", + L"Squad 8", + L"Squad 9", + L"Squad 10", + L"Squad 11", + L"Squad 12", + L"Squad 13", + L"Squad 14", + L"Squad 15", + L"Squad 16", + L"Squad 17", + L"Squad 18", + L"Squad 19", + L"Squad 20", + L"Squad 21", + L"Squad 22", + L"Squad 23", + L"Squad 24", + L"Squad 25", + L"Squad 26", + L"Squad 27", + L"Squad 28", + L"Squad 29", + L"Squad 30", + L"Squad 31", + L"Squad 32", + L"Squad 33", + L"Squad 34", + L"Squad 35", + L"Squad 36", + L"Squad 37", + L"Squad 38", + L"Squad 39", + L"Squad 40", + L"On Duty", + L"Doctor", + L"Patient", + L"Vehicle", + L"In Transit", + L"Repair", + L"Radio Scan", + L"Practice", + L"Training Militia", + L"Training Mobile Militia", // Missing + L"Trainer", + L"Student", + L"Get item", // move items + L"Facility Staff", // Missing + L"Eat", // eating at a facility (cantina etc.) + L"Resting at Facility", // Missing + L"Interrogate prisoners", // Flugente: interrogate prisoners + L"Dead", + L"Incap.", + L"POW", + L"Hospital", + L"Empty", // Vehicle is empty + L"Undercover Snitch", // facility: undercover prisoner (snitch) + L"Spreading Propaganda", // facility: spread propaganda + L"Spreading Propaganda", // facility: spread propaganda (globally) + L"Gathering Rumours", // facility: gather rumours + L"Spreading Propaganda", // spread propaganda + L"Gathering Rumours", // gather information + L"Commanding Militia", // militia movement orders + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Doctor", + L"Patient", + L"Repair", + L"Fortify sector", // build structures according to external layout + L"Train workers", + L"Hide while disguised", + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", + L"Exploration", +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"Squad 1", + L"Squad 2", + L"Squad 3", + L"Squad 4", + L"Squad 5", + L"Squad 6", + L"Squad 7", + L"Squad 8", + L"Squad 9", + L"Squad 10", + L"Squad 11", + L"Squad 12", + L"Squad 13", + L"Squad 14", + L"Squad 15", + L"Squad 16", + L"Squad 17", + L"Squad 18", + L"Squad 19", + L"Squad 20", + L"Squad 21", + L"Squad 22", + L"Squad 23", + L"Squad 24", + L"Squad 25", + L"Squad 26", + L"Squad 27", + L"Squad 28", + L"Squad 29", + L"Squad 30", + L"Squad 31", + L"Squad 32", + L"Squad 33", + L"Squad 34", + L"Squad 35", + L"Squad 36", + L"Squad 37", + L"Squad 38", + L"Squad 39", + L"Squad 40", + L"On Duty", + L"Doctor", + L"Patient", + L"Vehicle", + L"In Transit", + L"Repair", + L"Radio Scan", + L"Practice", + L"Train Militia", + L"Train Mobiles", // Missing + L"Train Teammate", + L"Student", + L"Get Item", // move items + L"Staff Facility", // Missing + L"Rest at Facility", // Missing + L"Interrogate prisoners", // Flugente: interrogate prisoners + L"Dead", + L"Incap.", + L"POW", + L"Hospital", // patient in a hospital + L"Empty", // Vehicle is empty + L"Undercover Snitch", // facility: undercover prisoner (snitch) + L"Spread Propaganda", // facility: spread propaganda + L"Spread Propaganda", // facility: spread propaganda (globally) + L"Gather Rumours", // facility: gather rumours + L"Spread Propaganda", // spread propaganda + L"Gather Rumours", // gather information + L"Commanding Militia", // militia movement orders + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Doctor", + L"Patient", + L"Repair", + L"Fortify sector", // build structures according to external layout + L"Train workers", + L"Hide while disguised", + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", + L"Exploration", +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Contract Options:", + L"", // a blank line, required + L"Offer One Day", // offer merc a one day contract extension + L"Offer One Week", // 1 week + L"Offer Two Weeks", // 2 week + L"Dismiss", // end merc's contract + L"Cancel", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"POW", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"STRENGTH", + L"DEXTERITY", + L"AGILITY", + L"WISDOM", + L"MARKSMANSHIP", + L"MEDICAL", + L"MECHANICAL", + L"LEADERSHIP", + L"EXPLOSIVES", + L"LEVEL", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"Armor", // the armor rating of the merc + L"Weight", // the weight the merc is carrying + L"Camo", // the merc's camouflage rating + L"Camouflage:", + L"Protection:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Agi", // the abbreviated version of : agility + L"Dex", // dexterity + L"Str", // strength + L"Ldr", // leadership + L"Wis", // wisdom + L"Lvl", // experience level + L"Mrk", // marksmanship skill + L"Mec", // mechanical skill + L"Exp", // explosive skill + L"Med", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"Assignment", // the mercs current assignment + L"Contract", // the contract info about the merc + L"Health", // the health level of the current merc + L"Morale", // the morale of the current merc + L"Cond.", // the condition of the current vehicle + L"Fuel", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Practice", // tell merc to train self + L"Militia", // tell merc to train town + L"Trainer", // tell merc to act as trainer + L"Student", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Fire Rate:", // the allowable rate of fire for a merc who is guarding + L" Aggressive Fire", // the merc can be aggressive in their choice of fire rates + L" Conserve Ammo", // conserve ammo + L" Refrain From Firing", // fire only when the merc needs to + L"Other Options:", // other options available to merc + L" Can Retreat", // merc can retreat + L" Can Seek Cover", // merc is allowed to seek cover + L" Can Assist Teammates", // merc can assist teammates + L"Done", // done with this menu + L"Cancel", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Fire Rate:", + L" *Aggressive Fire*", + L" *Conserve Ammo*", + L" *Refrain From Firing*", + L"Other Options:", + L" *Can Retreat*", + L" *Can Seek Cover*", + L" *Can Assist Teammates*", + L"Done", + L"Cancel", +}; + +STR16 pAssignMenuStrings[] = +{ + L"On Duty", // merc is on active duty + L"Doctor", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis + L"Patient", // the merc is receiving medical attention + L"Vehicle", // the merc is in a vehicle + L"Repair", // the merc is repairing items + L"Radio Scan", // the merc is scanning for patrols in neighbouring sectors + L"Snitch", // anv: snitch actions + L"Train", // the merc is training + L"Militia", // all things militia + L"Get Item", // move items + L"Fortify", // fortify sector + L"Intel", // covert assignments + L"Administer", + L"Explore", + L"Facility", // the merc is using/staffing a facility + L"Cancel", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Attack", // set militia to aggresive + L"Hold Position", // set militia to stationary + L"Retreat", // retreat militia + L"Come to me", + L"Get down", + L"Crouch", + L"Take cover", + L"Move to", + L"All: Attack", + L"All: Hold Position", + L"All: Retreat", + L"All: Come to me", + L"All: Spread out", + L"All: Get down", + L"All: Crouch", + L"All: Take cover", + //L"All: Find items", + L"Cancel", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = +{ + // radio operator + L"Artillery Strike", + L"Jam communications", + L"Scan frequencies", + L"Eavesdrop", + L"Call reinforcements", + L"Switch off radio set", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Spotter", + L"Focus", + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Order an artillery strike from sector...", + L"Fill all radio frequencies with white noise, making communications impossible.", + L"Scan for jamming signals.", + L"Use your radio equipment to continously listen for enemy movement.", + L"Call in reinforcements from neighbouring sectors.", + L"Turn off radio set.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Observe an area, granting allied snipers a bonus to cth on anything you see.", + L"Increase interrupt modifier (penalty outside of area).", + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Requires:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s or higher\n", + L" - %s or higher or\n", + L" - %d minutes to be ready\n", + L" - mortar positions in neighbouring sectors\n", + L" - %s |o|r %s |a|n|d %s or %s or higher\n", + L" - possession by a demon\n", + L" - a gun-related trait\n", + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = +{ + L"Militia", + L"Other Squads", + L"Cancel", + L"%d Militia", + L"All Militia", + + L"More", + L"Corpse: %s", +}; + +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Team Informant", + L"Town Assignment", + L"Cancel", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Discuss snitch's behaviour towards his teammates.", + L"Take an assignment in this sector.", + L"Cancel", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Report complaints", + L"Don't report", + L"Prevent misbehaviour", + L"Ignore misbehaviour", + L"Cancel", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Report any complaints you hear from other mercs to your commander.", + L"Don't report anything.", + L"Try to stop other mercs from getting wasted and scrounging.", + L"Don't care what other mercs do.", + L"Cancel", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Spread propaganda", + L"Gather rumours", + L"Cancel", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", + L"Keep an ear to the ground on any rumours about enemy forces activity.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s was exposed as a snitch but managed to notice it and get out alive.", + L"%s was exposed as a snitch but managed to defuse situation and get out alive.", + L"%s was exposed as a snitch but managed to avoid assassination attempt.", + L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", + + L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", + L"%s was exposed as a snitch and almost beaten to death before guards saved him.", + L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", + L"%s was exposed as a snitch and strangled to death before guards saved him.", + + L"%s was exposed as a snitch and drowned in toilet by other inmates.", + L"%s was exposed as a snitch and beaten to death by other inmates.", + L"%s was exposed as a snitch and shanked to death by other inmates.", + L"%s was exposed as a snitch and strangled to death by other inmates.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s heard rumours about enemy activity in %d sectors.", + +}; + +STR16 pRemoveMercStrings[] = +{ + L"Remove Merc", // remove dead merc from current team + L"Cancel", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Health", + L"Agility", + L"Dexterity", + L"Strength", + L"Leadership", + L"Marksmanship", + L"Mechanical", + L"Explosives", + L"Medical", + L"Cancel", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Practice", // train yourself + L"Train workers", + L"Trainer", // train your teammates + L"Student", // be trained by an instructor + L"Cancel", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"Squad 1", + L"Squad 2", + L"Squad 3", + L"Squad 4", + L"Squad 5", + L"Squad 6", + L"Squad 7", + L"Squad 8", + L"Squad 9", + L"Squad 10", + L"Squad 11", + L"Squad 12", + L"Squad 13", + L"Squad 14", + L"Squad 15", + L"Squad 16", + L"Squad 17", + L"Squad 18", + L"Squad 19", + L"Squad 20", + L"Squad 21", + L"Squad 22", + L"Squad 23", + L"Squad 24", + L"Squad 25", + L"Squad 26", + L"Squad 27", + L"Squad 28", + L"Squad 29", + L"Squad 30", + L"Squad 31", + L"Squad 32", + L"Squad 33", + L"Squad 34", + L"Squad 35", + L"Squad 36", + L"Squad 37", + L"Squad 38", + L"Squad 39", + L"Squad 40", + L"Cancel", +}; + +STR16 pPersonnelTitle[] = +{ + L"Personnel", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Health: ", // health of merc + L"Agility: ", + L"Dexterity: ", + L"Strength: ", + L"Leadership: ", + L"Wisdom: ", + L"Exp. Lvl: ", // experience level + L"Marksmanship: ", + L"Mechanical: ", + L"Explosives: ", + L"Medical: ", + L"Med. Deposit: ", // amount of medical deposit put down on the merc + L"Remaining Contract: ", // cost of current contract + L"Kills: ", // number of kills by merc + L"Assists: ", // number of assists on kills by merc + L"Daily Cost:", // daily cost of merc + L"Tot. Cost to Date:", // total cost of merc + L"Contract:", // cost of current contract + L"Tot. Service to Date:", // total service rendered by merc + L"Salary Owing:", // amount left on MERC merc to be paid + L"Hit Percentage:", // percentage of shots that hit target + L"Battles:", // number of battles fought + L"Times Wounded:", // number of times merc has been wounded + L"Skills:", + L"No Skills", + L"Achievements:", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Elite soldiers: %d\n", + L"Regular soldiers: %d\n", + L"Admin soldiers: %d\n", + L"Hostile groups: %d\n", + L"Creatures: %d\n", + L"Tanks: %d\n", + L"Others: %d\n", + + L"Mercs: %d\n", + L"Militia: %d\n", + L"Others: %d\n", + + L"Shots fired: %d\n", + L"Missiles fired: %d\n", + L"Grenades thrown: %d\n", + L"Knives thrown: %d\n", + L"Blade attacks: %d\n", + L"Hand to hand attacks: %d\n", + L"Successful hits: %d\n", + + L"Locks picked: %d\n", + L"Locks breached: %d\n", + L"Traps removed: %d\n", + L"Explosives detonated: %d\n", + L"Items repaired: %d\n", + L"Items combined: %d\n", + L"Items stolen: %d\n", + L"Militia trained: %d\n", + L"Mercs bandaged: %d\n", + L"Surgeries made: %d\n", + L"Persons met: %d\n", + L"Sectors discovered: %d\n", + L"Ambushes prevented: %d\n", + L"Quests handled: %d\n", + + L"Tactical battles: %d\n", + L"Autoresolve battles: %d\n", + L"Times retreated: %d\n", + L"Ambushes experienced: %d\n", + L"Hardest battle: %d Enemies\n", + + L"Shot: %d\n", + L"Stabbed: %d\n", + L"Punched: %d\n", + L"Blasted: %d\n", + L"Suffered damages in facilities: %d\n", + L"Surgeries undergone: %d\n", + L"Facility accidents: %d\n", + + L"Character:", + L"Weakness:", + + L"Attitudes:", // WANNE: For old traits display instead of "Character:"! + + L"Zombies: %d\n", // Flugente Zombies + + L"Background:", + L"Personality:", + + L"Prisoners interrogated: %d\n", + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + // SANDRO - tweaked this + L"No Skill", + L"Lock Picking", + L"Hand to Hand", //JA25: modified + L"Electronics", + L"Night Operations", //JA25: modified + L"Throwing", + L"Teaching", + L"Heavy Weapons", + L"Auto Weapons", + L"Stealthy", + L"Ambidextrous", + L"Thief", + L"Martial Arts", + L"Knifing", + L"Sniper", + L"Camouflage", //JA25: modified + L"(Expert)", +}; +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"No Skill", // 0 + L"Auto Weapons", // 1 + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", // 5 + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", // 9 + // Minor traits + L"Ambidextrous", // 10 + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", // 15 + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", // 19 + // covert ops is a major trait that was added later + L"Covert Ops", // 20 + + // new minor traits + L"Radio Operator", // 21 + L"Snitch", // 22 + L"Survival", + + // second names for major skills + L"Machinegunner", // 24 + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Spy", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"Placeholder", // for survival (minor trait) + L"More...", // 47 + L"Intel", // for INTEL + L"Disguise", // for DISGUISE + L"various", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS +}; +////////////////////////////////////////////////////////// + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"|Stand/Walk", + L"|Crouch/Crouched Move", + L"Stand/|Run", + L"|Prone/Crawl", + L"|Look", + L"Action", + L"Talk", + L"Examine (|C|t|r|l)", + + // Pop up door menu + L"Open Manually", + L"Examine for Traps", + L"Lockpick", + L"Force Open", + L"Untrap", + L"Lock", + L"Unlock", + L"Use Door Explosive", + L"Use Crowbar", + L"Cancel (|E|s|c)", + L"Close", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"no trap", + L"an explosion trap", + L"an electric trap", + L"a siren trap", + L"a silent alarm trap", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"day", + L"week", + L"two weeks", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Select Character", + L"Assign Merc", + L"Plot Travel Route", + L"Merc |Contract", + L"Remove Merc", + L"Sleep", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"FAINT", + L"DEFINITE", + L"LOUD", + L"VERY LOUD", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"UNKNOWN", + L"sound of MOVEMENT", + L"CREAKING", + L"SPLASHING", + L"IMPACT", + L"GUNSHOT", + L"EXPLOSION", + L"SCREAM", + L"IMPACT", + L"IMPACT", + L"SHATTERING", + L"SMASH", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"the NORTHEAST", + L"the EAST", + L"the SOUTHEAST", + L"the SOUTH", + L"the SOUTHWEST", + L"the WEST", + L"the NORTHWEST", + L"the NORTH", +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Urban", + L"Road", + L"Plains", + L"Desert", + L"Woods", + L"Forest", + L"Swamp", + L"Water", + L"Hills", + L"Impassable", + L"River", //river from north to south + L"River", //river from east to west + L"Foreign Country", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropical", + L"Farmland", + L"Plains, road", + L"Woods, road", + L"Farm, road", + L"Tropical, road", + L"Forest, road", + L"Coastline", + L"Mountain, road", + L"Coastal, road", + L"Desert, road", + L"Swamp, road", + L"Woods, SAM site", + L"Desert, SAM site", + L"Tropical, SAM site", + L"Meduna, SAM site", + + //These are descriptions for special sectors + L"Cambria Hospital", + L"Drassen Airport", + L"Meduna Airport", + L"SAM site", + L"Refuel site", + L"Rebel Hideout", //The rebel base underground in sector A10 + L"Tixa Dungeon", //The basement of the Tixa Prison (J9) + L"Creature Lair", //Any mine sector with creatures in it + L"Orta Basement", //The basement of Orta (K4) + L"Tunnel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Shelter", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s have been detected in sector %c%d and another squad is about to arrive.", //STR_DETECTED_SINGULAR + L"%s have been detected in sector %c%d and other squads are about to arrive.", //STR_DETECTED_PLURAL + L"Do you want to coordinate a simultaneous arrival?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"The enemy offers you the chance to surrender.", //STR_ENEMY_SURRENDER_OFFER + L"The enemy has captured your remaining unconscious mercs.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Retreat", //The retreat button //STR_AR_RETREAT_BUTTON + L"Done", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"DEFENDING", //STR_AR_DEFEND_HEADER + L"ATTACKING", //STR_AR_ATTACK_HEADER + L"ENCOUNTER", //STR_AR_ENCOUNTER_HEADER + L"Sector", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"VICTORY!", //STR_AR_OVER_VICTORY + L"DEFEAT!", //STR_AR_OVER_DEFEAT + L"SURRENDERED!", //STR_AR_OVER_SURRENDERED + L"CAPTURED!", //STR_AR_OVER_CAPTURED + L"RETREATED!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Militia", //STR_AR_MILITIA_NAME, + L"Elite", //STR_AR_ELITE_NAME, + L"Troop", //STR_AR_TROOP_NAME, + L"Admin", //STR_AR_ADMINISTRATOR_NAME, + L"Creature", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Time Elapsed", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"RETREATED", //STR_AR_MERC_RETREATED, + L"RETREATING", //STR_AR_MERC_RETREATING, + L"RETREAT", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Auto Resolve", //STR_PB_AUTORESOLVE_BTN, + L"Go To Sector", //STR_PB_GOTOSECTOR_BTN, + L"Retreat Mercs", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"ENEMY ENCOUNTER", //STR_PB_ENEMYENCOUNTER_HEADER, + L"ENEMY INVASION", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"ENEMY AMBUSH", //STR_PB_ENEMYAMBUSH_HEADER + L"ENTERING ENEMY SECTOR", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"CREATURE ATTACK", //STR_PB_CREATUREATTACK_HEADER + L"BLOODCAT AMBUSH", //STR_PB_BLOODCATAMBUSH_HEADER + L"ENTERING BLOODCAT LAIR", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Location", + L"Enemies", + L"Mercs", + L"Militia", + L"Creatures", + L"Bloodcats", + L"Sector", + L"None", //If there are no uninvolved mercs in this fight. + L"N/A", //Acronym of Not Applicable + L"d", //One letter abbreviation of day + L"h", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Clear", + L"Spread", + L"Group", + L"Done", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"|Clears all the mercs' positions, \nand allows you to re-enter them manually.", + L"Randomly |spreads your mercs out \neach time it's pressed.", + L"Allows you to select where you wish to |group your mercs.", + L"Click this button when you're finished \nchoosing your mercs' positions. (|E|n|t|e|r)", + L"You must place all of your mercs \nbefore you start the battle.", + + //Various strings (translate word for word) + + L"Sector", + L"Choose entry positions (use arrow keys to scroll map)", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"Doesn't look so good there. It's inaccessible. Try a different location.", + L"Place your mercs in the highlighted section of the map.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"has arrived in sector", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"|Automatically resolves combat for you\nwithout loading map.", + L"Can't use auto resolve feature when\nthe player is attacking.", + L"|Enter the sector to engage the enemy.", + L"|Retreat group to their previous sector.", //singular version + L"|Retreat all groups to their previous sectors.", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"Enemies attack your militia in sector %c%d.", + //%c%d is the sector -- ex: A9 + L"Creatures attack your militia in sector %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Creatures attack and kill %d civilians in sector %s.", + //%s is the sector location -- ex: A9: Omerta + L"Enemies attack your mercs in sector %s. None of your mercs are able to fight!", + //%s is the sector location -- ex: A9: Omerta + L"Creatures attack your mercs in sector %s. None of your mercs are able to fight!", + + // Flugente: militia movement forbidden due to limited roaming + L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", + + L"Robot", //STR_AR_ROBOT_NAME, + L"Tank", //STR_AR_TANK_NAME, + L"Jeep", //STR_AR_JEEP_NAME, + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"Day", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Sector Found:", + L"Day Found:", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"Status:", + L"Weight:", + L"AP Costs", + L"Rng:", // Range + L"Dam:", // Damage + L"Amount:", // Number of bullets left in a magazine + L"AP:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Accuracy:", //9 + L"Range:", //10 + L"Damage:", //11 + L"Weight:", //12 + L"Stun Damage:",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) + // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... + L"Attachments:", //14 + L"AUTO/5:", //15 + L"Remaining ammo:", //16 + L"Default:", //17 //WarmSteel - So we can also display default attachments + L"Dirt:", // 18 //added by Flugente + L"Space:", // 19 //space left on Molle items + L"Spread Pattern:", // 20 + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", + L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", + L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", + L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", + L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", + L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", + L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", + L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"", //12 + L"APs to ready", + L"APs to fire Single", + L"APs to fire Burst", + L"APs to fire Auto", + L"APs to Reload", + L"APs to Reload Manually", + L"Burst Penalty (Lower is better)", //19 + L"Bipod Modifier", + L"Autofire shots per 5 AP", + L"Autofire Penalty (Lower is better)", + L"Burst/Auto Penalty (Lower is better)", //23 + L"APs to Throw", + L"APs to Launch", + L"APs to Stab", + L"No Single Shot!", + L"No Burst Mode!", + L"No Auto Mode!", + L"APs to Bash", + L"", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Item Size Modifier (Lower is better)", // 0 + L"Reliability Modifier", + L"Loudness Modifier (Lower is better)", + L"Hides Muzzle Flash", + L"Bipod Modifier", + L"Range Modifier", // 5 + L"To-Hit Modifier", + L"Best Laser Range", + L"Aiming Bonus Modifier", + L"Burst Size Modifier", + L"Burst Penalty Modifier (Higher is better)", // 10 + L"Auto-Fire Penalty Modifier (Higher is better)", + L"AP Modifier", + L"AP to Burst Modifier (Lower is better)", + L"AP to Auto-Fire Modifier (Lower is better)", + L"AP to Ready Modifier (Lower is better)", // 15 + L"AP to Reload Modifier (Lower is better)", + L"Magazine Size Modifier", + L"AP to Attack Modifier (Lower is better)", + L"Damage Modifier", + L"Melee Damage Modifier", // 20 + L"Woodland Camo", + L"Urban Camo", + L"Desert Camo", + L"Snow Camo", + L"Stealth Modifier", // 25 + L"Hearing Range Modifier", + L"Vision Range Modifier", + L"Day Vision Range Modifier", + L"Night Vision Range Modifier", + L"Bright Light Vision Range Modifier", //30 + L"Cave Vision Range Modifier", + L"Tunnel Vision Percentage (Lower is better)", + L"Minimum Range for Aiming Bonus", + L"Hold |C|t|r|l to compare items", // item compare help text + L"Equipment weight: %4.1f kg", // 35 +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"In ", + L"PERFECT", + L"EXCELLENT", + L"GOOD", + L"FAIR", + L"POOR", + L"BAD", + L"TERRIBLE", + L" condition." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Amount", + L"Remaining:", //this is the overall balance + L"Amount", + L"To Split:", // the amount he wants to separate from the overall balance to get two piles of money + + L"Current", + L"Balance:", + L"Amount", + L"To Withdraw:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"DYING", // >= 0 + L"CRITICAL", // >= 15 + L"POOR", // >= 30 + L"WOUNDED", // >= 45 + L"HEALTHY", // >= 60 + L"STRONG", // >= 75 + L"EXCELLENT", // >= 90 + L"CAPTURED", // added by Flugente +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"Done", + L"Separate", + L"Withdraw", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"Pros:", +}; + +CHAR16 gzConsLabel[10] = +{ + L"Cons:", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Come Again?", //meaning "Repeat yourself" + L"Friendly", //approach in a friendly + L"Direct", //approach directly - let's get down to business + L"Threaten", //approach threateningly - talk now, or I'll blow your face off + L"Give", + L"Recruit", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Buy/Sell", + L"Buy", + L"Sell", + L"Repair", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"Done", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Icecream Truck", + L"Jeep", + L"Tank", + L"Helicopter", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Truck", + L"Jeep", + L"Tank", + L"Heli", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Truck", // Ice cream truck + L"Jeep", + L"Tank", + L"Heli", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"You cannot shoot from this seat.", + L"You cannot swap those two seats in combat without exiting vehicle first.", +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Air Raid", + L"Apply first aid automatically?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s notices that items are missing from the shipment.", + + // The %s is a string from pDoorTrapStrings + + L"The lock has %s.", + L"There's no lock.", + L"Success!", + L"Failure.", + L"Success!", + L"Failure.", + L"The lock isn't trapped.", + L"Success!", + // The %s is a merc name + L"%s doesn't have the right key.", + L"The lock is untrapped.", + L"The lock isn't trapped.", + L"Locked.", + L"DOOR", + L"TRAPPED", + L"LOCKED", + L"UNLOCKED", + L"SMASHED", + L"There's a switch here. Activate it?", + L"Disarm trap?", + L"Prev...", + L"Next...", + L"More...", + + // In the next 2 strings, %s is an item name + + L"The %s has been placed on the ground.", + L"The %s has been given to %s.", + + // In the next 2 strings, %s is a name + + L"%s has been paid in full.", + L"%s is still owed %d.", + L"Choose detonation frequency:", //in this case, frequency refers to a radio signal + L"How many turns 'til she blows:", //how much time, in turns, until the bomb blows + L"Set remote detonator frequency:", //in this case, frequency refers to a radio signal + L"Disarm boobytrap?", + L"Remove blue flag?", + L"Put blue flag here?", + L"Ending Turn", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"You sure you want to attack %s ?", + L"Ah, vehicles can't change stance.", + L"The robot can't change its stance.", + + // In the next 3 strings, %s is a name + + L"%s can't change to that stance here.", + L"%s can't have first aid done here.", + L"%s doesn't need first aid.", + L"Can't move there.", + L"Your team's full. No room for a recruit.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s has been recruited.", + + // Here %s is a name and %d is a number + + L"%s is owed $%d.", + + // In the next string, %s is a name + + L"Escort %s?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"Hire %s for %s per day?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"You want to fight?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"Buy %s for %s?", + + // In the next string, %s is a name + + L"%s is being escorted on squad %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"JAMMED", //weapon is jammed. + L"Robot needs %s caliber ammo.", //Robot is out of ammo + L"Throw there? Not gonna happen.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Stealth Mode (|Z)", + L"|Map Screen", + L"|Done (End Turn)", + L"Talk", + L"Mute", + L"Stance Up (|P|g|U|p)", + L"Cursor Level (|T|a|b)", + L"Climb / |Jump", + L"Stance Down (|P|g|D|n)", + L"Examine (|C|t|r|l)", + L"Previous Merc", + L"Next Merc (|S|p|a|c|e)", + L"|Options", + L"|Burst Mode", + L"|Look/Turn", + L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s", + L"Heh?", //this means "what?" + L"Cont", //an abbrieviation for "Continued" + L"Mute off for %s.", + L"Mute on for %s.", + L"Health: %d/%d\nFuel: %d/%d", + L"Exit Vehicle" , + L"Change Squad ( |S|h|i|f|t |S|p|a|c|e )", + L"Drive", + L"N/A", //this is an acronym for "Not Applicable." + L"Use ( Hand To Hand )", + L"Use ( Firearm )", + L"Use ( Blade )", + L"Use ( Explosive )", + L"Use ( Medkit )", + L"(Catch)", + L"(Reload)", + L"(Give)", + L"%s has been set off.", + L"%s has arrived.", + L"%s ran out of Action Points.", + L"%s isn't available.", + L"%s is all bandaged.", + L"%s is out of bandages.", + L"Enemy in sector!", + L"No enemies in sight.", + L"Not enough Action Points.", + L"Nobody's using the remote.", + L"Burst fire emptied the clip!", + L"SOLDIER", + L"CREPITUS", + L"MILITIA", + L"CIVILIAN", + L"ZOMBIE", + L"PRISONER", + L"Exiting Sector", + L"OK", + L"Cancel", + L"Selected Merc", + L"All Mercs in Squad", + L"Go to Sector", + L"Go to Map", + L"You can't leave the sector from this side.", + L"You can't leave in turn based mode.", + L"%s is too far away.", + L"Removing Treetops", + L"Showing Treetops", + L"CROW", //Crow, as in the large black bird + L"NECK", + L"HEAD", + L"TORSO", + L"LEGS", + L"Tell the Queen what she wants to know?", + L"Fingerprint ID aquired", + L"Invalid fingerprint ID. Weapon non-functional", + L"Target aquired", + L"Path Blocked", + L"Deposit/Withdraw Money", //Help text over the $ button on the Single Merc Panel + L"No one needs first aid.", + L"Jam.", // Short form of JAMMED, for small inv slots + L"Can't get there.", // used ( now ) for when we click on a cliff + L"Path is blocked. Do you want to switch places with this person?", + L"The person refuses to move.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Do you agree to pay %s?", + L"Accept free medical treatment?", + L"Agree to marry %s?", //Daryl + L"Key Ring Panel", + L"You cannot do that with an EPC.", + L"Spare %s?", //Krott + L"Out of effective weapon range.", + L"Miner", + L"Vehicle can only travel between sectors", + L"Can't autobandage right now", + L"Path Blocked for %s", + L"Your mercs, who were captured by %s's army are imprisoned here!", //Deidranna + L"Lock hit", + L"Lock destroyed", + L"Somebody else is trying to use this door.", + L"Health: %d/%d\nFuel: %d/%d", + L"%s cannot see %s.", // Cannot see person trying to talk to + L"Attachment removed", + L"Can not gain another vehicle as you already have 2", + + // added by Flugente for defusing/setting up trap networks + L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", + L"Set defusing frequency:", + L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", + L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", + L"Select tripwire hierarchy (1 - 4) and network (A - D):", + + // added by Flugente to display food status + L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"What do you want to do?", + L"Fill canteens", + L"Clean guns (Merc)", + L"Clean guns (Team)", + L"Take off clothes", + L"Lose disguise", + L"Militia inspection", + L"Militia restock", + L"Test disguise", + L"unused", + + // added by Flugente: decide what to do with the corpses + L"What do you want to do with the body?", + L"Decapitate", + L"Gut", + L"Take Clothes", + L"Take Body", + + // Flugente: weapon cleaning + L"%s cleaned %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", + L"Field interrogation", + L"Where do you want to send the %d prisoners?", + L"Let them go", + L"What do you want to do?", + L"Demand surrender", + L"Offer surrender", + L"Distract", + L"Talk", + L"Recruit Turncoat", + + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Disarm trap", + L"Inspect trap", + L"Remove blue flag", + L"Blow up!", + L"Activate tripwire", + L"Deactivate tripwire", + L"Reveal tripwire", + L"No detonator or remote detonator found!", + L"This bomb is already armed!", + L"Safe", + L"Mostly safe", + L"Risky", + L"Dangerous", + L"High danger!", + + L"Mask", + L"NVG", + L"Item", + + L"This feature works only with New Inventory System", + L"No item in your main hand", + L"Nowhere to place item from main hand", + L"No defined item for this quick slot", + L"No free hand for new item", + L"Item not found", + L"Cannot take item to main hand", + + L"Attempting to bandage travelling mercs...", + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", + + L"%s has stopped chatting with %s", + L"Attempt to turn", +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"If checked, the adjacent sector will be immediately loaded.", + L"If checked, you will be placed automatically in the map screen\nas it will take time for your mercs to travel.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"This sector is enemy occupied and you can't leave mercs here.\nYou must deal with this situation before loading any other sectors.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"By moving your remaining mercs out of this sector,\nthe adjacent sector will immediately be loaded.", + L"By moving your remaining mercs out of this sector,\nyou will be placed automatically in the map screen\nas it will take time for your mercs to travel.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s needs to be escorted by your mercs and cannot leave this sector alone.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s cannot leave this sector alone as he is escorting %s.", //male singular + L"%s cannot leave this sector alone as she is escorting %s.", //female singular + L"%s cannot leave this sector alone as he is escorting multiple characters.", //male plural + L"%s cannot leave this sector alone as she is escorting multiple characters.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"All of your mercs must be in the vicinity\nin order to allow the squad to traverse.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"If checked, %s will travel alone, and\nautomatically get reassigned to a unique squad.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"If checked, your currently selected\nsquad will travel, leaving this sector.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s is being escorted by your mercs and cannot leave this sector alone. Your other mercs must be nearby before you can leave.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Items", // tell merc to repair items in inventory + L"SAM Site", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Cancel", // cancel this menu + L"Robot", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"lost", // the merc has lost a statistic + L"gained", // the merc has gained a statistic + L"point of", // singular + L"points of", // plural + L"level of", // singular + L"levels of", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"health.", + L"agility.", + L"dexterity.", + L"wisdom.", + L"medical skill.", + L"explosives skill.", + L"mechanical skill.", + L"marksmanship skill.", + L"experience.", + L"strength.", + L"leadership.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"Total Distance: ", // total distance for helicopter to travel + L" Safe: ", // distance to travel to destination + L" Unsafe:", // distance to return from destination to airport + L"Total Cost: ", // total cost of trip by helicopter + L"ETA: ", // ETA is an acronym for "estimated time of arrival" + L"Helicopter is low on fuel and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Passengers: ", + L"Select Skyrider or the Arrivals Drop-off?", + L"Skyrider", + L"Arrivals", + L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Helicopter will now return straight to base, do you want to drop down passengers before?", + L"Remaining Fuel:", + L"Dist. To Refuel Site:", +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", + L"Helicopter is currently disassembled. Wait until repairs are finished.", + L"Repairs completed. Helicopter is available again.", + L"Helicopter is fully refueled.", + + L"Helicopter has exceeded maximum range!", +}; + +STR16 sMapLevelString[] = +{ + L"Sublevel:", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"Loyal", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"can't get travel orders underground.", +}; + +STR16 gsTimeStrings[] = +{ + L"h", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"d", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"None", + L"Hospital", + L"Factory", + L"Prison", + L"Military", + L"Airport", + L"Shooting Range", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Inventory", + L"Exit", + L"Repair", + L"Factories", +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Size", // 0 // size of the town in sectors + L"", // blank line, required + L"Control", // how much of town is controlled + L"None", // none of this town + L"Associated Mine", // mine associated with this town + L"Loyalty", // 5 // the loyalty level of this town + L"Trained", // the forces in the town trained by the player + L"", + L"Main Facilities", // main facilities in this town + L"Level", // the training level of civilians in this town + L"Civilian Training", // 10 // state of civilian training in town + L"Militia", // the state of the trained civilians in the town + + // Flugente: prisoner texts + L"Prisoners", + L"%d (capacity %d)", + L"%d Admins", + L"%d Regulars", + L"%d Elites", + L"%d Officers", + L"%d Generals", + L"%d Civilians", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Mine", // 0 + L"Silver", + L"Gold", + L"Daily Production", + L"Possible Production", + L"Abandoned", // 5 + L"Shut Down", + L"Running Out", + L"Producing", + L"Status", + L"Production Rate", + L"Resource", // 10 + L"Town Control", + L"Town Loyalty", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"Enemy Forces", + L"Sector", + L"# of Items", + L"Unknown", + + L"Controlled", + L"Yes", + L"No", + L"Status/Software status:", + + L"Additional Intel", +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s isn't close enough.", //Merc is in sector with item but not close enough + L"Can't select that merc.", //MARK CARTER + L"%s isn't in the sector to take that item.", + L"During combat, you'll have to pick up items manually.", + L"During combat, you'll have to drop items manually.", + L"%s isn't in the sector to drop that item.", + L"During combat, you can't reload with an ammo crate.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"Location", // sector these items are in + L"Total Items", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"To change a merc's assignment to such things as another squad, doctor or repair, click within the 'Assign' column", + L"To give a merc a destination in another sector, click within the 'Dest' column", + L"Once a merc has been given a movement order, time compression allows them to get going.", + L"Left click selects the sector. Left click again to give a merc movement orders, or Right click to get sector summary information.", + L"Press 'h' at any time in this screen to get this help dialogue up.", + L"Test Text", + L"Test Text", + L"Test Text", + L"Test Text", + L"There isn't much you can do on this screen until you arrive in Arulco. When you've finalized your team, click on the Time Compression button at the lower right. This will advance time until your team arrives in Arulco.", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Move Mercs In Sector", // title for movement box + L"Plot Travel Route", // done with movement menu, start plotting movement + L"Cancel", // cancel this menu + L"Other", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Oops:", // an error has occured + L"Mercs Contract Expired:", // this pop up came up due to a merc contract ending + L"Mercs Completed Assignment:", // this pop up....due to more than one merc finishing assignments + L"Mercs Back on the Job:", // this pop up ....due to more than one merc waking up and returing to work + L"Mercs Catching Some Z's:", // this pop up ....due to more than one merc being tired and going to sleep + L"Contracts Expiring Soon:", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Show To|wns", + L"Show |Mines", + L"Show |Teams & Enemies", + L"Show |Airspace", + L"Show |Items", + L"Show Militia & Enemies (|Z)", + L"Show |Disease Data", + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Next (|.)", // next page + L"Previous (|,)", // previous page + L"Exit Sector Inventory (|E|s|c)", // exit sector inventory + L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button + L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge + L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items + L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo + L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button + L"Toggle Get Item Display", // Flugente: move item display + L"Save Gear Template", + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"|Laptop", + L"Tactical (|E|s|c)", + L"|Options", + L"Time Compress (|+)", // time compress more + L"Time Compress (|-)", // time compress less + L"Previous Message (|U|p)\nPrevious Page (|P|g|U|p)", // previous message in scrollable list + L"Next Message (|D|o|w|n)\nNext Page (|P|g|D|n)", // next message in the scrollable list + L"Start/Stop Time (|S|p|a|c|e)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Current Balance", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s is dead.", +}; + + +STR16 pDayStrings[] = +{ + L"Day", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Help Desk", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephen", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"M.I.S. Insurance", + L"Bobby Rays", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"Previous", + L"Next", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"You have new mail...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Delete mail?", + L"Delete UNREAD mail?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"From:", + L"Subject:", + L"Day:", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"Mail Box", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"Bookkeeper Plus", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Credit:", // credit (subtract from) to player's account + L"Debit:", // debit (add to) to player's account + L"Yesterday's Actual Income:", + L"Yesterday's Other Deposits:", + L"Yesterday's Debits:", + L"Balance At Day's End:", + L"Today's Actual Income:", + L"Today's Other Deposits:", + L"Today's Debits:", + L"Current Balance:", + L"Forecasted Income:", + L"Projected Balance:", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"Day", // the day column + L"Credit", // the credits column (to ADD money to your account) + L"Debit", // the debits column (to SUBTRACT money from your account) + L"Transaction", // transaction type - see TransactionText below + L"Balance", // balance at this point in time + L"Page", // page number + L"Day(s)", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"Accrued Interest", // interest the player has accumulated so far + L"Anonymous Deposit", + L"Transaction Fee", + L"Hired", // Merc was hired + L"Bobby Ray Purchase", // Bobby Ray is the name of an arms dealer + L"Settled Accounts at M.E.R.C.", + L"Medical Deposit for %s", // medical deposit for merc + L"IMP Profile Analysis", // IMP is the acronym for International Mercenary Profiling + L"Purchased Insurance for %s", + L"Reduced Insurance for %s", + L"Extended Insurance for %s", // johnny contract extended + L"Canceled Insurance for %s", + L"Insurance Claim for %s", // insurance claim for merc + L"a day", // merc's contract extended for a day + L"1 week", // merc's contract extended for a week + L"2 weeks", // ... for 2 weeks + L"Mine income", + L"", //String nuked + L"Purchased Flowers", + L"Full Medical Refund for %s", + L"Partial Medical Refund for %s", + L"No Medical Refund for %s", + L"Payment to %s", // %s is the name of the npc being paid + L"Transfer Funds to %s", // transfer funds to a merc + L"Transfer Funds from %s", // transfer funds from a merc + L"Equip militia in %s", // initial cost to equip a town's militia + L"Purchased items from %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s deposited money.", + L"Sold Item(s) to the Locals", + L"Facility Use", // HEADROCK HAM 3.6 + L"Militia upkeep", // HEADROCK HAM 3.6 + L"Ransom for released prisoners", // Flugente: prisoner system + L"WHO data subscription", // Flugente: disease + L"Payment to Kerberus", // Flugente: PMC + L"SAM site repair", // Flugente: SAM repair + L"Trained workers", // Flugente: train workers + L"Drill militia in %s", // Flugente: drill militia + L"Mini event", // rftr: mini events + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Insurance for", // insurance for a merc + L"Ext. %s's contract by one day.", // entend mercs contract by a day + L"Ext. %s contract by 1 week.", + L"Ext. %s contract by 2 weeks.", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"Skyrider was paid $%d", // skyrider was paid an amount of money + L"Skyrider is still owed $%d", // skyrider is still owed an amount of money + L"Skyrider has finished refueling", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider is ready to fly once more.", // Skyrider was grounded but has been freed + L"Skyrider has no passengers. If it is your intention to transport mercs in this sector, assign them to Vehicle/Helicopter first.", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Great", + L"Good", + L"Stable", + L"Poor", + L"Panic", + L"Bad", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"%s's equipment is now available in Omerta (A9).", + L"%s's equipment is now available in Drassen (B13).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Health", + L"Energy", + L"Morale", + L"Condition", // the condition of the current vehicle (its "health") + L"Fuel", // the fuel level of the current vehicle (its "energy") + L"Poison", // for display of poisoning + L"Water", // drink level + L"Food", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Previous Merc (|L|e|f|t)", // previous merc in the list + L"Next Merc (|R|i|g|h|t)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"ETA:", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"You'll never see it again. You sure?", // do you want to continue and lose the item forever + L"This item looks REALLY important. Are you REALLY REALLY sure you want to trash it?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"Squad can't move with a sleeping merc on it.", + +//1-5 + L"Move the squad above ground first.", + L"Movement orders? It's a hostile sector!", + L"Mercs must be assigned to a squad or vehicle in order to travel.", + L"You don't have any team members yet.", // you have no members, can't do anything + L"Merc can't comply.", // merc can't comply with your order +//6-10 + L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male + L"needs an escort to move. Place her on a squad with one.", // for a female + L"Merc hasn't yet arrived in %s!", + L"Looks like there's some contract negotiations to settle first.", + L"Cannot give a movement order. Air raid is going on.", +//11-15 + L"Movement orders? There's a battle going on!", + L"You have been ambushed by bloodcats in sector %s!", + L"You have just entered what appears to be a bloodcat lair in sector %s!", // HEADROCK HAM 3.6: Added argument. + L"", + L"The SAM site in %s has been taken over.", +//16-20 + L"The mine in %s has been taken over. Your daily income has been reduced to %s per day.", + L"The enemy has taken over sector %s uncontested.", + L"At least one of your mercs could not be put on this assignment.", + L"%s could not join %s as it is already full", + L"%s could not join %s as it is too far away.", +//21-25 + L"The mine in %s has been captured by enemy forces!", + L"Enemy forces have just invaded the SAM site in %s", + L"Enemy forces have just invaded %s", + L"Enemy forces have just been spotted in %s.", + L"Enemy forces have just taken over %s.", +//26-30 + L"At least one of your mercs is not tired.", + L"At least one of your mercs could not be woken up.", + L"Militia will not appear until they have finished training.", + L"%s cannot be given movement orders at this time.", + L"Militia that are not within town boundaries cannot be moved to another sector.", +//31-35 + L"You can't have militia in %s.", + L"A vehicle can't move while empty!", + L"%s is too injured to travel!", + L"You must leave the museum first!", + L"%s is dead!", +//36-40 + L"%s can't switch to %s because it's moving", + L"%s can't enter the vehicle that way", + L"%s can't join %s", + L"You can't compress time until you hire some new mercs!", + L"This vehicle can only travel along roads!", +//41-45 + L"You can't reassign mercs who are on the move", + L"Vehicle is out of gas!", + L"%s is too tired to travel.", + L"Nobody aboard is able to drive the vehicle.", + L"One or more members of this squad can't move right now.", +//46-50 + L"One or more of the OTHER mercs can't move right now.", + L"Vehicle is too damaged!", + L"Note that only two mercs may train militia in each sector.", + L"The robot can't move without its controller. Place them together in the same squad.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Click again on the destination to confirm your final route, or click on another sector to place more waypoints.", + L"Travel route confirmed.", + L"Destination unchanged.", + L"Travel route canceled.", + L"Travel route shortened.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Click on the sector where you would like the mercs to arrive instead.", + L"OK. Arriving mercs will be dropped off in %s", + L"Mercs can't be flown there, the airspace isn't secured!", + L"Canceled. Arrival sector unchanged", + L"Airspace over %s is no longer secure! Arrival sector was moved to %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Enter Inventory (|E|n|t|e|r)", + L"Throw Item Away", + L"Exit Inventory (|E|n|t|e|r)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Have %s leave his equipment where he is now (%s) or later on in (%s) upon catching flight?", + L"%s is about to leave and will drop off his equipment in (%s).", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Have %s leave her equipment where she is now (%s) or later on in (%s) upon catching flight?", + L"%s is about to leave and will drop off her equipment in (%s).", +}; + + +STR16 pMercContractOverStrings[] = +{ + L"'s contract ended, so he's gone home.", // merc's contract is over and has departed + L"'s contract ended, so she's gone home.", // merc's contract is over and has departed + L"'s contract was terminated, so he left.", // merc's contract has been terminated + L"'s contract was terminated, so she left.", // merc's contract has been terminated + L"You owe M.E.R.C. too much cash, so %s took off.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +// WDS: Allow flexible numbers of IMPs of each sex +// note: I only updated the English text to remove "three" below +STR16 pImpPopUpStrings[] = +{ + L"Invalid authorization code", + L"You are about to restart the entire profiling process. Are you certain?", + L"Please enter a valid full name and gender", + L"Preliminary analysis of your financial status shows that you cannot afford a profile analysis.", + L"Not a valid option at this time.", + L"To complete an accurate profile, you must have room for at least one team member.", + L"Profile already completed.", + L"Cannot load I.M.P. character from disk.", + L"You have already reached the maximum number of I.M.P. characters.", + L"You have already the maximum number of I.M.P characters with that gender on your team.", + L"You cannot afford the I.M.P character.", // 10 + L"The new I.M.P character has joined your team.", + L"You have already selected the maximum number of traits.", + L"No voicesets found.", +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"About Us", // about the IMP site + L"BEGIN", // begin profiling + L"Skills", // personality section + L"Attributes", // personal stats/attributes section + L"Appearance", // changed from portrait + L"Voice %d", // the voice selection + L"Done", // done profiling + L"Start Over", // start over profiling + L"Yes, I choose the highlighted answer.", + L"Yes", + L"No", + L"Finished", // finished answering questions + L"Prev", // previous question..abbreviated form + L"Next", // next question + L"YES, I AM.", // yes, I am certain + L"NO, I WANT TO START OVER.", // no, I want to start over the profiling process + L"YES, I DO.", + L"NO", + L"Back", // back one page + L"Cancel", // cancel selection + L"Yes, I am certain.", + L"No, let me have another look.", + L"Registry", // the IMP site registry..when name and gender is selected + L"Analyzing", // analyzing your profile results + L"OK", + L"Character", // Change from "Voice" + L"None", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"With your character traits chosen, it is time to select your skills.", + L"To complete the process, select your attributes.", + L"To commence actual profiling, select portrait, voice and colors.", + L"Now that you have completed your appearence choice, proceed to character analysis.", +}; + +STR16 pFilesTitle[] = +{ + L"File Viewer", +}; + +STR16 pFilesSenderList[] = +{ + L"Recon Report", // the recon report sent to the player. Recon is an abbreviation for reconissance + L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Intercept #2", // second intercept file + L"Intercept #3", // third intercept file + L"Intercept #4", // fourth intercept file + L"Intercept #5", // fifth intercept file + L"Intercept #6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"History Log", +}; + +STR16 pHistoryHeaders[] = +{ + L"Day", // the day the history event occurred + L"Page", // the current page in the history report we are in + L"Day", // the days the history report occurs over + L"Location", // location (in sector) the event occurred + L"Event", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s was hired from A.I.M.", // merc was hired from the aim site + L"%s was hired from M.E.R.C.", // merc was hired from the aim site + L"%s died.", // merc was killed + L"Settled Accounts at M.E.R.C.", // paid outstanding bills at MERC + L"Accepted Assignment From Enrico Chivaldori", + //6-10 + L"IMP Profile Generated", + L"Purchased Insurance Contract for %s.", // insurance contract purchased + L"Canceled Insurance Contract for %s.", // insurance contract canceled + L"Insurance Claim Payout for %s.", // insurance claim payout for merc + L"Extended %s's contract by a day.", // Extented "mercs name"'s for a day + //11-15 + L"Extended %s's contract by 1 week.", // Extented "mercs name"'s for a week + L"Extended %s's contract by 2 weeks.", // Extented "mercs name"'s 2 weeks + L"%s was dismissed.", // "merc's name" was dismissed. + L"%s quit.", // "merc's name" quit. + L"quest started.", // a particular quest started + //16-20 + L"quest completed.", + L"Talked to head miner of %s", // talked to head miner of town + L"Liberated %s", + L"Cheat Used", + L"Food should be in Omerta by tomorrow", + //21-25 + L"%s left team to become Daryl Hick's wife", + L"%s's contract expired.", + L"%s was recruited.", + L"Enrico complained about lack of progress", + L"Battle won", + //26-30 + L"%s mine started running out of ore", + L"%s mine ran out of ore", + L"%s mine was shut down", + L"%s mine was reopened", + L"Found out about a prison called Tixa.", + //31-35 + L"Heard about a secret weapons plant called Orta.", + L"Scientist in Orta donated a slew of rocket rifles.", + L"Queen Deidranna has a use for dead bodies.", + L"Frank talked about fighting matches in San Mona.", + L"A patient thinks he saw something in the mines.", + //36-40 + L"Met someone named Devin - he sells explosives.", + L"Ran into the famous ex-AIM merc Mike!", + L"Met Tony - he deals in arms.", + L"Got a rocket rifle from Sergeant Krott.", + L"Gave Kyle the deed to Angel's leather shop.", + //41-45 + L"Madlab offered to build a robot.", + L"Gabby can make stealth concoction for bugs.", + L"Keith is out of business.", + L"Howard provided cyanide to Queen Deidranna.", + L"Met Keith - all purpose dealer in Cambria.", + //46-50 + L"Met Howard - deals pharmaceuticals in Balime", + L"Met Perko - runs a small repair business.", + L"Met Sam of Balime - runs a hardware shop.", + L"Franz deals in electronics and other goods.", + L"Arnold runs a repair shop in Grumm.", + //51-55 + L"Fredo repairs electronics in Grumm.", + L"Received donation from rich guy in Balime.", + L"Met a junkyard dealer named Jake.", + L"Some bum gave us an electronic keycard.", + L"Bribed Walter to unlock the door to the basement.", + //56-60 + L"If Dave has gas, he'll provide free fillups.", + L"Greased Pablo's palms.", + L"Kingpin keeps money in San Mona mine.", + L"%s won Extreme Fighting match", + L"%s lost Extreme Fighting match", + //61-65 + L"%s was disqualified in Extreme Fighting", + L"Found a lot of money stashed in the abandoned mine.", + L"Encountered assassin sent by Kingpin.", + L"Lost control of sector", //ENEMY_INVASION_CODE + L"Defended sector", + //66-70 + L"Lost battle", //ENEMY_ENCOUNTER_CODE + L"Fatal ambush", //ENEMY_AMBUSH_CODE + L"Wiped out enemy ambush", + L"Unsuccessful attack", //ENTERING_ENEMY_SECTOR_CODE + L"Successful attack!", + //71-75 + L"Creatures attacked", //CREATURE_ATTACK_CODE + L"Killed by bloodcats", //BLOODCAT_AMBUSH_CODE + L"Slaughtered bloodcats", + L"%s was killed", + L"Gave Carmen a terrorist's head", + //76-80 + L"Slay left", + L"Killed %s", + L"Met Waldo - aircraft mechanic.", + L"Helicopter repairs started. Estimated time: %d hour(s).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"N/A", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Web", + L"Financial", + L"Personnel", + L"History", + L"Files", + L"Shut Down", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Bobby Ray's", + L"I.M.P", + L"M.E.R.C.", + L"Mortuary", + L"Florist", + L"Insurance", + L"Cancel", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", + L"R.I.S.", + L"Factories", + L"A.R.C.", +}; + +STR16 pBookmarkTitle[] = +{ + L"Bookmarks", + L"Right click to access this menu in the future.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Downloading", + L"Reloading", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Take", // take money from merc + L"Give", // give money to merc + L"Cancel", // cancel transaction + L"Clear", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Stats", // view stats of the merc + L"More Stats", + L"Employment", + L"Inventory", // view the inventory of the merc +}; + +STR16 sATMText[ ]= +{ + L"Transfer Funds?", // transfer funds to merc? + L"Ok?", // are we certain? + L"Enter Amount", // enter the amount you want to transfer to merc + L"Select Type", // select the type of transfer to merc + L"Insufficient Funds", // not enough money to transfer to merc + L"Amount must be a multiple of $10", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Error", + L"Server does not have DNS entry.", + L"Check URL address and try again.", + L"OK", + L"Intermittent Connection to Host. Expect longer transfer times.", +}; + + +STR16 pPersonnelString[] = +{ + L"Mercs:", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"A.I.M. Members", + L"A.I.M. Mug Shots", // a mug shot is another name for a portrait + L"A.I.M. Sort", + L"A.I.M.", + L"A.I.M. Alumni", + L"A.I.M. Policies", + L"A.I.M. History", + L"A.I.M. Links", + L"M.E.R.C.", + L"M.E.R.C. Accounts", + L"M.E.R.C. Registration", + L"M.E.R.C. Index", + L"Bobby Ray's", + L"Bobby Ray's - Guns", + L"Bobby Ray's - Ammo", + L"Bobby Ray's - Armor", + L"Bobby Ray's - Misc", //misc is an abbreviation for miscellaneous + L"Bobby Ray's - Used", + L"Bobby Ray's - Mail Order", + L"I.M.P.", + L"I.M.P.", + L"United Floral Service", + L"United Floral Service - Gallery", + L"United Floral Service - Order Form", + L"United Floral Service - Card Gallery", + L"Malleus, Incus & Stapes Insurance Brokers", + L"Information", + L"Contract", + L"Comments", + L"McGillicutty's Mortuary", + L"", //LAPTOP_MODE_SIRTECH + L"URL not found.", + L"%s Press Council - Conflict Summary", + L"%s Press Council - Battle Reports", + L"%s Press Council - Latest News", + L"%s Press Council - About us", + L"Mercs Love or Dislike You - About us", + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Militia Overview", + L"Recon Intelligence Services - Information Requests", + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", + L"Bobby Ray's - Recent Shipments", + L"Encyclopedia", + L"Encyclopedia - Data", + L"Briefing Room", + L"Briefing Room - Data", + L"", //LAPTOP_MODE_BRIEFING_ROOM_ENTER + L"", //LAPTOP_MODE_AIM_MEMBERS_ARCHIVES_NEW + L"A.R.C.", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir-Help", + L"Click Web Again for Bookmarks.", +}; + +STR16 pLaptopTitles[] = +{ + L"Mail Box", + L"File Viewer", + L"Personnel", + L"Bookkeeper Plus", + L"History Log", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Killed in Action", + L"Dismissed", + L"Other", + L"Married", + L"Contract Expired", + L"Quit", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Current Team", + L"Departures", + L"Daily Cost:", + L"Highest Cost:", + L"Lowest Cost:", + L"Killed in Action:", + L"Dismissed:", + L"Other:", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Lowest", + L"Average", + L"Highest", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"HLTH", + L"AGI", + L"DEX", + L"STR", + L"LDR", + L"WIS", + L"LVL", + L"MRKM", + L"MECH", + L"EXPL", + L"MED", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Contract", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Continue", + L"Stop", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"You have been defeated in this sector!", + L"The enemy, having no mercy for the team's soul, devours each and every one of you!", + L"Your unconscious team members have been captured!", + L"Your team members have been taken prisoner by the enemy.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Previous", + L"Next", + L"Accept", + L"Clear", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Previous", + L"Next", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Authorize", + L"Home", + L"Account #:", + L"Merc", + L"Days", + L"Rate", //5 + L"Charge", + L"Total:", + L"Are you sure you want to authorize the payment of %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Previous", + L"Next", +}; + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Health", + L"Agility", + L"Dexterity", + L"Strength", + L"Leadership", + L"Wisdom", + L"Experience Lvl", + L"Marksmanship", + L"Mechanical", + L"Explosive", + L"Medical", + + L"Previous", + L"Hire", + L"Next", + L"Additional Info", + L"Home", + L"Hired", + L"Salary:", + L"per Day", + L"Gear:", + L"Total:", + L"Deceased", + + L"You have a full team of mercs already.", + L"Buy Equipment?", + L"Unavailable", + L"Unsettled Bills", + L"Bio", + L"Inv", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Open Account", + L"Cancel", + L"You have no account. Would you like to open one?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Speck T. Kline, founder and owner", + L"To open an account press here", + L"To view account press here", + L"To view files press here", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Transfer failed. No funds available.", +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"McGillicutty's Mortuary: Helping families grieve since 1983.", + L"Funeral Director and former A.I.M. mercenary Murray \"Pops\" McGillicutty is a highly skilled and experienced mortician.", + L"Having been intimately involved in death and bereavement throughout his life, Pops knows how difficult it can be.", + L"McGillicutty's Mortuary offers a wide range of bereavement services, from a shoulder to cry on to post-mortem reconstruction for badly disfigured remains.", + L"Let McGillicutty's Mortuary help you and your loved one rest in peace.", + + // Text for the various links available at the bottom of the page + L"SEND FLOWERS", + L"CASKET & URN COLLECTION", + L"CREMATION SERVICES", + L"PRE- FUNERAL PLANNING SERVICES", + L"FUNERAL ETIQUETTE", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Regretably, the remainder of this site has not been completed due to a death in the family. Pending reading of the will and disbursement of assets, the site will be completed as soon as possible.", + L"Our sympathies do, however, go out to you at this trying time. Please come again.", +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Gallery", + + //Address of United Florist + + L"\"We air-drop anywhere\"", + L"1-555-SCENT-ME", + L"333 NoseGay Dr, Seedy City, CA USA 90210", + L"http://www.scent-me.com", + + // detail of the florist page + + L"We're fast and efficient!", + L"Next day delivery to most areas worldwide, guaranteed. Some restrictions apply.", + L"Lowest prices in the world, guaranteed!", + L"Show us a lower advertised price for any arrangements, and receive a dozen roses, absolutely free.", + L"Flying Flora, Fauna & Flowers Since 1981.", + L"Our decorated ex-bomber aviators will air-drop your bouquet within a ten mile radius of the requested location. Anytime - Everytime!", + L"Let us satisfy your floral fantasy.", + L"Let Bruce, our world-renowned floral designer, hand-pick the freshest, highest quality flowers from our very own greenhouse.", + L"And remember, if we don't have it, we can grow it - Fast!", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Back", + L"Send", + L"Clear", + L"Gallery", + + L"Name of Bouquet:", + L"Price:", //5 + L"Order Number:", + L"Delivery Date", + L"next day", + L"gets there when it gets there", + L"Delivery Location", //10 + L"Additional Services", + L"Crushed Bouquet($10)", + L"Black Roses($20)", + L"Wilted Bouquet($10)", + L"Fruit Cake (if available)($10)", //15 + L"Personal Sentiments:", + L"Due to the size of gift cards, your message can be no longer than 75 characters.", + L"...or select from one of our", + + L"STANDARDIZED CARDS", + L"Billing Information",//20 + + //The text that goes beside the area where the user can enter their name + + L"Name:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Prev", //abbreviation for previous + L"Next", //abbreviation for next + + L"Click on the selection you want to order.", + L"Please Note: there is an additional $10 fee for all wilted or crushed bouquets.", + + //text on the button + + L"Home", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Click on your selection", + L"Back", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Order Form", //Title of the page + L"Qty", // The number of items ordered + L"Weight (%s)", // The weight of the item + L"Item Name", // The name of the item + L"Unit Price", // the item's weight + L"Total", //5 // The total price of all of items of the same type + L"Sub-Total", // The sub total of all the item totals added + L"S&H (See Delivery Loc.)", // S&H is an acronym for Shipping and Handling + L"Grand Total", // The grand total of all item totals + the shipping and handling + L"Delivery Location", + L"Shipping Speed", //10 // See below + L"Cost (per %s.)", // The cost to ship the items + L"Overnight Express", // Gets deliverd the next day + L"2 Business Days", // Gets delivered in 2 days + L"Standard Service", // Gets delivered in 3 days + L"Clear Order",//15 // Clears the order page + L"Accept Order", // Accept the order + L"Back", // text on the button that returns to the previous page + L"Home", // Text on the button that returns to the home page + L"* Denotes Used Items", // Disclaimer stating that the item is used + L"You can't afford to pay for this.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is no valid city selected + L"Are you sure you want to send this order to %s?", // A popup that asks if the city selected is the correct one + L"Package Weight**", // Displays the weight of the package + L"** Min. Wt.", // Disclaimer states that there is a minimum weight for the package + L"Shipments", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + L"Heavy W.", + + // Ammo + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + + // Used + L"Guns", + L"Armor", + L"LBE Gear", + L"Misc", + + // Armour + L"Helmets", + L"Vests", + L"Leggings", + L"Plates", + + // Misc + L"Blades", + L"Th. Knives", + L"Blunt W.", + L"Grenades", + L"Bombs", + L"Med. Kits", + L"Kits", + L"Face Items", + L"LBE Gear", + L"Optics", // Madd: new BR filters + L"Grip/LAM", + L"Muzzle", + L"Stock", + L"Mag/Trig.", + L"Other Att.", + L"Misc.", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"To Order", // Title + // instructions on how to order + L"Click on the item(s). For more than one, keep on clicking. Right click for less. Once you've selected all you'd like to buy, go on to the order form.", + + //Text on the buttons to go the various links + + L"Previous Items", // + L"Guns", //3 + L"Ammo", //4 + L"Armor", //5 + L"Misc.", //6 //misc is an abbreviation for miscellaneous + L"Used", //7 + L"More Items", + L"ORDER FORM", + L"Home", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"Your team has",//11 + L"weapon(s) that use this type of ammo", //12 + + //The following lines provide information on the items + + L"Weight:", // Weight of all the items of the same type + L"Cal:", // the caliber of the gun + L"Size:", // number of rounds of ammo the Magazine can hold + L"Rng:", // The range of the gun + L"Dam:", // Damage of the weapon + L"ROF:", // Weapon's Rate Of Fire, acronym ROF + L"AP:", // Weapon's Action Points, acronym AP + L"Stun:", // Weapon's Stun Damage + L"Protect:", // Armour's Protection + L"Camo:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Cost:", // Cost of the item + L"In stock:", // The number of items still in the store's inventory + L"Qty on Order:", // The number of items on order + L"Damaged", // If the item is damaged + L"Weight:", // the Weight of the item + L"SubTotal:", // The total cost of all items on order + L"* %% Functional", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Darn! This on-line order form will only accept " ,//First part + L" items per order. If you're looking to order more stuff (and we hope you are), kindly make a separate order and accept our apologies.", //Second part + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Sorry. We don't have any more of that in stock right now. Please try again later.", + + //A popup that tells the user that the store is temporarily sold out + + L"Sorry, but we are currently out of stock on all items of that type.", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"This is the place to be for the newest and hottest in weaponry and military supplies", + L"We can find the perfect solution for all your explosives needs", + L"Used and refitted items", + + //Text for the various links to the sub pages + + L"Miscellaneous", + L"GUNS", + L"AMMUNITION", //5 + L"ARMOR", + + //Details on the web site + + L"If we don't sell it, you can't get it!", + L"Under Construction", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"A.I.M. Members", // Title + // Title for the way to sort + L"Sort By:", + + // sort by... + + L"Price", + L"Experience", + L"Marksmanship", + L"Mechanical", + L"Explosives", + L"Medical", + L"Health", + L"Agility", + L"Dexterity", + L"Strength", + L"Leadership", + L"Wisdom", + L"Name", + + //Text of the links to other AIM pages + + L"View the mercenary mug shot index", + L"Review the individual mercenary's file", + L"Browse the A.I.M. Alumni Gallery", + + // text to display how the entries will be sorted + + L"Ascending", + L"Descending", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Previous Page", + L"AIM HomePage", + L"Policy Index", + L"Next Page", + L"Disagree", + L"Agree", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Left Click", + L"to Contact Merc.", + L"Right Click", + L"for Mug Shot Index.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Health", + L"Agility", + L"Dexterity", + L"Strength", + L"Leadership", + L"Wisdom", + L"Experience Lvl", + L"Marksmanship", + L"Mechanical", + L"Explosive", + L"Medical", //10 + + // the contract expenses' area + + L"Fee", + L"Contract", + L"one day", + L"one week", + L"two weeks", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Previous", + L"Contact", + L"Next", + + L"Additional Info", // Title for the additional info for the merc's bio + L"Active Members", //20 // Title of the page + L"Optional Gear:", // Displays the optional gear cost + L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's + L"MEDICAL deposit required", // If the merc required a medical deposit, this is displayed + L"Kit 1", // Text on Starting Gear Selection Button 1 + L"Kit 2", // Text on Starting Gear Selection Button 2 + L"Kit 3", // Text on Starting Gear Selection Button 3 + L"Kit 4", // Text on Starting Gear Selection Button 4 + L"Kit 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Contract Charge:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"One Day", + L"One Week", + L"Two Weeks", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"No Equipment", + L"Buy Equipment", + + // Text on the Buttons + + L"TRANSFER FUNDS", // to actually hire the merc + L"CANCEL", // go back to the previous menu + L"HIRE", // go to menu in which you can hire the merc + L"HANG UP", // stops talking with the merc + L"OK", + L"LEAVE MESSAGE", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Video Conferencing with", + L"Connecting. . .", + + L"with medical" // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"ELECTRONIC FUNDS TRANSFER SUCCESSFUL", // You hired the merc + L"UNABLE TO PROCESS TRANSFER", // Player doesn't have enough money, message 1 + L"INSUFFICIENT FUNDS", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"On Assignment", + L"Please Leave Message", + L"Deceased", + + //If you try to hire more mercs than game can support + + L"You have a full team of mercs already.", + + L"Pre-recorded message", + L"Message recorded", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"A.I.M. Links", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"A.I.M. History", //Title + + // Text on the buttons at the bottom of the page + + L"Previous Page", + L"Home", + L"A.I.M. Alumni", + L"Next Page", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Price", + L"Experience", + L"Marksmanship", + L"Mechanical", + L"Explosives", + L"Medical", + L"Health", + L"Agility", + L"Dexterity", + L"Strength", + L"Leadership", + L"Wisdom", + L"Name", + + // The title of the page, the above text gets added at the end of this text + + L"A.I.M. Members Sorted Ascending By %s", + L"A.I.M. Members Sorted Descending By %s", + + // Instructions to the players on what to do + + L"Left Click", + L"To Select Merc", //10 + L"Right Click", + L"For Sorting Options", + + // Gets displayed on top of the merc's portrait if they are... + + L"Away", + L"Deceased", //14 + L"On Assign", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"PAGE 1", + L"PAGE 2", + L"PAGE 3", + + L"A.I.M. Alumni", // Title of the page + + L"DONE", // Stops displaying information on selected merc + L"Next page", +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.M. and the A.I.M. logo are registered trademarks in most countries.", + L"So don't even think of trying to copy us.", + L"Copyright 2005 A.I.M., Ltd. All rights reserved.", //1.13 modified to 2005 + + //Text for an advertisement that gets displayed on the AIM page + + L"United Floral Service", + L"\"We air-drop anywhere\"", //10 + L"Do it right", + L"... the first time", + L"Guns and stuff, if we dont have it, you dont need it.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Home", + L"Members", + L"Alumni", + L"Policies", + L"History", + L"Links", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"MERCHANDISE IN STOCK", //Header for the merchandise available + L"PAGE", //The current store inventory page being displayed + L"TOTAL COST", //The total cost of the the items in the Dealer inventory area + L"TOTAL VALUE", //The total value of items player wishes to sell + L"EVALUATE", //Button text for dealer to evaluate items the player wants to sell + L"TRANSACTION", //Button text which completes the deal. Makes the transaction. + L"DONE", //Text for the button which will leave the shopkeeper interface. + L"REPAIR COST", //The amount the dealer will charge to repair the merc's goods + L"1 HOUR", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d HOURS", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"REPAIRED", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"There is not enough room in your offer area.", //Message box that tells the user there is no more room to put there stuff + L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Drop Item To Ground.", + L"BUDGET", +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Take", // Take money from the player + L"Give", // Give money to the player + L"Cancel", // Cancel the transfer + L"Clear", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Select Type", // tells the user to select either to give or take from the merc + L"Enter Amount", // Enter the amount to transfer + L"Transfer Funds To Merc", // Giving money to the merc + L"Transfer Funds From Merc", // Taking money from the merc + L"Insufficient Funds", // Not enough money to transfer + L"Balance", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Do you want to deduct %s from your main account to cover the difference?", + L"Not enough funds. You're short %s", + L"Do you want to deduct %s from your main account to cover the cost?", + L"Ask the dealer to start the transaction", + L"Ask the dealer to repair the selected items", + L"End conversation", + L"Current Balance", + + L"Do you want to transfer %s Intel to cover the difference?", + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Save Game", + L"Load Game", + L"Quit", + L"Next", + L"Prev", + L"Done", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Effects", + L"Speech", + L"Music", + + //Confirmation pop when the user selects.. + L"Quit game and return to the main menu?", + + L"You need either the Speech option, or the Subtitle option to be enabled.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Save Game", + L"Load Game", + L"Cancel", + L"Save Selected", + L"Load Selected", + + L"Saved the game successfully", + L"ERROR saving the game!", + L"Loaded the game successfully", + L"ERROR loading the game!", + + L"The game version in the saved game file is different than the current version. It is most likely safe to continue. Continue?", + + L"The saved game files may be invalidated. Do you want them all deleted?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Save version has changed. Please report if there any problems. Continue?", +#else + L"Attempting to load an older version save. Automatically update and load the save?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Save version and game version have changed. Please report if there are any problems. Continue?", +#else + L"Attempting to load an older version save. Automatically update and load the save?", +#endif + + L"Are you sure you want to overwrite the saved game in slot #%d?", + L"Do you want to load the game from slot #", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.", + + L"Saving", //When saving a game, a message box with this string appears on the screen + + L"Normal Guns", + L"Tons of Guns", + L"Realistic style", + L"Sci Fi style", + + L"Difficulty", + L"Platinum Mode", //Placeholder English + + L"Bobby Ray Quality", + L"Normal", + L"Great", + L"Excellent", + L"Awesome", + + L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", + L"New Inventory does not work from the default 'Data' folder.", + + L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", + L"Bobby Ray Quantity", +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Map Level", + L"You have no militia. You need to train town residents in order to have a town militia.", + L"Daily Income", + L"Merc has life insurance", + L"%s isn't tired.", + L"%s is on the move and can't sleep", + L"%s is too tired, try a little later.", + L"%s is driving.", + L"Squad can't move with a sleeping merc on it.", + + // stuff for contracts + L"While you can pay for the contract, you don't have the bucks to cover this merc's life insurance premium.", + L"%s insurance premium will cost %s for %d extra day(s). Do you want to pay?", + L"Sector Inventory", + L"Merc has a medical deposit.", + + // other items + L"Medics", // people acting a field medics and bandaging wounded mercs + L"Patients", // people who are being bandaged by a medic + L"Done", // Continue on with the game after autobandage is complete + L"Stop", // Stop autobandaging of patients by medics now + L"Sorry. This option has been disabled in this demo.", // informs player this option/button has been disabled in the demo + L"%s doesn't have a repair kit.", + L"%s doesn't have a medical kit.", + L"There aren't enough people willing to be trained right now.", + L"%s is full of militia.", + L"Merc has a finite contract.", + L"Merc's contract is not insured", + L"Map Overview", // 24 + + // Flugente: disease texts describing what a map view does + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"Squad %d has noticed someone in sector %s", + L"Squad %s has noticed someone in sector %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Training a squad of town militia will cost $", // telling player how much it will cost + L"Approve expenditure?", // asking player if they wish to pay the amount requested + L"You can't afford it.", // telling the player they can't afford to train this town + L"Continue training militia in %s (%s %d)?", // continue training this town? + + L"Cost $", // the cost in dollars to train militia + L"( Y/N )", // abbreviated yes/no + L"", // unused + L"Training town militia in %d sectors will cost $ %d. %s", // cost to train sveral sectors at once + + L"You cannot afford the $%d to train town militia here.", + L"%s needs a loyalty of %d percent for you to be able to continue training militia.", + L"You cannot train the militia in %s any further.", + L"liberate more town sectors", + + L"liberate new town sectors", + L"liberate more towns", + L"regain your lost progress", + L"progress further", + + L"recruit more rebels", +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"You can only withdraw up to $20,000 at a time.", + L"Are you sure you want to deposit the %s into your account?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. All rights reserved.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Speech", + L"Mute Confirmations", + L"Subtitles", + L"Pause Text Dialogue", + L"Animate Smoke", + L"Blood & Gore", + L"Never Move my Mouse", + L"Old Selection Method", + L"Show Movement Path", + L"Show Misses", + L"Real Time Confirmation", + L"Sleep/Wake Notifications", + L"Use Metric System", + L"Highlight Mercs", + L"Snap Cursor to Mercs", + L"Snap Cursor to Doors", + L"Make Items Glow", + L"Show Tree Tops", + L"Smart Tree Tops", + L"Show Wireframes", + L"Show 3D Cursor", + L"Show Chance to Hit on Cursor", + L"GL Burst uses Burst Cursor", + L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO + L"High-Angle Grenade Launching", + L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Space Selects next Squad", + L"Show Item Shadow", + L"Show Weapon Ranges in Tiles", + L"Tracer Effect for Single Shot", + L"Rain Noises", + L"Allow Crows", + L"Show Soldier Tooltips", + L"Tactical End-Turn Save", + L"Silent Skyrider", + L"Enhanced Description Box", + L"Forced Turn Mode", // add forced turn mode + L"Alternate Strategy Map Colors", // Change color scheme of Strategic Map + L"Alternate Bullet Graphics", // Show alternate bullet graphics (tracers) + L"Logical Bodytypes", + L"Show Merc Ranks", // shows mercs ranks + L"Show Face Gear Graphics", + L"Show Face Gear Icons", + L"Disable Cursor Swap", // Disable Cursor Swap + L"Quiet Training", // Madd: mercs don't say quotes while training + L"Quiet Repairing", // Madd: mercs don't say quotes while repairing + L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring + L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns + L"Allow Zombies", // Flugente Zombies + L"Enable Inventory Popups", // the_bob : enable popups for picking items from sector inv + L"Mark Remaining Hostiles", + L"Show LBE Content", + L"Invert Mouse Wheel", + L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Force Bobby Ray Shipments", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG OPTIONS--", // an example options screen options header (pure text) + L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. + L"Reset ALL game options", // failsafe show/hide option to reset all options + L"Do you really want to reset?", // a do once and reset self option (button like effect) + L"Debug Options in other builds", // allow debugging in release or mapeditor + L"DEBUG Render Option group", // an example option that will show/hide other options + L"Render Mouse Regions", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Keep this option ON if you want to hear character dialogue.", + + //Mute Confirmation + L"Turns characters' verbal confirmations on or off.", + + //Subtitles + L"Controls whether on-screen text is displayed for dialogue.", + + //Key to advance speech + L"If Subtitles are ON, turn this on also to be able to take your time reading NPC dialogue.", + + //Toggle smoke animation + L"Turn this option OFF if animating smoke slows down your game's framerate.", + + //Blood n Gore + L"Turn this option OFF if blood offends you.", + + //Never move my mouse + L"Turn this option OFF to have your mouse automatically move over pop-up confirmation boxes when they appear.", + + //Old selection method + L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).", + + //Show movement path + L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|h|i|f|t key when you do want them displayed).", + + //show misses + L"Turn ON to have the game show you where your bullets ended up when you \"miss\".", + + //Real Time Confirmation + L"When ON, an additional \"safety\" click will be required for movement in Real-time.", + + //Sleep/Wake notification + L"When ON, you will be notified when mercs on \"assignment\" go to sleep and resume work.", + + //Use the metric system + L"When ON, uses the metric system for measurements; otherwise it uses the Imperial system.", + + //Highlight Mercs + L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)", + + //Smart cursor + L"When ON, moving the cursor near your mercs will automatically highlight them.", + + //snap cursor to the door + L"When ON, moving the cursor near a door will automatically position the cursor over the door.", + + //glow items + L"When ON, Items continuously glow. (|C|t|r|l+|A|l|t+|I)", + + //toggle tree tops + L"When ON, shows the |Tree tops.", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", + + //toggle wireframe + L"When ON, displays Wireframes for obscured walls. (|C|t|r|l+|A|l|t+|W)", + + L"When ON, the movement cursor is shown in 3D. (|H|o|m|e)", + + // Options for 1.13 + L"When ON, the chance to hit is shown on the cursor.", + L"When ON, GL burst uses burst cursor.", + L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO + L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", + L"When ON, will not enter turn-based mode when sneaking unnoticed and seeing an enemy unless |C|t|r|l+|X is pressed. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"When ON, |S|p|a|c|e selects next squad automatically.", + L"When ON, item shadows will be shown.", + L"When ON, weapon ranges will be shown in tiles.", + L"When ON, tracer effect will be shown for single shots.", + L"When ON, you will hear rain noises when it is raining.", + L"When ON, the crows will be present in game.", + L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", + L"When ON, game will be saved in 2 alternate save slots after each player's turn.", + L"When ON, Skyrider will not talk anymore.", + L"When ON, enhanced descriptions will be shown for items and weapons.", + L"When ON and enemy present, turn-based mode persists until sector is free. (|C|t|r|l+|T)", // add forced turn mode + L"When ON, the strategic map will be colored differently based on exploration.", + L"When ON, alternate bullet graphics will be shown when you shoot.", + L"When ON, mercenary body graphic can change along with equipped gear.", + L"When ON, ranks will be displayed before merc names in the strategic view.", + L"When ON, equipped face gear will be shown on the merc portraits.", + L"When ON, icons for the equipped face gear will be shown on the merc portraits in the lower right corner.", + L"When ON, the cursor will not toggle between exchange position and other actions. Press |X to initiate quick exchange.", + L"When ON, mercs will not report progress during training.", + L"When ON, mercs will not report progress during repairing.", + L"When ON, mercs will not report progress during doctoring.", + L"When ON, AI turns will be much faster.", + + L"When ON, zombies will spawn. Beware!", // allow zombies + L"When ON, enables popup boxes that appear when left-click on empty merc inventory slots in mapscreen sector inventory.", + L"When ON, approximate locations of the last enemies in the sector will be highlighted.", + L"When ON, will show the contents of an LBE item; otherwise, regular NAS interface will be shown.", + L"When ON, inverts mouse wheel directions.", + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", + L"When ON, shows last known enemy location.", + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Force all pending Bobby Ray shipments", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", + L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options + L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) + L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor + L"Toggle to display debugging render options", // an example option that will show/hide other options + L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + + +STR16 gzGIOScreenText[] = +{ + L"INITIAL GAME SETTINGS", +#ifdef JA2UB + L"Random Manuel texts ", + L"Off", + L"On", +#else + L"Game Style", + L"Realistic", + L"Sci Fi", +#endif + L"Platinum", + L"Available Arsenal", // changed by SANDRO + L"Tons of Guns", + L"Reduced", // changed by SANDRO + L"Difficulty Level", + L"Novice", + L"Experienced", + L"Expert", + L"INSANE", + L"Start", + L"Cancel", + L"Extra Difficulty", + L"Save Anytime", + L"Iron Man", + L"Disabled for Demo", + L"Bobby Ray Quality", + L"Normal", + L"Great", + L"Excellent", + L"Awesome", + L"Inventory / Attachments", + L"NOT USED", + L"NOT USED", + L"Load MP Game", + L"INITIAL GAME SETTINGS (Only the server settings take effect)", + // Added by SANDRO + L"Skill Traits", + L"Old", + L"New", + L"Max IMP Characters", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Enemies Drop All Items", + L"Off", + L"On", +#ifdef JA2UB + L"Tex and John", + L"Random", + L"All", +#else + L"Number of Terrorists", + L"Random", + L"All", +#endif + L"Secret Weapon Caches", + L"Random", + L"All", + L"Progress Speed of Item Choices", + L"Very Slow", + L"Slow", + L"Normal", + L"Fast", + L"Very Fast", + + L"Old / Old", + L"New / Old", + L"New / New", + + // Squad Size + L"Max. Squad Size", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"Inventory Manipulation Costs AP", + + L"New Chance to Hit System", + L"Improved Interrupt System", + L"Merc Story Backgrounds", + L"Food System", + L"Bobby Ray Quantity", + + // anv: extra iron man modes + L"Soft Iron Man", + L"Extreme Iron Man", +}; + +STR16 gzMPJScreenText[] = +{ + L"MULTIPLAYER", + L"Join", + L"Host", + L"Cancel", + L"Refresh", + L"Player Name", + L"Server IP", + L"Port", + L"Server Name", + L"# Plrs", + L"Version", + L"Game Type", + L"Ping", + L"You must enter a player name.", + L"You must enter a valid server IP address. For example: 84.114.195.239", + L"You must enter a valid Server Port between 1 and 65535.", +}; + +STR16 gzMPJHelpText[] = +{ + L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", + L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", + + L"HOST", + L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", + L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", + L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", + L"Click on 'Host' to host a new Multiplayer Game.", + + L"JOIN", + L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", + L"Enter the external IP and the Port number from the host.", + L"Click on 'Join' to join an already hosted Multiplayer Game.", +}; + +STR16 gzMPHScreenText[] = +{ + L"HOST GAME", + L"Start", + L"Cancel", + L"Server Name", + L"Game Type", + L"Deathmatch", + L"Team-Deathmatch", + L"Co-Operative", + L"Maximum Players", + L"Maximum Mercs", + L"Merc Selection", + L"Merc Hiring", + L"Hired by Player", + L"Starting Cash", + L"Allow Hiring Same Merc", + L"Report Hired Mercs", + L"Bobby Rays", + L"Sector Starting Edge", + L"You must enter a server name", + L"", + L"", + L"Starting Time", + L"", + L"", + L"Weapon Damage", + L"", + L"Timed Turns", + L"", + L"Enable Civilians in CO-OP", + L"", + L"Maximum Enemies in CO-OP", + L"Synchronize Game Directory", + L"MP Sync. Directory", + L"You must enter a file transfer directory.", + L"(Use '/' instead of '\\' for directory delimiters.)", + L"The specified synchronisation directory does not exist.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Yes", + L"No", + // Starting Time + L"Morning", + L"Afternoon", + L"Night", + // Starting Cash + L"Low", + L"Medium", + L"Heigh", + L"Unlimited", + // Time Turns + L"Never", + L"Slow", + L"Medium", + L"Fast", + // Weapon Damage + L"Very low", + L"Low", + L"Normal", + // Merc Hire + L"Random", + L"Normal", + // Sector Edge + L"Random", + L"Selectable", + // Bobby Ray / Hire same merc + L"Disable", + L"Allow", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Beirut", //Beirut, Lebanon (Middle East) + L"London", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Moscow", //Moscow, USSR + L"New York", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Paris", //Paris, France + L"Tripoli", //Tripoli, Libya (eastern Mediterranean) + L"Tokyo", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Are you sure? A value of zero means NO ability in this skill.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"( 8 Characters Max )", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"Analyzing", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"Thank You, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"Voice", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Killed in Action", + L"Dismissed", + L"Other", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Personnel Manager", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Game Paused", + L"Resume Game (|P|a|u|s|e)", + L"Pause Game (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"Exit Game?", + L"OK", + L"YES", + L"NO", + L"CANCEL", + L"REHIRE", + L"LIE", + L"No description", //Save slots that don't have a description. + L"Game Saved.", + L"Game Saved.", + L"QuickSave", //10 The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"Day", + L"Mercs", + L"Empty Slot", //An empty save game slot + L"Demo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"Release", //Release build for JA2 + L"rpm", //20 Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"min", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"rnds", //Abbreviation for rounds (# of bullets) + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"Home", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"n/a", //Lowercase acronym for not applicable. + L"Meanwhile", //Meanwhile + L"%s has arrived in sector %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying + //SirTech + L"Version", + L"Empty Quick Save Slot", + L"This slot is reserved for Quick Saves made from the tactical and map screens using ALT+S.", + L"Opened", + L"Closed", + L"You are running low on disk space. You only have %sMB free and Jagged Alliance 2 v1.13 requires %sMB.", + L"Hired %s from AIM", + L"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s has taken %s.", //'Merc name' has taken 'item name' + L"%s has no medical skill",//40 'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"The integrity of the game has been compromised.", + L"ERROR: Ejected CD-ROM", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"There is no room to fire from here.", + + //Can't change stance due to objects in the way... + L"Cannot change stance at this time.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Drop", + L"Throw", + L"Pass", + + L"%s passed to %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"No room to pass %s to %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" attached]", // 50 + + //Cheat modes + L"Cheat level ONE reached", + L"Cheat level TWO reached", + + //Toggling various stealth modes + L"Squad on stealth mode.", + L"Squad off stealth mode.", + L"%s on stealth mode.", + L"%s off stealth mode.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Extra Wireframes On", + L"Extra Wireframes Off", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Can't go up from this level...", + L"There are no lower levels...", // 60 + L"Entering basement level %d...", + L"Leaving basement...", + + L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Follow mode OFF.", + L"Follow mode ON.", + L"3D Cursor OFF.", + L"3D Cursor ON.", + L"Squad %d active.", + L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary + L"Skip", // 70 + L"%s cannot leave alone.", + L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.", + L"%s drank some %s", + L"A package has arrived in Drassen.", + L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"History log updated.", + L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", + L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", + L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO + L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO + L"Grenade Launchers fire at standard angles", + L"Grenade Launchers fire at higher angles", + // forced turn mode strings + L"Forced Turn Mode", + L"Normal turn mode", + L"Exit combat mode", + L"Forced Turn Mode Active, Entering Combat", + L"Successfully Saved the Game into the End Turn Auto Save slot.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved + L"Client", + L"You cannot use the Old Inventory and the New Attachment System at the same time.", // 90 + + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"This slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn Save #", // 95 // The text for the tactical end turn auto save + L"Saving Auto Save #", // 96 // The message box, when doing auto save + L"Saving", // 97 // The message box, when doing end turn auto save + L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save + L"This slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", + L"Move in Formation OFF", + L"Artificial Merc Light ON", + L"Artificial Merc Light OFF", + L"Squad %s active.", + L"%s smoked %s.", + L"Activate cheats?", + L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"Scroll Up", + L"Select All", + L"Scroll Down", + L"Cancel", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s isn't close enough to be healed.", + L"Your medics were unable to completely bandage everyone.", +}; + +STR16 pMilitiaButtonsHelpText[] = +{ + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", + L"Distribute available militia equally among all sectors", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going +#ifdef JA2UB + L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway +#else + L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Error. Missing or corrupted file(s). Game will exit now.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"View email", + L"Browse various web sites", + L"View files and email attachments", + L"Read log of events", + L"View team info", + L"View financial summary and history", + L"Close laptop", + + //Bottom task bar icons (if they exist): + L"You have new mail", + L"You have new file(s)", + + //Bookmarks: + L"Association of International Mercenaries", + L"Bobby Ray's online weapon mail order", + L"Institute of Mercenary Profiling", + L"More Economic Recruiting Center", + L"McGillicutty's Mortuary", + L"United Floral Service", + L"Insurance Brokers for A.I.M. contracts", + //New Bookmarks + L"", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", + L"Mercenaries Love or Dislike You", + L"World Health Organization", + L"Kerberus - Experience In Security", + L"Militia Overview", + L"Recon Intelligence Services", + L"Controlled factories", + L"Arulco Rebel Command", +}; + + +STR16 gzHelpScreenText[] = +{ + L"Exit help screen", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"There is a battle in progress. You can only retreat from the tactical screen.", + L"|Enter sector to continue the current battle in progress.", + L"|Automatically resolves the current battle.", + L"You can't automatically resolve a battle when you are the attacker.", + L"You can't automatically resolve a battle while you are being ambushed.", + L"You can't automatically resolve a battle while you are fighting creatures in the mines.", + L"You can't automatically resolve a battle while there are hostile civilians.", + L"You can't automatically resolve a battle while there are bloodcats.", + L"BATTLE IN PROGRESS", + L"You cannot retreat at this time.", +}; + +STR16 gzMiscString[] = +{ + L"Your militia continue to battle without the aid of your mercs...", + L"The vehicle does not need anymore fuel right now.", + L"The fuel tank is %d%% full.", + L"Deidranna's army has regained complete control over %s.", + L"You have lost a refueling site.", +}; + +STR16 gzIntroScreen[] = +{ + L"Cannot find intro video", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s hears a %s sound coming from %s.", + L"%s hears a %s sound of MOVEMENT coming from %s.", + L"%s hears a %s CREAKING coming from %s.", + L"%s hears a %s SPLASHING coming from %s.", + L"%s hears a %s IMPACT coming from %s.", + L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! + L"%s hears a %s EXPLOSION to %s.", + L"%s hears a %s SCREAM to %s.", + L"%s hears a %s IMPACT to %s.", + L"%s hears a %s IMPACT to %s.", + L"%s hears a %s SHATTERING coming from %s.", + L"%s hears a %s SMASH coming from %s.", + L"", // anv: placeholder for silent alarm + L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player +}; + +STR16 pTauntUnknownVoice[] = +{ + L"Unknown Voice", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Sort by Name (|F|1)", + L"Sort by Assignment (|F|2)", + L"Sort by Sleep Status (|F|3)", + L"Sort by Location (|F|4)", + L"Sort by Destination (|F|5)", + L"Sort by Departure Time (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Error 404", + L"Site not found.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"Recent Shipments", + L"Order #", + L"Number Of Items", + L"Ordered On", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Game Internals Programmer", // Chris Camfield + L"Co-designer/Writer", // Shaun Lyng + L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes + L"Producer/Co-designer", // Ian Currie + L"Co-designer/Map Designer", // Linda Currie + L"Artist", // Eric \"WTF\" Cheng + L"Beta Coordinator, Support", // Lynn Holowka + L"Artist Extraordinaire", // Norman \"NRG\" Olsen + L"Sound Guru", // George Brooks + L"Screen Designer/Artist", // Andrew Stacey + L"Lead Artist/Animator", // Scot Loving + L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmer", // Dave French + L"Strategic Systems & Game Balance Programmer", // Alex Meduna + L"Portraits Artist", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(still learning punctuation)", // Shaun Lyng + L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes + L"(getting much too old for this)", // Ian Currie + L"(and working on Wizardry 8)", // Linda Currie + L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng + L"(Left us for the CFSA - go figure...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Dead Head and jazz lover)", // Andrew Stacey + L"(his real name is Robert)", // Scot Loving + L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons + L"(can now get back to motocrossing)", // Dave French + L"(stolen from Wizardry 8)", // Alex Meduna + L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan", +}; + +// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. +STR16 sRepairsDoneString[] = +{ + L"%s finished repairing own items.", + L"%s finished repairing everyone's guns & armor.", + L"%s finished repairing everyone's equipped items.", + L"%s finished repairing everyone's large carried items.", + L"%s finished repairing everyone's medium carried items.", + L"%s finished repairing everyone's small carried items.", + L"%s finished repairing everyone's LBE gear.", + L"%s finished cleaning everyone's guns.", +}; + +STR16 zGioDifConfirmText[]= +{ + L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?", + L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?", + L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?", + L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S loadscreen data file not found...", + + //1-5 + L"The robot cannot leave this sector when nobody is using the controller.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"You can't compress time right now. Wait for the fireworks!", + + //'Name' refuses to move. + L"%s refuses to move.", + + //%s a merc name + L"%s does not have enough energy to change stance.", + + //A message that pops up when a vehicle runs out of gas. + L"The %s has run out of gas and is now stranded in %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"above", + L"below", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"None of your mercs have any medical ability.", + L"There are no medical supplies to perform bandaging.", + L"There weren't enough medical supplies to bandage everybody.", + L"None of your mercs need bandaging.", + L"Bandages mercs automatically.", + L"All your mercs are bandaged.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + + L"(roof)", + + L"Health: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d vs. %d", + + L"The %s is full!", //(ex "The ice cream truck is full") + + L"%s does not need immediate first aid or bandaging but rather more serious medical attention and/or rest.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s is hit in the leg and collapses!", + //Name can't speak right now. + L"%s can't speak right now.", + + //22-24 plural versions + L"%d green militia have been promoted to veteran militia.", + L"%d green militia have been promoted to regular militia.", + L"%d regular militia have been promoted to veteran militia.", + + //25 + L"Switch", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s goes psycho!", + + //27-28 + //Messages why a player can't time compress. + L"It is currently unsafe to compress time because you have mercs in sector %s.", + L"It is currently unsafe to compress time when mercs are in the creature infested mines.", + + //29-31 singular versions + L"1 green militia has been promoted to a veteran militia.", + L"1 green militia has been promoted to a regular militia.", + L"1 regular militia has been promoted to a veteran militia.", + + //32-34 + L"%s doesn't say anything.", + L"Travel to surface?", + L"(Squad %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s has repaired %s's %s", + + //36 + L"BLOODCAT", + + //37-38 "Name trips and falls" + L"%s trips and falls", + L"This item can't be picked up from here.", + + //39 + L"None of your remaining mercs are able to fight. The militia will fight the creatures on their own.", + + //40-43 + //%s is the name of merc. + L"%s ran out of medical kits!", + L"%s lacks the necessary skill to doctor anyone!", + L"%s ran out of tool kits!", + L"%s lacks the necessary skill to repair anything!", + + //44-45 + L"Repair Time", + L"%s cannot see this person.", + + //46-48 + L"%s's gun barrel extender falls off!", + // HEADROCK HAM 3.5: Changed to reflect facility effect. + L"No more than %d militia trainers are permitted in this sector.", + L"Are you sure?", + + //49-50 + L"Time Compression", + L"The vehicle's gas tank is now full.", + + //51-52 Fast help text in mapscreen. + L"Continue Time Compression (|S|p|a|c|e)", + L"Stop Time Compression (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s has unjammed the %s", + L"%s has unjammed %s's %s", + + //55 + L"Can't compress time while viewing sector inventory.", + + L"The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit.", + + L"Items successfully combined.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Current/Max Progress: %d%%/%d%%", + + L"Escort John and Mary?", + + // 60 + L"Switch Activated.", + + L"%s's armour attachment has been smashed!", + L"%s fires %d more rounds than intended!", + L"%s fires one more round than intended!", + + L"You need to close the item description box first!", + + L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 +}; + +// HEADROCK HAM 3.5: Added sector name +STR16 gzCWStrings[] = +{ + L"Call reinforcements to %s from adjacent sectors?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Location: %d\n", + L"%s|Brightness: %d / %d\n", + L"%s|Range to |Target: %d\n", + L"%s|I|D: %d\n", + L"%s|Orders: %d\n", + L"%s|Attitude: %d\n", + L"%s|Current |A|Ps: %d\n", + L"%s|Current |Health: %d\n", + L"%s|Current |Breath: %d\n", + L"%s|Current |Morale: %d\n", + L"%s|Current |S|hock: %d\n", + L"%s|Current |S|uppression Points: %d\n", + // Full info + L"%s|Helmet: %s\n", + L"%s|Vest: %s\n", + L"%s|Leggings: %s\n", + // Limited, Basic + L"|Armor: ", + L"Helmet", + L"Vest", + L"Leggings", + L"worn", + L"no Armor", + L"%s|N|V|G: %s\n", + L"no NVG", + L"%s|Gas |Mask: %s\n", + L"no Gas Mask", + L"%s|Head |Position |1: %s\n", + L"%s|Head |Position |2: %s\n", + L"\n(in Backpack) ", + L"%s|Weapon: %s ", + L"no Weapon", + L"Handgun", + L"SMG", + L"Rifle", + L"MG", + L"Shotgun", + L"Knife", + L"Heavy Weapon", + L"no Helmet", + L"no Vest", + L"no Leggings", + L"|Armor: %s\n", + // Added - SANDRO + L"%s|Skill 1: %s\n", + L"%s|Skill 2: %s\n", + L"%s|Skill 3: %s\n", + // Additional suppression effects - sevenfm + L"%s|A|Ps lost due to |S|uppression: %d\n", + L"%s|Suppression |Tolerance: %d\n", + L"%s|Effective |S|hock |Level: %d\n", + L"%s|A|I |Morale: %d\n", +}; + +STR16 New113Message[] = +{ + L"Storm started.", + L"Storm ended.", + L"Rain started.", + L"Rain ended.", + L"Watch out for snipers...", + L"Suppression fire!", + L"BRST", + L"AUTO", + L"GL", + L"GL BRST", + L"GL AUTO", + L"UB", + L"UBRST", + L"UAUTO", + L"BAYONET", + L"Sniper!", + L"Unable to split money due to having an item on your cursor.", + L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", + L"Deleted item", + L"Deleted all items of this type", + L"Sold item", + L"Sold all items of this type", + L"You should check your goggles", + // Real Time Mode messages + L"In combat already", + L"No enemies in sight", + L"Real-time sneaking OFF", + L"Real-time sneaking ON", + //L"Enemy spotted! (Ctrl + x to enter turn based)", + L"Enemy spotted!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s was successful at stealing!", // MINTY - Changed "on" to "at": More natural English + L"%s did not have enough action points to steal all selected items.", // MINTY - Changed "had not" to "did not": More natural English + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health.)", // MINTY - Changed "make" to "perform": More natural English + L"Do you want to perform surgery on %s? (You can heal about %i health.)",// MINTY - Changed "make" to "perform": More natural English + L"Do you wish to perform surgeries first? (%i patient(s))",// MINTY - Changed "make" to "perform": More natural English + L"Do you wish to perform the surgery on this patient first?",// MINTY - Changed "make" to "perform": More natural English + L"Apply first aid automatically with surgeries or without them?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Surgery on %s finished.", + L"%s is hit in the chest and loses a point of maximum health!", + L"%s is hit in the chest and loses %d points of maximum health!", + L"%s is blinded by the blast!", + L"%s has regained one point of lost %s", + L"%s has regained %d points of lost %s", + L"Your scouting skills prevented an ambush by the enemy!", // MINTY - Changed "you to be ambushed" to "an ambush": More natural English + L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", + L"%s is hit at the groin and falls down in pain!", + ////////////////////////////////////////////////////////////////////////////////////// + L"Warning: enemy corpse found!!!", + L"%s [%d rnds]\n%s %1.1f %s", + L"Insufficient AP Points! Cost %d, you have %d.", + L"Hint: %s", + L"Player strength: %d - Enemy strength: %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Cannot use skill!", + L"Cannot build while enemies are in this sector!", + L"Cannot spot that location!", + L"Incorrect GridNo for firing artillery!", + L"Radio frequencies are jammed. No communication possible!", + L"Radio action failed!", + L"Not enough mortar shells in sector to start a barrage!", + L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", + L"No mortars found, cannot commence barrage!", + L"Already jamming signal, no need to do so again!", + L"Already listening for nearby sounds, no need to do so again!", + L"Already trying to spot, no need to do so again!", + L"Already scanning for jam signals, no need to do so again!", + L"%s could not apply %s to %s.", + L"%s orders reinforcements from %s.", + L"%s radio set is out of energy.", + L"a working radio set", + L"a binocular", + L"patience", + L"%s's shield has been destroyed!", + L" DELAY", + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s cowers in fear!", + L"%s is pinned down!", + L"%s fires more rounds than intended!", + L"You cannot train militia in this sector.", + L"Militia picks up %s.", + L"Cannot train militia with enemies present!", + // 6 - 10 + L"%s lacks sufficient Leadership score to train militia.", + L"No more than %d Mobile Militia trainers are permitted in this sector.", + L"No room in %s or around it for new Mobile Militia!", + L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", + L"Can't staff a facility while enemies are present!", + // 11 - 15 + L"%s lacks sufficient Wisdom to staff this facility.", + L"The %s is already fully-staffed.", + L"It will cost $%d per hour to staff this facility. Do you wish to continue?", + L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", + L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", + // 16 - 20 + L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", + L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", + L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", + L"N/A in this sector", + L"Daily Expenses", + // 21 - 25 + L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", + L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 + L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 + L"To merge two items during combat, you must pick them both up first.", // HAM 5 +}; + +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"No available adjustments", + L"%s was split into several parts.", + L"%s was split into several parts. Check %s's inventory for the resulting items.", + L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", + L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", + L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", + // 6 - 10 + L"Split Crate into Inventory", + L"Split into %d-rd Mags", + L"%s was split into %d Magazines containing %d rounds each.", + L"%s was split into %s's inventory.", + L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", + L"Instant mode", + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", + // Biggens: Text from Line 49 in Email.edt + L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk: Text from Line 58 + L"FW from AIM Server: Message from Victor Kolesnikov", + L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", + + // Brain: Text from Line 60 + L"FW from AIM Server: Message from Janno Allik", + L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", + + // Scream: Text from Line 62 + L"FW from AIM Server: Message from Lennart Vilde", + L"Lennart Vilde now available! ±", + + // Henning: Text from Line 64 + L"FW from AIM Server: Message from Henning von Branitz", + L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", + + // Luc: Text from Line 66 + L"FW from AIM Server: Message from Luc Fabre", + L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", + + // Laura: Text from Line 68 + L"FW from AIM Server: Message from Dr. Laura Colin", + L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", + + // Grace: Text from Line 70 + L"FW from AIM Server: Message from Graziella Girelli", + L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", + + // Rudolf: Text from Line 72 + L"FW from AIM Server: Message from Rudolf Steiger", + L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"FW from AIM Server: Message about merc availability", + L"I got your message. Waiting for your call. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! ± ", + // Camouflage + L"Camouflage: Beside you, even bushes look synthetic! ± ", + // SANDRO - new strings for new traits added + // MINTY - Altered the texts for more natural English, and added a little flavour too + // Ranger + L"Ranger: Those amateurs from Texas have nothing on you! ± ", + // Gunslinger + L"Gunslinger: With one handgun or two, you can be as lethal as Billy the Kid! ± ", + // Squadleader + L"Squadleader: A natural leader, your squadmates look to you for inspiration! ± ", + // Technician + L"Technician: MacGyver's got nothing on you! Mechanical, electronic or explosive, you can fix it! ± ", + // Doctor + L"Doctor: From grazes to gutshot, to amputations, you can heal them all! ± ", + // Athletics + L"Athletics: Your speed and vitality are worthy of an Olympian! ± ", + // Bodybuilding + L"Bodybuilding: Arnie? What a wimp! You could beat him with one arm behind your back! ± ", + // Demolitions + L"Demolitions: Sowing grenades like seeds, planting bombs, watching the limbs flying.. This is what you live for! ± ", + // Scouting + L"Scouting: Nothing can escape your notice! ± ", + // Covert ops + L"Covert Operations: You make 007 look like an amateur! ± ", + // Radio Operator + L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", + // Survival + L"Survival: Nature is a second home to you. ± ", +}; + +STR16 NewInvMessage[] = +{ + L"Cannot pickup backpack at this time", + L"No place to put backpack", + L"Backpack not found", + L"Zipper only works in combat", + L"Can not move while backpack zipper active", + L"Are you sure you want to sell all sector items?", + L"Are you sure you want to delete all sector items?", + L"Cannot climb while wearing a backpack", + L"All backpacks dropped", + L"All owned backpacks picked up", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Initiating RakNet server...", + L"Server started, waiting for connections...", + L"You must now connect with your client to the server by pressing '2'.", // No more used + L"Server is already running.", + L"Server failed to start. Terminating.", + // 5 + L"%d/%d clients are ready for realtime-mode.", + L"Server disconnected and shutdown.", + L"Server is not running.", + L"Clients are still loading, please wait...", + L"You cannot change dropzone after the server has started.", + // 10 + L"Sent file '%S' - 100/100", + L"Finished sending files to '%S'.", + L"Started sending files to '%S'.", + L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Initiating RakNet client...", + L"Connecting to IP: %S ...", + L"Received game settings:", + L"You are already connected.", + L"You are already connecting...", + // 5 + L"Client #%d - '%S' has hired '%s'.", + L"Client #%d - '%S' has hired another merc.", + L"You are ready - Total ready = %d/%d.", + L"You are no longer ready - Total ready = %d/%d.", + L"Starting battle...", + // 10 + L"Client #%d - '%S' is ready - Total ready = %d/%d.", + L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", + L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", + L"Let us the battle begin!", + L"A client must be running for starting the game.", + // 15 + L"Game cannot start. No mercs are hired...", + L"Awaiting 'OK' from server to unlock the laptop...", + L"Interrupted", + L"Finish from interrupt", + L"Mouse grid coordinates:", + // 20 + L"X: %d, Y: %d", + L"Grid number: %d", + L"Server only feature", + L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", + L"Sector=%s, Max. clients=%d, Max. mercs=%d, Game type=%d, Same merc=%d, Damage multiplier=%f, Timed turns=%d, Secs/Tic=%d, Disable Bobby Ray=%d, Disable Aim/Merc Equipment=%d, Disable Morale=%d, Testing=%d.", + // 25 + L"", //not used any more + L"New connection: Client #%d - '%S'.", + L"Team: %d.",//not used any more + L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S').", + L"Kicked client #%d - '%S'.", + // 30 + L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", + L"Starting turn for client #%d.", + L"Requesting for realtime...", + L"Switched back to realtime.", + L"Error: Something went wrong switching back.", + // 35 + L"Unlock laptop for hiring? (Are all clients connected?)", + L"The server has unlocked the laptop. Begin hiring!", + L"Interruptor.", + L"You cannot change dropzone if you are only the client and not the server.", + L"You declined the offer to surrender.", + // 40 + L"All your mercs are wiped dead!", + L"Spectator mode enabled.", + L"You have been defeated!", + L"Sorry, climbing is disable in a multiplayer game.", + L"You Hired '%s'", + // 45 + L"You can't change the map once purchasing has commenced.", + L"Map changed to '%s'.", + L"Client '%s' disconnected, removing from game", + L"You were disconnected from the game. Returning to Main Menu.", + L"Connection failed, Retrying in 5 seconds, %i retries left...", + //50 + L"Connection failed, giving up...", + L"You cannot start the game until another player has connected.", + L"%s : %s", + L"Send to all", + L"Allies only", + // 55 + L"Cannot join game. This game has already started.", + L"%s (team): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Received all files from server.", + L"'%S' finished downloading from server.", + L"'%S' started downloading from server.", + L"Cannot start the game until all clients have finished receiving files.", + L"This server requires that you download modified files to play, do you wish to continue?", + // 65 + L"Press 'Ready' to enter tactical screen.", + L"Cannot connect because your version %S is different from the server version %S.", + L"You killed an enemy soldier.", + L"Cannot start the game, because all teams are the same.", + L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", + // 70 + L"Could not save received file '%S'", + L"%s's bomb was disarmed by %s", + L"You loose, what a shame", // All over red rover + L"Spectator mode disabled", + L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", + // 75 + L"Team %s is wiped out.", + L"Client failed to start. Terminating.", + L"Client disconnected and shutdown.", + L"Client is not running.", + L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", + // 80 + L"AI's turn - %d left", +}; + +STR16 gszMPEdgesText[] = +{ + L"N", + L"E", + L"S", + L"W", + L"C", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"N/A", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Game Type: ", + L"Players: ", + L"Mercs each: ", + L"You cannot change starting edge once Laptop is unlocked.", + L"You cannot change teams once the Laptop is unlocked.", + L"Random Mercs: ", + L"Y", + L"Difficulty:", + L"Server Version:", +}; + +STR16 gzMPSScreenText[] = +{ + L"Scoreboard", + L"Continue", + L"Cancel", + L"Player", + L"Kills", + L"Deaths", + L"Queen's Army", + L"Hits", + L"Misses", + L"Accuracy", + L"Damage Dealt", + L"Damage Taken", + L"Please wait for the server to press 'Continue'." +}; + +STR16 gzMPCScreenText[] = +{ + L"Cancel", + L"Connecting to Server", + L"Getting Server Settings", + L"Downloading custom files", + L"Press 'ESC' to cancel or 'Y' to chat", + L"Press 'ESC' to cancel", + L"Ready" +}; + +STR16 gzMPChatToggleText[] = +{ + L"Send to All", + L"Send to Allies only", +}; + +STR16 gzMPChatboxText[] = +{ + L"Multiplayer Chat", + L"'ENTER' to send, 'ESC' to cancel", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", + L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", + // For new major/minor traits + L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", + L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", + L"I.M.P. Attributes and skills review.", + L"Bonus Pts.:", + L"Starting Level", + // New strings for new traits + L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", + L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", + L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"I.M.P. Character Analysis", + L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of character traits to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", + L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Normal", + L"Friendly", + L"Loner", + L"Optimist", + L"Pessimist", + L"Aggressive", + L"Arrogant", + L"Big Shot", + L"Asshole", + L"Coward", + L"I.M.P. Attitudes", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Neutral", + L"Sociable", + L"Loner", + L"Optimist", + L"Assertive", + L"Intellectual", + L"Primitive", + L"Aggressive", + L"Phlegmatic", + L"Dauntless", + L"Pacifist", + L"Malicious", + L"Show-off", + L"Coward", + L"I.M.P. Character Traits", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"I.M.P. Colors and Body Type", + L"I.M.P. Colors", + L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", + L"Please select the respective colors of your skin, hair and clothing.", + L"Toggle this to use alternative rifle holding.", + L"\n(Caution: you will need a big strength for this.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Hair Color", + L"Skin Color", + L"Shirt Color", + L"Pants Color", + L"Normal Body", + L"Big Body", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"No Disability", + L"Heat Intolerant", + L"Nervous", + L"Claustrophobic", + L"Nonswimmer", + L"Fear of Insects", + L"Forgetful", + L"Psychotic", + L"Deaf", + L"Shortsighted", + L"Hemophiliac", + L"Fear of Heights", + L"Self-Harming", + L"I.M.P. Disabilities", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] = +{ + L"We bet you're glad this isn't voicemail.", + L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"You'll be screwed if you ever lose your glasses.", + L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s lacks sufficient Strength to perform this task.", + L"%s lacks sufficient Dexterity to perform this task.", + L"%s lacks sufficient Agility to perform this task.", + L"%s is not Healthy enough to perform this task.", + L"%s lacks sufficient Wisdom to perform this task.", + L"%s lacks sufficient Marksmanship to perform this task.", + // 6 - 10 + L"%s lacks sufficient Medical Skill to perform this task.", + L"%s lacks sufficient Mechanical Skill to perform this task.", + L"%s lacks sufficient Leadership to perform this task.", + L"%s lacks sufficient Explosives Skill to perform this task.", + L"%s lacks sufficient Experience to perform this task.", + // 11 - 15 + L"%s lacks sufficient Morale to perform this task.", + L"%s is too exhausted to perform this task.", + L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", + L"Too many people are already working at the %s.", + L"Too many people are already performing this task at the %s.", + // 16 - 20 + L"%s can find no items to repair.", + L"%s has lost some %s while working in sector %s!", + L"%s has lost some %s while working at the %s in %s!", + L"%s was injured while working in sector %s, and requires immediate medical attention!", + L"%s was injured while working at the %s in %s, and requires immediate medical attention!", + // 21 - 25 + L"%s was injured while working in sector %s. It doesn't seem too bad though.", + L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", + L"The residents of %s seem upset about %s's presence.", + L"The residents of %s seem upset about %s's work at the %s.", + L"%s's actions in sector %s have caused loyalty loss throughout the region!", + // 26 - 30 + L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", + L"%s is drunk.", // <--- This is a log message string. + L"%s has become severely ill in sector %s, and has been taken off duty.", + L"%s has become severely ill and cannot continue his work at the %s in %s.", + L"%s was injured in sector %s.", // <--- This is a log message string. + // 31 - 35 + L"%s was severely injured in sector %s.", //<--- This is a log message string. + L"There are currently prisoners here who are aware of %s's identity.", + L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Health", + L"Marksmanship", + // 5-10 + L"Leadership", + L"Mechanical skill", + L"Medical skill", + L"Explosives skill", +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + L"AMBIENT", + L"Staff", + L"Eat", + L"Rest", + L"Repair Items", + L"Repair %s", // Vehicle name inserted here + L"Repair Robot", + // 6-10 + L"Doctor", + L"Patient", + L"Practice Strength", + L"Practice Dexterity", + L"Practice Agility", + L"Practice Health", + // 11-15 + L"Practice Marksmanship", + L"Practice Medical", + L"Practice Mechanical", + L"Practice Leadership", + L"Practice Explosives", + // 16-20 + L"Student Strength", + L"Student Dexterity", + L"Student Agility", + L"Student Health", + L"Student Marksmanship", + // 21-25 + L"Student Medical", + L"Student Mechanical", + L"Student Leadership", + L"Student Explosives", + L"Trainer Strength", + // 26-30 + L"Trainer Dexterity", + L"Trainer Agility", + L"Trainer Health", + L"Trainer Marksmanship", + L"Trainer Medical", + // 30-35 + L"Trainer Mechanical", + L"Trainer Leadership", + L"Trainer Explosives", + L"Interrogate Prisoners", // added by Flugente + L"Undercover Snitch", + // 36-40 + L"Spread Propaganda", + L"Spread Propaganda", // spread propaganda (globally) + L"Gather Rumours", + L"Command Militia", // militia movement orders +}; +STR16 Additional113Text[]= +{ + L"Jagged Alliance 2 v1.13 windowed mode requires a color depth of 16bpp.", + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16 bpp windowed mode.", + L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", + // WANNE: Savegame slots validation against INI file + L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", + L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", + +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +// MINTY - Changed some of the following taunts to sound more natural +STR16 sEnemyTauntsFireGun[]= +{ + L"Suck on this!", + L"Say hello to my lil' friend!", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote. + L"Come get some!", + L"You're mine!", + L"Die!", + L"You scared, motherfucker?", + L"This will hurt!", + L"Come on you bastard!", + L"Come on! I don't got all day!", + L"Come to daddy!", + L"You'll be six feet under in no time!", + L"Gonna send ya home in a pine box, loser!", + L"Hey, wanna play?", + L"You should have stayed home, bitch!", + L"Sucker!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"Barbecue time!", + L"I got a present for ya!", + L"Bam!", + L"Smile!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Catch!", + L"Here ya go!", + L"Pop goes the weasel.", + L"This one's for you.", + L"Muahaha!", + L"Catch this, swine!", + L"I like this.", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"Gonna scalp ya, sucker!", + L"Come to papa.", + L"Show me your guts!", + L"I'll rip you to pieces!", + L"Motherfucker!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"We're in some real shit...", + L"They said join the army. Not for this shit!", + L"I've had enough!", + L"Oh my God!", + L"They ain't paying us enough for this shit..", + L"Mommy!", + L"I'll be back! With friends!", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"I heard that!", + L"Who's there?", + L"What was that?", + L"Hey! What the...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"They're here!", + L"Now the fun can start!", + L"I hoped this would never happen..", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Aaaggh!", + L"Ugh!", + L"This.. hurts!", + L"You fuck!", + L"You will regret.. uhh.. this.", + L"What the..!", + L"Now you have.. pissed me off.", + +}; + +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff...!", + L"Oh my God!", + L"Holy crap!", + L"Enemy!!!", + L"Alert! Alert!", + L"There is one!", + L"Attack!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Description", + L"General", + L"Advanced", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Desc", + L"Gen", + L"Adv", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primary", + L"Secondary", + L"AP Costs", + L"Burst / Autofire", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Prop.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", + L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", + L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", + L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", + L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", + L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", + L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", + L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", + L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Property icon (mouse-over to reveal name).", + L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", + L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", + L"Bonus/penalty given while |p|r|o|n|e.", + L"Bonus/penalty given", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y", + L"|D|a|m|a|g|e", + L"|R|a|n|g|e", + L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s", + L"|R|e|l|i|a|b|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", + L"|A|P|s |t|o |R|e|a|d|y", + L"|A|P|s |t|o |A|t|t|a|c|k", + L"|A|P|s |t|o |B|u|r|s|t", + L"|A|P|s |t|o |A|u|t|o|f|i|r|e", + L"|A|P|s |t|o |R|e|l|o|a|d", + L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used + L"|T|o|t|a|l |R|e|c|o|i|l", + L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", + L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", + L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", + L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", + L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", + L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", + L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", + L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", + L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", + L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nThe minimum range at which a scope can provide it's aimBonus.", + L"\n \nTo hit modifier granted by laser sights.", + L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", + L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", + L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", + L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used + L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. + L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", + L"|C|o|v|e|r|a|g|e", + L"|D|e|g|r|a|d|e |R|a|t|e", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", + L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", + L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|A|r|m|o|r |P|i|e|r|c|i|n|g", + L"|B|u|l|l|e|t |T|u|m|b|l|e", + L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", + L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", + L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", + L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", + L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", + L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", + L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|D|a|m|a|g|e", + L"|S|t|u|n |D|a|m|a|g|e", + L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 + L"|B|l|a|s|t |R|a|d|i|u|s", + L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", + L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", + L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", + L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", + L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", + L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", + // HEADROCK HAM 5: Fragmentation + L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", + L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", + L"|F|r|a|g|m|e|n|t |R|a|n|g|e", + // HEADROCK HAM 5: End Fragmentations + L"|L|o|u|d|n|e|s|s", + L"|V|o|l|a|t|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", + L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", + L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 + L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", + L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", + L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", + L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", + L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", + // HEADROCK HAM 5: Fragmentation + L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", + L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", + L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", + L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", + L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|R|e|p|a|i|r |E|a|s|e", + L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", + L"|V|o|l|u|m|e", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", + L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|T|r|a|c|e|r |A|m|m|o", + L"|A|n|t|i|-|T|a|n|k |A|m|m|o", + L"|I|g|n|o|r|e|s |A|r|m|o|r", + L"|A|c|i|d|i|c |A|m|m|o", + L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", // 4 + L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", + L"|W|a|t|e|r|p|r|o|o|f", + L"|E|l|e|c|t|r|o|n|i|c", + L"|G|a|s |M|a|s|k", + L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", // 9 + L"|C|a|n |P|i|c|k |L|o|c|k|s", + L"|C|a|n |C|u|t |W|i|r|e|s", + L"|C|a|n |S|m|a|s|h |L|o|c|k|s", + L"|M|e|t|a|l |D|e|t|e|c|t|o|r", + L"|R|e|m|o|t|e |T|r|i|g|g|e|r", // 14 + L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", + L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", + L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", + L"|T|o|o|l |K|i|t", + L"|T|h|e|r|m|a|l |O|p|t|i|c|s", // 19 + L"|X|-|R|a|y |D|e|v|i|c|e", + L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", + L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", + L"|F|i|r|s|t |A|i|d |K|i|t", + L"|M|e|d|i|c|a|l |K|i|t", // 24 + L"|L|o|c|k |B|o|m|b", + L"|D|r|i|n|k", + L"|M|e|a|l", + L"|A|m|m|o |B|e|l|t", + L"|A|m|m|o |V|e|s|t", // 29 + L"|D|e|f|u|s|a|l |K|i|t", + L"|C|o|v|e|r|t |I|t|e|m", + L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", + L"|M|a|d|e |o|f |M|e|t|a|l", + L"|S|i|n|k|s", // 34 + L"|T|w|o|-|H|a|n|d|e|d", + L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|A|n|t|i|-|M|a|t|e|r|i|e|l |A|m|m|o", + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|h|i|e|l|d", + L"|C|a|m|e|r|a", + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", + L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", + L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", + L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", + L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", + L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", + L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", + L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", + L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", + L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", + L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", + L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", + L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", + L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", + L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", + L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", + L"\n \nThis item contains various tools that can\nbe used to repair other items.\n\nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", + L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", + L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", + L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", + L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", + L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", + L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", + L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", + L"\n \nThis item will still your thirst\nif you drink it.", + L"\n \nThis item will still your hunger\nif you eat it.", + L"\n \nWith this ammo belt you can\nfeed someone else's MG.", + L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", + L"\n \nThis item improves your trap disarm chance by ", + L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", + L"\n \nThis item cannot be damaged.", + L"\n \nThis item is made of metal.\nIt takes less damage than other items.", + L"\n \nThis item sinks when put in water.", + L"\n \nThis item requires both hands to be used.", + L"\n \nThis item will block your iron sights\nso you cannot use them.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", + L"\n \nIf kept ready in your inventory,\nthis will lower the chance to be infected\nby airborne transmitted pathogens of other people.", + L"\n \nIf kept ready in your inventory,\nthis will lower the chance to be infected\nby contact transmitted pathogens of other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", + L"\n \nYou can take photos with this.", + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", + L"\n \nThis ammo can extinguish fire.", // 49 + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", // 0 + L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", // 5 + L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", + L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", + L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", // 10 + L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 15 + L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", + L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", // 20 + L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", + L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", + L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", + L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", // 25 + L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", + L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", // 30 + L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", + L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", + L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", + L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", + L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", // 35 + L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", + L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", // 40 + L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|T|u|n|n|e|l |V|i|s|i|o|n", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", // 45 + L"|T|o|-|H|i|t |B|o|n|u|s", + L"|A|i|m |B|o|n|u|s", + L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", + L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d", // 50 + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", + L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", // 55 + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", + L"|D|i|r|t |M|o|d|i|f|i|e|r", + L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r", + L"|F|o|o|d| |P|o|i|n|t|s", + L"|D|r|i|n|k |P|o|i|n|t|s", // 60 + L"|P|o|r|t|i|o|n |S|i|z|e", + L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r", + L"|D|e|c|a|y |M|o|d|i|f|i|e|r", + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e", + L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0 + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", + L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", // 5 + L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", // 10 + L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 15 + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", // 20 + L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", + L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", // 25 + L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30 + L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35 + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40 + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45 + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", + L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", // 50 + L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", + L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", + L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", // 55 + L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", + L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", + L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", + L"\n \nAmount of energy in kcal.\n \nHigher is better.", + L"\n \nAmount of water in liter.\n \nHigher is better.", // 60 + L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", + L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", + L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", + L"", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0 + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", // 5 + L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", + L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", // 10 + L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 15 + L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", // 20 + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", // 25 + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30 + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35 + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40 + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45 + L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", + L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", + L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", // 50 + L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", + L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"SINGLE", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Finished sorting ammo into crates in sector %c%d.", + L"Finished removing attachments from items in sector %c%d.", + L"Finished ejecting ammo from weapons in sector %c%d.", + L"Finished stacking and merging all items in sector %c%d.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Show all", + L"Guns", + L"Ammo", + L"Explosives", + L"Melee Weapons", + L"Armor", + L"LBE", + L"Kits", + L"Misc. Items", + L"Hide all", +}; + +// MercCompare (MeLoDy) +// TODO.Translate +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = +{ + L"Temperature is ", + L"very low", + L"low", + L"medium", + L"high", + L"very high", + L"dangerous", + L"CRITICAL", + L"DRAMATIC", + L"unknown", + L"." +}; + +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Food is ", + L"fresh", + L"good", + L"ok", + L"stale", + L"shabby", + L"rotting", + L"." +}; + +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Pvt. ", //ExpLevel 1 + L"Pfc. ", //ExpLevel 2 + L"Cpl. ", //ExpLevel 3 + L"Sgt. ", //ExpLevel 4 + L"Lt. ", //ExpLevel 5 + L"Cpt. ", //ExpLevel 6 + L"Maj. ", //ExpLevel 7 + L"Lt.Col. ", //ExpLevel 8 + L"Col. ", //ExpLevel 9 + L"Gen. " //ExpLevel 10 +}; + + +STR16 gzNewLaptopMessages[]= +{ + L"Ask about our special offer!", + L"Temporarily Unavailable", + L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"Range to target: %d tiles, Brightness: %d/%d", + L"Attaching the transmitter to your laptop computer.", + L"You cannot afford to hire %s", + L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.", + L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.", + L"Fee", + L"There is someone else in the sector...", + //L"Gun Range: %d tiles, Chance to hit: %d percent", + L"Display Cover", + L"Line of Sight", + L"New Recruits cannot arrive there.", + L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!", + L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified + L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.", + L"Noticing the control panel, %s figures the numbers can be reversed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...", + L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text + L"(Cannot save during combat)", //@@@@ new text + L"The current campaign name is greater than 30 characters.", // @@@ new text + L"The current campaign cannot be found.", // @@@ new text + L"Campaign: Default ( %S )", // @@@ new text + L"Campaign: %S", // @@@ new text + L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text + L"In order to use the editor, please select a campaign other than the default.", ///@@new + // anv: extra iron man modes + L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", + L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", +}; + +// The_bob : pocket popup text defs +STR16 gszPocketPopupText[]= +{ + L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN + L"- no matching ammo -", //POCKET_POPUP_NO_AMMO + L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS + L"more...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features +STR16 szCovertTextStr[]= +{ + L"%s has camo!", + L"%s has a backpack!", + L"%s is seen carrying a corpse!", + L"%s's %s is suspicious!", + L"%s's %s is considered military hardware!", + L"%s carries too many guns!", + L"%s's %s is too advanced for an %s soldier!", + L"%s's %s has too many attachments!", + L"%s was seen performing suspicious activities!", + L"%s does not look like a civilian!", + L"%s bleeding was discovered!", + L"%s is drunk and doesn't behave like a soldier!", + L"On closer inspection, %s's disguise does not hold!", + L"%s isn't supposed to be here!", + L"%s isn't supposed to be here at this time!", + L"%s was seen near a fresh corpse!", + L"%s equipment raises a few eyebrows!", + L"%s is seen targetting %s!", + L"%s has seen through %s's disguise!", + L"No clothes item found in Items.xml!", + L"This does not work with the old trait system!", + L"Not enough APs!", + L"Bad palette found!", + L"You need the covert skill to do this!", + L"No uniform found!", + L"%s is now disguised as a civilian.", + L"%s is now disguised as a soldier.", + L"%s wears a disorderly uniform!", + L"In retrospect, asking for surrender in disguise wasn't the best idea...", + L"%s was uncovered!", + L"%s's disguise seems to be ok...", + L"%s's disguise will not hold.", + L"%s was caught stealing!", + L"%s tried to manipulate %s's inventory.", + L"An elite soldier did not recognize %s!", + L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"No head item found in Items.xml!", + L"Corpse cannot be decapitated!", + L"No meat item found in Items.xml!", + L"Not possible, you sick, twisted individual!", + L"No clothes to take!", + L"%s cannot take clothes off of this corpse!", + L"This corpse cannot be taken!", + L"No free hand to carry corpse!", + L"No corpse item found in Items.xml!", + L"Invalid corpse ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s does not want to eat %s", + L"%s does not want to drink %s", + L"%s ate %s", + L"%s drank %s", + L"%s's strength was damaged due to being overfed!", + L"%s's strength was damaged due to lack of nutrition!", + L"%s's health was damaged due to being overfed!", + L"%s's health was damaged due to lack of nutrition!", + L"%s's strength was damaged due to excessive drinking!", + L"%s's strength was damaged due to lack of water!", + L"%s's health was damaged due to excessive drinking!", + L"%s's health was damaged due to lack of water!", + L"Sectorwide canteen filling not possible, Food System is off!" +}; + +STR16 szPrisonerTextStr[]= +{ + L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", + L"Gained $%d as ransom money.", + L"%d prisoners revealed enemy positions.", + L"%d officers, %d elites, %d regulars and %d admins joined our cause.", + L"Prisoners start a massive riot in %s!", + L"%d prisoners were sent to %s!", + L"Prisoners have been released!", + L"The army now occupies the prison in %s, the prisoners were freed!", + L"The enemy refuses to surrender!", + L"The enemy refuses to take you as prisoners - they prefer you dead!", + L"This behaviour is set OFF in your ini settings.", + L"%s has freed %s!", + L"A high-ranking army officer in %s has been revealed!", + L"The enemy leader refuses to even consider surrender!", + L"%d prisoners volunteered to join our forces.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= +{ + L"nothing", + L"building a fortification", + L"removing a fortification", + L"hacking", + L"%s had to stop %s.", + L"The selected barricade cannot be built in this sector", +}; + +STR16 szInventoryArmTextStr[]= +{ + L"Blow up (%d AP)", + L"Blow up", + L"Arm (%d AP)", + L"Arm", + L"Disarm (%d AP)", + L"Disarm", +}; + +STR16 szBackgroundText_Flags[]= +{ + L" might consume drugs in inventory\n", + L" disregard for all other backgrounds\n", + L" +1 level in underground sectors\n", + L" steals money from the locals sometimes\n", + + L" +1 traplevel to planted bombs\n", + L" spreads corruption to nearby mercs\n", + L" female only", // won't show up, text exists for compatibility reasons + L" male only", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", + + L" refuses to attack animals\n", + L" refuses to attack members of the same group\n", +}; + +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% APs in polar sectors\n", + L" %s%d%% APs in desert sectors\n", + L" %s%d%% APs in swamp sectors\n", + L" %s%d%% APs in urban sectors\n", + L" %s%d%% APs in forest sectors\n", + L" %s%d%% APs in plain sectors\n", + L" %s%d%% APs in river sectors\n", + L" %s%d%% APs in tropical sectors\n", + L" %s%d%% APs in coastal sectors\n", + L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% leadership stat\n", + L" %s%d%% marksmanship stat\n", + L" %s%d%% mechanical stat\n", + L" %s%d%% explosives stat\n", + L" %s%d%% medical stat\n", + L" %s%d%% wisdom stat\n", + + L" %s%d%% APs on rooftops\n", + L" %s%d%% APs needed to swim\n", + L" %s%d%% APs needed for fortification actions\n", + L" %s%d%% APs needed for mortars\n", + L" %s%d%% APs needed to access inventory\n", + L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%% travel speed on foot\n", + L" %s%d%% travel speed on land vehicles\n", + L" %s%d%% travel speed on air vehicles\n", + L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%% fear resistance\n", + L" %s%d%% suppression resistance\n", + L" %s%d%% physical resistance\n", + L" %s%d%% alcohol resistance\n", + L" %s%d%% disease resistance\n", + + L" %s%d%% interrogation effectiveness\n", + L" %s%d%% prison guard strength\n", + L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%% faster running\n", + L" %s%d%% bandaging speed\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% strength to carry items\n", + L" %s%d%% food consumption\n", + L" %s%d%% water consumption\n", + L" %s%d need for sleep\n", + L" %s%d%% melee damage\n", + L" %s%d%% cth with blades\n", + L" %s%d%% camo effectiveness\n", + L" %s%d%% stealth\n", + L" %s%d%% max CTH\n", + L" %s%d hearing range during the night\n", + L" %s%d hearing range during the day\n", + L" %s%d effectivity at disarming traps\n", + L" %s%d%% CTH with SAMs\n", + + L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%% effectiveness to direct approach\n", + L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%% cth with firearms against creatures\n", + L" %s%d%% insurance cost\n", + L" %s%d%% effectiveness as spotter for fellow snipers\n", + L" %s%d%% effectiveness at diagnosing diseases\n", + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", + + L" dislikes some other backgrounds\n", + L" Smoker", + L" Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", + L" %s%d%% burial speed\n", + L" %s%d%% administration effectiveness\n", + L" %s%d%% exploration effectiveness\n", +}; + +STR16 szBackgroundTitleText[] = +{ + L"I.M.P. Background", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = +{ + L"I.M.P. Prejudices", +}; + +STR16 szPersonalityDisplayText[]= +{ + L"You look", + L"and appearance is", + L"important to you.", + L"You have", + L"and care", + L"about that.", + L"You are", + L"and hate everyone", + L".", + L"racist against non-", + L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"How do you look?", + L"How important are the looks of others to you?", + L"What are your manners?", + L"How important are the manners of other people to you?", + L"What is your nationality?", + L"What nation do you dislike?", + L"How much do you dislike that nation?", + L"How racist are you?", + L"What is your race? You will be\nracist against all other races.", + L"How sexist are you against the other gender?", +}; + + +STR16 szRaceText[]= +{ + L"white", + L"black", + L"asian", + L"eskimo", + L"hispanic", +}; + +STR16 szAppearanceText[]= +{ + L"average", + L"ugly", + L"homely", + L"attractive", + L"like a babe", +}; + +STR16 szRefinementText[]= +{ + L"average manners", + L"manners of a slob", + L"manners of a snob", +}; + +STR16 szRefinementTextTypes[] = +{ + L"normal people", + L"slobs", + L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"American", // 0 + L"Arab", + L"Australian", + L"British", + L"Canadian", + L"Cuban", // 5 + L"Danish", + L"French", + L"Russian", + L"Nigerian", + L"Swiss", // 10 + L"Jamaican", + L"Polish", + L"Chinese", + L"Irish", + L"South African", // 15 + L"Hungarian", + L"Scottish", + L"Arulcan", + L"German", + L"African", // 20 + L"Italian", + L"Dutch", + L"Romanian", + L"Metaviran", + + // newly added from here on + L"Greek", // 25 + L"Estonian", + L"Venezuelan", + L"Japanese", + L"Turkish", + L"Indian", // 30 + L"Mexican", + L"Norwegian", + L"Spanish", + L"Brasilian", + L"Finnish", // 35 + L"Iranian", + L"Israeli", + L"Bulgarian", + L"Swedish", + L"Iraqi", // 40 + L"Syrian", + L"Belgian", + L"Portoguese", + L"Belarusian", + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusians", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"and do not hate any other nationality.", // used in personnel.cpp + L"of no origin", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"not", + L"somewhat", + L"extremely", +}; + +STR16 szRacistText[]= +{ + L"not", + L"somewhat", + L"very", +}; + +STR16 szSexistText[]= +{ + L"no sexist", + L"somewhat sexist", + L"very sexist", + L"a Gentleman", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"Batteries are ", + L"full", + L"good", + L"at half", + L"low", + L"depleted", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= +{ + L"Mercenary", + L"Green militia", + L"Regular militia", + L"Elite militia", + + L"Civilian", + + L"Administrator", + L"Army Soldier", + L"Elite Soldier", + L"Tank", + + L"Creature", + L"Zombie", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s Press Council", + L"Ministry for %s Information Distribution", + L"%s Revolutionary Movement", + L"The Times International", + L"International Times", + L"R.I.S. (Recon Intelligence Service)", + + L"A collection of press sources from %s", + L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", + + L"Conflict Summary", + L"Battle reports", + L"News", + L"About us", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s in %s.", + + L"rebel forces", + L"the army", + + L"attacked", + L"ambushed", + L"airdropped", + + L"The attack came from %s.", + L"%s were reinforced from %s.", + L"The attack came from %s, %s were reinforced from %s.", + L"north", + L"east", + L"south", + L"west", + L"and", + L"an unknown location", + + L"Buildings in the sector were damaged.", + L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", + L"During the attack, %s and %s called reinforcements.", + L"During the attack, %s called reinforcements.", + L"Eyewitnesses report the use of chemical weapons from both sides.", + L"Chemical weapons were used by %s.", + L"In a serious escalation of the conflict, both sides deployed tanks.", + L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", + L"Both sides are said to have used snipers.", + L"Unverified reports indicate %s snipers were involved in the firefight.", + L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", + L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", + L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Deep in the night", // 23 - 3 + L"At dawn", // 3 - 6 + L"Early in the morning", // 6 - 8 + L"In the morning hours", // 8 - 11 + L"At noon", // 11 - 14 + L"On the afternoon", // 14 - 18 + L"On the evening", // 18 - 21 + L"During the night", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Initial funding", + L"Mine income", + L"Trade", + L"Other sources", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Ammunition", + L"Explosives", + L"Food", + L"Medical gear", + L"Item maintenance", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"In an extremely one-sided battle, the army force was wiped out without much resistance.", + + L"The rebels easily defeated the army, inflicting heavy losses.", + L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", + + L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", + L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", + + L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", + + L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", + L"Despite the high number of rebels in this sector, the army easily dispatched them.", + + L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", + L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", + + L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", + L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", + + L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Irrelevant", + L"Insignificant", + L"Notable", + L"Noteworthy", + L"Significant", + L"Interesting", + L"Important", + L"Very important", + L"Grave", + L"Major", + L"Momentous", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Killed", + L"Wounded", + L"Prisoners", + L"Shots fired", + + L"Money earned", + L"Consumption", + L"Losses", + L"Participants", + + L"Promotions", + L"Summary", + L"Detail", + L"Previous", + + L"Next", + L"Incident", + L"Day", +}; + +STR16 szCampaignStatsOperationPrefix[] = +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okayish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Personalities", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", + L"%s injured civilians", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being off limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of disease in Arulco? You can access this data on the strategic map once acquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Experience In Security", + + // links to other pages + L"What is Kerberus?", + L"Team Contracts", + L"Individual Contracts", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments around the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insertion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Inventory Manipulations", + + L"NVG", + L"Reload All", + L"Move", + L"", + + L"Sort", + L"Merge", + L"Separate", + L"Organize", + + L"Crates", + L"Boxes", + L"Drop B/P", + L"Pickup B/P", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Cover Display Mode", + + L"Off", + L"Enemy", + L"Merc", + L"", + + L"Roles", + L"Fortification", + L"Tracker", + L"CTH mode", + + L"Traps", + L"Network", + L"Detector", + L"", + + L"Net A", + L"Net B", + L"Net C", + L"Net D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Turning off cover/traps display", + L"Showing danger zones", + L"Showing merc view", + L"", + + L"Display enemy role symbols", + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Display trap network", + L"Display trap network colouring", + L"Display nearby traps", + L"", + + L"Display trap network A", + L"Display trap network B", + L"Display trap network C", + L"Display trap network D", +}; + + +STR16 szDynamicDialogueText[40][17] = +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"he", + L"she", + L"him", + L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", + + L"High amount of distress can cause a personality split\n", + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", +}; + +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select leg armor", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select kit item", //MEDPOCK1POS + L"Select kit item", + L"Select kit item", + L"Select kit item", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", + L"Defected to us on Day %d, %d:%02d in %s", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = +{ + L"normal", + L"rain", + L"thunderstorm", + L"sandstorm", + + L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%s evaded a snake attack!", + L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", +}; + +STR16 szLaptopStatText[] = +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia that appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //ENGLISH diff --git a/Utils/_FrenchText.cpp b/i18n/_FrenchText.cpp similarity index 97% rename from Utils/_FrenchText.cpp rename to i18n/_FrenchText.cpp index 60a785b6..9c9858a1 100644 --- a/Utils/_FrenchText.cpp +++ b/i18n/_FrenchText.cpp @@ -1,12234 +1,12235 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("FRENCH") - - #include "Language Defines.h" - #ifdef FRENCH - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_FrenchText_public_symbol(void){;} - -#ifdef FRENCH - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. - -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", - -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. - -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. - -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. - -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Lieux", // 0 - L"Personnages", - L"Objets", - L"Quêtes", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Quitter", -}; - -STR16 pOtherButtonsText[] = -{ - L"Briefing", - L"Accepter", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Briefing", - L"Accepter mission", -}; - - -STR16 pLocationPageText[] = -{ - L"Page préc.", - L"Photo", - L"Page suiv.", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Accueil", - L">>", - L"Type : ", - L"Vide", - L"Pas de mission définie. Ajouter mission au fichier TableData\\BriefingRoom\\BriefingRoom.xml. La première mission doit être visible. Mettre la valeur Hidden = 0.", - L"Salle de briefing. Appuyez sur la touche 'ENTRÉE'.", -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Inconnu",// 0 - unknown - L"Ville", //1 - cities - L"Site SAM", //2 - SAM Site - L"Autre lieu", //3 - other location - L"Mine", //4 - mines - L"Base militaire", //5 - military complex - L"Laboratoire", //6 - laboratory complex - L"Entreprise", //7 - factory complex - L"Hôpital", //8 - hospital - L"Prison", //9 - prison - L"Aéroport", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Voir tout", - L"Voir AIM", - L"Voir MERC", - L"Voir PR", - L"Voir PNJ", - L"Voir Véhicule", - L"Voir IMP", - L"Voir PNJE", - L"Filtre", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"Tout", - L"AIM", - L"MERC", - L"PR", - L"PNJ", - L"Véh.", - L"IMP", - L"PNJE", - L"Filtre", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Voir tout", - L"Voir Ville", - L"Voir Site SAM", - L"Voir Autre lieu", - L"Voir mine", - L"Voir Base militaire", - L"Voir Laboratoire", - L"Voir Entreprise", - L"Voir Hôpital", - L"Voir prison", - L"Voir Aéroport", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"Tout", - L"Ville", - L"SAM", - L"Autre", - L"Mine", - L"Milit.", - L"Labo.", - L"Usine", - L"Hôpit.", - L"Prison", - L"Aérop.", -}; - -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"Tout",//0 - L"Ville", - L"SAM", - L"Mine", - L"Aérop.", - L"Nature", - L"Ss-sol", - L"Instal.", - L"Autre", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Voir tout.",//facility index + 1 - L"Voir ville.", - L"Voir site SAM.", - L"Voir mine.", - L"Voir aéroport.", - L"Voir les extérieurs.", - L"Voir les sous-sols.", - L"Voir secteur avec installation(s)\n[|B|G] Suivant\n[|B|D] Réinitialise filtre.", - L"Voir autre secteur.", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; - -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"Tout",//0 - L"AIM", - L"MERC", - L"PR", - L"PNJ", - L"IMP", - L"Autre",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Voir tout.",//Other index + 1 - L"Voir membre de l'AIM.", - L"Voir membre de MERC.", - L"Voir rebellle.", - L"Voir Personnage Non Jouable.", - L"Voir personnage IMP.", - L"Voir autre personnage\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", -}; - -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Véh.", - L"PNJE", - L"",//reserved. Insert new Other filters above! -}; - -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"Tout",//0 - L"Arme", - L"Munit.", - L"Prot.", - L"LBE", - L"Acces.", - L"Divers",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Tout voir",//misc index + 1 - L"Voir les armes\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", - L"Voir les munitions\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", - L"Voir les protections\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", - L"Voir l'équipement LBE\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", - L"Voir les accessoires\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", - L"Voir les objets\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", -}; - -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"A/poing", - L"PM", - L"Mitra.", - L"Fusil", - L"Sniper", - L"F/Ass.", - L"FM", - L"F/pompe", - L"Arme/L", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"A/poing", - L"PM", - L"Mitra.", - L"Fusil", - L"Sniper", - L"F/Ass.", - L"FM", - L"F/pompe", - L"Arme/L", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Casque", - L"Veste", - L"Pant.", - L"Blind.", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Dédié", - L"Veste", - L"Sac", - L"Sac/dos", - L"Poche", - L"Autre", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optique", - L"Attache", - L"Bouche", - L"Externe", - L"Interne", - L"Autre", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"A/bl.", - L"A/Jet", - L"Mêlée", - L"Grenade", - L"Explos.", - L"Médical", - L"Kit", - L"Face", - L"Autre", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; - -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"Tout", - L"Activée", - L"Achevée", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Tout voir",//misc index + 1 - L"Voir les quêtes activées", - L"Voir les quêtes achevées", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"Tout", //0 - L"Arme", - L"Mun.", - L"LBE", - L"Divers", - - L"Tout", //5 - L"Arme", - L"Munition", - L"Mat. LBE", - L"Divers", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"A/Lourde", - L"A/Poing", - L"PM", - L"Mitrail.", - L"Fusil", - L"Sniper", - L"F/Assaut", - L"FM", - L"F/Pompe", - - // Ammo - L"A/Poing", - L"PM", //10 - L"Mitrail.", - L"Fusil", - L"Sniper", - L"F/Assaut", - L"FM", - L"F/Pompe", - - // Used - L"Arme", - L"Protection", - L"Mat. LBE", - L"Divers", //20 - - // Armour - L"Casque", - L"Veste", - L"Pantalon", - L"Blindage", - - // Misc - L"A/blanche", - L"Arme/Jet", - L"Mêlée", - L"Grenade", - L"Explosif", - L"Médical", //30 - L"Kit&Habit", - L"Mat. Face", - L"Mat. LBE", - L"Divers", //34 -}; - -// TODO.Translate -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -// TODO.Translate -STR16 FactDescText[] = -{ - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", - - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Supprimer", - L"Article supprimer (|S|u|p|p|r)", -}; - -STR16 FaceDirs[8] = -{ - L"NORD", - L"NORD-Est", - L"EST", - L"SUD-EST", - L"SUD", - L"SUD-OUEST", - L"OUEST", - L"NORD-OUEST" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Activer l'affichage du joueur", //0 - L"Activer l'affichage des ennemis", - L"Activer l'affichage des créatures", - L"Activer l'affichage des rebelles", - L"Activer l'affichage des civils", - - L"Joueur", - L"Ennemi", - L"Créature", - L"Rebelle", - L"Civil", - - L"PLACEMENT DÉTAILLÉ", //10 - L"Information général mode", - L"Apparence physique mode", - L"Attribut mode", - L"Inventaire mode", - L"ID profile mode", - L"Calendrier mode", - L"Calendrier mode", - L"SUPPRIMER", - L"Supprimer le mercenaire sélectionné (|S|u|p|p|r)", - L"SUIVANT", //20 - L"Mercenaire suivant (|E|S|P|A|C|E)\nMercenaire précédente (|C|T|R|L+|E|S|P|A|C|E)", - L"Changer l'existence prioritaire", - L"Changer, si le placement a\naccès à toutes les portes", - - //Orders - L"STATIONNAIRE", - L"EN DÉFENSE", - L"DE GARDE", - L"CHERCHER LES ENNEMIS", - L"PATROUILLE PROCHE", - L"PATROUILLE LONTAINE", - L"POINT DE RASSEMBLEMENT", //30 - L"TOUR DE PATROUILLE", - - //Attitudes - L"DÉFENSE", - L"SOLO BRAVE", - L"SOUTIEN BRAVE", - L"AGGRESIF", - L"SOLO RUSÉ", - L"SOUTIEN RUSÉ", - - L"Placez mercenaire face à %s", // Max 30 characters - - L"Trouvé", - L"MAUVAIS", //40 - L"FAIBLE", - L"MOYEN", - L"BON", - L"EXCELLENT", - - L"MAUVAIS", - L"FAIBLE", - L"MOYEN", - L"BON", - L"EXCELLENT", - - L"Couleur précédente", //50 - L"Couleur suivante", - - L"Corps précédent", - L"Corps suivant", - - L"Changer la variation de temps (+ ou - 15 minutes)", - L"Changer la variation de temps (+ ou - 15 minutes)", - L"Changer la variation de temps (+ ou - 15 minutes)", - L"Changer la variation de temps (+ ou - 15 minutes)", - - L"Pas d'action", - L"Pas d'action", - L"Pas d'action", //60 - L"Pas d'action", - - L"Effacer le calendrier", - - L"trouver le mercenaire sélectionné", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"TOITS", //0 - L"MURS", - L"INFO PIÈCE", - - L"Placer les murs en utilisant la méthode de sélection", - L"Placer les portes en utilisant la méthode de sélection", - L"Placer les toits en utilisant la méthode de sélection", - L"Placer les fenêtres en utilisant la méthode de sélection", - L"Placer les murs endommagés en utilisant la méthode de sélection.", - L"Placer les meubles en utilisant la méthode de sélection", - L"Placer les décalcomanies murales en utilisant la méthode de sélection", - L"Placer les étages en utilisant la méthode de sélection", //10 - L"Placer les meubles génériques en utilisant la méthode de sélection", - L"Placer les murs avec la méthode rapide", - L"Placer les portes avec la méthode rapide", - L"Placer les fenêtres avec la méthode rapide", - L"Placer les murs endommagés avec la méthode rapide", - L"Verrouiller ou piéger les portes existantes", - - L"Ajouter une nouvelle salle", - L"Éditer les murs de caverne.", - L"Enlever un secteur de la construction existante.", - L"Enlever une construction", //20 - L"Ajouter/remplacer le toit de la construction par un nouveau toit plat.", - L"Copier une construction", - L"Bouger une construction", - L"Dessiner le numéro de pièce.\n(Maintenir |M|A|J pour réutiliser le numéro de pièce)", - L"Supprimer le numéro de pièce", - - L"Activer le mode supprimer (|E)", - L"Effacer le dernier changement (|R|e|t|o|u|r)", - L"Taille du cycle (|A/|Z)", - L"Toits (|H)", - L"Murs (|W)", //30 - L"Info Pièce (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Arm.", //0 - L"Mun.", - L"Prot.", - L"LBE", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Détentes", - L"Clés", - L"Cps", //10 - L"Précédent (|,)", // previous page - L"Suivant (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Ajouter une source de lumière ambiante", //0 - L"Basculer en fausse lumière ambiante.", - L"Ajouter des réseaux de sortie (clic droit pour une requête existante).", - L"Taille de cycle (|A/|Z)", - L"Effacer le dernier changement (|R|e|t|o|u|r)", - L"Basculer en mode supprimer (|E)", - L"Spécifier un point au NORD pour valider le but.", - L"Spécifier un point à l'OUEST pour valider le but.", - L"Spécifier un point à l'EST pour valider le but.", - L"Spécifier un point au SUD pour valider le but.", - L"Spécifier un point du centre pour valider le but.", //10 - L"Spécifier un point isolé pour valider le but.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"Nouvelle carte", //0 - L"Nouveau sous-sol", - L"Nouveau niveau de caverne", - L"Sauvegarder la carte (|C|T|R|L+|S)", - L"Charger la carte (|C|T|R|L+|L)", - L"Sélectionner un tileset", - L"Quitter le mode éditeur", - L"Quitter le jeu (|A|L|T+|X)", - L"Créer un carte de radar", - L"Une fois la carte vérifiée, elle sera sauvée sous le format original JA2. Les objets avec l'ID > 350 seront perdus.\nCette option est seulement valable sur les cartes de taille \"normale\" qui ne font pas référence aux nombre de réseaux (ex : réseau de sortie) > 25600.", - L"Une fois la carte vérifiée et chargée, elle sera élargie automatiquement selon les rangées et colonnes choisies.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Dessiner des textures de sol (|G)", //0 - L"Sélectionner les textures du sol de la carte", - L"Placer les rives et falaises (|C)", - L"Dessiner les routes (|P)", - L"Dessiner les débris (|D)", - L"Placer les arbres & buissons (|T)", - L"Placer les rochers (|R)", - L"Placer barrils & autres camelotes (|O)", - L"Remplir le secteur", - L"Effacer le dernier changement (|R|e|t|o|u|r)", - L"Basculer en mode supprimer (|E)", //10 - L"Taille du cycle (|A/|Z)", - L"Augmenter la densité du pinceau (|])", - L"Diminuer la densité du pinceau (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Bâtiment", - L"Objets", - L"Mercenaires", - L"Info carte", - L"Options", - L"|./|, : Cycle entre les dimensions 'largeur : xx'\n|P|g |U|p/|P|g |D|n : case précédente/suivante pour l(es)'objet(s) sélectionné(s)/en méthode intelligente", //Terrain fasthelp text - L"|./|, : Cycle entre les dimensions 'largeur : xx'\n|P|g |U|p/|P|g |D|n : case précédente/suivante pour l(es)'objet(s) sélectionné(s)/en méthode intelligente", //Buildings fasthelp text - L"|E|S|P|A|C|E : Sélectionne l'objet suivant\n|C|T|R|L+|E|S|P|A|C|E : Sélectionne l'objet précédent\n \n|/ : Place le même objet sous le curseur de la souris\n|C|T|R|L+|/ : Place le nouveau objet sous le curseur de la souris", //Items fasthelp text - L"|1-|9 : Pose de waypoints\n|C|T|R|L+|C/|C|T|R|L+|V : Copie/colle mercenaire\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text // TODO.Translate - L"|C|T|R|L+|G : Va à la case\n|M|A|J : fait défiler la carte au-delà de ses limites\n \n(|t|i|l|d|e): Toggle cursor level\n|I : (dés)active la carte vue de dessus\n|J : (dés)active l'affichage des terrains élevés\n|K : (dés)active les marqueurs de terrain élevé\n|M|A|J+|L : (dés)active les points d'angle de la carte\n|M|A|J+|T : (dés)active les feuillages\n|U : (dés)active la montée du monde\n \n|./|, : Cycle entre les dimensions 'largeur : xx'", //Map Info fasthelp text // TODO.Translate - L"|C|T|R|L+|N : Crée une nouvelle carte\n \n|F|5 : Montre le résumé des informations/Carte du monde\n|F|1|0 : Retire toutes les lumières\n|F|1|1 : recule les horaires\n|F|1|2 : Efface les horaires\n \n|M|A|J+|R : (dés)active les placements aléatoires basés sur la quantité du/des objet(s) sélectionné(s)\n \nOptions en ligne de commande\n|-|F|A|I|R|E|C|A|R|T|E|S : Génère la carte de type radar\n|-|F|A|I|R|E|C|A|R|T|E|S|C|N|V : Génère la carte de type radar ainsi que le couvert pour la dernière version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"Point d'entrée NORD", //0 - L"Point d'entrée OUEST", - L"Point d'entrée EST", - L"Point d'entrée SUD", - L"Point d'entrée centre", - L"Point d'entrée isolé", - - L"Principale", - L"Nuit", - L"24 heures", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Déclencheur de panique 1", //0 - L"Déclencheur de panique 2", - L"Déclencheur de panique 3", - L"Déclencheur %d", - - L"Action de pression", - L"Action de panique 1", - L"Action de panique 2", - L"Action de panique 3", - L"Action %d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"Pas de verrouillage d'ID", //0 - L"Piège explosif", - L"Piège électrique", - L"Piège sonore", - L"Alarme silencieuse", - L"Super piège électrique", //5 - L"Piège sonore de maison close", - L"Piège de niveau %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Enregistrer la carte au format vanilla JA2 (v1.12) (Version : 5.00/25)", //0 - L"Aucune carte n'est actuellement chargée.", - L"Fichier : %S, Tileset actuel : %s", - L"Élargir la carte au chargement", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"BASCULER", //0 - L"VUES", - L"MODE DE SÉLECTION", - L"MÉTHODE RAPIDE", - L"MODE DE CONSTRUCTION", - L"Pièce #", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Modification des attributs de verrouillage à l'index %d de la carte.", - L"Verrouillage ID", - L"Type de piège", - L"Niveau du piège", - L"Verrouillé", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Action de pression", //0 - L"Action de panique 1", - L"Action de panique 2", - L"Action de panique 3", - L"Action %d", - - L"Déclencheur de panique 1", //5 - L"Déclencheur de panique 2", - L"Déclencheur de panique 3", - L"Déclencheur %d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Info Status Ligne 1", - L"Info Status Ligne 2", - L"Info Status Ligne 3", - L"Info Status Ligne 4", - L"Info Status Ligne 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Amorcer", - L"Nuit", - L"24 H", //5 - - L"Rayon", - - L"Souterrain", - L"Niveau de lumière", - - L"Extérieur", - L"Sous-sol", //10 - L"Caves", - - L"Restreint", - L"Défiler ID", - - L"Destination", - L"Secteur", //15 - L"Destination", - L"Niveau sous-sol", - L"Dest.", - L"Grille No", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"Pas d'action", - L"Porte verrouillée", - L"Porte déverrouillée", - L"Porte ouverte", - L"Porte fermée", - L"Aller à la No", - L"Quitter le secteur", - L"Entrer secteur", - L"Rester secteur", - L"Dormir", - L"Ignorez cela !" -}; - -STR16 zDiffNames[5] = -{ - L"Mauviette", - L"Simplet", - L"Moyen", - L"Dur", - L"Utilisateurs de stéroïde seulement" -}; - -STR16 EditMercStat[12] = -{ - L"Santé max", - L"Santé actuel", - L"Force", - L"Agilité", - L"Dextérité", - L"Charisme", - L"Sagesse", - L"Tir", - L"Explosif", - L"Médecine", - L"Mécanique", - L"Niveau exp", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationnaire", - L"En garde", - L"Patrouille proche", - L"Patrouille lointaine", - L"Point de patrouille", - L"Sur appel", - L"Chercher ennemi", - L"Point de patrouille aléatoire", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Défensif", - L"Solitaire courageux", - L"Brave copain", - L"Solitaire Rusé", - L"Copain Rusé", - L"Aggressif", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Nom mercenaire :", //0 - L"Ordre :", - L"Attitude de combat :", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Couleur mercenaire", //0 - L"Fait", - - L"Mercenaire précédent attendant les ordres", - L"Mercenaire suivant attendant les ordres", - - L"Mercenaire précédent pour l'attidude de combat", - L"Mercenaire suivant pour l'attidude de combat", //5 - - L"Diminuer les stats du mercenaire", - L"Augmenter les stats du mercenaire", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Aléatoire", //0 - L"Hme norm", - L"Hme Grd", - L"Hme trappu", - L"Femme norm", - L"Char NE", //5 - L"Char NO", - L"Civil gros", - L"H Civil", - L"Minijupe", - L"F Civil", //10 - L"Enf. chap.", - L"Hummer", - L"Eldorado", - L"Camion glace", - L"Jeep", //15 - L"Enf civil", - L"Vache", - L"Infirme", - L"Robot désarmé", - L"Larve", //20 - L"Jeune", - L"Pt Monstre F", - L"Pt Monstre M", - L"Monstre Adt F", - L"Monstre Adt M", //25 - L"Monstre Reine", - L"Chat Sauvg", - L"Humvee", // TODO.Translate -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDRES=-- ", //0 - L"--=ATTITUDE=--", - - L"ATTRIBUTS", - L"RELATIF", - - L"ÉQUIPEMENT", - L"RELATIF", - - L"ATTRIBUTS", - L"RELATIF", - - L"Armée", - L"Admin", - L"Élite", //10 - - L"Niveau d'exp.", - L"Santé", - L"Santé Max.", - L"Tir", - L"Force", - L"Agilité", - L"Dextérité", - L"Sagesse", - L"Commandement", - L"Explosif", //20 - L"Médicine", - L"Mécanique", - L"Moral", - - L"Couleur cheveux :", - L"Couleur peau :", - L"Couleur veste :", - L"Couleur pantalon :", - - L"ALÉATOIRE", - L"ALÉATOIRE", - L"ALÉATOIRE", //30 - L"ALÉATOIRE", - - L"En spécifiant un indice de profil, toutes les informations seront extraites du profil ", - L"et remplacées par les valeurs que vous avez édité. Les fonctions d'édition seront aussi désactivées ", - L"bien que vous soyez toujours en mesure de regarder les stats, etc. En appuyant sur ENTREE cela extraira ", - L"automatiquement le numéro que vous avez tapé. Un champ vide effacera le profil. Le nombre ", - L"actuel de profil allant de 0 à ", - - L"Profil actuel : n/a ", - L"Profil actuel : %s", - - L"STATIONNAIRE", - L"DE GARDE", //40 - L"EN DÉFENSE", - L"CHERCHER LES ENNEMIS", - L"PATROUILLE PROCHE", - L"PATROUILLE LONTAINE", - L"POINT DE RASSEMBLEMENT", - L"TOUR DE PATROUILLE", - - L"Action", - L"Temps", - L"V", - L"Grille No 1", //50 - L"Grille No 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"verrouillée", - L"déverrouillée", - L"ouverte", - L"fermée", - - L"Cliquez sur la case adjacente à la porte que vous souhaitez %s.", //60 - L"Cliquez sur la case où vous voulez aller après avoir %s la porte.", - L"Cliquez sur la case où vous voulez aller.", - L"Cliquez sur la case où vous voulez dormir. Le personnage retournera automatiquement à sa position initiale lorsqu'il se lèvera.", - L"Cliquez sur ESC pour annuler l'entrée de cette ligne dans le calendrier.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Emplacement #%d", - L"Ordres de patrouille sans waypoints", - L"Waypoints sans ordres de patrouille", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"Pas d'action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Placement non copié car aucun placement sélectionné.", - L"Placement copié.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Placement non collé car aucun placement n'a été enregistré.", - L"Placement collé.", - L"Placement non collé car le nombre maximum de placement pour cette équipe est dépassé.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Quitter l'éditeur ?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Êtes-vous sur de vouloir retirer toutes les lumières ?", //0 - L"Êtes-vous sur de vouloir inverser le calendrier ?", - L"Êtes-vous sur de vouloir effacer tous les horaires ?", - - L"Cliquage de placement activé", - L"Cliquage de placement désactivé", - - L"Dessin des hauteurs activés", //5 - L"Dessin des hauteurs désactivés", - - L"Nombre de points de bord : N=%d E=%d S=%d O=%d", - - L"Placement aléatoire activé", - L"Placement aléatoire désactivé", - - L"Cacher la cîme des arbres", //10 - L"Montrer la cîme des arbres", - - L"Réinitialisation de l'aggrandissement de la carte", - - L"Ancienne méthode d'aggrandissement", - L"Aggrandissement fait", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Création de carte radar pour %S", //0 - - L"Supprimer la carte actuelle pour un nouveau niveau de sous-sol ?", - L"Supprimer la carte actuelle pour un nouveau niveau de cave ?", - L"Supprimer la carte actuelle pour un nouveau niveau extérieur ?", - - L" Essuyer les textures du sol ? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"Début", //0 - L"Activer l'éditeur de faux éclairage. Marche/arrêt", - - L"INSER", - L"Activer le mode de remplissage. Marche/arrêt", - - L"RET.AR", - L"Annuler la dernière modification", - - L"SUPR", - L"Effacement rapide d'objet sous le curseur de la souris", - - L"ESC", - L"Quitter l'éditeur", - - L"PHAUT/PBAS", //10 - L"Changement d'objets qui doivent être collé", - - L"F1", - L"Écran d'aide", - - L"F10", - L"Sauvegarder la carte actuelle", - - L"F11", - L"Charger la carte", - - L"+/-", - L"Changer l'obscurité de .01", - - L"MAJ +/-", //20 - L"Changer l'obscurité de .05", - - L"0 - 9", - L"Changer le nom de carte/tileset", - - L"b", - L"Changer la taille du pinceau", - - L"d", - L"Dessiner des débris", - - L"o", - L"Dessiner des obstacles", - - L"r", //30 - L"Dessiner des rochers", - - L"t", - L"Activer l'affichage des arbres. Marche/arrêt", - - L"g", - L"Dessiner les textures du sol", - - L"w", - L"Dessiner les murs des bâtiments", - - L"e", - L"Activer le mode effacer. Marche/arrêt", - - L"h", //40 - L"Activer les toits. Marche/arrêt", -}; - -STR16 pAutoLoadMapText[] = -{ - L"La carte vient d'être corrompue. N'enregistrez pas, ne quittez pas, demandez à parler à Kris ! S'il n'est pas là, sauvez la carte en utilisant un nom de fichier temporaire et documentez tout ce que vous venez de faire, surtout la dernière action !", - L"Le calendrier vient d'être corrompu. N'enregistrez pas, ne quittez pas, demandez à parler à Kris ! S'il n'est pas là, sauvez la carte en utilisant un nom de fichier temporaire et documentez tout ce que vous venez de faire, surtout la dernière action !", -}; - -STR16 pShowHighGroundText[] = -{ - L"Afficher les marqueurs des textures de sol", - L"Cacher les marqueurs des textures de sol", -}; - -//Item Statistics.cpp -/*CHAR16 gszActionItemDesc[34][30] = // NUM_ACTIONITEMS = 34 -{ - L"Mine klaxon", - L"Mine Flash", - L"Explosion lacrymo", - L"Explosion Assourd.", - L"Explosion Fumée", - L"Gaz moutarde", - L"Mine", - L"Ouvrir porte", - L"Fermer porte", - L"Puit caché 3x3 ", - L"Puit caché 5x5", - L"Pt Explosion", - L"Moy Explosion", - L"Grd Explosion", - L"Encl porte", - L"Encl Action1s", - L"Encl Action2s", - L"Encl Action3s", - L"Encl Action4s", - L"Entrer ds bordel", - L"Sortir du Bordel", - L"Alarme sbire", - L"Sexe avec pute", - L"Montrer pièce", - L"Alarme locale", - L"Alarme globale", - L"Bruit klaxon", - L"Déver. porte", - L"Encl verrou", - L"Déminer porte", - L"Encl Obj press", - L"Alarme musée", - L"Alarme chtsvg", - L"Grd lacrymo", -}; -*/ - - -STR16 pUpdateItemStatsPanelText[] = -{ - L"Drapeaux M./A.", //0 - L"Aucun obj selec", - L"Emp. dispo pour", - L"Création aléatoire", - L"Touche non modif", - L"ID du proprio", - L"Classe d'obj non incluse", - L"Emp. vide verr", - L"Statut", - L"Balles", - L"Niv piège", //10 - L"Quantité", - L"Niv piège", - L"Statut", - L"Niv piège", - L"Statut", - L"Quantité", - L"Niv piège", - L"Dollars", - L"Statut", - L"Niv piège", //20 - L"Niv piège", - L"Tolérance", - L"Déclic alarme", - L"Chance exist",// !!! Context - L"B",// !!! Context - L"R", - L"S", -}; - - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Obj apparaît en mode SF et réaliste. (|B)", //0 - L"Obj apparaît slt en mode |réaliste.", - L"Obj apparaît slt en mode |SF.", -}; - -STR16 pSetupGunGUIText[] = -{ - L"SILENCIEUX", //0 - L"LNTTESNIPER", - L"LNTTELASER", - L"BIPIED", - L"BCCANARD", - L"LANCE-G", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"PLAQ CÉRAMIQUE", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DÉTONATEUR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"Si le déclencheur de panique est une alarme,\nl'ennemi ne la sonnera pas\ns'il vous a déjà détecté.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Ok", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"CHARGER", - L"SAUVER", - L"MISE À JOUR", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Tileset : %s", //0 - L"Info. version : Résumé : 1.%02d, Carte : %1.2f/%02d", - L"Nombre d'objets : %d", - L"Nombre de lumières : %d", - L"Nombre de points d'entrée : %d", - - L"N", - L"E", - L"S", - L"O", - L"C", - L"I", //10 - - L"Nombre de pièces : %d", - L"Population totale : %d", - L"Ennemis : %d", - L"Admins : %d", - - L"(%d detaillé, %d profil -- %d existe en priorité)", - L"Troupes : %d", - - L"(%d detaillé, %d profil -- %d existe en priorité)", - L"Élites : %d", - - L"(%d detaillé, %d profil -- %d existe en priorité)", - L"Civils : %d", //20 - - L"(%d detaillé, %d profil -- %d existe en priorité)", - - L"Humains : %d", - L"Vaches : %d", - L"Cht sauvg : %d", - - L"Créatures : %d", - - L"Monstres : %d", - L"Cht sauvg : %d", - - L"Nombre de portes verr. et/ou piègées : %d", - L"Ver. : %d", - L"Piègées : %d", //30 - L"Ver. & piègées : %d", - - L"Civils prgrammés : %d", - - L"Trop de destinations vers grille de sortie (plus de 4)...", - L"GrilleSortie : %d (%d vers destination longue dist)", - L"GrilleSortie : aucune", - L"GrilleSortie : 1 destination utilisant %d GrilleSortie", - L"GrilleSortie : 2 -- 1) Qté : %d, 2) Qté : %d", - L"GrilleSortie : 3 -- 1) Qté : %d, 2) Qté : %d, 3) Qté : %d", - L"GrilleSortie : 3 -- 1) Qté : %d, 2) Qté : %d, 3) Qté : %d, 4) Qté : %d", - L"Car. relative ennemi : %d mauvais, %d faible, %d norm, %d bon, %d super (%+d en tout)", //40 - L"Équipement relatif ennemi : %d mauvais, %d faible, %d norm, %d bon, %d super (%+d en tout)", - L"%d placements ont des ordres de patrouille, sans aucun waypoint défini.", - L"%d placements ont des waypoints, mais sans aucun ordres de patrouille.", - L"%d Numéro de grille ont un numéro de pièce étrange. Validez svp.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Ennemi", - - L"TROP D'OBJETS À L'ÉCRAN!", - - L"Panique1", - L"Panique2", - L"Panique3", - L"Normal1", - L"Normal2", - L"Normal3", - L"Normal4", //10 - L"Actions appuyer", - - L"TROP D'OBJETS À L'ÉCRAN !", - - L"OBJ LÂCHÉ PR ENMI PRIOR", - L"Rien", - - L"TROP D'OBJETS À L'ÉCRAN !", - L"OBJ LÂCHÉ PR ENMI NORM", - L"TROP D'OBJETS À L'ÉCRAN !", - L"Rien", - L"TROP D'OBJETS À L'ÉCRAN !", - L"ERREUR : Imposs charg obj sur carte. Raison inconn.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"ÉDITEUR CAMPAGNE -- %s Version 1.%02d", //0 - L"(AUC MAP CHRGÉE).", - L" %d de vos cartes sont obsolètes.", - L"Plus de cartes à MAJ = plus de temps. Ça prend ", - L"à peu près 4 min sur un P200MMX pour analyser 100 cartes, donc", - L"la durée peu varier selon votre pc.", - L"Voulez-vous MAJ TOUTES ces cartes (y/n) ?", - - L"Aucun secteur sélectionné.", - - L"Nom de fichier temp en conflit avec le format de l'éditeur de campagne", - - L"Il faut charger ou bien créer une carte afin d'entrer dans l'éditeur", - L",ou bien vous pouvez quitter (ESC ou Alt+x).", //10 - - L", RDC", - L", Sous-sol -1", - L", Sous-sol -2", - L", Sous-sol -3", - L", RDC alternatif", - L", Niv B1 alternatif", - L", Niv B2 alternatif", - L", Niv B3 alternatif", - - L"DÉTAILS OBJETS -- secteur %s", - L"Les informations sommaires pour le secteur %s :", //20 - - L"Les informations sommaires pour le secteur %s", - L"n'existent pas.", - - L"Les informations sommaires pour le secteur %s", - L"n'existent pas.", - - L"Pas d'informations existantes pour le secteur %s.", - - L"Pas d'informations existantes pour le secteur %s.", - - L"FICHIER : %s", - - L"FICHIER : %s", - - L"Outrepasser LECTURESEULE",//!!! Length limitation ? -> should be OK - L"Écraser Fichier", //30 - - L"Vous n'avez actuellement aucune donnée sommaire. En en créant un, vous pourrez garder la trace", - L"des informations se rapportant à tous les secteurs que vous éditez et sauvez. La progression de la création", - L"va analyser toutes les cartes contenu dans votre dossier \\MAPS, et en générer un nouveau. Cela peut prendre", - L"quelques minutes, tout dépend de combien de carte valide vous avez. Les cartes valides sont", - L"les cartes qui suivent la convention de nommage : a1.dat - p16.dat. Les cartes souterraines", - L"sont identifiées en ajoutant _b1 à _b3 avant le .dat (ex : a9_b1.dat). ", - - L"Voulez-vous faire cela maintenant ?(o/n)?", - - L"Aucun renseignement sommaire. Création refusée.", - - L"Grille", - L"Progression", //40 - L"Utilisez une carte alternative", - - L"Résumé", - L"Objets", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyse de la carte : %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Chargement de la carte : %s", -}; - -STR16 pReportErrorText[] = -{ - L"Pas de MAJ pour %s. probablement dû à des conflits tilesets", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Production d'informations sur la carte", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"Production de résumé de la carte", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MISE À JOUR VERSION MAJEURE", - L"Il y a %d cartes qui requièrent une mise à jour majeure.", - L"Mise à jour de toutes les cartes obsolètes", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] appartient à tileset def %s (%S)", - L"Fichier : %S, sousindex : %d (%S)", - L"Tileset utilisé : %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Confirmer les choix (|E|N|T|R|É|E)", - L"Annuler les choix (|E|S|C)\nEffacer les choix (|E|S|P|A|C|E)", - L"Faire défiler la fenêtre vers le haut (|H|A|U|T)", - L"Faire défiler la fenêtre vers le bas (|B|A|S)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Petit", - L"Moyen", - L"Large", - L"Très large", - L"Largeur : xx", - L"Secteur" - }; - -//--- - -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Page 1/2", //0 - L"Page 2/2", - - L"Page 1/3", - L"Page 2/3", - L"Page 3/3", - - L"Page 1/1", //5 -}; - -CHAR16 zGrod[][500] = -{ - L"Robot", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Eq Développeurs", - L"@T,C144,R134,{;Code", - L"@T,C144,R134,{;Graphismes et Sons", - L"@};(Autre mods!)", - L"@T,C144,R134,{;Objets", - L"@T,C144,R134,{;Autre contributeurs", - L"@};(Tous les membres de la communauté qui ont contribué !)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L"cal .38", -// L"9mm", -// L"cal .45", -// L"cal .357", -// L"cal 12", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm OTAN", -// L"7.62mm PV", -// L"4.7mm", -// L"5.7mm", -// L"Monstre", -// L"Roquette", -// L"", // dart -// L"", // flame -// L".50 cal", // barrett -// L"9mm Lrd", // Val silent -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L"cal .38", -// L"9mm", -// L"cal .45", -// L"cal .357", -// L"cal 12", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm O.", -// L"7.62mm PV", -// L"4.7mm", -// L"5.7mm", -// L"Monstre", -// L"Roquette", -// L"", // dart -// L"", // Lance-Flammes -// L".50 cal", // barrett -// L"9mm Lrd", // Val silent -//}; - - -CHAR16 WeaponType[][30] = -{ - L"Divers", - L"Pistolet", - L"Pistolet-Mitrailleur", - L"Mitraillette", - L"Fusil", - L"Fusil de précision", - L"Fusil d'assaut", - L"Fusil-mitrailleur", - L"Fusil à pompe", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Tour du joueur", // player's turn - L"Tour de l'ennemi", - L"Tour des créatures", - L"Tour de la milice", - L"Tour des civils", - L"Plan_joueur",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden - -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s est touché(e) à la tête et perd un point de sagesse !", - L"%s est touché(e) à l'épaule et perd un point de dextérité !", - L"%s est touché(e) à la poitrine et perd un point de force !", - L"%s est touché(e) à la jambe et perd un point d'agilité !", - L"%s est touché(e) à la tête et perd %d points de sagesse !", - L"%s est touché(e) à l'épaule et perd %d points de dextérité !", - L"%s est touché(e) à la poitrine et perd %d points de force !", - L"%s est touché(e) à la jambe et perd %d points d'agilité !", - L"Interruption !", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"Les renforts sont arrivés !", - - // In the following four lines, all %s's are merc names - - L"%s recharge.", - L"%s n'a pas assez de points d'action !", - L"%s applique les premiers soins (Appuyez sur une touche pour annuler).", - L"%s et %s appliquent les premiers soins (Appuyez sur une touche pour annuler).", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"fiable", - L"peu fiable", - L"facile à entretenir", - L"difficile à entretenir", - L"puissant", - L"peu puissant", - L"cadence de tir élevée", - L"faible cadence de tir", - L"longue portée", - L"courte portée", - L"léger", - L"lourd", - L"petit", - L"tir en rafale", - L"pas de tir en rafale", - L"grand chargeur", - L"petit chargeur", - - // In the following two lines, all %s's are merc names - - L"Le camouflage de %s s'est effacé.", - L"Le camouflage de %s est parti.", - - // The first %s is a merc name and the second %s is an item name - - L"La deuxième arme est vide !", - L"%s a volé le/la %s.", - - // The %s is a merc name - - L"L'arme de %s ne peut pas tirer en rafale.", - - L"Vous avez déjà ajouté cet accessoire.", - L"Combiner les objets ?", - - // Both %s's are item names - - L"Vous ne pouvez combiner un(e) %s avec un(e) %s.", - - L"Aucun", - L"Retirer chargeur", - L"Accessoire(s) ", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and your gas mask at the same time. - L"Vous ne pouvez utiliser votre %s et votre %s simultanément.", - - L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles.", - L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles (Ici, cet accessoire n'est pas compatible avec cet objet).", - L"Ce secteur n'a pas été sécurisé !", - L"Vous devez donner %s à %s",//inverted !! you still need to give the letter to X - L"%s a été touché(e) à la tête !", - L"Cesser le combat ?", - L"Cet accessoire ne pourra plus être enlevé. Désirez-vous toujours le mettre ?", - L"%s se sent beaucoup mieux !", - L"%s a glissé sur des billes !", - L"%s n'est pas parvenu(e) à ramasser le/la %s !", - L"%s a réparé le/la %s", - L"Interruption pour ", - L"Voulez-vous vous rendre ?", - L"Cette personne refuse votre aide.", - L"JE NE CROIS PAS !", - L"Pour utiliser l'hélicoptère de Skyrider, vous devez ASSIGNER vos mercenaires au VÉHICULE.", - L"%s ne peut recharger qu'UNE arme", - L"Tour des chats s.", - L"automatique", - L"Pas de tir auto", - L"précis", - L"peu précis", - L"Pas de coup par coup", - L"Plus rien à voler sur l'ennemi !", - L"L'ennemi n'a rien dans les mains !", - - L"%s a perdu son camouflage désert.", - L"%s a perdu son camouflage désert à cause de l'eau.", - - L"%s a perdu son camouflage forêt.", - L"%s a perdu son camouflage forêt à cause de l'eau.", - - L"%s a perdu son camouflage urbain.", - L"%s a perdu son camouflage urbain à cause de l'eau.", - - L"%s a perdu son camouflage neige.", - L"%s a perdu son camouflage neige à cause de l'eau.", - - L"Vous ne pouvez pas attacher %s à cet emplacement.", - L"%s n'ira dans aucun emplacement de libre.", - L"Pas assez de place pour cette poche.", - - L"%s a réparé au mieux : %s.", - L"%s a aidé %s pour réparer au mieux : %s.", - - L"%s has cleaned the %s.", // TODO.Translate - L"%s has cleaned %s's %s.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", // TODO.Translate -}; - -// the country and its noun in the game // TODO.Translate -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"traconien(ne)", // TODO.Translate //A voir fini (to see finished) -#else - L"Arulco", - L"arulcain(e)", // TODO.Translate //A voir fini (to see finished) -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Pause", - L"Normal", - L"5 min", - L"30 min", - L"60 min", - L"6 H", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"Esc. 1", - L"Esc. 2", - L"Esc. 3", - L"Esc. 4", - L"Esc. 5", - L"Esc. 6", - L"Esc. 7", - L"Esc. 8", - L"Esc. 9", - L"Esc. 10", - L"Esc. 11", - L"Esc. 12", - L"Esc. 13", - L"Esc. 14", - L"Esc. 15", - L"Esc. 16", - L"Esc. 17", - L"Esc. 18", - L"Esc. 19", - L"Esc. 20", - L"Esc. 21", - L"Esc. 22", - L"Esc. 23", - L"Esc. 24", - L"Esc. 25", - L"Esc. 26", - L"Esc. 27", - L"Esc. 28", - L"Esc. 29", - L"Esc. 30", - L"Esc. 31", - L"Esc. 32", - L"Esc. 33", - L"Esc. 34", - L"Esc. 35", - L"Esc. 36", - L"Esc. 37", - L"Esc. 38", - L"Esc. 39", - L"Esc. 40", - L"Service", // on active duty - L"Docteur", // administering medical aid - L"Patient(e)", // getting medical aid - L"Transport", // in a vehicle - L"Transit", // in transit - abbreviated form - L"Réparat.", // repairing - L"Radio", // scanning for nearby patrols - L"Formation", // training themselves - L"Milice", // training a town to revolt - L"Milice M.", //training moving militia units - L"Entraîneur", // training a teammate //!!! Too long ? (11 char) -> 11 chars is OK - L"Élève", // being trained by someone else - L"Dépl obj.", // move items - L"Renseign.", // operating a strategic facility - L"Mange", // eating at a facility (cantina etc.) - L"Repos", // Resting at a facility - L"Prison", // Flugente: interrogate prisoners - L"Mort(e)", // dead - L"Invalide", // abbreviation for incapacitated - L"Capturé(e)", // Prisoner of war - captured - L"Hôpital", // patient in a hospital - L"Vide", // Vehicle is empty - L"Infiltré", // facility: undercover prisoner (snitch) - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumeur", // facility: gather information - L"Propag.", // spread propaganda - L"Rumeur", // gather information - L"Command.", // militia movement orders - L"Diagnose", // disease diagnosis //TODO.Translate - L"Treat D.", // treat disease among the population - L"Docteur", // administering medical aid - L"Patient(e)", // getting medical aid - L"Réparat.", // repairing - L"Fortify", // build structures according to external layout // TODO.Translate - L"Train W.", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Milice", // the title of the militia box - L"Disponibles", //the number of unassigned militia troops - L"Vous ne pouvez réorganiser la milice lors d'un combat !", - L"Des milices ne sont pas assignées à un secteur. Voulez-vous les démobiliser ?",//!!! Too long ? (80 char) -> it is OK -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Auto", // auto place the militia troops for the player - L"OK", // done placing militia troops - L"Démobiliser", // HEADROCK HAM 3.6: Disband militia - L"Tout ôter", // move all milita troops to unassigned pool -}; - -STR16 pConditionStrings[] = -{ - L"Excellent", //the state of a soldier .. excellent health - L"Bon", // good health - L"En forme", // fair health - L"Blessé(e)", // wounded health - L"Fatigué(e)", // tired - L"Épuisé(e)", // bleeding to death - L"Inconscient(e)", // knocked out - L"Mourant(e)", // near death - L"Mort(e)", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"Service", // set merc on active duty - L"Patient(e)", // set as a patient to receive medical aid - L"Transport", // tell merc to enter vehicle - L"Laisser", // let the escorted character go off on their own - L"Annuler", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"Esc. 1", - L"Esc. 2", - L"Esc. 3", - L"Esc. 4", - L"Esc. 5", - L"Esc. 6", - L"Esc. 7", - L"Esc. 8", - L"Esc. 9", - L"Esc. 10", - L"Esc. 11", - L"Esc. 12", - L"Esc. 13", - L"Esc. 14", - L"Esc. 15", - L"Esc. 16", - L"Esc. 17", - L"Esc. 18", - L"Esc. 19", - L"Esc. 20", - L"Esc. 21", - L"Esc. 22", - L"Esc. 23", - L"Esc. 24", - L"Esc. 25", - L"Esc. 26", - L"Esc. 27", - L"Esc. 28", - L"Esc. 29", - L"Esc. 30", - L"Esc. 31", - L"Esc. 32", - L"Esc. 33", - L"Esc. 34", - L"Esc. 35", - L"Esc. 36", - L"Esc. 37", - L"Esc. 38", - L"Esc. 39", - L"Esc. 40", - L"Service", - L"Docteur", - L"Patient", - L"Transport", - L"Transit", - L"Réparation", - L"Radioécouteur", // radio scan - L"Formation", - L"Milice", - L"Forme la milice mobile",//!!! Too long ? -> It is OK - L"Entraîneur", - L"Élève", - L"Déplace les objets", // move items - L"Renseignement", //!!! Idem ? -> The current translation is OK - L"Mange", // eating at a facility (cantina etc.) - L"Repos", - L"Interroge prisonier(s)", // Flugente: interrogate prisoners - L"Mort(e)", - L"Invalide", - L"Capturé(e)", - L"Hôpital", - L"Vide", // Vehicle is empty - L"Infiltré", // facility: undercover prisoner (snitch) // TODO.Translate //A voir fini (to see finished) - L"Répand une propagande", // facility: spread propaganda // TODO.Translate //A voir fini (to see finished) - L"Fait de la propagande", // facility: spread propaganda (globally) // TODO.Translate //A voir fini (to see finished) - L"Collecte les rumeurs", // facility: gather rumours // TODO.Translate //A voir fini (to see finished) - L"Propagande", // spread propaganda // TODO.Translate //A voir fini (to see finished) - L"Rumeur", // gather information // TODO.Translate //A voir fini (to see finished) - L"Commande", // militia movement orders - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Docteur", - L"Patient", - L"Réparation", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"Esc. 1", - L"Esc. 2", - L"Esc. 3", - L"Esc. 4", - L"Esc. 5", - L"Esc. 6", - L"Esc. 7", - L"Esc. 8", - L"Esc. 9", - L"Esc. 10", - L"Esc. 11", - L"Esc. 12", - L"Esc. 13", - L"Esc. 14", - L"Esc. 15", - L"Esc. 16", - L"Esc. 17", - L"Esc. 18", - L"Esc. 19", - L"Esc. 20", - L"Esc. 21", - L"Esc. 22", - L"Esc. 23", - L"Esc. 24", - L"Esc. 25", - L"Esc. 26", - L"Esc. 27", - L"Esc. 28", - L"Esc. 29", - L"Esc. 30", - L"Esc. 31", - L"Esc. 32", - L"Esc. 33", - L"Esc. 34", - L"Esc. 35", - L"Esc. 36", - L"Esc. 37", - L"Esc. 38", - L"Esc. 39", - L"Esc. 40", - L"Service", - L"Docteur", - L"Patient", - L"Transport", - L"Transit", - L"Réparation", - L"Radioécouteur", // radio scan - L"Formation", - L"Milice", - L"Milice mobile", - L"Entraîneur", - L"Elève", - L"Déplacer les objets", // move items - L"Renseignement", //!!! Idem ? -> Current translation is OK - L"Repos", - L"Interroger captif(s)", // Flugente: interrogate prisoners - L"Mort(e)", - L"Invalide", - L"Capturé(e)", - L"Hôpital", // patient in a hospital - L"Vide", // Vehicle is empty - L"Infiltré", // facility: undercover prisoner (snitch) // TODO.Translate //A voir fini (to see finished) - L"Répandre une propagande", // facility: spread propaganda // TODO.Translate //A voir fini (to see finished) - L"Faire de la propagande", // facility: spread propaganda (globally) // TODO.Translate //A voir fini (to see finished) - L"Récolter les rumeurs", // facility: gather rumours // TODO.Translate //A voir fini (to see finished) - L"Propagande", // spread propaganda - L"Rumeurs", // gather information - L"Commander", // militia movement orders - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Docteur", - L"Patient", - L"Réparation", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Options du contrat :", - L"", // a blank line, required - L"Extension 1 jour", // offer merc a one day contract extension - L"Extension 1 semaine", // 1 week - L"Extension 2 semaines", // 2 week - L"Renvoyer", // end merc's contract - L"Annuler", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"Capturé(e)", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"FORCE", - L"DEXTÉRITÉ", - L"AGILITÉ", - L"SAGESSE", - L"PRÉCISION",//!!! Accurate but not very good. Char limit ? -> 12 characters is the limit - L"MÉDECINE", - L"MÉCANIQUE", - L"COMMANDEMENT", - L"EXPLOSIFS", - L"NIVEAU", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"Protec.", // the armor rating of the merc - L"Poids", // the weight the merc is carrying - L"Cam.", // the merc's camouflage rating - L"Camouflage :", - L"Protection :", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Agi", // the abbreviated version of : agilité - L"Dex", // dextérité - L"For", // strength - L"Com", // leadership - L"Sag", // sagesse - L"Niv", // experience level - L"Tir", // marksmanship skill - L"Méc", // mechanical skill - L"Exp", // explosive skill - L"Méd", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"Affectation", // the mercs current assignment - L"Contrat", // the contract info about the merc - L"Santé", // the health level of the current merc - L"Moral", // the morale of the current merc - L"Cond.", // the condition of the current vehicle - L"Carb.", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Formation", // tell merc to train self - L"Milice", // tell merc to train town - L"Entraîneur", // tell merc to act as trainer - L"Élève", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Cadence de tir :", // the allowable rate of fire for a merc who is guarding - L"Feu à volonté", // the merc can be aggressive in their choice of fire rates - L"Économiser munitions", // conserve ammo - L"Tir restreint", // fire only when the merc needs to - L"Autres Options :", // other options available to merc - L"Retraite", // merc can retreat - L"Abri", // merc is allowed to seek cover - L"Assistance", // merc can assist teammates - L"OK", // done with this menu - L"Annuler", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Cadence de tir :", - L"*Feu à volonté*", - L"*Économiser munitions*", - L"*Tir restreint*", - L"Autres Options :", - L"*Retraite*", - L"*Abri*", - L"*Assistance*", - L"OK", - L"Annuler", -}; - -STR16 pAssignMenuStrings[] = -{ - L"Service", // merc is on active duty - L"Docteur", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis TODO.Translate - L"Patient(e)", // the merc is receiving medical attention - L"Transport", // the merc is in a vehicle - L"Réparat.", // the merc is repairing items - L"Radio", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"Infiltré", // anv: snitch actions - L"Formation", // the merc is training - L"Militia", // all things militia - L"Dépl obj.", // move items - L"Fortify", // fortify sector // TODO.Translate - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"Affectat.", // the merc is using/staffing a facility - L"Annuler", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Attaquez", // set militia to aggresive - L"Tenez la position", // set militia to stationary - L"Retraite", // retreat militia - L"Rejoignez-moi", // retreat militia - L"Couchez-vous", // retreat militia - L"Accroupi", - L"À couvert !", - L"Move to", // TODO.Translate - L"Tous : Attaquez", - L"Tous : Tenez la position", - L"Tous : Retraite", - L"Tous : Rejoignez-moi", - L"Tous : Dispersez-vous", - L"Tous : Couchez-vous", - L"Tous : Accroupi", - L"Tous : À couvert!", - //L"All: Trouver matériel", - L"Annuler", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = -{ - // radio operator - L"Tir d'artillerie", - L"Brouiller les communications", - L"Balayer les fréquences", - L"Écouter les alentours", - L"Appeler des renforts", - L"Éteindre la radio", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", // TODO.Translate - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Guetteur", - L"Focus", // TODO.Translate - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Ordonner un tir d'artillerie au secteur...", - L"Brouiller toutes les fréquences radios pour rendre les communications impossibles.", - L"Pour trouver une fréquence émettrice.", - L"Utiliser votre radio pour connaître les mouvements de l'ennemi.", - L"Appeler des renforts des secteurs voisins.", - L"Éteindre la radio.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Observer une zone avec un tireur d'élite donne un bonus de CDT sur tout ce que vous voyez.", - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Nécessite :\n", - L" - %d PA\n", - L" - %s\n", - L" - %s ou plus\n", - L" - %s ou plus ou", - L" - %d minutes pour être prêt\n", - L" - positions des mortiers dans les secteurs voisins\n", - L" - %s |o|u %s |e|t %s ou %s ou plus\n", - L" - possession par un démon", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = -{ - L"Milice", - L"Autre escouade", - L"Annuler", - L"%d miliciens", - L"Tous", - - L"More", // TODO.Translate - L"Corpse: %s", // TODO.Translate -}; - -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Infiltrer l'équipe", - L"Infiltrer la ville", - L"Annuler", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Discuter du comportement du mouchard vis-à-vis de ses coéquipiers.", - L"Prendre une mission dans ce secteur.", - L"Annuler", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Rapporter les plaintes", - L"Ne pas rapporter", - L"Prévenir les mauvaises conduites", - L"Ignorer les mauvaises conduites", - L"Annuler", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Signaler toute plainte des autres mercenaires à votre commandant.", - L"Ne rien signaler.", - L"Essayer d'empêcher les chapardages et la prise de produits addictifs des autres mercenaires.", - L"Ne pas se soucier de ce que font les autres mercenaires.", - L"Annuler", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Fait de la propagande", // TODO.Translate //A voir fini (to see finished) - L"Récolte les rumeurs", // TODO.Translate //A voir fini (to see finished) - L"Annuler", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Glorifier les actions des mercenaires pour accroître la fidélité de la ville et étouffer toute mauvaises nouvelles.", - L"Prêter une oreille attentive aux rumeurs sur l'activité des forces ennemies.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = // TODO.Translate -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s s'est exposé(e) comme mouchard, mais s'en est rendu compte et a pu s'en sortir vivant.", - L"%s s'est exposé(e) comme mouchard, mais a réussi à désamorcer la situation et a pu s'en sortir vivant.", - L"%s s'est exposé(e) comme mouchard, mais a réussi à éviter la tentative d'assassinat.", - L"%s s'est exposé(e) comme mouchard, mais les gardes ont empêché tout débordement violent.", - - L"%s s'est exposé(e) comme mouchard et a failli être noyé par les autres détenus avant que les gardes ne le/la sauvent.", - L"%s s'est exposé(e) comme mouchard et a failli se faire battre à mort avant que les gardes ne le/la sauvent.", - L"%s s'est exposé(e) comme mouchard et a failli se faire poignarder avant que les gardes ne le/la sauvent.", - L"%s s'est exposé(e) comme mouchard et a failli se faire étrangler avant que les gardes ne le/la sauvent.", - - L"%s s'est exposé(e) comme mouchard et a été noyé(e) dans les toilettes par les autres détenus.", - L"%s s'est exposé(e) comme mouchard et a été battu(e) à mort par les autres détenus.", - L"%s s'est exposé(e) comme mouchard et les autres détenus l'ont poignardé(e).", - L"%s s'est exposé(e) comme mouchard et les autres détenus l'ont étranglé(e).", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s a entendu des rumeurs sur une activité ennemie dans le secteur %d.", - -}; - -STR16 pRemoveMercStrings[] = -{ - L"Enlever Merc", // remove dead merc from current team - L"Annuler", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Santé", - L"Agilité", - L"Dextérité", - L"Force", - L"Commandement", - L"Tir", - L"Mécanique", - L"Explosifs", - L"Médecine", - L"Annuler", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Formation", // train yourself - L"Train workers", // TODO.Translate - L"Entraîneur", // train your teammates - L"Élève", // be trained by an instructor - L"Annuler", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"Esc. 1", - L"Esc. 2", - L"Esc. 3", - L"Esc. 4", - L"Esc. 5", - L"Esc. 6", - L"Esc. 7", - L"Esc. 8", - L"Esc. 9", - L"Esc. 10", - L"Esc. 11", - L"Esc. 12", - L"Esc. 13", - L"Esc. 14", - L"Esc. 15", - L"Esc. 16", - L"Esc. 17", - L"Esc. 18", - L"Esc. 19", - L"Esc. 20", - L"Esc. 21", - L"Esc. 22", - L"Esc. 23", - L"Esc. 24", - L"Esc. 25", - L"Esc. 26", - L"Esc. 27", - L"Esc. 28", - L"Esc. 29", - L"Esc. 30", - L"Esc. 31", - L"Esc. 32", - L"Esc. 33", - L"Esc. 34", - L"Esc. 35", - L"Esc. 36", - L"Esc. 37", - L"Esc. 38", - L"Esc. 39", - L"Esc. 40", - L"Annuler", -}; - -STR16 pPersonnelTitle[] = -{ - L"Personnel", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Santé : ", // health of merc - L"Agilité : ", - L"Dextérité : ", - L"Force : ", - L"Commandement : ", - L"Sagesse : ", - L"Niv. Exp. : ", // experience level - L"Tir : ", - L"Mécanique : ", - L"Explosifs : ", - L"Médecine : ", - L"Acompte méd. : ", // amount of medical deposit put down on the merc - L"Contrat : ", // cost of current contract - L"Tué : ", // number of kills by merc - L"Participation : ", // number of assists on kills by merc //!!!ugly. Char limit ? -> 17 chars - L"Coût/jour :", // daily cost of merc - L"Coût total :", // total cost of merc - L"Contrat :", // cost of current contract - L"Service fait :", // total service rendered by merc - L"Salaire :", // amount left on MERC merc to be paid - L"Tir réussi :", // percentage of shots that hit target - L"Bataille :", // number of battles fought - L"Blessure :", // number of times merc has been wounded - L"Spécialité :", - L"Aucune spécialité", - L"Réalisation :", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Soldat d'élite : %d\n", - L"Soldat régulier : %d\n", - L"Soldat d'administration : %d\n", - L"Groupe hostile : %d\n", - L"Créature : %d\n", - L"Char : %d\n", - L"Autre : %d\n", - - L"Mercenaire : %d\n", - L"Milice : %d\n", - L"Autre : %d\n", - - L"Coup tiré : %d\n", - L"Roquette tirée : %d\n", - L"Grenade lancée : %d\n", - L"Couteau lancé : %d\n", - L"Attaque à l'arme blanche : %d\n", - L"Attaque à mains nues : %d\n", - L"Tir réussi : %d\n", - - L"Serrure crochetée : %d\n", - L"Serrure fracturée : %d\n", - L"Piège retiré : %d\n", - L"Bombe explosée : %d\n", - L"Objet réparé : %d\n", - L"Objet combiné : %d\n", - L"objet volé : %d\n", - L"Milice entrainée : %d\n", - L"Merc. soigné : %d\n", - L"Chirurgie faite : %d\n", - L"Personne rencontrée : %d\n", - L"Secteur visité : %d\n", - L"Embuscade empêchée : %d\n", - L"Quête faite : %d\n",//!!!Ugly. Char limit ? -> Total: 28 chars - - L"Tactique de combat : %d\n", - L"Combat auto-résolu : %d\n", - L"Temps écoulé : %d\n", - L"Embuscade expérimentée : %d\n", - L"Meilleur combat : %d ennemis\n",//!!! Ennemies/Ennemis ? -> whatever you like - - L"Tir : %d\n", - L"Arme blanche : %d\n", - L"Bagarre : %d\n", - L"Explosion : %d\n", - L"Grave : %d\n", - L"Chirurgie subie : %d\n", - L"Accident : %d\n", - - L"Caractère :", - L"Faiblesse :", - - L"Attitude :", // WANNE: For old traits display instead of "Character:"! - - L"Zombi : %d\n", - - L"Passif :", - L"Personnalité :", - - L"Prisoners interrogated: %d\n", // TODO.Translate - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - L"Aucune spécialité", - L"Crochetage", - L"Combat à mains nues", - L"Électronique", - L"Opérations de nuit", - L"Le lancer", - L"Instructeur", - L"Arme lourde", - L"Arme automatique", - L"Discrétion", - L"Ambidextre", - L"Voleur", - L"Arts martiaux", - L"Arme blanche", - L"Tireur d'élite", - L"Camouflage", - L"(Expert)", -}; - -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"Aucune spécialité", - L"Arme automatique", - L"Arme lourde", - L"Tireur d'élite", - L"Reconnaissance",// Hunter - L"Flingueur", - L"Combat à mains nues", - L"Meneur", - L"Technicien", - L"Médecin", - // Minor traits - L"Ambidextre", - L"Mêlée", - L"Le lancer", - L"Opérations de nuit", - L"Discrétion", - L"Athlétique", - L"Culturiste", - L"Sabotage", - L"Instructeur", - L"Reconnaissance", - // covert ops is a major trait that was added later - L"Espionnage", // 20 - - // new minor traits - L"Opérateur radio", // 21 - L"Infiltré", // 22 - L"Survival", - - // second names for major skills - L"Mitrailleur", // 24 - L"Bombardier", - L"Sniper", - L"Ranger", - L"Combattant", - L"Arts martiaux", - L"Commandant", - L"Ingénieur", - L"Chirurgien", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 37 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 41 - L"Espion", // 42 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"Placeholder", // for survival (minor trait) - L"Plus...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"divers", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate -}; -////////////////////////////////////////////////////////// - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"Debout/Marcher (|S)", - L"Accroupi/Avancer (|C)", - L"Debout/Courir (|R)", - L"À terre/Ramper (|P)", - L"Regarder (|L)", - L"Action", - L"Parler", - L"Examiner (|C|T|R|L)", - - // Pop up door menu - L"Ouvrir à la main", - L"Examen poussé", - L"Crocheter", - L"Enfoncer", - L"Désamorcer", - L"Verrouiller", - L"Déverrouiller", - L"Utiliser explosif", - L"Utiliser pied de biche", - L"Annuler (|E|C|H|A|P)", - L"Fermer", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"aucun piège", - L"un piège explosif", - L"un piège électrique", - L"une alarme sonore", - L"une alarme silencieuse", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"jour", - L"semaine", - L"2 semaines", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Choix du personnage", - L"Affectation", - L"Destination", - L"|Contrat du mercenaire", //!!! Char typo before "Contrat" ? - L"Retirer mercenaire", - L"Repos", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"FAIBLE", - L"MOYEN", - L"FORT", - L"TRÈS FORT", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"INCONNU", - L"MOUVEMENT", - L"GRINCEMENT", - L"CLAPOTEMENT", - L"IMPACT", - L"COUP DE FEU", - L"EXPLOSION", - L"CRI", - L"IMPACT", - L"IMPACT", - L"BRUIT", - L"COLLISION", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"au NORD-EST", - L"à l'EST", - L"au SUD-EST", - L"au SUD", - L"au SUD-OUEST", - L"à l'OUEST", - L"au NORD-OUEST", - L"au NORD", -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Ville", - L"Route", - L"Plaine", - L"Désert", - L"Bois", - L"Forêt", - L"Marais", - L"Eau", - L"Collines", - L"Infranchissable", - L"Rivière", //river from north to south - L"Rivière", //river from east to west - L"Pays étranger", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropical", - L"Cultures", - L"Plaine, route", - L"Bois, route", - L"Ferme, route", - L"Tropical, route", - L"Forêt, route", - L"Route côtière", - L"Montagne, route", - L"Côte, route", - L"Désert, route", - L"Marais, route", - L"Bois, site SAM", - L"Désert, site SAM", - L"Tropical, site SAM", - L"Meduna, site SAM", - - //These are descriptions for special sectors - L"Hôpital Cambria", - L"Aéroport Drassen", - L"Aéroport Meduna", - L"Site SAM", - L"Dépôt", - L"Base rebelle", //The rebel base underground in sector A10 - L"Prison Tixa", //The basement of the Tixa Prison (J9) - L"Repaire créatures", //Any mine sector with creatures in it - L"Sous-sol d'Orta", //The basement of Orta (K4) - L"Tunnel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Abri", //The shelter underneath the queen's palace !!! "Bunker" is much better here. Char limit ? - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s détecté dans le secteur %c%d et une autre escouade est en route.", //STR_DETECTED_SINGULAR - L"%s détecté dans le secteur %c%d et d'autres escouades sont en route.", //STR_DETECTED_PLURAL - L"Voulez-vous coordonner une arrivée simultanée ?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"L'ennemi vous propose de vous rendre.", //STR_ENEMY_SURRENDER_OFFER - L"L'ennemi a capturé vos mercenaires inconscients.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Retraite", //The retreat button //STR_AR_RETREAT_BUTTON - L"OK", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"DÉFENSEURS", //STR_AR_DEFEND_HEADER - L"ATTAQUANTS", //STR_AR_ATTACK_HEADER - L"RENCONTRE", //STR_AR_ENCOUNTER_HEADER - L"Secteur", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"VICTOIRE !", //STR_AR_OVER_VICTORY - L"DÉFAITE !", //STR_AR_OVER_DEFEAT - L"RÉDDITION !", //STR_AR_OVER_SURRENDERED - L"CAPTURE !", //STR_AR_OVER_CAPTURED - L"RETRAITE !", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Milice", //STR_AR_MILITIA_NAME, - L"Élite", //STR_AR_ELITE_NAME, - L"Troupe", //STR_AR_TROOP_NAME, - L"Admin", //STR_AR_ADMINISTRATOR_NAME, - L"Créature", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Temps écoulé", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"SE RETIRE", //STR_AR_MERC_RETREATED, - L"EN RETRAITE", //STR_AR_MERC_RETREATING, - L"RETRAITE", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Auto.", //STR_PB_AUTORESOLVE_BTN, - L"Combat", //STR_PB_GOTOSECTOR_BTN, - L"Retraite", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"ENNEMIS REPÉRÉS", //STR_PB_ENEMYENCOUNTER_HEADER, - L"ATTAQUE ENNEMIE", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"EMBUSCADE !", //STR_PB_ENEMYAMBUSH_HEADER - L"VOUS PÉNÉTREZ EN SECTEUR ENNEMI", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"ATTAQUE DE CRÉATURES", //STR_PB_CREATUREATTACK_HEADER - L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER - L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Lieu", - L"Ennemis", - L"Mercs", - L"Milice", - L"Créatures", - L"Chats", - L"Secteur", - L"Aucun", //If there are non uninvolved mercs in this fight. - L"N/A", //Acronym of Not Applicable - L"j", //One letter abbreviation of day - L"h", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Annuler", - L"Dispersé", - L"Groupé", - L"OK", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"Annule le déploiement des mercenaires \net vous permet de les déployer vous-même. (|C)", - L"Disperse aléatoirement vos mercenaires \nà chaque fois. (|S)", - L"Vous permet de placer votre groupe de mercenaires. (|G)", - L"Cliquez sur ce bouton lorsque vous avez déployé \nvos mercenaires. (|E|N|T|R|É|E)", - L"Vous devez déployer vos mercenaires \navant d'engager le combat.", - - //Various strings (translate word for word) - - L"Secteur", - L"Définissez les points d'entrée", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"Il semblerait que l'endroit soit inaccessible...", - L"Déployez vos mercenaires dans la zone en surbrillance.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"est arrivé(e) dans le secteur", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"Résolution automatique du combat\nsans charger la carte. (|A)", - L"Résolution automatique impossible lorsque\nvous attaquez.", - L"Pénétrez dans le secteur pour engager le combat. (|E)", - L"Battre en retraite vers le secteur précédent. (|R)", //singular version - L"Battre en retraite vers les secteurs précédents. (|R)", //multiple groups with same previous sector !!! Changed "Faire" to "Battre en". Char limit ? - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"L'ennemi attaque votre milice dans le secteur %c%d.", - //%c%d is the sector -- ex: A9 - L"Les créatures attaquent votre milice dans le secteur %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Les créatures ont tué %d civils dans le secteur %s.", - //%s is the sector location -- ex: A9: Omerta - L"L'ennemi attaque vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", - //%s is the sector location -- ex: A9: Omerta - L"Les créatures attaquent vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", - - // Flugente: militia movement forbidden due to limited roaming - L"La milice ne peut pas se déplacer (RESTRICT_ROAMING = TRUE).", - L"La salle d'opérations n'est pas ouverte... Le mouvement de la milice a avorté !", - - L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate - L"Tank", //STR_AR_TANK_NAME, // TODO.Translate - L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"Jour", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Secteur :", - L"Jour :", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"État :", - L"Poids :", - L"P. d'action", - L"Por. :", // Range - L"Dég. :", // Damage - L"Munition :", // Number of bullets left in a magazine - L"PA :", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Précision :", //9 - L"Portée :", //10 - L"Dégât :", //11 - L"Poids :", //12 - L"Choc :",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - L"Accessoire :", //14 - L"AUTO/5 :", //15 - L"Balle rest. :", //16 - L"Par défaut :", //17 //WarmSteel - So we can also display default attachments - L"Encras. :", // 18 //added by Flugente - L"Place :", // 19 //space left on Molle items - L"Spread Pattern:", // 20 // TODO.Translate - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - L"|P|o|r|t|é|e\n \nC'est la portée de l'arme. Un tir, au-delà de\ncette valeur, donnera des pénalités.\n \nValeur élevée recommandée.", - L"|D|é|g|â|t\n \nC'est la valeur des dégâts. L'arme infligera\ngénéralement cette valeur (ou presque)\nà toutes cibles non protégées.\n \nValeur élevée recommandée.", - L"|P|r|é|c|i|s|i|o|n\n \nC'est la conception particulière de\nchaque arme qui donne ce bonus/pénalité\naux chances de toucher.\n \nValeur élevée recommandée.", - L"|V|i|s|é|e\n \nC'est le nombre maximum de clics pour viser.\n \nChaque clic donnera un tir plus précis.\n \nValeur élevée recommandée.", - L"|V|i|s|é|e |m|o|d|i|f|i|é|e\n \nLes lunettes de visée améliorent l'efficacité\nde l'arme à chaque clic.\n \nValeur élevée recommandée.", - L"|P|o|r|t|é|e |m|i|n|i|m|u|m |d|u |v|i|s|e|u|r\n \nC'est la portée minimum pour tirer\navec un viseur ou +.\n \nSi la cible est plus près que ce nombre de cases,\nles clics pour viser resteront à leur efficacité\npar défaut.\n \nValeur faible recommandée.", - L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s\n \nLa valeur des chances de toucher une\ncible avec les accessoires de l'arme.\n \nValeur élevée recommandée.", - L"|P|o|r|t|é|e |o|p|t|i|m|a|l|e |d|u |l|a|s|e|r\n \nC'est la portée (en cases) pour\nune pleine efficacité du laser.\n \nSi la cible est au-delà de ce nombre, le laser\nfournira un faible bonus ou pas du tout.\n \nValeur élevée recommandée.", - L"|C|a|c|h|e|-|f|l|a|m|m|e\n \nQuand cette icône apparaît, ça signifie que\nl'arme ne fait pas d'éclair lors du tir.\nAinsi, le tireur sera moins repérable.", - L"|S|o|n|o|r|i|t|é\n \nDistance (en cases) de l'intensité sonore\nque fait l'arme lors d'un tir.\n \nValeur faible recommandée.\n \n(Sauf pour attirer les ennemis délibérément...).", - L"|F|i|a|b|i|l|i|t|é\n \nCette valeur indique (en général) la\nrapidité avec laquelle cette arme va\nse détériorer lors des combats.\n \nValeur élevée recommandée.", - L"|R|é|p|a|r|a|t|i|o|n\n \nCette valeur indique la rapidité avec\nlaquelle l'arme sera réparée. (Par un\nmercenaire affecté à cette tâche).\n \nValeur élevée recommandée.", - L"", //12 - L"PA pour mettre en joue", - L"PA par tir", - L"PA par rafale", - L"PA pour tir auto.", - L"PA pour recharger", - L"PA pour recharger manuellement", - L"Pénalité rafale (Valeur faible recommandée)", //19 - L"Facteur de bipied", - L"Nombre de tirs pour 5 PA", - L"Pénalité auto (Valeur faible recommandée)", - L"Pénalité rafale/auto (Valeur faible recommandée)", //23 - L"PA pour jeter", - L"PA pour lancer", - L"PA pour poignarder", - L"Pas de tir simple !", - L"Pas de tir en rafale !", - L"Pas de tir auto !", - L"PA pour frapper", - L"", - L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Facteur d'encombrement (Valeur faible recommandée)", // 0 - L"Facteur de fiabilité", - L"Facteur d'intensité sonore (Valeur faible recommandée)", - L"Cache-flamme", - L"Facteur de bipied", - L"Facteur de portée", // 5 - L"Facteur de toucher", - L"Portée optimum du laser", - L"Facteur de bonus de visée", - L"Facteur de longueur de rafale", - L"Facteur de pénalité de rafale (Valeur élevée recommandée)", // 10 - L"Facteur de pénalité tir auto. (Valeur élevée recommandée)", - L"Facteur de PA", - L"Facteur de PA rafale (Valeur faible recommandée)", - L"Facteur de PA tir auto (Valeur faible recommandée)", - L"Facteur de PA mise en joue (Valeur faible recommandée)", // 15 - L"Facteur de PA recharger (Valeur faible recommandée)", - L"Facteur de capacité chargeur", - L"Facteur de PA attaque (Valeur faible recommandée)", - L"Facteur de dégâts", - L"Facteur de dégâts mêlée", // 20 - L"Camouflage bois", - L"Camouflage urbain", - L"Camouflage désert", - L"Camouflage neige", - L"Facteur de discrétion", // 25 - L"Facteur de portée auditive", - L"Facteur de portée visuelle", - L"Facteur de portée visuelle jour", - L"Facteur de portée visuelle nuit", - L"Facteur de portée visuelle faible lumière", //30 - L"Facteur de portée visuelle cave", - L"Pourcentage d'effet tunnel (Valeur faible recommandée)", - L"Portée minimale pour bonus de visée", - L"Maintenez |C|T|R|L pour comparer les objets", // item compare help text - L"Equipment weight: %4.1f kg", // 35 // TODO.Translate -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"En ", - L"PARFAITE", - L"EXCELLENTE", - L"BONNE", - L"MOYENNE", - L"FAIBLE", - L"MAUVAISE", - L"PITEUSE", - L" condition." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Montant ", - L"restant :", //this is the overall balance - L"Montant ", - L"pris :", // the amount he wants to separate from the overall balance to get two piles of money - - L"Solde", - L"actuel :", - L"Montant", - L" à retirer :", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"MOURANT", // >= 0 - L"CRITIQUE", // >= 15 - L"FAIBLE", // >= 30 - L"BLESSÉ", // >= 45 - L"EN FORME", // >= 60 - L"BON", // >= 75 - L"EXCELLENT", // >= 90 - L"EN PRISON", // added by Flugente -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L" ?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"1000", - L"100", - L"10", - L"OK", - L"Partager", - L"Retirer", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"+", -}; - -CHAR16 gzConsLabel[10] = -{ - L"-", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Pardon ?", //meaning "Repeat yourself" - L"Amical", //approach in a friendly - L"Direct", //approach directly - let's get down to business - L"Menaçant", //approach threateningly - talk now, or I'll blow your face off - L"Donner", - L"Recruter", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Acheter/Vendre", - L"Acheter", - L"Vendre", - L"Réparer", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"OK", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Camion de glaces", - L"Jeep", - L"Char", - L"Hélicoptère", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Camion", - L"Jeep", - L"Char", - L"Hélico", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Camion", // Ice cream truck - L"Jeep", - L"Char", - L"Hélico", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"You cannot shoot from this seat.", // TODO.Translate - L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Raid aérien", - L"Appliquer les premiers soins ?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s a remarqué qu'il manque des objets dans cet envoi.", - - // The %s is a string from pDoorTrapStrings - - L"La serrure est piégée par %s.", - L"Pas de serrure.", - L"Réussite !", - L"Échec.", - L"Réussite !", - L"Échec.", - L"La serrure n'est pas piégée.", - L"Réussite !", - // The %s is a merc name - L"%s ne possède pas la bonne clé.", - L"Le piège est désamorcé.", - L"La serrure n'est pas piégée.", - L"Verrouillée.", - L"PORTE", - L"PIÉGÉE", - L"VERROUILLÉE", - L"OUVERTE", - L"ENFONCÉE", - L"Un interrupteur. Voulez-vous l'actionner ?", - L"Désamorcer le piège ?", - L"Préc...", - L"Suiv...", - L"Plus...", - - // In the next 2 strings, %s is an item name - - L"%s posé(e) à terre.", - L"%s donné(e) à %s.", - - // In the next 2 strings, %s is a name - - L"%s a été payé(e).", - L"%d dus à %s.", - L"Choisir la fréquence :", //in this case, frequency refers to a radio signal - L"Nombre de tours avant explosion :", //how much time, in turns, until the bomb blows - L"Régler la fréquence :", //in this case, frequency refers to a radio signal - L"Désamorcer le piège ?", - L"Enlever le drapeau bleu ?", - L"Poser un drapeau bleu ?", - L"Fin du tour", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Voulez-vous vraiment attaquer %s ?", - L"Les véhicules ne peuvent changer de position.", - L"Le robot ne peut changer de position.", - - // In the next 3 strings, %s is a name - - L"%s ne peut adopter cette position ici.", - L"%s ne peut recevoir de premiers soins ici.", - L"%s n'a pas besoin de premiers soins.", - L"Impossible d'aller ici.", - L"Votre escouade est au complet. Vous ne pouvez pas ajouter quelqu'un.", //there's non room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s a été recruté(e).", - - // Here %s is a name and %d is a number - - L"Vous devez %d $ à %s.", - - // In the next string, %s is a name - - L"Escorter %s ?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"Engager %s à %s la journée ?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Voulez-vous engager le combat ?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"Acheter %s pour %s ?", - - // In the next string, %s is a name - - L"%s est escorté(e) par l'escouade %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"ENRAYÉ", //weapon is jammed. - L"Le robot a besoin de munitions calibre %s.", //Robot is out of ammo - L"Lancer ici ? Aucune chance.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Discrétion (|Z)", - L"Carte (|M)", - L"Fin du tour (|D)", - L"Parler à", - L"Muet", - L"Se relever (|P|g|U|p)", - L"Niveau du curseur (|T|A|B)", - L"Escalader/Sauter (|J)", - L"Se coucher (|P|g|D|n)", - L"Examiner (|C|T|R|L)", - L"Mercenaire précédent", - L"Mercenaire suivant (|E|S|P|A|C|E)", - L"Options (|O)", - L"Rafale (|B)", - L"Regarder/Pivoter (|L)", - L"Santé : %d/%d\nÉnergie : %d/%d\nMoral : %s", - L"Pardon ?", //this means "what?" - L"Suite", //an abbrieviation for "Continued" - L"Sourdine désactivée pour %s.", - L"Sourdine activée pour %s.", - L"État : %d/%d\nCarburant : %d/%d", - L"Sortir du véhicule" , - L"Changer d'escouade (|M|A|J| |E|S|P|A|C|E)", - L"Conduire", - L"N/A", //this is an acronym for "Not Applicable." - L"Utiliser (À mains nues)", - L"Utiliser (Arme à feu)", - L"Utiliser (Arme blanche)", - L"Utiliser (Explosifs)", - L"Utiliser (Trousse de soins)", - L"(Prendre)", - L"(Recharger)", - L"(Donner)", - L"%s part.", - L"%s arrive.", - L"%s n'a plus de points d'action.", - L"%s n'est pas disponible.", - L"%s est couvert de bandages.", - L"%s n'a plus de bandages.", - L"Ennemis dans le secteur !", - L"Pas d'ennemi en vue.", - L"Pas assez de points d'action.", - L"Personne n'utilise une télécommande.", - L"La rafale a vidé le chargeur !", - L"SOLDAT", - L"CRÉPITUS", - L"MILICE", - L"CIVIL", - L"ZOMBI", - L"PRISONNIER", - L"Quitter Secteur", - L"OK", - L"Annuler", - L"Mercenaire", - L"Tous", - L"GO", - L"Carte", - L"Vous ne pouvez pas quitter ce secteur par ce côté.", - L"Vous ne pouvez pas quitter le mode tour par tour.", - L"%s est trop loin.", - L"Enlever cime des arbres", - L"Afficher cime des arbres", - L"CORBEAU", //Crow, as in the large black bird - L"COU", - L"TÊTE", - L"TORSE", - L"JAMBES", - L"Donner informations à la Reine ?", - L"Acquisition de l'ID digitale", - L"ID digitale refusée. Arme désactivée.", - L"Cible acquise", - L"Chemin bloqué", - L"Dépôt/Retrait", //Help text over the $ button on the Single Merc Panel - L"Personne n'a besoin de premiers soins.", - L"Enra.", // Short form of JAMMED, for small inv slots - L"Impossible d'aller ici.", // used ( now ) for when we click on a cliff - L"Chemin bloqué. Voulez-vous changer de place avec cette personne ?", - L"La personne refuse de bouger.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Êtes-vous d'accord pour payer %s ?", - L"Acceptez-vous le traitement médical gratuit ?", - L"Voulez-vous épouser %s ?", //Daryl - L"Trousseau de clés", - L"Vous ne pouvez pas faire ça avec ce personnage.", - L"Épargner %s ?", //Krott - L"Hors de portée", - L"Mineur", - L"Un véhicule ne peut rouler qu'entre des secteurs", - L"Impossible d'apposer des bandages maintenant", - L"Chemin bloqué pour %s", - L"Vos mercenaires capturés par l'armée de %s sont emprisonnés ici !", //Deidranna - L"Verrou touché", - L"Verrou détruit", - L"Quelqu'un d'autre veut essayer sur cette porte.", - L"État : %d/%d\nCarburant : %d/%d", - L"%s ne peut pas voir %s.", // Cannot see person trying to talk to - L"Accessoire retiré", - L"Ne peut pas gagner un autre véhicule car vous en avez déjà 2", - - // added by Flugente for defusing/setting up trap networks - L"Choisir la fréquence de la bombe (1-4) ou désamorçage (A-D) :", - L"Régler la fréquence de désamorçage :", - L"Régler la fréquence de détonation (1-4) et désamorçage (A-D) :", - L"Régler le nombre de tours avant l'explosion (1-4) et désamorçage (A-D) :", - L"Régler l'ordre des fils (1-4) et du réseau (A-D) :", - - // added by Flugente to display food status - L"Santé : %d/%d\nÉnergie : %d/%d\nMoral : %s\nSoif : %d%s\nFaim : %d%s", - - // added by Flugente: selection of a function to call in tactical - L"Que voulez-vous faire ?", - L"Remplir les gourdes", - L"Nettoyer votre arme", - L"Nettoyer les armes", - L"Retirer les habits", - L"En faire sa tenue", - L"Inspecter la milice", - L"Rééquiper milice", - L"Tester déguisement", - L"Inutilisé", - - // added by Flugente: decide what to do with the corpses - L"Que voulez-vous faire avec ce corps ?", - L"Couper la tête", - L"Dépecer", - L"Voler les habits", - L"Porter le corps", - - // Flugente: weapon cleaning - L"%s a nettoyé %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Où voulez-vous envoyer les %d prisonniers ?", - L"Les relâcher", - L"Voulez-vous proposer ?", - L"Leur reddition", - L"Votre reddition", - L"Distract", // TODO.Translate - L"Parler", - L"Recruit Turncoat", // TODO: translate - - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Désamorcer le piège", - L"Vérifier le piège", - L"Enlever le drapeau bleu", - L"Faire exploser !", - L"Activer fil piège", - L"Désactiver fil piège", - L"Montrer fil piège", - L"Pas de détonateur ou détonateur à distance trouvé !", - L"Cet explosif est déjà armé !", - L"Sans danger", - L"Quasiment sans danger", - L"Risqué", - L"Dangereux", - L"Danger élevé !", - - L"Masque", - L"LVN", - L"Objet", // TODO.Translate. A voir définition mot(to see finished, definition of word) - - L"Cette option fonctionne uniquement avec nouveau le système d'inventaire", - L"Aucun objet dans votre main principale", - L"Nulle part où placer l'objet dans la main principale", - L"Aucun objet défini pour cet emplacement", - L"Aucune main libre pour un nouvel objet", - L"Objet non trouvé", - L"Vous ne pouvez pas prendre d'objet avec la main principale", - - L"Attempting to bandage travelling mercs...", //TODO.Translate - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", // TODO.Translate - - L"%s has stopped chatting with %s", // TODO.Translate -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"Si vous cochez ce bouton, le secteur adjacent sera immédiatement chargé.", - L"Si vous cochez ce bouton, vous arriverez directement dans l'écran de carte\nle temps que vos mercenaires arrivent.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Vous ne pouvez laisser vos mercenaires ici.\nVous devez d'abord nettoyer ce secteur.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Faites sortir vos derniers mercenaires du secteur\npour charger le secteur adjacent.", - L"Faites sortir vos derniers mercenaires du secteur\npour aller dans l'écran de carte le temps que vos mercenaires fassent le voyage.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s doit être escorté(e) par vos mercenaires et ne peut quitter ce secteur tout(e) seul(e).", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s escorte %s, il ne peut quitter ce secteur seul.", //male singular - L"%s escorte %s, elle ne peut quitter ce secteur seule.", //female singular - L"%s escorte plusieurs personnages, il ne peut quitter ce secteur seul.", //male plural - L"%s escorte plusieurs personnages, elle ne peut quitter ce secteur seule.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Tous vos mercenaires doivent être dans les environs\npour que l'escouade avance.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"Si vous cochez ce bouton, %s voyagera seul et sera\nautomatiquement assigné à une nouvelle escouade.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"Si vous cochez ce bouton, votre escouade\nquittera le secteur.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s est escorté par vos mercenaires et ne peut quitter ce secteur seul. Vos mercenaires doivent être à proximité.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Objets", // tell merc to repair items in inventory - L"Site SAM", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Annuler", // cancel this menu - L"Robot", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"perd", // the merc has lost a statistic - L"gagne", // the merc has gained a statistic - L"point en", // singular - L"points en", // plural - L"niveau d'", // singular - L"niveaux d'", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"santé.", - L"agilité.", - L"dextérité.", - L"sagesse.", - L"compétence médicale.", - L"compétence en explosifs.", - L"compétence mécanique.", - L"tir", - L"expérience.", - L"force.", - L"commandement.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"Distance totale : ", // total distance for helicopter to travel - L" Aller : ", // distance to travel to destination - L" Retour : ", // distance to return from destination to airport - L"Coût : ", // total cost of trip by helicopter - L"HPA : ", // ETA is an acronym for "estimated time of arrival" - L"L'hélicoptère n'a plus de carburant et doit se poser en terrain ennemi !", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Passagers : ", - L"Sélectionner Skyrider ou l'aire d'atterrissage ?", - L"Skyrider", - L"Arrivée", - L"L'hélicoptère est trop endommagé et doit atterrir en territoire ennemi !", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"L'hélicoptère va retourner directement à sa base, voulez-vous faire descendre les passagers ?", - L"Carburant restant :", - L"Ravitaillement :", -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Voulez-vous que %s commence les réparations ? Ça vous coûtera %d $ et l'hélicoptère ne sera pas disponible avant %d heure(s).", - L"L'hélicoptère est actuellement démonté. Attendez jusqu'à ce que les réparations soient terminées.", - L"Les réparations sont terminées. L'hélicoptère est à nouveau disponible.", - L"L'hélicoptère est complètement ravitaillé.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Niveau souterrain :", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"Loyauté", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"Impossible de donner des ordres.", -}; - -STR16 gsTimeStrings[] = -{ - L"h", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"j", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"0", - L"Hôpital", - L"Usine", - L"Prison", - L"Militaire", - L"Aéroport", - L"Champ de tir", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Inventaire", - L"Quitter", - L"Repair", // TODO.Translate - L"Factories", // TODO.Translate -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Taille ", // 0 // size of the town in sectors - L"", // blank line, required - L"Contrôle ", // how much of town is controlled - L"Aucune", // none of this town - L"Mine associée ", // mine associated with this town - L"Loyauté ", // 5 // the loyalty level of this town - L"Forces entraînées ", // the forces in the town trained by the player - L"", - L"Principale installation ", // main facilities in this town - L"Niveau ", // the training level of civilians in this town - L"Formation ", // 10 // state of civilian training in town - L"Milice ", // the state of the trained civilians in the town - - // Flugente: prisoner texts // TODO.Translate - L"Prisonnier ", - L"%d (capacity %d)", - L"%d Admins", - L"%d Regulars", - L"%d Elites", - L"%d Officers", - L"%d Generals", - L"%d Civilians", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Mine", // 0 - L"Argent", - L"Or", - L"Production quotidienne", - L"Production estimée", - L"Abandonnée", // 5 - L"Fermée", - L"Épuisée", - L"Production", - L"État", - L"Productivité", - L"Ressource", // 10 - L"Contrôle de la ville", - L"Loyauté de la ville", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"Forces ennemies ", - L"Secteur ", - L"Nombre d'objets ", - L"Inconnu", - - L"Contrôlé ", - L"Oui", - L"Non", - L"Status/Software status:", // TODO.Translate - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s n'est pas assez près.", //Merc is in sector with item but not close enough - L"Sélection impossible.", //MARK CARTER - L"%s n'est pas dans le bon secteur.", - L"En combat, vous devez prendre les objets vous-même.", - L"En combat, vous devez abandonner les objets vous-même.", - L"%s n'est pas dans le bon secteur.", - L"Pendant le combat, vous ne pouvez pas recharger avec une caisse de munitions.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"Lieu", // sector these items are in - L"Objets", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"Cliquez sur la colonne assignation pour affecter un mercenaire à une nouvelle tâche", - L"Cliquez sur la colonne destination pour ordonner à un mercenaire de se rendre dans un secteur", - L"Utilisez la compression du temps pour que le voyage du mercenaire vous paraisse moins long.", - L"Cliquez sur un secteur pour le sélectionner. Cliquez à nouveau pour donner un ordre de mouvement à un mercenaire ou effectuez un clic droit pour obtenir des informations sur le secteur.", - L"Appuyez sur \"H\" pour afficher l'aide en ligne.", - L"Test Texte", - L"Test Texte", - L"Test Texte", - L"Test Texte", - L"Cet écran ne vous est d'aucune utilité tant que vous n'êtes pas arrivé à Arulco. Une fois votre équipe constituée, cliquez sur le bouton de compression du temps en bas à droite. Le temps vous paraîtra moins long...", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Déplacement", // title for movement box - L"Route", // done with movement menu, start plotting movement - L"Annuler", // cancel this menu - L"Autre", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads TODO: Translate -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Oups :", // an error has occured - L"Expiration du contrat :", // this pop up came up due to a merc contract ending - L"Tâches accomplies :", // this pop up....due to more than one merc finishing assignments - L"Mercenaires disponibles :", // this pop up ....due to more than one merc waking up and returing to work - L"Mercenaires au repos :", // this pop up ....due to more than one merc being tired and going to sleep - L"Contrats arrivant à échéance :", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Villes (|W)", - L"Mines (|M)", - L"Escouades & Ennemis (|T)", - L"Espace aérien (|A)", - L"Objets (|I)", - L"Milice & Ennemis (|Z)", - L"Show |Disease Data", // TODO.Translate - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Suivant (|.)", // next page - L"Précédent (|,)", // previous page - L"Quitter l'inventaire du secteur (|E|S|C)", // exit sector inventory - - L"Zoom inventaire", // HEAROCK HAM 5: Inventory Zoom Button - L"Empiler les mêmes objets", // HEADROCK HAM 5: Stack and Merge - L"|C|l|i|c |G|. : Trier munitions par caisse\n|C|l|i|c |D|. : Trier munitions par boîte", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|C|l|i|c |G|. : Ôter tous les accessoires des objets\n|C|l|i|c |D|. : empty LBE in sector", // HEADROCK HAM 5: Separate Attachments - L"Décharger toutes les armes", //HEADROCK HAM 5: Eject Ammo - L"|C|l|i|c |G|. : Voir tous les objets\n|C|l|i|c |D|. : Cacher tous les objets", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans armes\n|C|l|i|c |D|. : Voir que les armes", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans munitions\n|C|l|i|c |D|. : Voir que les munitions", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|C|l|i|c |G|. : Avec/sans explosifs\n|C|l|i|c |D|. : Voir que les explosifs", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans armes blanches\n|C|l|i|c |D|. : Voir que les armes blanches", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans protections\n|C|l|i|c |D|. : Voir que les protections", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans LBE\n|C|l|i|c |D|. : Voir que les LBE", // HEADROCK HAM 5: Filter Button - L"|C|l|i|c |G|. : Avec/sans kits\n|C|l|i|c |D|. : Voir que les kits", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|C|l|i|c |G|. : Avec/sans objets divers\n|C|l|i|c |D|. : Voir que les objets divers", // HEADROCK HAM 5: Filter Button - L"Pour afficher ou non les objets déplacés.", // Flugente: move item display - L"Save Gear Template", // TODO.Translate - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"PC Portable (|L)", - L"Tactique (|E|C|H|A|P)", - L"Options (|O)", - L"Compression du temps (|+)", // time compress more - L"Compression du temps (|-)", // time compress less - L"Message précédent (|H|A|U|T)\nPage précédente (|P|g|U|p)", // previous message in scrollable list - L"Message suivant (|B|A|S)\nPage suivante (|P|g|D|n)", // next message in the scrollable list - L"Arrêter/Reprendre (|E|S|P|A|C|E)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Solde actuel", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s est mort(e).", -}; - - -STR16 pDayStrings[] = -{ - L"Jour", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; - -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Help Desk", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephan", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"M.I.S. Assurance", - L"Bobby Ray", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"Précédent", - L"Suivant", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"Nouveaux messages...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Effacer message ?", - L"Effacer message NON CONSULTÉ ?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"De :", - L"Sujet :", - L"Date :", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"Boîte mail", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"Comptable Plus", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Crédit :", // credit (subtract from) to player's account - L"Débit :", // debit (add to) to player's account - L"Revenus (hier) :", - L"Dépôts (hier) :", - L"Dépenses (hier) :", - L"Solde (fin de journée) :", - L"Revenus (aujourd'hui) :", - L"Dépôts (aujourd'hui) :", - L"Dépenses (aujourd'hui) :", - L"Solde actuel :", - L"Revenus (prévision) :", - L"Solde (prévision) :", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"Jour", // the day column - L"Crédit", // the credits column (to ADD money to your account) - L"Débit", // the debits column (to SUBTRACT money from your account) - L"Transaction", // transaction type - see TransactionText below - L"Solde", // balance at this point in time - L"Page", // page number - L"Jour(s)", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"Intérêts cumulés", // interest the player has accumulated so far - L"Dépôt anonyme", - L"Commission", - L"Engagé", // Merc was hired - L"Achats Bobby Ray", // Bobby Ray is the name of an arms dealer - L"Règlement MERC", - L"Acompte médical pour %s", // medical deposit for merc - L"Analyse IMP", // IMP is the acronym for International Mercenary Profiling - L"Assurance pour %s", - L"Réduction d'assurance pour %s", - L"Extension d'assurance pour %s", // johnny contract extended - L"Annulation d'assurance pour %s", - L"Indemnisation pour %s", // insurance claim for merc - L"1 jour", // merc's contract extended for a day - L"1 semaine", // merc's contract extended for a week - L"2 semaines", // ... for 2 weeks - L"Revenus des mines", - L"", //String nuked - L"Achat de fleurs", - L"Remboursement médical pour %s", - L"Remb. médical partiel pour %s", - L"Pas de remb. médical pour %s", - L"Paiement à %s", // %s is the name of the npc being paid - L"Transfert de fonds pour %s", // transfer funds to a merc - L"Transfert de fonds de %s", // transfer funds from a merc - L"Coût milice de %s", // initial cost to equip a town's militia - L"Achats à %s.", //is used for the Shop keeper interface. The dealers name will be appended to the en d of the string. - L"Montant déposé par %s.", - L"Matériel vendu à la population", - L"Infrastucture utilisée", // HEADROCK HAM 3.6 - L"Entretien de la milice", // HEADROCK HAM 3.6 - L"Argent des prisonniers libérés", // Flugente: prisoner system - L"WHO data subscription", // Flugente: disease TODO.Translate - L"Payment to Kerberus", // Flugente: PMC - L"SAM site repair", // Flugente: SAM repair // TODO.Translate - L"Trained workers", // Flugente: train workers - L"Drill militia in %s", // Flugente: drill militia // TODO.Translate - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Assurance pour", // insurance for a merc - L"Ext. contrat de %s (1 jour).", // entend mercs contract by a day - L"Ext. contrat de %s (1 semaine).", - L"Ext. contrat de %s (2 semaines).", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"Skyrider a reçu %d $", // skyrider was paid an amount of money - L"Skyrider attend toujours ses %d $", // skyrider is still owed an amount of money - L"Skyrider a fait le plein", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider est prêt à redécoller.", // Skyrider was grounded but has been freed - L"Skyrider n'a pas de passager. Si vous voulez envoyer des mercenaires dans un autre secteur, n'oubliez pas de les assigner à l'hélicoptère.", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Superbe", - L"Bon", - L"Stable", - L"Bas", - L"Paniqué", - L"Mauvais", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"L'équipement de %s est maintenant disponible à Omerta (A9).", - L"L'équipement de %s est maintenant disponible à Drassen (B13).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Santé", - L"Énergie", - L"Moral", - L"État", // the condition of the current vehicle (its "Santé") - L"Carburant", // the fuel level of the current vehicle (its "energy") - L"Poison", - L"Soif", // drink level - L"Faim", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Mercenaire précédent (|G|a|u|c|h|e)", // previous merc in the list - L"Mercenaire suivant (|D|r|o|i|t|e)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"HPA :", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"Vous ne le reverrez jamais. Vous êtes sûr de vous ?", // do you want to continue and lose the item forever - L"Cet objet a l'air VRAIMENT important. Vous êtes bien sûr (mais alors BIEN SÛR) de vouloir l'abandonner ?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"L'escouade ne peut se déplacer, si l'un de ses membres se repose.", - -//1-5 - L"Déplacez d'abord votre escouade.", - L"Des ordres de mouvement ? C'est un secteur hostile !", - L"Les mercenaires doivent d'abord être assignés à une escouade ou un véhicule.", - L"Vous n'avez plus aucun membre dans votre escouade.", // you have non members, can't do anything - L"Le mercenaire ne peut obéir.", // merc can't comply with your order -//6-10 - L"doit être escorté. Mettez-le dans une escouade.", // merc can't move unescorted .. for a male - L"doit être escortée. Mettez-la dans une escouade.", // for a female - L"Ce mercenaire n'est pas encore arrivé à %s !", - L"Il faudrait d'abord revoir les termes du contrat...", - L"", -//11-15 - L"Des ordres de mouvement ? Vous êtes en plein combat !", - L"Vous êtes tombé dans une embuscade de chats sauvages dans le secteur %s !", - L"Vous venez d'entrer dans le repaire des chats sauvages (secteur %s) !", - L"", - L"Le site SAM en %s est sous contrôle ennemi.", -//16-20 - L"La mine en %s est sous contrôle ennemi. Votre revenu journalier est réduit à %s.", - L"L'ennemi vient de prendre le contrôle du secteur %s.", - L"L'un au moins de vos mercenaires ne peut effectuer cette tâche.", - L"%s ne peut rejoindre %s (plein).", - L"%s ne peut rejoindre %s (éloignement).", -//21-25 - L"La mine en %s a été reprise par les forces de Deidranna !", - L"Les forces de Deidranna viennent d'envahir le site SAM en %s", - L"Les forces de Deidranna viennent d'envahir %s", - L"Les forces de Deidranna ont été repérées en %s.", - L"Les forces de Deidranna viennent de prendre %s.", -//26-30 - L"L'un au moins de vos mercenaires n'est pas fatigué.", - L"L'un au moins de vos mercenaires ne peut être réveillé.", - L"La milice n'apparaît sur l'écran qu'une fois son entraînement achevé.", - L"%s ne peut recevoir d'ordre de mouvement pour le moment.", - L"Les miliciens qui ne se trouvent pas dans les limites d'une ville ne peuvent être déplacés.", -//31-35 - L"Vous ne pouvez pas entraîner de milice en %s.", - L"Un véhicule ne peut se déplacer, s'il est vide !", - L"L'état de santé de %s ne lui permet pas de voyager !", - L"Vous devez d'abord quitter le musée !", - L"%s est mort(e) !", -//36-40 - L"%s ne peut passer à %s (en mouvement)", - L"%s ne peut pas pénétrer dans le véhicule de cette façon", - L"%s ne peut rejoindre %s", - L"Vous devez d'abord engager des mercenaires !", - L"Ce véhicule ne peut circuler que sur les routes !", -//41-45 - L"Vous ne pouvez réaffecter des mercenaires qui sont en déplacement", - L"Plus d'essence !", - L"%s est trop fatigué(e) pour entreprendre ce voyage.", - L"Personne n'est capable de conduire ce véhicule.", - L"L'un au moins des membres de cette escouade ne peut se déplacer.", -//46-50 - L"L'un au moins des AUTRES mercenaires ne peut se déplacer.", - L"Le véhicule est trop endommagé !", - L"Deux mercenaires au plus peuvent être assignés à l'entraînement de la milice dans chaque secteur.", - L"Le robot ne peut se déplacer sans son contrôleur. Mettez-les ensemble dans la même escouade.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Cliquez à nouveau sur votre destination pour la confirmer ou cliquez sur d'autres secteurs pour définir de nouvelles étapes.", - L"Route confirmée.", - L"Destination inchangée.", - L"Route annulée.", - L"Route raccourcie.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Cliquez sur la nouvelle destination de vos mercenaires.", - L"OK. Les mercenaires arriveront en %s", - L"Les mercenaires ne peuvent être déployés ici, l'espace aérien n'est pas sécurisé !", - L"Annulé. Secteur d'arrivée inchangé.", - L"L'espace aérien en %s n'est plus sûr ! Le secteur d'arrivée est maintenant %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Inventaire (|E|N|T|R|É|E)", - L"Jeter objet", - L"Quitter Inventaire (|E|N|T|R|É|E)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"%s doit-il abandonner son paquetage sur place (%s) ou à (%s) avant de quitter ?", - L"%s est sur le point de partir et laissera son paquetage en %s.", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"%s doit-elle abandonner son paquetage sur place (%s) ou à (%s) avant de quitter ?", - L"%s est sur le point de partir et laissera son paquetage en %s.", -}; - - -STR16 pMercContractOverStrings[] = -{ - L"a rempli son contrat, il est rentré chez lui.", // merc's contract is over and has departed - L"a rempli son contrat, elle est rentrée chez elle.", // merc's contract is over and has departed - L"est parti, son contrat ayant été annulé.", // merc's contract has been terminated - L"est partie, son contrat ayant été annulé.", // merc's contract has been terminated - L"Vous devez trop d'argent à la MERC, %s quitte Arulco.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -// WDS: Allow flexible numbers of IMPs of each sex -// note: I only updated the English text to remove "three" below -STR16 pImpPopUpStrings[] = -{ - L"Code incorrect", - L"Vous allez établir un nouveau profil. Êtes-vous sûr de vouloir recommencer ?", - L"Veuillez entrer votre nom et votre sexe.", - L"Vous n'avez pas les moyens de vous offrir une analyse de profil.", - L"Option inaccessible pour le moment.", - L"Pour que cette analyse soit efficace, il doit vous rester au moins une place dans votre escouade.", - L"Profil déjà établi.", - L"Impossible de charger le profil.", - L"Vous avez déjà atteint le nombre maximum d'IMP.", - L"Vous avez déjà trois IMP du même sexe dans l'escouade.", - L"Vous n'avez pas les moyens.", // 10 - L"Le nouvel IMP a rejoint votre escouade.", - L"Vous avez déjà sélectionné le maximal de traits de caractères.", - L"No voicesets found.", // TODO.Translate -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"Nous", // about the IMP site - L"COMMENCER", // begin profiling - L"Personnalité", // personality section - L"Caractéristiques", // personal stats/attributes section - L"Apparence", // changed from portrait - L"Voix %d", // the voice selection - L"OK", // done profiling - L"Recommencer", // start over profiling - L"Oui, la réponse en surbrillance me convient.", - L"Oui", - L"Non", - L"Terminé", // finished answering questions - L"Préc.", // previous question..abbreviated form - L"Suiv.", // next question - L"OUI, JE SUIS SÛR.", // oui, I am certain - L"NON, JE VEUX RECOMMENCER.", // non, I want to start over the profiling process - L"OUI", - L"NON", - L"Retour", // back one page - L"Annuler", // cancel selection - L"Oui, je suis sûr.", - L"Non, je ne suis pas sûr.", - L"Registre", // the IMP site registry..when name and gender is selected - L"Analyse", // analyzing your profile results - L"OK", - L"Caractère", // Change from "Voice" - L"Aucune", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"Vos traits de caractères étant choisis, il est temps de choisir vos compétences.", - L"Pour compléter le processus, choisissez vos attributs.", - L"Pour commencer votre profil réel, choisissez un portrait, une voix et vos couleurs", - L"Maintenant que vous avez complété votre apparence, proccédons à l'analyse de votre personnage.", -}; - -STR16 pFilesTitle[] = -{ - L"Fichiers", -}; - -STR16 pFilesSenderList[] = -{ -#ifdef JA2UB -L"Rapport Tracona", // the recon report sent to the player. Recon is an abbreviation for reconissance -#else -L"Rapport Arulco", // the recon report sent to the player. Recon is an abbreviation for reconissance -#endif - L"Interception #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Interception #2", // second intercept file - L"Interception #3", // third intercept file - L"Interception #4", // fourth intercept file - L"Interception #5", // fifth intercept file - L"Interception #6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"Historique", -}; - -STR16 pHistoryHeaders[] = -{ - L"Jour", // the day the history event occurred - L"Page", // the current page in the history report we are in - L"Jour", // the days the history report occurs over - L"Lieu", // location (in sector) the event occurred - L"Événement", // the event label -}; - -/* -// Externalized to "TableData\History.xml" -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s engagé(e) sur le site AIM.", // merc was hired from the aim site - L"%s engagé(e) sur le site MERC.", // merc was hired from the aim site - L"%s est mort(e).", // merc was killed - L"Versements MERC.", // paid outstanding bills at MERC - L"Ordre de mission de Chivaldori Enrico accepté", - //6-10 - L"IMP : Profil fait", - L"Souscription d'un contrat d'assurance pour %s.", // insurance contract purchased - L"Annulation du contrat d'assurance de %s.", // insurance contract canceled - L"Indemnité pour %s.", // insurance claim payout for merc - L"Extension du contrat de %s (1 jour).", // Extented "mercs name"'s for a day - //11-15 - L"Extension du contrat de %s (1 semaine).", // Extented "mercs name"'s for a week - L"Extension du contrat de %s (2 semaines).", // Extented "mercs name"'s 2 weeks - L"%s a été renvoyé(e).", // "merc's name" was dismissed. - L"%s a démissionné(e).", // "merc's name" quit. - L"quête commencée.", // a particular quest started - //16-20 - L"quête achevée.", - L"Entretien avec le chef des mineurs de %s", // talked to head miner of town - L"Libération de %s", - L"Activation du mode triche", - L"Le ravitaillement devrait arriver demain à Omerta", - //21-25 - L"%s a quitté l'escouade pour épouser Hick Daryl", - L"Expiration du contrat de %s.", - L"Recrutement de %s.", - L"Plainte d'Enrico pour manque de résultats", - L"Victoire", - //26-30 - L"La mine de %s commence à s'épuiser", - L"La mine de %s est épuisée", - L"La mine de %s a été fermée", - L"La mine de %s a été réouverte", - L"Une prison du nom de Tixa a été découverte.", - //31-35 - L"Rumeurs sur une usine d'armes secrètes : Orta.", - L"Les chercheurs d'Orta vous donnent des fusils à roquettes.", - L"Deidranna fait des expériences sur les cadavres.", - L"Frank parle de combats organisés à San Mona.", - L"Un témoin a aperçu quelque chose dans les mines.", - //36-40 - L"Rencontre avec Devin (vendeur d'explosifs).", - L"Rencontre avec Mike, le fameux ex-mercenaire de l'AIM !", - L"Rencontre avec Tony (vendeur d'armes).", - L"Fusil à roquettes récupéré auprès du sergent Krott.", - L"Acte de propriété du magasin d'Angel donné à Kyle.", - //41-45 - L"Foulab propose de construire un robot.", - L"Gabby fait des décoctions rendant invisible aux créatures.", - L"Keith est hors-jeu.", - L"Howard fournit du cyanure à la Reine Deidranna.", - L"Rencontre avec Keith (vendeur à Cambria).", - //46-50 - L"Rencontre avec Howard (pharmacien à Balime).", - L"Rencontre avec Perko (réparateur en tous genres).", - L"Rencontre avec Sam de Balime (vendeur de matériel).", - L"Franz vend du matériel électronique.", - L"Arnold tient un magasin de réparations à Grumm.", - //51-55 - L"Fredo répare le matériel électronique à Grumm.", - L"Don provenant d'un homme influent de Balime.", - L"Rencontre avec Jake, vendeur de pièces détachées.", - L"Clé électronique reçue.", - L"Corruption de Walter pour ouvrir l'accès aux sous-sols.", - //56-60 - L"Dave refait gratuitement le plein, s'il a du carburant.", - L"Pot-de-vin donné à Pablo.", - L"Caïd cache un trésor dans la mine de San Mona.", - L"Victoire de %s dans le combat extrème", - L"Défaite de %s dans le combat extrème", - //61-65 - L"Disqualification de %s dans le combat extrème", - L"Importante somme découverte dans la mine abandonnée.", - L"Rencontre avec un tueur engagé par Caïd.", - L"Perte du secteur", //ENEMY_INVASION_CODE - L"Secteur défendu", - //66-70 - L"Défaite", //ENEMY_ENCOUNTER_CODE - L"Embuscade", //ENEMY_AMBUSH_CODE - L"Embuscade ennemie déjouée", - L"Échec de l'attaque", //ENTERING_ENEMY_SECTOR_CODE - L"Réussite de l'attaque !", - //71-75 - L"Attaque de créatures", //CREATURE_ATTACK_CODE - L"Ambuscade de chats sauvages", //BLOODCAT_AMBUSH_CODE - L"Élimination des chats sauvages", - L"%s a été tué(e)", - L"Tête de terroriste donnée à Carmen", - //76-80 - L"Reste Slay", - L"%s a été tué(e)", - L"Rencontre avec Waldo, mécanicien aéronautique.", - L"Réparations de l'hélico ont débuté, temps estimé : %d h.", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"N/A", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Favoris", - L"Finances", - L"Personnel", - L"Historique", - L"Fichiers", - L"Éteindre", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"AIM", - L"Bobby Ray", - L"IMP", - L"MERC", - L"Morgue", - L"Fleuriste", - L"Assurance", - L"Annuler", - L"Encyclopédie", - L"Briefing", - L"Comptes rendus", - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", // TODO.Translate - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Favoris", - L"Faites un clic droit pour accéder plus tard à ce menu.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Téléchargement", - L"Chargement", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Prendre", // take money from merc - L"Donner", // give money to merc - L"Annuler", // cancel transaction - L"Effacer", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Transférer $ ", // transfer money to merc -- short form - L"Stats", // view stats of the merc - L"Inventaire", // view the inventory of the merc - L"Historique", -}; - -STR16 sATMText[ ]= -{ - L"Transférer les fonds ?", // transfer funds to merc? - L"Ok ?", // are we certain? - L"Entrer montant", // enter the amount you want to transfer to merc - L"Choix du type", // select the type of transfer to merc - L"Fonds insuffisants", // not enough money to transfer to merc - L"Le montant doit être un multiple de 10 $", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Erreur", - L"Le serveur ne trouve pas l'entrée DNS.", - L"Vérifiez l'adresse URL et essayez à nouveau.", - L"OK", - L"Connexion à l'hôte.", -}; - - -STR16 pPersonnelString[] = -{ - L"Merc. :", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"AIM", - L"Membres AIM", - L"Galerie AIM", // a mug shot is another name for a portrait - L"Tri AIM", - L"AIM", - L"Anciens AIM", - L"Règlement AIM", - L"Historique AIM", - L"Liens AIM", - L"MERC", - L"Comptes MERC", - L"Enregistrement MERC", - L"Index MERC", - L"Bobby Ray", - L"Bobby Ray : Armes", - L"Bobby Ray : Munitions", - L"Bobby Ray : Protections", - L"Bobby Ray : Divers", //misc is an abbreviation for miscellaneous - L"Bobby Ray : Occasions", - L"Bobby Ray : Commande", - L"IMP", - L"IMP", - L"Service des Fleuristes Associés", - L"Service des Fleuristes Associés : Exposition", - L"Service des Fleuristes Associés : Bon de commande", - L"Service des Fleuristes Associés : Cartes", - L"Malleus, Incus & Stapes Courtiers", - L"Information", - L"Contrat", - L"Commentaires", - L"Morgue McGillicutty", - L"", - L"URL introuvable.", - L"%s, conseil de presse : Bilan du conflit", - L"%s, conseil de presse : Rapports", - L"%s, conseil de presse : Dernières nouvelles", - L"%s, conseil de presse : À propos de nous", - L"Mercs Love or Dislike You - About us", // TODO.Translate - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", // TODO.Translate - L"Bobby Ray : Dernières commandes", - L"Encyclopédie", - L"Encyclopédie : Données", - L"Salle de briefing", - L"Salle de briefing : Données", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir-Help", - L"Cliquez à nouveau pour accéder aux Favoris.", -}; - -STR16 pLaptopTitles[] = -{ - L"Boîte mail", - L"Fichiers", - L"Personnel", - L"Comptable Plus", - L"Historique", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Mort en mission", - L"Parti(e)", - L"Autre", - L"Mariage", - L"Contrat terminé", - L"Quitter", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Équipe actuelle", - L"Départs", - L"Coût quotidien :", - L"Coût maximum :", - L"Coût minimum :", - L"Morts en mission :", - L"Démissions :", - L"Autres :", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Minimum", - L"Moyenne", - L"Maximum", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"SAN", - L"AGI", - L"DEX", - L"FOR", - L"COM", - L"SAG", - L"NIV", - L"TIR", - L"TECH", - L"EXPL", - L"MÉD", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Contrat", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Continuer", - L"Stop", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Vous avez été vaincu dans ce secteur !", - L"L'ennemi, sans aucune compassion, ne fait pas de quartier !", - L"Vos mercenaires inconscients ont été capturés !", - L"Vos mercenaires ont été faits prisonniers.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Précédent", - L"Suivant", - L"Accepter", - L"Annuler", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Précédent", - L"Suivant", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Autoriser", - L"Accueil", - L"Compte :", - L"Mercenaire", - L"Jours", - L"Taux", //5 - L"Montant", - L"Total :", - L"Désirez-vous autoriser le versement de %s ?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", // TODO.Translate -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Précédent", - L"Suivant", -}; - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Santé", - L"Agilité", - L"Dextérité", - L"Force", - L"Commandement", - L"Sagesse", - L"Niveau", - L"Tir", - L"Mécanique", - L"Explosifs", - L"Médecine", - - L"Précédent", - L"Engager", - L"Suivant", - L"Infos complémentaires", - L"Accueil", - L"Engagé(e)", - L"Salaire :", - L"Par jour", - L"Paquetage :", - L"Total :", - L"Décédé(e)", - - L"Vous ne pouvez engager plus de 18 mercenaires.", - L"Acheter paquetage ?", - L"Indisponible", - L"Payez sa solde", - L"Biographie", - L"Inventaire", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Ouvrir compte", - L"Annuler", - L"Vous ne possédez pas de compte. Désirez-vous en ouvrir un ?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Kline Speck T., fondateur", - L"Cliquez ici pour ouvrir un compte", - L"Cliquez ici pour voir votre compte", - L"Cliquez ici pour consulter les fichiers", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Le transfert a échoué. Aucun fonds disponible.", -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"Morgue McGillicutty : À votre écoute depuis 1983.", - L"McGillicutty Murray dit Pops, notre directeur bien aimé, est un ancien mercenaire de l'AIM. Sa spécialité : la mort des autres.", - L"Pops l'a côtoyée pendant si longtemps qu'il est un expert de la mort, à tous points de vue.", - L"La morgue McGillicutty vous offre un large éventail de services funéraires, depuis une écoute compréhensive jusqu'à la reconstitution des corps... dispersés.", - L"Laissez donc la morgue McGillicutty vous aider, pour que votre compagnon repose enfin en paix.", - - // Text for the various links available at the bottom of the page - L"ENVOYER FLEURS", - L"CERCUEILS & URNES", - L"CRÉMATION", - L"SERVICES FUNÉRAIRES", - L"NOTRE ÉTIQUETTE", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Le concepteur de ce site s'est malheureusement absenté pour cause de décès familial. Il reviendra dès que possible pour rendre ce service encore plus efficace.", - L"Veuillez croire en nos sentiments les plus respectueux dans cette période qui doit vous être douloureuse.", -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Vitrine", - - //Address of United Florist - - L"\"Nous livrons partout dans le monde\"", - L"0-800-SENTMOI", - L"333 NoseGay Dr, Seedy City, CA USA 90210", - L"http://www.sentmoi.com", - - // detail of the florist page - - L"Rapides et efficaces !", - L"Livraison en 24 heures partout dans le monde (ou presque).", - L"Les prix les plus bas (ou presque) !", - L"Si vous trouvez moins cher, nous vous livrons gratuitement une douzaine de roses !", - L"Flore, Faune & Fleurs depuis 1981.", - L"Nos bombardiers (recyclés) vous livrent votre bouquet dans un rayon de 20 km (ou presque). N'importe quand... N'importe où !", - L"Nous répondons à tous vos besoins (ou presque) !", - L"Bruce, notre expert fleuriste-conseil, trouvera pour vous les plus belles fleurs et vous composera le plus beau bouquet que vous ayez vu !", - L"Et n'oubliez pas que si nous ne l'avons pas, nous pouvons le faire pousser... et vite !", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Retour", - L"Envoi", - L"Annuler", - L"Galerie", - - L"Nom du bouquet :", - L"Prix :", //5 - L"Référence :", - L"Date de livraison", - L"jour suivant", - L"dès que possible", - L"Lieu de livraison", //10 - L"Autres services", - L"Pot Pourri (10 $)", - L"Roses Noires (20 $)", - L"Nature Morte (10 $)", - L"Gâteau (si dispo)(10 $)", //15 - L"Carte personnelle :", - L"Veuillez écrire votre message en 75 caractères maximum...", - L"...ou utiliser l'une de nos", - - L"CARTES STANDARDS", - L"Informations",//20 - - //The text that goes beside the area where the user can enter their name - - L"Nom :", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Préc.", //abbreviation for previous - L"Suiv.", //abbreviation for next - - L"Cliquez sur le bouquet que vous désirez commander.", - L"Note : les bouquets \"pot pourri\" et \"nature morte\" vous seront facturés 10 $ supplémentaires.", - - //text on the button - - L"Accueil", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Faites votre choix", - L"Retour", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Commande", //Title of the page - L"Qté", // The number of items ordered - L"Poids (%s)", // The weight of the item - L"Description", // The name of the item - L"Prix unitaire", // the item's weight - L"Total", //5 // The total price of all of items of the same type - L"Sous-total", // The sub total of all the item totals added - L"Transport", // S&H is an acronym for Shipping and Handling - L"Total", // The grand total of all item totals + the shipping and handling - L"Lieu de livraison", - L"Type d'envoi", //10 // See below - L"Coût (par %s.)", // The cost to ship the items - L"Du jour au lendemain", // Gets deliverd the next day - L"2 c'est mieux qu'un", // Gets delivered in 2 days - L"Jamais 2 sans 3", // Gets delivered in 3 days - L"Effacer commande",//15 // Clears the order page - L"Confirmer commande", // Accept the order - L"Retour", // text on the button that returns to the previous page - L"Accueil", // Text on the button that returns to the home page - L"* Matériel d'occasion", // Disclaimer stating that the item is used - L"Vous n'avez pas les moyens.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is non valid city selected - L"Êtes-vous sûr de vouloir envoyer cette commande à %s ?", // A popup that asks if the city selected is the correct one - L"Poids total **", // Displays the weight of the package - L"** Pds Min.", // Disclaimer states that there is a minimum weight for the package - L"Envois", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"A/Poing", - L"PM", - L"Mitrail.", - L"Fusil", - L"Sniper", - L"F/Assaut", - L"FM", - L"F/Pompe", - L"A/Lourde", - - // Ammo - L"A/Poing", - L"PM", - L"Mitrail.", - L"Fusil", - L"Sniper", - L"F/Assaut", - L"FM", - L"F/Pompe", - - // Used - L"Arme", - L"Protection", - L"Mat. LBE", - L"Divers", - - // Armour - L"Casque", - L"Veste", - L"Pantalon", - L"Blindage", - - // Misc - L"A/blanche", - L"Arme/Jet", - L"Mêlée", - L"Grenade", - L"Explosif", - L"Médical", - L"Kit&Habit", - L"Mat. Face", - L"Mat. LBE", - L"Optique", // Madd: new BR filters - L"Pied&LAM", - L"Bouche", - L"Crosse", - L"Mag&Dét.", - L"Accessoire", - L"Divers", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"Pour commander", // Title - // instructions on how to order - L"Cliquez sur les objets désirés. Cliquez à nouveau pour sélectionner plusieurs exemplaires d'un même objet. Effectuez un clic droit pour désélectionner un objet. Il ne vous reste plus qu'à passer commande.", - - //Text on the buttons to go the various links - - L" PRÉCÉDENT", // - L"Arme", //3 - L"Munition", //4 - L"Protection", //5 - L"Divers", //6 //misc is an abbreviation for miscellaneous - L"Occasion", //7 - L"SUIVANT", - L"COMMANDER", - L"Accueil", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"Votre escouade possède",//11 - L"arme(s) qui utilise(nt) ce type de munitions", //12 - - //The following lines provide information on the items - - L"Poids :", // Weight of all the items of the same type - L"Cal :", // the caliber of the gun - L"Chgr :", // number of rounds of ammo the Magazine can hold - L"Portée :", // The range of the gun - L"Dégâts :", // Damage of the weapon - L"CdT :", // Weapon's Rate Of Fire, acronym ROF - L"PA :", // Weapon's Action Points, acronym AP - L"Étourdis. :", // Weapon's Stun Damage - L"Prot. :", // Armour's Protection - L"Cam. :", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Prix :", // Cost of the item - L"Stock :", // The number of items still in the store's inventory - L"Quantité :", // The number of items on order - L"Endommagé", // If the item is damaged - L"Poids :", // the Weight of the item - L"Sous-total :", // The total cost of all items on order - L"* %% efficacité", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Pas de chance ! Vous ne pouvez commander que " ,//First part - L" objets différents en une fois. Si vous désirez passer une commande plus importante, il vous faudra remplir un nouveau bon de commande.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Nous sommes navrés, mais notre stock est vide. N'hésitez pas à revenir plus tard !", - - //A popup that tells the user that the store is temporarily sold out - - L"Nous sommes navrés, mais nous n'en avons plus en rayon.", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"Vous cherchez des armes et du matériel militaire ? Vous avez frappé à la bonne porte", - L"Un seul credo : force de frappe !", - L"Occasions et secondes mains", - - //Text for the various links to the sub pages - - L"Divers", - L"ARMES", - L"MUNITIONS", //5 - L"PROTECTIONS", - - //Details on the web site - - L"Si nous n'en vendons pas, c'est que ça n'existe pas !", - L"En construction", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"Membres AIM", // Title - // Title for the way to sort - L"Tri par :", - - // sort by... - - L"Prix", - L"Expérience", - L"Tir", - L"Mécanique", - L"Explosifs", - L"Médecine", - L"Santé", - L"Agilité", - L"Dextérité", - L"Force", - L"Commandement", - L"Sagesse", - L"Nom", - - //Text of the links to other AIM pages - - L"Afficher l'index de la galerie de portraits", - L"Consulter le fichier individuel", - L"Consulter la galerie des anciens de l'AIM", - - // text to display how the entries will be sorted - - L"Ascendant", - L"Descendant", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Précédent", - L"Accueil", - L"Index", - L"Suivant", - L"Je refuse", - L"J'accepte", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Cliquez pour", - L"contacter le mercenaire.", - L"Clic droit pour", - L"afficher l'index.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Santé", - L"Agilité", - L"Dextérité", - L"Force", - L"Commandement", - L"Sagesse", - L"Niveau", - L"Tir", - L"Mécanique", - L"Explosifs", - L"Médecine", //10 - - // the contract expenses' area - - L"Tarif", - L"Contrat", - L"1 jour", - L"1 semaine", - L"2 semaines", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Précédent", - L"Contacter", - L"Suivant", - - L"Info. complémentaires", // Title for the additional info for the merc's bio - L"Membres actifs", //20 // Title of the page - L"Matériel optionnel :", // Displays the optional gear cost - L"Paquetage", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's - L"Dépôt médical", // If the merc required a medical deposit, this is displayed - L"Kit 1", // Text on Starting Gear Selection Button 1 - L"Kit 2", // Text on Starting Gear Selection Button 2 - L"Kit 3", // Text on Starting Gear Selection Button 3 - L"Kit 4", // Text on Starting Gear Selection Button 4 - L"Kit 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Contrat :", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"1 jour", - L"1 semaine", - L"2 semaines", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Pas de paquetage", - L"Acheter paquetage", - - // Text on the Buttons - - L"TRANSFERT", // to actually hire the merc - L"Annuler", // go back to the previous menu - L"ENGAGER", // go to menu in which you can hire the merc - L"RACCROCHER", // stops talking with the merc - L"OK", - L"MESSAGE", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Conférence vidéo avec", - L"Connexion. . .", - - L"tout compris" // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"TRANSFERT ACCEPTÉ", // You hired the merc - L"TRANSFERT REFUSÉ", // Player doesn't have enough money, message 1 - L"FONDS INSUFFISANTS", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"En mission", - L"Veuillez laisser un message", - L"Décédé(e)", - - //If you try to hire more mercs than game can support - - L"Équipe de mercenaires déjà au complet.", - - L"Message pré-enregistré", - L"Message enregistré", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"Liens AIM", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"Historique AIM", //Title - - // Text on the buttons at the bottom of the page - - L"Précédent", - L"Accueil", - L"Anciens", - L"Suivant", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Prix", - L"Expérience", - L"Tir", - L"Mécanique", - L"Explosifs", - L"Médecine", - L"Santé", - L"Agilité", - L"Dextérité", - L"Force", - L"Commandement", - L"Sagesse", - L"Nom", - - // The title of the page, the above text gets added at the end of this text - - L"Tri ascendant des membres de l'AIM par %s", - L"Tri descendant des membres de l'AIM par %s", - - // Instructions to the players on what to do - - L"Cliquez pour", - L"sélectionner le mercenaire", //10 - L"Clic droit pour", - L"les options de tri", - - // Gets displayed on top of the merc's portrait if they are... - - L"Absent(e)", - L"Décédé(e)", //14 - L"En mission", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"PAGE 1", - L"PAGE 2", - L"PAGE 3", - - L"Anciens", // Title of the page - - L"OK", // Stops displaying information on selected merc - L"Page suiv.", - -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"AIM et le logo A.I.M. sont des marques déposées dans la plupart des pays.", - L"N'espérez même pas nous copier !", - L"Copyright 2008-2009 A.I.M., Ltd. Tous droits réservés.", - - //Text for an advertisement that gets displayed on the AIM page - - L"Service des Fleuristes Associés", - L"\"Nous livrons partout dans le monde\"", //10 - L"Faites-le dans les règles de l'art", - L"... la première fois", - L"Si nous ne l'avons pas, c'est que vous n'en avez pas besoin.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Accueil", - L"Membres", - L"Anciens", - L"Règlement", - L"Historique", - L"Liens", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"MARCHANDISE EN STOCK", //Header for the merchandise available - L"PAGE", //The current store inventory page being displayed - L"COÛT TOTAL", //The total cost of the the items in the Dealer inventory area - L"VALEUR TOTALE", //The total value of items player wishes to sell - L"ÉVALUATION", //Button text for dealer to evaluate items the player wants to sell - L"TRANSACTION", //Button text which completes the deal. Makes the transaction. - L"OK", //Text for the button which will leave the shopkeeper interface. - L"COÛT RÉPARATION", //The amount the dealer will charge to repair the merc's goods - L"1 HEURE", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d HEURES", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"RÉPARÉ", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Plus d'emplacements libres.", //Message box that tells the user there is non more room to put there stuff - L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Objet lâché à terre.", - L"BUDGET", // TODO.Translate -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Prendre", // Take money from the player - L"Donner", // Give money to the player - L"Annuler", // Cancel the transfer - L"Effacer", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Choix", // tells the user to select either to give or take from the merc - L"Montant", // Enter the amount to transfer - L"Transfert de fonds au mercenaire", // Giving money to the merc - L"Transfert de fonds du mercenaire", // Taking money from the merc - L"Fonds insuffisants", // Not enough money to transfer - L"Solde", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Voulez-vous déduire %s de votre compte pour combler la différence ?", - L"Pas assez d'argent. Il vous manque %s", - L"Voulez-vous déduire %s de votre compte pour couvrir le coût ?", - L"Demander au vendeur de lancer la transaction", - L"Demander au vendeur de réparer les objets sélectionnés", - L"Terminer l'entretien", - L"Solde actuel", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Sauvegarder", - L"Charger", - L"Quitter", - L">>", - L"<<", - L"OK", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Effets", - L"Dialogue", - L"Musique", - - //Confirmation pop when the user selects.. - L"Quitter la partie et revenir au menu principal ?", - - L"Activez le mode dialogue ou sous-titre.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Enregistrer", - L"Charger partie", - L"Annuler", - L"Enregistrement", - L"Chargement", - - L"Enregistrement réussi", - L"ERREUR lors de la sauvegarde !", - L"Chargement réussi", - L"ERREUR lors du chargement !", - - L"La version de la sauvegarde est différente de celle du jeu. Désirez-vous continuer?", - L"Les fichiers de sauvegarde sont peut-être altérés. Voulez-vous les effacer?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"La version de la sauvegarde a changé. Désirez-vous continuer ?", -#else - L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour ?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"La version de la sauvegarde a changé. Désirez-vous continuer?", -#else - L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour?", -#endif - - L"Êtes-vous sûr de vouloir écraser la sauvegarde #%d ?", - L"Voulez-vous charger la sauvegarde #%d ?", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"Vous risquez de manquer d'espace. Il ne vous reste que %d Mo de libre alors que le jeu nécessite %d Mo d'espace libre.", - - L"Enregistrement", //When saving a game, a message box with this string appears on the screen - - L"Quelques armes", - L"Toutes armes", - L"Style réaliste", - L"Style SF", - - L"Difficulté", - L"Platinum Mode", //Placeholder English - - L"Qualité de Bobby Ray", - L"Bonne", - L"Meilleure", - L"Excellente", - L"Superbe", - - L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.", - L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.", - - L"La taille de l'équipe de votre sauvegarde n'est pas supportée par la résolution actuelle de votre écran. Augmenter la résolution et ré-essayez.", - L"Stock de Bobby Ray", -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Niveau carte", - L"Vous n'avez pas de milice : vous devez entraîner les habitants de la ville.", - L"Revenu quotidien", - L"Assurance vie", - L"%s n'est pas fatigué(e).", - L"%s est en mouvement et ne peut dormir.", - L"%s est trop fatigué(e) pour obéir.", - L"%s conduit.", - L"L'escouade ne peut progresser, si l'un de ses membres se repose.", - - // stuff for contracts - L"Vous pouvez payer les honoraires de ce mercenaire, mais vous ne pouvez pas vous offrir son assurance.", - L"La prime d'assurance de %s coûte %s pour %d jour(s) supplémentaire(s). Voulez-vous la payer ?", - L"Inventaire du secteur", - L"Le mercenaire a un dépôt médical.", - - // other items - L"Docteurs", // people acting a field medics and bandaging wounded mercs - L"Patients", // people who are being bandaged by a medic - L"OK", // Continue on with the game after autobandage is complete - L"Stop", // Stop autobandaging of patients by medics now - L"Désolé. Cette option n'est pas disponible.", // informs player this option/button has been disabled in the demo - L"%s n'a pas de caisse à outils.", - L"%s n'a pas de trousse de soins.", - L"Il y a trop peu de volontaires pour l'entraînement.", - L"%s ne peut pas former plus de miliciens.", - L"Le mercenaire a un contrat déterminé.", - L"Ce mercenaire n'est pas assuré.", - L"Écran carte", // 24 - - // Flugente: disease texts describing what a map view does TODO.Translate - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"L'escouade %d a remarqué quelque chose dans le secteur %s", - L"L'escouade %s a remarqué quelque chose dans le secteur %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"L'entraînement de la milice vous coûtera $ ", // telling player how much it will cost - L"Êtes-vous d'accord ?", // asking player if they wish to pay the amount requested - L"Vous n'en avez pas les moyens.", // telling the player they can't afford to train this town - L"Voulez-vous poursuivre l'entraînement de la milice à %s (%s %d) ?", // continue training this town? - - L"Coût $ ", // the cost in dollars to train militia - L"(O/N)", // abbreviated oui/non - L"", // unused - L"L'entraînement des milices dans %d secteurs vous coûtera %d $. %s", // cost to train sveral sectors at once - - L"Vous ne pouvez pas payer les %d $ nécessaires à l'entraînement.", - L"Vous ne pouvez poursuivre l'entraînement de la milice à %s que si cette ville est à niveau de loyauté de %d pour cent.", - L"Vous ne pouvez plus entraîner de milice à %s.", - L"libérer plus de secteurs d'une ville", - - L"libérer de nouveaux secteurs d'une ville", - L"libérer plus de villes", - L"reprendre vos secteurs perdus", - L"progresser dans votre avancée", - - L"recruter plus de rebelles", -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"Vous ne pouvez retirer que 20 000 $ à la fois.", - L"Êtes-vous sûr de vouloir déposer %s sur votre compte ?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. Tous droits réservés.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Dialogue", - L"Confirmations muettes", - L"Sous-titres", - L"Pause des dialogues", - L"Animation fumée", - L"Du sang et des tripes", - L"Ne pas toucher à ma souris !", - L"Ancienne méthode de sélection", - L"Afficher chemin", - L"Afficher tirs manqués", - L"Confirmation temps réel", - L"Notifications sommeil/réveil", - L"Système métrique", - L"Mettez en surbrillance les mercenaires", - L"Figer curseur sur mercenaires", - L"Figer curseur sur les portes", - L"Objets en surbrillance", - L"Afficher cimes", - L"Smart Tree Tops", // TODO. Translate - L"Affichage fil de fer", - L"Curseur toit", - L"Afficher chance de toucher", - L"Curseur raf. pour raf. lance G.", - L"Remarques des ennemis", // Changed from "Enemies Drop all Items" - SANDRO - L"Lance-grenades grand angle", - L"Autori. déplcmt silenci. tps réel", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Espace pour escouade suivante", - L"Ombres objets", - L"Afficher portée armes en cases", - L"Balle traçante pour tir simple", - L"Son de pluie", - L"Afficher corbeaux", - L"Afficher infobulle soldat", - L"Sauvegarde auto", - L"Silence Skyrider !", - L"EDB (mod rajoutant info utiles)", - L"Mode tour par tour forcé", // add forced turn mode - L"Couleur alternative carte", // Change color scheme of Strategic Map - L"Montrer tirs alternatifs", // Show alternate bullet graphics (tracers) - L"Logical Bodytypes", - L"Afficher grade du mercenaire", // shows mercs ranks - L"Afficher équip. sur portrait", - L"Afficher icônes sur portrait", - L"Désactiver échange curseur", // Disable Cursor Swap - L"Entraîner en silence", // Madd: mercs don't say quotes while training - L"Réparer en silence", // Madd: mercs don't say quotes while repairing - L"Soigner en silence", // Madd: mercs don't say quotes while doctoring - L"Accélérer les tours ennemis", // Automatic fast forward through AI turns - L"Avec zombis", // Flugente Zombies - L"Propose objet/inventaire", // the_bob : enable popups for picking items from sector inv - L"Situer ennemi restant", - L"Afficher contenu LBE/DESC.", - L"Inverser molette/souris", - L"Déplacement tactique", // when multiple mercs are selected, they will try to keep their relative distances - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Options mode triche--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--OPTIONS DE DEBUG--", // an example options screen options header (pure text) - L"Afficher déviation balle", // Screen messages showing amount and direction of shot deviation. - L"Réinitialiser TOUTES les options du jeu", // failsafe show/hide option to reset all options - L"Voulez-vous vraiment réinitialiser ?", // a do once and reset self option (button like effect) - L"Autres Options de débug", // allow debugging in release or mapeditor - L"Afficher les options de débug", // an example option that will show/hide other options - L"Afficher zones souris activables", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Activez cette option pour entendre vos mercenaires lorsqu'ils parlent.", - - //Mute Confirmation - L"Active/désactive les confirmations des mercenaires.", - - //Subtitles - L"Affichage des sous-titres à l'écran.", - - //Key to advance speech - L"Si les sous-titres s'affichent à l'écran,\ncette option vous permet de prendre le temps de les lire.", - - //Toggle smoke animation - L"Désactivez cette option, si votre machine n'est pas suffisamment puissante.", - - //Blood n Gore - L"Désactivez cette option, si le jeu vous paraît trop violent.", - - //Never move my mouse - L"Activez cette option pour que le curseur ne se place pas automatiquement sur les boutons qui s'affichent.", - - //Old selection method - L"Activez cette option pour retrouver vos automatismes de la version précédente.", - - //Show movement path - L"Activez cette option pour afficher le chemin suivi par les mercenaires.\nVous pouvez la désactiver et utiliser la touche |M|A|J en cours de jeu.", - - //show misses - L"Activez cette option pour voir où atterrissent tous vos tirs.", - - //Real Time Confirmation - L"Activez cette option pour afficher une confirmation de mouvement en temps réel.", - - //Sleep/Wake notification - L"Activez cette option pour être mis au courant de l'état de veille de vos mercenaires.", - - //Use the metric system - L"Activez cette option pour que le jeu utilise le système métrique.", - - //Highlight Mercs - L"Lorsqu'il est activé, le mercenaire est mis en surbrillance (invisible pour les ennemis).\nBasculer dans le jeu avec (|G)", - - //Smart cursor - L"Activez cette option pour que le curseur se positionne directement sur un mercenaire quand il est à proximité.", - - //snap cursor to the door - L"Activez cette option pour que le curseur se positionne directement sur une porte quand il est à proximité.", - - //glow items - L"Activez cette option pour mettre les objets en évidence. (|C|T|R|L+|A|L|T+||I)", - - //toggle tree tops - L"Activez cette option pour afficher la cime des arbres. (|T)", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate - - //toggle wireframe - L"Activez cette option pour afficher les murs en fil de fer. (|C|T|R|L+|A|L|T+||W)", - - L"Activez cette option pour afficher le curseur toit. (|Début)", - - // Options for 1.13 - L"Si activé, affiche une barre de probabilités de succès sur le curseur.", - L"Si activé, les rafales de lance-grenades ont un curseur de rafale.", - L"Si activé, les ennemis feront de temps en temps des remarques sur certaines actions.", // Changed from Enemies Drop All Items - SANDRO - L"Si activé, les grenades des lance-grenades ont un grand angle (|A|l|t+|Q).", - L"Si activé, le mode tour par tour ne sera pas actif, si vous n'êtes pas vu ou entendu par l'ennemi à moins d'appuyer sur |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO - L"Si activé, |E|S|P|A|C|E sélectionne l'escouade suivante.", - L"Si activé, les ombres d'objets sont affichées.", - L"Si activé, la portée des armes est affichée en nombres de cases.", - L"Si activé, les effets de traçantes sont affichés pour les tirs simples.", - L"Si activé, le son de pluie est audible quand il pleut.", - L"Si activé, les corbeaux sont présents dans le jeu.", - L"Si activé, une fenêtre info-bulle apparaît lorsque vous appuyez sur |A|L|T et que le curseur est sur un ennemi.", - L"Si activé, le jeu est sauvegardé à chaque nouveau tour du joueur.", - L"Si activé, les confirmations insistantes de Skyrider cessent.", - L"Si activé, l'EDB sera affiché pour les armes et objets.", - L"Si cette option est activée et que des ennemis sont présents,\nle mode tour par tour est actif tant qu'il reste \ndes ennemis dans le secteur (|C|T|R|L+|T).", // add forced turn mode - L"Si activé, la carte stratégique sera colorée différemment selon l'exploration.", - L"Si activé, le graphisme des tirs alternatifs sera affiché quand vous tirerez.", - L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate - L"Si activée, le grade sera affiché devant le nom du merc. dans la carte stratégique.", - L"Si activé, vous verrez l'équipement du mercenaire à travers son portrait.", - L"Si activé, vous verrez les icônes correspondant à l'équipement porté en bas à droite du portrait.", - L"Si activé, le curseur ne basculera pas entre changer de position et une autre action. Appuyez sur |x pour initier un échange rapide.", - L"Si activé, les mercenaires ne feront pas de compte rendu des progrès pendant la formation.", - L"Si activé, les mercenaires ne feront pas de compte rendu des progrès sur les réparations.", - L"Si activé, les mercenaires ne feront pas de compte rendu des progrès sur les soins.", - L"Si activé, les tours de l'IA seront plus rapides.", - L"Si activé, les zombis seront présents. Soyez au courant !", // allow zombies - L"Si activé, ouvrir inventaire d'un mercenaire et celui du secteur.\nClic gauche sur un emplacement vide inv/obj/arme et une fenêtre \nproposera des choix.", - L"Si activé, la zone où se trouve le reste des ennemis dans le secteur, est mis en évidence.", - L"Si activé, montre le contenu d'un élément LBE quand la fenêtre de description est ouverte.", - L"Si activé, inverse le sens de la molette de la souris.", - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate - L"When ON, shows last known enemy location.", //TODO.Translate - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Forcer tous les envois en attente de Bobby Ray", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g : Si activé, annoncera la distance de déviation de chaque tir à partir\ndu centre de la cible, en prenant en compte tous les facteurs du NSCDT.", - L"Cliquer ici pour corriger les paramètres de jeu corrompus", // failsafe show/hide option to reset all options - L"Cliquer ici pour corriger les paramètres de jeu corrompus", // a do once and reset self option (button like effect) - L"Autoriser les options de debug dans les releases ou les mapeditor", // allow debugging in release or mapeditor - L"Activer pour afficher les options de debug", // an example option that will show/hide other options - L"Essaye de rendre visible les zones souris en les encadrant", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - - -STR16 gzGIOScreenText[] = -{ - L"CONFIGURATION DU JEU", -#ifdef JA2UB - L"Texte de Manuel aléatoire", - L"Non", - L"Oui", -#else - L"Style de jeu", - L"Réaliste", - L"S-F", -#endif - L"Platinum", //Placeholder English - L"Armes disponibles", - L"Toutes", - L"Quelques-unes", - L"Difficulté", - L"Novice", - L"Expérimenté", - L"Expert", - L"INCROYABLE", - L"Commencer", - L"Annuler", - L"En combat", - L"Sauv. à volonté", - L"Iron Man", - L"Désactivé pour la démo", - L"Qualité de Bobby Ray", - L"Bonne", - L"Meilleure", - L"Excellente", - L"Superbe", - L"Inventaire/Accessoire", - L"NON UTILISÉ", - L"NON UTILISÉ", - L"Charge jeu multi", - L"CONFIGURATION DU JEU (Les paramètres serveur seulement prennent effet)", - // Added by SANDRO - L"Compétences (Traits)", - L"Anciennnes", - L"Nouvelles", - L"Nombre max. de merc IMP", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Objets lâchés par l'ennemi", - L"Non", - L"Oui", -#ifdef JA2UB - L"John et Tex", - L"Aléatoire", - L"Les deux", -#else - L"Nombre de terroristes", - L"Aléatoire", - L"Tous", -#endif - L"Cachettes d'armes secrètes", - L"Aléatoire", - L"Toutes", - L"Progression des objets", - L"Très lente", - L"Lente", - L"Normal", - L"Rapide", - L"Très rapide", - L"Ancien/Ancien", - L"Nouveau/Ancien", - L"Nouveau/Nouveau", - - // Squad Size - L"Taille max. de l'escouade", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"Coût de l'inventaire en PA", - - L"Nouv. syst. chance de toucher", - L"Syst. amélioré d'interruption", - L"Passif des mercenaires", - L"Système alimentaire", - L"Stock de Bobby Ray", - - // anv: extra iron man modes - L"Soft Iron Man", // TODO.Translate - L"Extreme Iron Man", // TODO.Translate -}; - -STR16 gzMPJScreenText[] = -{ - L"MULTIJOUEURS", - L"Rejoindre", - L"Héberger", - L"Annuler", - L"Rafraichir", - L"Nom du joueur", - L"IP du serveur", - L"Port", - L"nom du serveur", - L"# Plrs", - L"Version", - L"Type de jeu", - L"Ping", - L"Vous devez entrer un nom de joueur", - L"Vous devez entrer une adresse IP de serveur valide. Par exemple : 84.114.195.239", - L"Vous devez entrer un port de serveur valide entre 1 et 65535.", -}; - - -STR16 gzMPJHelpText[] = -{ - L"Visiter http://webchat.quakenet.org/?channels=ja2-multiplayer pour trouver d'autres joueurs.", - L"Vous pouvez appuyer sur 'y' pour ouvrir la fenêtre de chat ingame, après avoir été connecté au serveur.", - - L"HÉBERGER", - L"Entrer '127.0.0.1' pour l'IP et un nombre plus grand que 60000 pour le port.", - L"Assurez vous que les ports (UDP, TCP) sont ouverts sur votre routeur. Pour plus d'informations visitez : http://portforward.com", - L"Vous devez envoyer (via IRC, MSN, ICQ, etc.) votre IP externe (http://www.whatismyip.com) et votre numéro de port aux autres joueurs.", - L"Cliquez sur \"Héberger\" pour héberger une nouvelle partie en multijoueurs.", - - L"REJOINDRE", - L"L'hébergeur doit vous envoyer (via IRC, MSN, ICQ, etc.) son IP externe ansi que son numéro de port.", - L"Entrez l'IP externe ainsi que le port du serveur.", - L"Cliquer sur \"Rejoindre\" pour rejoindre une partie multijoueurs déjà existante.", -}; - -STR16 gzMPHScreenText[] = -{ - L"HÉBERGER", - L"Commencer", - L"Annuler", - L"Nom du serveur", - L"Type de jeu", - L"À mort", - L"À mort/Équipe", - L"Coopératif", - L"Joueurs max.", - L"Mercs max.", - L"Sélection mercenaire", - L"Mercenaire embauché", - L"Embauché par les joueurs", - L"Départ avec argent", - L"Autoriser l'embauche d'un même mercenaire", - L"Reporter les mercenaires embauchés", - L"Bobby Ray", - L"Bord de départ", - L"Vous devez entrer un nom de serveur", - L"", - L"", - L"Départs", - L"", - L"", - L"Dégâts des armes", - L"", - L"Tounures prévues", - L"", - L"Activer les civils en CO-OP", - L"", - L"Maximum d'ennemis en CO-OP", - L"Synchroniser le répertoire du jeu", - L"MP Sync. Directory", - L"Vous devez entrer un répertoire de transfert de fichier.", - L"(Utilisez '/' au lieu '\\' pour délimiter les dossiers.)", - L"Le répertoire de synchronisation indiqué n'existe pas.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Oui", - L"Non", - // Starting Time - L"Matin", - L"Après-midi", - L"Nuit", - // Starting Cash - L"Faible", - L"Moyen", - L"Haut", - L"Illimité", - // Time Turns - L"Jamais", - L"Lent", - L"Moyen", - L"Rapide", - // Weapon Damage - L"Très lent", - L"Lent", - L"Normal", - // Merc Hire - L"Aléatoire", - L"Normal", - // Sector Edge - L"Aléatoire", - L"Sélectionnable", - // Bobby Ray / Hire same merc - L"Désactiver", - L"Autoriser", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Beyrouth", //Beirut, Lebanon (Middle East) - L"Londres", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Métavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Moscou", //Moscow, USSR - L"New-York", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Paris", //Paris, France - L"Tripoli", //Tripoli, Libya (eastern Mediterranean) - L"Tokyo", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Êtes-vous sûr de vous ? Une valeur de ZÉRO signifie que vous serez INCAPABLE d'utiliser cette compétence.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"(8 Caractères Max)", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"Analyse", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"Nous vous remercions, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"Voix", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Mort(e)", - L"Renvoyé(e)", - L"Autre", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Personnel", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Pause", - L"Reprendre (|P|a|u|s|e)", - L"Pause (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"Quitter la partie ?", - L"OK", - L"OUI", - L"NON", - L"Annuler", - L"CONTRAT", - L"MENT", - L"Sans description", //Save slots that don't have a description. - L"Partie sauvegardée.", - L"Partie sauvegardée.", - L"QuickSave", //The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"Jour", - L"Mercs", - L"Vide", //An empty save game slot - L"Démo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"Version", //Release build for JA2 - L"CpM", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"min", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"cart.", //Abbreviation for rounds (# of bullets) - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"Accueil", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"n/a", //Lowercase acronym for not applicable. - L"Entre-temps", //Meanwhile - L"%s est arrivée dans le secteur %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying - //SirTech - L"Version", - L"Emplacement de sauvegarde rapide vide", - L"Cet emplacement est réservé aux sauvegardes rapides effectuées depuis l'écran tactique (ALT+S).", - L"Ouverte", - L"Fermée", - L"Espace disque insuffisant. Il ne vous reste que %s Mo de libre et Jagged Alliance 2 nécessite %s Mo.", - L"%s embauché(e) sur le site AIM", - L"%s prend %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s a pris %s.", //'Merc name' has taken the drug - L"%s n'a aucune compétence médicale.",//'Merc name' has non medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"L'intégrité du jeu n'est plus assurée.", - L"ERREUR : CD-ROM manquant", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Pas assez de place !", - - //Can't change stance due to objects in the way... - L"Impossible de changer de position ici.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Lâcher", - L"Lancer", - L"Donner", - - L"%s donné à %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"Impossible de donner %s à %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" combiné(s)]", - - //Cheat modes - L"Triche niveau 1", - L"Triche niveau 2", - - //Toggling various stealth modes - L"Escouade en mode discrétion.", - L"Escouade en mode normal.", - L"%s en mode discrétion.", - L"%s en mode normal.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Fil de fer activé.", - L"Fil de fer désactivé.", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Impossible de remonter...", - L"Pas de niveau inférieur...", - L"Entrer dans le sous-sol %d...", - L"Sortir du sous-sol...", - - L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Mode poursuite désactivé.", - L"Mode poursuite activé.", - L"Curseur toit désactivé.", - L"Curseur toit activé.", - L"Escouade %d active.", - L"Vous ne pouvez pas payer le salaire de %s qui se monte à %s.", //first %s is the mercs name, the seconds is a string containing the salary - L"Passer", - L"%s ne peut sortir seul.", - L"Une sauvegarde a été crée (Partie249.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.", - L"%s a bu %s.", - L"Un colis vient d'arriver à Drassen.", - L"%s devrait arriver au point d'entrée (secteur %s) au jour %d vers %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"Historique mis à jour.", - L"Curseur de visée pour raf. gre. (Dispersion activée).", - L"Curseur de trajectoire raf. gre. (Dispersion desact.).", - L"Infobulle soldat activée", // Changed from Drop All On - SANDRO - L"Infobulle soldat désactivée", // 80 // Changed from Drop All Off - SANDRO - L"Petit angle pour lance-grenades", - L"Grand angle pour lance-grenades", - // forced turn mode strings - L"Mode tour par tour forcé", - L"Mode tour par tour normal", - L"Mode de combat quitté", - L"Mode tour par tour forcé activé, mode de combat activé", - L"Partie enregistrée dans l'emplacement de sauvegarde automatique.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. - L"Client", - - L"Vous ne pouvez pas utiliser l'ancien système d'inventaire et le nouveau système d'accessoire en même temps.", - - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"Cet emplacement est réservé pour les sauvegardes automatiques et peut être activé/désactivé dans ja2_options.ini (AUTO_SAVE_EVERY_N_HOURS).", //92 // The text, when the user clicks on the save screen on an auto save - L"Emplacement vide auto #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveJeu", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"Save fin-tour #", // 95 // The text for the tactical end turn auto save - L"Enregistrement auto #", // 96 // The message box, when doing auto save - L"Enregistrement", // 97 // The message box, when doing end turn auto save - L"Emplacement fin-tour vide #", // 98 // The message box, when doing auto save - L"Cet emplacement est réservé pour les sauvegardes fin-tour et peut être activé/désactivé dans l'écran option.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) - L"Verrouiller le curseur pour qu'il reste dans la fenêtre.", // 104 - L"Libérer le curseur pour qu'il se déplace hors de la fenêtre.", // 105 - L"Déplacement tactique activé", - L"Déplacement tactique désactivé", - L"Éclairage du mercenaire activé", - L"Éclairage du mercenaire désactivé", - L"Squad %s active.", //TODO.Translate - L"%s smoked %s.", - L"Activate cheats?", - L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"Défilement haut", - L"Tout sélectionner", - L"Défilement bas", - L"Annuler", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s est trop loin pour être soigné.", - L"Impossible de soigner tout le monde.", -}; - -STR16 pMilitiaButtonsHelpText[] = -{ - L"Prendre (Clic droit)/poser (Clic gauche) Miliciens", // button help text informing player they can pick up or drop militia with this button - L"Prendre (Clic droit)/poser (Clic gauche) Soldats", - L"Prendre (Clic droit)/poser (Clic gauche) Vétérans", - L"Répartition automatique", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Allez sur le site de l'AIM et engagez des mercenaires (*Conseil* allez voir dans le Poste de travail)", // to inform the player to hired some mercs to get things going -#ifdef JA2UB - L"Cliquez sur le bouton de compression du temps pour faire avancer votre escouade sur le terrain.", // to inform the player to hit time compression to get the game underway -#else - L"Cliquez sur le bouton de compression du temps pour faire avancer votre escouade sur le terrain.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Erreur. Fichier manquant ou corrompu. L'application va s'arrêter.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"Voir messages", - L"Consulter les sites Internet", - L"Consulter les documents attachés", - L"Lire le compte-rendu", - L"Afficher les infos de l'escouade", - L"Afficher les états financiers", - L"Fermer le Poste de travail", - - //Bottom task bar icons (if they exist): - L"Vous avez de nouveaux messages", - L"Vous avez reçu de nouveaux fichiers", - - //Bookmarks: - L"Association Internationale des Mercenaires", - L"Bobby Ray : Petits et Gros Calibres", - L"Institut des Mercenaires Professionnels", - L"Mouvement pour l'Entraînement et le Recrutement des Commandos", - L"Morgue McGillicutty", - L"Service des Fleuristes Associés", - L"Courtiers d'Assurance des Mercenaires de l'AIM", - //New Bookmarks - L"", - L"Encyclopédie", - L"Salle de briefing", - L"Comptes rendus", - L"Mercenaries Love or Dislike You", // TODO.Translate - L"World Health Organization", - L"Kerberus - Experience In Security", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - - -STR16 gzHelpScreenText[] = -{ - L"Quitter l'écran d'aide", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"Vous êtes en plein combat. Vous pouvez donner l'ordre de retraite depuis l'écran tactique.", - L"Pénétrez dans le secteur pour reprendre le cours du combat. (|E)", - L"Résolution automatique du combat. (|A)", - L"Résolution automatique impossible lorsque vous êtes l'attaquant.", - L"Résolution automatique impossible lorsque vous êtes pris en embuscade.", - L"Résolution automatique impossible lorsque vous combattez des créatures dans les mines.", - L"Résolution automatique impossible en présence de civils hostiles.", - L"Résolution automatique impossible en présence de chats sauvages.", - L"COMBAT EN COURS", - L"Retraite impossible.", -}; - -STR16 gzMiscString[] = -{ - L"Votre milice continue le combat sans vos mercenaires...", - L"Ce véhicule n'a plus besoin de carburant pour le moment.", - L"Le réservoir est plein à %d%%.", - L"L'armée de Deidranna a repris le contrôle de %s.", - L"Vous avez perdu un site de ravitaillement.", -}; - -STR16 gzIntroScreen[] = -{ - L"Vidéo d'introduction introuvable", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s entend un bruit de %s %s.", - L"%s entend un bruit %s de MOUVEMENT %s.", - L"%s entend un GRINCEMENT %s %s.", - L"%s entend un CLAPOTIS %s %s.", - L"%s entend un IMPACT %s %s.", - L"%s entend un COUP DE FEU %s %s.", // anv: without this, all further noise notifications were off by 1! - L"%s entend une EXPLOSION %s %s.", - L"%s entend un CRI %s %s.", - L"%s entend un IMPACT %s %s.", - L"%s entend un IMPACT %s %s.", - L"%s entend un BRUIT %s %s.", - L"%s entend un BRUIT %s %s.", - L"", // anv: placeholder for silent alarm - L"%s entend une VOIX %s %s.", // anv: report enemy taunt to player -}; - - -STR16 pTauntUnknownVoice[] = -{ - L"Voix inconnue", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Tri par nom (|F|1)", - L"Tri par affectation (|F|2)", - L"Tri par état de veille (|F|3)", - L"Tri par lieu (|F|4)", - L"Tri par destination (|F|5)", - L"Tri par date de départ (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Erreur 404", - L"Site introuvable.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"Derniers envois", - L"Commande #", - L"Quantité d'objets", - L"Commandé", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Programmeur", // Chris Camfield - L"Co-designer/Écrivain", // Shaun Lyng - L"Systèmes stratégiques & Programmeur", //Kris Marnes - L"Producteur/Co-designer", // Ian Currie - L"Co-designer/Conception des cartes", // Linda Currie - L"Artiste", // Eric \"WTF\" Cheng - L"Coordination, Assistance", // Lynn Holowka - L"Artiste Extraordinaire", // Norman \"NRG\" Olsen - L"Gourou du son", // George Brooks - L"Conception écrans/Artiste", // Andrew Stacey - L"Artiste en chef/Animateur", // Scot Loving - L"Programmeur en chef", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmeur", // Dave French - L"Systèmes stratégiques & Programmeur", // Alex Meduna - L"Portraits", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(ah, la ponctuation...)", // Shaun Lyng - L"(\"C'est bon, trois fois rien\")", //Kris \"The Cow Rape Man\" Marnes - L"(j'ai passé l'âge)", // Ian Currie - L"(et en plus je bosse sur Wizardry 8)", // Linda Currie - L"(on m'a forcé !)", // Eric \"WTF\" Cheng - L"(partie en cours de route...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Tête de mort et fou de jazz)", // Andrew Stacey - L"(en fait il s'appelle Robert)", // Scot Loving - L"(la seule personne un peu responsable de l'équipe)", // Andrew \"Big Cheese Doddle\" Emmons - L"(bon, je vais pouvoir réparer ma moto)", // Dave French - L"(piqué à l'équipe de Wizardry 8)", // Alex Meduna - L"(conception des objets et des écrans de chargement !)", // Joey \"Joeker\" Whelan", -}; - -STR16 sRepairsDoneString[] = -{ - L"%s a terminé la réparation de ses objets.", - L"%s a terminé la réparation des armes & protections.", - L"%s a terminé la réparation des objets portés.", - L"%s a fini de réparer les grands objets portés par chacun.", - L"%s a fini de réparer les moyens objets portés par chacun.", - L"%s a fini de réparer les petits objets portés par chacun.", - L"%s a fini de réparer le mécanisme LBE de chacun.", - L"%s finished cleaning everyone's guns.", // TODO.Translate -}; - -STR16 zGioDifConfirmText[]= -{ - L"Vous avez choisi le mode de difficulté NOVICE. Ce mode de jeu est conseillé pour les joueurs qui découvrent Jagged Alliance, qui n'ont pas l'habitude de jouer à des jeux de stratégie ou qui souhaitent que les combats ne durent pas trop longtemps. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Novice ?", - L"Vous avez choisi le mode de difficulté EXPÉRIMENTE. Ce mode de jeu est conseillé pour les joueurs qui ont déjà joué à Jagged Alliance ou des jeux de stratégie. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Expérimenté ?", - L"Vous avez choisi le mode de difficulté EXPERT. Vous aurez été prévenu. Ne venez pas vous plaindre, si vos mercenaires quittent Arulco dans un cerceuil. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Expert ?", - L"Vous avez choisi le mode de difficulté INCROYABLE. ATTENTION : Ne venez pas vous plaindre, si vos mercenaires quittent Arulco en petits morceaux... Deidranna va vous tuer. À coup sûr. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode INCROYABLE ?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"Données de l'écran de chargement de %S introuvables...", - - //1-5 - L"Le robot ne peut quitter ce secteur par lui-même.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"Compression du temps impossible. C'est bientôt le feu d'artifice !", - - //'Name' refuses to move. - L"%s refuse d'avancer.", - - //%s a merc name - L"%s n'a pas assez d'énergie pour changer de position.", - - //A message that pops up when a vehicle runs out of gas. - L"%s n'a plus de carburant ; le véhicule est bloqué à %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"au-dessus", - L"en-dessous", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Aucun de vos mercenaires n'a de compétence médicale.", - L"Plus de bandages !", - L"Pas assez de bandages pour soigner tout le monde.", - L"Aucun de vos mercenaires n'a besoin de soins.", - L"Soins automatiques.", - L"Tous vos mercenaires ont été soignés.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - L"(toit)", - - L"Santé : %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d contre %d", - - L"Plus de place dans le %s !", //(ex "The ice cream truck is full") - - L"%s requiert des soins bien plus importants et/ou du repos.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s a été touché aux jambes ! Il ne peut plus se tenir debout !", - //Name can't speak right now. - L"%s ne peut pas parler pour le moment.", - - //22-24 plural versions - L"%d miliciens ont été promus vétérans.", - L"%d miliciens ont été promus soldats.", - L"%d soldats ont été promus vétérans.", - - //25 - L"Échanger", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s est devenu dingue !", - - //27-28 - //Messages why a player can't time compress. - L"Nous vous déconseillons d'utiliser la compression du temps ; vous avez des mercenaires dans le secteur %s.", - L"Nous vous déconseillons d'utiliser la compression du temps lorsque vos mercenaires se trouvent dans des mines infestées de créatures.", - - //29-31 singular versions - L"1 milicien a été promu vétéran.", - L"1 milicien a été promu soldat.", - L"1 soldat a été promu vétéran.", - - //32-34 - L"%s ne dit rien.", - L"Revenir à la surface ?", - L"(Escouade %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s a réparé pour %s : %s",//inverted order !!! Red has repaired the MP5 of Scope - - //36 - L"Chat", // Max. 9 Characters. Should be "bloodcat". - - //37-38 "Name trips and falls" - L"%s trébuche et tombe", - L"Cet objet ne peut être pris d'ici.", - - //39 - L"Il ne vous reste aucun mercenaire en état de se battre. La milice combattra les créatures seule.", - - //40-43 - //%s is the name of merc. - L"%s n'a plus de trousse de soins !", - L"%s n'a aucune compétence médicale !", - L"%s n'a plus de caisse à outils !", - L"%s n'a aucune compétence en mécanique !", - - //44-45 - L"Temps de réparation", - L"%s ne peut pas voir cette personne.", - - //46-48 - L"Le prolongateur de %s est tombé !", - L"Seulement %d personnes sont autorisées dans ce secteur pour former la milice mobile.", - L"Êtes-vous sûr ?", - - //49-50 - L"Compression du temps", - L"Le réservoir est plein.", - - //51-52 Fast help text in mapscreen. - L"Compression du temps (|E|S|P|A|C|E)", - L"Arrêt de la compression du temps (|E|C|H|A|P)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s a désenrayé : %s", - L"%s a désenrayé pour %s : %s",//inverted !!! magic has unjammed the g11 of raven - - //55 - L"Compression du temps impossible dans l'écran d'inventaire.", - - L"Le CD Play de Jagged Alliance 2 est introuvable. L'application va se terminer.", - - L"Objets associés.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Actuel/Maximum : %d%%/%d%%", - - L"Escorter John et Mary ?", - - //60 - L"Interrupteur activé.", - - L"%s : attachement de protection détruit !", - L"%s tire %d fois de plus que prévu !", - L"%s tire 1 fois de plus que prévu !", - - L"Vous devez d'abord fermer la fenêtre de description !", - - L"Compression du temps impossible avec des civils hostiles et/ou des chats sauvages dans ce secteur. ", // 65 -}; - -STR16 gzCWStrings[] = -{ - L"Faut-il appelez des renforts pour %s dans les secteurs adjacents ?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Emplacement : %d\n", - L"%s|Luminosité : %d/%d\n", - L"%s|Distance de la |Cible : %d\n", - L"%s|I|D : %d\n", - L"%s|Ordres : %d\n", - L"%s|Attitude : %d\n", - L"%s|P|A |Actuel : %d\n", - L"%s|Santé |Actuelle : %d\n", - L"%s|Énergie |Actuelle : %d\n", - L"%s|Moral |Actuel : %d\n", - L"%s|C|hoc |Actuel : %d\n", - L"%s|V|aleur de |S|uppression |Actuelle : %d\n", - // Full info - L"%s|Casque : %s\n", - L"%s|Veste : %s\n", - L"%s|Pantalon : %s\n", - // Limited, Basic - L"|Protection : ", - L"casque", - L"veste", - L"pantalon", - L"oui", - L"pas de protection", - L"%s|L|V|N : %s\n", - L"Pas de lunette de vision de nuit", - L"%s|Masque à |Gaz : %s\n", - L"pas de masque à gaz", - L"%s|Emplacement |1 |tête : %s\n", - L"%s|Emplacement |2 |tête : %s\n", - L"\n(dans le sac de transport) ", - L"%s|Arme : %s ", - L"pas d'arme", - L"Pistolet", - L"PM", - L"Fusil", - L"FM", - L"Fusil à pompe", - L"Arme blanche", - L"Armes lourdes", - L"pas de casque", - L"pas de veste", - L"pas de pantalon", - L"|Protection : %s\n", - // Added - SANDRO - L"%s|Compétence 1 : %s\n", - L"%s|Compétence 2 : %s\n", - L"%s|Compétence 3 : %s\n", - // Additional suppression effects - sevenfm - L"%s|P|A perdu(s) en raison de |S|uppression : %d\n", - L"%s|Tolérance de |Suppression : %d\n", - L"%s|Niveau |Effectif du |C|hoc : %d\n", - L"%s|Moral de l'|I|A : %d\n", -}; - -STR16 New113Message[] = -{ - L"La tempête débute.", - L"La tempête est finie.", - L"Il commence à pleuvoir.", - L"La pluie cesse.", - L"Attention aux tireurs isolés...", - L"Tir de couverture !", - L"RAF.", - L"AUTO", - L"LG", - L"RAF. LG", - L"LG AUTO", - L"S/CA", - L"S/CA R", - L"S/CA A", - L"BAÃONNETTE", - L"Tireur embusqué !", - L"Impossible de partager l'argent avec un objet sélectionné.", - L"Arrivée de nouvelles recrues est déroutée au secteur %s, car le point d'arrivée prévu %s est sous contrôle ennemi.", - L"Article supprimé", - L"A supprimé tous les articles de ce type", - L"Article vendu", - L"A vendu tous les articles de ce type", - L"Vous devriez vérifier si votre accessoire de vision convient bien à ce type de lieu", - // Real Time Mode messages - L"Encore en combat", - L"pas d'ennemi en vue", - L"Mode discrétion en temps réel désactivé", - L"Mode discrétion en temps réel activé", - L"Ennemis repérés !", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s a réussi son vol !", - L"%s n'avait pas assez de points d'action pour voler tous les articles choisis.", - L"Voulez-vous faire de la chirurgie sur %s avant de le bander ? (Vous pouvez lui guérir %i santé.)", - L"Voulez-vous faire de la chirurgie sur %s ? (Vous pouvez lui guérir %i santé.)", - L"Voulez-vous lui faire les premiers soins d'abord ? (%i patient(s))", - L"Voulez-vous faire les premiers soins sur ce patient d'abord ?", - L"Appliquez les premiers soins automatiquement avec chirurgie ou sans ?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"La chirurgie sur %s est finie.", - L"%s est touché(e) au torse et perd un maximum de points de vie !", - L"%s est touché(e) au torse et perd %d points de vie !", - L"%s est devenu(e) aveugle par le souffle de l'explosion !", - L"%s a regagné 1 point sur les %s perdus", - L"%s a regagné %d points sur les %s perdus", - L"Vos compétences de reconnaissance vous ont empêchés d'être pris en embuscade par l'ennemi !", - L"Grâce à vos compétences de reconnaissance vous avez réussi à éviter un groupe de félins !", - L"%s est frappé à l'aine et tombe de douleur !", - ////////////////////////////////////////////////////////////////////////////////////// - L"Attention : Cadavre ennemi trouvé !!!", - L"%s [%d cart]\n%s %1.1f %s", - L"PA insuffisant ! Coût %d et vous avez %d.", - L"Astuce : %s", - L"Moral du joueur : %d - Moral de l'ennemi : %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Compétence inutilisable dans ces conditions !", - L"Impossible de construire pendant que des ennemis sont dans le secteur !", - L"Impossible de faire un repérage radio à cet endroit !", - L"Numéro de grille incorrect pour un tir d'artillerie !", - L"Les fréquences radio sont brouillées. Pas de communications possibles !", - L"L'action radio a échoué !", - L"Pas assez d'obus de mortier dans le secteur pour un tir de barrage !", - L"Aucun obus éclairant trouvé dans Items.xml !", - L"No High-Explosive shell item found in Items.xml!", - L"Aucun mortier trouvé, tir de barrage impossible !", - L"Brouillage radio déjà en cours, inutile d'en lancer un autre !", - L"Écoute des sons alentour déjà en cours, inutile d'en lancer une autre !", - L"Repérage radio déjà en cours, inutile d'en lancer un autre !", - L"Balayage des fréquences déjà en cours, inutile d'en lancer un autre !", - L"%s n'a pas pu appliquer %s à %s.", - L"%s demande des renforts depuis %s.", - L"%s a épuisé la batterie de sa radio.", - L"une radio", - L"des jumelles", - L"de la patience", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", // TODO.Translate -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s sombre dans la peur !", - L"%s est cloué(e) au sol !", - L"%s tire plus de fois que désiré !", - L"Vous ne pouvez pas former de milice dans ce secteur.", - L"La milice prend %s.", - L"Vous ne pouvez pas former de milice, alors que des ennemis sont présents !", - // 6 - 10 - L"%s n'a pas assez de points en commandement pour former la milice.", - L"Seulement %d personnes sont autorisées dans ce secteur pour former la milice mobile.", - L"Aucune case de libre à %s ou autour pour de nouvelles milices mobiles !", - L"Vous devez avoir %d villes de milice dans chaque secteur libéré de %s pour pouvoir former une milice mobile.", - L"Aucune affectation ne peut être faite tant que les ennemis sont présents !", - // 11 - 15 - L"%s n'a pas assez en sagesse pour être affecté(e) à cette installation.", - L"L'installation : %s est déjà entièrement pourvue en personnel.", - L"Cela va coûter %d $ par heure pour cette affectation. Voulez-vous continuer ?", - L"À ce jour, vous n'avez pas assez d'argent pour payer toutes vos dépenses. Vos %d $ ont déjà été versés, mais vous devez encore %d $. Les habitants ne sont pas très patients...", - L"À ce jour, vous n'avez pas assez d'argent pour payer toutes vos dépenses. Vous devez %d $. Les habitants ne sont pas très patients...", - // 16 - 20 - L"Vous avez une dette échue de %d $ et pas d'argent pour la régler !", - L"Vous avez une dette échue de %d $. Vous ne pouvez pas donner cette affectation avant que vous n'ayez assez d'argent pour régler la dette entière.", - L"Vous avez une dette échue de %d $. Voulez-vous payer ?", - L"N/A à ce secteur", - L"Coût quotidien", - // 21 - 25 - L"Fonds insuffisants pour payer toute la milice enrôlée ! %d membres de la milice sont partis pour rentrer chez eux.", - L"Pour voir la description d'un objet pendant un combat, vous devez d'abord le prendre vous-même.", // HAM 5 - L"Pour attacher un objet à un autre pendant un combat, vous devez d'abord les prendre vous-même.", // HAM 5 - L"Pour combiner deux objets pendant un combat, vous devez d'abord les prendre vous-même.", // HAM 5 -}; - -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"Aucun choix disponible", - L"%s a été séparé(e) en plusieurs morceaux.", - L"%s a été séparé(e) en plusieurs morceaux. %s les a récupérés dans son inventaire.", - L"Il n'y avait pas suffisamment de place dans l'inventaire après la transformation, %s a dû poser des objets au sol.", - L"%s a été séparé(e) en plusieurs morceaux. Il n'y avait pas suffisamment de place dans l'inventaire, %s a dû poser des objets au sol.", - L"Voulez-vous transformer les %d objets dans ce tas ? (Pour transformer un seul objet, retirez-le du tas d'abord)", - // 6 - 10 - L"Compléter l'inventaire", - L"Conditionner en chargeurs %d coups", - L"%s a été conditionné en %d chargeurs %d coups.", - L"%s a été réparti dans l'inventaire de : %s.", - L"%s n'a plus de place dans son inventaire pour des chargeurs de ce calibre !", - L"Instant mode", // TODO.Translate - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Nous vous informons que de par ses perfomances passées, Gaston voit ses honoraires augmentés. Personellement, je ne suis pas surpris. ± ± Kline Speck T ± ", - // Stogie: Text from Line 43 in Email.edt - L"Soyez informé qu'à paritr de maintenant, les honoraires de Stogie ont augmenté en accord avec ses compétences. ± ± Kline Speck T. ± ", - // Tex: Text from Line 45 in Email.edt - L"Sachez que l'expérience de Tex lui autorise une promotion. Son salaire a donc été ajusté pour refléter sa vraie valeur. ± ± Kline Speck T. ± ", - // Biggins: Text from Line 49 in Email.edt - L"Prenez note. De par ses performances accrues, Biggins voit le prix de ses services augmentés. ± ± Kline Speck T. ± ", -}; - -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk - L"TR du serveur AIM : Message de Kolesnikov Victor", - L"Salut. Ici Monk. Message reçu. Je suis disponible si vous voulez me voir. ± ± J’attends votre appel. ±", - - // Brain - L"TR du serveur AIM : Message de Allik Janno", - L"Je suis prêt à considérer votre offre. Il y a un temps et un lieu pour tout. ± ± Allik Janno ±", - - // Scream - L"TR du serveur AIM : Message de Vilde Lennart", - L"Vilde Lennart est maintenant disponible! ±", - - // Henning - L"TR du serveur AIM : Message de von Branitz Henning", - L"J’ai reçu votre message, merci. Pour parler d’embauche, contactez-moi sur le site web de l’AIM. ± ± Von Branitz Henning ±", - - // Luc - L"TR du serveur AIM : Message de Fabre Luc", - L"Message reçu, merci ! Je suis heureux de considérer votre proposition. Vous savez où me trouver. ± ± Au plaisir de vous entendre. ±", - - // Laura - L"TR du serveur AIM : Message du Dr Colin Laura", - L"Salutations ! Merci pour votre message, il semble intéressant. ± ± Visiter l’AIM à nouveau, je serais ravie d’en entendre plus. ± ± Cordialement ! ± ± Dr Colin Laura ±", - - // Grace - L"TR du serveur AIM : Message de Girelli Graziella", - L"Vous vouliez me contacter, mais vous n’avez pas réussi. ± ± Une réunion de famille. Je suis sûr que vous comprenez ? J’en ai maintenant assez de la famille et serais très heureuse si vous voulez me contacter de nouveau sur le site AIM. ± ± Ciao ! ±", - - // Rudolf - L"TR du serveur AIM : Message de Steiger Rudolf", - L"Vous savez combien j’ai d’appel par jour ? Tous les branleurs pensent pouvoir m’appeler. ± ± Mais je suis de retour, si vous avez quelque chose d’intéressant pour moi. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"TR du serveur AIM : Message des disponibilités des mercs", - L"J'ai reçu votre message. J'attends votre appel. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Tireur d'élite : Des yeux de faucon, vous pouvez tirer les ailes d'une mouche à cent mètres ! ± ", - // Camouflage - L"Camouflage : Sans compter qu'à côté de vous, les buissons semblent synthétiques ! ± ", - // SANDRO - new strings for new traits added - // Ranger - L"Ranger : Vous êtes celui du désert du Texas, n'est-ce pas ! ± ", - // Gunslinger - L"Bandit : Avec un pistolet ou deux, vous pouvez être aussi mortel que Billy the Kid ! ± ", - // Squadleader - L"Commandant : Naturel leader et commandant, vous êtes le gros calibre, sans blague ! ± ", - // Technician - L"Technicien : Fixer des objets, retirer des pièges, poser des bombes, c'est ça votre boulot ! ± ", - // Doctor - L"Docteur : Vous pouvez faire une intervention chirurgicale avec un couteau suisse et un chewing gum et cela n'importe où ! ± ", - // Athletics - L"Athlétique : Votre vitesse et votre vitalité sont au top des possibilités actuelles ! ± ", - // Bodybuilding - L"Culturiste : Cette grande figure musclée qui ne peut pas être dominée, est en faite vous en réalité ! ± ", - // Demolitions - L"Sabotage : Vous pouvez réduire à néant toute une ville rien qu'avec des produits ménagers ! ± ", - // Scouting - L"Reconnaissance : Rien n'échappe à votre vigilance ! ± ", - // Covert ops - L"Déguisement : Vous ferez passer 007 pour un amateur ! ± ", - // Radio Operator - L"Opérateur radio : Votre maitrise des appareils de communication élargit le champs des compétences tactiques et stratégiques de votre équipe. ± ", - // Survival - L"Survival: Nature is a second home to you. ± ", // TODO.Translate -}; - -STR16 NewInvMessage[] = -{ - L"Le sac à dos ne peut être ramassé pour le moment", - L"Pas de place pour le sac à dos", - L"Sac à dos non trouvé", - L"La fermeture éclair fonctionne seulement en combat", - L"Ne peut se déplacer, si la fermeture éclair est ouverte", - L"Êtes-vous sûr de vouloir vendre tous les articles du secteur ?", - L"Êtes-vous sûr de vouloir supprimer tous les articles du secteur ?", - L"Ne peut pas escalader avec un sac à dos", - L"Tous les sacs à dos sont posés à terre", - L"Tous les sacs à dos sont ramassés", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Initialisation du serveur RakNet...", - L"Le serveur a démarré, en attente de connexion...", - L"Vous devez maintenant vous connecter avec votre client sur le serveur en pressant '2'.", - L"Le serveur est déjà démarré.", - L"Le serveur n'a pas pu démarré. Terminé.", - // 5 - L"%d/%d clients sont déjà en mode realtime.", - L"Le serveur s'est déconnecté et s'est éteint.", - L"Le serveur n'est pas démarré.", - L"Les clients sont en cours de chargement, veuillez patienter...", - L"Vous ne pouvez pas changer de dropzone alors que le serveur vient de démarrer.", - // 10 - L"Fichier envoyé '%S' - 100/100", - L"Envoie de fichier fini pour '%S'.", - L"Départ d'envoie de fichier pour '%S'.", - L"Utilisez la vue aérienne pour sélectionner la carte que vous voulez jouer. Si vous voulez changer de carte, vous devez le faire avant de cliquer sur \"Démarrer la partie\".", -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Initialisation du client RakNet...", - L"Connexion à l'IP : %S ...", - L"Réception des optiosn de jeu :", - L"Vous êtes déjà connecté.", - L"Vous êtes déjà connecté...", - // 5 - L"Client #%d - '%S' a engagé '%s'.", - L"Client #%d - '%S' a engagé un autre mercenaire.", - L"Vous êtes prêt - Total prêts = %d/%d.", - L"Vous n'êtes pas encore prêts - Total prêt = %d/%d.", - L"Départ de bataille...", - // 10 - L"Client #%d - '%S' est prêt - Total prêts = %d/%d.", - L"Client #%d - '%S' n'est pas encore prêt - Total prêts = %d/%d", - L"Vous êtes prêt. En attente des autres clients... Cliquez sur 'OK', si vous n'êtes plus prêt.", - L"Laissez-nous, la bataille commence !", - L"Un client doit poser sa candidature pour démarrer la partie.", - // 15 - L"Le jeu ne peut démarrer. Aucun mercenaire n'a été engagé...", - L"En attente de 'OK' de la part du serveur pour ouvrir le portable...", - L"Interrompu", - L"Fin de l'interromption", - L"Coordonnées de réseau de souris :", - // 20 - L"X : %d, Y : %d", - L"Réseau numéro : %d", - L"Le serveur figure seulement", - L"Choissez les étapes à ignorer : ('1' - Activer portable/l'embauche) ('2' - lancer/charger level) ('3' - Unlock UI) ('4' - placement de finition)", - L"Secteur=%s, Clients max.=%d, Mercs max.=%d, Game_Mode=%d, Same Merc=%d, Multiplicateur de Dégâts=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Équip=%d, Dis Moral=%d, Testing=%d", - // 25 - L"", - L"Nouvelle conncetion : Client #%d - '%S'.", - L"Équipe : %d.",//not used any more - L"'%s' (client %d - '%S') a été tué par '%s' (client %d - '%S')", - L"Client kické #%d - '%S'", - // 30 - L"Début de manche pour les numéros de clients : #1: , #2: %S, #3: %S, #4: %S", - L"Début de manche pour le client #%d", - L"Requête pour le realtime...", - L"Commutation en mode realtime.", - L"Erreur lors de la commutation.", - // 35 - L"Dévérouiller le portable pour l'embauche ? (Tous les clients sont connectés ?)", - L"Le serveur a déverrouillé le portable pour l'embauche. Vous pouvez commencez a embauché !", - L"Interruption.", - L"Vous ne pouvez pas changer la dropzone, si vous êtes seulement un client et pas le gérant du serveur.", - L"Vous avez décliné l'offre de vous rendre, car vous êtes dans une partie multijoueur.", - // 40 - L"Tous vos mercenaires sont morts !", - L"Mode spectateur activé.", - L"Vous avez été vaincu !", - L"Désolé, escalader sur les toits est interdit en multijoueur.", - L"Vous avez embauché '%s'", - // 45 - L"Vous ne pouvez pas changer la carte une fois que l'achat a commencé", - L"Changement de carte : '%s'", - L"Le client '%s' s'est déconnecté, il a été retiré du jeu", - L"Vous avez été déconnecté du jeu, retourner au menu principal", - L"Connexion échouée, reconnexion dans 5 s. Encore %i tentatives...", - //50 - L"Connexion échouée, abandon de l'opération...", - L"Vous ne pouvez pas démarrer la partie tant qu'un autre joueur ne s'est pas connecté", - L"%s : %s", - L"Envoyer à tous", - L"Alliés seulement", - // 55 - L"Vous ne pouvez pas rejoindre cette partie car elle a déjà commencé.", - L"%s (équipe) : %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Réception de tous les fichiers depuis le serveur.", - L"'%S' a fini de télécharger depuis le serveur.", - L"'%S' a commencé à télécharger depuis le serveur.", - L"Vous ne pouvez pas démarrer le jeu tant que tous les joueurs n'ont pas fini de recevoir les fichiers", - L"Ce serveur requiert des fichiers modifiés pour pouvoir jouer, voulez-vous continuer ?", - // 65 - L"Cliquez sur 'Ready' pour aller à l'écran tactique.", - L"Vous ne pouvez pas vous connecter car votre version %S est différente de celle du serveur %S.", - L"Vous avez tué un soldat ennemi.", - L"Vous ne pouvez pas commencer la partie car toutes les équipes sont les mêmes.", - L"Le serveur a choisi l'option du Nouvel Inventaire (NI), mais la résolution de votre écran ne le supporte pas.", - // 70 - L"Impossible de sauver les fichiers reçus '%S'", - L"La bombe de %s a été désamorcé par %s", - L"Vous avez perdu, quel honte !", // All over red rover - L"Mode spectateur désactivé", - L"Choisir le numéro du client a kické :", - // 75 - L"La team %s a été anéantie.", - L"Le client n'a pas réussi à démarrer. Terminé.", - L"Le client s'est déconnecté et s'est fermé.", - L"Le client n'est pas démarré.", - L"INFO : Si le jeu est bloqué (la barre de progression des adversaires ne se déplace pas), notifier le au serveur en appuyant sur ALT + E pour aller directement à votre tour de jeu !", - // 80 - L"Tour de l'IA - %d restant(s)", -}; - -STR16 gszMPEdgesText[] = -{ - L"N", - L"E", - L"S", - L"O", - L"C", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"N/A", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Type de jeu : ", - L"Joueurs : ", - L"Merc pris : ", - L"Vous ne pouvez pas changer le bord de départ tant que le portable est ouvert.", - L"Vous ne pouvez pas changer d'équipe tant que le portable est ouvert.", - L"Merc aléatoire : ", - L"O", - L"Difficulté : ", - L"Version Serveur : ", -}; - -STR16 gzMPSScreenText[] = -{ - L"Tableaux des scores", - L"Continue", - L"Annulé", - L"Joueurs", - L"Tués", - L"Morts", - L"Armée de la Reine", - L"Touchés", - L"Ratés", - L"Précision", - L"Dégâts faits", - L"Dégâts reçus", - L"Attendez le serveur avant d'appuyer sur \"Continue\"." -}; - -STR16 gzMPCScreenText[] = -{ - L"Annulé", - L"Connexion au serveur", - L"Obtention des options du serveur", - L"Téléchargement des fichiers modifiés", - L"Appuyer sur \"ESC\" pour annulé ou \"Y\" pour parler", - L"Appuyer sur \"ESC\" pour annulé", - L"Prêt" -}; - -STR16 gzMPChatToggleText[] = -{ - L"Envoyer à tous", - L"Envoyer aux alliés seulement", -}; - -STR16 gzMPChatboxText[] = -{ - L"Chat multijoueurs", - L"\"ENTRÉE\" pour envoyer, \"ESC\" pour annuler", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"À la page suivante, vous allez choisir vos traits de compétence selon votre spécialisation professionnel comme un mercenaire. Pas plus de deux traits différents ou un trait expert peuvent être choisis.", - L"Vous pouvez aussi choisir seulement un ou même aucun trait, ce qui vous donnera un bonus à vos points d'attributs, une sorte de compensation. Notez que les compétences : mécanique, ambidextre et camouflage ne peuvent pas être prises aux niveaux experts.", - // For new major/minor traits - L"L'étape suivante est le choix de vos traits de compétences. À la première page vous pouvez choisir jusqu'à deux traits principaux qui représentent surtout votre rôle dans une escouade. Tandis qu'à la deuxième page, c'est la liste de vos traits mineurs qui représentent des exploits personnels.", - L"Pas plus de trois choix au total sont possibles. Ce qui signifie que si vous ne choisissez aucun trait principal, vous pourrez alors choisir trois traits secondaires. Si vous choisissez deux traits principaux (ou un en expert), vous pourrez alors choisir qu'un seul trait secondaire...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"Ajustez, s'il vous plaît, vos attributs physiques selon vos vraies capacités. Vous ne pouvez pas augmenter les scores au-dessus de", - L"IMP : Examen des attributs et compétences", - L"Points bonus :", - L"Départ au niveau", - // New strings for new traits - L"À la page suivante vous allez spécifier vos attributs physiques comme : la santé, la dextérité, l'agilité, la force et la sagesse. Les attributs ne peuvent pas aller plus bas que %d.", - L"Le reste est appelé \"habilités\" et à la différence des attributs, ils peuvent être mis à zéro signifiant que vous serez un incapable dans cette habilité !", - L"Tous les scores sont mis à un minimum au début. Notez que certains attributs sont mis a des valeurs spécifiques correspondant aux traits de compétence que vous avez choisis. Vous ne pouvez pas mettre ces attributs plus bas.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"IMP : Analyse du cacractère", - L"L'analyse de votre personnage est la prochaine étape. À la première page, on vous montrera une liste d'attitudes à choisir. Nous imaginons bien que vous pourriez vous identifier à plusieurs d'entre elles, mais vous ne pourrez en choisir qu'une seule. Choisissez celle qui vous correspond le plus.", - L"La deuxième page montre des handicaps que vous pourriez avoir. Si vous souffrez de n'importe lequel de ces handicaps, choisissez le (un seul choix est possible). Soyez honnête, pensez que c'est un entretien d'embauche et qu'il est toujours important de faire connaitre votre vraie personnalité.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Normal", - L"Amical", - L"Solitaire", - L"Optimiste", - L"Péssimiste", - L"Aggressif", - L"Arrogant", - L"Gros tireur", - L"Trou du cul", - L"Lâche", - L"IMP : Attitudes", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Normal", - L"Sociable", - L"Solitaire", - L"Optimiste", - L"Assuré", - L"Intellectuel", - L"Primitif", - L"Aggressif", - L"Flegmatique", - L"Intrépide", - L"Pacifiste", - L"Malicieux", - L"Frimeur", - L"Coward", // TODO.Translate - L"IMP : Traits de caractère", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"IMP : Teint et musculature", - L"IMP : Couleurs", - L"Choisissez les couleurs respectives de votre peau, vos cheveux et vos habits. Ainsi que votre physionomie (traits physiques).", - L"Choisissez les couleurs respectives de votre peau, vos cheveux et vos habits.", - L"Cocher ici pour utiliser une prise en main alternative du fusil.", - L"\n(Attention : vous devez avoir une grande force pour l'utiliser.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Cheveux", - L"Teint", - L"T-shirt", - L"Pantalon", - L"Corps normal", - L"Corps musclé", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"Pas d'handicap", - L"Déteste la chaleur", - L"Nerveux", - L"Claustrophobe", - L"Mauvais nageur", - L"Peur des insectes", - L"Distrait", - L"Psychotique", - L"Mauvaise audition", - L"Mauvaise vue", - L"Hemophiliac", // TODO.Translate - L"Fear of Heights", - L"Self-Harming", - L"IMP : Handicaps", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] = -{ - L"Nous gageons que vous êtes heureux que ceci ne soit pas un message audio.", - L"Vous avez peut-être fréquenté trop de discothèques dans votre jeunesse ou vous avez été pris sous un bombardement... Ou vous êtes tout simplement vieux. Dans tous les cas, votre équipe ferait bien d'apprendre le langage des signes.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"Vous êtes foutu si vous perdez vos lunettes.", - L"C'est ce qui arrive lorsque l'on passe ses journées devant un écran. Vous auriez dû manger plus de carottes. Avez-vous déjà vu un lapin à lunettes ? Improbable, hein ?", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s n'a pas assez de force pour accomplir cette tâche.", - L"%s n'a pas assez de dextérité pour accomplir cette tâche.", - L"%s n'est pas assez agile pour accomplir cette tâche.", - L"%s n'est pas assez en bonne santé pour accomplir cette tâche.", - L"%s n'a pas assez de sagesse pour accomplir cette tâche.", - L"%s n'est pas assez bon tireur pour accomplir cette tâche.", - // 6 - 10 - L"%s n'est pas assez bon médecin pour accomplir cette tâche.", - L"%s n'est pas assez bon en mécanique pour accomplir cette tâche.", - L"%s n'est pas assez bon en commandement pour accomplir cette tâche.", - L"%s n'est pas assez bon en explosif pour accomplir cette tâche.", - L"%s n'a pas assez d'expérience pour accomplir cette tâche.", - // 11 - 15 - L"%s n'a pas assez de moral pour accomplir cette tâche.", - L"%s est trop épuisé pour effectuer cette tâche.", - L"Loyauté insuffisante à %s. Les habitants refusent de vous permettre de faire cette tâche.", - L"Il n'y a plus d'affectation possible pour : %s.", - L"Il n'y a plus d'affectation possible pour : %s.", - // 16 - 20 - L"%s n'a pas trouvé d'objets à réparer.", - L"%s a perdu %s, alors qu'il travaillait dans le secteur %s !", - L"%s a perdu %s, alors qu'il travaillait sur %s à %s !", - L"%s a été blessé, alors qu'il travaillait dans le secteur %s et nécessite des soins médicaux immédiats !", - L"%s a été blessé, alors qu'il travaillait %s à %s et nécessite des soins médicaux immédiats !", - // 21 - 25 - L"%s a été blessé, alors qu'il travaillait dans le secteur %s. Il ne semble pas être en trop mauvais état.", - L"%s a été blessé, alors qu'il travaillait sur %s à %s. Il ne semble pas être en trop mauvais état.", - L"Les résidents de %s semblent être excédés par la présence de %s.", - L"Les résidents de %s semblent être excédés par le travail de %s sur %s.", - L"Les actions de %s dans le secteur %s ont causé une perte de loyauté à travers la région !", - // 26 - 30 - L"Les actions de %s sur %s à %s ont causé une perte de loyauté à travers la région !", - L"%s est ivre.", // <--- This is a log message string. - L"%s est devenu gravement malade dans le secteur %s et commence à manquer à son devoir.", - L"%s est devenu gravement malade et ne peut continuer son travail sur %s à %s.", - L"%s a été blessé dans le secteur %s.", // <--- This is a log message string. - // 31 - 35 - L"%s a été gravement blessé dans le secteur %s.", //<--- This is a log message string. - L"Il y a actuellement des prisonniers qui ont connaissance de l'identité de : %s", - L"%s est actuellement trop connu(e) comme indic. Attendez au moins %d heures.", - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"Force", - L"Agilité", - L"Dextérité", - L"Sagesse", - L"Santé", - L"Tir", - // 5-10 - L"Commandant", - L"Mécanique", - L"Médecin", - L"Explosif", -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - L"AMBIENT", - L"Collecter renseignements", - L"Manger", - L"Repos", - L"Réparer les objets", - L"Réparer %s", // Vehicle name inserted here - L"Réparer le robot", - // 6-10 - L"Docteur", - L"Patient", - L"Apprendre Force", - L"Apprendre Dextérité", - L"Apprendre Agilité", - L"Apprendre Santé", - // 11-15 - L"Apprendre Tir", - L"Apprendre Médecin", - L"Apprendre Mécanique", - L"Apprendre Commandement", - L"Apprendre Explosif", - // 16-20 - L"Élève Force", - L"Élève Dextérité", - L"Élève Agilité", - L"Élève Santé", - L"Élève Tir", - // 21-25 - L"Élève Médecin", - L"Élève Mécanique", - L"Élève Commandement", - L"Élève Explosif", - L"Entraîneur Force", - // 26-30 - L"Entraîneur Dextérité", - L"Entraîneur Agilité", - L"Entraîneur Santé", - L"Entraîneur Tir", - L"Entraîneur Médecin", - // 30-35 - L"Entraîneur Mécanique", - L"Entraîneur Commandement", - L"Entraîneur Explosif", - L"Interroger prisonnier", // added by Flugente - L"Infiltré", - // 36-40 - L"Répand une propagande", - L"Fait de la propagande", // spread propaganda (globally) - L"Collecte les rumeurs", - L"Dirige la Milice", // militia movement orders -}; -STR16 Additional113Text[]= -{ - L"Jagged Alliance 2 v1.13 mode fenêtré exige une profondeur de couleur de 16 bit.", - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate - L"Erreur interne en lisant %s emplacements depuis la sauvegarde : Le nombre d'emplacements dans la sauvegarde (%d) diffère des emplacements définis dans les paramètres de ja2_options.ini (%d)", - // WANNE: Savegame slots validation against INI file - L"Mercenaires (MAX_NUMBER_PLAYER_MERCS) / Véhicule (MAX_NUMBER_PLAYER_VEHICLES)", - L"Ennemis (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Créatures (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Milices (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Civils (MAX_NUMBER_CIVS_IN_TACTICAL)", -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -STR16 sEnemyTauntsFireGun[]= -{ - L"Suce-moi ça !", - L"Dis bonjour à ma pétoire !", - L"Viens par là !", - L"T'es à moi !", - L"Meurs !", - L"T'as peur enfoiré ?", - L"Ça va faire mal !", - L"Viens-là bâtard !", - L"Allez viens ! Je n'ai pas toute la vie !", - L"Viens voir papa !", - L"Je vais t'envoyer à six pieds sous terre dans peu de temps !", - L"Retourne chez ta mère, looserr !", - L"Hé, tu veux jouer ?", - L"T'aurais dû rester chez toi, salope !", - L"Enculé(e) !", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"C'est l'heure du barbecue !", - L"J'ai un cadeau pour toi !", - L"Paf !", - L"Souris, l'oiseau va sortir !", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Attrape !", - L"Et c'est parti !", - L"Prends-toi ça !", - L"Et un pour toi !", - L"Mouhahaha !", - L"Attrape ça sale porc !", - L"Ça va faire mal !", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"J'vais te trépaner !", - L"Viens voir papa !", - L"Montre-moi tes couilles !", - L"Je vais te découper en rondelles !", - L"Hannibal Lecter, ppfft tu ne me connais pas !", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"On est vraiment dans une grosse merde...", - L"Ils disent de rejoindre l'armée. Mais pas pour cette merde !", - L"J'en ai plein le cul !", - L"Oh mon Dieu !", - L"On n'est pas assez payé pour ce foutoir !", - L"C'est vraiment trop pour moi.", - L"Je vais chercher quelques potes !", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"T'as entendu !", - L"Qui est là ?", - L"Qu'est-ce que c'est ?", - L"Eh ! C'est quoi ce bordel ?", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"Ils sont là !", - L"Yeah, la partie peut commencer !", - L"J'espérais que ça n'arriverait jamais...", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Aaaïe !", - L"Pouah !", - L"Ça... Ça fait mal !", - L"Enfoiré !", - L"Tu vas regret... uhh... ter ça.", - L"C'est quoi ce bordel ?", - L"Maintenant vous... m'avez énervé(e) !", - -}; - - -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff... !", - L"Oh mon Dieu !", - L"Oh putain !", - L"Ennemi !!!", - L"Alerte ! Alerte !", - L"Ils sont là !", - L"Attaque !", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Description", - L"Général", - L"Avancés", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Desc", - L"Gén", - L"Ava", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primaire", - L"Secondaire", - L"Coût PA", - L"Rafale/auto", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Prop.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|P|a|g|e |d|e |d|e|s|c|r|i|p|t|i|o|n :\n \nMontre les informations textuelles de base sur cet objet.", - L"|P|r|o|p|r|i|é|t|é|s |g|é|n|é|r|a|l|e|s :\n \nMontre les données spécifiques de cet objet.\n \nArmes : Cliquez à nouveau pour voir la deuxième page.", - L"|P|r|o|p|r|i|é|t|é|s |a|v|a|n|c|é|e|s :\n \nMontre les bonus donnés par cet objet.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|o|p|r|i|é|t|é|s |p|r|i|m|a|i|r|e|s :\n \nPropriétés et données liées à la classe de cet objet\n(Armes/Armures/ etc.).", - L"|P|r|o|p|r|i|é|t|é|s |s|e|c|o|n|d|a|i|r|e|s :\n \nLes caractéristiques supplémentaires de cet objet,\net/ou capacités secondaires possibles.", - L"|C|o|û|t |e|n |P|A :\n \nCoût en PA pour tirer ou manipuler cette arme.", - L"|R|a|f|a|l|e|/|A|u|t|o|m|a|t|i|q|u|e :\n \nDonnées liées au tir de cette arme en mode rafale ou auto.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|P|r|o|p|r|i|é|t|é |i|c|ô|n|e\n \nSurvol avec la souris pour révéler le nom de la propriété.", - L"|V|a|l|e|u|r |b|a|s|i|q|u|e\n \nValeurs de base données par cet objet, excluant\nles bonus ou pénalités liés aux accessoires ou munitions.", - L"|B|o|n|u|s |d|e|s |a|c|c|e|s|s|o|i|r|e|s\n \nBonus ou pénalités donnés par les munitions ou accessoires.", - L"|V|a|l|e|u|r |f|i|n|a|l|e\n \nValeur finale donnée par cette objet, incluant les\nbonus/pénalités des accessoires et munitions.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Propriété icône (survoler avec la souris pour voir le nom).", - L"Bonus/pénalité donné |d|e|b|o|u|t.", - L"Bonus/pénalité donné |a|c|c|r|o|u|p|i.", - L"Bonus/pénalité donné |c|o|u|c|h|é.", - L"Bonus/pénalité donné", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|P|r|é|c|i|s|i|o|n", - L"|D|é|g|â|t", - L"|P|o|r|t|é|e", - L"|D|i|f|f|i|c|u|l|t|é |d|e |p|r|i|s|e |e|n |m|a|i|n", - L"|N|i|v|e|a|u |d|e |v|i|s|é|e", - L"|G|r|o|s|s|i|s|s|e|m|e|n|t |d|e |l|a |l|u|n|e|t|t|e", - L"|F|a|c|t|e|u|r |d|e |p|r|o|j|e|c|t|i|o|n", - L"|C|a|c|h|e|-|f|l|a|m|m|e", - L"|I|n|t|e|n|s|i|t|é", - L"|F|i|a|b|i|l|i|t|é", - L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", - L"|P|o|r|t|é|e |m|i|n|i|m|u|m |p|o|u|r |b|o|n|u|s |d|e |v|i|s|é|e", - L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s", - L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |m|e|t|t|r|e |e|n |j|o|u|e", - L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |t|i|r|e|r", - L"|N|o|m|b|r|e |d|e |P|A |t|i|r |e|n |r|a|f|a|l|e", - L"|N|o|m|b|r|e |d|e |P|A |t|i|r |e|n |a|u|t|o|m|a|t|i|q|u|e", - L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r", - L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r |m|a|n|u|e|l|l|e|m|e|n|t", - L"", // No longer used! - L"|R|e|c|u|l| |t|o|t|a|l", - L"|T|i|r |a|u|t|o|m|a|t|i|q|u|e |p|o|u|r |5 |P|A", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nDétermine si des balles tirées par cette arme dévieront\nloin de l'impact d'origine.\n \nÉchelle : 0-100.\nValeur élevée recommandée.", - L"\n \nDétermine la quantité moyenne de dégâts faits par\ndes balles tirées de cette arme, avant\n de tenir compte de l'armure et de la pénétration d'armure.\n \nValeur élevée recommandée.", - L"\n \nDistance maximale (en cases) que vont parcourir les balles\ntirées par cette arme avant de redescendre vers le sol.\n \nValeur élevée recommandée.", - L"\n \nDétermine la difficulté pour tenir cette arme au tir. Une difficulté de manipulation élevée réduit les chances de toucher en visant, mais particulièrement sans viser. Valeur faible recommandée.", - L"\n \nCeci est le nombre de niveau de visée supplémentaire que\nvous pouvez ajouter en visant avec cette arme.\n \nRéduire le nombre de niveau de visée signifie que chaque\nniveau ajoute proportionnellement plus de précision au tir.\nPar conséquent, avoir peu de niveaux de visée vous\npermettra de garder une bonne précision avec une vitesse\nde mise en joue élevée !\n \nValeur faible recommandée.", - L"\n \nUne valeur plus grande de *1.0, réduit proportionnellement\nles erreurs de visée à distance.\n \nN'oubliez pas qu'un trop gros zoom sur une cible\nproche vous pénalisera !\n \nLa valeur de 1.0 signifie qu'aucune lunette est installée.", - L"\n \nRéduit proportionnellement les erreurs de visée à distance.\n \nCes effets ne sont valables qu'à une distance donnée,\net se dissipent ou disparaissent\nà une longue distance.\n \nValeur élevée recommandée.", - L"\n \nQuand cette propriété est en vigueur, l'arme\nne produit pas d'éclair lors du tir.\n \nLes ennemis ne seront plus en mesure de vous repérer\nà cause de la flamme (mais ils\npourront toujours vous entendre !).", - L"\n \nDistance (en cases) de l'intensité sonore que fait votre arme\nlorsque vous tirez avec.\n \nLes ennemis placés en deçà de cette distance entendront\nvotre tir.\n \nValeur faible recommandée.", - L"\n \nDétermine la vitesse de déterioration de cette arme\nà l'usage.\n \nValeur élevée recommandée.", - L"\n \nDétermine la difficulté de réparation de cette arme.\n \nValeur élevée recommandée.", - L"\n \nPortée minimum où la lunette de visée fournit un bonus de visée.", - L"\n \nFacteur de chance de toucher accordé par un laser.", - L"\n \nLe nombre de PA requis pour mettre en joue.\n \nQuand cette arme est prête, vous pouvez tirez plusieurs fois\nsans avoir de coût supplémentaire.\n \nAnnule automatiquement cette opération, si vous faîtes des\nactions autre que pivoter ou tirer.\n \nValeur faible recommandée.", - L"\n \nLe nombre de PA requis pour effectuer\nune attaque simple avec cette arme.\n \nPour les fusils, c'est le coût pour un tir\nsimple sans niveau de visée.\n \nSi cette icône est grisée, les tirs simples\nne sont pas possible.\n \nValeur faible recommandée.", - L"\n \nLe nombre de PA requis pour tirer une Rafale.\n \nle nombre de balles tirées pour chaque rafale est\ndéterminé par l'arme elle-même, et indiqué\npar le nombre de balles sur cette icône.\n \nSi cette icône est grisée, le mode rafale\nn'est pas possible avec cette arme.\n \nValeur faible recommandée.", - L"\n \nLe nombre de PA requis pour tirer en Automatique.\n \nSi vous voulez tirez plus de balles,\ncela coûtera plus de PA.\n \nSi cette icône est grisée, le mode Auto\nn'est pas possible avec cette arme.\n \nValeur faible recommandée.", - L"\n \nLe nombre de PA requis pour recharger cette arme.\n \nValeur faible recommandée.", - L"\n \nLe nombre de PA requis pour recharger cette arme\nentre chaque tir.\n \nValeur faible recommandée.", - L"", // No longer used! - L"\n \nLa distance totale de la bouche de cette arme qui se\ndéplacera entre chaque balle en rafale ou en\nautomatique, si aucune force inverse n'est appliquée.\n \nValeur faible recommandée.", // HEADROCK HAM 5: Altered to reflect unified number. - L"\n \nIndique le nombre de balles qui seront ajoutées\nau mode auto tous les 5 PA que vous dépensez.\n \nValeur élevée recommandée.", - L"\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|V|a|l|e|u|r |d|e |p|r|o|t|e|c|t|i|o|n", - L"|C|o|u|v|e|r|t|u|r|e", - L"|T|a|u|x |d|e |d|é|g|r|a|d|a|t|i|o|n", - L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nCette propriété d'armure définit de combien elle\nabsorbe les dégâts de chaque attaque.\n \nN'oubliez pas que les attaques perforantes et\ndivers facteurs aléatoires peuvent altérer\nla réduction final des dégâts.\n \nValeur élevée recommandée.", - L"\n \nDétermine la protection de l'armure\nsur votre corps.\n \nSi la protection est inférieure à 100%, les attaques\nont une certaine chance de passer à travers l'armure\nen causant un maximum de dégâts.\n \nValeur élevée recommandée.", - L"\n \nIndique à quelle vitesse les conditions de l'armure\nvont chuter et qui est proportionnelle aux\ndégâts subis.\n \nValeur faible recommandée.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|T|a|u|x |d|e |p|é|n|é|t|r|a|t|i|o|n", - L"|É|c|r|a|s|e|m|e|n|t |d|e |l|a |b|a|l|l|e", - L"|E|x|p|l|o|s|i|o|n |a|v|a|n|t |i|m|p|a|c|t", - L"|T|e|m|p|é|r|a|t|u|r|e |d|u |t|i|r", - L"|T|a|u|x |d|'|e|m|p|o|i|s|o|n|n|e|m|e|n|t", - L"|E|n|c|r|a|s|s|e|m|e|n|t", -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nCeci est la capacité de la balle à pénétrer\nl'armure de la cible.\n \nAvec une valeur supérieure à 1.0, la balle réduiera fortement\nla valeur de protection de l'armure touchée.\n \nValeur élevée recommandée.", - L"\n \nDétermine le potentiel de la balle à faire des dégâts\nsur le corps après avoir traversée l'armure.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts\naprès pénétration\nAvec une valeur inférieure à 1.0, la balle fera des dégâts moindre\naprès pénétration.\n \nValeur élevée recommandée.", - L"\n \nMultiplicateur de potentiel de dégâts juste avant\nl'impact de la balle.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts.\nUne valeur inférieure à 1.0 fera des dégâts moindre.\n \nValeur élevée recommandée.", - L"\n \nTempérature additionnelle générée par ces munitions.\n \nValeur faible recommandée", - L"\n \nDétermine le pourcentage de dégâts d'une balle empoisonnée.\n \nValeur élevée recommandée.", - L"\n \nEncrassement additionnel généré par ces munitions.\n \nValeur faible recommandée", -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|D|é|g|â|t|s", - L"|D|é|g|â|t|s |é|t|o|u|r|d|i|s|s|a|n|t", - L"|E|x|p|l|o|s|i|o|n |à |l|'|i|m|p|a|c|t", // HEADROCK HAM 5 - L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n", - L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |é|t|o|u|r|d|i|s|a|n|t|e", - L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |s|o|n|o|r|e", - L"|D|é|b|u|t |r|a|y|o|n |g|a|z |l|a|c|r|y|m|o|g|è|n|e", - L"|D|é|b|u|t |r|a|y|o|n |g|a|z |m|o|u|t|a|r|d|e", - L"|D|é|b|u|t |r|a|y|o|n |f|l|a|s|h |l|u|m|i|n|e|u|x", - L"|D|é|b|u|t |r|a|y|o|n |f|u|m|é|e", - L"|D|é|b|u|t |r|a|y|o|n |i|n|c|e|n|d|i|e", - L"|F|i|n |r|a|y|o|n |g|a|z |l|a|c|r|y|m|o|g|è|n|e", - L"|F|i|n |r|a|y|o|n |g|a|z |m|o|u|t|a|r|d|e", - L"|F|i|n |r|a|y|o|n |f|l|a|s|h |l|u|m|i|n|e|u|x", - L"|F|i|n |r|a|y|o|n |f|u|m|é|e", - L"|F|i|n |r|a|y|o|n |i|n|c|e|n|d|i|e", - L"|D|u|r|é|e |d|e |l|'|e|f|f|e|t", - // HEADROCK HAM 5: Fragmentation - L"|N|o|m|b|r|e |d|e |s|h|r|a|p|n|e|l|s", - L"|D|é|g|â|t|s |p|a|r |s|h|r|a|p|n|e|l", - L"|P|o|r|t|é|e |d|e|s |s|h|r|a|p|n|e|l|s", - // HEADROCK HAM 5: End Fragmentations - L"|I|n|t|e|n|s|i|t|é |s|o|n|o|r|e", - L"|V|o|l|a|t|i|l|i|t|é", - L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nLa quantité de dégâts causés par cet explosif.\n \nNotez que les explosifs de type \"explosion\" livrent des dégâts\nseulement une fois (quand ils explosent), tandis que les\nexplosifs à effets prolongés livrent cette quantité de dégâts\nà chaque tour jusqu'à ce que l'effet se dissipe.\n \nValeur élevée recommandée.", - L"\n \nLa quantité de dégâts non mortels (étourdissant) causés\npar cet explosif.\n \nNotez que les explosifs de type \"explosion\" livrent des\ndégâts seulement une fois (quand ils explosent), tandis\nque les explosifs à effets prolongés livrent cette\nquantité de dégâts d'étourdissement à chaque tour jusqu'à\nce que l'effet se dissipe.\n \nValeur élevée recommandée.", - L"\n \nCet explosif ne rebondit pas. Il explose dès qu'il touche un obstacle.", // HEADROCK HAM 5 - L"\n \nRayon de l'explosion causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.", - L"\n \nRayon de l'onde de choc causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.", - L"\n \nDistance du parcours du bruit causé par ce piège.\n Les ennemis placés en deçà de cette distance entendront\n votre piège et sonneront l'alerte.\n \nValeur faible recommandée.", - L"\n \nRayon de départ libéré par la lacrymogène.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", - L"\n \nRayon de départ libéré par le gaz moutarde.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", - L"\n \nRayon de départ émis par le flash lumineux.\n \nLes cases autours du centre de l'effet deviendront très\nlumineuses, quand celles autours ne seront que\nlégèrement plus lumineuse que la normale.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", - L"\n \nRayon de départ libéré par la fumée.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz. plus important,\nquiconque se trouvant à l'intérieur de la fumée aura des difficultés à se repérer,\net perdra aussi sa visibilité.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", - L"\n \nRayon de départ causés par les flammes.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", - L"\n \nRayon de fin libéré par la lacrymogène avant\nqu'il ne se dissipe.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également le début du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", - L"\n \nRayon de fin libéré par le gaz moutarde avant\nqu'il ne se dissipe.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également le début du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", - L"\n \nRayon de fin émis par le flash lumineux.\n \nLes cases autours du centre de l'effet deviendront très\nlumineuses, quand celles autours ne seront que\nlégèrement plus lumineuse que la normale.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", - L"\n \nRayon de fin libéré par la fumée.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz. plus important,\nquiconque se trouvant à l'intérieur de la fumée aura des difficultés à se repérer,\net perdra aussi sa visibilité.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", - L"\n \nRayon de départ causés par les flammes.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", - L"\n \nDurée des effets de l'explosion.\n \nChaque tour, le rayon s'aggrandit d'une case dans\n toutes les directions, avant d'atteindre\nla valeur de fin de rayon indiquée.\n \nQuand la durée a été atteinte, les effets se\ndissipent complètement.\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", - // HEADROCK HAM 5: Fragmentation - L"\n \nC'est le nombre de shrapnels qui seront\néjectés lors de l'explosion.\n \nLes shrapnels sont comme des balles et\ntoucheront toutes les personnes qui\nsont assez proche de l'explosion.\n \nValeur élevée recommandée.", - L"\n \nLe potentiel des dégâts causés par chaque shrapnel.\n \nValeur élevée recommandée.", - L"\n \nC'est la portée moyenne des shrapnels. Ils peuvent\ncouvrir plus ou moins loin de cette distance.\n \nValeur élevée recommandée.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nDistance (en cases) en deçà de laquelle chaque\nsoldat et mercenaire peuvent entendre l'explosion.\n \nLes ennemis qui entendent cette explosion peuvent alerter de\nvotre présence.\n \nValeur faible recommandée.", - L"\n \nCette valeur représente la chance (sur 100) que cette\nexplosif explose spontanément chaque fois qu'il est endommagé\n(Par exemple, quand il y a d'autres explosions à proximité).\n \nTransporter des explosifs hautement volatiles en combat\nest donc extrêmement risqué et devrait être évitée.\n \nÉchelle : 0-100.\nValeur faible recommandée.", - L"\n \nDétermine la difficulté à réparer complètement un explosif.\n \nVert = N'importe qui peut le réparer.\n \nRouge = Il ne peut pas être réparé.\n \nValeur élevée recommandée.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", - L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", // TODO.Translate - L"|V|o|l|u|m|e", // TODO.Translate -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nDétermine la difficulté à réparer complètement un objet.\n \nVert = N'importe qui peut le réparer.\n \nRouge = Il ne peut pas être réparé.\n \nValeur élevée recommandée.", - L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", // TODO.Translate - L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", // TODO.Translate -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|B|a|l|l|e|s |t|r|a|ç|a|n|t|e|s", - L"|M|u|n|i|t|i|o|n|s |a|n|t|i|-|c|h|a|r", - L"|I|g|n|o|r|e |l|'|a|r|m|u|r|e", - L"|M|u|n|i|t|i|o|n|s |a|c|i|d|e|s", - L"|M|u|n|i|t|i|o|n|s |c|a|s|s|a|n|t |s|e|r|r|u|r|e", - L"|R|é|s|i|s|t|a|n|t |a|u|x |e|x|p|l|o|s|i|f|s", - L"|É|t|a|n|c|h|é|i|t|é", - L"|É|l|e|c|t|r|o|n|i|q|u|e", - L"|M|a|s|q|u|e |à |g|a|z", - L"|B|e|s|o|i|n |d|e |p|i|l|e|s", - L"|P|e|u|t |c|r|o|c|h|e|t|e|r |l|e|s |s|e|r|r|u|r|e|s", - L"|P|e|u|t |c|o|u|p|e|r |d|e|s |f|i|l|s", - L"|P|e|u|t |c|a|s|s|e|r |l|e|s |v|e|r|r|o|u|s", - L"|D|é|t|e|c|t|e|u|r |d|e |m|é|t|a|l", - L"|D|é|c|l|e|n|c|h|e|u|r |à |d|i|s|t|a|n|c|e", - L"|D|é|t|o|n|a|t|e|u|r |à |d|i|s|t|a|n|c|e", - L"|M|i|n|u|t|e|r|i|e |d|e| |d|é|t|o|n|a|t|e|u|r", - L"|C|o|n|t|i|e|n|t |d|e |l|'|e|s|s|e|n|c|e", - L"|C|a|i|s|s|e |à |o|u|t|i|l|s", - L"|O|p|t|i|q|u|e|s |t|h|e|r|m|i|q|u|e|s", - L"|D|i|s|p|o|s|i|t|i|f |à |r|a|y|o|n|s |X", - L"|C|o|n|t|i|e|n|t |d|e |l|'|e|a|u |p|o|t|a|b|l|e", - L"|C|o|n|t|i|e|n|t |d|e |l|'|a|l|c|o|o|l", - L"|T|r|o|u|s|s|e |d|e |1|e|r |s|o|i|n|s", - L"|T|r|o|u|s|s|e |m|é|d|i|c|a|l|e", - L"|B|o|m|b|e |p|o|u|r |s|e|r|r|u|r|e |d|e |p|o|r|t|e", - L"|B|o|i|s|s|o|n", - L"|R|e|p|a|s", - L"|B|a|n|d|e|s |d|e |m|u|n|i|t|i|o|n|s", - L"|H|a|r|n|a|i|s |à |m|u|n|i|t|i|o|n|s", - L"|K|i|t |d|e |d|é|s|a|m|o|r|ç|a|g|e", - L"|O|b|j|e|t |d|i|s|s|i|m|u|l|a|b|l|e", - L"|N|e |p|e|u|t |ê|t|r|e |e|n|d|o|m|m|a|g|é", - L"|F|a|i|t |e|n |m|é|t|a|l", - L"|N|e |f|l|o|t|t|e |p|a|s", - L"|À |d|e|u|x |m|a|i|n|s", - L"|B|l|o|q|u|e |l|e |v|i|s|e|u|r", - L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|h|i|e|l|d", // TODO.Translate - L"|C|a|m|e|r|a", // TODO.Translate - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nCes munitions, en mode Auto ou rafale, ont la propriété d'être\ndes des balles traçantes.\n \nLa lumière qu'apporte les balles traçantes lors d'une rafale\npermet d'avoir une meilleur précision et d'être ainsi plus\nmortel malgré le recul de l'arme.\n \nDe plus, ces balles créent un halo lumineux permettant de\nrévéler l'ennemi pendant la nuit. Cependant, elles révèlent\naussi la position du tireur à l'ennemi !\n \nLes balles traçantes désactive automatiquement le\ncache-flamme installé sur l'arme utilisé.", - L"\n \nCes munitions peuvent faire des dégâts aux chars.\n \nLes munitions SANS cette propriété ne feront aucun dégât quel que\nsoit le char.\n \nMême avec cette propriété, n'oubliez pas que la plupart des armes\nne feront que peu de dégâts, donc n'en abusez pas.", - L"\n \nCes munitions ignorent complètement l'armure.\n \nQuand vous tirez sur un ennemi avec une armure, cela sera comme s'il\nn'en avait pas, permettant ainsi de faire un maximum de dégâts !", - L"\n \nLorsque cette munition frappe une cible avec une armure,\ncette dernière se dégradera très rapidement.\n \nCeci peut potentiellement retirer l'armure de la cible !", - L"\n \nCette munition est exceptionnelle pour casser les serrures.\n \nTirez directement sur la serrure de la porte ou du\ncoffre pour faire de lourds dégâts sur le mécanisme.", - L"\n \nCette armure est trois fois plus résistante contre les\nexplosifs que sa valeur indiquée.\n \nQuand une explosion heurte cette armure, la valeur de\nsa protection est considérée comme trois fois plus\nélevée que celle indiquée.", - L"\n \nCet objet est imperméable à l'eau. Il ne recevra pas de\ndégâts causés par l'eau.\n \nLes objets SANS cette propriété vont progressivement se\ndétériorer, si la personne nage avec.", - L"\n \nCet objet est de nature électronique et contient des\ncircuits complexes.\n \nLes objets électroniques sont intrinsèquement plus\ndifficiles à réparer, d'autant plus si vous n'avez pas\nles compétences nécessaires.", - L"\n \nLorsque cet objet est porté sur le visage, il le protègera\nde tous les gaz nocifs.\n \nNotez que certains gaz sont corrosifs et pourrait bien\npénétrer à travers le masque...", - L"\n \nCet objet requière des piles. Sans les piles, vous ne pouvez pas\nactiver ces principales caractéristiques.\n \nPour utiliser un jeu de piles, attachez-les à cette objet\ncomme si vous m'étiez une lunette de visée à votre arme.", - L"\n \nCet objet peut être utilisé pour crocheter des portes\nou des containers verrouillés.\n \nLe crochetage est silencieux, mais nécessite des\ncompétences en mécanique. Il améliore\nla chance au crochetage de ", //JMich_SkillsModifiers: needs to be followed by a number", - L"\n \nCet objet peut être utilisé pour couper les clôtures de fil.\n \nCela autorise le mercenaire a passé à travers des zones\nsécurisées, pour éventuellement surprendre l'ennemi !", - L"\n \nCet objet peut être utilisé pour forcer des portes\nou des coffres verrouillés.\n \nForcer des serrures, requière une grande force,\ngénère beaucoup de bruits et peut facilement\nvous épuisez. Cependant, c'est une bonne façon\nd'ouvrir une serrure sans avoir des talents en\nmécanique ou des outils adéquates. Il améliore\nvotre chance de ", //JMich_SkillsModifiers: needs to be followed by a number - L"\n \nCet objet peut être utilisé pour détecter des objets métalliques\nenfouis sous terre.\n \nNaturellement, sa fonction première est de détecter les mines\nsans que vous ayez les compétences nécessaires pour les repérer\nà l'Å“il nu.\n \nPeut-être trouverez-vous certains trésors cachés...", - L"\n \nCet objet peut être utilisé pour faire exploser une bombe\nqui aura été amorcée par un détonateur.\n \nPlantez la bombe en 1er, puis utilisez votre déclencheur\nà distance pour l'activer quand c'est le bon moment.", - L"\n \nQuand il est attaché à un dispositif explosif et positionné\ndans le bon sens, ce détonateur peut être déclenché par un\ndétonateur (séparé) à distance.\n \nLes détonateurs à distance sont excellents pour faire des\npièges, car ils se déclenchent quand vous le souhaitez.\n \nDe plus, vous avez tout le temps pour déguerpir !", - L"\n \nQuand il est attaché à un dispositif explosif et positionné\ndans le bon sens, ce détonateur va lancer un compte à\nrebours défini et explosera quand le temps sera écoulé.\n \nCes détonateurs avec minuterie sont pas chers et faciles à\ninstaller, mais vous aurez besoin de temps pour pouvoir\ndéguerpir de là !", - L"\n \nCet objet contient de l'essence.\n \nIl pourrait arriver à point nommé, si vous aviez besoin\nde remplir un réservoir d'essence...", - L"\n \nCet objet contient divers outils qui peuvent être utilisés\npour réparer d'autres objets.\n \nUne caisse à outils est toujours nécessaire lorsque vous\nêtes en mission de réparation. Il améliore\nl'efficacité en réparation de ", //JMich_SkillsModifiers: need to be followed by a number - L"\n \nQuand équipé sur le visage, cet objet donne la capacité de\nrepérer les ennemis à travers les murs, grâce à leur\nsignature thermique.", - L"\n \nCe merveilleux dispositif peut être utilisé pour repérer\nles ennemis en utilisant les rayons X.\n \nCela révélera tous les ennemis à une certaine distance\npour une courte période de temps.\n \nGardez cela loin de vos organes reproductifs !", - L"\n \nCet objet contient de l'eau potable bien fraiche.\nÀ boire lorsque vous êtes assoiffé.", - L"\n \nCet objet contient du digestif, gnôle, eau-de-vie, liqueur,\nqu'importe comment vous appelez cela.\n \nÀ prendre avec modération. Boire ou conduire !\nPeut causer une cirrhose du foie.", - L"\n \nIl s'agit d'un kit médical basic, contenant les ustensiles\nrequis pour faire une intervention médicale basic.\n \nIl peut être utilisé pour soigner un mercenaire blessé et\nempêcher le saignement.\n \nPour une guérison optimale, utilisez une véritable trousse\nde soins et/ou beaucoup de repos.", - L"\n \nIl s'agit d'un kit médical complet, qui peut être utilisé\npour une opération chirurgicale ou autre cas sérieux.\n \nUne trousse de soins est toujours nécessaire lorsque vous\nêtes en mission de docteur.", - L"\n \nCet objet peut être utilisé pour faire sauter les portes\nou coffres verrouillés.\n \nDes compétences en explosion sont nécessaires pour éviter\nune explosion prématurée.\n \nExploser les serrures, est relativement facile et rapide\nà faire. Cependant, c'est très bruyant et dangereux pour\nla plupart des mercenaires.", - L"\n \nCette boisson étanchera votre soif\nsi vous la buvez.", - L"\n \nCeci vous nourrira\nsi vous l'ingurgitez.", - L"\n \nVous alimenterez une mitrailleuse\navec ces bandes de munitions.", - L"\n \nVous nourrirez une mitrailleuse\navec ces munitions stockées dans\nce harnais.", - L"\n \nCet objet améliore votre chance de désamorçage de ", - L"\n \nCet objet est dissimulable,\ny compris ses accessoires.", - L"\n \nCet objet ne peut pas être endommagé.", - L"\n \nCet objet est en métal.\nIl prend moins de dégâts que les autres.", - L"\n \nCet objet coule dans l'eau.", - L"\n \nCet objet exige les deux mains pour être utilisé.", - L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate - L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n", - L"|F|a|c|t|e|u|r |n|e|t |d|e |p|r|é|c|i|s|i|o|n |s|u|r |t|o|u|t |t|i|r", - L"|F|a|c|t|e|u|r |e|n |p|o|u|r|c|e|n|t|a|g|e |s|u|r |t|o|u|t |t|i|r", - L"|F|a|c|t|e|u|r |n|e|t |s|u|r |l|a |v|i|s|é|e", - L"|F|a|c|t|e|u|r |p|o|u|r|c|e|n|t|a|g|e |d|e |v|i|s|é|e", - L"|F|a|c|t|e|u|r |n|i|v|e|a|u |d|e |v|i|s|é|e |a|u|t|o|r|i|s|é|e", - L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n |m|a|x|i|m|a|l|e", - L"|F|a|c|t|e|u|r |d|e |p|r|i|s|e |e|n |m|a|i|n |d|e |l|'|a|r|m|e", - L"|F|a|c|t|e|u|r |c|o|m|p|e|n|s|a|t|i|o|n |d|e |c|h|u|t|e", - L"|F|a|c|t|e|u|r |p|o|u|r|s|u|i|t|e |c|i|b|l|e", - L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s", - L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s |d|e |m|ê|l|é|e", - L"|F|a|c|t|e|u|r |d|e |d|i|s|t|a|n|c|e", - L"|F|a|c|t|e|u|r |a|g|g|r|a|n|d|i|s|e|m|e|n|t |d|e |l|a |p|o|r|t|é|e", - L"|F|a|c|t|e|u|r |d|e |p|r|o|j|e|c|t|i|o|n", - L"|F|a|c|t|e|u|r |d|e |r|e|c|u|l |h|o|r|i|z|o|n|t|a|l", - L"|F|a|c|t|e|u|r |d|e |r|e|c|u|l |v|e|r|t|i|c|a|l", - L"|F|a|c|t|e|u|r |d|e |c|o|n|t|r|e|-|f|o|r|c|e |m|a|x|i|m|u|m", - L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n |d|e |c|o|n|t|r|e|-|f|o|r|c|e", - L"|F|a|c|t|e|u|r |d|e |f|r|é|q|u|e|n|c|e |d|e |c|o|n|t|r|e|-|f|o|r|c|e", - L"|F|a|c|t|e|u|r |d|e |P|A |t|o|t|a|l", - L"|F|a|c|t|e|u|r |d|e |P|A |m|i|s|e |e|n |j|o|u|e", - L"|F|a|c|t|e|u|r |d|e |P|A |e|n |a|t|t|a|q|u|e |s|i|m|p|l|e", - L"|F|a|c|t|e|u|r |d|e |P|A |e|n |r|a|f|a|l|e", - L"|F|a|c|t|e|u|r |d|e |P|A |e|n |a|u|t|o", - L"|F|a|c|t|e|u|r |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r", - L"|F|a|c|t|e|u|r |t|a|i|l|l|e |m|u|n|i|t|i|o|n", - L"|F|a|c|t|e|u|r |t|a|i|l|l|e |r|a|f|a|l|e", - L"|C|a|c|h|e|-|f|l|a|m|m|e", - L"|F|a|c|t|e|u|r |i|n|t|e|n|s|i|t|é |s|o|n|o|r|e", - L"|F|a|c|t|e|u|r |t|a|i|l|l|e |o|b|j|e|t", - L"|F|a|c|t|e|u|r |d|e |f|i|a|b|i|l|i|t|é", - L"|C|a|m|o|u|f|l|a|g|e |f|o|r|ê|t", - L"|C|a|m|o|u|f|l|a|g|e |u|r|b|a|i|n ", - L"|C|a|m|o|u|f|l|a|g|e |d|é|s|e|r|t", - L"|C|a|m|o|u|f|l|a|g|e |n|e|i|g|e", - L"|F|a|c|t|e|u|r |d|e |d|i|s|c|r|é|t|i|o|n", - L"|F|a|c|t|e|u|r |d|i|s|t|a|n|c|e |a|u|d|i|t|i|v|e", - L"|F|a|c|t|e|u|r |v|i|s|i|o|n |g|é|n|é|r|a|l|e", - L"|F|a|c|t|e|u|r |v|i|s|i|o|n |n|o|c|t|u|r|n|e", - L"|F|a|c|t|e|u|r |v|i|s|i|o|n |d|e |j|o|u|r", - L"|F|a|c|t|e|u|r |v|i|s|i|o|n |l|u|m|i|è|r|e |i|n|t|e|n|s|e", - L"|F|a|c|t|e|u|r |v|i|s|i|o|n |s|o|u|s|-|s|o|l", - L"|V|i|s|i|o|n |e|n |t|u|n|n|e|l ", - L"|C|o|n|t|r|e|-|f|o|r|c|e |m|a|x|i|m|u|m", - L"|F|r|é|q|u|e|n|c|e |C|o|n|t|r|e|-|f|o|r|c|e", - L"|B|o|n|u|s |c|h|a|n|c|e |d|e |t|o|u|c|h|e|r", - L"|B|o|n|u|s |d|e |v|i|s|é|e", - L"|T|e|m|p|é|r|a|t|u|r|e |t|i|r |u|n|i|q|u|e", - L"|T|a|u|x |d|e |R|e|f|r|o|i|d|i|s|s|e|m|e|n|t", - L"|S|e|u|i|l |d|'|e|n|r|a|y|e|m|e|n|t", - L"|S|e|u|i|l |d|é|t|é|r|i|o|r|a|t|i|o|n", - L"|F|a|c|t|e|u|r |d|e |t|e|m|p|é|r|a|t|u|r|e", - L"|F|a|c|t|e|u|r |d|e |r|e|f|r|o|i|d|i|s|s|e|m|e|n|t", - L"|F|a|c|t|e|u|r |d|u |S|e|u|i|l |d|'|e|n|r|a|y|e|m|e|n|t", - L"|F|a|c|t|e|u|r |d|u |S|e|u|i|l |d|é|t|é|r|i|o|r|a|t|i|o|n", - L"|T|a|u|x |d|e |p|o|i|s|o|n", - L"|F|a|c|t|e|u|r |d|'|e|n|c|r|a|s|s|e|m|e|n|t", - L"|F|a|c|t|e|u|r |d|e |P|o|i|s|o|n", - L"|V|a|l|e|u|r |d|'|A|l|i|m|e|n|t|a|t|i|o|n", - L"|V|a|l|e|u|r |d|'|H|y|d|r|a|t|a|t|i|o|n", - L"|T|a|i|l|l|e |d|e|s |Po|r|t|i|o|n|s", - L"|F|a|c|t|e|u|r |d|e |M|o|r|a|l", - L"|F|a|c|t|e|u|r |d|e |P|é|r|e|m|p|t|i|o|n", - L"|P|o|r|t|é|e |O|p|t|i|m|a|l|e |d|u |L|a|s|e|r", - L"|F|a|c|t|e|u|r |d|u |R|e|c|u|l |P|o|u|r |c|e|n|t", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nLorsque attaché à une arme de distance, cet objet modifie la\nvaleur de sa précision.\n \nLe gain en précision permet à l'arme de pouvoir toucher une\ncible à des distances plus élevées et plus souvent.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCet objet modifie la précision du tireur pour n'importe quel tir avec\nune arme de distance de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCet objet modifie la précision du tireur pour n'importe quel tir avec\nune arme de distance avec un pourcentage calculé à partir\nde sa précision initiale.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie le gain de précision, pris à chaque\nniveau de visée supplémentaire, de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCet objet modifie le gain de précision, pris à chaque\nniveau de visée, d'un pourcentage calculé à partir\nde sa précision initiale.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie le nombre de niveau de visée que cette arme\npeut avoir.\n \nRéduire le nombre de niveau de visée signifie que chaque\nniveau ajoute proportionnellement plus de précision au tir.\nPar conséquent, même les bas niveaux de visée vous\npermettrons de garder une bonne précision avec une vitesse\nélevée pour viser !\n \nValeur faible recommandée.", - L"\n \nCet objet modifie la précision maximale du tireur équipé d'une\narme de distance, avec un pourcentage basé sur sa précision\ninitiale.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet modifie sa\ndifficulté de manipulation.\n \nUne meilleure prise en main permet une meilleure précision\nde l'arme, avec ou sans niveaux de visée supplémentaires.\n \nNotez que c'est basé sur le facteur de prise en main des\narmes, qui est plus élevé pour les fusils et armes lourdes\nque les pistolets et armes légères.\n \nValeur faible recommandée.", - L"\n \nCet objet modifie la difficulté des tirs hors de la portée de l'arme.\n \nUne valeur élevée peut augmenter la portée maximale de l'arme de\nquelques cases.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie la difficulté de toucher une cible en mouvement\navec une arme de distance.\n \nUne valeur élevée peut vous aider à toucher une cible en\nmouvement, même à distance.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie la puissance d'impact de votre arme\nde la valeur suivante.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie la puissance d'impact de votre arme de mêlée\nde la valeur suivante.\n \nCeci s'applique uniquement aux armes de mêlée, tranchantes\nou contondantes.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie sa portée effective.\n \nLa portée maximale dicte essentiellement dans quelle mesure une balle\ntirée par l'arme peut voler avant de commencer à tomber\nbrusquement vers le sol.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nfournit un grossissement supplémentaire, réussissant des coups\nplus facilement que la normale.\n \nNotez qu'un facteur de grossissement trop élevé est préjudiciable\nquand la cible est plus PROCHE que la distance optimale.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nprojette un point sur la cible, rendant le tir plus facile.\n \nCette projection est seulement utile à une certaine distance,\nau-delà elle diminue puis éventuellement disparaît.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance ayant\ndes modes rafale ou auto, cet objet modifie\nle recul horizontal de l'arme par le\npourcentage suivant.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance ayant\ndes modes rafale ou auto, cet objet modifie\nle recul vertical de l'arme par le\npourcentage suivant.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", - L"\n \nCet objet modifie la capacité du tireur à faire\nface au recul durant une salve en mode rafale ou auto.\n \nUne valeur élevée permet d'aider le tireur à contrôler une arme\navec un fort recul, même s'il a peu de force.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie la capacité du tireur à compenser\nle recul durant une salve en mode rafale ou auto.\n \nUne valeur élevée permet de corriger le recul pour garder le canon\nsur la cible, même à longue distance, rendant ainsi la salve\nplus précise.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie la capacité du tireur à adapter\nà chaque fréquence l'effort de compensation du recul durant une\nsalve en mode rafale ou auto.\n \nUne fréquence élevée de compensation permet une salve très précise\net ainsi permettre des tirs en rafale et auto à très longues portées.\n \nValeur élevée recommandée.", - L"\n \nCet objet modifie directement le nombre de PA\nque le mercenaire a durant chaque début de tour.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le coût en PA pour mettre en joue.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme, cet objet\nmodifie le coût en PA pour faire une attaque simple.\n \nNotez que pour les armes ayant un mode auto/rafale, le\ncoût est directement influencé par ce facteur !\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance ayant\nun mode rafale, cet objet modifie le coût en PA d'un tir en rafale.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance ayant\nun mode auto, cet objet modifie le coût en PA d'un tir en auto.\n \nNotez que cela ne modifie pas le coût supplémentaire\npour ajouter des balles à la salve, mais seulement\nle coût initiale d'une salve.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le coût en PA pour recharger.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nchange la taille des munitions qui peuvent être\nchargées dans l'arme.\n \nCette arme peut maintenant accepter des tailles plus ou moins grandes de munitions\nayant un même calibre.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le nombre de balles tiré\npar cette arme en rafale.\n \nSi cette arme n'a pas de mode rafale et que la\nvaleur est positive, alors cet objet donnera à l'arme la possibilité\nde tirer en mode rafale.\n \nInversement, s'il y a un mode rafale\net une valeur négative, cela peut retirer le mode rafale.\n \nValeur élevée généralement recommandée. Gardez bien à l'esprit\nque le mode rafale est là pour conserver les munitions...", - L"\n \nLorsque attaché à une arme de distance, cet objet\nva cacher le flash du canon.\n \nCela permettra au tireur de ne pas se faire repérer\net de rester à couvert, s'il l'est.\nChose importante de nuit...", - L"\n \nLorsque attaché à une arme, cet objet\nmodifie la distance à laquelle un tir sera entendu par les\nennemis et les mercenaires.\n \nSi ce facteur modifie l'intensité sonore de l'arme à 0\n, elle deviendra alors indétectable.\n \nValeur faible recommandée.", - L"\n \nCet objet modifie la taille de n'importe quel objet\npouvant être attaché.\n \nLa taille est importante dans le nouveau système d'inventaire,\noù les poches n'acceptent qu'une taille et des formes spécifiques.\n \nAugmenter la taille d'un objet peut le rendre trop gros pour des poches.\n \nInversement, réduire sa taille peut permettre de l'insérer dans plus de poches\net les poches seront à même de contenir plus d'objets.\n \nValeur faible généralement recommandée.", - L"\n \nLorsque attaché à une arme, cet objet modifie la valeur\nde fiabilité de l'arme.\n \nSi positive, l'état de l'arme se détériore moins\nrapidement au combat. Mais hors combat elle se détériore\nplus rapidement.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone forestière du porteur.\n \nPour avoir un facteur de camouflage efficace en forêt,\nvous devez être près d'arbres ou d'herbes hautes.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone urbaine du porteur.\n \nPour avoir un facteur de camouflage efficace en zone urbaine,\nvous devez être près des bâtîments.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone désertique du porteur.\n \nPour avoir un facteur de camouflage efficace en zone désertique,\nvous devez être près du sable ou d'une végétation désertique.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone enneigée du porteur.\n \nPour avoir un facteur de camouflage efficace en zone enneigée,\nvous devez être près de cases enneigées.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie la discrétion du porteur en rendant le mercenaire\nplus difficile à entendre lorsqu'il se déplace en mode discrétion.\n \nNotez que cela ne change en rien sur la visibilité du mercenaire,\nmais seulement la quantité de sons émis lors d'un déplacement en silence.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie l'audition du porteur du pourcentage suivant.\n \nUne valeur positive rend possible l'écoute de sons\nprovenant de longues distances.\n \nInversement, une valeur négative détériore l'audition du porteur.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision dans toutes les conditions.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsqu'il y a peu de lumière ambiante.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque l'intensité de la lumière\nest normale ou forte.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque l'intensité de la lumière est très forte.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque vous êtes dans un sous-sol sombre.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nle champ de vision du porteur.\n \nRéduisant le champ de vision de chaque côté.\n \nValeur faible recommandée.", - L"\n \nHabilité du tireur à faire face au recul\nlors d'un tir en mode rafale ou auto.\n \nValeur élevée recommandée.", - L"\n \nFréquence de recalcule du tireur pour ajuster la force\nqu'il doit mettre pour contrer le recul de l'arme, lors d'un tir\nen mode rafale ou auto.\n \nUne fréquence faible rend la salve plus précise en supposant que\nle tireur puisse surmonter le recul correctement.\n \nValeur faible recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie sa chance de toucher la cible (CDT).\n \nAugmenter son CDT permet de toucher plus souvent\nune cible, en supposant que le tireur a bien visé.\n \nValeur élevée recommandée.", - L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie ses bonus de visée.\n \nAugmenter les bonus de visée, permet de toucher\nune cible à longue distance plus souvent, en supposant\nque le tireur a bien visé.\n \nValeur élevée recommandée.", - L"\n \nUn tir augmente la température de l'arme de cette valeur.\nLes munitions et certains accessoires peuvent\ninfluer sur cette valeur.\n \nValeur faible recommandée.", - L"\n \nÀ chaque tour, la température de l'arme diminue\nde cette valeur.\n \nValeur élevée recommandée.", - L"\n \nSi la température d'une arme dépasse cette valeur,\nelle s'enrayera plus souvent.\n \nValeur élevée recommandée.", - L"\n \nSi la température d'un objet dépasse cette valeur,\nil se détériorera plus facilement.\n \nValeur élevée recommandée.", - L"\n \nLa température d'un tir,\nest augmentée par ce pourcentage.\n \nValeur faible recommandée.", - L"\n \nLe facteur de refroidissement d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", - L"\n \nLe seuil d'enrayement d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", - L"\n \nLe seuil de détérioration d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", - L"\n \nUn tir salit l'arme de cette valeur. Le type\ndes munitions et les accessoires peuvent\ninfluer sur cette valeur.\n \nValeur faible recommandée.", - L"\n \nLorsque cet aliment est mangé, il provoque un empoisonnement.\n \nValeur faible recommandée.", - L"\n \nValeur énergétique en kcal.\n \nValeur élevée recommandée.", - L"\n \nQuantité d'eau en litres.\n \nValeur élevée recommandée.", - L"\n \nLe pourcentage d'aliment consommé par utilisation.\n \nValeur faible recommandée.", - L"\n \nLe moral est modifié de cette valeur.\n \nValeur élevée recommandée.", - L"\n \nCet aliment pourrit au fil du temps.\nAu-dessus de 50 pour cent, il devient\nun poison. Il s'agit de la vitesse à\nlaquelle la moisissure est générée.\n \nValeur faible recommandée.", - L"", - L"\n \nLorsqu'il est attaché à une arme qui a le mode\nrafale ou auto, cet objet modifie le recul de\nl'arme par le pourcentage indiqué. Réduire le\nrecul permet de mieux garder la bouche de l'arme\npointée sur la cible lors d'une rafale.\n \nValeur faible recommandée.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nLa précision de cette arme a été modifiée\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAugmenter la précision permet de toucher une cible\nà longue distance plus souvent.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCette arme modifie la précision du tireur,\nde n'importe quel mode de tir, de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCette arme modifie la précision du tireur,\nde n'importe quel mode de tir, du pourcentage suivant.\nPourcentage basé sur la précision initiale du tireur.\n \nValeur élevée recommandée.", - L"\n \nCette arme modifie la quantité de précision gagnée\nà chaque niveau de visée de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", - L"\n \nCette arme modifie la quantité de précision gagnée\nà chaque niveau de visée du pourcentage suivant.\nPourcentage basé sur la précision initiale du tireur.\n \nValeur élevée recommandée.", - L"\n \nLe nombre de niveaux de visée supplémentaires permis par\ncette arme, a été modifié par une munition, un accessoire\n ou bien intégré dans les attributs.\nSi le nombre de niveaux de visée a baissé, c'est que l'arme est\nplus rapide à viser sans perdre en précision.\n \nInversement, si le nombre de visée a augmenté, l'arme sera\nplus lente à viser sans perdre en précision.\n \nValeur faible recommandée.", - L"\n \nCette arme modifie la précision maximum du tireur\nbasé sur un pourcentage de la précision initiale maximale.\n \nValeur élevée recommandée.", - L"\n \nLes accessoires ou les caractéristiques de l'arme modifient\nsa difficulté de prise en main.\n \nUne meilleure prise en main, l'arme sera plus précise\navec ou sans niveaux de visée supplémentaires.\n \nNotez que c'est basé sur le facteur de prise en main des armes,\nqui est plus élevé pour les fusils et armes lourdes que\nles pistolets et armes légères.\n \nValeur faible recommandée.", - L"\n \nL'habilité de l'arme à compenser les tirs\nqui sont hors de portée est modifié par un\naccessoire ou les caractéristiques de l'arme.\n \nUne valeur élevée peut augmenter la portée maximale\nde l'arme de quelques cases.\n \nValeur élevée recommandée.", - L"\n \nL'habilité de l'arme à toucher une cible en mouvement\nà distance a été modifiée par un accessoire ou\nun attribut inhérent à l'arme.\n \nUne valeur élevée peut vous aider à toucher\nune cible en mouvement, même à distance.\n \nValeur élevée recommandée.", - L"\n \nLa puissance d'impact de votre arme a été modifiée\npar une munition, un accessoire ou attribut inhérent à l'arme.\n \nValeur élevée recommandée.", - L"\n \nLa puissance d'impact de votre arme de mêlée a été modifiée\npar un accessoire ou attribut inhérent à l'arme.\n \nCeci s'applique uniquement aux armes de mêlée, tranchantes\nou contondantes.\n \nValeur élevée recommandée.", - L"\n \nLa portée maximum de votre arme a été augmentée ou diminuée\ngrâce à une munition, un accessoire ou attribut inhérent à l'arme.\n \nLa portée maximale dicte essentiellement dans quelle mesure une balle\ntirée par l'arme peut voler avant de commencer à tomber\nbrusquement vers le sol.\n \nValeur élevée recommandée.", - L"\n \nCette arme est équipée d'une visée optique,\nrendant les tirs à distance plus facile à réaliser.\n \nNotez qu'un facteur de grossissement trop élevée est préjudiciable\nquand la cible est plus PROCHE que la distance optimale.\n \nValeur élevée recommandée.", - L"\n \nCette arme est équipée d'un système de projection\n(tel qu'un laser), qui projette un point sur la\ncible, rendant le tir plus facile.\n \nCette projection est seulement utile à une certaine distance\n, au-delà elle diminue puis éventuellement disparaît.\n \nValeur élevée recommandée.", - L"\n \nLe recul horizontal de cette arme a été modifié\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAucun effet, si l'arme ne possède pas de mode auto et/ou rafale.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", - L"\n \nLe recul vertical de cette arme a été modifié\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAucun effet, si l'arme ne possède pas de mode auto et/ou rafale.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", - L"\n \nCette arme modifie la capacité du tireur à faire face\nau recul durant une salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne valeur élevée permet d'aider le tireur a contrôler une arme\navec un fort recul, même s'il a peu de force.\n \nValeur élevée recommandée.", - L"\n \nCette arme modifie la capacité du tireur à compenser\nle recul durant une salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne valeur élevée permet de corriger le recul pour garder le canon\nsur la cible, même à longue distance,\nrendant ainsi la salve plus précise.\n \nValeur élevée recommandée.", - L"\n \nCette arme modifie la capacité du tireur à adapter à chaque\nà chaque fréquence l'effort de compensation du recul durant\nune salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne fréquence élevée de compensation permet une salve très précise\net ainsi permettre des tirs en rafale et auto à très longues portées,\nen supposant que le tireur puisse couvrir le recul correctement.\n \nValeur élevée recommandée.", - L"\n \nLorsque tenue en main, cette arme modifie la quantité de\nPA que le mercenaire a au début de chaque tour.\n \nValeur élevée recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour mettre en joue avec cette arme, a été\nmodifié.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une attaque simple avec cette arme,\na été modifié.\n \nNotez que les modes auto et rafale de l'arme,\nont leur coût directement influencé par ce facteur.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une rafale avec cette arme,\na été modifié.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une salve en auto avec cette arme,\na été modifié.\n \nNotez que cela ne modifie pas le coût supplémentaire en PA\nlorsque vous ajoutez des balles à la salve, mais\nseulement son coût initial.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour recharger cette arme,\na été modifié.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla taille des munitions qui peuvent être chargées sur cette arme,\na été modifiée.\n \nCette arme peut maintenant accepter des tailles plus ou moins grandes de munitions\nayant un même calibre.\n \nValeur élevée recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla quantité de balles tirées par cette arme en mode rafale,\na été modifiée.\n \nSi cette arme n'a pas de mode rafale et que la\nvaleur est positive, alors cet objet donnera à l'arme la possibilité\nde tirer en mode rafale.\n \nInversement, s'il y a un mode rafale\net une valeur négative, cela peut retirer le mode rafale.\n \nValeur élevée généralement recommandée. Gardez bien à l'esprit\nque le mode rafale est là pour conserver les munitions...", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\ncette arme ne produira pas de flash lors du tir.\n \nCela permettra au tireur de ne pas se faire repérer\net de rester à couvert, s'il l'est.\nChose importante de nuit...", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle bruit généré par l'arme, a été modifié. La distance\nà laquelle les ennemis et mercenaires peuvent entendre votre tir, a changé.\n \nSi ce facteur de l'intensité sonore de l'arme a 0\n, elle deviendra alors indédectable.\n \nValeur faible recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla catégorie de la taille de cette arme a changé.\n \nLa taille est importante dans le nouveau système d'inventaire,\noù les poches n'acceptent qu'une taille et des formes spécifiques.\n \nAugmenter la taille d'un objet peut le rendre trop gros pour des poches.\n \nInversement, réduire sa taille peut permettre de l'insérer dans plus de poches\net les poches seront à même de contenir plus d'objets.\n \nValeur faible généralement recommandée.", - L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla fiabilité de cette arme a changé.\n \nSi positive, l'état de l'arme se détériore\nmoins rapidement, si utilisé en combat. Mais hors combat\nelle se détériore plus rapidement.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone forestière du porteur.\n \nPour avoir un facteur de camouflage efficace en forêt,\nvous devez être près d'arbres ou d'herbes hautes.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone urbaine du porteur.\n \nPour avoir un facteur de camouflage efficace en zone urbaine,\nvous devez être près de bâtîments.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone désertique du porteur.\n \nPour avoir un facteur de camouflage efficace en zone désertique,\nvous devez être près du sable ou d'une végétation désertique.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone enneigée du porteur.\n \nPour avoir un facteur de camouflage efficace en zone enneigée,\nvous devez être près de cases enneigés.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nla discrétion du porteur en rendant le mercenaire\nplus difficile à entendre lorsqu'il se déplace en mode discrétion.\n \nNotez que cela ne change en rien sur la visibilité du mercenaire,\nmais seulement la quantité de sons émis lors d'un déplacement en silence.\n \nValeur élevée recommandée.", - L"\n \nQuand cette arme est tenue à la main, elle modifie\nl'audition du porteur du pourcentage suivant.\n \nUne valeur positive rend possible l'écoute de sons\nprovenant de longues distances.\n \nInversement, une valeur négative détériore l'audition du porteur.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision dans toutes les conditions.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision de nuit lorsqu'il y a peu de lumière ambiante.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision de jour lorsque l'intensité de la lumière\nest normale ou forte.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision lorsque l'intensité de la lumière est très forte.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision lorsque vous êtes dans un sous-sol sombre.\n \nValeur élevée recommandée.", - L"\n \nLorsque cette arme est prête à tirer,\nelle modifie le champ de vision du porteur.\n \nRéduisant le champ de vision de chaque côté.\n \nValeur faible recommandée.", - L"\n \nHabilité du tireur à faire face au recul\nlors d'un tir en mode rafale ou auto.\n \nValeur élevée recommandée.", - L"\n \nFréquence de recalcule du tireur pour ajuster la force\nqu'il doit mettre pour contrer le recul de l'arme, lors d'un tir\nen mode rafale ou auto.\n \nUne fréquence faible rend la salve plus précise en supposant que\nle tireur puisse surmonter le recul correctement.\n \nValeur faible recommandée.", - L"\n \nLa chance de toucher la cible avec cette arme,\na été modifiée par une munition, un accessoire ou\nun attribut inhérent à l'arme.\n \nAugmenter la chance de toucher permet de toucher plus souvent\nune cible, en supposant que le tireur a bien visé.\n \nValeur élevée recommandée.", - L"\n \nLes bonus de visée de cette arme, ont été modifiés\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAugmenter les bonus de visée, permet de toucher\nune cible à longue distance plus souvent, en supposant\nque le tireur a bien visé.\n \nValeur élevée recommandée.", - L"\n \nUn tir augmente la température de l'arme de cette valeur.\nLes munitions peuvent influer sur cette valeur.\n \nValeur faible recommandée.", - L"\n \nÀ chaque tour, la température de l'arme diminue\nde cette valeur.\nLes accessoires des armes peuvent influer\nsur cette valeur.\n \nValeur élevée recommandée.", - L"\n \nSi la température d'une arme dépasse cette valeur,\nelle s'enrayera plus souvent.", - L"\n \nSi la température d'une arme dépasse cette valeur,\nelle se détériorera plus facilement.", - L"\n \nLa force de recul de cette arme est modifiée par cette\nvaleur en pourcentage par ses munitions, ses objets attachés\nou ses caractéristiques. N'a aucun effet si l'arme n'a pas\nde mode rafale ni de mode automatique. Réduire le recul\npermet de mieux garder la bouche de l'arme pointée sur\nla cible lors d'une rafale.\n \nValeur faible recommandée.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"SIMPLE", - L"PA", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Fin du tri des munitions par caisses/boîtes au secteur %c%d.", - L"Fin du démontage de tous les accessoires au secteur %c%d.", - L"Fin du déchargement des armes au secteur %c%d.", - L"Fin du classement et de l'empilage par type au secteur %c%d.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Tout voir", - L"Armes", - L"Munitions", - L"Explosifs", - L"Armes blanches", - L"Protections", - L"LBE", - L"Kits", - L"Objets divers", - L"Cacher tout", -}; - -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", // TODO.Translate -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = -{ - L"Température ", - L"très basse", - L"basse", - L"moyenne", - L"haute", - L"très haute", - L"dangereuse", - L"CRITIQUE", - L"EXTRÊME", - L"inconnue", - L"." -}; - -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"C'est ", - L"frais", - L"assez frais", - L"consommable", - L"périmé", - L"malsain", - L"nocif", - L"." -}; - -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Rc. ", //ExpLevel 1 - L"Sdt ", //ExpLevel 2 - L"Cpl ", //ExpLevel 3 - L"Sgt ", //ExpLevel 4 - L"Maj ", //ExpLevel 5 - L"Lt ", //ExpLevel 6 - L"Cne ", //ExpLevel 7 - L"Cdt ", //ExpLevel 8 - L"Col ", //ExpLevel 9 - L"Gal " //ExpLevel 10 -}; - -STR16 gzNewLaptopMessages[]= -{ - L"Renseignez-vous sur notre offre spéciale !", - L"Temporairement indisponible", - L"Un bref aperçu sur Jagged Alliance 2 : Unfinished Businessn, il contient six secteurs de la carte. La version finale du jeu proposera beaucoup plus. Lisez le fichier readme inclus pour plus de détails.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"Distance cible: %d tiles, Brightness: %d/%d", - L"Vous reliez l'antenne de ce portable au vôtre.", - L"Vous n'avez pas les moyens d'engager %s", - L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, paquetage ci-dessous compris.", - L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offre, le paquetage personnel du mercenaire sans frais supplémentaires.", - L"Frais", - L"Il y a quelqu'un d'autre dans le secteur...", - //L"Portée arme: %d tiles, de chances: %d pourcent", - L"Afficher couverture", - L"Champs de vision", - L"Les nouvelles recrues ne peuvent arriver ici.", - L"Comme votre portable n'a pas d'antenne, vous ne pouvez pas engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.", - L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre portable ne sert plus à rien.", //the %s is the name of a merc. @@@ Modified - L"Apres avoir scanné la note laissée par le commandant adjoint Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.", - L"En examinant le panneau de contrôle, %s s'aperçoît que les chiffres peuvent être inversés pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...", - L"Ceci est un jeu IRON MAN et vous ne pouvez pas sauvegarder, s'il y a des ennemis dans les parages.", // @@@ new text - L"(ne peut pas sauvegarder en plein combat)", //@@@@ new text - L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text - L"La campagne actuelle est introuvable.", // @@@ new text - L"Campagne : Par défaut ( %S )", // @@@ new text - L"Campagne : %S", // @@@ new text - L"Vous avez choisi la campagne %S. Cette campagne est un mod d'Unfinished Business. Êtes-vous sûr de vouloir jouer la campagne %S ?", // @@@ new text - L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new - // anv: extra iron man modes - L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate - L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate -}; - -// The_bob : pocket popup text defs -STR16 gszPocketPopupText[]= -{ - L"Lance-grenades", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Lance-roquettes", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Armes blanches", // POCKET_POPUP_MEELE_AND_THROWN - L"-Aucune munition-", //POCKET_POPUP_NO_AMMO - L"-Pas d'arme-", //POCKET_POPUP_NO_GUNS - L"plus...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features -STR16 szCovertTextStr[]= -{ - L"%s a du camouflage !", - L"%s a un sac à dos !", - L"%s est vu(e) en train de porter un corps !", - L"%s a un(e) %s suspect(e) !", - L"%s a un(e) %s considéré(e) comme du matériel militaire !", - L"%s transporte trop d'armes !", - L"%s a un(e) %s trop avancé(e) pour un soldat %s !", - L"%s a un(e) %s avec trop d'accessoires !", - L"%s a été repéré(e) en train de commettre des activités douteuses !", - L"%s ne ressemble pas à un civil !", - L"Le sang de %s, a été repéré !", - L"%s est trop ivre pour se comporter comme un soldat !", - L"Le déguisement de %s, ne tiendra pas la route à une inspection !", - L"%s n'est pas supposé(e) être là !", - L"%s n'est pas supposé(e) se trouver là à cette heure !", - L"%s a été trouvé(e) près d'un cadavre !", - L"L'équipement de %s, soulève quelques suspicions !", - L"%s est vu(e) en train de viser %s !", - L"%s a percé le déguisement : %s !", - L"Aucun habit trouvé dans Items.xml !", - L"Ça ne fonctionne pas avec l'ancien système de compétences !", - L"Pas assez de PA !", - L"Mauvaise palette trouvée !", - L"Vous avez besoin de la compétence \"Déguisement\" ou \"Espion\" pour le faire !", - L"Pas d'uniforme trouvé !", - L"%s est maintenant déguisé(e) en civil.", - L"%s est maintenant déguisé(e) en soldat.", - L"%s porte un uniforme dépareillé !", - L"En y repensant, demander une reddition avec un déguisement n'était pas la meilleure des idées...", - L"%%s a été découvert(e) !", - L"Le déguisement de %s a l'air d'aller...", - L"Le déguisement de %s ne marchera pas...", - L"%s a été pris en train de voler !", - L"%s a essayé d'accéder à l'inventaire de %s.", - L"An elite soldier did not recognize %s!", // TODO.Translate - L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"Aucune tête trouvée dans items.xml !", - L"Ce corps n'a plus de tête :", - L"Aucune nourriture trouvée dans Items.xml !", - L"Impossible, vous êtes malade ou une personne tordue !", - L"Aucun habit à prendre !", - L"%s ne peut pas prendre les habits du corps !", - L"Ce corps ne peut être pris !", - L"Pas de main libre pour le corps !", - L"Aucun corps trouvé dans Items.xml !", - L"Identité du corps invalide !", -}; - -STR16 szFoodTextStr[]= -{ - L"%s ne veut pas manger : %s", - L"%s ne veut pas boire : %s", - L"%s mange : %s", - L"%s boit : %s", - L"%s a sa force pénalisée par cause de suralimentation !", - L"%s a sa force pénalisée par cause de sous-alimentation !", - L"%s a sa santé pénalisée par cause de suralimentation !", - L"%s a sa santé pénalisée par cause de sous-alimentation !", - L"%s a sa force pénalisée par cause de hyperhydratation !", - L"%s a sa force pénalisée par cause de déshydratation !", - L"%s a sa santé pénalisée par cause de hyperhydratation !", - L"%s a sa santé pénalisée par cause de déshydratation !", - L"Le remplissage des gourdes n'est pas possible, si le système alimentaire n'est pas activé !" -}; - -STR16 szPrisonerTextStr[]= -{ - L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate - L"Gained $%d as ransom money.", // TODO.Translate - L"Prisonnier(s) ayant révélé les positions ennemies : %d.", - L"Prisonnier(s) ayant rejoint notre cause : %d officiers, %d élite(s), %d régulier(s) et %d administratif(s).", - L"Prisonnier(s) ayant commencé une émeute en %s !", - L"%d prisonnier(s) envoyé(s) en %s !", - L"Prisonnier(s) libéré(s) !", - L"L'armée a délivré la prison en %s et les prisonniers ont été libérés !", - L"L'ennemi refuse de se rendre !", - L"L'ennemi refuse votre reddition... Ils veulent vos têtes !", - L"Ce comportement est désactivé dans vos fichiers ini.", - L"%s a libéré %s !", - L"A high-ranking army officer in %s has been revealed!", // TODO.Translate - L"The enemy leader refuses to even consider surrender!", - L"%d prisoners volunteered to join our forces.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= -{ - L"rien, en fait.", - L"la construction d'une fortification", - L"le retrait d'une fortification", - L"hacking", // TODO.Translate - L"%s a dû arrêter... %s", - L"Cette sorte de barricade ne peut pas être construite dans ce secteur", -}; - -STR16 szInventoryArmTextStr[]= -{ - L"Faire exploser (%d PA)", - L"Faire exploser", - L"Armer (%d PA)", - L"Armer", - L"Désamorcer (%d PA)", - L"Désamorcer", -}; - - -STR16 szBackgroundText_Flags[]= -{ - L" peut consommer des drogues se trouvant dans son inventaire\n", - L" ne tient pas compte des autres passifs\n", - L" +1 Niveau dans les souterrains\n", - L" steals money from the locals sometimes\n", // TODO.Translate - - L" +1 Niveau pour poser des pièges\n", - L" répand la corruption aux mercenaires proches\n", - L" femme seulement", // won't show up, text exists for compatibility reasons - L" homme seulement", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", // TODO.Translate - - L" refuses to attack animals\n", // TODO.Translate - L" refuses to attack members of the same group\n", // TODO.Translate -}; - - -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% de PA dans les secteurs polaires\n", - L" %s%d%% de PA dans les secteurs désertiques\n", - L" %s%d%% de PA dans les secteurs marécageux\n", - L" %s%d%% de PA dans les secteurs urbains\n", - L" %s%d%% APs in forest sectors\n", // TODO.Translate - L" %s%d%% APs in plain sectors\n", - L" %s%d%% de PA dans les secteurs fluviaux\n", - L" %s%d%% de PA dans les secteurs tropicaux\n", - L" %s%d%% de PA dans les secteurs côtiers\n", - L" %s%d%% de PA dans les secteurs montagneux\n", - - L" %s%d%% en agilité\n", - L" %s%d%% en dextérité\n", - L" %s%d%% en force\n", - L" %s%d%% en commandement\n", - L" %s%d%% au tir\n", - L" %s%d%% en mécanique\n", - L" %s%d%% en explosifs\n", - L" %s%d%% en médecine\n", - L" %s%d%% en sagesse\n", - - L" %s%d%% de PA sur les toits\n", - L" %s%d%% de PA nécessaire pour nager\n", - L" %s%d%% de PA nécessaire pour les actions de fortification\n", - L" %s%d%% de PA nécessaire pour utiliser un mortier\n", - L" %s%d%% de PA nécessaire pour utiliser l'inventaire\n", - L" toujours opérationnel après un parachutage\n %s%d%% de PA après un parachutage\n", - L" %s%d%% de PA au premier tour lors d'un assaut d'un secteur\n", - - L" %s%d%% de vitesse dans les voyages à pied\n", - L" %s%d%% de vitesse dans les voyages en véhicule\n", - L" %s%d%% de vitesse dans les voyages aériens\n", - L" %s%d%% de vitesse dans les voyages sur l'eau\n", - - L" %s%d%% de résistance à la peur\n", - L" %s%d%% de résistance au tir de couverture\n", - L" %s%d%% de résistance physique\n", - L" %s%d%% de résistance à l'alcool\n", - L" %s%d%% disease resistance\n", // TODO.Translate - - L" %s%d%% d'efficacité dans les interrogatoires\n", - L" %s%d%% d'efficacité comme gardien de prison\n", - L" %s%d%% meilleurs prix au marchandage d'armes et de munitions\n", - L" %s%d%% meilleurs prix au marchandage d'armures, de LBE, d'armes blanches, kits etc.\n", - L" %s%d%% à la force de capitulation de l'équipe, si nous menons les négociations\n", - L" %s%d%% plus rapide à la marche\n", - L" %s%d%% de vitesse de bandage\n", - L" %s%d%% breath regeneration\n", // TODO.Translate - L" %s%d%% de force pour porter des objets\n", - L" %s%d%% de besoins énergétiques (nourriture)\n", - L" %s%d%% de réhydratation nécessaire (eau)\n", - L" %s%d de besoin de sommeil\n", - L" %s%d%% de dégâts avec une arme de mêlée\n", - L" %s%d%% de chance de toucher avec des armes blanches\n", - L" %s%d%% d'efficacité dans le camouflage\n", - L" %s%d%% en discrétion\n", - L" %s%d%% de chance de toucher maximum\n", - L" %s%d en audition pendant la nuit\n", - L" %s%d en audition pendant la journée\n", - L" %s%d d'efficacité à désamorcer les pièges\n", - L" %s%d%% CTH with SAMs\n", // TODO.Translate - - L" %s%d%% d'efficacité dans une approche amicale\n", - L" %s%d%% d'efficacité dans une approche directe\n", - L" %s%d%% d'efficacité dans une approche menaçante\n", - L" %s%d%% d'efficacité dans une approche de recrutement\n", - - L" %s%d%% de chance de succès avec les explosifs d'ouverture de porte\n", - L" %s%d%% de CDT avec des armes à feu contre les créatures\n", - L" %s%d%% du coût de l'assurance\n", - L" %s%d%% d'efficacité comme guetteur pour vos tireurs d'élite\n", - L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", // TODO.Translate - - L" dislikes some other backgrounds\n", // TODO.Translate - L"Smoker", - L"Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", // TODO.Translate - L" %s%d%% burial speed\n", // TODO.Translate - L" %s%d%% administration effectiveness\n", // TODO.Translate - L" %s%d%% exploration effectiveness\n", // TODO.Translate -}; - -STR16 szBackgroundTitleText[] = -{ - L"IMP : Passif", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = -{ - L"IMP : Préjugés", -}; - -STR16 szPersonalityDisplayText[]= -{ - L"Vous êtes", - L"et l'apparence est", - L"importante pour vous.", - L"Vos", - L"sont", - L"essentielles.", - L"Vous êtes", - L"vous haïssez tout", - L".", - L"raciste envers les non-", - L".", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"Comment vous voyez-vous ?", - L"Quelle importance accordez-vous\nau regard des autres ?", - L"Quels sont vos manières ?", - L"Quelle est l'importance des manières des autres pour vous ?", - L"Quelle est votre nationalité ?", - L"Vous haïssez quelle nationalité ?", - L"À quel point les haïssez-vous ?", - L"À quel point êtes-vous raciste ?", - L"Quelle est votre race ? Et vous serez\nraciste contre toutes les autres.", - L"À quel point êtes-vous sexiste ?", -}; - -STR16 szRaceText[]= -{ - L"Blancs", - L"Noirs", - L"Asiatiques", - L"Esquimaux", - L"Hispaniques", -}; - -STR16 szAppearanceText[]= -{ - L"quelconque", - L"laid", - L"ordinaire", - L"attirant", - L"très beau", -}; - -STR16 szRefinementText[]= -{ - L"manières banales", - L"manières de plouc", - L"manières de snob", -}; - -STR16 szRefinementTextTypes[] = // TODO.Translate -{ - L"normal people", - L"slobs", - L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"Américain", // 0 - L"Arabe", - L"Australien", - L"Anglais", - L"Canadien", - L"Cubain", // 5 - L"Danois", - L"Français", - L"Russe", - L"Nigérian", - L"Suisse", // 10 - L"Jamaïcain", - L"Polonais", - L"Chinois", - L"Irlandais", - L"Sud Africain", // 15 - L"Hongrois", - L"Écossais", - L"Arulcain", - L"Allemand", - L"Africain", // 20 - L"Italien", - L"Néerlandais", - L"Roumain", - L"Métavirien", - - // newly added from here on - L"Grec", // 25 - L"Estonien", - L"Vénézuélien", - L"Japonais", - L"Turc", - L"Indien", // 30 - L"Mexicain", - L"Norvégien", - L"Espagnol", - L"Brésilien", - L"Finlandais", // 35 - L"Iranien", - L"Israélien", - L"Bulgare", - L"Suédois", - L"Irakien", // 40 - L"Syrien", - L"Belge", - L"Portugais", - L"Belarusian", // TODO.Translate - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = // TODO.Translate -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusian", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"et n'haïssez aucune autre nationalité.", // used in personnel.cpp - L"apatride", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"non", - L"vaguement", - L"bigrement", -}; - -STR16 szRacistText[]= -{ - L"pas", - L"un peu", - L"très", -}; - -STR16 szSexistText[]= -{ - L"pas sexiste", - L"un peu sexiste", - L"très sexiste", - L"un gentleman", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"État : ", - L"Chargée", - L"Bonne", - L"À moitié chargée", - L"Faible", - L"Morte", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= -{ - L"Mercenaire", - L"Milicien", - L"Soldat", - L"Vétéran", - - L"Civil", - - L"Administratif", - L"Soldat régulier", - L"Soldat d'élite", - L"Char", - - L"Animal", - L"Zombi", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s : Conseil de presse", - L"Ministère de l'information %s", - L"Mouvement révolutionnaire à %s", - L"The Times International", - L"International Times", - L"RIS (Renseignements Internationaux Spécialisés)", - - L"Recueille les articles de presse sur %s", - L"Nous sommes une source d'information neutre. Nous collectons différents articles d'actualité venant d'%s. Nous ne jugeons pas ces sources, nous nous contentons de les publier, pour que vous puissiez vous faire votre avis. Nous faisons paraitre des articles de différentes sources, venant :", - - L"Bilan du conflit", - L"Rapports", - L"News", - L"À propos de nous", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s en %s.", - - L"la guérilla", - L"l'armée", - - L"a attaqué", - L"a pris en embuscade", - L"héliportée a attaqué", - - L"L'attaque est venue %s.", - L"%s a eu des renforts venant %s.", - L"L'attaque est venue %s. %s a eu des renforts venant %s.", - L"du nord", - L"de l'est", - L"du sud", - L"de l'ouest", - L"et", - L"d'une direction inconnue", - - L"Des bâtiments ont été endommagés.", - L"Dans les combats, des bâtiments ont été endommagés. Il y a eu %d civil(s) tué(s) et %d blessé(s).", - L"Pendant l'attaque, %s et %s ont appelé des renforts.", - L"Pendant l'attaque, %s a appelé des renforts.", - L"Les témoins rapportent l'utilisation d'armes chimiques par les deux camps.", - L"Des armes chimiques ont été utilisées par %s.", - L"L'escalade du conflit s'aggrave ; les deux camps ont déployés des chars.", - L"Il y avait %d chars pour renforcer %s. %d d'entre eux ont été détruits dans des combats acharnés.", - L"Les deux camps avaient des tireurs d'élite.", - L"Des sources non vérifiées indiquent que des tireurs d'élite de %s ont été impliqués dans le combat.", - L"Ce secteur a une très grande importance stratégique, car il abrite l'une des rares batteries de missiles sol-air que l'armée %s possède. Des photographies aériennes montrent les dégâts du centre de commande. Ça laissera l'espace aérien %s sans défense pour le moment.", // TODO.Translate //A voir fini (to see finished) - L"La situation sur le terrain est devenue encore plus confuse, car il semble que le combat des rebelles a pris un nouveau virage. On a maintenant la confirmation qu'une milice rebelle s'est engagée activement avec les mercenaires étrangers.", - L"La position des royalistes semble plus précaire qu'on ne le pensait. Des rapports d'une scission au sein de l'armée ont fait surface, impliquant des échanges de feu au sein même du personnel militaire.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Tard dans la nuit", // 23 - 3 - L"À l'aube", // 3 - 6 - L"Tôt ce matin", // 6 - 8 - L"Dans la matinée", // 8 - 11 - L"À midi", // 11 - 14 - L"Dans l'après-midi", // 14 - 18 - L"Dans la soirée", // 18 - 21 - L"Dans la nuit", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Fond initial", - L"Revenu des mines", - L"Commerce", - L"Autres", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Munition", - L"Explosifs", - L"Nourriture", - L"Matériel médical", - L"Maintenance", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"Dans une bataille extrêmement meurtrière et inégale, l'armée a été anéantie sans trop de résistance.", - - L"Les rebelles ont facilement vaincu l'armée, infligeant de lourdes pertes.", - L"Sans trop d'effort, les rebelles ont infligé de lourdes pertes à l'armée et ont fait plusieurs prisonniers.", - - L"Dans un combat meurtrier, les rebelles ont réussi à écraser la partie adversaire. L'armée a subi des pertes sévères.", - L"Les rebelles ont subi des pertes, mais ont vaincu les royalistes. Des sources non vérifiées disent que plusieurs soldats auraient été faits prisonniers.", - - L"Dans une victoire à la Pyrrhus, les rebelles ont vaincu les royalistes, mais ils ont subi de lourdes pertes. Il n'est pour l'instant pas possible de dire s'ils arriveront à tenir position face à des assauts répétés.", - - L"La supériorité numérique de l'armée a été l'élément déterminant de ce combat. Les rebelles n'avaient aucune chance et ont dû se replier pour ne pas être tués ou capturés.", - L"Malgré le nombre élevé de rebelles dans ce secteur, l'armée les a facilement repoussés.", - - L"Les rebelles n'étaient clairement pas préparés à affronter la supériorité numérique de l'armée, ni son niveau d'équipement. Ils ont été aisément vaincus.", - L"Même si les rebelles étaient plus nombreux sur le terrain, l'armée était mieux équipée. Les rebelles ont évidemment perdu.", - - L"La violence des combats a fait des pertes considérables dans les deux camps, mais à la fin, la supériorité numérique l'armée a fait pencher la balance en sa faveur. La force rebelle a été anéantie. Il pourrait y avoir des survivants, mais nous ne pouvons pas confirmer cette source pour le moment.", - L"Lors d'une fusillade intense, l'entraînement supérieur de l'armée a fait pencher la balance en sa faveur. Les rebelles ont dû battre en retraite.", - - L"Aucun des deux camps n'était prêt à se soumettre. Alors que l'armée a finalement écarté la menace rebelle de la zone, leurs pertes conséquentes ont conduit l'unité à continuer d'exister uniquement de nom. Mais il est clair que les rebelles vont rapidement être à court d'hommes et de femmes si l'armée continue ce taux d'attrition.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Hors sujet", - L"Fait mineur", - L"Fait notable", - L"Fait marquant", - L"Fait significatif", - L"Fait intéressant", - L"Fait important", - L"Fait très important", - L"Fait grave", - L"Fait majeur", - L"Fait historique", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Tué", - L"Blessé", - L"Prisonnier", - L"Tir", - - L"Compte", - L"Logistique", - L"Pertes", - L"Participant", - - L"Promotion", - L"Bilan", - L"Récit", - L"Précédent", - - L"Suivant", - L" :", - L"Jour", -}; - -STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail the %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okay-ish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", // TODO.Translate - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", // TODO.Translate - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = // TODO.Translate -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Experience In Security", - - // links to other pages - L"What is Kerberus?", - L"Team Contracts", - L"Individual Contracts", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Manipulations de l'inventaire", - - L"LVN", - L"Recharger", - L"Réunir o.", - L"", - - L"Trier", - L"Fusionner", - L"Séparer", - L"Classer", - - L"Caisses", - L"Boîtes", - L"Poser S/D", - L"Mett. S/D", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Afficher couverture", - - L"Fermer", - L"Ennemi", - L"Merc.", - L"", - - L"Roles", // TODO.Translate - L"Fortification", // TODO.Translate - L"Tracker", - L"CTH mode", - - L"Pièges", - L"Réseau", - L"Détecteur", - L"", - - L"Réseau A", - L"Réseau B", - L"Réseau C", - L"Réseau D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Désactivation affichage couverture/pièges", - L"Afficher les zones dangereuses", - L"Afficher la vue du mercenaire", - L"", - - L"Display enemy role symbols", // TODO.Translate - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Afficher réseau (piège)", - L"Afficher les réseaux (pièges) par couleur", - L"Afficher les pièges à proximité", - L"", - - L"Afficher le réseau A", - L"Afficher le réseau B", - L"Afficher le réseau C", - L"Afficher le réseau D", -}; - -// TODO.Translate -STR16 szDynamicDialogueText[40][17] = // TODO.Translate -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"he", - L"she", - L"him", - L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", // TODO.Translate - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate - - L"High amount of distress can cause a personality split\n", // TODO.Translate - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", // TODO.Translate - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", // TODO.Translate - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = // TODO.Translate -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate -}; - -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select pants", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = // TODO.Translate -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = // TODO.Translate -{ - L"normal", - L"rain", - L"thunderstorm", - L"sandstorm", - - L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%s evaded a snake attack!", - L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", // TODO.Translate -}; - -STR16 szLaptopStatText[] = // TODO.Translate -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = // TODO.Translate -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -// TODO.Translate -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //FRENCH +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("FRENCH") + + #ifdef FRENCH + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_FrenchText_public_symbol(void){;} + +#ifdef FRENCH + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. + +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", + +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. + +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. + +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. + +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Lieux", // 0 + L"Personnages", + L"Objets", + L"Quêtes", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Quitter", +}; + +STR16 pOtherButtonsText[] = +{ + L"Briefing", + L"Accepter", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Briefing", + L"Accepter mission", +}; + + +STR16 pLocationPageText[] = +{ + L"Page préc.", + L"Photo", + L"Page suiv.", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Accueil", + L">>", + L"Type : ", + L"Vide", + L"Pas de mission définie. Ajouter mission au fichier TableData\\BriefingRoom\\BriefingRoom.xml. La première mission doit être visible. Mettre la valeur Hidden = 0.", + L"Salle de briefing. Appuyez sur la touche 'ENTRÉE'.", +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Inconnu",// 0 - unknown + L"Ville", //1 - cities + L"Site SAM", //2 - SAM Site + L"Autre lieu", //3 - other location + L"Mine", //4 - mines + L"Base militaire", //5 - military complex + L"Laboratoire", //6 - laboratory complex + L"Entreprise", //7 - factory complex + L"Hôpital", //8 - hospital + L"Prison", //9 - prison + L"Aéroport", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Voir tout", + L"Voir AIM", + L"Voir MERC", + L"Voir PR", + L"Voir PNJ", + L"Voir Véhicule", + L"Voir IMP", + L"Voir PNJE", + L"Filtre", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"Tout", + L"AIM", + L"MERC", + L"PR", + L"PNJ", + L"Véh.", + L"IMP", + L"PNJE", + L"Filtre", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Voir tout", + L"Voir Ville", + L"Voir Site SAM", + L"Voir Autre lieu", + L"Voir mine", + L"Voir Base militaire", + L"Voir Laboratoire", + L"Voir Entreprise", + L"Voir Hôpital", + L"Voir prison", + L"Voir Aéroport", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"Tout", + L"Ville", + L"SAM", + L"Autre", + L"Mine", + L"Milit.", + L"Labo.", + L"Usine", + L"Hôpit.", + L"Prison", + L"Aérop.", +}; + +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"Tout",//0 + L"Ville", + L"SAM", + L"Mine", + L"Aérop.", + L"Nature", + L"Ss-sol", + L"Instal.", + L"Autre", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Voir tout.",//facility index + 1 + L"Voir ville.", + L"Voir site SAM.", + L"Voir mine.", + L"Voir aéroport.", + L"Voir les extérieurs.", + L"Voir les sous-sols.", + L"Voir secteur avec installation(s)\n[|B|G] Suivant\n[|B|D] Réinitialise filtre.", + L"Voir autre secteur.", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; + +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"Tout",//0 + L"AIM", + L"MERC", + L"PR", + L"PNJ", + L"IMP", + L"Autre",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Voir tout.",//Other index + 1 + L"Voir membre de l'AIM.", + L"Voir membre de MERC.", + L"Voir rebellle.", + L"Voir Personnage Non Jouable.", + L"Voir personnage IMP.", + L"Voir autre personnage\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", +}; + +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Véh.", + L"PNJE", + L"",//reserved. Insert new Other filters above! +}; + +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"Tout",//0 + L"Arme", + L"Munit.", + L"Prot.", + L"LBE", + L"Acces.", + L"Divers",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Tout voir",//misc index + 1 + L"Voir les armes\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", + L"Voir les munitions\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", + L"Voir les protections\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", + L"Voir l'équipement LBE\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", + L"Voir les accessoires\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", + L"Voir les objets\n[|B|G] Catégorie suivante\n[|B|D] Réinitialise filtre.", +}; + +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"A/poing", + L"PM", + L"Mitra.", + L"Fusil", + L"Sniper", + L"F/Ass.", + L"FM", + L"F/pompe", + L"Arme/L", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"A/poing", + L"PM", + L"Mitra.", + L"Fusil", + L"Sniper", + L"F/Ass.", + L"FM", + L"F/pompe", + L"Arme/L", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Casque", + L"Veste", + L"Pant.", + L"Blind.", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Dédié", + L"Veste", + L"Sac", + L"Sac/dos", + L"Poche", + L"Autre", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optique", + L"Attache", + L"Bouche", + L"Externe", + L"Interne", + L"Autre", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"A/bl.", + L"A/Jet", + L"Mêlée", + L"Grenade", + L"Explos.", + L"Médical", + L"Kit", + L"Face", + L"Autre", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; + +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"Tout", + L"Activée", + L"Achevée", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Tout voir",//misc index + 1 + L"Voir les quêtes activées", + L"Voir les quêtes achevées", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"Tout", //0 + L"Arme", + L"Mun.", + L"LBE", + L"Divers", + + L"Tout", //5 + L"Arme", + L"Munition", + L"Mat. LBE", + L"Divers", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"A/Lourde", + L"A/Poing", + L"PM", + L"Mitrail.", + L"Fusil", + L"Sniper", + L"F/Assaut", + L"FM", + L"F/Pompe", + + // Ammo + L"A/Poing", + L"PM", //10 + L"Mitrail.", + L"Fusil", + L"Sniper", + L"F/Assaut", + L"FM", + L"F/Pompe", + + // Used + L"Arme", + L"Protection", + L"Mat. LBE", + L"Divers", //20 + + // Armour + L"Casque", + L"Veste", + L"Pantalon", + L"Blindage", + + // Misc + L"A/blanche", + L"Arme/Jet", + L"Mêlée", + L"Grenade", + L"Explosif", + L"Médical", //30 + L"Kit&Habit", + L"Mat. Face", + L"Mat. LBE", + L"Divers", //34 +}; + +// TODO.Translate +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +// TODO.Translate +STR16 FactDescText[] = +{ + L"Omerta Liberated", + L"Drassen Liberated", + L"Sanmona Liberated", + L"Cambria Liberated", + L"Alma Liberated", + L"Grumm Liberated", + L"Tixa Liberated", + L"Chitzena Liberated", + L"Estoni Liberated", + L"Balime Liberated", + + L"Orta Liberated", //10 + L"Meduna Liberated", + L"Pacos approched", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's supprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wnts to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Supprimer", + L"Article supprimer (|S|u|p|p|r)", +}; + +STR16 FaceDirs[8] = +{ + L"NORD", + L"NORD-Est", + L"EST", + L"SUD-EST", + L"SUD", + L"SUD-OUEST", + L"OUEST", + L"NORD-OUEST" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Activer l'affichage du joueur", //0 + L"Activer l'affichage des ennemis", + L"Activer l'affichage des créatures", + L"Activer l'affichage des rebelles", + L"Activer l'affichage des civils", + + L"Joueur", + L"Ennemi", + L"Créature", + L"Rebelle", + L"Civil", + + L"PLACEMENT DÉTAILLÉ", //10 + L"Information général mode", + L"Apparence physique mode", + L"Attribut mode", + L"Inventaire mode", + L"ID profile mode", + L"Calendrier mode", + L"Calendrier mode", + L"SUPPRIMER", + L"Supprimer le mercenaire sélectionné (|S|u|p|p|r)", + L"SUIVANT", //20 + L"Mercenaire suivant (|E|S|P|A|C|E)\nMercenaire précédente (|C|T|R|L+|E|S|P|A|C|E)", + L"Changer l'existence prioritaire", + L"Changer, si le placement a\naccès à toutes les portes", + + //Orders + L"STATIONNAIRE", + L"EN DÉFENSE", + L"DE GARDE", + L"CHERCHER LES ENNEMIS", + L"PATROUILLE PROCHE", + L"PATROUILLE LONTAINE", + L"POINT DE RASSEMBLEMENT", //30 + L"TOUR DE PATROUILLE", + + //Attitudes + L"DÉFENSE", + L"SOLO BRAVE", + L"SOUTIEN BRAVE", + L"AGGRESIF", + L"SOLO RUSÉ", + L"SOUTIEN RUSÉ", + + L"Placez mercenaire face à %s", // Max 30 characters + + L"Trouvé", + L"MAUVAIS", //40 + L"FAIBLE", + L"MOYEN", + L"BON", + L"EXCELLENT", + + L"MAUVAIS", + L"FAIBLE", + L"MOYEN", + L"BON", + L"EXCELLENT", + + L"Couleur précédente", //50 + L"Couleur suivante", + + L"Corps précédent", + L"Corps suivant", + + L"Changer la variation de temps (+ ou - 15 minutes)", + L"Changer la variation de temps (+ ou - 15 minutes)", + L"Changer la variation de temps (+ ou - 15 minutes)", + L"Changer la variation de temps (+ ou - 15 minutes)", + + L"Pas d'action", + L"Pas d'action", + L"Pas d'action", //60 + L"Pas d'action", + + L"Effacer le calendrier", + + L"trouver le mercenaire sélectionné", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"TOITS", //0 + L"MURS", + L"INFO PIÈCE", + + L"Placer les murs en utilisant la méthode de sélection", + L"Placer les portes en utilisant la méthode de sélection", + L"Placer les toits en utilisant la méthode de sélection", + L"Placer les fenêtres en utilisant la méthode de sélection", + L"Placer les murs endommagés en utilisant la méthode de sélection.", + L"Placer les meubles en utilisant la méthode de sélection", + L"Placer les décalcomanies murales en utilisant la méthode de sélection", + L"Placer les étages en utilisant la méthode de sélection", //10 + L"Placer les meubles génériques en utilisant la méthode de sélection", + L"Placer les murs avec la méthode rapide", + L"Placer les portes avec la méthode rapide", + L"Placer les fenêtres avec la méthode rapide", + L"Placer les murs endommagés avec la méthode rapide", + L"Verrouiller ou piéger les portes existantes", + + L"Ajouter une nouvelle salle", + L"Éditer les murs de caverne.", + L"Enlever un secteur de la construction existante.", + L"Enlever une construction", //20 + L"Ajouter/remplacer le toit de la construction par un nouveau toit plat.", + L"Copier une construction", + L"Bouger une construction", + L"Dessiner le numéro de pièce.\n(Maintenir |M|A|J pour réutiliser le numéro de pièce)", + L"Supprimer le numéro de pièce", + + L"Activer le mode supprimer (|E)", + L"Effacer le dernier changement (|R|e|t|o|u|r)", + L"Taille du cycle (|A/|Z)", + L"Toits (|H)", + L"Murs (|W)", //30 + L"Info Pièce (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Arm.", //0 + L"Mun.", + L"Prot.", + L"LBE", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Détentes", + L"Clés", + L"Cps", //10 + L"Précédent (|,)", // previous page + L"Suivant (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Ajouter une source de lumière ambiante", //0 + L"Basculer en fausse lumière ambiante.", + L"Ajouter des réseaux de sortie (clic droit pour une requête existante).", + L"Taille de cycle (|A/|Z)", + L"Effacer le dernier changement (|R|e|t|o|u|r)", + L"Basculer en mode supprimer (|E)", + L"Spécifier un point au NORD pour valider le but.", + L"Spécifier un point à l'OUEST pour valider le but.", + L"Spécifier un point à l'EST pour valider le but.", + L"Spécifier un point au SUD pour valider le but.", + L"Spécifier un point du centre pour valider le but.", //10 + L"Spécifier un point isolé pour valider le but.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"Nouvelle carte", //0 + L"Nouveau sous-sol", + L"Nouveau niveau de caverne", + L"Sauvegarder la carte (|C|T|R|L+|S)", + L"Charger la carte (|C|T|R|L+|L)", + L"Sélectionner un tileset", + L"Quitter le mode éditeur", + L"Quitter le jeu (|A|L|T+|X)", + L"Créer un carte de radar", + L"Une fois la carte vérifiée, elle sera sauvée sous le format original JA2. Les objets avec l'ID > 350 seront perdus.\nCette option est seulement valable sur les cartes de taille \"normale\" qui ne font pas référence aux nombre de réseaux (ex : réseau de sortie) > 25600.", + L"Une fois la carte vérifiée et chargée, elle sera élargie automatiquement selon les rangées et colonnes choisies.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Dessiner des textures de sol (|G)", //0 + L"Sélectionner les textures du sol de la carte", + L"Placer les rives et falaises (|C)", + L"Dessiner les routes (|P)", + L"Dessiner les débris (|D)", + L"Placer les arbres & buissons (|T)", + L"Placer les rochers (|R)", + L"Placer barrils & autres camelotes (|O)", + L"Remplir le secteur", + L"Effacer le dernier changement (|R|e|t|o|u|r)", + L"Basculer en mode supprimer (|E)", //10 + L"Taille du cycle (|A/|Z)", + L"Augmenter la densité du pinceau (|])", + L"Diminuer la densité du pinceau (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Bâtiment", + L"Objets", + L"Mercenaires", + L"Info carte", + L"Options", + L"|./|, : Cycle entre les dimensions 'largeur : xx'\n|P|g |U|p/|P|g |D|n : case précédente/suivante pour l(es)'objet(s) sélectionné(s)/en méthode intelligente", //Terrain fasthelp text + L"|./|, : Cycle entre les dimensions 'largeur : xx'\n|P|g |U|p/|P|g |D|n : case précédente/suivante pour l(es)'objet(s) sélectionné(s)/en méthode intelligente", //Buildings fasthelp text + L"|E|S|P|A|C|E : Sélectionne l'objet suivant\n|C|T|R|L+|E|S|P|A|C|E : Sélectionne l'objet précédent\n \n|/ : Place le même objet sous le curseur de la souris\n|C|T|R|L+|/ : Place le nouveau objet sous le curseur de la souris", //Items fasthelp text + L"|1-|9 : Pose de waypoints\n|C|T|R|L+|C/|C|T|R|L+|V : Copie/colle mercenaire\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text // TODO.Translate + L"|C|T|R|L+|G : Va à la case\n|M|A|J : fait défiler la carte au-delà de ses limites\n \n(|t|i|l|d|e): Toggle cursor level\n|I : (dés)active la carte vue de dessus\n|J : (dés)active l'affichage des terrains élevés\n|K : (dés)active les marqueurs de terrain élevé\n|M|A|J+|L : (dés)active les points d'angle de la carte\n|M|A|J+|T : (dés)active les feuillages\n|U : (dés)active la montée du monde\n \n|./|, : Cycle entre les dimensions 'largeur : xx'", //Map Info fasthelp text // TODO.Translate + L"|C|T|R|L+|N : Crée une nouvelle carte\n \n|F|5 : Montre le résumé des informations/Carte du monde\n|F|1|0 : Retire toutes les lumières\n|F|1|1 : recule les horaires\n|F|1|2 : Efface les horaires\n \n|M|A|J+|R : (dés)active les placements aléatoires basés sur la quantité du/des objet(s) sélectionné(s)\n \nOptions en ligne de commande\n|-|F|A|I|R|E|C|A|R|T|E|S : Génère la carte de type radar\n|-|F|A|I|R|E|C|A|R|T|E|S|C|N|V : Génère la carte de type radar ainsi que le couvert pour la dernière version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"Point d'entrée NORD", //0 + L"Point d'entrée OUEST", + L"Point d'entrée EST", + L"Point d'entrée SUD", + L"Point d'entrée centre", + L"Point d'entrée isolé", + + L"Principale", + L"Nuit", + L"24 heures", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Déclencheur de panique 1", //0 + L"Déclencheur de panique 2", + L"Déclencheur de panique 3", + L"Déclencheur %d", + + L"Action de pression", + L"Action de panique 1", + L"Action de panique 2", + L"Action de panique 3", + L"Action %d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"Pas de verrouillage d'ID", //0 + L"Piège explosif", + L"Piège électrique", + L"Piège sonore", + L"Alarme silencieuse", + L"Super piège électrique", //5 + L"Piège sonore de maison close", + L"Piège de niveau %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Enregistrer la carte au format vanilla JA2 (v1.12) (Version : 5.00/25)", //0 + L"Aucune carte n'est actuellement chargée.", + L"Fichier : %S, Tileset actuel : %s", + L"Élargir la carte au chargement", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"BASCULER", //0 + L"VUES", + L"MODE DE SÉLECTION", + L"MÉTHODE RAPIDE", + L"MODE DE CONSTRUCTION", + L"Pièce #", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Modification des attributs de verrouillage à l'index %d de la carte.", + L"Verrouillage ID", + L"Type de piège", + L"Niveau du piège", + L"Verrouillé", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Action de pression", //0 + L"Action de panique 1", + L"Action de panique 2", + L"Action de panique 3", + L"Action %d", + + L"Déclencheur de panique 1", //5 + L"Déclencheur de panique 2", + L"Déclencheur de panique 3", + L"Déclencheur %d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Info Status Ligne 1", + L"Info Status Ligne 2", + L"Info Status Ligne 3", + L"Info Status Ligne 4", + L"Info Status Ligne 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Amorcer", + L"Nuit", + L"24 H", //5 + + L"Rayon", + + L"Souterrain", + L"Niveau de lumière", + + L"Extérieur", + L"Sous-sol", //10 + L"Caves", + + L"Restreint", + L"Défiler ID", + + L"Destination", + L"Secteur", //15 + L"Destination", + L"Niveau sous-sol", + L"Dest.", + L"Grille No", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"Pas d'action", + L"Porte verrouillée", + L"Porte déverrouillée", + L"Porte ouverte", + L"Porte fermée", + L"Aller à la No", + L"Quitter le secteur", + L"Entrer secteur", + L"Rester secteur", + L"Dormir", + L"Ignorez cela !" +}; + +STR16 zDiffNames[5] = +{ + L"Mauviette", + L"Simplet", + L"Moyen", + L"Dur", + L"Utilisateurs de stéroïde seulement" +}; + +STR16 EditMercStat[12] = +{ + L"Santé max", + L"Santé actuel", + L"Force", + L"Agilité", + L"Dextérité", + L"Charisme", + L"Sagesse", + L"Tir", + L"Explosif", + L"Médecine", + L"Mécanique", + L"Niveau exp", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationnaire", + L"En garde", + L"Patrouille proche", + L"Patrouille lointaine", + L"Point de patrouille", + L"Sur appel", + L"Chercher ennemi", + L"Point de patrouille aléatoire", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Défensif", + L"Solitaire courageux", + L"Brave copain", + L"Solitaire Rusé", + L"Copain Rusé", + L"Aggressif", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Nom mercenaire :", //0 + L"Ordre :", + L"Attitude de combat :", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Couleur mercenaire", //0 + L"Fait", + + L"Mercenaire précédent attendant les ordres", + L"Mercenaire suivant attendant les ordres", + + L"Mercenaire précédent pour l'attidude de combat", + L"Mercenaire suivant pour l'attidude de combat", //5 + + L"Diminuer les stats du mercenaire", + L"Augmenter les stats du mercenaire", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Aléatoire", //0 + L"Hme norm", + L"Hme Grd", + L"Hme trappu", + L"Femme norm", + L"Char NE", //5 + L"Char NO", + L"Civil gros", + L"H Civil", + L"Minijupe", + L"F Civil", //10 + L"Enf. chap.", + L"Hummer", + L"Eldorado", + L"Camion glace", + L"Jeep", //15 + L"Enf civil", + L"Vache", + L"Infirme", + L"Robot désarmé", + L"Larve", //20 + L"Jeune", + L"Pt Monstre F", + L"Pt Monstre M", + L"Monstre Adt F", + L"Monstre Adt M", //25 + L"Monstre Reine", + L"Chat Sauvg", + L"Humvee", // TODO.Translate +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDRES=-- ", //0 + L"--=ATTITUDE=--", + + L"ATTRIBUTS", + L"RELATIF", + + L"ÉQUIPEMENT", + L"RELATIF", + + L"ATTRIBUTS", + L"RELATIF", + + L"Armée", + L"Admin", + L"Élite", //10 + + L"Niveau d'exp.", + L"Santé", + L"Santé Max.", + L"Tir", + L"Force", + L"Agilité", + L"Dextérité", + L"Sagesse", + L"Commandement", + L"Explosif", //20 + L"Médicine", + L"Mécanique", + L"Moral", + + L"Couleur cheveux :", + L"Couleur peau :", + L"Couleur veste :", + L"Couleur pantalon :", + + L"ALÉATOIRE", + L"ALÉATOIRE", + L"ALÉATOIRE", //30 + L"ALÉATOIRE", + + L"En spécifiant un indice de profil, toutes les informations seront extraites du profil ", + L"et remplacées par les valeurs que vous avez édité. Les fonctions d'édition seront aussi désactivées ", + L"bien que vous soyez toujours en mesure de regarder les stats, etc. En appuyant sur ENTREE cela extraira ", + L"automatiquement le numéro que vous avez tapé. Un champ vide effacera le profil. Le nombre ", + L"actuel de profil allant de 0 à ", + + L"Profil actuel : n/a ", + L"Profil actuel : %s", + + L"STATIONNAIRE", + L"DE GARDE", //40 + L"EN DÉFENSE", + L"CHERCHER LES ENNEMIS", + L"PATROUILLE PROCHE", + L"PATROUILLE LONTAINE", + L"POINT DE RASSEMBLEMENT", + L"TOUR DE PATROUILLE", + + L"Action", + L"Temps", + L"V", + L"Grille No 1", //50 + L"Grille No 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"verrouillée", + L"déverrouillée", + L"ouverte", + L"fermée", + + L"Cliquez sur la case adjacente à la porte que vous souhaitez %s.", //60 + L"Cliquez sur la case où vous voulez aller après avoir %s la porte.", + L"Cliquez sur la case où vous voulez aller.", + L"Cliquez sur la case où vous voulez dormir. Le personnage retournera automatiquement à sa position initiale lorsqu'il se lèvera.", + L"Cliquez sur ESC pour annuler l'entrée de cette ligne dans le calendrier.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Emplacement #%d", + L"Ordres de patrouille sans waypoints", + L"Waypoints sans ordres de patrouille", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"Pas d'action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Placement non copié car aucun placement sélectionné.", + L"Placement copié.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Placement non collé car aucun placement n'a été enregistré.", + L"Placement collé.", + L"Placement non collé car le nombre maximum de placement pour cette équipe est dépassé.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Quitter l'éditeur ?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Êtes-vous sur de vouloir retirer toutes les lumières ?", //0 + L"Êtes-vous sur de vouloir inverser le calendrier ?", + L"Êtes-vous sur de vouloir effacer tous les horaires ?", + + L"Cliquage de placement activé", + L"Cliquage de placement désactivé", + + L"Dessin des hauteurs activés", //5 + L"Dessin des hauteurs désactivés", + + L"Nombre de points de bord : N=%d E=%d S=%d O=%d", + + L"Placement aléatoire activé", + L"Placement aléatoire désactivé", + + L"Cacher la cîme des arbres", //10 + L"Montrer la cîme des arbres", + + L"Réinitialisation de l'aggrandissement de la carte", + + L"Ancienne méthode d'aggrandissement", + L"Aggrandissement fait", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Création de carte radar pour %S", //0 + + L"Supprimer la carte actuelle pour un nouveau niveau de sous-sol ?", + L"Supprimer la carte actuelle pour un nouveau niveau de cave ?", + L"Supprimer la carte actuelle pour un nouveau niveau extérieur ?", + + L" Essuyer les textures du sol ? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"Début", //0 + L"Activer l'éditeur de faux éclairage. Marche/arrêt", + + L"INSER", + L"Activer le mode de remplissage. Marche/arrêt", + + L"RET.AR", + L"Annuler la dernière modification", + + L"SUPR", + L"Effacement rapide d'objet sous le curseur de la souris", + + L"ESC", + L"Quitter l'éditeur", + + L"PHAUT/PBAS", //10 + L"Changement d'objets qui doivent être collé", + + L"F1", + L"Écran d'aide", + + L"F10", + L"Sauvegarder la carte actuelle", + + L"F11", + L"Charger la carte", + + L"+/-", + L"Changer l'obscurité de .01", + + L"MAJ +/-", //20 + L"Changer l'obscurité de .05", + + L"0 - 9", + L"Changer le nom de carte/tileset", + + L"b", + L"Changer la taille du pinceau", + + L"d", + L"Dessiner des débris", + + L"o", + L"Dessiner des obstacles", + + L"r", //30 + L"Dessiner des rochers", + + L"t", + L"Activer l'affichage des arbres. Marche/arrêt", + + L"g", + L"Dessiner les textures du sol", + + L"w", + L"Dessiner les murs des bâtiments", + + L"e", + L"Activer le mode effacer. Marche/arrêt", + + L"h", //40 + L"Activer les toits. Marche/arrêt", +}; + +STR16 pAutoLoadMapText[] = +{ + L"La carte vient d'être corrompue. N'enregistrez pas, ne quittez pas, demandez à parler à Kris ! S'il n'est pas là, sauvez la carte en utilisant un nom de fichier temporaire et documentez tout ce que vous venez de faire, surtout la dernière action !", + L"Le calendrier vient d'être corrompu. N'enregistrez pas, ne quittez pas, demandez à parler à Kris ! S'il n'est pas là, sauvez la carte en utilisant un nom de fichier temporaire et documentez tout ce que vous venez de faire, surtout la dernière action !", +}; + +STR16 pShowHighGroundText[] = +{ + L"Afficher les marqueurs des textures de sol", + L"Cacher les marqueurs des textures de sol", +}; + +//Item Statistics.cpp +/*CHAR16 gszActionItemDesc[34][30] = // NUM_ACTIONITEMS = 34 +{ + L"Mine klaxon", + L"Mine Flash", + L"Explosion lacrymo", + L"Explosion Assourd.", + L"Explosion Fumée", + L"Gaz moutarde", + L"Mine", + L"Ouvrir porte", + L"Fermer porte", + L"Puit caché 3x3 ", + L"Puit caché 5x5", + L"Pt Explosion", + L"Moy Explosion", + L"Grd Explosion", + L"Encl porte", + L"Encl Action1s", + L"Encl Action2s", + L"Encl Action3s", + L"Encl Action4s", + L"Entrer ds bordel", + L"Sortir du Bordel", + L"Alarme sbire", + L"Sexe avec pute", + L"Montrer pièce", + L"Alarme locale", + L"Alarme globale", + L"Bruit klaxon", + L"Déver. porte", + L"Encl verrou", + L"Déminer porte", + L"Encl Obj press", + L"Alarme musée", + L"Alarme chtsvg", + L"Grd lacrymo", +}; +*/ + + +STR16 pUpdateItemStatsPanelText[] = +{ + L"Drapeaux M./A.", //0 + L"Aucun obj selec", + L"Emp. dispo pour", + L"Création aléatoire", + L"Touche non modif", + L"ID du proprio", + L"Classe d'obj non incluse", + L"Emp. vide verr", + L"Statut", + L"Balles", + L"Niv piège", //10 + L"Quantité", + L"Niv piège", + L"Statut", + L"Niv piège", + L"Statut", + L"Quantité", + L"Niv piège", + L"Dollars", + L"Statut", + L"Niv piège", //20 + L"Niv piège", + L"Tolérance", + L"Déclic alarme", + L"Chance exist",// !!! Context + L"B",// !!! Context + L"R", + L"S", +}; + + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Obj apparaît en mode SF et réaliste. (|B)", //0 + L"Obj apparaît slt en mode |réaliste.", + L"Obj apparaît slt en mode |SF.", +}; + +STR16 pSetupGunGUIText[] = +{ + L"SILENCIEUX", //0 + L"LNTTESNIPER", + L"LNTTELASER", + L"BIPIED", + L"BCCANARD", + L"LANCE-G", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"PLAQ CÉRAMIQUE", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DÉTONATEUR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"Si le déclencheur de panique est une alarme,\nl'ennemi ne la sonnera pas\ns'il vous a déjà détecté.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Ok", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"CHARGER", + L"SAUVER", + L"MISE À JOUR", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Tileset : %s", //0 + L"Info. version : Résumé : 1.%02d, Carte : %1.2f/%02d", + L"Nombre d'objets : %d", + L"Nombre de lumières : %d", + L"Nombre de points d'entrée : %d", + + L"N", + L"E", + L"S", + L"O", + L"C", + L"I", //10 + + L"Nombre de pièces : %d", + L"Population totale : %d", + L"Ennemis : %d", + L"Admins : %d", + + L"(%d detaillé, %d profil -- %d existe en priorité)", + L"Troupes : %d", + + L"(%d detaillé, %d profil -- %d existe en priorité)", + L"Élites : %d", + + L"(%d detaillé, %d profil -- %d existe en priorité)", + L"Civils : %d", //20 + + L"(%d detaillé, %d profil -- %d existe en priorité)", + + L"Humains : %d", + L"Vaches : %d", + L"Cht sauvg : %d", + + L"Créatures : %d", + + L"Monstres : %d", + L"Cht sauvg : %d", + + L"Nombre de portes verr. et/ou piègées : %d", + L"Ver. : %d", + L"Piègées : %d", //30 + L"Ver. & piègées : %d", + + L"Civils prgrammés : %d", + + L"Trop de destinations vers grille de sortie (plus de 4)...", + L"GrilleSortie : %d (%d vers destination longue dist)", + L"GrilleSortie : aucune", + L"GrilleSortie : 1 destination utilisant %d GrilleSortie", + L"GrilleSortie : 2 -- 1) Qté : %d, 2) Qté : %d", + L"GrilleSortie : 3 -- 1) Qté : %d, 2) Qté : %d, 3) Qté : %d", + L"GrilleSortie : 3 -- 1) Qté : %d, 2) Qté : %d, 3) Qté : %d, 4) Qté : %d", + L"Car. relative ennemi : %d mauvais, %d faible, %d norm, %d bon, %d super (%+d en tout)", //40 + L"Équipement relatif ennemi : %d mauvais, %d faible, %d norm, %d bon, %d super (%+d en tout)", + L"%d placements ont des ordres de patrouille, sans aucun waypoint défini.", + L"%d placements ont des waypoints, mais sans aucun ordres de patrouille.", + L"%d Numéro de grille ont un numéro de pièce étrange. Validez svp.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Ennemi", + + L"TROP D'OBJETS À L'ÉCRAN!", + + L"Panique1", + L"Panique2", + L"Panique3", + L"Normal1", + L"Normal2", + L"Normal3", + L"Normal4", //10 + L"Actions appuyer", + + L"TROP D'OBJETS À L'ÉCRAN !", + + L"OBJ LÂCHÉ PR ENMI PRIOR", + L"Rien", + + L"TROP D'OBJETS À L'ÉCRAN !", + L"OBJ LÂCHÉ PR ENMI NORM", + L"TROP D'OBJETS À L'ÉCRAN !", + L"Rien", + L"TROP D'OBJETS À L'ÉCRAN !", + L"ERREUR : Imposs charg obj sur carte. Raison inconn.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"ÉDITEUR CAMPAGNE -- %s Version 1.%02d", //0 + L"(AUC MAP CHRGÉE).", + L" %d de vos cartes sont obsolètes.", + L"Plus de cartes à MAJ = plus de temps. Ça prend ", + L"à peu près 4 min sur un P200MMX pour analyser 100 cartes, donc", + L"la durée peu varier selon votre pc.", + L"Voulez-vous MAJ TOUTES ces cartes (y/n) ?", + + L"Aucun secteur sélectionné.", + + L"Nom de fichier temp en conflit avec le format de l'éditeur de campagne", + + L"Il faut charger ou bien créer une carte afin d'entrer dans l'éditeur", + L",ou bien vous pouvez quitter (ESC ou Alt+x).", //10 + + L", RDC", + L", Sous-sol -1", + L", Sous-sol -2", + L", Sous-sol -3", + L", RDC alternatif", + L", Niv B1 alternatif", + L", Niv B2 alternatif", + L", Niv B3 alternatif", + + L"DÉTAILS OBJETS -- secteur %s", + L"Les informations sommaires pour le secteur %s :", //20 + + L"Les informations sommaires pour le secteur %s", + L"n'existent pas.", + + L"Les informations sommaires pour le secteur %s", + L"n'existent pas.", + + L"Pas d'informations existantes pour le secteur %s.", + + L"Pas d'informations existantes pour le secteur %s.", + + L"FICHIER : %s", + + L"FICHIER : %s", + + L"Outrepasser LECTURESEULE",//!!! Length limitation ? -> should be OK + L"Écraser Fichier", //30 + + L"Vous n'avez actuellement aucune donnée sommaire. En en créant un, vous pourrez garder la trace", + L"des informations se rapportant à tous les secteurs que vous éditez et sauvez. La progression de la création", + L"va analyser toutes les cartes contenu dans votre dossier \\MAPS, et en générer un nouveau. Cela peut prendre", + L"quelques minutes, tout dépend de combien de carte valide vous avez. Les cartes valides sont", + L"les cartes qui suivent la convention de nommage : a1.dat - p16.dat. Les cartes souterraines", + L"sont identifiées en ajoutant _b1 à _b3 avant le .dat (ex : a9_b1.dat). ", + + L"Voulez-vous faire cela maintenant ?(o/n)?", + + L"Aucun renseignement sommaire. Création refusée.", + + L"Grille", + L"Progression", //40 + L"Utilisez une carte alternative", + + L"Résumé", + L"Objets", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyse de la carte : %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Chargement de la carte : %s", +}; + +STR16 pReportErrorText[] = +{ + L"Pas de MAJ pour %s. probablement dû à des conflits tilesets", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Production d'informations sur la carte", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"Production de résumé de la carte", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MISE À JOUR VERSION MAJEURE", + L"Il y a %d cartes qui requièrent une mise à jour majeure.", + L"Mise à jour de toutes les cartes obsolètes", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] appartient à tileset def %s (%S)", + L"Fichier : %S, sousindex : %d (%S)", + L"Tileset utilisé : %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Confirmer les choix (|E|N|T|R|É|E)", + L"Annuler les choix (|E|S|C)\nEffacer les choix (|E|S|P|A|C|E)", + L"Faire défiler la fenêtre vers le haut (|H|A|U|T)", + L"Faire défiler la fenêtre vers le bas (|B|A|S)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Petit", + L"Moyen", + L"Large", + L"Très large", + L"Largeur : xx", + L"Secteur" + }; + +//--- + +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Page 1/2", //0 + L"Page 2/2", + + L"Page 1/3", + L"Page 2/3", + L"Page 3/3", + + L"Page 1/1", //5 +}; + +CHAR16 zGrod[][500] = +{ + L"Robot", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Eq Développeurs", + L"@T,C144,R134,{;Code", + L"@T,C144,R134,{;Graphismes et Sons", + L"@};(Autre mods!)", + L"@T,C144,R134,{;Objets", + L"@T,C144,R134,{;Autre contributeurs", + L"@};(Tous les membres de la communauté qui ont contribué !)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L"cal .38", +// L"9mm", +// L"cal .45", +// L"cal .357", +// L"cal 12", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm OTAN", +// L"7.62mm PV", +// L"4.7mm", +// L"5.7mm", +// L"Monstre", +// L"Roquette", +// L"", // dart +// L"", // flame +// L".50 cal", // barrett +// L"9mm Lrd", // Val silent +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L"cal .38", +// L"9mm", +// L"cal .45", +// L"cal .357", +// L"cal 12", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm O.", +// L"7.62mm PV", +// L"4.7mm", +// L"5.7mm", +// L"Monstre", +// L"Roquette", +// L"", // dart +// L"", // Lance-Flammes +// L".50 cal", // barrett +// L"9mm Lrd", // Val silent +//}; + + +CHAR16 WeaponType[][30] = +{ + L"Divers", + L"Pistolet", + L"Pistolet-Mitrailleur", + L"Mitraillette", + L"Fusil", + L"Fusil de précision", + L"Fusil d'assaut", + L"Fusil-mitrailleur", + L"Fusil à pompe", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Tour du joueur", // player's turn + L"Tour de l'ennemi", + L"Tour des créatures", + L"Tour de la milice", + L"Tour des civils", + L"Plan_joueur",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden + +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s est touché(e) à la tête et perd un point de sagesse !", + L"%s est touché(e) à l'épaule et perd un point de dextérité !", + L"%s est touché(e) à la poitrine et perd un point de force !", + L"%s est touché(e) à la jambe et perd un point d'agilité !", + L"%s est touché(e) à la tête et perd %d points de sagesse !", + L"%s est touché(e) à l'épaule et perd %d points de dextérité !", + L"%s est touché(e) à la poitrine et perd %d points de force !", + L"%s est touché(e) à la jambe et perd %d points d'agilité !", + L"Interruption !", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"Les renforts sont arrivés !", + + // In the following four lines, all %s's are merc names + + L"%s recharge.", + L"%s n'a pas assez de points d'action !", + L"%s applique les premiers soins (Appuyez sur une touche pour annuler).", + L"%s et %s appliquent les premiers soins (Appuyez sur une touche pour annuler).", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"fiable", + L"peu fiable", + L"facile à entretenir", + L"difficile à entretenir", + L"puissant", + L"peu puissant", + L"cadence de tir élevée", + L"faible cadence de tir", + L"longue portée", + L"courte portée", + L"léger", + L"lourd", + L"petit", + L"tir en rafale", + L"pas de tir en rafale", + L"grand chargeur", + L"petit chargeur", + + // In the following two lines, all %s's are merc names + + L"Le camouflage de %s s'est effacé.", + L"Le camouflage de %s est parti.", + + // The first %s is a merc name and the second %s is an item name + + L"La deuxième arme est vide !", + L"%s a volé le/la %s.", + + // The %s is a merc name + + L"L'arme de %s ne peut pas tirer en rafale.", + + L"Vous avez déjà ajouté cet accessoire.", + L"Combiner les objets ?", + + // Both %s's are item names + + L"Vous ne pouvez combiner un(e) %s avec un(e) %s.", + + L"Aucun", + L"Retirer chargeur", + L"Accessoire(s) ", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and your gas mask at the same time. + L"Vous ne pouvez utiliser votre %s et votre %s simultanément.", + + L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles.", + L"Vous pouvez combiner cet accessoire avec certains objets en le mettant dans l'un des quatre emplacements disponibles (Ici, cet accessoire n'est pas compatible avec cet objet).", + L"Ce secteur n'a pas été sécurisé !", + L"Vous devez donner %s à %s",//inverted !! you still need to give the letter to X + L"%s a été touché(e) à la tête !", + L"Cesser le combat ?", + L"Cet accessoire ne pourra plus être enlevé. Désirez-vous toujours le mettre ?", + L"%s se sent beaucoup mieux !", + L"%s a glissé sur des billes !", + L"%s n'est pas parvenu(e) à ramasser le/la %s !", + L"%s a réparé le/la %s", + L"Interruption pour ", + L"Voulez-vous vous rendre ?", + L"Cette personne refuse votre aide.", + L"JE NE CROIS PAS !", + L"Pour utiliser l'hélicoptère de Skyrider, vous devez ASSIGNER vos mercenaires au VÉHICULE.", + L"%s ne peut recharger qu'UNE arme", + L"Tour des chats s.", + L"automatique", + L"Pas de tir auto", + L"précis", + L"peu précis", + L"Pas de coup par coup", + L"Plus rien à voler sur l'ennemi !", + L"L'ennemi n'a rien dans les mains !", + + L"%s a perdu son camouflage désert.", + L"%s a perdu son camouflage désert à cause de l'eau.", + + L"%s a perdu son camouflage forêt.", + L"%s a perdu son camouflage forêt à cause de l'eau.", + + L"%s a perdu son camouflage urbain.", + L"%s a perdu son camouflage urbain à cause de l'eau.", + + L"%s a perdu son camouflage neige.", + L"%s a perdu son camouflage neige à cause de l'eau.", + + L"Vous ne pouvez pas attacher %s à cet emplacement.", + L"%s n'ira dans aucun emplacement de libre.", + L"Pas assez de place pour cette poche.", + + L"%s a réparé au mieux : %s.", + L"%s a aidé %s pour réparer au mieux : %s.", + + L"%s has cleaned the %s.", // TODO.Translate + L"%s has cleaned %s's %s.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", // TODO.Translate +}; + +// the country and its noun in the game // TODO.Translate +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"traconien(ne)", // TODO.Translate //A voir fini (to see finished) +#else + L"Arulco", + L"arulcain(e)", // TODO.Translate //A voir fini (to see finished) +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Pause", + L"Normal", + L"5 min", + L"30 min", + L"60 min", + L"6 H", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"Esc. 1", + L"Esc. 2", + L"Esc. 3", + L"Esc. 4", + L"Esc. 5", + L"Esc. 6", + L"Esc. 7", + L"Esc. 8", + L"Esc. 9", + L"Esc. 10", + L"Esc. 11", + L"Esc. 12", + L"Esc. 13", + L"Esc. 14", + L"Esc. 15", + L"Esc. 16", + L"Esc. 17", + L"Esc. 18", + L"Esc. 19", + L"Esc. 20", + L"Esc. 21", + L"Esc. 22", + L"Esc. 23", + L"Esc. 24", + L"Esc. 25", + L"Esc. 26", + L"Esc. 27", + L"Esc. 28", + L"Esc. 29", + L"Esc. 30", + L"Esc. 31", + L"Esc. 32", + L"Esc. 33", + L"Esc. 34", + L"Esc. 35", + L"Esc. 36", + L"Esc. 37", + L"Esc. 38", + L"Esc. 39", + L"Esc. 40", + L"Service", // on active duty + L"Docteur", // administering medical aid + L"Patient(e)", // getting medical aid + L"Transport", // in a vehicle + L"Transit", // in transit - abbreviated form + L"Réparat.", // repairing + L"Radio", // scanning for nearby patrols + L"Formation", // training themselves + L"Milice", // training a town to revolt + L"Milice M.", //training moving militia units + L"Entraîneur", // training a teammate //!!! Too long ? (11 char) -> 11 chars is OK + L"Élève", // being trained by someone else + L"Dépl obj.", // move items + L"Renseign.", // operating a strategic facility + L"Mange", // eating at a facility (cantina etc.) + L"Repos", // Resting at a facility + L"Prison", // Flugente: interrogate prisoners + L"Mort(e)", // dead + L"Invalide", // abbreviation for incapacitated + L"Capturé(e)", // Prisoner of war - captured + L"Hôpital", // patient in a hospital + L"Vide", // Vehicle is empty + L"Infiltré", // facility: undercover prisoner (snitch) + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumeur", // facility: gather information + L"Propag.", // spread propaganda + L"Rumeur", // gather information + L"Command.", // militia movement orders + L"Diagnose", // disease diagnosis //TODO.Translate + L"Treat D.", // treat disease among the population + L"Docteur", // administering medical aid + L"Patient(e)", // getting medical aid + L"Réparat.", // repairing + L"Fortify", // build structures according to external layout // TODO.Translate + L"Train W.", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Milice", // the title of the militia box + L"Disponibles", //the number of unassigned militia troops + L"Vous ne pouvez réorganiser la milice lors d'un combat !", + L"Des milices ne sont pas assignées à un secteur. Voulez-vous les démobiliser ?",//!!! Too long ? (80 char) -> it is OK +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Auto", // auto place the militia troops for the player + L"OK", // done placing militia troops + L"Démobiliser", // HEADROCK HAM 3.6: Disband militia + L"Tout ôter", // move all milita troops to unassigned pool +}; + +STR16 pConditionStrings[] = +{ + L"Excellent", //the state of a soldier .. excellent health + L"Bon", // good health + L"En forme", // fair health + L"Blessé(e)", // wounded health + L"Fatigué(e)", // tired + L"Épuisé(e)", // bleeding to death + L"Inconscient(e)", // knocked out + L"Mourant(e)", // near death + L"Mort(e)", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"Service", // set merc on active duty + L"Patient(e)", // set as a patient to receive medical aid + L"Transport", // tell merc to enter vehicle + L"Laisser", // let the escorted character go off on their own + L"Annuler", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"Esc. 1", + L"Esc. 2", + L"Esc. 3", + L"Esc. 4", + L"Esc. 5", + L"Esc. 6", + L"Esc. 7", + L"Esc. 8", + L"Esc. 9", + L"Esc. 10", + L"Esc. 11", + L"Esc. 12", + L"Esc. 13", + L"Esc. 14", + L"Esc. 15", + L"Esc. 16", + L"Esc. 17", + L"Esc. 18", + L"Esc. 19", + L"Esc. 20", + L"Esc. 21", + L"Esc. 22", + L"Esc. 23", + L"Esc. 24", + L"Esc. 25", + L"Esc. 26", + L"Esc. 27", + L"Esc. 28", + L"Esc. 29", + L"Esc. 30", + L"Esc. 31", + L"Esc. 32", + L"Esc. 33", + L"Esc. 34", + L"Esc. 35", + L"Esc. 36", + L"Esc. 37", + L"Esc. 38", + L"Esc. 39", + L"Esc. 40", + L"Service", + L"Docteur", + L"Patient", + L"Transport", + L"Transit", + L"Réparation", + L"Radioécouteur", // radio scan + L"Formation", + L"Milice", + L"Forme la milice mobile",//!!! Too long ? -> It is OK + L"Entraîneur", + L"Élève", + L"Déplace les objets", // move items + L"Renseignement", //!!! Idem ? -> The current translation is OK + L"Mange", // eating at a facility (cantina etc.) + L"Repos", + L"Interroge prisonier(s)", // Flugente: interrogate prisoners + L"Mort(e)", + L"Invalide", + L"Capturé(e)", + L"Hôpital", + L"Vide", // Vehicle is empty + L"Infiltré", // facility: undercover prisoner (snitch) // TODO.Translate //A voir fini (to see finished) + L"Répand une propagande", // facility: spread propaganda // TODO.Translate //A voir fini (to see finished) + L"Fait de la propagande", // facility: spread propaganda (globally) // TODO.Translate //A voir fini (to see finished) + L"Collecte les rumeurs", // facility: gather rumours // TODO.Translate //A voir fini (to see finished) + L"Propagande", // spread propaganda // TODO.Translate //A voir fini (to see finished) + L"Rumeur", // gather information // TODO.Translate //A voir fini (to see finished) + L"Commande", // militia movement orders + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Docteur", + L"Patient", + L"Réparation", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"Esc. 1", + L"Esc. 2", + L"Esc. 3", + L"Esc. 4", + L"Esc. 5", + L"Esc. 6", + L"Esc. 7", + L"Esc. 8", + L"Esc. 9", + L"Esc. 10", + L"Esc. 11", + L"Esc. 12", + L"Esc. 13", + L"Esc. 14", + L"Esc. 15", + L"Esc. 16", + L"Esc. 17", + L"Esc. 18", + L"Esc. 19", + L"Esc. 20", + L"Esc. 21", + L"Esc. 22", + L"Esc. 23", + L"Esc. 24", + L"Esc. 25", + L"Esc. 26", + L"Esc. 27", + L"Esc. 28", + L"Esc. 29", + L"Esc. 30", + L"Esc. 31", + L"Esc. 32", + L"Esc. 33", + L"Esc. 34", + L"Esc. 35", + L"Esc. 36", + L"Esc. 37", + L"Esc. 38", + L"Esc. 39", + L"Esc. 40", + L"Service", + L"Docteur", + L"Patient", + L"Transport", + L"Transit", + L"Réparation", + L"Radioécouteur", // radio scan + L"Formation", + L"Milice", + L"Milice mobile", + L"Entraîneur", + L"Elève", + L"Déplacer les objets", // move items + L"Renseignement", //!!! Idem ? -> Current translation is OK + L"Repos", + L"Interroger captif(s)", // Flugente: interrogate prisoners + L"Mort(e)", + L"Invalide", + L"Capturé(e)", + L"Hôpital", // patient in a hospital + L"Vide", // Vehicle is empty + L"Infiltré", // facility: undercover prisoner (snitch) // TODO.Translate //A voir fini (to see finished) + L"Répandre une propagande", // facility: spread propaganda // TODO.Translate //A voir fini (to see finished) + L"Faire de la propagande", // facility: spread propaganda (globally) // TODO.Translate //A voir fini (to see finished) + L"Récolter les rumeurs", // facility: gather rumours // TODO.Translate //A voir fini (to see finished) + L"Propagande", // spread propaganda + L"Rumeurs", // gather information + L"Commander", // militia movement orders + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Docteur", + L"Patient", + L"Réparation", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Options du contrat :", + L"", // a blank line, required + L"Extension 1 jour", // offer merc a one day contract extension + L"Extension 1 semaine", // 1 week + L"Extension 2 semaines", // 2 week + L"Renvoyer", // end merc's contract + L"Annuler", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"Capturé(e)", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"FORCE", + L"DEXTÉRITÉ", + L"AGILITÉ", + L"SAGESSE", + L"PRÉCISION",//!!! Accurate but not very good. Char limit ? -> 12 characters is the limit + L"MÉDECINE", + L"MÉCANIQUE", + L"COMMANDEMENT", + L"EXPLOSIFS", + L"NIVEAU", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"Protec.", // the armor rating of the merc + L"Poids", // the weight the merc is carrying + L"Cam.", // the merc's camouflage rating + L"Camouflage :", + L"Protection :", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Agi", // the abbreviated version of : agilité + L"Dex", // dextérité + L"For", // strength + L"Com", // leadership + L"Sag", // sagesse + L"Niv", // experience level + L"Tir", // marksmanship skill + L"Méc", // mechanical skill + L"Exp", // explosive skill + L"Méd", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"Affectation", // the mercs current assignment + L"Contrat", // the contract info about the merc + L"Santé", // the health level of the current merc + L"Moral", // the morale of the current merc + L"Cond.", // the condition of the current vehicle + L"Carb.", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Formation", // tell merc to train self + L"Milice", // tell merc to train town + L"Entraîneur", // tell merc to act as trainer + L"Élève", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Cadence de tir :", // the allowable rate of fire for a merc who is guarding + L"Feu à volonté", // the merc can be aggressive in their choice of fire rates + L"Économiser munitions", // conserve ammo + L"Tir restreint", // fire only when the merc needs to + L"Autres Options :", // other options available to merc + L"Retraite", // merc can retreat + L"Abri", // merc is allowed to seek cover + L"Assistance", // merc can assist teammates + L"OK", // done with this menu + L"Annuler", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Cadence de tir :", + L"*Feu à volonté*", + L"*Économiser munitions*", + L"*Tir restreint*", + L"Autres Options :", + L"*Retraite*", + L"*Abri*", + L"*Assistance*", + L"OK", + L"Annuler", +}; + +STR16 pAssignMenuStrings[] = +{ + L"Service", // merc is on active duty + L"Docteur", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis TODO.Translate + L"Patient(e)", // the merc is receiving medical attention + L"Transport", // the merc is in a vehicle + L"Réparat.", // the merc is repairing items + L"Radio", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"Infiltré", // anv: snitch actions + L"Formation", // the merc is training + L"Militia", // all things militia + L"Dépl obj.", // move items + L"Fortify", // fortify sector // TODO.Translate + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"Affectat.", // the merc is using/staffing a facility + L"Annuler", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Attaquez", // set militia to aggresive + L"Tenez la position", // set militia to stationary + L"Retraite", // retreat militia + L"Rejoignez-moi", // retreat militia + L"Couchez-vous", // retreat militia + L"Accroupi", + L"À couvert !", + L"Move to", // TODO.Translate + L"Tous : Attaquez", + L"Tous : Tenez la position", + L"Tous : Retraite", + L"Tous : Rejoignez-moi", + L"Tous : Dispersez-vous", + L"Tous : Couchez-vous", + L"Tous : Accroupi", + L"Tous : À couvert!", + //L"All: Trouver matériel", + L"Annuler", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = +{ + // radio operator + L"Tir d'artillerie", + L"Brouiller les communications", + L"Balayer les fréquences", + L"Écouter les alentours", + L"Appeler des renforts", + L"Éteindre la radio", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", // TODO.Translate + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Guetteur", + L"Focus", // TODO.Translate + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Ordonner un tir d'artillerie au secteur...", + L"Brouiller toutes les fréquences radios pour rendre les communications impossibles.", + L"Pour trouver une fréquence émettrice.", + L"Utiliser votre radio pour connaître les mouvements de l'ennemi.", + L"Appeler des renforts des secteurs voisins.", + L"Éteindre la radio.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Observer une zone avec un tireur d'élite donne un bonus de CDT sur tout ce que vous voyez.", + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Nécessite :\n", + L" - %d PA\n", + L" - %s\n", + L" - %s ou plus\n", + L" - %s ou plus ou", + L" - %d minutes pour être prêt\n", + L" - positions des mortiers dans les secteurs voisins\n", + L" - %s |o|u %s |e|t %s ou %s ou plus\n", + L" - possession par un démon", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = +{ + L"Milice", + L"Autre escouade", + L"Annuler", + L"%d miliciens", + L"Tous", + + L"More", // TODO.Translate + L"Corpse: %s", // TODO.Translate +}; + +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Infiltrer l'équipe", + L"Infiltrer la ville", + L"Annuler", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Discuter du comportement du mouchard vis-à-vis de ses coéquipiers.", + L"Prendre une mission dans ce secteur.", + L"Annuler", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Rapporter les plaintes", + L"Ne pas rapporter", + L"Prévenir les mauvaises conduites", + L"Ignorer les mauvaises conduites", + L"Annuler", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Signaler toute plainte des autres mercenaires à votre commandant.", + L"Ne rien signaler.", + L"Essayer d'empêcher les chapardages et la prise de produits addictifs des autres mercenaires.", + L"Ne pas se soucier de ce que font les autres mercenaires.", + L"Annuler", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Fait de la propagande", // TODO.Translate //A voir fini (to see finished) + L"Récolte les rumeurs", // TODO.Translate //A voir fini (to see finished) + L"Annuler", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Glorifier les actions des mercenaires pour accroître la fidélité de la ville et étouffer toute mauvaises nouvelles.", + L"Prêter une oreille attentive aux rumeurs sur l'activité des forces ennemies.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = // TODO.Translate +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s s'est exposé(e) comme mouchard, mais s'en est rendu compte et a pu s'en sortir vivant.", + L"%s s'est exposé(e) comme mouchard, mais a réussi à désamorcer la situation et a pu s'en sortir vivant.", + L"%s s'est exposé(e) comme mouchard, mais a réussi à éviter la tentative d'assassinat.", + L"%s s'est exposé(e) comme mouchard, mais les gardes ont empêché tout débordement violent.", + + L"%s s'est exposé(e) comme mouchard et a failli être noyé par les autres détenus avant que les gardes ne le/la sauvent.", + L"%s s'est exposé(e) comme mouchard et a failli se faire battre à mort avant que les gardes ne le/la sauvent.", + L"%s s'est exposé(e) comme mouchard et a failli se faire poignarder avant que les gardes ne le/la sauvent.", + L"%s s'est exposé(e) comme mouchard et a failli se faire étrangler avant que les gardes ne le/la sauvent.", + + L"%s s'est exposé(e) comme mouchard et a été noyé(e) dans les toilettes par les autres détenus.", + L"%s s'est exposé(e) comme mouchard et a été battu(e) à mort par les autres détenus.", + L"%s s'est exposé(e) comme mouchard et les autres détenus l'ont poignardé(e).", + L"%s s'est exposé(e) comme mouchard et les autres détenus l'ont étranglé(e).", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s a entendu des rumeurs sur une activité ennemie dans le secteur %d.", + +}; + +STR16 pRemoveMercStrings[] = +{ + L"Enlever Merc", // remove dead merc from current team + L"Annuler", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Santé", + L"Agilité", + L"Dextérité", + L"Force", + L"Commandement", + L"Tir", + L"Mécanique", + L"Explosifs", + L"Médecine", + L"Annuler", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Formation", // train yourself + L"Train workers", // TODO.Translate + L"Entraîneur", // train your teammates + L"Élève", // be trained by an instructor + L"Annuler", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"Esc. 1", + L"Esc. 2", + L"Esc. 3", + L"Esc. 4", + L"Esc. 5", + L"Esc. 6", + L"Esc. 7", + L"Esc. 8", + L"Esc. 9", + L"Esc. 10", + L"Esc. 11", + L"Esc. 12", + L"Esc. 13", + L"Esc. 14", + L"Esc. 15", + L"Esc. 16", + L"Esc. 17", + L"Esc. 18", + L"Esc. 19", + L"Esc. 20", + L"Esc. 21", + L"Esc. 22", + L"Esc. 23", + L"Esc. 24", + L"Esc. 25", + L"Esc. 26", + L"Esc. 27", + L"Esc. 28", + L"Esc. 29", + L"Esc. 30", + L"Esc. 31", + L"Esc. 32", + L"Esc. 33", + L"Esc. 34", + L"Esc. 35", + L"Esc. 36", + L"Esc. 37", + L"Esc. 38", + L"Esc. 39", + L"Esc. 40", + L"Annuler", +}; + +STR16 pPersonnelTitle[] = +{ + L"Personnel", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Santé : ", // health of merc + L"Agilité : ", + L"Dextérité : ", + L"Force : ", + L"Commandement : ", + L"Sagesse : ", + L"Niv. Exp. : ", // experience level + L"Tir : ", + L"Mécanique : ", + L"Explosifs : ", + L"Médecine : ", + L"Acompte méd. : ", // amount of medical deposit put down on the merc + L"Contrat : ", // cost of current contract + L"Tué : ", // number of kills by merc + L"Participation : ", // number of assists on kills by merc //!!!ugly. Char limit ? -> 17 chars + L"Coût/jour :", // daily cost of merc + L"Coût total :", // total cost of merc + L"Contrat :", // cost of current contract + L"Service fait :", // total service rendered by merc + L"Salaire :", // amount left on MERC merc to be paid + L"Tir réussi :", // percentage of shots that hit target + L"Bataille :", // number of battles fought + L"Blessure :", // number of times merc has been wounded + L"Spécialité :", + L"Aucune spécialité", + L"Réalisation :", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Soldat d'élite : %d\n", + L"Soldat régulier : %d\n", + L"Soldat d'administration : %d\n", + L"Groupe hostile : %d\n", + L"Créature : %d\n", + L"Char : %d\n", + L"Autre : %d\n", + + L"Mercenaire : %d\n", + L"Milice : %d\n", + L"Autre : %d\n", + + L"Coup tiré : %d\n", + L"Roquette tirée : %d\n", + L"Grenade lancée : %d\n", + L"Couteau lancé : %d\n", + L"Attaque à l'arme blanche : %d\n", + L"Attaque à mains nues : %d\n", + L"Tir réussi : %d\n", + + L"Serrure crochetée : %d\n", + L"Serrure fracturée : %d\n", + L"Piège retiré : %d\n", + L"Bombe explosée : %d\n", + L"Objet réparé : %d\n", + L"Objet combiné : %d\n", + L"objet volé : %d\n", + L"Milice entrainée : %d\n", + L"Merc. soigné : %d\n", + L"Chirurgie faite : %d\n", + L"Personne rencontrée : %d\n", + L"Secteur visité : %d\n", + L"Embuscade empêchée : %d\n", + L"Quête faite : %d\n",//!!!Ugly. Char limit ? -> Total: 28 chars + + L"Tactique de combat : %d\n", + L"Combat auto-résolu : %d\n", + L"Temps écoulé : %d\n", + L"Embuscade expérimentée : %d\n", + L"Meilleur combat : %d ennemis\n",//!!! Ennemies/Ennemis ? -> whatever you like + + L"Tir : %d\n", + L"Arme blanche : %d\n", + L"Bagarre : %d\n", + L"Explosion : %d\n", + L"Grave : %d\n", + L"Chirurgie subie : %d\n", + L"Accident : %d\n", + + L"Caractère :", + L"Faiblesse :", + + L"Attitude :", // WANNE: For old traits display instead of "Character:"! + + L"Zombi : %d\n", + + L"Passif :", + L"Personnalité :", + + L"Prisoners interrogated: %d\n", // TODO.Translate + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + L"Aucune spécialité", + L"Crochetage", + L"Combat à mains nues", + L"Électronique", + L"Opérations de nuit", + L"Le lancer", + L"Instructeur", + L"Arme lourde", + L"Arme automatique", + L"Discrétion", + L"Ambidextre", + L"Voleur", + L"Arts martiaux", + L"Arme blanche", + L"Tireur d'élite", + L"Camouflage", + L"(Expert)", +}; + +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"Aucune spécialité", + L"Arme automatique", + L"Arme lourde", + L"Tireur d'élite", + L"Reconnaissance",// Hunter + L"Flingueur", + L"Combat à mains nues", + L"Meneur", + L"Technicien", + L"Médecin", + // Minor traits + L"Ambidextre", + L"Mêlée", + L"Le lancer", + L"Opérations de nuit", + L"Discrétion", + L"Athlétique", + L"Culturiste", + L"Sabotage", + L"Instructeur", + L"Reconnaissance", + // covert ops is a major trait that was added later + L"Espionnage", // 20 + + // new minor traits + L"Opérateur radio", // 21 + L"Infiltré", // 22 + L"Survival", + + // second names for major skills + L"Mitrailleur", // 24 + L"Bombardier", + L"Sniper", + L"Ranger", + L"Combattant", + L"Arts martiaux", + L"Commandant", + L"Ingénieur", + L"Chirurgien", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 37 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 41 + L"Espion", // 42 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"Placeholder", // for survival (minor trait) + L"Plus...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"divers", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate +}; +////////////////////////////////////////////////////////// + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"Debout/Marcher (|S)", + L"Accroupi/Avancer (|C)", + L"Debout/Courir (|R)", + L"À terre/Ramper (|P)", + L"Regarder (|L)", + L"Action", + L"Parler", + L"Examiner (|C|T|R|L)", + + // Pop up door menu + L"Ouvrir à la main", + L"Examen poussé", + L"Crocheter", + L"Enfoncer", + L"Désamorcer", + L"Verrouiller", + L"Déverrouiller", + L"Utiliser explosif", + L"Utiliser pied de biche", + L"Annuler (|E|C|H|A|P)", + L"Fermer", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"aucun piège", + L"un piège explosif", + L"un piège électrique", + L"une alarme sonore", + L"une alarme silencieuse", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"jour", + L"semaine", + L"2 semaines", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Choix du personnage", + L"Affectation", + L"Destination", + L"|Contrat du mercenaire", //!!! Char typo before "Contrat" ? + L"Retirer mercenaire", + L"Repos", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"FAIBLE", + L"MOYEN", + L"FORT", + L"TRÈS FORT", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"INCONNU", + L"MOUVEMENT", + L"GRINCEMENT", + L"CLAPOTEMENT", + L"IMPACT", + L"COUP DE FEU", + L"EXPLOSION", + L"CRI", + L"IMPACT", + L"IMPACT", + L"BRUIT", + L"COLLISION", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"au NORD-EST", + L"à l'EST", + L"au SUD-EST", + L"au SUD", + L"au SUD-OUEST", + L"à l'OUEST", + L"au NORD-OUEST", + L"au NORD", +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Ville", + L"Route", + L"Plaine", + L"Désert", + L"Bois", + L"Forêt", + L"Marais", + L"Eau", + L"Collines", + L"Infranchissable", + L"Rivière", //river from north to south + L"Rivière", //river from east to west + L"Pays étranger", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropical", + L"Cultures", + L"Plaine, route", + L"Bois, route", + L"Ferme, route", + L"Tropical, route", + L"Forêt, route", + L"Route côtière", + L"Montagne, route", + L"Côte, route", + L"Désert, route", + L"Marais, route", + L"Bois, site SAM", + L"Désert, site SAM", + L"Tropical, site SAM", + L"Meduna, site SAM", + + //These are descriptions for special sectors + L"Hôpital Cambria", + L"Aéroport Drassen", + L"Aéroport Meduna", + L"Site SAM", + L"Dépôt", + L"Base rebelle", //The rebel base underground in sector A10 + L"Prison Tixa", //The basement of the Tixa Prison (J9) + L"Repaire créatures", //Any mine sector with creatures in it + L"Sous-sol d'Orta", //The basement of Orta (K4) + L"Tunnel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Abri", //The shelter underneath the queen's palace !!! "Bunker" is much better here. Char limit ? + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s détecté dans le secteur %c%d et une autre escouade est en route.", //STR_DETECTED_SINGULAR + L"%s détecté dans le secteur %c%d et d'autres escouades sont en route.", //STR_DETECTED_PLURAL + L"Voulez-vous coordonner une arrivée simultanée ?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"L'ennemi vous propose de vous rendre.", //STR_ENEMY_SURRENDER_OFFER + L"L'ennemi a capturé vos mercenaires inconscients.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Retraite", //The retreat button //STR_AR_RETREAT_BUTTON + L"OK", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"DÉFENSEURS", //STR_AR_DEFEND_HEADER + L"ATTAQUANTS", //STR_AR_ATTACK_HEADER + L"RENCONTRE", //STR_AR_ENCOUNTER_HEADER + L"Secteur", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"VICTOIRE !", //STR_AR_OVER_VICTORY + L"DÉFAITE !", //STR_AR_OVER_DEFEAT + L"RÉDDITION !", //STR_AR_OVER_SURRENDERED + L"CAPTURE !", //STR_AR_OVER_CAPTURED + L"RETRAITE !", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Milice", //STR_AR_MILITIA_NAME, + L"Élite", //STR_AR_ELITE_NAME, + L"Troupe", //STR_AR_TROOP_NAME, + L"Admin", //STR_AR_ADMINISTRATOR_NAME, + L"Créature", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Temps écoulé", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"SE RETIRE", //STR_AR_MERC_RETREATED, + L"EN RETRAITE", //STR_AR_MERC_RETREATING, + L"RETRAITE", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Auto.", //STR_PB_AUTORESOLVE_BTN, + L"Combat", //STR_PB_GOTOSECTOR_BTN, + L"Retraite", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"ENNEMIS REPÉRÉS", //STR_PB_ENEMYENCOUNTER_HEADER, + L"ATTAQUE ENNEMIE", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"EMBUSCADE !", //STR_PB_ENEMYAMBUSH_HEADER + L"VOUS PÉNÉTREZ EN SECTEUR ENNEMI", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"ATTAQUE DE CRÉATURES", //STR_PB_CREATUREATTACK_HEADER + L"AMBUSCADE DE CHATS SAUVAGES", //STR_PB_BLOODCATAMBUSH_HEADER + L"VOUS ENTREZ DANS LE REPAIRE DES CHATS SAUVAGES", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Lieu", + L"Ennemis", + L"Mercs", + L"Milice", + L"Créatures", + L"Chats", + L"Secteur", + L"Aucun", //If there are non uninvolved mercs in this fight. + L"N/A", //Acronym of Not Applicable + L"j", //One letter abbreviation of day + L"h", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Annuler", + L"Dispersé", + L"Groupé", + L"OK", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"Annule le déploiement des mercenaires \net vous permet de les déployer vous-même. (|C)", + L"Disperse aléatoirement vos mercenaires \nà chaque fois. (|S)", + L"Vous permet de placer votre groupe de mercenaires. (|G)", + L"Cliquez sur ce bouton lorsque vous avez déployé \nvos mercenaires. (|E|N|T|R|É|E)", + L"Vous devez déployer vos mercenaires \navant d'engager le combat.", + + //Various strings (translate word for word) + + L"Secteur", + L"Définissez les points d'entrée", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"Il semblerait que l'endroit soit inaccessible...", + L"Déployez vos mercenaires dans la zone en surbrillance.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"est arrivé(e) dans le secteur", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"Résolution automatique du combat\nsans charger la carte. (|A)", + L"Résolution automatique impossible lorsque\nvous attaquez.", + L"Pénétrez dans le secteur pour engager le combat. (|E)", + L"Battre en retraite vers le secteur précédent. (|R)", //singular version + L"Battre en retraite vers les secteurs précédents. (|R)", //multiple groups with same previous sector !!! Changed "Faire" to "Battre en". Char limit ? + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"L'ennemi attaque votre milice dans le secteur %c%d.", + //%c%d is the sector -- ex: A9 + L"Les créatures attaquent votre milice dans le secteur %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Les créatures ont tué %d civils dans le secteur %s.", + //%s is the sector location -- ex: A9: Omerta + L"L'ennemi attaque vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", + //%s is the sector location -- ex: A9: Omerta + L"Les créatures attaquent vos mercenaires dans le secteur %s. Aucun de vos hommes ne peut combattre !", + + // Flugente: militia movement forbidden due to limited roaming + L"La milice ne peut pas se déplacer (RESTRICT_ROAMING = TRUE).", + L"La salle d'opérations n'est pas ouverte... Le mouvement de la milice a avorté !", + + L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate + L"Tank", //STR_AR_TANK_NAME, // TODO.Translate + L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"Jour", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Secteur :", + L"Jour :", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"État :", + L"Poids :", + L"P. d'action", + L"Por. :", // Range + L"Dég. :", // Damage + L"Munition :", // Number of bullets left in a magazine + L"PA :", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Précision :", //9 + L"Portée :", //10 + L"Dégât :", //11 + L"Poids :", //12 + L"Choc :",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + L"Accessoire :", //14 + L"AUTO/5 :", //15 + L"Balle rest. :", //16 + L"Par défaut :", //17 //WarmSteel - So we can also display default attachments + L"Encras. :", // 18 //added by Flugente + L"Place :", // 19 //space left on Molle items + L"Spread Pattern:", // 20 // TODO.Translate + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + L"|P|o|r|t|é|e\n \nC'est la portée de l'arme. Un tir, au-delà de\ncette valeur, donnera des pénalités.\n \nValeur élevée recommandée.", + L"|D|é|g|â|t\n \nC'est la valeur des dégâts. L'arme infligera\ngénéralement cette valeur (ou presque)\nà toutes cibles non protégées.\n \nValeur élevée recommandée.", + L"|P|r|é|c|i|s|i|o|n\n \nC'est la conception particulière de\nchaque arme qui donne ce bonus/pénalité\naux chances de toucher.\n \nValeur élevée recommandée.", + L"|V|i|s|é|e\n \nC'est le nombre maximum de clics pour viser.\n \nChaque clic donnera un tir plus précis.\n \nValeur élevée recommandée.", + L"|V|i|s|é|e |m|o|d|i|f|i|é|e\n \nLes lunettes de visée améliorent l'efficacité\nde l'arme à chaque clic.\n \nValeur élevée recommandée.", + L"|P|o|r|t|é|e |m|i|n|i|m|u|m |d|u |v|i|s|e|u|r\n \nC'est la portée minimum pour tirer\navec un viseur ou +.\n \nSi la cible est plus près que ce nombre de cases,\nles clics pour viser resteront à leur efficacité\npar défaut.\n \nValeur faible recommandée.", + L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s\n \nLa valeur des chances de toucher une\ncible avec les accessoires de l'arme.\n \nValeur élevée recommandée.", + L"|P|o|r|t|é|e |o|p|t|i|m|a|l|e |d|u |l|a|s|e|r\n \nC'est la portée (en cases) pour\nune pleine efficacité du laser.\n \nSi la cible est au-delà de ce nombre, le laser\nfournira un faible bonus ou pas du tout.\n \nValeur élevée recommandée.", + L"|C|a|c|h|e|-|f|l|a|m|m|e\n \nQuand cette icône apparaît, ça signifie que\nl'arme ne fait pas d'éclair lors du tir.\nAinsi, le tireur sera moins repérable.", + L"|S|o|n|o|r|i|t|é\n \nDistance (en cases) de l'intensité sonore\nque fait l'arme lors d'un tir.\n \nValeur faible recommandée.\n \n(Sauf pour attirer les ennemis délibérément...).", + L"|F|i|a|b|i|l|i|t|é\n \nCette valeur indique (en général) la\nrapidité avec laquelle cette arme va\nse détériorer lors des combats.\n \nValeur élevée recommandée.", + L"|R|é|p|a|r|a|t|i|o|n\n \nCette valeur indique la rapidité avec\nlaquelle l'arme sera réparée. (Par un\nmercenaire affecté à cette tâche).\n \nValeur élevée recommandée.", + L"", //12 + L"PA pour mettre en joue", + L"PA par tir", + L"PA par rafale", + L"PA pour tir auto.", + L"PA pour recharger", + L"PA pour recharger manuellement", + L"Pénalité rafale (Valeur faible recommandée)", //19 + L"Facteur de bipied", + L"Nombre de tirs pour 5 PA", + L"Pénalité auto (Valeur faible recommandée)", + L"Pénalité rafale/auto (Valeur faible recommandée)", //23 + L"PA pour jeter", + L"PA pour lancer", + L"PA pour poignarder", + L"Pas de tir simple !", + L"Pas de tir en rafale !", + L"Pas de tir auto !", + L"PA pour frapper", + L"", + L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Facteur d'encombrement (Valeur faible recommandée)", // 0 + L"Facteur de fiabilité", + L"Facteur d'intensité sonore (Valeur faible recommandée)", + L"Cache-flamme", + L"Facteur de bipied", + L"Facteur de portée", // 5 + L"Facteur de toucher", + L"Portée optimum du laser", + L"Facteur de bonus de visée", + L"Facteur de longueur de rafale", + L"Facteur de pénalité de rafale (Valeur élevée recommandée)", // 10 + L"Facteur de pénalité tir auto. (Valeur élevée recommandée)", + L"Facteur de PA", + L"Facteur de PA rafale (Valeur faible recommandée)", + L"Facteur de PA tir auto (Valeur faible recommandée)", + L"Facteur de PA mise en joue (Valeur faible recommandée)", // 15 + L"Facteur de PA recharger (Valeur faible recommandée)", + L"Facteur de capacité chargeur", + L"Facteur de PA attaque (Valeur faible recommandée)", + L"Facteur de dégâts", + L"Facteur de dégâts mêlée", // 20 + L"Camouflage bois", + L"Camouflage urbain", + L"Camouflage désert", + L"Camouflage neige", + L"Facteur de discrétion", // 25 + L"Facteur de portée auditive", + L"Facteur de portée visuelle", + L"Facteur de portée visuelle jour", + L"Facteur de portée visuelle nuit", + L"Facteur de portée visuelle faible lumière", //30 + L"Facteur de portée visuelle cave", + L"Pourcentage d'effet tunnel (Valeur faible recommandée)", + L"Portée minimale pour bonus de visée", + L"Maintenez |C|T|R|L pour comparer les objets", // item compare help text + L"Equipment weight: %4.1f kg", // 35 // TODO.Translate +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"En ", + L"PARFAITE", + L"EXCELLENTE", + L"BONNE", + L"MOYENNE", + L"FAIBLE", + L"MAUVAISE", + L"PITEUSE", + L" condition." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Montant ", + L"restant :", //this is the overall balance + L"Montant ", + L"pris :", // the amount he wants to separate from the overall balance to get two piles of money + + L"Solde", + L"actuel :", + L"Montant", + L" à retirer :", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"MOURANT", // >= 0 + L"CRITIQUE", // >= 15 + L"FAIBLE", // >= 30 + L"BLESSÉ", // >= 45 + L"EN FORME", // >= 60 + L"BON", // >= 75 + L"EXCELLENT", // >= 90 + L"EN PRISON", // added by Flugente +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L" ?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"1000", + L"100", + L"10", + L"OK", + L"Partager", + L"Retirer", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"+", +}; + +CHAR16 gzConsLabel[10] = +{ + L"-", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Pardon ?", //meaning "Repeat yourself" + L"Amical", //approach in a friendly + L"Direct", //approach directly - let's get down to business + L"Menaçant", //approach threateningly - talk now, or I'll blow your face off + L"Donner", + L"Recruter", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Acheter/Vendre", + L"Acheter", + L"Vendre", + L"Réparer", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"OK", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Camion de glaces", + L"Jeep", + L"Char", + L"Hélicoptère", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Camion", + L"Jeep", + L"Char", + L"Hélico", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Camion", // Ice cream truck + L"Jeep", + L"Char", + L"Hélico", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"You cannot shoot from this seat.", // TODO.Translate + L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Raid aérien", + L"Appliquer les premiers soins ?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s a remarqué qu'il manque des objets dans cet envoi.", + + // The %s is a string from pDoorTrapStrings + + L"La serrure est piégée par %s.", + L"Pas de serrure.", + L"Réussite !", + L"Échec.", + L"Réussite !", + L"Échec.", + L"La serrure n'est pas piégée.", + L"Réussite !", + // The %s is a merc name + L"%s ne possède pas la bonne clé.", + L"Le piège est désamorcé.", + L"La serrure n'est pas piégée.", + L"Verrouillée.", + L"PORTE", + L"PIÉGÉE", + L"VERROUILLÉE", + L"OUVERTE", + L"ENFONCÉE", + L"Un interrupteur. Voulez-vous l'actionner ?", + L"Désamorcer le piège ?", + L"Préc...", + L"Suiv...", + L"Plus...", + + // In the next 2 strings, %s is an item name + + L"%s posé(e) à terre.", + L"%s donné(e) à %s.", + + // In the next 2 strings, %s is a name + + L"%s a été payé(e).", + L"%d dus à %s.", + L"Choisir la fréquence :", //in this case, frequency refers to a radio signal + L"Nombre de tours avant explosion :", //how much time, in turns, until the bomb blows + L"Régler la fréquence :", //in this case, frequency refers to a radio signal + L"Désamorcer le piège ?", + L"Enlever le drapeau bleu ?", + L"Poser un drapeau bleu ?", + L"Fin du tour", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Voulez-vous vraiment attaquer %s ?", + L"Les véhicules ne peuvent changer de position.", + L"Le robot ne peut changer de position.", + + // In the next 3 strings, %s is a name + + L"%s ne peut adopter cette position ici.", + L"%s ne peut recevoir de premiers soins ici.", + L"%s n'a pas besoin de premiers soins.", + L"Impossible d'aller ici.", + L"Votre escouade est au complet. Vous ne pouvez pas ajouter quelqu'un.", //there's non room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s a été recruté(e).", + + // Here %s is a name and %d is a number + + L"Vous devez %d $ à %s.", + + // In the next string, %s is a name + + L"Escorter %s ?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"Engager %s à %s la journée ?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Voulez-vous engager le combat ?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"Acheter %s pour %s ?", + + // In the next string, %s is a name + + L"%s est escorté(e) par l'escouade %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"ENRAYÉ", //weapon is jammed. + L"Le robot a besoin de munitions calibre %s.", //Robot is out of ammo + L"Lancer ici ? Aucune chance.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Discrétion (|Z)", + L"Carte (|M)", + L"Fin du tour (|D)", + L"Parler à", + L"Muet", + L"Se relever (|P|g|U|p)", + L"Niveau du curseur (|T|A|B)", + L"Escalader/Sauter (|J)", + L"Se coucher (|P|g|D|n)", + L"Examiner (|C|T|R|L)", + L"Mercenaire précédent", + L"Mercenaire suivant (|E|S|P|A|C|E)", + L"Options (|O)", + L"Rafale (|B)", + L"Regarder/Pivoter (|L)", + L"Santé : %d/%d\nÉnergie : %d/%d\nMoral : %s", + L"Pardon ?", //this means "what?" + L"Suite", //an abbrieviation for "Continued" + L"Sourdine désactivée pour %s.", + L"Sourdine activée pour %s.", + L"État : %d/%d\nCarburant : %d/%d", + L"Sortir du véhicule" , + L"Changer d'escouade (|M|A|J| |E|S|P|A|C|E)", + L"Conduire", + L"N/A", //this is an acronym for "Not Applicable." + L"Utiliser (À mains nues)", + L"Utiliser (Arme à feu)", + L"Utiliser (Arme blanche)", + L"Utiliser (Explosifs)", + L"Utiliser (Trousse de soins)", + L"(Prendre)", + L"(Recharger)", + L"(Donner)", + L"%s part.", + L"%s arrive.", + L"%s n'a plus de points d'action.", + L"%s n'est pas disponible.", + L"%s est couvert de bandages.", + L"%s n'a plus de bandages.", + L"Ennemis dans le secteur !", + L"Pas d'ennemi en vue.", + L"Pas assez de points d'action.", + L"Personne n'utilise une télécommande.", + L"La rafale a vidé le chargeur !", + L"SOLDAT", + L"CRÉPITUS", + L"MILICE", + L"CIVIL", + L"ZOMBI", + L"PRISONNIER", + L"Quitter Secteur", + L"OK", + L"Annuler", + L"Mercenaire", + L"Tous", + L"GO", + L"Carte", + L"Vous ne pouvez pas quitter ce secteur par ce côté.", + L"Vous ne pouvez pas quitter le mode tour par tour.", + L"%s est trop loin.", + L"Enlever cime des arbres", + L"Afficher cime des arbres", + L"CORBEAU", //Crow, as in the large black bird + L"COU", + L"TÊTE", + L"TORSE", + L"JAMBES", + L"Donner informations à la Reine ?", + L"Acquisition de l'ID digitale", + L"ID digitale refusée. Arme désactivée.", + L"Cible acquise", + L"Chemin bloqué", + L"Dépôt/Retrait", //Help text over the $ button on the Single Merc Panel + L"Personne n'a besoin de premiers soins.", + L"Enra.", // Short form of JAMMED, for small inv slots + L"Impossible d'aller ici.", // used ( now ) for when we click on a cliff + L"Chemin bloqué. Voulez-vous changer de place avec cette personne ?", + L"La personne refuse de bouger.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Êtes-vous d'accord pour payer %s ?", + L"Acceptez-vous le traitement médical gratuit ?", + L"Voulez-vous épouser %s ?", //Daryl + L"Trousseau de clés", + L"Vous ne pouvez pas faire ça avec ce personnage.", + L"Épargner %s ?", //Krott + L"Hors de portée", + L"Mineur", + L"Un véhicule ne peut rouler qu'entre des secteurs", + L"Impossible d'apposer des bandages maintenant", + L"Chemin bloqué pour %s", + L"Vos mercenaires capturés par l'armée de %s sont emprisonnés ici !", //Deidranna + L"Verrou touché", + L"Verrou détruit", + L"Quelqu'un d'autre veut essayer sur cette porte.", + L"État : %d/%d\nCarburant : %d/%d", + L"%s ne peut pas voir %s.", // Cannot see person trying to talk to + L"Accessoire retiré", + L"Ne peut pas gagner un autre véhicule car vous en avez déjà 2", + + // added by Flugente for defusing/setting up trap networks + L"Choisir la fréquence de la bombe (1-4) ou désamorçage (A-D) :", + L"Régler la fréquence de désamorçage :", + L"Régler la fréquence de détonation (1-4) et désamorçage (A-D) :", + L"Régler le nombre de tours avant l'explosion (1-4) et désamorçage (A-D) :", + L"Régler l'ordre des fils (1-4) et du réseau (A-D) :", + + // added by Flugente to display food status + L"Santé : %d/%d\nÉnergie : %d/%d\nMoral : %s\nSoif : %d%s\nFaim : %d%s", + + // added by Flugente: selection of a function to call in tactical + L"Que voulez-vous faire ?", + L"Remplir les gourdes", + L"Nettoyer votre arme", + L"Nettoyer les armes", + L"Retirer les habits", + L"En faire sa tenue", + L"Inspecter la milice", + L"Rééquiper milice", + L"Tester déguisement", + L"Inutilisé", + + // added by Flugente: decide what to do with the corpses + L"Que voulez-vous faire avec ce corps ?", + L"Couper la tête", + L"Dépecer", + L"Voler les habits", + L"Porter le corps", + + // Flugente: weapon cleaning + L"%s a nettoyé %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Où voulez-vous envoyer les %d prisonniers ?", + L"Les relâcher", + L"Voulez-vous proposer ?", + L"Leur reddition", + L"Votre reddition", + L"Distract", // TODO.Translate + L"Parler", + L"Recruit Turncoat", // TODO: translate + + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Désamorcer le piège", + L"Vérifier le piège", + L"Enlever le drapeau bleu", + L"Faire exploser !", + L"Activer fil piège", + L"Désactiver fil piège", + L"Montrer fil piège", + L"Pas de détonateur ou détonateur à distance trouvé !", + L"Cet explosif est déjà armé !", + L"Sans danger", + L"Quasiment sans danger", + L"Risqué", + L"Dangereux", + L"Danger élevé !", + + L"Masque", + L"LVN", + L"Objet", // TODO.Translate. A voir définition mot(to see finished, definition of word) + + L"Cette option fonctionne uniquement avec nouveau le système d'inventaire", + L"Aucun objet dans votre main principale", + L"Nulle part où placer l'objet dans la main principale", + L"Aucun objet défini pour cet emplacement", + L"Aucune main libre pour un nouvel objet", + L"Objet non trouvé", + L"Vous ne pouvez pas prendre d'objet avec la main principale", + + L"Attempting to bandage travelling mercs...", //TODO.Translate + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", // TODO.Translate + + L"%s has stopped chatting with %s", // TODO.Translate +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"Si vous cochez ce bouton, le secteur adjacent sera immédiatement chargé.", + L"Si vous cochez ce bouton, vous arriverez directement dans l'écran de carte\nle temps que vos mercenaires arrivent.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Vous ne pouvez laisser vos mercenaires ici.\nVous devez d'abord nettoyer ce secteur.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Faites sortir vos derniers mercenaires du secteur\npour charger le secteur adjacent.", + L"Faites sortir vos derniers mercenaires du secteur\npour aller dans l'écran de carte le temps que vos mercenaires fassent le voyage.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s doit être escorté(e) par vos mercenaires et ne peut quitter ce secteur tout(e) seul(e).", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s escorte %s, il ne peut quitter ce secteur seul.", //male singular + L"%s escorte %s, elle ne peut quitter ce secteur seule.", //female singular + L"%s escorte plusieurs personnages, il ne peut quitter ce secteur seul.", //male plural + L"%s escorte plusieurs personnages, elle ne peut quitter ce secteur seule.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Tous vos mercenaires doivent être dans les environs\npour que l'escouade avance.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"Si vous cochez ce bouton, %s voyagera seul et sera\nautomatiquement assigné à une nouvelle escouade.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"Si vous cochez ce bouton, votre escouade\nquittera le secteur.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s est escorté par vos mercenaires et ne peut quitter ce secteur seul. Vos mercenaires doivent être à proximité.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Objets", // tell merc to repair items in inventory + L"Site SAM", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Annuler", // cancel this menu + L"Robot", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"perd", // the merc has lost a statistic + L"gagne", // the merc has gained a statistic + L"point en", // singular + L"points en", // plural + L"niveau d'", // singular + L"niveaux d'", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"santé.", + L"agilité.", + L"dextérité.", + L"sagesse.", + L"compétence médicale.", + L"compétence en explosifs.", + L"compétence mécanique.", + L"tir", + L"expérience.", + L"force.", + L"commandement.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"Distance totale : ", // total distance for helicopter to travel + L" Aller : ", // distance to travel to destination + L" Retour : ", // distance to return from destination to airport + L"Coût : ", // total cost of trip by helicopter + L"HPA : ", // ETA is an acronym for "estimated time of arrival" + L"L'hélicoptère n'a plus de carburant et doit se poser en terrain ennemi !", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Passagers : ", + L"Sélectionner Skyrider ou l'aire d'atterrissage ?", + L"Skyrider", + L"Arrivée", + L"L'hélicoptère est trop endommagé et doit atterrir en territoire ennemi !", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"L'hélicoptère va retourner directement à sa base, voulez-vous faire descendre les passagers ?", + L"Carburant restant :", + L"Ravitaillement :", +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Voulez-vous que %s commence les réparations ? Ça vous coûtera %d $ et l'hélicoptère ne sera pas disponible avant %d heure(s).", + L"L'hélicoptère est actuellement démonté. Attendez jusqu'à ce que les réparations soient terminées.", + L"Les réparations sont terminées. L'hélicoptère est à nouveau disponible.", + L"L'hélicoptère est complètement ravitaillé.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Niveau souterrain :", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"Loyauté", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"Impossible de donner des ordres.", +}; + +STR16 gsTimeStrings[] = +{ + L"h", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"j", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"0", + L"Hôpital", + L"Usine", + L"Prison", + L"Militaire", + L"Aéroport", + L"Champ de tir", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Inventaire", + L"Quitter", + L"Repair", // TODO.Translate + L"Factories", // TODO.Translate +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Taille ", // 0 // size of the town in sectors + L"", // blank line, required + L"Contrôle ", // how much of town is controlled + L"Aucune", // none of this town + L"Mine associée ", // mine associated with this town + L"Loyauté ", // 5 // the loyalty level of this town + L"Forces entraînées ", // the forces in the town trained by the player + L"", + L"Principale installation ", // main facilities in this town + L"Niveau ", // the training level of civilians in this town + L"Formation ", // 10 // state of civilian training in town + L"Milice ", // the state of the trained civilians in the town + + // Flugente: prisoner texts // TODO.Translate + L"Prisonnier ", + L"%d (capacity %d)", + L"%d Admins", + L"%d Regulars", + L"%d Elites", + L"%d Officers", + L"%d Generals", + L"%d Civilians", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Mine", // 0 + L"Argent", + L"Or", + L"Production quotidienne", + L"Production estimée", + L"Abandonnée", // 5 + L"Fermée", + L"Épuisée", + L"Production", + L"État", + L"Productivité", + L"Ressource", // 10 + L"Contrôle de la ville", + L"Loyauté de la ville", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"Forces ennemies ", + L"Secteur ", + L"Nombre d'objets ", + L"Inconnu", + + L"Contrôlé ", + L"Oui", + L"Non", + L"Status/Software status:", // TODO.Translate + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s n'est pas assez près.", //Merc is in sector with item but not close enough + L"Sélection impossible.", //MARK CARTER + L"%s n'est pas dans le bon secteur.", + L"En combat, vous devez prendre les objets vous-même.", + L"En combat, vous devez abandonner les objets vous-même.", + L"%s n'est pas dans le bon secteur.", + L"Pendant le combat, vous ne pouvez pas recharger avec une caisse de munitions.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"Lieu", // sector these items are in + L"Objets", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"Cliquez sur la colonne assignation pour affecter un mercenaire à une nouvelle tâche", + L"Cliquez sur la colonne destination pour ordonner à un mercenaire de se rendre dans un secteur", + L"Utilisez la compression du temps pour que le voyage du mercenaire vous paraisse moins long.", + L"Cliquez sur un secteur pour le sélectionner. Cliquez à nouveau pour donner un ordre de mouvement à un mercenaire ou effectuez un clic droit pour obtenir des informations sur le secteur.", + L"Appuyez sur \"H\" pour afficher l'aide en ligne.", + L"Test Texte", + L"Test Texte", + L"Test Texte", + L"Test Texte", + L"Cet écran ne vous est d'aucune utilité tant que vous n'êtes pas arrivé à Arulco. Une fois votre équipe constituée, cliquez sur le bouton de compression du temps en bas à droite. Le temps vous paraîtra moins long...", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Déplacement", // title for movement box + L"Route", // done with movement menu, start plotting movement + L"Annuler", // cancel this menu + L"Autre", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads TODO: Translate +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Oups :", // an error has occured + L"Expiration du contrat :", // this pop up came up due to a merc contract ending + L"Tâches accomplies :", // this pop up....due to more than one merc finishing assignments + L"Mercenaires disponibles :", // this pop up ....due to more than one merc waking up and returing to work + L"Mercenaires au repos :", // this pop up ....due to more than one merc being tired and going to sleep + L"Contrats arrivant à échéance :", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Villes (|W)", + L"Mines (|M)", + L"Escouades & Ennemis (|T)", + L"Espace aérien (|A)", + L"Objets (|I)", + L"Milice & Ennemis (|Z)", + L"Show |Disease Data", // TODO.Translate + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Suivant (|.)", // next page + L"Précédent (|,)", // previous page + L"Quitter l'inventaire du secteur (|E|S|C)", // exit sector inventory + + L"Zoom inventaire", // HEAROCK HAM 5: Inventory Zoom Button + L"Empiler les mêmes objets", // HEADROCK HAM 5: Stack and Merge + L"|C|l|i|c |G|. : Trier munitions par caisse\n|C|l|i|c |D|. : Trier munitions par boîte", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|C|l|i|c |G|. : Ôter tous les accessoires des objets\n|C|l|i|c |D|. : empty LBE in sector", // HEADROCK HAM 5: Separate Attachments + L"Décharger toutes les armes", //HEADROCK HAM 5: Eject Ammo + L"|C|l|i|c |G|. : Voir tous les objets\n|C|l|i|c |D|. : Cacher tous les objets", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans armes\n|C|l|i|c |D|. : Voir que les armes", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans munitions\n|C|l|i|c |D|. : Voir que les munitions", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|C|l|i|c |G|. : Avec/sans explosifs\n|C|l|i|c |D|. : Voir que les explosifs", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans armes blanches\n|C|l|i|c |D|. : Voir que les armes blanches", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans protections\n|C|l|i|c |D|. : Voir que les protections", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans LBE\n|C|l|i|c |D|. : Voir que les LBE", // HEADROCK HAM 5: Filter Button + L"|C|l|i|c |G|. : Avec/sans kits\n|C|l|i|c |D|. : Voir que les kits", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|C|l|i|c |G|. : Avec/sans objets divers\n|C|l|i|c |D|. : Voir que les objets divers", // HEADROCK HAM 5: Filter Button + L"Pour afficher ou non les objets déplacés.", // Flugente: move item display + L"Save Gear Template", // TODO.Translate + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"PC Portable (|L)", + L"Tactique (|E|C|H|A|P)", + L"Options (|O)", + L"Compression du temps (|+)", // time compress more + L"Compression du temps (|-)", // time compress less + L"Message précédent (|H|A|U|T)\nPage précédente (|P|g|U|p)", // previous message in scrollable list + L"Message suivant (|B|A|S)\nPage suivante (|P|g|D|n)", // next message in the scrollable list + L"Arrêter/Reprendre (|E|S|P|A|C|E)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Solde actuel", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s est mort(e).", +}; + + +STR16 pDayStrings[] = +{ + L"Jour", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; + +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Help Desk", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephan", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"M.I.S. Assurance", + L"Bobby Ray", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"Précédent", + L"Suivant", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"Nouveaux messages...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Effacer message ?", + L"Effacer message NON CONSULTÉ ?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"De :", + L"Sujet :", + L"Date :", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"Boîte mail", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"Comptable Plus", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Crédit :", // credit (subtract from) to player's account + L"Débit :", // debit (add to) to player's account + L"Revenus (hier) :", + L"Dépôts (hier) :", + L"Dépenses (hier) :", + L"Solde (fin de journée) :", + L"Revenus (aujourd'hui) :", + L"Dépôts (aujourd'hui) :", + L"Dépenses (aujourd'hui) :", + L"Solde actuel :", + L"Revenus (prévision) :", + L"Solde (prévision) :", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"Jour", // the day column + L"Crédit", // the credits column (to ADD money to your account) + L"Débit", // the debits column (to SUBTRACT money from your account) + L"Transaction", // transaction type - see TransactionText below + L"Solde", // balance at this point in time + L"Page", // page number + L"Jour(s)", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"Intérêts cumulés", // interest the player has accumulated so far + L"Dépôt anonyme", + L"Commission", + L"Engagé", // Merc was hired + L"Achats Bobby Ray", // Bobby Ray is the name of an arms dealer + L"Règlement MERC", + L"Acompte médical pour %s", // medical deposit for merc + L"Analyse IMP", // IMP is the acronym for International Mercenary Profiling + L"Assurance pour %s", + L"Réduction d'assurance pour %s", + L"Extension d'assurance pour %s", // johnny contract extended + L"Annulation d'assurance pour %s", + L"Indemnisation pour %s", // insurance claim for merc + L"1 jour", // merc's contract extended for a day + L"1 semaine", // merc's contract extended for a week + L"2 semaines", // ... for 2 weeks + L"Revenus des mines", + L"", //String nuked + L"Achat de fleurs", + L"Remboursement médical pour %s", + L"Remb. médical partiel pour %s", + L"Pas de remb. médical pour %s", + L"Paiement à %s", // %s is the name of the npc being paid + L"Transfert de fonds pour %s", // transfer funds to a merc + L"Transfert de fonds de %s", // transfer funds from a merc + L"Coût milice de %s", // initial cost to equip a town's militia + L"Achats à %s.", //is used for the Shop keeper interface. The dealers name will be appended to the en d of the string. + L"Montant déposé par %s.", + L"Matériel vendu à la population", + L"Infrastucture utilisée", // HEADROCK HAM 3.6 + L"Entretien de la milice", // HEADROCK HAM 3.6 + L"Argent des prisonniers libérés", // Flugente: prisoner system + L"WHO data subscription", // Flugente: disease TODO.Translate + L"Payment to Kerberus", // Flugente: PMC + L"SAM site repair", // Flugente: SAM repair // TODO.Translate + L"Trained workers", // Flugente: train workers + L"Drill militia in %s", // Flugente: drill militia // TODO.Translate + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Assurance pour", // insurance for a merc + L"Ext. contrat de %s (1 jour).", // entend mercs contract by a day + L"Ext. contrat de %s (1 semaine).", + L"Ext. contrat de %s (2 semaines).", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"Skyrider a reçu %d $", // skyrider was paid an amount of money + L"Skyrider attend toujours ses %d $", // skyrider is still owed an amount of money + L"Skyrider a fait le plein", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider est prêt à redécoller.", // Skyrider was grounded but has been freed + L"Skyrider n'a pas de passager. Si vous voulez envoyer des mercenaires dans un autre secteur, n'oubliez pas de les assigner à l'hélicoptère.", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Superbe", + L"Bon", + L"Stable", + L"Bas", + L"Paniqué", + L"Mauvais", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"L'équipement de %s est maintenant disponible à Omerta (A9).", + L"L'équipement de %s est maintenant disponible à Drassen (B13).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Santé", + L"Énergie", + L"Moral", + L"État", // the condition of the current vehicle (its "Santé") + L"Carburant", // the fuel level of the current vehicle (its "energy") + L"Poison", + L"Soif", // drink level + L"Faim", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Mercenaire précédent (|G|a|u|c|h|e)", // previous merc in the list + L"Mercenaire suivant (|D|r|o|i|t|e)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"HPA :", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"Vous ne le reverrez jamais. Vous êtes sûr de vous ?", // do you want to continue and lose the item forever + L"Cet objet a l'air VRAIMENT important. Vous êtes bien sûr (mais alors BIEN SÛR) de vouloir l'abandonner ?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"L'escouade ne peut se déplacer, si l'un de ses membres se repose.", + +//1-5 + L"Déplacez d'abord votre escouade.", + L"Des ordres de mouvement ? C'est un secteur hostile !", + L"Les mercenaires doivent d'abord être assignés à une escouade ou un véhicule.", + L"Vous n'avez plus aucun membre dans votre escouade.", // you have non members, can't do anything + L"Le mercenaire ne peut obéir.", // merc can't comply with your order +//6-10 + L"doit être escorté. Mettez-le dans une escouade.", // merc can't move unescorted .. for a male + L"doit être escortée. Mettez-la dans une escouade.", // for a female + L"Ce mercenaire n'est pas encore arrivé à %s !", + L"Il faudrait d'abord revoir les termes du contrat...", + L"", +//11-15 + L"Des ordres de mouvement ? Vous êtes en plein combat !", + L"Vous êtes tombé dans une embuscade de chats sauvages dans le secteur %s !", + L"Vous venez d'entrer dans le repaire des chats sauvages (secteur %s) !", + L"", + L"Le site SAM en %s est sous contrôle ennemi.", +//16-20 + L"La mine en %s est sous contrôle ennemi. Votre revenu journalier est réduit à %s.", + L"L'ennemi vient de prendre le contrôle du secteur %s.", + L"L'un au moins de vos mercenaires ne peut effectuer cette tâche.", + L"%s ne peut rejoindre %s (plein).", + L"%s ne peut rejoindre %s (éloignement).", +//21-25 + L"La mine en %s a été reprise par les forces de Deidranna !", + L"Les forces de Deidranna viennent d'envahir le site SAM en %s", + L"Les forces de Deidranna viennent d'envahir %s", + L"Les forces de Deidranna ont été repérées en %s.", + L"Les forces de Deidranna viennent de prendre %s.", +//26-30 + L"L'un au moins de vos mercenaires n'est pas fatigué.", + L"L'un au moins de vos mercenaires ne peut être réveillé.", + L"La milice n'apparaît sur l'écran qu'une fois son entraînement achevé.", + L"%s ne peut recevoir d'ordre de mouvement pour le moment.", + L"Les miliciens qui ne se trouvent pas dans les limites d'une ville ne peuvent être déplacés.", +//31-35 + L"Vous ne pouvez pas entraîner de milice en %s.", + L"Un véhicule ne peut se déplacer, s'il est vide !", + L"L'état de santé de %s ne lui permet pas de voyager !", + L"Vous devez d'abord quitter le musée !", + L"%s est mort(e) !", +//36-40 + L"%s ne peut passer à %s (en mouvement)", + L"%s ne peut pas pénétrer dans le véhicule de cette façon", + L"%s ne peut rejoindre %s", + L"Vous devez d'abord engager des mercenaires !", + L"Ce véhicule ne peut circuler que sur les routes !", +//41-45 + L"Vous ne pouvez réaffecter des mercenaires qui sont en déplacement", + L"Plus d'essence !", + L"%s est trop fatigué(e) pour entreprendre ce voyage.", + L"Personne n'est capable de conduire ce véhicule.", + L"L'un au moins des membres de cette escouade ne peut se déplacer.", +//46-50 + L"L'un au moins des AUTRES mercenaires ne peut se déplacer.", + L"Le véhicule est trop endommagé !", + L"Deux mercenaires au plus peuvent être assignés à l'entraînement de la milice dans chaque secteur.", + L"Le robot ne peut se déplacer sans son contrôleur. Mettez-les ensemble dans la même escouade.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Cliquez à nouveau sur votre destination pour la confirmer ou cliquez sur d'autres secteurs pour définir de nouvelles étapes.", + L"Route confirmée.", + L"Destination inchangée.", + L"Route annulée.", + L"Route raccourcie.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Cliquez sur la nouvelle destination de vos mercenaires.", + L"OK. Les mercenaires arriveront en %s", + L"Les mercenaires ne peuvent être déployés ici, l'espace aérien n'est pas sécurisé !", + L"Annulé. Secteur d'arrivée inchangé.", + L"L'espace aérien en %s n'est plus sûr ! Le secteur d'arrivée est maintenant %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Inventaire (|E|N|T|R|É|E)", + L"Jeter objet", + L"Quitter Inventaire (|E|N|T|R|É|E)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"%s doit-il abandonner son paquetage sur place (%s) ou à (%s) avant de quitter ?", + L"%s est sur le point de partir et laissera son paquetage en %s.", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"%s doit-elle abandonner son paquetage sur place (%s) ou à (%s) avant de quitter ?", + L"%s est sur le point de partir et laissera son paquetage en %s.", +}; + + +STR16 pMercContractOverStrings[] = +{ + L"a rempli son contrat, il est rentré chez lui.", // merc's contract is over and has departed + L"a rempli son contrat, elle est rentrée chez elle.", // merc's contract is over and has departed + L"est parti, son contrat ayant été annulé.", // merc's contract has been terminated + L"est partie, son contrat ayant été annulé.", // merc's contract has been terminated + L"Vous devez trop d'argent à la MERC, %s quitte Arulco.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +// WDS: Allow flexible numbers of IMPs of each sex +// note: I only updated the English text to remove "three" below +STR16 pImpPopUpStrings[] = +{ + L"Code incorrect", + L"Vous allez établir un nouveau profil. Êtes-vous sûr de vouloir recommencer ?", + L"Veuillez entrer votre nom et votre sexe.", + L"Vous n'avez pas les moyens de vous offrir une analyse de profil.", + L"Option inaccessible pour le moment.", + L"Pour que cette analyse soit efficace, il doit vous rester au moins une place dans votre escouade.", + L"Profil déjà établi.", + L"Impossible de charger le profil.", + L"Vous avez déjà atteint le nombre maximum d'IMP.", + L"Vous avez déjà trois IMP du même sexe dans l'escouade.", + L"Vous n'avez pas les moyens.", // 10 + L"Le nouvel IMP a rejoint votre escouade.", + L"Vous avez déjà sélectionné le maximal de traits de caractères.", + L"No voicesets found.", // TODO.Translate +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"Nous", // about the IMP site + L"COMMENCER", // begin profiling + L"Personnalité", // personality section + L"Caractéristiques", // personal stats/attributes section + L"Apparence", // changed from portrait + L"Voix %d", // the voice selection + L"OK", // done profiling + L"Recommencer", // start over profiling + L"Oui, la réponse en surbrillance me convient.", + L"Oui", + L"Non", + L"Terminé", // finished answering questions + L"Préc.", // previous question..abbreviated form + L"Suiv.", // next question + L"OUI, JE SUIS SÛR.", // oui, I am certain + L"NON, JE VEUX RECOMMENCER.", // non, I want to start over the profiling process + L"OUI", + L"NON", + L"Retour", // back one page + L"Annuler", // cancel selection + L"Oui, je suis sûr.", + L"Non, je ne suis pas sûr.", + L"Registre", // the IMP site registry..when name and gender is selected + L"Analyse", // analyzing your profile results + L"OK", + L"Caractère", // Change from "Voice" + L"Aucune", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"Vos traits de caractères étant choisis, il est temps de choisir vos compétences.", + L"Pour compléter le processus, choisissez vos attributs.", + L"Pour commencer votre profil réel, choisissez un portrait, une voix et vos couleurs", + L"Maintenant que vous avez complété votre apparence, proccédons à l'analyse de votre personnage.", +}; + +STR16 pFilesTitle[] = +{ + L"Fichiers", +}; + +STR16 pFilesSenderList[] = +{ +#ifdef JA2UB +L"Rapport Tracona", // the recon report sent to the player. Recon is an abbreviation for reconissance +#else +L"Rapport Arulco", // the recon report sent to the player. Recon is an abbreviation for reconissance +#endif + L"Interception #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Interception #2", // second intercept file + L"Interception #3", // third intercept file + L"Interception #4", // fourth intercept file + L"Interception #5", // fifth intercept file + L"Interception #6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"Historique", +}; + +STR16 pHistoryHeaders[] = +{ + L"Jour", // the day the history event occurred + L"Page", // the current page in the history report we are in + L"Jour", // the days the history report occurs over + L"Lieu", // location (in sector) the event occurred + L"Événement", // the event label +}; + +/* +// Externalized to "TableData\History.xml" +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s engagé(e) sur le site AIM.", // merc was hired from the aim site + L"%s engagé(e) sur le site MERC.", // merc was hired from the aim site + L"%s est mort(e).", // merc was killed + L"Versements MERC.", // paid outstanding bills at MERC + L"Ordre de mission de Chivaldori Enrico accepté", + //6-10 + L"IMP : Profil fait", + L"Souscription d'un contrat d'assurance pour %s.", // insurance contract purchased + L"Annulation du contrat d'assurance de %s.", // insurance contract canceled + L"Indemnité pour %s.", // insurance claim payout for merc + L"Extension du contrat de %s (1 jour).", // Extented "mercs name"'s for a day + //11-15 + L"Extension du contrat de %s (1 semaine).", // Extented "mercs name"'s for a week + L"Extension du contrat de %s (2 semaines).", // Extented "mercs name"'s 2 weeks + L"%s a été renvoyé(e).", // "merc's name" was dismissed. + L"%s a démissionné(e).", // "merc's name" quit. + L"quête commencée.", // a particular quest started + //16-20 + L"quête achevée.", + L"Entretien avec le chef des mineurs de %s", // talked to head miner of town + L"Libération de %s", + L"Activation du mode triche", + L"Le ravitaillement devrait arriver demain à Omerta", + //21-25 + L"%s a quitté l'escouade pour épouser Hick Daryl", + L"Expiration du contrat de %s.", + L"Recrutement de %s.", + L"Plainte d'Enrico pour manque de résultats", + L"Victoire", + //26-30 + L"La mine de %s commence à s'épuiser", + L"La mine de %s est épuisée", + L"La mine de %s a été fermée", + L"La mine de %s a été réouverte", + L"Une prison du nom de Tixa a été découverte.", + //31-35 + L"Rumeurs sur une usine d'armes secrètes : Orta.", + L"Les chercheurs d'Orta vous donnent des fusils à roquettes.", + L"Deidranna fait des expériences sur les cadavres.", + L"Frank parle de combats organisés à San Mona.", + L"Un témoin a aperçu quelque chose dans les mines.", + //36-40 + L"Rencontre avec Devin (vendeur d'explosifs).", + L"Rencontre avec Mike, le fameux ex-mercenaire de l'AIM !", + L"Rencontre avec Tony (vendeur d'armes).", + L"Fusil à roquettes récupéré auprès du sergent Krott.", + L"Acte de propriété du magasin d'Angel donné à Kyle.", + //41-45 + L"Foulab propose de construire un robot.", + L"Gabby fait des décoctions rendant invisible aux créatures.", + L"Keith est hors-jeu.", + L"Howard fournit du cyanure à la Reine Deidranna.", + L"Rencontre avec Keith (vendeur à Cambria).", + //46-50 + L"Rencontre avec Howard (pharmacien à Balime).", + L"Rencontre avec Perko (réparateur en tous genres).", + L"Rencontre avec Sam de Balime (vendeur de matériel).", + L"Franz vend du matériel électronique.", + L"Arnold tient un magasin de réparations à Grumm.", + //51-55 + L"Fredo répare le matériel électronique à Grumm.", + L"Don provenant d'un homme influent de Balime.", + L"Rencontre avec Jake, vendeur de pièces détachées.", + L"Clé électronique reçue.", + L"Corruption de Walter pour ouvrir l'accès aux sous-sols.", + //56-60 + L"Dave refait gratuitement le plein, s'il a du carburant.", + L"Pot-de-vin donné à Pablo.", + L"Caïd cache un trésor dans la mine de San Mona.", + L"Victoire de %s dans le combat extrème", + L"Défaite de %s dans le combat extrème", + //61-65 + L"Disqualification de %s dans le combat extrème", + L"Importante somme découverte dans la mine abandonnée.", + L"Rencontre avec un tueur engagé par Caïd.", + L"Perte du secteur", //ENEMY_INVASION_CODE + L"Secteur défendu", + //66-70 + L"Défaite", //ENEMY_ENCOUNTER_CODE + L"Embuscade", //ENEMY_AMBUSH_CODE + L"Embuscade ennemie déjouée", + L"Échec de l'attaque", //ENTERING_ENEMY_SECTOR_CODE + L"Réussite de l'attaque !", + //71-75 + L"Attaque de créatures", //CREATURE_ATTACK_CODE + L"Ambuscade de chats sauvages", //BLOODCAT_AMBUSH_CODE + L"Élimination des chats sauvages", + L"%s a été tué(e)", + L"Tête de terroriste donnée à Carmen", + //76-80 + L"Reste Slay", + L"%s a été tué(e)", + L"Rencontre avec Waldo, mécanicien aéronautique.", + L"Réparations de l'hélico ont débuté, temps estimé : %d h.", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"N/A", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Favoris", + L"Finances", + L"Personnel", + L"Historique", + L"Fichiers", + L"Éteindre", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"AIM", + L"Bobby Ray", + L"IMP", + L"MERC", + L"Morgue", + L"Fleuriste", + L"Assurance", + L"Annuler", + L"Encyclopédie", + L"Briefing", + L"Comptes rendus", + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", // TODO.Translate + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Favoris", + L"Faites un clic droit pour accéder plus tard à ce menu.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Téléchargement", + L"Chargement", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Prendre", // take money from merc + L"Donner", // give money to merc + L"Annuler", // cancel transaction + L"Effacer", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Transférer $ ", // transfer money to merc -- short form + L"Stats", // view stats of the merc + L"Inventaire", // view the inventory of the merc + L"Historique", +}; + +STR16 sATMText[ ]= +{ + L"Transférer les fonds ?", // transfer funds to merc? + L"Ok ?", // are we certain? + L"Entrer montant", // enter the amount you want to transfer to merc + L"Choix du type", // select the type of transfer to merc + L"Fonds insuffisants", // not enough money to transfer to merc + L"Le montant doit être un multiple de 10 $", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Erreur", + L"Le serveur ne trouve pas l'entrée DNS.", + L"Vérifiez l'adresse URL et essayez à nouveau.", + L"OK", + L"Connexion à l'hôte.", +}; + + +STR16 pPersonnelString[] = +{ + L"Merc. :", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"AIM", + L"Membres AIM", + L"Galerie AIM", // a mug shot is another name for a portrait + L"Tri AIM", + L"AIM", + L"Anciens AIM", + L"Règlement AIM", + L"Historique AIM", + L"Liens AIM", + L"MERC", + L"Comptes MERC", + L"Enregistrement MERC", + L"Index MERC", + L"Bobby Ray", + L"Bobby Ray : Armes", + L"Bobby Ray : Munitions", + L"Bobby Ray : Protections", + L"Bobby Ray : Divers", //misc is an abbreviation for miscellaneous + L"Bobby Ray : Occasions", + L"Bobby Ray : Commande", + L"IMP", + L"IMP", + L"Service des Fleuristes Associés", + L"Service des Fleuristes Associés : Exposition", + L"Service des Fleuristes Associés : Bon de commande", + L"Service des Fleuristes Associés : Cartes", + L"Malleus, Incus & Stapes Courtiers", + L"Information", + L"Contrat", + L"Commentaires", + L"Morgue McGillicutty", + L"", + L"URL introuvable.", + L"%s, conseil de presse : Bilan du conflit", + L"%s, conseil de presse : Rapports", + L"%s, conseil de presse : Dernières nouvelles", + L"%s, conseil de presse : À propos de nous", + L"Mercs Love or Dislike You - About us", // TODO.Translate + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", // TODO.Translate + L"Bobby Ray : Dernières commandes", + L"Encyclopédie", + L"Encyclopédie : Données", + L"Salle de briefing", + L"Salle de briefing : Données", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir-Help", + L"Cliquez à nouveau pour accéder aux Favoris.", +}; + +STR16 pLaptopTitles[] = +{ + L"Boîte mail", + L"Fichiers", + L"Personnel", + L"Comptable Plus", + L"Historique", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Mort en mission", + L"Parti(e)", + L"Autre", + L"Mariage", + L"Contrat terminé", + L"Quitter", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Équipe actuelle", + L"Départs", + L"Coût quotidien :", + L"Coût maximum :", + L"Coût minimum :", + L"Morts en mission :", + L"Démissions :", + L"Autres :", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Minimum", + L"Moyenne", + L"Maximum", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"SAN", + L"AGI", + L"DEX", + L"FOR", + L"COM", + L"SAG", + L"NIV", + L"TIR", + L"TECH", + L"EXPL", + L"MÉD", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Contrat", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Continuer", + L"Stop", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Vous avez été vaincu dans ce secteur !", + L"L'ennemi, sans aucune compassion, ne fait pas de quartier !", + L"Vos mercenaires inconscients ont été capturés !", + L"Vos mercenaires ont été faits prisonniers.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Précédent", + L"Suivant", + L"Accepter", + L"Annuler", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Précédent", + L"Suivant", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Autoriser", + L"Accueil", + L"Compte :", + L"Mercenaire", + L"Jours", + L"Taux", //5 + L"Montant", + L"Total :", + L"Désirez-vous autoriser le versement de %s ?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", // TODO.Translate +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Précédent", + L"Suivant", +}; + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Santé", + L"Agilité", + L"Dextérité", + L"Force", + L"Commandement", + L"Sagesse", + L"Niveau", + L"Tir", + L"Mécanique", + L"Explosifs", + L"Médecine", + + L"Précédent", + L"Engager", + L"Suivant", + L"Infos complémentaires", + L"Accueil", + L"Engagé(e)", + L"Salaire :", + L"Par jour", + L"Paquetage :", + L"Total :", + L"Décédé(e)", + + L"Vous ne pouvez engager plus de 18 mercenaires.", + L"Acheter paquetage ?", + L"Indisponible", + L"Payez sa solde", + L"Biographie", + L"Inventaire", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Ouvrir compte", + L"Annuler", + L"Vous ne possédez pas de compte. Désirez-vous en ouvrir un ?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Kline Speck T., fondateur", + L"Cliquez ici pour ouvrir un compte", + L"Cliquez ici pour voir votre compte", + L"Cliquez ici pour consulter les fichiers", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Le transfert a échoué. Aucun fonds disponible.", +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"Morgue McGillicutty : À votre écoute depuis 1983.", + L"McGillicutty Murray dit Pops, notre directeur bien aimé, est un ancien mercenaire de l'AIM. Sa spécialité : la mort des autres.", + L"Pops l'a côtoyée pendant si longtemps qu'il est un expert de la mort, à tous points de vue.", + L"La morgue McGillicutty vous offre un large éventail de services funéraires, depuis une écoute compréhensive jusqu'à la reconstitution des corps... dispersés.", + L"Laissez donc la morgue McGillicutty vous aider, pour que votre compagnon repose enfin en paix.", + + // Text for the various links available at the bottom of the page + L"ENVOYER FLEURS", + L"CERCUEILS & URNES", + L"CRÉMATION", + L"SERVICES FUNÉRAIRES", + L"NOTRE ÉTIQUETTE", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Le concepteur de ce site s'est malheureusement absenté pour cause de décès familial. Il reviendra dès que possible pour rendre ce service encore plus efficace.", + L"Veuillez croire en nos sentiments les plus respectueux dans cette période qui doit vous être douloureuse.", +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Vitrine", + + //Address of United Florist + + L"\"Nous livrons partout dans le monde\"", + L"0-800-SENTMOI", + L"333 NoseGay Dr, Seedy City, CA USA 90210", + L"http://www.sentmoi.com", + + // detail of the florist page + + L"Rapides et efficaces !", + L"Livraison en 24 heures partout dans le monde (ou presque).", + L"Les prix les plus bas (ou presque) !", + L"Si vous trouvez moins cher, nous vous livrons gratuitement une douzaine de roses !", + L"Flore, Faune & Fleurs depuis 1981.", + L"Nos bombardiers (recyclés) vous livrent votre bouquet dans un rayon de 20 km (ou presque). N'importe quand... N'importe où !", + L"Nous répondons à tous vos besoins (ou presque) !", + L"Bruce, notre expert fleuriste-conseil, trouvera pour vous les plus belles fleurs et vous composera le plus beau bouquet que vous ayez vu !", + L"Et n'oubliez pas que si nous ne l'avons pas, nous pouvons le faire pousser... et vite !", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Retour", + L"Envoi", + L"Annuler", + L"Galerie", + + L"Nom du bouquet :", + L"Prix :", //5 + L"Référence :", + L"Date de livraison", + L"jour suivant", + L"dès que possible", + L"Lieu de livraison", //10 + L"Autres services", + L"Pot Pourri (10 $)", + L"Roses Noires (20 $)", + L"Nature Morte (10 $)", + L"Gâteau (si dispo)(10 $)", //15 + L"Carte personnelle :", + L"Veuillez écrire votre message en 75 caractères maximum...", + L"...ou utiliser l'une de nos", + + L"CARTES STANDARDS", + L"Informations",//20 + + //The text that goes beside the area where the user can enter their name + + L"Nom :", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Préc.", //abbreviation for previous + L"Suiv.", //abbreviation for next + + L"Cliquez sur le bouquet que vous désirez commander.", + L"Note : les bouquets \"pot pourri\" et \"nature morte\" vous seront facturés 10 $ supplémentaires.", + + //text on the button + + L"Accueil", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Faites votre choix", + L"Retour", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Commande", //Title of the page + L"Qté", // The number of items ordered + L"Poids (%s)", // The weight of the item + L"Description", // The name of the item + L"Prix unitaire", // the item's weight + L"Total", //5 // The total price of all of items of the same type + L"Sous-total", // The sub total of all the item totals added + L"Transport", // S&H is an acronym for Shipping and Handling + L"Total", // The grand total of all item totals + the shipping and handling + L"Lieu de livraison", + L"Type d'envoi", //10 // See below + L"Coût (par %s.)", // The cost to ship the items + L"Du jour au lendemain", // Gets deliverd the next day + L"2 c'est mieux qu'un", // Gets delivered in 2 days + L"Jamais 2 sans 3", // Gets delivered in 3 days + L"Effacer commande",//15 // Clears the order page + L"Confirmer commande", // Accept the order + L"Retour", // text on the button that returns to the previous page + L"Accueil", // Text on the button that returns to the home page + L"* Matériel d'occasion", // Disclaimer stating that the item is used + L"Vous n'avez pas les moyens.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is non valid city selected + L"Êtes-vous sûr de vouloir envoyer cette commande à %s ?", // A popup that asks if the city selected is the correct one + L"Poids total **", // Displays the weight of the package + L"** Pds Min.", // Disclaimer states that there is a minimum weight for the package + L"Envois", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"A/Poing", + L"PM", + L"Mitrail.", + L"Fusil", + L"Sniper", + L"F/Assaut", + L"FM", + L"F/Pompe", + L"A/Lourde", + + // Ammo + L"A/Poing", + L"PM", + L"Mitrail.", + L"Fusil", + L"Sniper", + L"F/Assaut", + L"FM", + L"F/Pompe", + + // Used + L"Arme", + L"Protection", + L"Mat. LBE", + L"Divers", + + // Armour + L"Casque", + L"Veste", + L"Pantalon", + L"Blindage", + + // Misc + L"A/blanche", + L"Arme/Jet", + L"Mêlée", + L"Grenade", + L"Explosif", + L"Médical", + L"Kit&Habit", + L"Mat. Face", + L"Mat. LBE", + L"Optique", // Madd: new BR filters + L"Pied&LAM", + L"Bouche", + L"Crosse", + L"Mag&Dét.", + L"Accessoire", + L"Divers", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"Pour commander", // Title + // instructions on how to order + L"Cliquez sur les objets désirés. Cliquez à nouveau pour sélectionner plusieurs exemplaires d'un même objet. Effectuez un clic droit pour désélectionner un objet. Il ne vous reste plus qu'à passer commande.", + + //Text on the buttons to go the various links + + L" PRÉCÉDENT", // + L"Arme", //3 + L"Munition", //4 + L"Protection", //5 + L"Divers", //6 //misc is an abbreviation for miscellaneous + L"Occasion", //7 + L"SUIVANT", + L"COMMANDER", + L"Accueil", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"Votre escouade possède",//11 + L"arme(s) qui utilise(nt) ce type de munitions", //12 + + //The following lines provide information on the items + + L"Poids :", // Weight of all the items of the same type + L"Cal :", // the caliber of the gun + L"Chgr :", // number of rounds of ammo the Magazine can hold + L"Portée :", // The range of the gun + L"Dégâts :", // Damage of the weapon + L"CdT :", // Weapon's Rate Of Fire, acronym ROF + L"PA :", // Weapon's Action Points, acronym AP + L"Étourdis. :", // Weapon's Stun Damage + L"Prot. :", // Armour's Protection + L"Cam. :", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Prix :", // Cost of the item + L"Stock :", // The number of items still in the store's inventory + L"Quantité :", // The number of items on order + L"Endommagé", // If the item is damaged + L"Poids :", // the Weight of the item + L"Sous-total :", // The total cost of all items on order + L"* %% efficacité", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Pas de chance ! Vous ne pouvez commander que " ,//First part + L" objets différents en une fois. Si vous désirez passer une commande plus importante, il vous faudra remplir un nouveau bon de commande.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Nous sommes navrés, mais notre stock est vide. N'hésitez pas à revenir plus tard !", + + //A popup that tells the user that the store is temporarily sold out + + L"Nous sommes navrés, mais nous n'en avons plus en rayon.", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"Vous cherchez des armes et du matériel militaire ? Vous avez frappé à la bonne porte", + L"Un seul credo : force de frappe !", + L"Occasions et secondes mains", + + //Text for the various links to the sub pages + + L"Divers", + L"ARMES", + L"MUNITIONS", //5 + L"PROTECTIONS", + + //Details on the web site + + L"Si nous n'en vendons pas, c'est que ça n'existe pas !", + L"En construction", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"Membres AIM", // Title + // Title for the way to sort + L"Tri par :", + + // sort by... + + L"Prix", + L"Expérience", + L"Tir", + L"Mécanique", + L"Explosifs", + L"Médecine", + L"Santé", + L"Agilité", + L"Dextérité", + L"Force", + L"Commandement", + L"Sagesse", + L"Nom", + + //Text of the links to other AIM pages + + L"Afficher l'index de la galerie de portraits", + L"Consulter le fichier individuel", + L"Consulter la galerie des anciens de l'AIM", + + // text to display how the entries will be sorted + + L"Ascendant", + L"Descendant", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Précédent", + L"Accueil", + L"Index", + L"Suivant", + L"Je refuse", + L"J'accepte", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Cliquez pour", + L"contacter le mercenaire.", + L"Clic droit pour", + L"afficher l'index.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Santé", + L"Agilité", + L"Dextérité", + L"Force", + L"Commandement", + L"Sagesse", + L"Niveau", + L"Tir", + L"Mécanique", + L"Explosifs", + L"Médecine", //10 + + // the contract expenses' area + + L"Tarif", + L"Contrat", + L"1 jour", + L"1 semaine", + L"2 semaines", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Précédent", + L"Contacter", + L"Suivant", + + L"Info. complémentaires", // Title for the additional info for the merc's bio + L"Membres actifs", //20 // Title of the page + L"Matériel optionnel :", // Displays the optional gear cost + L"Paquetage", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's + L"Dépôt médical", // If the merc required a medical deposit, this is displayed + L"Kit 1", // Text on Starting Gear Selection Button 1 + L"Kit 2", // Text on Starting Gear Selection Button 2 + L"Kit 3", // Text on Starting Gear Selection Button 3 + L"Kit 4", // Text on Starting Gear Selection Button 4 + L"Kit 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Contrat :", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"1 jour", + L"1 semaine", + L"2 semaines", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Pas de paquetage", + L"Acheter paquetage", + + // Text on the Buttons + + L"TRANSFERT", // to actually hire the merc + L"Annuler", // go back to the previous menu + L"ENGAGER", // go to menu in which you can hire the merc + L"RACCROCHER", // stops talking with the merc + L"OK", + L"MESSAGE", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Conférence vidéo avec", + L"Connexion. . .", + + L"tout compris" // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"TRANSFERT ACCEPTÉ", // You hired the merc + L"TRANSFERT REFUSÉ", // Player doesn't have enough money, message 1 + L"FONDS INSUFFISANTS", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"En mission", + L"Veuillez laisser un message", + L"Décédé(e)", + + //If you try to hire more mercs than game can support + + L"Équipe de mercenaires déjà au complet.", + + L"Message pré-enregistré", + L"Message enregistré", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"Liens AIM", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"Historique AIM", //Title + + // Text on the buttons at the bottom of the page + + L"Précédent", + L"Accueil", + L"Anciens", + L"Suivant", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Prix", + L"Expérience", + L"Tir", + L"Mécanique", + L"Explosifs", + L"Médecine", + L"Santé", + L"Agilité", + L"Dextérité", + L"Force", + L"Commandement", + L"Sagesse", + L"Nom", + + // The title of the page, the above text gets added at the end of this text + + L"Tri ascendant des membres de l'AIM par %s", + L"Tri descendant des membres de l'AIM par %s", + + // Instructions to the players on what to do + + L"Cliquez pour", + L"sélectionner le mercenaire", //10 + L"Clic droit pour", + L"les options de tri", + + // Gets displayed on top of the merc's portrait if they are... + + L"Absent(e)", + L"Décédé(e)", //14 + L"En mission", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"PAGE 1", + L"PAGE 2", + L"PAGE 3", + + L"Anciens", // Title of the page + + L"OK", // Stops displaying information on selected merc + L"Page suiv.", + +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"AIM et le logo A.I.M. sont des marques déposées dans la plupart des pays.", + L"N'espérez même pas nous copier !", + L"Copyright 2008-2009 A.I.M., Ltd. Tous droits réservés.", + + //Text for an advertisement that gets displayed on the AIM page + + L"Service des Fleuristes Associés", + L"\"Nous livrons partout dans le monde\"", //10 + L"Faites-le dans les règles de l'art", + L"... la première fois", + L"Si nous ne l'avons pas, c'est que vous n'en avez pas besoin.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Accueil", + L"Membres", + L"Anciens", + L"Règlement", + L"Historique", + L"Liens", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"MARCHANDISE EN STOCK", //Header for the merchandise available + L"PAGE", //The current store inventory page being displayed + L"COÛT TOTAL", //The total cost of the the items in the Dealer inventory area + L"VALEUR TOTALE", //The total value of items player wishes to sell + L"ÉVALUATION", //Button text for dealer to evaluate items the player wants to sell + L"TRANSACTION", //Button text which completes the deal. Makes the transaction. + L"OK", //Text for the button which will leave the shopkeeper interface. + L"COÛT RÉPARATION", //The amount the dealer will charge to repair the merc's goods + L"1 HEURE", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d HEURES", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"RÉPARÉ", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Plus d'emplacements libres.", //Message box that tells the user there is non more room to put there stuff + L"%d MINUTES", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Objet lâché à terre.", + L"BUDGET", // TODO.Translate +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Prendre", // Take money from the player + L"Donner", // Give money to the player + L"Annuler", // Cancel the transfer + L"Effacer", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Choix", // tells the user to select either to give or take from the merc + L"Montant", // Enter the amount to transfer + L"Transfert de fonds au mercenaire", // Giving money to the merc + L"Transfert de fonds du mercenaire", // Taking money from the merc + L"Fonds insuffisants", // Not enough money to transfer + L"Solde", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Voulez-vous déduire %s de votre compte pour combler la différence ?", + L"Pas assez d'argent. Il vous manque %s", + L"Voulez-vous déduire %s de votre compte pour couvrir le coût ?", + L"Demander au vendeur de lancer la transaction", + L"Demander au vendeur de réparer les objets sélectionnés", + L"Terminer l'entretien", + L"Solde actuel", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Sauvegarder", + L"Charger", + L"Quitter", + L">>", + L"<<", + L"OK", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Effets", + L"Dialogue", + L"Musique", + + //Confirmation pop when the user selects.. + L"Quitter la partie et revenir au menu principal ?", + + L"Activez le mode dialogue ou sous-titre.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Enregistrer", + L"Charger partie", + L"Annuler", + L"Enregistrement", + L"Chargement", + + L"Enregistrement réussi", + L"ERREUR lors de la sauvegarde !", + L"Chargement réussi", + L"ERREUR lors du chargement !", + + L"La version de la sauvegarde est différente de celle du jeu. Désirez-vous continuer?", + L"Les fichiers de sauvegarde sont peut-être altérés. Voulez-vous les effacer?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"La version de la sauvegarde a changé. Désirez-vous continuer ?", +#else + L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour ?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"La version de la sauvegarde a changé. Désirez-vous continuer?", +#else + L"Tentative de chargement d'une sauvegarde de version précédente. Voulez-vous effectuer une mise à jour?", +#endif + + L"Êtes-vous sûr de vouloir écraser la sauvegarde #%d ?", + L"Voulez-vous charger la sauvegarde #%d ?", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"Vous risquez de manquer d'espace. Il ne vous reste que %d Mo de libre alors que le jeu nécessite %d Mo d'espace libre.", + + L"Enregistrement", //When saving a game, a message box with this string appears on the screen + + L"Quelques armes", + L"Toutes armes", + L"Style réaliste", + L"Style SF", + + L"Difficulté", + L"Platinum Mode", //Placeholder English + + L"Qualité de Bobby Ray", + L"Bonne", + L"Meilleure", + L"Excellente", + L"Superbe", + + L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.", + L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.", + + L"La taille de l'équipe de votre sauvegarde n'est pas supportée par la résolution actuelle de votre écran. Augmenter la résolution et ré-essayez.", + L"Stock de Bobby Ray", +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Niveau carte", + L"Vous n'avez pas de milice : vous devez entraîner les habitants de la ville.", + L"Revenu quotidien", + L"Assurance vie", + L"%s n'est pas fatigué(e).", + L"%s est en mouvement et ne peut dormir.", + L"%s est trop fatigué(e) pour obéir.", + L"%s conduit.", + L"L'escouade ne peut progresser, si l'un de ses membres se repose.", + + // stuff for contracts + L"Vous pouvez payer les honoraires de ce mercenaire, mais vous ne pouvez pas vous offrir son assurance.", + L"La prime d'assurance de %s coûte %s pour %d jour(s) supplémentaire(s). Voulez-vous la payer ?", + L"Inventaire du secteur", + L"Le mercenaire a un dépôt médical.", + + // other items + L"Docteurs", // people acting a field medics and bandaging wounded mercs + L"Patients", // people who are being bandaged by a medic + L"OK", // Continue on with the game after autobandage is complete + L"Stop", // Stop autobandaging of patients by medics now + L"Désolé. Cette option n'est pas disponible.", // informs player this option/button has been disabled in the demo + L"%s n'a pas de caisse à outils.", + L"%s n'a pas de trousse de soins.", + L"Il y a trop peu de volontaires pour l'entraînement.", + L"%s ne peut pas former plus de miliciens.", + L"Le mercenaire a un contrat déterminé.", + L"Ce mercenaire n'est pas assuré.", + L"Écran carte", // 24 + + // Flugente: disease texts describing what a map view does TODO.Translate + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"L'escouade %d a remarqué quelque chose dans le secteur %s", + L"L'escouade %s a remarqué quelque chose dans le secteur %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"L'entraînement de la milice vous coûtera $ ", // telling player how much it will cost + L"Êtes-vous d'accord ?", // asking player if they wish to pay the amount requested + L"Vous n'en avez pas les moyens.", // telling the player they can't afford to train this town + L"Voulez-vous poursuivre l'entraînement de la milice à %s (%s %d) ?", // continue training this town? + + L"Coût $ ", // the cost in dollars to train militia + L"(O/N)", // abbreviated oui/non + L"", // unused + L"L'entraînement des milices dans %d secteurs vous coûtera %d $. %s", // cost to train sveral sectors at once + + L"Vous ne pouvez pas payer les %d $ nécessaires à l'entraînement.", + L"Vous ne pouvez poursuivre l'entraînement de la milice à %s que si cette ville est à niveau de loyauté de %d pour cent.", + L"Vous ne pouvez plus entraîner de milice à %s.", + L"libérer plus de secteurs d'une ville", + + L"libérer de nouveaux secteurs d'une ville", + L"libérer plus de villes", + L"reprendre vos secteurs perdus", + L"progresser dans votre avancée", + + L"recruter plus de rebelles", +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"Vous ne pouvez retirer que 20 000 $ à la fois.", + L"Êtes-vous sûr de vouloir déposer %s sur votre compte ?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. Tous droits réservés.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Dialogue", + L"Confirmations muettes", + L"Sous-titres", + L"Pause des dialogues", + L"Animation fumée", + L"Du sang et des tripes", + L"Ne pas toucher à ma souris !", + L"Ancienne méthode de sélection", + L"Afficher chemin", + L"Afficher tirs manqués", + L"Confirmation temps réel", + L"Notifications sommeil/réveil", + L"Système métrique", + L"Mettez en surbrillance les mercenaires", + L"Figer curseur sur mercenaires", + L"Figer curseur sur les portes", + L"Objets en surbrillance", + L"Afficher cimes", + L"Smart Tree Tops", // TODO. Translate + L"Affichage fil de fer", + L"Curseur toit", + L"Afficher chance de toucher", + L"Curseur raf. pour raf. lance G.", + L"Remarques des ennemis", // Changed from "Enemies Drop all Items" - SANDRO + L"Lance-grenades grand angle", + L"Autori. déplcmt silenci. tps réel", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Espace pour escouade suivante", + L"Ombres objets", + L"Afficher portée armes en cases", + L"Balle traçante pour tir simple", + L"Son de pluie", + L"Afficher corbeaux", + L"Afficher infobulle soldat", + L"Sauvegarde auto", + L"Silence Skyrider !", + L"EDB (mod rajoutant info utiles)", + L"Mode tour par tour forcé", // add forced turn mode + L"Couleur alternative carte", // Change color scheme of Strategic Map + L"Montrer tirs alternatifs", // Show alternate bullet graphics (tracers) + L"Logical Bodytypes", + L"Afficher grade du mercenaire", // shows mercs ranks + L"Afficher équip. sur portrait", + L"Afficher icônes sur portrait", + L"Désactiver échange curseur", // Disable Cursor Swap + L"Entraîner en silence", // Madd: mercs don't say quotes while training + L"Réparer en silence", // Madd: mercs don't say quotes while repairing + L"Soigner en silence", // Madd: mercs don't say quotes while doctoring + L"Accélérer les tours ennemis", // Automatic fast forward through AI turns + L"Avec zombis", // Flugente Zombies + L"Propose objet/inventaire", // the_bob : enable popups for picking items from sector inv + L"Situer ennemi restant", + L"Afficher contenu LBE/DESC.", + L"Inverser molette/souris", + L"Déplacement tactique", // when multiple mercs are selected, they will try to keep their relative distances + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Options mode triche--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--OPTIONS DE DEBUG--", // an example options screen options header (pure text) + L"Afficher déviation balle", // Screen messages showing amount and direction of shot deviation. + L"Réinitialiser TOUTES les options du jeu", // failsafe show/hide option to reset all options + L"Voulez-vous vraiment réinitialiser ?", // a do once and reset self option (button like effect) + L"Autres Options de débug", // allow debugging in release or mapeditor + L"Afficher les options de débug", // an example option that will show/hide other options + L"Afficher zones souris activables", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Activez cette option pour entendre vos mercenaires lorsqu'ils parlent.", + + //Mute Confirmation + L"Active/désactive les confirmations des mercenaires.", + + //Subtitles + L"Affichage des sous-titres à l'écran.", + + //Key to advance speech + L"Si les sous-titres s'affichent à l'écran,\ncette option vous permet de prendre le temps de les lire.", + + //Toggle smoke animation + L"Désactivez cette option, si votre machine n'est pas suffisamment puissante.", + + //Blood n Gore + L"Désactivez cette option, si le jeu vous paraît trop violent.", + + //Never move my mouse + L"Activez cette option pour que le curseur ne se place pas automatiquement sur les boutons qui s'affichent.", + + //Old selection method + L"Activez cette option pour retrouver vos automatismes de la version précédente.", + + //Show movement path + L"Activez cette option pour afficher le chemin suivi par les mercenaires.\nVous pouvez la désactiver et utiliser la touche |M|A|J en cours de jeu.", + + //show misses + L"Activez cette option pour voir où atterrissent tous vos tirs.", + + //Real Time Confirmation + L"Activez cette option pour afficher une confirmation de mouvement en temps réel.", + + //Sleep/Wake notification + L"Activez cette option pour être mis au courant de l'état de veille de vos mercenaires.", + + //Use the metric system + L"Activez cette option pour que le jeu utilise le système métrique.", + + //Highlight Mercs + L"Lorsqu'il est activé, le mercenaire est mis en surbrillance (invisible pour les ennemis).\nBasculer dans le jeu avec (|G)", + + //Smart cursor + L"Activez cette option pour que le curseur se positionne directement sur un mercenaire quand il est à proximité.", + + //snap cursor to the door + L"Activez cette option pour que le curseur se positionne directement sur une porte quand il est à proximité.", + + //glow items + L"Activez cette option pour mettre les objets en évidence. (|C|T|R|L+|A|L|T+||I)", + + //toggle tree tops + L"Activez cette option pour afficher la cime des arbres. (|T)", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate + + //toggle wireframe + L"Activez cette option pour afficher les murs en fil de fer. (|C|T|R|L+|A|L|T+||W)", + + L"Activez cette option pour afficher le curseur toit. (|Début)", + + // Options for 1.13 + L"Si activé, affiche une barre de probabilités de succès sur le curseur.", + L"Si activé, les rafales de lance-grenades ont un curseur de rafale.", + L"Si activé, les ennemis feront de temps en temps des remarques sur certaines actions.", // Changed from Enemies Drop All Items - SANDRO + L"Si activé, les grenades des lance-grenades ont un grand angle (|A|l|t+|Q).", + L"Si activé, le mode tour par tour ne sera pas actif, si vous n'êtes pas vu ou entendu par l'ennemi à moins d'appuyer sur |C|t|r+|X.", // Changed from Restrict Extra Aim Levels - SANDRO + L"Si activé, |E|S|P|A|C|E sélectionne l'escouade suivante.", + L"Si activé, les ombres d'objets sont affichées.", + L"Si activé, la portée des armes est affichée en nombres de cases.", + L"Si activé, les effets de traçantes sont affichés pour les tirs simples.", + L"Si activé, le son de pluie est audible quand il pleut.", + L"Si activé, les corbeaux sont présents dans le jeu.", + L"Si activé, une fenêtre info-bulle apparaît lorsque vous appuyez sur |A|L|T et que le curseur est sur un ennemi.", + L"Si activé, le jeu est sauvegardé à chaque nouveau tour du joueur.", + L"Si activé, les confirmations insistantes de Skyrider cessent.", + L"Si activé, l'EDB sera affiché pour les armes et objets.", + L"Si cette option est activée et que des ennemis sont présents,\nle mode tour par tour est actif tant qu'il reste \ndes ennemis dans le secteur (|C|T|R|L+|T).", // add forced turn mode + L"Si activé, la carte stratégique sera colorée différemment selon l'exploration.", + L"Si activé, le graphisme des tirs alternatifs sera affiché quand vous tirerez.", + L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate + L"Si activée, le grade sera affiché devant le nom du merc. dans la carte stratégique.", + L"Si activé, vous verrez l'équipement du mercenaire à travers son portrait.", + L"Si activé, vous verrez les icônes correspondant à l'équipement porté en bas à droite du portrait.", + L"Si activé, le curseur ne basculera pas entre changer de position et une autre action. Appuyez sur |x pour initier un échange rapide.", + L"Si activé, les mercenaires ne feront pas de compte rendu des progrès pendant la formation.", + L"Si activé, les mercenaires ne feront pas de compte rendu des progrès sur les réparations.", + L"Si activé, les mercenaires ne feront pas de compte rendu des progrès sur les soins.", + L"Si activé, les tours de l'IA seront plus rapides.", + L"Si activé, les zombis seront présents. Soyez au courant !", // allow zombies + L"Si activé, ouvrir inventaire d'un mercenaire et celui du secteur.\nClic gauche sur un emplacement vide inv/obj/arme et une fenêtre \nproposera des choix.", + L"Si activé, la zone où se trouve le reste des ennemis dans le secteur, est mis en évidence.", + L"Si activé, montre le contenu d'un élément LBE quand la fenêtre de description est ouverte.", + L"Si activé, inverse le sens de la molette de la souris.", + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate + L"When ON, shows last known enemy location.", //TODO.Translate + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Forcer tous les envois en attente de Bobby Ray", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g : Si activé, annoncera la distance de déviation de chaque tir à partir\ndu centre de la cible, en prenant en compte tous les facteurs du NSCDT.", + L"Cliquer ici pour corriger les paramètres de jeu corrompus", // failsafe show/hide option to reset all options + L"Cliquer ici pour corriger les paramètres de jeu corrompus", // a do once and reset self option (button like effect) + L"Autoriser les options de debug dans les releases ou les mapeditor", // allow debugging in release or mapeditor + L"Activer pour afficher les options de debug", // an example option that will show/hide other options + L"Essaye de rendre visible les zones souris en les encadrant", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + + +STR16 gzGIOScreenText[] = +{ + L"CONFIGURATION DU JEU", +#ifdef JA2UB + L"Texte de Manuel aléatoire", + L"Non", + L"Oui", +#else + L"Style de jeu", + L"Réaliste", + L"S-F", +#endif + L"Platinum", //Placeholder English + L"Armes disponibles", + L"Toutes", + L"Quelques-unes", + L"Difficulté", + L"Novice", + L"Expérimenté", + L"Expert", + L"INCROYABLE", + L"Commencer", + L"Annuler", + L"En combat", + L"Sauv. à volonté", + L"Iron Man", + L"Désactivé pour la démo", + L"Qualité de Bobby Ray", + L"Bonne", + L"Meilleure", + L"Excellente", + L"Superbe", + L"Inventaire/Accessoire", + L"NON UTILISÉ", + L"NON UTILISÉ", + L"Charge jeu multi", + L"CONFIGURATION DU JEU (Les paramètres serveur seulement prennent effet)", + // Added by SANDRO + L"Compétences (Traits)", + L"Anciennnes", + L"Nouvelles", + L"Nombre max. de merc IMP", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Objets lâchés par l'ennemi", + L"Non", + L"Oui", +#ifdef JA2UB + L"John et Tex", + L"Aléatoire", + L"Les deux", +#else + L"Nombre de terroristes", + L"Aléatoire", + L"Tous", +#endif + L"Cachettes d'armes secrètes", + L"Aléatoire", + L"Toutes", + L"Progression des objets", + L"Très lente", + L"Lente", + L"Normal", + L"Rapide", + L"Très rapide", + L"Ancien/Ancien", + L"Nouveau/Ancien", + L"Nouveau/Nouveau", + + // Squad Size + L"Taille max. de l'escouade", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"Coût de l'inventaire en PA", + + L"Nouv. syst. chance de toucher", + L"Syst. amélioré d'interruption", + L"Passif des mercenaires", + L"Système alimentaire", + L"Stock de Bobby Ray", + + // anv: extra iron man modes + L"Soft Iron Man", // TODO.Translate + L"Extreme Iron Man", // TODO.Translate +}; + +STR16 gzMPJScreenText[] = +{ + L"MULTIJOUEURS", + L"Rejoindre", + L"Héberger", + L"Annuler", + L"Rafraichir", + L"Nom du joueur", + L"IP du serveur", + L"Port", + L"nom du serveur", + L"# Plrs", + L"Version", + L"Type de jeu", + L"Ping", + L"Vous devez entrer un nom de joueur", + L"Vous devez entrer une adresse IP de serveur valide. Par exemple : 84.114.195.239", + L"Vous devez entrer un port de serveur valide entre 1 et 65535.", +}; + + +STR16 gzMPJHelpText[] = +{ + L"Visiter http://webchat.quakenet.org/?channels=ja2-multiplayer pour trouver d'autres joueurs.", + L"Vous pouvez appuyer sur 'y' pour ouvrir la fenêtre de chat ingame, après avoir été connecté au serveur.", + + L"HÉBERGER", + L"Entrer '127.0.0.1' pour l'IP et un nombre plus grand que 60000 pour le port.", + L"Assurez vous que les ports (UDP, TCP) sont ouverts sur votre routeur. Pour plus d'informations visitez : http://portforward.com", + L"Vous devez envoyer (via IRC, MSN, ICQ, etc.) votre IP externe (http://www.whatismyip.com) et votre numéro de port aux autres joueurs.", + L"Cliquez sur \"Héberger\" pour héberger une nouvelle partie en multijoueurs.", + + L"REJOINDRE", + L"L'hébergeur doit vous envoyer (via IRC, MSN, ICQ, etc.) son IP externe ansi que son numéro de port.", + L"Entrez l'IP externe ainsi que le port du serveur.", + L"Cliquer sur \"Rejoindre\" pour rejoindre une partie multijoueurs déjà existante.", +}; + +STR16 gzMPHScreenText[] = +{ + L"HÉBERGER", + L"Commencer", + L"Annuler", + L"Nom du serveur", + L"Type de jeu", + L"À mort", + L"À mort/Équipe", + L"Coopératif", + L"Joueurs max.", + L"Mercs max.", + L"Sélection mercenaire", + L"Mercenaire embauché", + L"Embauché par les joueurs", + L"Départ avec argent", + L"Autoriser l'embauche d'un même mercenaire", + L"Reporter les mercenaires embauchés", + L"Bobby Ray", + L"Bord de départ", + L"Vous devez entrer un nom de serveur", + L"", + L"", + L"Départs", + L"", + L"", + L"Dégâts des armes", + L"", + L"Tounures prévues", + L"", + L"Activer les civils en CO-OP", + L"", + L"Maximum d'ennemis en CO-OP", + L"Synchroniser le répertoire du jeu", + L"MP Sync. Directory", + L"Vous devez entrer un répertoire de transfert de fichier.", + L"(Utilisez '/' au lieu '\\' pour délimiter les dossiers.)", + L"Le répertoire de synchronisation indiqué n'existe pas.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Oui", + L"Non", + // Starting Time + L"Matin", + L"Après-midi", + L"Nuit", + // Starting Cash + L"Faible", + L"Moyen", + L"Haut", + L"Illimité", + // Time Turns + L"Jamais", + L"Lent", + L"Moyen", + L"Rapide", + // Weapon Damage + L"Très lent", + L"Lent", + L"Normal", + // Merc Hire + L"Aléatoire", + L"Normal", + // Sector Edge + L"Aléatoire", + L"Sélectionnable", + // Bobby Ray / Hire same merc + L"Désactiver", + L"Autoriser", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Beyrouth", //Beirut, Lebanon (Middle East) + L"Londres", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Métavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Moscou", //Moscow, USSR + L"New-York", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Paris", //Paris, France + L"Tripoli", //Tripoli, Libya (eastern Mediterranean) + L"Tokyo", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Êtes-vous sûr de vous ? Une valeur de ZÉRO signifie que vous serez INCAPABLE d'utiliser cette compétence.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"(8 Caractères Max)", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"Analyse", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"Nous vous remercions, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"Voix", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Mort(e)", + L"Renvoyé(e)", + L"Autre", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Personnel", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Pause", + L"Reprendre (|P|a|u|s|e)", + L"Pause (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"Quitter la partie ?", + L"OK", + L"OUI", + L"NON", + L"Annuler", + L"CONTRAT", + L"MENT", + L"Sans description", //Save slots that don't have a description. + L"Partie sauvegardée.", + L"Partie sauvegardée.", + L"QuickSave", //The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"Jour", + L"Mercs", + L"Vide", //An empty save game slot + L"Démo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"Version", //Release build for JA2 + L"CpM", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"min", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"cart.", //Abbreviation for rounds (# of bullets) + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"Accueil", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"n/a", //Lowercase acronym for not applicable. + L"Entre-temps", //Meanwhile + L"%s est arrivée dans le secteur %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying + //SirTech + L"Version", + L"Emplacement de sauvegarde rapide vide", + L"Cet emplacement est réservé aux sauvegardes rapides effectuées depuis l'écran tactique (ALT+S).", + L"Ouverte", + L"Fermée", + L"Espace disque insuffisant. Il ne vous reste que %s Mo de libre et Jagged Alliance 2 nécessite %s Mo.", + L"%s embauché(e) sur le site AIM", + L"%s prend %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s a pris %s.", //'Merc name' has taken the drug + L"%s n'a aucune compétence médicale.",//'Merc name' has non medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"L'intégrité du jeu n'est plus assurée.", + L"ERREUR : CD-ROM manquant", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Pas assez de place !", + + //Can't change stance due to objects in the way... + L"Impossible de changer de position ici.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Lâcher", + L"Lancer", + L"Donner", + + L"%s donné à %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"Impossible de donner %s à %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" combiné(s)]", + + //Cheat modes + L"Triche niveau 1", + L"Triche niveau 2", + + //Toggling various stealth modes + L"Escouade en mode discrétion.", + L"Escouade en mode normal.", + L"%s en mode discrétion.", + L"%s en mode normal.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Fil de fer activé.", + L"Fil de fer désactivé.", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Impossible de remonter...", + L"Pas de niveau inférieur...", + L"Entrer dans le sous-sol %d...", + L"Sortir du sous-sol...", + + L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Mode poursuite désactivé.", + L"Mode poursuite activé.", + L"Curseur toit désactivé.", + L"Curseur toit activé.", + L"Escouade %d active.", + L"Vous ne pouvez pas payer le salaire de %s qui se monte à %s.", //first %s is the mercs name, the seconds is a string containing the salary + L"Passer", + L"%s ne peut sortir seul.", + L"Une sauvegarde a été crée (Partie249.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.", + L"%s a bu %s.", + L"Un colis vient d'arriver à Drassen.", + L"%s devrait arriver au point d'entrée (secteur %s) au jour %d vers %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"Historique mis à jour.", + L"Curseur de visée pour raf. gre. (Dispersion activée).", + L"Curseur de trajectoire raf. gre. (Dispersion desact.).", + L"Infobulle soldat activée", // Changed from Drop All On - SANDRO + L"Infobulle soldat désactivée", // 80 // Changed from Drop All Off - SANDRO + L"Petit angle pour lance-grenades", + L"Grand angle pour lance-grenades", + // forced turn mode strings + L"Mode tour par tour forcé", + L"Mode tour par tour normal", + L"Mode de combat quitté", + L"Mode tour par tour forcé activé, mode de combat activé", + L"Partie enregistrée dans l'emplacement de sauvegarde automatique.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. + L"Client", + + L"Vous ne pouvez pas utiliser l'ancien système d'inventaire et le nouveau système d'accessoire en même temps.", + + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"Cet emplacement est réservé pour les sauvegardes automatiques et peut être activé/désactivé dans ja2_options.ini (AUTO_SAVE_EVERY_N_HOURS).", //92 // The text, when the user clicks on the save screen on an auto save + L"Emplacement vide auto #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveJeu", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"Save fin-tour #", // 95 // The text for the tactical end turn auto save + L"Enregistrement auto #", // 96 // The message box, when doing auto save + L"Enregistrement", // 97 // The message box, when doing end turn auto save + L"Emplacement fin-tour vide #", // 98 // The message box, when doing auto save + L"Cet emplacement est réservé pour les sauvegardes fin-tour et peut être activé/désactivé dans l'écran option.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) + L"Verrouiller le curseur pour qu'il reste dans la fenêtre.", // 104 + L"Libérer le curseur pour qu'il se déplace hors de la fenêtre.", // 105 + L"Déplacement tactique activé", + L"Déplacement tactique désactivé", + L"Éclairage du mercenaire activé", + L"Éclairage du mercenaire désactivé", + L"Squad %s active.", //TODO.Translate + L"%s smoked %s.", + L"Activate cheats?", + L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"Défilement haut", + L"Tout sélectionner", + L"Défilement bas", + L"Annuler", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s est trop loin pour être soigné.", + L"Impossible de soigner tout le monde.", +}; + +STR16 pMilitiaButtonsHelpText[] = +{ + L"Prendre (Clic droit)/poser (Clic gauche) Miliciens", // button help text informing player they can pick up or drop militia with this button + L"Prendre (Clic droit)/poser (Clic gauche) Soldats", + L"Prendre (Clic droit)/poser (Clic gauche) Vétérans", + L"Répartition automatique", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Allez sur le site de l'AIM et engagez des mercenaires (*Conseil* allez voir dans le Poste de travail)", // to inform the player to hired some mercs to get things going +#ifdef JA2UB + L"Cliquez sur le bouton de compression du temps pour faire avancer votre escouade sur le terrain.", // to inform the player to hit time compression to get the game underway +#else + L"Cliquez sur le bouton de compression du temps pour faire avancer votre escouade sur le terrain.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Erreur. Fichier manquant ou corrompu. L'application va s'arrêter.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"Voir messages", + L"Consulter les sites Internet", + L"Consulter les documents attachés", + L"Lire le compte-rendu", + L"Afficher les infos de l'escouade", + L"Afficher les états financiers", + L"Fermer le Poste de travail", + + //Bottom task bar icons (if they exist): + L"Vous avez de nouveaux messages", + L"Vous avez reçu de nouveaux fichiers", + + //Bookmarks: + L"Association Internationale des Mercenaires", + L"Bobby Ray : Petits et Gros Calibres", + L"Institut des Mercenaires Professionnels", + L"Mouvement pour l'Entraînement et le Recrutement des Commandos", + L"Morgue McGillicutty", + L"Service des Fleuristes Associés", + L"Courtiers d'Assurance des Mercenaires de l'AIM", + //New Bookmarks + L"", + L"Encyclopédie", + L"Salle de briefing", + L"Comptes rendus", + L"Mercenaries Love or Dislike You", // TODO.Translate + L"World Health Organization", + L"Kerberus - Experience In Security", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + + +STR16 gzHelpScreenText[] = +{ + L"Quitter l'écran d'aide", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"Vous êtes en plein combat. Vous pouvez donner l'ordre de retraite depuis l'écran tactique.", + L"Pénétrez dans le secteur pour reprendre le cours du combat. (|E)", + L"Résolution automatique du combat. (|A)", + L"Résolution automatique impossible lorsque vous êtes l'attaquant.", + L"Résolution automatique impossible lorsque vous êtes pris en embuscade.", + L"Résolution automatique impossible lorsque vous combattez des créatures dans les mines.", + L"Résolution automatique impossible en présence de civils hostiles.", + L"Résolution automatique impossible en présence de chats sauvages.", + L"COMBAT EN COURS", + L"Retraite impossible.", +}; + +STR16 gzMiscString[] = +{ + L"Votre milice continue le combat sans vos mercenaires...", + L"Ce véhicule n'a plus besoin de carburant pour le moment.", + L"Le réservoir est plein à %d%%.", + L"L'armée de Deidranna a repris le contrôle de %s.", + L"Vous avez perdu un site de ravitaillement.", +}; + +STR16 gzIntroScreen[] = +{ + L"Vidéo d'introduction introuvable", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s entend un bruit de %s %s.", + L"%s entend un bruit %s de MOUVEMENT %s.", + L"%s entend un GRINCEMENT %s %s.", + L"%s entend un CLAPOTIS %s %s.", + L"%s entend un IMPACT %s %s.", + L"%s entend un COUP DE FEU %s %s.", // anv: without this, all further noise notifications were off by 1! + L"%s entend une EXPLOSION %s %s.", + L"%s entend un CRI %s %s.", + L"%s entend un IMPACT %s %s.", + L"%s entend un IMPACT %s %s.", + L"%s entend un BRUIT %s %s.", + L"%s entend un BRUIT %s %s.", + L"", // anv: placeholder for silent alarm + L"%s entend une VOIX %s %s.", // anv: report enemy taunt to player +}; + + +STR16 pTauntUnknownVoice[] = +{ + L"Voix inconnue", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Tri par nom (|F|1)", + L"Tri par affectation (|F|2)", + L"Tri par état de veille (|F|3)", + L"Tri par lieu (|F|4)", + L"Tri par destination (|F|5)", + L"Tri par date de départ (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Erreur 404", + L"Site introuvable.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"Derniers envois", + L"Commande #", + L"Quantité d'objets", + L"Commandé", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Programmeur", // Chris Camfield + L"Co-designer/Écrivain", // Shaun Lyng + L"Systèmes stratégiques & Programmeur", //Kris Marnes + L"Producteur/Co-designer", // Ian Currie + L"Co-designer/Conception des cartes", // Linda Currie + L"Artiste", // Eric \"WTF\" Cheng + L"Coordination, Assistance", // Lynn Holowka + L"Artiste Extraordinaire", // Norman \"NRG\" Olsen + L"Gourou du son", // George Brooks + L"Conception écrans/Artiste", // Andrew Stacey + L"Artiste en chef/Animateur", // Scot Loving + L"Programmeur en chef", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmeur", // Dave French + L"Systèmes stratégiques & Programmeur", // Alex Meduna + L"Portraits", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(ah, la ponctuation...)", // Shaun Lyng + L"(\"C'est bon, trois fois rien\")", //Kris \"The Cow Rape Man\" Marnes + L"(j'ai passé l'âge)", // Ian Currie + L"(et en plus je bosse sur Wizardry 8)", // Linda Currie + L"(on m'a forcé !)", // Eric \"WTF\" Cheng + L"(partie en cours de route...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Tête de mort et fou de jazz)", // Andrew Stacey + L"(en fait il s'appelle Robert)", // Scot Loving + L"(la seule personne un peu responsable de l'équipe)", // Andrew \"Big Cheese Doddle\" Emmons + L"(bon, je vais pouvoir réparer ma moto)", // Dave French + L"(piqué à l'équipe de Wizardry 8)", // Alex Meduna + L"(conception des objets et des écrans de chargement !)", // Joey \"Joeker\" Whelan", +}; + +STR16 sRepairsDoneString[] = +{ + L"%s a terminé la réparation de ses objets.", + L"%s a terminé la réparation des armes & protections.", + L"%s a terminé la réparation des objets portés.", + L"%s a fini de réparer les grands objets portés par chacun.", + L"%s a fini de réparer les moyens objets portés par chacun.", + L"%s a fini de réparer les petits objets portés par chacun.", + L"%s a fini de réparer le mécanisme LBE de chacun.", + L"%s finished cleaning everyone's guns.", // TODO.Translate +}; + +STR16 zGioDifConfirmText[]= +{ + L"Vous avez choisi le mode de difficulté NOVICE. Ce mode de jeu est conseillé pour les joueurs qui découvrent Jagged Alliance, qui n'ont pas l'habitude de jouer à des jeux de stratégie ou qui souhaitent que les combats ne durent pas trop longtemps. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Novice ?", + L"Vous avez choisi le mode de difficulté EXPÉRIMENTE. Ce mode de jeu est conseillé pour les joueurs qui ont déjà joué à Jagged Alliance ou des jeux de stratégie. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Expérimenté ?", + L"Vous avez choisi le mode de difficulté EXPERT. Vous aurez été prévenu. Ne venez pas vous plaindre, si vos mercenaires quittent Arulco dans un cerceuil. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode Expert ?", + L"Vous avez choisi le mode de difficulté INCROYABLE. ATTENTION : Ne venez pas vous plaindre, si vos mercenaires quittent Arulco en petits morceaux... Deidranna va vous tuer. À coup sûr. Ce choix influe sur de nombreux paramètres du jeu. Êtes-vous certain de vouloir jouer en mode INCROYABLE ?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"Données de l'écran de chargement de %S introuvables...", + + //1-5 + L"Le robot ne peut quitter ce secteur par lui-même.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"Compression du temps impossible. C'est bientôt le feu d'artifice !", + + //'Name' refuses to move. + L"%s refuse d'avancer.", + + //%s a merc name + L"%s n'a pas assez d'énergie pour changer de position.", + + //A message that pops up when a vehicle runs out of gas. + L"%s n'a plus de carburant ; le véhicule est bloqué à %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"au-dessus", + L"en-dessous", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Aucun de vos mercenaires n'a de compétence médicale.", + L"Plus de bandages !", + L"Pas assez de bandages pour soigner tout le monde.", + L"Aucun de vos mercenaires n'a besoin de soins.", + L"Soins automatiques.", + L"Tous vos mercenaires ont été soignés.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + L"(toit)", + + L"Santé : %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d contre %d", + + L"Plus de place dans le %s !", //(ex "The ice cream truck is full") + + L"%s requiert des soins bien plus importants et/ou du repos.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s a été touché aux jambes ! Il ne peut plus se tenir debout !", + //Name can't speak right now. + L"%s ne peut pas parler pour le moment.", + + //22-24 plural versions + L"%d miliciens ont été promus vétérans.", + L"%d miliciens ont été promus soldats.", + L"%d soldats ont été promus vétérans.", + + //25 + L"Échanger", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s est devenu dingue !", + + //27-28 + //Messages why a player can't time compress. + L"Nous vous déconseillons d'utiliser la compression du temps ; vous avez des mercenaires dans le secteur %s.", + L"Nous vous déconseillons d'utiliser la compression du temps lorsque vos mercenaires se trouvent dans des mines infestées de créatures.", + + //29-31 singular versions + L"1 milicien a été promu vétéran.", + L"1 milicien a été promu soldat.", + L"1 soldat a été promu vétéran.", + + //32-34 + L"%s ne dit rien.", + L"Revenir à la surface ?", + L"(Escouade %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s a réparé pour %s : %s",//inverted order !!! Red has repaired the MP5 of Scope + + //36 + L"Chat", // Max. 9 Characters. Should be "bloodcat". + + //37-38 "Name trips and falls" + L"%s trébuche et tombe", + L"Cet objet ne peut être pris d'ici.", + + //39 + L"Il ne vous reste aucun mercenaire en état de se battre. La milice combattra les créatures seule.", + + //40-43 + //%s is the name of merc. + L"%s n'a plus de trousse de soins !", + L"%s n'a aucune compétence médicale !", + L"%s n'a plus de caisse à outils !", + L"%s n'a aucune compétence en mécanique !", + + //44-45 + L"Temps de réparation", + L"%s ne peut pas voir cette personne.", + + //46-48 + L"Le prolongateur de %s est tombé !", + L"Seulement %d personnes sont autorisées dans ce secteur pour former la milice mobile.", + L"Êtes-vous sûr ?", + + //49-50 + L"Compression du temps", + L"Le réservoir est plein.", + + //51-52 Fast help text in mapscreen. + L"Compression du temps (|E|S|P|A|C|E)", + L"Arrêt de la compression du temps (|E|C|H|A|P)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s a désenrayé : %s", + L"%s a désenrayé pour %s : %s",//inverted !!! magic has unjammed the g11 of raven + + //55 + L"Compression du temps impossible dans l'écran d'inventaire.", + + L"Le CD Play de Jagged Alliance 2 est introuvable. L'application va se terminer.", + + L"Objets associés.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Actuel/Maximum : %d%%/%d%%", + + L"Escorter John et Mary ?", + + //60 + L"Interrupteur activé.", + + L"%s : attachement de protection détruit !", + L"%s tire %d fois de plus que prévu !", + L"%s tire 1 fois de plus que prévu !", + + L"Vous devez d'abord fermer la fenêtre de description !", + + L"Compression du temps impossible avec des civils hostiles et/ou des chats sauvages dans ce secteur. ", // 65 +}; + +STR16 gzCWStrings[] = +{ + L"Faut-il appelez des renforts pour %s dans les secteurs adjacents ?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Emplacement : %d\n", + L"%s|Luminosité : %d/%d\n", + L"%s|Distance de la |Cible : %d\n", + L"%s|I|D : %d\n", + L"%s|Ordres : %d\n", + L"%s|Attitude : %d\n", + L"%s|P|A |Actuel : %d\n", + L"%s|Santé |Actuelle : %d\n", + L"%s|Énergie |Actuelle : %d\n", + L"%s|Moral |Actuel : %d\n", + L"%s|C|hoc |Actuel : %d\n", + L"%s|V|aleur de |S|uppression |Actuelle : %d\n", + // Full info + L"%s|Casque : %s\n", + L"%s|Veste : %s\n", + L"%s|Pantalon : %s\n", + // Limited, Basic + L"|Protection : ", + L"casque", + L"veste", + L"pantalon", + L"oui", + L"pas de protection", + L"%s|L|V|N : %s\n", + L"Pas de lunette de vision de nuit", + L"%s|Masque à |Gaz : %s\n", + L"pas de masque à gaz", + L"%s|Emplacement |1 |tête : %s\n", + L"%s|Emplacement |2 |tête : %s\n", + L"\n(dans le sac de transport) ", + L"%s|Arme : %s ", + L"pas d'arme", + L"Pistolet", + L"PM", + L"Fusil", + L"FM", + L"Fusil à pompe", + L"Arme blanche", + L"Armes lourdes", + L"pas de casque", + L"pas de veste", + L"pas de pantalon", + L"|Protection : %s\n", + // Added - SANDRO + L"%s|Compétence 1 : %s\n", + L"%s|Compétence 2 : %s\n", + L"%s|Compétence 3 : %s\n", + // Additional suppression effects - sevenfm + L"%s|P|A perdu(s) en raison de |S|uppression : %d\n", + L"%s|Tolérance de |Suppression : %d\n", + L"%s|Niveau |Effectif du |C|hoc : %d\n", + L"%s|Moral de l'|I|A : %d\n", +}; + +STR16 New113Message[] = +{ + L"La tempête débute.", + L"La tempête est finie.", + L"Il commence à pleuvoir.", + L"La pluie cesse.", + L"Attention aux tireurs isolés...", + L"Tir de couverture !", + L"RAF.", + L"AUTO", + L"LG", + L"RAF. LG", + L"LG AUTO", + L"S/CA", + L"S/CA R", + L"S/CA A", + L"BAÃONNETTE", + L"Tireur embusqué !", + L"Impossible de partager l'argent avec un objet sélectionné.", + L"Arrivée de nouvelles recrues est déroutée au secteur %s, car le point d'arrivée prévu %s est sous contrôle ennemi.", + L"Article supprimé", + L"A supprimé tous les articles de ce type", + L"Article vendu", + L"A vendu tous les articles de ce type", + L"Vous devriez vérifier si votre accessoire de vision convient bien à ce type de lieu", + // Real Time Mode messages + L"Encore en combat", + L"pas d'ennemi en vue", + L"Mode discrétion en temps réel désactivé", + L"Mode discrétion en temps réel activé", + L"Ennemis repérés !", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s a réussi son vol !", + L"%s n'avait pas assez de points d'action pour voler tous les articles choisis.", + L"Voulez-vous faire de la chirurgie sur %s avant de le bander ? (Vous pouvez lui guérir %i santé.)", + L"Voulez-vous faire de la chirurgie sur %s ? (Vous pouvez lui guérir %i santé.)", + L"Voulez-vous lui faire les premiers soins d'abord ? (%i patient(s))", + L"Voulez-vous faire les premiers soins sur ce patient d'abord ?", + L"Appliquez les premiers soins automatiquement avec chirurgie ou sans ?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"La chirurgie sur %s est finie.", + L"%s est touché(e) au torse et perd un maximum de points de vie !", + L"%s est touché(e) au torse et perd %d points de vie !", + L"%s est devenu(e) aveugle par le souffle de l'explosion !", + L"%s a regagné 1 point sur les %s perdus", + L"%s a regagné %d points sur les %s perdus", + L"Vos compétences de reconnaissance vous ont empêchés d'être pris en embuscade par l'ennemi !", + L"Grâce à vos compétences de reconnaissance vous avez réussi à éviter un groupe de félins !", + L"%s est frappé à l'aine et tombe de douleur !", + ////////////////////////////////////////////////////////////////////////////////////// + L"Attention : Cadavre ennemi trouvé !!!", + L"%s [%d cart]\n%s %1.1f %s", + L"PA insuffisant ! Coût %d et vous avez %d.", + L"Astuce : %s", + L"Moral du joueur : %d - Moral de l'ennemi : %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Compétence inutilisable dans ces conditions !", + L"Impossible de construire pendant que des ennemis sont dans le secteur !", + L"Impossible de faire un repérage radio à cet endroit !", + L"Numéro de grille incorrect pour un tir d'artillerie !", + L"Les fréquences radio sont brouillées. Pas de communications possibles !", + L"L'action radio a échoué !", + L"Pas assez d'obus de mortier dans le secteur pour un tir de barrage !", + L"Aucun obus éclairant trouvé dans Items.xml !", + L"No High-Explosive shell item found in Items.xml!", + L"Aucun mortier trouvé, tir de barrage impossible !", + L"Brouillage radio déjà en cours, inutile d'en lancer un autre !", + L"Écoute des sons alentour déjà en cours, inutile d'en lancer une autre !", + L"Repérage radio déjà en cours, inutile d'en lancer un autre !", + L"Balayage des fréquences déjà en cours, inutile d'en lancer un autre !", + L"%s n'a pas pu appliquer %s à %s.", + L"%s demande des renforts depuis %s.", + L"%s a épuisé la batterie de sa radio.", + L"une radio", + L"des jumelles", + L"de la patience", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", // TODO.Translate +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s sombre dans la peur !", + L"%s est cloué(e) au sol !", + L"%s tire plus de fois que désiré !", + L"Vous ne pouvez pas former de milice dans ce secteur.", + L"La milice prend %s.", + L"Vous ne pouvez pas former de milice, alors que des ennemis sont présents !", + // 6 - 10 + L"%s n'a pas assez de points en commandement pour former la milice.", + L"Seulement %d personnes sont autorisées dans ce secteur pour former la milice mobile.", + L"Aucune case de libre à %s ou autour pour de nouvelles milices mobiles !", + L"Vous devez avoir %d villes de milice dans chaque secteur libéré de %s pour pouvoir former une milice mobile.", + L"Aucune affectation ne peut être faite tant que les ennemis sont présents !", + // 11 - 15 + L"%s n'a pas assez en sagesse pour être affecté(e) à cette installation.", + L"L'installation : %s est déjà entièrement pourvue en personnel.", + L"Cela va coûter %d $ par heure pour cette affectation. Voulez-vous continuer ?", + L"À ce jour, vous n'avez pas assez d'argent pour payer toutes vos dépenses. Vos %d $ ont déjà été versés, mais vous devez encore %d $. Les habitants ne sont pas très patients...", + L"À ce jour, vous n'avez pas assez d'argent pour payer toutes vos dépenses. Vous devez %d $. Les habitants ne sont pas très patients...", + // 16 - 20 + L"Vous avez une dette échue de %d $ et pas d'argent pour la régler !", + L"Vous avez une dette échue de %d $. Vous ne pouvez pas donner cette affectation avant que vous n'ayez assez d'argent pour régler la dette entière.", + L"Vous avez une dette échue de %d $. Voulez-vous payer ?", + L"N/A à ce secteur", + L"Coût quotidien", + // 21 - 25 + L"Fonds insuffisants pour payer toute la milice enrôlée ! %d membres de la milice sont partis pour rentrer chez eux.", + L"Pour voir la description d'un objet pendant un combat, vous devez d'abord le prendre vous-même.", // HAM 5 + L"Pour attacher un objet à un autre pendant un combat, vous devez d'abord les prendre vous-même.", // HAM 5 + L"Pour combiner deux objets pendant un combat, vous devez d'abord les prendre vous-même.", // HAM 5 +}; + +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"Aucun choix disponible", + L"%s a été séparé(e) en plusieurs morceaux.", + L"%s a été séparé(e) en plusieurs morceaux. %s les a récupérés dans son inventaire.", + L"Il n'y avait pas suffisamment de place dans l'inventaire après la transformation, %s a dû poser des objets au sol.", + L"%s a été séparé(e) en plusieurs morceaux. Il n'y avait pas suffisamment de place dans l'inventaire, %s a dû poser des objets au sol.", + L"Voulez-vous transformer les %d objets dans ce tas ? (Pour transformer un seul objet, retirez-le du tas d'abord)", + // 6 - 10 + L"Compléter l'inventaire", + L"Conditionner en chargeurs %d coups", + L"%s a été conditionné en %d chargeurs %d coups.", + L"%s a été réparti dans l'inventaire de : %s.", + L"%s n'a plus de place dans son inventaire pour des chargeurs de ce calibre !", + L"Instant mode", // TODO.Translate + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Nous vous informons que de par ses perfomances passées, Gaston voit ses honoraires augmentés. Personellement, je ne suis pas surpris. ± ± Kline Speck T ± ", + // Stogie: Text from Line 43 in Email.edt + L"Soyez informé qu'à paritr de maintenant, les honoraires de Stogie ont augmenté en accord avec ses compétences. ± ± Kline Speck T. ± ", + // Tex: Text from Line 45 in Email.edt + L"Sachez que l'expérience de Tex lui autorise une promotion. Son salaire a donc été ajusté pour refléter sa vraie valeur. ± ± Kline Speck T. ± ", + // Biggins: Text from Line 49 in Email.edt + L"Prenez note. De par ses performances accrues, Biggins voit le prix de ses services augmentés. ± ± Kline Speck T. ± ", +}; + +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk + L"TR du serveur AIM : Message de Kolesnikov Victor", + L"Salut. Ici Monk. Message reçu. Je suis disponible si vous voulez me voir. ± ± J’attends votre appel. ±", + + // Brain + L"TR du serveur AIM : Message de Allik Janno", + L"Je suis prêt à considérer votre offre. Il y a un temps et un lieu pour tout. ± ± Allik Janno ±", + + // Scream + L"TR du serveur AIM : Message de Vilde Lennart", + L"Vilde Lennart est maintenant disponible! ±", + + // Henning + L"TR du serveur AIM : Message de von Branitz Henning", + L"J’ai reçu votre message, merci. Pour parler d’embauche, contactez-moi sur le site web de l’AIM. ± ± Von Branitz Henning ±", + + // Luc + L"TR du serveur AIM : Message de Fabre Luc", + L"Message reçu, merci ! Je suis heureux de considérer votre proposition. Vous savez où me trouver. ± ± Au plaisir de vous entendre. ±", + + // Laura + L"TR du serveur AIM : Message du Dr Colin Laura", + L"Salutations ! Merci pour votre message, il semble intéressant. ± ± Visiter l’AIM à nouveau, je serais ravie d’en entendre plus. ± ± Cordialement ! ± ± Dr Colin Laura ±", + + // Grace + L"TR du serveur AIM : Message de Girelli Graziella", + L"Vous vouliez me contacter, mais vous n’avez pas réussi. ± ± Une réunion de famille. Je suis sûr que vous comprenez ? J’en ai maintenant assez de la famille et serais très heureuse si vous voulez me contacter de nouveau sur le site AIM. ± ± Ciao ! ±", + + // Rudolf + L"TR du serveur AIM : Message de Steiger Rudolf", + L"Vous savez combien j’ai d’appel par jour ? Tous les branleurs pensent pouvoir m’appeler. ± ± Mais je suis de retour, si vous avez quelque chose d’intéressant pour moi. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"TR du serveur AIM : Message des disponibilités des mercs", + L"J'ai reçu votre message. J'attends votre appel. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Tireur d'élite : Des yeux de faucon, vous pouvez tirer les ailes d'une mouche à cent mètres ! ± ", + // Camouflage + L"Camouflage : Sans compter qu'à côté de vous, les buissons semblent synthétiques ! ± ", + // SANDRO - new strings for new traits added + // Ranger + L"Ranger : Vous êtes celui du désert du Texas, n'est-ce pas ! ± ", + // Gunslinger + L"Bandit : Avec un pistolet ou deux, vous pouvez être aussi mortel que Billy the Kid ! ± ", + // Squadleader + L"Commandant : Naturel leader et commandant, vous êtes le gros calibre, sans blague ! ± ", + // Technician + L"Technicien : Fixer des objets, retirer des pièges, poser des bombes, c'est ça votre boulot ! ± ", + // Doctor + L"Docteur : Vous pouvez faire une intervention chirurgicale avec un couteau suisse et un chewing gum et cela n'importe où ! ± ", + // Athletics + L"Athlétique : Votre vitesse et votre vitalité sont au top des possibilités actuelles ! ± ", + // Bodybuilding + L"Culturiste : Cette grande figure musclée qui ne peut pas être dominée, est en faite vous en réalité ! ± ", + // Demolitions + L"Sabotage : Vous pouvez réduire à néant toute une ville rien qu'avec des produits ménagers ! ± ", + // Scouting + L"Reconnaissance : Rien n'échappe à votre vigilance ! ± ", + // Covert ops + L"Déguisement : Vous ferez passer 007 pour un amateur ! ± ", + // Radio Operator + L"Opérateur radio : Votre maitrise des appareils de communication élargit le champs des compétences tactiques et stratégiques de votre équipe. ± ", + // Survival + L"Survival: Nature is a second home to you. ± ", // TODO.Translate +}; + +STR16 NewInvMessage[] = +{ + L"Le sac à dos ne peut être ramassé pour le moment", + L"Pas de place pour le sac à dos", + L"Sac à dos non trouvé", + L"La fermeture éclair fonctionne seulement en combat", + L"Ne peut se déplacer, si la fermeture éclair est ouverte", + L"Êtes-vous sûr de vouloir vendre tous les articles du secteur ?", + L"Êtes-vous sûr de vouloir supprimer tous les articles du secteur ?", + L"Ne peut pas escalader avec un sac à dos", + L"Tous les sacs à dos sont posés à terre", + L"Tous les sacs à dos sont ramassés", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Initialisation du serveur RakNet...", + L"Le serveur a démarré, en attente de connexion...", + L"Vous devez maintenant vous connecter avec votre client sur le serveur en pressant '2'.", + L"Le serveur est déjà démarré.", + L"Le serveur n'a pas pu démarré. Terminé.", + // 5 + L"%d/%d clients sont déjà en mode realtime.", + L"Le serveur s'est déconnecté et s'est éteint.", + L"Le serveur n'est pas démarré.", + L"Les clients sont en cours de chargement, veuillez patienter...", + L"Vous ne pouvez pas changer de dropzone alors que le serveur vient de démarrer.", + // 10 + L"Fichier envoyé '%S' - 100/100", + L"Envoie de fichier fini pour '%S'.", + L"Départ d'envoie de fichier pour '%S'.", + L"Utilisez la vue aérienne pour sélectionner la carte que vous voulez jouer. Si vous voulez changer de carte, vous devez le faire avant de cliquer sur \"Démarrer la partie\".", +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Initialisation du client RakNet...", + L"Connexion à l'IP : %S ...", + L"Réception des optiosn de jeu :", + L"Vous êtes déjà connecté.", + L"Vous êtes déjà connecté...", + // 5 + L"Client #%d - '%S' a engagé '%s'.", + L"Client #%d - '%S' a engagé un autre mercenaire.", + L"Vous êtes prêt - Total prêts = %d/%d.", + L"Vous n'êtes pas encore prêts - Total prêt = %d/%d.", + L"Départ de bataille...", + // 10 + L"Client #%d - '%S' est prêt - Total prêts = %d/%d.", + L"Client #%d - '%S' n'est pas encore prêt - Total prêts = %d/%d", + L"Vous êtes prêt. En attente des autres clients... Cliquez sur 'OK', si vous n'êtes plus prêt.", + L"Laissez-nous, la bataille commence !", + L"Un client doit poser sa candidature pour démarrer la partie.", + // 15 + L"Le jeu ne peut démarrer. Aucun mercenaire n'a été engagé...", + L"En attente de 'OK' de la part du serveur pour ouvrir le portable...", + L"Interrompu", + L"Fin de l'interromption", + L"Coordonnées de réseau de souris :", + // 20 + L"X : %d, Y : %d", + L"Réseau numéro : %d", + L"Le serveur figure seulement", + L"Choissez les étapes à ignorer : ('1' - Activer portable/l'embauche) ('2' - lancer/charger level) ('3' - Unlock UI) ('4' - placement de finition)", + L"Secteur=%s, Clients max.=%d, Mercs max.=%d, Game_Mode=%d, Same Merc=%d, Multiplicateur de Dégâts=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Équip=%d, Dis Moral=%d, Testing=%d", + // 25 + L"", + L"Nouvelle conncetion : Client #%d - '%S'.", + L"Équipe : %d.",//not used any more + L"'%s' (client %d - '%S') a été tué par '%s' (client %d - '%S')", + L"Client kické #%d - '%S'", + // 30 + L"Début de manche pour les numéros de clients : #1: , #2: %S, #3: %S, #4: %S", + L"Début de manche pour le client #%d", + L"Requête pour le realtime...", + L"Commutation en mode realtime.", + L"Erreur lors de la commutation.", + // 35 + L"Dévérouiller le portable pour l'embauche ? (Tous les clients sont connectés ?)", + L"Le serveur a déverrouillé le portable pour l'embauche. Vous pouvez commencez a embauché !", + L"Interruption.", + L"Vous ne pouvez pas changer la dropzone, si vous êtes seulement un client et pas le gérant du serveur.", + L"Vous avez décliné l'offre de vous rendre, car vous êtes dans une partie multijoueur.", + // 40 + L"Tous vos mercenaires sont morts !", + L"Mode spectateur activé.", + L"Vous avez été vaincu !", + L"Désolé, escalader sur les toits est interdit en multijoueur.", + L"Vous avez embauché '%s'", + // 45 + L"Vous ne pouvez pas changer la carte une fois que l'achat a commencé", + L"Changement de carte : '%s'", + L"Le client '%s' s'est déconnecté, il a été retiré du jeu", + L"Vous avez été déconnecté du jeu, retourner au menu principal", + L"Connexion échouée, reconnexion dans 5 s. Encore %i tentatives...", + //50 + L"Connexion échouée, abandon de l'opération...", + L"Vous ne pouvez pas démarrer la partie tant qu'un autre joueur ne s'est pas connecté", + L"%s : %s", + L"Envoyer à tous", + L"Alliés seulement", + // 55 + L"Vous ne pouvez pas rejoindre cette partie car elle a déjà commencé.", + L"%s (équipe) : %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Réception de tous les fichiers depuis le serveur.", + L"'%S' a fini de télécharger depuis le serveur.", + L"'%S' a commencé à télécharger depuis le serveur.", + L"Vous ne pouvez pas démarrer le jeu tant que tous les joueurs n'ont pas fini de recevoir les fichiers", + L"Ce serveur requiert des fichiers modifiés pour pouvoir jouer, voulez-vous continuer ?", + // 65 + L"Cliquez sur 'Ready' pour aller à l'écran tactique.", + L"Vous ne pouvez pas vous connecter car votre version %S est différente de celle du serveur %S.", + L"Vous avez tué un soldat ennemi.", + L"Vous ne pouvez pas commencer la partie car toutes les équipes sont les mêmes.", + L"Le serveur a choisi l'option du Nouvel Inventaire (NI), mais la résolution de votre écran ne le supporte pas.", + // 70 + L"Impossible de sauver les fichiers reçus '%S'", + L"La bombe de %s a été désamorcé par %s", + L"Vous avez perdu, quel honte !", // All over red rover + L"Mode spectateur désactivé", + L"Choisir le numéro du client a kické :", + // 75 + L"La team %s a été anéantie.", + L"Le client n'a pas réussi à démarrer. Terminé.", + L"Le client s'est déconnecté et s'est fermé.", + L"Le client n'est pas démarré.", + L"INFO : Si le jeu est bloqué (la barre de progression des adversaires ne se déplace pas), notifier le au serveur en appuyant sur ALT + E pour aller directement à votre tour de jeu !", + // 80 + L"Tour de l'IA - %d restant(s)", +}; + +STR16 gszMPEdgesText[] = +{ + L"N", + L"E", + L"S", + L"O", + L"C", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"N/A", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Type de jeu : ", + L"Joueurs : ", + L"Merc pris : ", + L"Vous ne pouvez pas changer le bord de départ tant que le portable est ouvert.", + L"Vous ne pouvez pas changer d'équipe tant que le portable est ouvert.", + L"Merc aléatoire : ", + L"O", + L"Difficulté : ", + L"Version Serveur : ", +}; + +STR16 gzMPSScreenText[] = +{ + L"Tableaux des scores", + L"Continue", + L"Annulé", + L"Joueurs", + L"Tués", + L"Morts", + L"Armée de la Reine", + L"Touchés", + L"Ratés", + L"Précision", + L"Dégâts faits", + L"Dégâts reçus", + L"Attendez le serveur avant d'appuyer sur \"Continue\"." +}; + +STR16 gzMPCScreenText[] = +{ + L"Annulé", + L"Connexion au serveur", + L"Obtention des options du serveur", + L"Téléchargement des fichiers modifiés", + L"Appuyer sur \"ESC\" pour annulé ou \"Y\" pour parler", + L"Appuyer sur \"ESC\" pour annulé", + L"Prêt" +}; + +STR16 gzMPChatToggleText[] = +{ + L"Envoyer à tous", + L"Envoyer aux alliés seulement", +}; + +STR16 gzMPChatboxText[] = +{ + L"Chat multijoueurs", + L"\"ENTRÉE\" pour envoyer, \"ESC\" pour annuler", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"À la page suivante, vous allez choisir vos traits de compétence selon votre spécialisation professionnel comme un mercenaire. Pas plus de deux traits différents ou un trait expert peuvent être choisis.", + L"Vous pouvez aussi choisir seulement un ou même aucun trait, ce qui vous donnera un bonus à vos points d'attributs, une sorte de compensation. Notez que les compétences : mécanique, ambidextre et camouflage ne peuvent pas être prises aux niveaux experts.", + // For new major/minor traits + L"L'étape suivante est le choix de vos traits de compétences. À la première page vous pouvez choisir jusqu'à deux traits principaux qui représentent surtout votre rôle dans une escouade. Tandis qu'à la deuxième page, c'est la liste de vos traits mineurs qui représentent des exploits personnels.", + L"Pas plus de trois choix au total sont possibles. Ce qui signifie que si vous ne choisissez aucun trait principal, vous pourrez alors choisir trois traits secondaires. Si vous choisissez deux traits principaux (ou un en expert), vous pourrez alors choisir qu'un seul trait secondaire...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"Ajustez, s'il vous plaît, vos attributs physiques selon vos vraies capacités. Vous ne pouvez pas augmenter les scores au-dessus de", + L"IMP : Examen des attributs et compétences", + L"Points bonus :", + L"Départ au niveau", + // New strings for new traits + L"À la page suivante vous allez spécifier vos attributs physiques comme : la santé, la dextérité, l'agilité, la force et la sagesse. Les attributs ne peuvent pas aller plus bas que %d.", + L"Le reste est appelé \"habilités\" et à la différence des attributs, ils peuvent être mis à zéro signifiant que vous serez un incapable dans cette habilité !", + L"Tous les scores sont mis à un minimum au début. Notez que certains attributs sont mis a des valeurs spécifiques correspondant aux traits de compétence que vous avez choisis. Vous ne pouvez pas mettre ces attributs plus bas.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"IMP : Analyse du cacractère", + L"L'analyse de votre personnage est la prochaine étape. À la première page, on vous montrera une liste d'attitudes à choisir. Nous imaginons bien que vous pourriez vous identifier à plusieurs d'entre elles, mais vous ne pourrez en choisir qu'une seule. Choisissez celle qui vous correspond le plus.", + L"La deuxième page montre des handicaps que vous pourriez avoir. Si vous souffrez de n'importe lequel de ces handicaps, choisissez le (un seul choix est possible). Soyez honnête, pensez que c'est un entretien d'embauche et qu'il est toujours important de faire connaitre votre vraie personnalité.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Normal", + L"Amical", + L"Solitaire", + L"Optimiste", + L"Péssimiste", + L"Aggressif", + L"Arrogant", + L"Gros tireur", + L"Trou du cul", + L"Lâche", + L"IMP : Attitudes", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Normal", + L"Sociable", + L"Solitaire", + L"Optimiste", + L"Assuré", + L"Intellectuel", + L"Primitif", + L"Aggressif", + L"Flegmatique", + L"Intrépide", + L"Pacifiste", + L"Malicieux", + L"Frimeur", + L"Coward", // TODO.Translate + L"IMP : Traits de caractère", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"IMP : Teint et musculature", + L"IMP : Couleurs", + L"Choisissez les couleurs respectives de votre peau, vos cheveux et vos habits. Ainsi que votre physionomie (traits physiques).", + L"Choisissez les couleurs respectives de votre peau, vos cheveux et vos habits.", + L"Cocher ici pour utiliser une prise en main alternative du fusil.", + L"\n(Attention : vous devez avoir une grande force pour l'utiliser.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Cheveux", + L"Teint", + L"T-shirt", + L"Pantalon", + L"Corps normal", + L"Corps musclé", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"Pas d'handicap", + L"Déteste la chaleur", + L"Nerveux", + L"Claustrophobe", + L"Mauvais nageur", + L"Peur des insectes", + L"Distrait", + L"Psychotique", + L"Mauvaise audition", + L"Mauvaise vue", + L"Hemophiliac", // TODO.Translate + L"Fear of Heights", + L"Self-Harming", + L"IMP : Handicaps", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] = +{ + L"Nous gageons que vous êtes heureux que ceci ne soit pas un message audio.", + L"Vous avez peut-être fréquenté trop de discothèques dans votre jeunesse ou vous avez été pris sous un bombardement... Ou vous êtes tout simplement vieux. Dans tous les cas, votre équipe ferait bien d'apprendre le langage des signes.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"Vous êtes foutu si vous perdez vos lunettes.", + L"C'est ce qui arrive lorsque l'on passe ses journées devant un écran. Vous auriez dû manger plus de carottes. Avez-vous déjà vu un lapin à lunettes ? Improbable, hein ?", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s n'a pas assez de force pour accomplir cette tâche.", + L"%s n'a pas assez de dextérité pour accomplir cette tâche.", + L"%s n'est pas assez agile pour accomplir cette tâche.", + L"%s n'est pas assez en bonne santé pour accomplir cette tâche.", + L"%s n'a pas assez de sagesse pour accomplir cette tâche.", + L"%s n'est pas assez bon tireur pour accomplir cette tâche.", + // 6 - 10 + L"%s n'est pas assez bon médecin pour accomplir cette tâche.", + L"%s n'est pas assez bon en mécanique pour accomplir cette tâche.", + L"%s n'est pas assez bon en commandement pour accomplir cette tâche.", + L"%s n'est pas assez bon en explosif pour accomplir cette tâche.", + L"%s n'a pas assez d'expérience pour accomplir cette tâche.", + // 11 - 15 + L"%s n'a pas assez de moral pour accomplir cette tâche.", + L"%s est trop épuisé pour effectuer cette tâche.", + L"Loyauté insuffisante à %s. Les habitants refusent de vous permettre de faire cette tâche.", + L"Il n'y a plus d'affectation possible pour : %s.", + L"Il n'y a plus d'affectation possible pour : %s.", + // 16 - 20 + L"%s n'a pas trouvé d'objets à réparer.", + L"%s a perdu %s, alors qu'il travaillait dans le secteur %s !", + L"%s a perdu %s, alors qu'il travaillait sur %s à %s !", + L"%s a été blessé, alors qu'il travaillait dans le secteur %s et nécessite des soins médicaux immédiats !", + L"%s a été blessé, alors qu'il travaillait %s à %s et nécessite des soins médicaux immédiats !", + // 21 - 25 + L"%s a été blessé, alors qu'il travaillait dans le secteur %s. Il ne semble pas être en trop mauvais état.", + L"%s a été blessé, alors qu'il travaillait sur %s à %s. Il ne semble pas être en trop mauvais état.", + L"Les résidents de %s semblent être excédés par la présence de %s.", + L"Les résidents de %s semblent être excédés par le travail de %s sur %s.", + L"Les actions de %s dans le secteur %s ont causé une perte de loyauté à travers la région !", + // 26 - 30 + L"Les actions de %s sur %s à %s ont causé une perte de loyauté à travers la région !", + L"%s est ivre.", // <--- This is a log message string. + L"%s est devenu gravement malade dans le secteur %s et commence à manquer à son devoir.", + L"%s est devenu gravement malade et ne peut continuer son travail sur %s à %s.", + L"%s a été blessé dans le secteur %s.", // <--- This is a log message string. + // 31 - 35 + L"%s a été gravement blessé dans le secteur %s.", //<--- This is a log message string. + L"Il y a actuellement des prisonniers qui ont connaissance de l'identité de : %s", + L"%s est actuellement trop connu(e) comme indic. Attendez au moins %d heures.", + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"Force", + L"Agilité", + L"Dextérité", + L"Sagesse", + L"Santé", + L"Tir", + // 5-10 + L"Commandant", + L"Mécanique", + L"Médecin", + L"Explosif", +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + L"AMBIENT", + L"Collecter renseignements", + L"Manger", + L"Repos", + L"Réparer les objets", + L"Réparer %s", // Vehicle name inserted here + L"Réparer le robot", + // 6-10 + L"Docteur", + L"Patient", + L"Apprendre Force", + L"Apprendre Dextérité", + L"Apprendre Agilité", + L"Apprendre Santé", + // 11-15 + L"Apprendre Tir", + L"Apprendre Médecin", + L"Apprendre Mécanique", + L"Apprendre Commandement", + L"Apprendre Explosif", + // 16-20 + L"Élève Force", + L"Élève Dextérité", + L"Élève Agilité", + L"Élève Santé", + L"Élève Tir", + // 21-25 + L"Élève Médecin", + L"Élève Mécanique", + L"Élève Commandement", + L"Élève Explosif", + L"Entraîneur Force", + // 26-30 + L"Entraîneur Dextérité", + L"Entraîneur Agilité", + L"Entraîneur Santé", + L"Entraîneur Tir", + L"Entraîneur Médecin", + // 30-35 + L"Entraîneur Mécanique", + L"Entraîneur Commandement", + L"Entraîneur Explosif", + L"Interroger prisonnier", // added by Flugente + L"Infiltré", + // 36-40 + L"Répand une propagande", + L"Fait de la propagande", // spread propaganda (globally) + L"Collecte les rumeurs", + L"Dirige la Milice", // militia movement orders +}; +STR16 Additional113Text[]= +{ + L"Jagged Alliance 2 v1.13 mode fenêtré exige une profondeur de couleur de 16 bit.", + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate + L"Erreur interne en lisant %s emplacements depuis la sauvegarde : Le nombre d'emplacements dans la sauvegarde (%d) diffère des emplacements définis dans les paramètres de ja2_options.ini (%d)", + // WANNE: Savegame slots validation against INI file + L"Mercenaires (MAX_NUMBER_PLAYER_MERCS) / Véhicule (MAX_NUMBER_PLAYER_VEHICLES)", + L"Ennemis (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Créatures (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Milices (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Civils (MAX_NUMBER_CIVS_IN_TACTICAL)", +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +STR16 sEnemyTauntsFireGun[]= +{ + L"Suce-moi ça !", + L"Dis bonjour à ma pétoire !", + L"Viens par là !", + L"T'es à moi !", + L"Meurs !", + L"T'as peur enfoiré ?", + L"Ça va faire mal !", + L"Viens-là bâtard !", + L"Allez viens ! Je n'ai pas toute la vie !", + L"Viens voir papa !", + L"Je vais t'envoyer à six pieds sous terre dans peu de temps !", + L"Retourne chez ta mère, looserr !", + L"Hé, tu veux jouer ?", + L"T'aurais dû rester chez toi, salope !", + L"Enculé(e) !", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"C'est l'heure du barbecue !", + L"J'ai un cadeau pour toi !", + L"Paf !", + L"Souris, l'oiseau va sortir !", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Attrape !", + L"Et c'est parti !", + L"Prends-toi ça !", + L"Et un pour toi !", + L"Mouhahaha !", + L"Attrape ça sale porc !", + L"Ça va faire mal !", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"J'vais te trépaner !", + L"Viens voir papa !", + L"Montre-moi tes couilles !", + L"Je vais te découper en rondelles !", + L"Hannibal Lecter, ppfft tu ne me connais pas !", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"On est vraiment dans une grosse merde...", + L"Ils disent de rejoindre l'armée. Mais pas pour cette merde !", + L"J'en ai plein le cul !", + L"Oh mon Dieu !", + L"On n'est pas assez payé pour ce foutoir !", + L"C'est vraiment trop pour moi.", + L"Je vais chercher quelques potes !", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"T'as entendu !", + L"Qui est là ?", + L"Qu'est-ce que c'est ?", + L"Eh ! C'est quoi ce bordel ?", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"Ils sont là !", + L"Yeah, la partie peut commencer !", + L"J'espérais que ça n'arriverait jamais...", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Aaaïe !", + L"Pouah !", + L"Ça... Ça fait mal !", + L"Enfoiré !", + L"Tu vas regret... uhh... ter ça.", + L"C'est quoi ce bordel ?", + L"Maintenant vous... m'avez énervé(e) !", + +}; + + +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff... !", + L"Oh mon Dieu !", + L"Oh putain !", + L"Ennemi !!!", + L"Alerte ! Alerte !", + L"Ils sont là !", + L"Attaque !", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Description", + L"Général", + L"Avancés", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Desc", + L"Gén", + L"Ava", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primaire", + L"Secondaire", + L"Coût PA", + L"Rafale/auto", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Prop.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|P|a|g|e |d|e |d|e|s|c|r|i|p|t|i|o|n :\n \nMontre les informations textuelles de base sur cet objet.", + L"|P|r|o|p|r|i|é|t|é|s |g|é|n|é|r|a|l|e|s :\n \nMontre les données spécifiques de cet objet.\n \nArmes : Cliquez à nouveau pour voir la deuxième page.", + L"|P|r|o|p|r|i|é|t|é|s |a|v|a|n|c|é|e|s :\n \nMontre les bonus donnés par cet objet.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|o|p|r|i|é|t|é|s |p|r|i|m|a|i|r|e|s :\n \nPropriétés et données liées à la classe de cet objet\n(Armes/Armures/ etc.).", + L"|P|r|o|p|r|i|é|t|é|s |s|e|c|o|n|d|a|i|r|e|s :\n \nLes caractéristiques supplémentaires de cet objet,\net/ou capacités secondaires possibles.", + L"|C|o|û|t |e|n |P|A :\n \nCoût en PA pour tirer ou manipuler cette arme.", + L"|R|a|f|a|l|e|/|A|u|t|o|m|a|t|i|q|u|e :\n \nDonnées liées au tir de cette arme en mode rafale ou auto.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|P|r|o|p|r|i|é|t|é |i|c|ô|n|e\n \nSurvol avec la souris pour révéler le nom de la propriété.", + L"|V|a|l|e|u|r |b|a|s|i|q|u|e\n \nValeurs de base données par cet objet, excluant\nles bonus ou pénalités liés aux accessoires ou munitions.", + L"|B|o|n|u|s |d|e|s |a|c|c|e|s|s|o|i|r|e|s\n \nBonus ou pénalités donnés par les munitions ou accessoires.", + L"|V|a|l|e|u|r |f|i|n|a|l|e\n \nValeur finale donnée par cette objet, incluant les\nbonus/pénalités des accessoires et munitions.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Propriété icône (survoler avec la souris pour voir le nom).", + L"Bonus/pénalité donné |d|e|b|o|u|t.", + L"Bonus/pénalité donné |a|c|c|r|o|u|p|i.", + L"Bonus/pénalité donné |c|o|u|c|h|é.", + L"Bonus/pénalité donné", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|P|r|é|c|i|s|i|o|n", + L"|D|é|g|â|t", + L"|P|o|r|t|é|e", + L"|D|i|f|f|i|c|u|l|t|é |d|e |p|r|i|s|e |e|n |m|a|i|n", + L"|N|i|v|e|a|u |d|e |v|i|s|é|e", + L"|G|r|o|s|s|i|s|s|e|m|e|n|t |d|e |l|a |l|u|n|e|t|t|e", + L"|F|a|c|t|e|u|r |d|e |p|r|o|j|e|c|t|i|o|n", + L"|C|a|c|h|e|-|f|l|a|m|m|e", + L"|I|n|t|e|n|s|i|t|é", + L"|F|i|a|b|i|l|i|t|é", + L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", + L"|P|o|r|t|é|e |m|i|n|i|m|u|m |p|o|u|r |b|o|n|u|s |d|e |v|i|s|é|e", + L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s", + L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |m|e|t|t|r|e |e|n |j|o|u|e", + L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |t|i|r|e|r", + L"|N|o|m|b|r|e |d|e |P|A |t|i|r |e|n |r|a|f|a|l|e", + L"|N|o|m|b|r|e |d|e |P|A |t|i|r |e|n |a|u|t|o|m|a|t|i|q|u|e", + L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r", + L"|N|o|m|b|r|e |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r |m|a|n|u|e|l|l|e|m|e|n|t", + L"", // No longer used! + L"|R|e|c|u|l| |t|o|t|a|l", + L"|T|i|r |a|u|t|o|m|a|t|i|q|u|e |p|o|u|r |5 |P|A", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nDétermine si des balles tirées par cette arme dévieront\nloin de l'impact d'origine.\n \nÉchelle : 0-100.\nValeur élevée recommandée.", + L"\n \nDétermine la quantité moyenne de dégâts faits par\ndes balles tirées de cette arme, avant\n de tenir compte de l'armure et de la pénétration d'armure.\n \nValeur élevée recommandée.", + L"\n \nDistance maximale (en cases) que vont parcourir les balles\ntirées par cette arme avant de redescendre vers le sol.\n \nValeur élevée recommandée.", + L"\n \nDétermine la difficulté pour tenir cette arme au tir. Une difficulté de manipulation élevée réduit les chances de toucher en visant, mais particulièrement sans viser. Valeur faible recommandée.", + L"\n \nCeci est le nombre de niveau de visée supplémentaire que\nvous pouvez ajouter en visant avec cette arme.\n \nRéduire le nombre de niveau de visée signifie que chaque\nniveau ajoute proportionnellement plus de précision au tir.\nPar conséquent, avoir peu de niveaux de visée vous\npermettra de garder une bonne précision avec une vitesse\nde mise en joue élevée !\n \nValeur faible recommandée.", + L"\n \nUne valeur plus grande de *1.0, réduit proportionnellement\nles erreurs de visée à distance.\n \nN'oubliez pas qu'un trop gros zoom sur une cible\nproche vous pénalisera !\n \nLa valeur de 1.0 signifie qu'aucune lunette est installée.", + L"\n \nRéduit proportionnellement les erreurs de visée à distance.\n \nCes effets ne sont valables qu'à une distance donnée,\net se dissipent ou disparaissent\nà une longue distance.\n \nValeur élevée recommandée.", + L"\n \nQuand cette propriété est en vigueur, l'arme\nne produit pas d'éclair lors du tir.\n \nLes ennemis ne seront plus en mesure de vous repérer\nà cause de la flamme (mais ils\npourront toujours vous entendre !).", + L"\n \nDistance (en cases) de l'intensité sonore que fait votre arme\nlorsque vous tirez avec.\n \nLes ennemis placés en deçà de cette distance entendront\nvotre tir.\n \nValeur faible recommandée.", + L"\n \nDétermine la vitesse de déterioration de cette arme\nà l'usage.\n \nValeur élevée recommandée.", + L"\n \nDétermine la difficulté de réparation de cette arme.\n \nValeur élevée recommandée.", + L"\n \nPortée minimum où la lunette de visée fournit un bonus de visée.", + L"\n \nFacteur de chance de toucher accordé par un laser.", + L"\n \nLe nombre de PA requis pour mettre en joue.\n \nQuand cette arme est prête, vous pouvez tirez plusieurs fois\nsans avoir de coût supplémentaire.\n \nAnnule automatiquement cette opération, si vous faîtes des\nactions autre que pivoter ou tirer.\n \nValeur faible recommandée.", + L"\n \nLe nombre de PA requis pour effectuer\nune attaque simple avec cette arme.\n \nPour les fusils, c'est le coût pour un tir\nsimple sans niveau de visée.\n \nSi cette icône est grisée, les tirs simples\nne sont pas possible.\n \nValeur faible recommandée.", + L"\n \nLe nombre de PA requis pour tirer une Rafale.\n \nle nombre de balles tirées pour chaque rafale est\ndéterminé par l'arme elle-même, et indiqué\npar le nombre de balles sur cette icône.\n \nSi cette icône est grisée, le mode rafale\nn'est pas possible avec cette arme.\n \nValeur faible recommandée.", + L"\n \nLe nombre de PA requis pour tirer en Automatique.\n \nSi vous voulez tirez plus de balles,\ncela coûtera plus de PA.\n \nSi cette icône est grisée, le mode Auto\nn'est pas possible avec cette arme.\n \nValeur faible recommandée.", + L"\n \nLe nombre de PA requis pour recharger cette arme.\n \nValeur faible recommandée.", + L"\n \nLe nombre de PA requis pour recharger cette arme\nentre chaque tir.\n \nValeur faible recommandée.", + L"", // No longer used! + L"\n \nLa distance totale de la bouche de cette arme qui se\ndéplacera entre chaque balle en rafale ou en\nautomatique, si aucune force inverse n'est appliquée.\n \nValeur faible recommandée.", // HEADROCK HAM 5: Altered to reflect unified number. + L"\n \nIndique le nombre de balles qui seront ajoutées\nau mode auto tous les 5 PA que vous dépensez.\n \nValeur élevée recommandée.", + L"\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|V|a|l|e|u|r |d|e |p|r|o|t|e|c|t|i|o|n", + L"|C|o|u|v|e|r|t|u|r|e", + L"|T|a|u|x |d|e |d|é|g|r|a|d|a|t|i|o|n", + L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nCette propriété d'armure définit de combien elle\nabsorbe les dégâts de chaque attaque.\n \nN'oubliez pas que les attaques perforantes et\ndivers facteurs aléatoires peuvent altérer\nla réduction final des dégâts.\n \nValeur élevée recommandée.", + L"\n \nDétermine la protection de l'armure\nsur votre corps.\n \nSi la protection est inférieure à 100%, les attaques\nont une certaine chance de passer à travers l'armure\nen causant un maximum de dégâts.\n \nValeur élevée recommandée.", + L"\n \nIndique à quelle vitesse les conditions de l'armure\nvont chuter et qui est proportionnelle aux\ndégâts subis.\n \nValeur faible recommandée.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|T|a|u|x |d|e |p|é|n|é|t|r|a|t|i|o|n", + L"|É|c|r|a|s|e|m|e|n|t |d|e |l|a |b|a|l|l|e", + L"|E|x|p|l|o|s|i|o|n |a|v|a|n|t |i|m|p|a|c|t", + L"|T|e|m|p|é|r|a|t|u|r|e |d|u |t|i|r", + L"|T|a|u|x |d|'|e|m|p|o|i|s|o|n|n|e|m|e|n|t", + L"|E|n|c|r|a|s|s|e|m|e|n|t", +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nCeci est la capacité de la balle à pénétrer\nl'armure de la cible.\n \nAvec une valeur supérieure à 1.0, la balle réduiera fortement\nla valeur de protection de l'armure touchée.\n \nValeur élevée recommandée.", + L"\n \nDétermine le potentiel de la balle à faire des dégâts\nsur le corps après avoir traversée l'armure.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts\naprès pénétration\nAvec une valeur inférieure à 1.0, la balle fera des dégâts moindre\naprès pénétration.\n \nValeur élevée recommandée.", + L"\n \nMultiplicateur de potentiel de dégâts juste avant\nl'impact de la balle.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts.\nUne valeur inférieure à 1.0 fera des dégâts moindre.\n \nValeur élevée recommandée.", + L"\n \nTempérature additionnelle générée par ces munitions.\n \nValeur faible recommandée", + L"\n \nDétermine le pourcentage de dégâts d'une balle empoisonnée.\n \nValeur élevée recommandée.", + L"\n \nEncrassement additionnel généré par ces munitions.\n \nValeur faible recommandée", +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|D|é|g|â|t|s", + L"|D|é|g|â|t|s |é|t|o|u|r|d|i|s|s|a|n|t", + L"|E|x|p|l|o|s|i|o|n |à |l|'|i|m|p|a|c|t", // HEADROCK HAM 5 + L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n", + L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |é|t|o|u|r|d|i|s|a|n|t|e", + L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |s|o|n|o|r|e", + L"|D|é|b|u|t |r|a|y|o|n |g|a|z |l|a|c|r|y|m|o|g|è|n|e", + L"|D|é|b|u|t |r|a|y|o|n |g|a|z |m|o|u|t|a|r|d|e", + L"|D|é|b|u|t |r|a|y|o|n |f|l|a|s|h |l|u|m|i|n|e|u|x", + L"|D|é|b|u|t |r|a|y|o|n |f|u|m|é|e", + L"|D|é|b|u|t |r|a|y|o|n |i|n|c|e|n|d|i|e", + L"|F|i|n |r|a|y|o|n |g|a|z |l|a|c|r|y|m|o|g|è|n|e", + L"|F|i|n |r|a|y|o|n |g|a|z |m|o|u|t|a|r|d|e", + L"|F|i|n |r|a|y|o|n |f|l|a|s|h |l|u|m|i|n|e|u|x", + L"|F|i|n |r|a|y|o|n |f|u|m|é|e", + L"|F|i|n |r|a|y|o|n |i|n|c|e|n|d|i|e", + L"|D|u|r|é|e |d|e |l|'|e|f|f|e|t", + // HEADROCK HAM 5: Fragmentation + L"|N|o|m|b|r|e |d|e |s|h|r|a|p|n|e|l|s", + L"|D|é|g|â|t|s |p|a|r |s|h|r|a|p|n|e|l", + L"|P|o|r|t|é|e |d|e|s |s|h|r|a|p|n|e|l|s", + // HEADROCK HAM 5: End Fragmentations + L"|I|n|t|e|n|s|i|t|é |s|o|n|o|r|e", + L"|V|o|l|a|t|i|l|i|t|é", + L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nLa quantité de dégâts causés par cet explosif.\n \nNotez que les explosifs de type \"explosion\" livrent des dégâts\nseulement une fois (quand ils explosent), tandis que les\nexplosifs à effets prolongés livrent cette quantité de dégâts\nà chaque tour jusqu'à ce que l'effet se dissipe.\n \nValeur élevée recommandée.", + L"\n \nLa quantité de dégâts non mortels (étourdissant) causés\npar cet explosif.\n \nNotez que les explosifs de type \"explosion\" livrent des\ndégâts seulement une fois (quand ils explosent), tandis\nque les explosifs à effets prolongés livrent cette\nquantité de dégâts d'étourdissement à chaque tour jusqu'à\nce que l'effet se dissipe.\n \nValeur élevée recommandée.", + L"\n \nCet explosif ne rebondit pas. Il explose dès qu'il touche un obstacle.", // HEADROCK HAM 5 + L"\n \nRayon de l'explosion causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.", + L"\n \nRayon de l'onde de choc causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.", + L"\n \nDistance du parcours du bruit causé par ce piège.\n Les ennemis placés en deçà de cette distance entendront\n votre piège et sonneront l'alerte.\n \nValeur faible recommandée.", + L"\n \nRayon de départ libéré par la lacrymogène.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", + L"\n \nRayon de départ libéré par le gaz moutarde.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", + L"\n \nRayon de départ émis par le flash lumineux.\n \nLes cases autours du centre de l'effet deviendront très\nlumineuses, quand celles autours ne seront que\nlégèrement plus lumineuse que la normale.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", + L"\n \nRayon de départ libéré par la fumée.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz. plus important,\nquiconque se trouvant à l'intérieur de la fumée aura des difficultés à se repérer,\net perdra aussi sa visibilité.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", + L"\n \nRayon de départ causés par les flammes.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour.\n \nÀ noter également la fin du rayon et la durée de\nl'effet (afficher ci-dessous).\n \nValeur élevée recommandée.", + L"\n \nRayon de fin libéré par la lacrymogène avant\nqu'il ne se dissipe.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également le début du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", + L"\n \nRayon de fin libéré par le gaz moutarde avant\nqu'il ne se dissipe.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz.\n \nÀ noter également le début du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", + L"\n \nRayon de fin émis par le flash lumineux.\n \nLes cases autours du centre de l'effet deviendront très\nlumineuses, quand celles autours ne seront que\nlégèrement plus lumineuse que la normale.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", + L"\n \nRayon de fin libéré par la fumée.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz. plus important,\nquiconque se trouvant à l'intérieur de la fumée aura des difficultés à se repérer,\net perdra aussi sa visibilité.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", + L"\n \nRayon de départ causés par les flammes.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour.\n \nÀ noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.", + L"\n \nDurée des effets de l'explosion.\n \nChaque tour, le rayon s'aggrandit d'une case dans\n toutes les directions, avant d'atteindre\nla valeur de fin de rayon indiquée.\n \nQuand la durée a été atteinte, les effets se\ndissipent complètement.\n \nÀ noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.", + // HEADROCK HAM 5: Fragmentation + L"\n \nC'est le nombre de shrapnels qui seront\néjectés lors de l'explosion.\n \nLes shrapnels sont comme des balles et\ntoucheront toutes les personnes qui\nsont assez proche de l'explosion.\n \nValeur élevée recommandée.", + L"\n \nLe potentiel des dégâts causés par chaque shrapnel.\n \nValeur élevée recommandée.", + L"\n \nC'est la portée moyenne des shrapnels. Ils peuvent\ncouvrir plus ou moins loin de cette distance.\n \nValeur élevée recommandée.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nDistance (en cases) en deçà de laquelle chaque\nsoldat et mercenaire peuvent entendre l'explosion.\n \nLes ennemis qui entendent cette explosion peuvent alerter de\nvotre présence.\n \nValeur faible recommandée.", + L"\n \nCette valeur représente la chance (sur 100) que cette\nexplosif explose spontanément chaque fois qu'il est endommagé\n(Par exemple, quand il y a d'autres explosions à proximité).\n \nTransporter des explosifs hautement volatiles en combat\nest donc extrêmement risqué et devrait être évitée.\n \nÉchelle : 0-100.\nValeur faible recommandée.", + L"\n \nDétermine la difficulté à réparer complètement un explosif.\n \nVert = N'importe qui peut le réparer.\n \nRouge = Il ne peut pas être réparé.\n \nValeur élevée recommandée.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n", + L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", // TODO.Translate + L"|V|o|l|u|m|e", // TODO.Translate +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nDétermine la difficulté à réparer complètement un objet.\n \nVert = N'importe qui peut le réparer.\n \nRouge = Il ne peut pas être réparé.\n \nValeur élevée recommandée.", + L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", // TODO.Translate + L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", // TODO.Translate +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|B|a|l|l|e|s |t|r|a|ç|a|n|t|e|s", + L"|M|u|n|i|t|i|o|n|s |a|n|t|i|-|c|h|a|r", + L"|I|g|n|o|r|e |l|'|a|r|m|u|r|e", + L"|M|u|n|i|t|i|o|n|s |a|c|i|d|e|s", + L"|M|u|n|i|t|i|o|n|s |c|a|s|s|a|n|t |s|e|r|r|u|r|e", + L"|R|é|s|i|s|t|a|n|t |a|u|x |e|x|p|l|o|s|i|f|s", + L"|É|t|a|n|c|h|é|i|t|é", + L"|É|l|e|c|t|r|o|n|i|q|u|e", + L"|M|a|s|q|u|e |à |g|a|z", + L"|B|e|s|o|i|n |d|e |p|i|l|e|s", + L"|P|e|u|t |c|r|o|c|h|e|t|e|r |l|e|s |s|e|r|r|u|r|e|s", + L"|P|e|u|t |c|o|u|p|e|r |d|e|s |f|i|l|s", + L"|P|e|u|t |c|a|s|s|e|r |l|e|s |v|e|r|r|o|u|s", + L"|D|é|t|e|c|t|e|u|r |d|e |m|é|t|a|l", + L"|D|é|c|l|e|n|c|h|e|u|r |à |d|i|s|t|a|n|c|e", + L"|D|é|t|o|n|a|t|e|u|r |à |d|i|s|t|a|n|c|e", + L"|M|i|n|u|t|e|r|i|e |d|e| |d|é|t|o|n|a|t|e|u|r", + L"|C|o|n|t|i|e|n|t |d|e |l|'|e|s|s|e|n|c|e", + L"|C|a|i|s|s|e |à |o|u|t|i|l|s", + L"|O|p|t|i|q|u|e|s |t|h|e|r|m|i|q|u|e|s", + L"|D|i|s|p|o|s|i|t|i|f |à |r|a|y|o|n|s |X", + L"|C|o|n|t|i|e|n|t |d|e |l|'|e|a|u |p|o|t|a|b|l|e", + L"|C|o|n|t|i|e|n|t |d|e |l|'|a|l|c|o|o|l", + L"|T|r|o|u|s|s|e |d|e |1|e|r |s|o|i|n|s", + L"|T|r|o|u|s|s|e |m|é|d|i|c|a|l|e", + L"|B|o|m|b|e |p|o|u|r |s|e|r|r|u|r|e |d|e |p|o|r|t|e", + L"|B|o|i|s|s|o|n", + L"|R|e|p|a|s", + L"|B|a|n|d|e|s |d|e |m|u|n|i|t|i|o|n|s", + L"|H|a|r|n|a|i|s |à |m|u|n|i|t|i|o|n|s", + L"|K|i|t |d|e |d|é|s|a|m|o|r|ç|a|g|e", + L"|O|b|j|e|t |d|i|s|s|i|m|u|l|a|b|l|e", + L"|N|e |p|e|u|t |ê|t|r|e |e|n|d|o|m|m|a|g|é", + L"|F|a|i|t |e|n |m|é|t|a|l", + L"|N|e |f|l|o|t|t|e |p|a|s", + L"|À |d|e|u|x |m|a|i|n|s", + L"|B|l|o|q|u|e |l|e |v|i|s|e|u|r", + L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|h|i|e|l|d", // TODO.Translate + L"|C|a|m|e|r|a", // TODO.Translate + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nCes munitions, en mode Auto ou rafale, ont la propriété d'être\ndes des balles traçantes.\n \nLa lumière qu'apporte les balles traçantes lors d'une rafale\npermet d'avoir une meilleur précision et d'être ainsi plus\nmortel malgré le recul de l'arme.\n \nDe plus, ces balles créent un halo lumineux permettant de\nrévéler l'ennemi pendant la nuit. Cependant, elles révèlent\naussi la position du tireur à l'ennemi !\n \nLes balles traçantes désactive automatiquement le\ncache-flamme installé sur l'arme utilisé.", + L"\n \nCes munitions peuvent faire des dégâts aux chars.\n \nLes munitions SANS cette propriété ne feront aucun dégât quel que\nsoit le char.\n \nMême avec cette propriété, n'oubliez pas que la plupart des armes\nne feront que peu de dégâts, donc n'en abusez pas.", + L"\n \nCes munitions ignorent complètement l'armure.\n \nQuand vous tirez sur un ennemi avec une armure, cela sera comme s'il\nn'en avait pas, permettant ainsi de faire un maximum de dégâts !", + L"\n \nLorsque cette munition frappe une cible avec une armure,\ncette dernière se dégradera très rapidement.\n \nCeci peut potentiellement retirer l'armure de la cible !", + L"\n \nCette munition est exceptionnelle pour casser les serrures.\n \nTirez directement sur la serrure de la porte ou du\ncoffre pour faire de lourds dégâts sur le mécanisme.", + L"\n \nCette armure est trois fois plus résistante contre les\nexplosifs que sa valeur indiquée.\n \nQuand une explosion heurte cette armure, la valeur de\nsa protection est considérée comme trois fois plus\nélevée que celle indiquée.", + L"\n \nCet objet est imperméable à l'eau. Il ne recevra pas de\ndégâts causés par l'eau.\n \nLes objets SANS cette propriété vont progressivement se\ndétériorer, si la personne nage avec.", + L"\n \nCet objet est de nature électronique et contient des\ncircuits complexes.\n \nLes objets électroniques sont intrinsèquement plus\ndifficiles à réparer, d'autant plus si vous n'avez pas\nles compétences nécessaires.", + L"\n \nLorsque cet objet est porté sur le visage, il le protègera\nde tous les gaz nocifs.\n \nNotez que certains gaz sont corrosifs et pourrait bien\npénétrer à travers le masque...", + L"\n \nCet objet requière des piles. Sans les piles, vous ne pouvez pas\nactiver ces principales caractéristiques.\n \nPour utiliser un jeu de piles, attachez-les à cette objet\ncomme si vous m'étiez une lunette de visée à votre arme.", + L"\n \nCet objet peut être utilisé pour crocheter des portes\nou des containers verrouillés.\n \nLe crochetage est silencieux, mais nécessite des\ncompétences en mécanique. Il améliore\nla chance au crochetage de ", //JMich_SkillsModifiers: needs to be followed by a number", + L"\n \nCet objet peut être utilisé pour couper les clôtures de fil.\n \nCela autorise le mercenaire a passé à travers des zones\nsécurisées, pour éventuellement surprendre l'ennemi !", + L"\n \nCet objet peut être utilisé pour forcer des portes\nou des coffres verrouillés.\n \nForcer des serrures, requière une grande force,\ngénère beaucoup de bruits et peut facilement\nvous épuisez. Cependant, c'est une bonne façon\nd'ouvrir une serrure sans avoir des talents en\nmécanique ou des outils adéquates. Il améliore\nvotre chance de ", //JMich_SkillsModifiers: needs to be followed by a number + L"\n \nCet objet peut être utilisé pour détecter des objets métalliques\nenfouis sous terre.\n \nNaturellement, sa fonction première est de détecter les mines\nsans que vous ayez les compétences nécessaires pour les repérer\nà l'Å“il nu.\n \nPeut-être trouverez-vous certains trésors cachés...", + L"\n \nCet objet peut être utilisé pour faire exploser une bombe\nqui aura été amorcée par un détonateur.\n \nPlantez la bombe en 1er, puis utilisez votre déclencheur\nà distance pour l'activer quand c'est le bon moment.", + L"\n \nQuand il est attaché à un dispositif explosif et positionné\ndans le bon sens, ce détonateur peut être déclenché par un\ndétonateur (séparé) à distance.\n \nLes détonateurs à distance sont excellents pour faire des\npièges, car ils se déclenchent quand vous le souhaitez.\n \nDe plus, vous avez tout le temps pour déguerpir !", + L"\n \nQuand il est attaché à un dispositif explosif et positionné\ndans le bon sens, ce détonateur va lancer un compte à\nrebours défini et explosera quand le temps sera écoulé.\n \nCes détonateurs avec minuterie sont pas chers et faciles à\ninstaller, mais vous aurez besoin de temps pour pouvoir\ndéguerpir de là !", + L"\n \nCet objet contient de l'essence.\n \nIl pourrait arriver à point nommé, si vous aviez besoin\nde remplir un réservoir d'essence...", + L"\n \nCet objet contient divers outils qui peuvent être utilisés\npour réparer d'autres objets.\n \nUne caisse à outils est toujours nécessaire lorsque vous\nêtes en mission de réparation. Il améliore\nl'efficacité en réparation de ", //JMich_SkillsModifiers: need to be followed by a number + L"\n \nQuand équipé sur le visage, cet objet donne la capacité de\nrepérer les ennemis à travers les murs, grâce à leur\nsignature thermique.", + L"\n \nCe merveilleux dispositif peut être utilisé pour repérer\nles ennemis en utilisant les rayons X.\n \nCela révélera tous les ennemis à une certaine distance\npour une courte période de temps.\n \nGardez cela loin de vos organes reproductifs !", + L"\n \nCet objet contient de l'eau potable bien fraiche.\nÀ boire lorsque vous êtes assoiffé.", + L"\n \nCet objet contient du digestif, gnôle, eau-de-vie, liqueur,\nqu'importe comment vous appelez cela.\n \nÀ prendre avec modération. Boire ou conduire !\nPeut causer une cirrhose du foie.", + L"\n \nIl s'agit d'un kit médical basic, contenant les ustensiles\nrequis pour faire une intervention médicale basic.\n \nIl peut être utilisé pour soigner un mercenaire blessé et\nempêcher le saignement.\n \nPour une guérison optimale, utilisez une véritable trousse\nde soins et/ou beaucoup de repos.", + L"\n \nIl s'agit d'un kit médical complet, qui peut être utilisé\npour une opération chirurgicale ou autre cas sérieux.\n \nUne trousse de soins est toujours nécessaire lorsque vous\nêtes en mission de docteur.", + L"\n \nCet objet peut être utilisé pour faire sauter les portes\nou coffres verrouillés.\n \nDes compétences en explosion sont nécessaires pour éviter\nune explosion prématurée.\n \nExploser les serrures, est relativement facile et rapide\nà faire. Cependant, c'est très bruyant et dangereux pour\nla plupart des mercenaires.", + L"\n \nCette boisson étanchera votre soif\nsi vous la buvez.", + L"\n \nCeci vous nourrira\nsi vous l'ingurgitez.", + L"\n \nVous alimenterez une mitrailleuse\navec ces bandes de munitions.", + L"\n \nVous nourrirez une mitrailleuse\navec ces munitions stockées dans\nce harnais.", + L"\n \nCet objet améliore votre chance de désamorçage de ", + L"\n \nCet objet est dissimulable,\ny compris ses accessoires.", + L"\n \nCet objet ne peut pas être endommagé.", + L"\n \nCet objet est en métal.\nIl prend moins de dégâts que les autres.", + L"\n \nCet objet coule dans l'eau.", + L"\n \nCet objet exige les deux mains pour être utilisé.", + L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate + L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n", + L"|F|a|c|t|e|u|r |n|e|t |d|e |p|r|é|c|i|s|i|o|n |s|u|r |t|o|u|t |t|i|r", + L"|F|a|c|t|e|u|r |e|n |p|o|u|r|c|e|n|t|a|g|e |s|u|r |t|o|u|t |t|i|r", + L"|F|a|c|t|e|u|r |n|e|t |s|u|r |l|a |v|i|s|é|e", + L"|F|a|c|t|e|u|r |p|o|u|r|c|e|n|t|a|g|e |d|e |v|i|s|é|e", + L"|F|a|c|t|e|u|r |n|i|v|e|a|u |d|e |v|i|s|é|e |a|u|t|o|r|i|s|é|e", + L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n |m|a|x|i|m|a|l|e", + L"|F|a|c|t|e|u|r |d|e |p|r|i|s|e |e|n |m|a|i|n |d|e |l|'|a|r|m|e", + L"|F|a|c|t|e|u|r |c|o|m|p|e|n|s|a|t|i|o|n |d|e |c|h|u|t|e", + L"|F|a|c|t|e|u|r |p|o|u|r|s|u|i|t|e |c|i|b|l|e", + L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s", + L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s |d|e |m|ê|l|é|e", + L"|F|a|c|t|e|u|r |d|e |d|i|s|t|a|n|c|e", + L"|F|a|c|t|e|u|r |a|g|g|r|a|n|d|i|s|e|m|e|n|t |d|e |l|a |p|o|r|t|é|e", + L"|F|a|c|t|e|u|r |d|e |p|r|o|j|e|c|t|i|o|n", + L"|F|a|c|t|e|u|r |d|e |r|e|c|u|l |h|o|r|i|z|o|n|t|a|l", + L"|F|a|c|t|e|u|r |d|e |r|e|c|u|l |v|e|r|t|i|c|a|l", + L"|F|a|c|t|e|u|r |d|e |c|o|n|t|r|e|-|f|o|r|c|e |m|a|x|i|m|u|m", + L"|F|a|c|t|e|u|r |d|e |p|r|é|c|i|s|i|o|n |d|e |c|o|n|t|r|e|-|f|o|r|c|e", + L"|F|a|c|t|e|u|r |d|e |f|r|é|q|u|e|n|c|e |d|e |c|o|n|t|r|e|-|f|o|r|c|e", + L"|F|a|c|t|e|u|r |d|e |P|A |t|o|t|a|l", + L"|F|a|c|t|e|u|r |d|e |P|A |m|i|s|e |e|n |j|o|u|e", + L"|F|a|c|t|e|u|r |d|e |P|A |e|n |a|t|t|a|q|u|e |s|i|m|p|l|e", + L"|F|a|c|t|e|u|r |d|e |P|A |e|n |r|a|f|a|l|e", + L"|F|a|c|t|e|u|r |d|e |P|A |e|n |a|u|t|o", + L"|F|a|c|t|e|u|r |d|e |P|A |p|o|u|r |r|e|c|h|a|r|g|e|r", + L"|F|a|c|t|e|u|r |t|a|i|l|l|e |m|u|n|i|t|i|o|n", + L"|F|a|c|t|e|u|r |t|a|i|l|l|e |r|a|f|a|l|e", + L"|C|a|c|h|e|-|f|l|a|m|m|e", + L"|F|a|c|t|e|u|r |i|n|t|e|n|s|i|t|é |s|o|n|o|r|e", + L"|F|a|c|t|e|u|r |t|a|i|l|l|e |o|b|j|e|t", + L"|F|a|c|t|e|u|r |d|e |f|i|a|b|i|l|i|t|é", + L"|C|a|m|o|u|f|l|a|g|e |f|o|r|ê|t", + L"|C|a|m|o|u|f|l|a|g|e |u|r|b|a|i|n ", + L"|C|a|m|o|u|f|l|a|g|e |d|é|s|e|r|t", + L"|C|a|m|o|u|f|l|a|g|e |n|e|i|g|e", + L"|F|a|c|t|e|u|r |d|e |d|i|s|c|r|é|t|i|o|n", + L"|F|a|c|t|e|u|r |d|i|s|t|a|n|c|e |a|u|d|i|t|i|v|e", + L"|F|a|c|t|e|u|r |v|i|s|i|o|n |g|é|n|é|r|a|l|e", + L"|F|a|c|t|e|u|r |v|i|s|i|o|n |n|o|c|t|u|r|n|e", + L"|F|a|c|t|e|u|r |v|i|s|i|o|n |d|e |j|o|u|r", + L"|F|a|c|t|e|u|r |v|i|s|i|o|n |l|u|m|i|è|r|e |i|n|t|e|n|s|e", + L"|F|a|c|t|e|u|r |v|i|s|i|o|n |s|o|u|s|-|s|o|l", + L"|V|i|s|i|o|n |e|n |t|u|n|n|e|l ", + L"|C|o|n|t|r|e|-|f|o|r|c|e |m|a|x|i|m|u|m", + L"|F|r|é|q|u|e|n|c|e |C|o|n|t|r|e|-|f|o|r|c|e", + L"|B|o|n|u|s |c|h|a|n|c|e |d|e |t|o|u|c|h|e|r", + L"|B|o|n|u|s |d|e |v|i|s|é|e", + L"|T|e|m|p|é|r|a|t|u|r|e |t|i|r |u|n|i|q|u|e", + L"|T|a|u|x |d|e |R|e|f|r|o|i|d|i|s|s|e|m|e|n|t", + L"|S|e|u|i|l |d|'|e|n|r|a|y|e|m|e|n|t", + L"|S|e|u|i|l |d|é|t|é|r|i|o|r|a|t|i|o|n", + L"|F|a|c|t|e|u|r |d|e |t|e|m|p|é|r|a|t|u|r|e", + L"|F|a|c|t|e|u|r |d|e |r|e|f|r|o|i|d|i|s|s|e|m|e|n|t", + L"|F|a|c|t|e|u|r |d|u |S|e|u|i|l |d|'|e|n|r|a|y|e|m|e|n|t", + L"|F|a|c|t|e|u|r |d|u |S|e|u|i|l |d|é|t|é|r|i|o|r|a|t|i|o|n", + L"|T|a|u|x |d|e |p|o|i|s|o|n", + L"|F|a|c|t|e|u|r |d|'|e|n|c|r|a|s|s|e|m|e|n|t", + L"|F|a|c|t|e|u|r |d|e |P|o|i|s|o|n", + L"|V|a|l|e|u|r |d|'|A|l|i|m|e|n|t|a|t|i|o|n", + L"|V|a|l|e|u|r |d|'|H|y|d|r|a|t|a|t|i|o|n", + L"|T|a|i|l|l|e |d|e|s |Po|r|t|i|o|n|s", + L"|F|a|c|t|e|u|r |d|e |M|o|r|a|l", + L"|F|a|c|t|e|u|r |d|e |P|é|r|e|m|p|t|i|o|n", + L"|P|o|r|t|é|e |O|p|t|i|m|a|l|e |d|u |L|a|s|e|r", + L"|F|a|c|t|e|u|r |d|u |R|e|c|u|l |P|o|u|r |c|e|n|t", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nLorsque attaché à une arme de distance, cet objet modifie la\nvaleur de sa précision.\n \nLe gain en précision permet à l'arme de pouvoir toucher une\ncible à des distances plus élevées et plus souvent.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCet objet modifie la précision du tireur pour n'importe quel tir avec\nune arme de distance de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCet objet modifie la précision du tireur pour n'importe quel tir avec\nune arme de distance avec un pourcentage calculé à partir\nde sa précision initiale.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie le gain de précision, pris à chaque\nniveau de visée supplémentaire, de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCet objet modifie le gain de précision, pris à chaque\nniveau de visée, d'un pourcentage calculé à partir\nde sa précision initiale.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie le nombre de niveau de visée que cette arme\npeut avoir.\n \nRéduire le nombre de niveau de visée signifie que chaque\nniveau ajoute proportionnellement plus de précision au tir.\nPar conséquent, même les bas niveaux de visée vous\npermettrons de garder une bonne précision avec une vitesse\nélevée pour viser !\n \nValeur faible recommandée.", + L"\n \nCet objet modifie la précision maximale du tireur équipé d'une\narme de distance, avec un pourcentage basé sur sa précision\ninitiale.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet modifie sa\ndifficulté de manipulation.\n \nUne meilleure prise en main permet une meilleure précision\nde l'arme, avec ou sans niveaux de visée supplémentaires.\n \nNotez que c'est basé sur le facteur de prise en main des\narmes, qui est plus élevé pour les fusils et armes lourdes\nque les pistolets et armes légères.\n \nValeur faible recommandée.", + L"\n \nCet objet modifie la difficulté des tirs hors de la portée de l'arme.\n \nUne valeur élevée peut augmenter la portée maximale de l'arme de\nquelques cases.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie la difficulté de toucher une cible en mouvement\navec une arme de distance.\n \nUne valeur élevée peut vous aider à toucher une cible en\nmouvement, même à distance.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie la puissance d'impact de votre arme\nde la valeur suivante.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie la puissance d'impact de votre arme de mêlée\nde la valeur suivante.\n \nCeci s'applique uniquement aux armes de mêlée, tranchantes\nou contondantes.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie sa portée effective.\n \nLa portée maximale dicte essentiellement dans quelle mesure une balle\ntirée par l'arme peut voler avant de commencer à tomber\nbrusquement vers le sol.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nfournit un grossissement supplémentaire, réussissant des coups\nplus facilement que la normale.\n \nNotez qu'un facteur de grossissement trop élevé est préjudiciable\nquand la cible est plus PROCHE que la distance optimale.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nprojette un point sur la cible, rendant le tir plus facile.\n \nCette projection est seulement utile à une certaine distance,\nau-delà elle diminue puis éventuellement disparaît.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance ayant\ndes modes rafale ou auto, cet objet modifie\nle recul horizontal de l'arme par le\npourcentage suivant.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance ayant\ndes modes rafale ou auto, cet objet modifie\nle recul vertical de l'arme par le\npourcentage suivant.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", + L"\n \nCet objet modifie la capacité du tireur à faire\nface au recul durant une salve en mode rafale ou auto.\n \nUne valeur élevée permet d'aider le tireur à contrôler une arme\navec un fort recul, même s'il a peu de force.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie la capacité du tireur à compenser\nle recul durant une salve en mode rafale ou auto.\n \nUne valeur élevée permet de corriger le recul pour garder le canon\nsur la cible, même à longue distance, rendant ainsi la salve\nplus précise.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie la capacité du tireur à adapter\nà chaque fréquence l'effort de compensation du recul durant une\nsalve en mode rafale ou auto.\n \nUne fréquence élevée de compensation permet une salve très précise\net ainsi permettre des tirs en rafale et auto à très longues portées.\n \nValeur élevée recommandée.", + L"\n \nCet objet modifie directement le nombre de PA\nque le mercenaire a durant chaque début de tour.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le coût en PA pour mettre en joue.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme, cet objet\nmodifie le coût en PA pour faire une attaque simple.\n \nNotez que pour les armes ayant un mode auto/rafale, le\ncoût est directement influencé par ce facteur !\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance ayant\nun mode rafale, cet objet modifie le coût en PA d'un tir en rafale.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance ayant\nun mode auto, cet objet modifie le coût en PA d'un tir en auto.\n \nNotez que cela ne modifie pas le coût supplémentaire\npour ajouter des balles à la salve, mais seulement\nle coût initiale d'une salve.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le coût en PA pour recharger.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nchange la taille des munitions qui peuvent être\nchargées dans l'arme.\n \nCette arme peut maintenant accepter des tailles plus ou moins grandes de munitions\nayant un même calibre.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie le nombre de balles tiré\npar cette arme en rafale.\n \nSi cette arme n'a pas de mode rafale et que la\nvaleur est positive, alors cet objet donnera à l'arme la possibilité\nde tirer en mode rafale.\n \nInversement, s'il y a un mode rafale\net une valeur négative, cela peut retirer le mode rafale.\n \nValeur élevée généralement recommandée. Gardez bien à l'esprit\nque le mode rafale est là pour conserver les munitions...", + L"\n \nLorsque attaché à une arme de distance, cet objet\nva cacher le flash du canon.\n \nCela permettra au tireur de ne pas se faire repérer\net de rester à couvert, s'il l'est.\nChose importante de nuit...", + L"\n \nLorsque attaché à une arme, cet objet\nmodifie la distance à laquelle un tir sera entendu par les\nennemis et les mercenaires.\n \nSi ce facteur modifie l'intensité sonore de l'arme à 0\n, elle deviendra alors indétectable.\n \nValeur faible recommandée.", + L"\n \nCet objet modifie la taille de n'importe quel objet\npouvant être attaché.\n \nLa taille est importante dans le nouveau système d'inventaire,\noù les poches n'acceptent qu'une taille et des formes spécifiques.\n \nAugmenter la taille d'un objet peut le rendre trop gros pour des poches.\n \nInversement, réduire sa taille peut permettre de l'insérer dans plus de poches\net les poches seront à même de contenir plus d'objets.\n \nValeur faible généralement recommandée.", + L"\n \nLorsque attaché à une arme, cet objet modifie la valeur\nde fiabilité de l'arme.\n \nSi positive, l'état de l'arme se détériore moins\nrapidement au combat. Mais hors combat elle se détériore\nplus rapidement.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone forestière du porteur.\n \nPour avoir un facteur de camouflage efficace en forêt,\nvous devez être près d'arbres ou d'herbes hautes.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone urbaine du porteur.\n \nPour avoir un facteur de camouflage efficace en zone urbaine,\nvous devez être près des bâtîments.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone désertique du porteur.\n \nPour avoir un facteur de camouflage efficace en zone désertique,\nvous devez être près du sable ou d'une végétation désertique.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie le camouflage en zone enneigée du porteur.\n \nPour avoir un facteur de camouflage efficace en zone enneigée,\nvous devez être près de cases enneigées.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie la discrétion du porteur en rendant le mercenaire\nplus difficile à entendre lorsqu'il se déplace en mode discrétion.\n \nNotez que cela ne change en rien sur la visibilité du mercenaire,\nmais seulement la quantité de sons émis lors d'un déplacement en silence.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet\nmodifie l'audition du porteur du pourcentage suivant.\n \nUne valeur positive rend possible l'écoute de sons\nprovenant de longues distances.\n \nInversement, une valeur négative détériore l'audition du porteur.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision dans toutes les conditions.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsqu'il y a peu de lumière ambiante.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque l'intensité de la lumière\nest normale ou forte.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque l'intensité de la lumière est très forte.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nla vision du porteur.\n \nModification de la vision lorsque vous êtes dans un sous-sol sombre.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché ou porté à un autre objet, cet objet modifie\nle champ de vision du porteur.\n \nRéduisant le champ de vision de chaque côté.\n \nValeur faible recommandée.", + L"\n \nHabilité du tireur à faire face au recul\nlors d'un tir en mode rafale ou auto.\n \nValeur élevée recommandée.", + L"\n \nFréquence de recalcule du tireur pour ajuster la force\nqu'il doit mettre pour contrer le recul de l'arme, lors d'un tir\nen mode rafale ou auto.\n \nUne fréquence faible rend la salve plus précise en supposant que\nle tireur puisse surmonter le recul correctement.\n \nValeur faible recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie sa chance de toucher la cible (CDT).\n \nAugmenter son CDT permet de toucher plus souvent\nune cible, en supposant que le tireur a bien visé.\n \nValeur élevée recommandée.", + L"\n \nLorsque attaché à une arme de distance, cet objet\nmodifie ses bonus de visée.\n \nAugmenter les bonus de visée, permet de toucher\nune cible à longue distance plus souvent, en supposant\nque le tireur a bien visé.\n \nValeur élevée recommandée.", + L"\n \nUn tir augmente la température de l'arme de cette valeur.\nLes munitions et certains accessoires peuvent\ninfluer sur cette valeur.\n \nValeur faible recommandée.", + L"\n \nÀ chaque tour, la température de l'arme diminue\nde cette valeur.\n \nValeur élevée recommandée.", + L"\n \nSi la température d'une arme dépasse cette valeur,\nelle s'enrayera plus souvent.\n \nValeur élevée recommandée.", + L"\n \nSi la température d'un objet dépasse cette valeur,\nil se détériorera plus facilement.\n \nValeur élevée recommandée.", + L"\n \nLa température d'un tir,\nest augmentée par ce pourcentage.\n \nValeur faible recommandée.", + L"\n \nLe facteur de refroidissement d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", + L"\n \nLe seuil d'enrayement d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", + L"\n \nLe seuil de détérioration d'une arme,\nest augmenté par ce pourcentage.\n \nValeur élevée recommandée.", + L"\n \nUn tir salit l'arme de cette valeur. Le type\ndes munitions et les accessoires peuvent\ninfluer sur cette valeur.\n \nValeur faible recommandée.", + L"\n \nLorsque cet aliment est mangé, il provoque un empoisonnement.\n \nValeur faible recommandée.", + L"\n \nValeur énergétique en kcal.\n \nValeur élevée recommandée.", + L"\n \nQuantité d'eau en litres.\n \nValeur élevée recommandée.", + L"\n \nLe pourcentage d'aliment consommé par utilisation.\n \nValeur faible recommandée.", + L"\n \nLe moral est modifié de cette valeur.\n \nValeur élevée recommandée.", + L"\n \nCet aliment pourrit au fil du temps.\nAu-dessus de 50 pour cent, il devient\nun poison. Il s'agit de la vitesse à\nlaquelle la moisissure est générée.\n \nValeur faible recommandée.", + L"", + L"\n \nLorsqu'il est attaché à une arme qui a le mode\nrafale ou auto, cet objet modifie le recul de\nl'arme par le pourcentage indiqué. Réduire le\nrecul permet de mieux garder la bouche de l'arme\npointée sur la cible lors d'une rafale.\n \nValeur faible recommandée.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nLa précision de cette arme a été modifiée\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAugmenter la précision permet de toucher une cible\nà longue distance plus souvent.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCette arme modifie la précision du tireur,\nde n'importe quel mode de tir, de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCette arme modifie la précision du tireur,\nde n'importe quel mode de tir, du pourcentage suivant.\nPourcentage basé sur la précision initiale du tireur.\n \nValeur élevée recommandée.", + L"\n \nCette arme modifie la quantité de précision gagnée\nà chaque niveau de visée de la valeur suivante.\n \nÉchelle : -100 à +100.\nValeur élevée recommandée.", + L"\n \nCette arme modifie la quantité de précision gagnée\nà chaque niveau de visée du pourcentage suivant.\nPourcentage basé sur la précision initiale du tireur.\n \nValeur élevée recommandée.", + L"\n \nLe nombre de niveaux de visée supplémentaires permis par\ncette arme, a été modifié par une munition, un accessoire\n ou bien intégré dans les attributs.\nSi le nombre de niveaux de visée a baissé, c'est que l'arme est\nplus rapide à viser sans perdre en précision.\n \nInversement, si le nombre de visée a augmenté, l'arme sera\nplus lente à viser sans perdre en précision.\n \nValeur faible recommandée.", + L"\n \nCette arme modifie la précision maximum du tireur\nbasé sur un pourcentage de la précision initiale maximale.\n \nValeur élevée recommandée.", + L"\n \nLes accessoires ou les caractéristiques de l'arme modifient\nsa difficulté de prise en main.\n \nUne meilleure prise en main, l'arme sera plus précise\navec ou sans niveaux de visée supplémentaires.\n \nNotez que c'est basé sur le facteur de prise en main des armes,\nqui est plus élevé pour les fusils et armes lourdes que\nles pistolets et armes légères.\n \nValeur faible recommandée.", + L"\n \nL'habilité de l'arme à compenser les tirs\nqui sont hors de portée est modifié par un\naccessoire ou les caractéristiques de l'arme.\n \nUne valeur élevée peut augmenter la portée maximale\nde l'arme de quelques cases.\n \nValeur élevée recommandée.", + L"\n \nL'habilité de l'arme à toucher une cible en mouvement\nà distance a été modifiée par un accessoire ou\nun attribut inhérent à l'arme.\n \nUne valeur élevée peut vous aider à toucher\nune cible en mouvement, même à distance.\n \nValeur élevée recommandée.", + L"\n \nLa puissance d'impact de votre arme a été modifiée\npar une munition, un accessoire ou attribut inhérent à l'arme.\n \nValeur élevée recommandée.", + L"\n \nLa puissance d'impact de votre arme de mêlée a été modifiée\npar un accessoire ou attribut inhérent à l'arme.\n \nCeci s'applique uniquement aux armes de mêlée, tranchantes\nou contondantes.\n \nValeur élevée recommandée.", + L"\n \nLa portée maximum de votre arme a été augmentée ou diminuée\ngrâce à une munition, un accessoire ou attribut inhérent à l'arme.\n \nLa portée maximale dicte essentiellement dans quelle mesure une balle\ntirée par l'arme peut voler avant de commencer à tomber\nbrusquement vers le sol.\n \nValeur élevée recommandée.", + L"\n \nCette arme est équipée d'une visée optique,\nrendant les tirs à distance plus facile à réaliser.\n \nNotez qu'un facteur de grossissement trop élevée est préjudiciable\nquand la cible est plus PROCHE que la distance optimale.\n \nValeur élevée recommandée.", + L"\n \nCette arme est équipée d'un système de projection\n(tel qu'un laser), qui projette un point sur la\ncible, rendant le tir plus facile.\n \nCette projection est seulement utile à une certaine distance\n, au-delà elle diminue puis éventuellement disparaît.\n \nValeur élevée recommandée.", + L"\n \nLe recul horizontal de cette arme a été modifié\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAucun effet, si l'arme ne possède pas de mode auto et/ou rafale.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", + L"\n \nLe recul vertical de cette arme a été modifié\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAucun effet, si l'arme ne possède pas de mode auto et/ou rafale.\n \nRéduire le recul permet de garder plus facilement le canon\npointé sur la cible pendant la salve.\n \nValeur faible recommandée.", + L"\n \nCette arme modifie la capacité du tireur à faire face\nau recul durant une salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne valeur élevée permet d'aider le tireur a contrôler une arme\navec un fort recul, même s'il a peu de force.\n \nValeur élevée recommandée.", + L"\n \nCette arme modifie la capacité du tireur à compenser\nle recul durant une salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne valeur élevée permet de corriger le recul pour garder le canon\nsur la cible, même à longue distance,\nrendant ainsi la salve plus précise.\n \nValeur élevée recommandée.", + L"\n \nCette arme modifie la capacité du tireur à adapter à chaque\nà chaque fréquence l'effort de compensation du recul durant\nune salve en mode auto ou rafale,\ngrâce à une munition, un accessoire ou un attribut inhérent à l'arme.\n \nUne fréquence élevée de compensation permet une salve très précise\net ainsi permettre des tirs en rafale et auto à très longues portées,\nen supposant que le tireur puisse couvrir le recul correctement.\n \nValeur élevée recommandée.", + L"\n \nLorsque tenue en main, cette arme modifie la quantité de\nPA que le mercenaire a au début de chaque tour.\n \nValeur élevée recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour mettre en joue avec cette arme, a été\nmodifié.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une attaque simple avec cette arme,\na été modifié.\n \nNotez que les modes auto et rafale de l'arme,\nont leur coût directement influencé par ce facteur.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une rafale avec cette arme,\na été modifié.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour faire une salve en auto avec cette arme,\na été modifié.\n \nNotez que cela ne modifie pas le coût supplémentaire en PA\nlorsque vous ajoutez des balles à la salve, mais\nseulement son coût initial.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle nombre de PA pour recharger cette arme,\na été modifié.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla taille des munitions qui peuvent être chargées sur cette arme,\na été modifiée.\n \nCette arme peut maintenant accepter des tailles plus ou moins grandes de munitions\nayant un même calibre.\n \nValeur élevée recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla quantité de balles tirées par cette arme en mode rafale,\na été modifiée.\n \nSi cette arme n'a pas de mode rafale et que la\nvaleur est positive, alors cet objet donnera à l'arme la possibilité\nde tirer en mode rafale.\n \nInversement, s'il y a un mode rafale\net une valeur négative, cela peut retirer le mode rafale.\n \nValeur élevée généralement recommandée. Gardez bien à l'esprit\nque le mode rafale est là pour conserver les munitions...", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\ncette arme ne produira pas de flash lors du tir.\n \nCela permettra au tireur de ne pas se faire repérer\net de rester à couvert, s'il l'est.\nChose importante de nuit...", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nle bruit généré par l'arme, a été modifié. La distance\nà laquelle les ennemis et mercenaires peuvent entendre votre tir, a changé.\n \nSi ce facteur de l'intensité sonore de l'arme a 0\n, elle deviendra alors indédectable.\n \nValeur faible recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla catégorie de la taille de cette arme a changé.\n \nLa taille est importante dans le nouveau système d'inventaire,\noù les poches n'acceptent qu'une taille et des formes spécifiques.\n \nAugmenter la taille d'un objet peut le rendre trop gros pour des poches.\n \nInversement, réduire sa taille peut permettre de l'insérer dans plus de poches\net les poches seront à même de contenir plus d'objets.\n \nValeur faible généralement recommandée.", + L"\n \nGrâce à une munition, un accessoire ou un attribut inhérent à l'arme,\nla fiabilité de cette arme a changé.\n \nSi positive, l'état de l'arme se détériore\nmoins rapidement, si utilisé en combat. Mais hors combat\nelle se détériore plus rapidement.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone forestière du porteur.\n \nPour avoir un facteur de camouflage efficace en forêt,\nvous devez être près d'arbres ou d'herbes hautes.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone urbaine du porteur.\n \nPour avoir un facteur de camouflage efficace en zone urbaine,\nvous devez être près de bâtîments.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone désertique du porteur.\n \nPour avoir un facteur de camouflage efficace en zone désertique,\nvous devez être près du sable ou d'une végétation désertique.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nle camouflage en zone enneigée du porteur.\n \nPour avoir un facteur de camouflage efficace en zone enneigée,\nvous devez être près de cases enneigés.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nla discrétion du porteur en rendant le mercenaire\nplus difficile à entendre lorsqu'il se déplace en mode discrétion.\n \nNotez que cela ne change en rien sur la visibilité du mercenaire,\nmais seulement la quantité de sons émis lors d'un déplacement en silence.\n \nValeur élevée recommandée.", + L"\n \nQuand cette arme est tenue à la main, elle modifie\nl'audition du porteur du pourcentage suivant.\n \nUne valeur positive rend possible l'écoute de sons\nprovenant de longues distances.\n \nInversement, une valeur négative détériore l'audition du porteur.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision dans toutes les conditions.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision de nuit lorsqu'il y a peu de lumière ambiante.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision de jour lorsque l'intensité de la lumière\nest normale ou forte.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision lorsque l'intensité de la lumière est très forte.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrâce à un accessoire ou un attribut inhérent à l'arme.\n \nModification de la vision lorsque vous êtes dans un sous-sol sombre.\n \nValeur élevée recommandée.", + L"\n \nLorsque cette arme est prête à tirer,\nelle modifie le champ de vision du porteur.\n \nRéduisant le champ de vision de chaque côté.\n \nValeur faible recommandée.", + L"\n \nHabilité du tireur à faire face au recul\nlors d'un tir en mode rafale ou auto.\n \nValeur élevée recommandée.", + L"\n \nFréquence de recalcule du tireur pour ajuster la force\nqu'il doit mettre pour contrer le recul de l'arme, lors d'un tir\nen mode rafale ou auto.\n \nUne fréquence faible rend la salve plus précise en supposant que\nle tireur puisse surmonter le recul correctement.\n \nValeur faible recommandée.", + L"\n \nLa chance de toucher la cible avec cette arme,\na été modifiée par une munition, un accessoire ou\nun attribut inhérent à l'arme.\n \nAugmenter la chance de toucher permet de toucher plus souvent\nune cible, en supposant que le tireur a bien visé.\n \nValeur élevée recommandée.", + L"\n \nLes bonus de visée de cette arme, ont été modifiés\npar une munition, un accessoire ou un attribut inhérent à l'arme.\n \nAugmenter les bonus de visée, permet de toucher\nune cible à longue distance plus souvent, en supposant\nque le tireur a bien visé.\n \nValeur élevée recommandée.", + L"\n \nUn tir augmente la température de l'arme de cette valeur.\nLes munitions peuvent influer sur cette valeur.\n \nValeur faible recommandée.", + L"\n \nÀ chaque tour, la température de l'arme diminue\nde cette valeur.\nLes accessoires des armes peuvent influer\nsur cette valeur.\n \nValeur élevée recommandée.", + L"\n \nSi la température d'une arme dépasse cette valeur,\nelle s'enrayera plus souvent.", + L"\n \nSi la température d'une arme dépasse cette valeur,\nelle se détériorera plus facilement.", + L"\n \nLa force de recul de cette arme est modifiée par cette\nvaleur en pourcentage par ses munitions, ses objets attachés\nou ses caractéristiques. N'a aucun effet si l'arme n'a pas\nde mode rafale ni de mode automatique. Réduire le recul\npermet de mieux garder la bouche de l'arme pointée sur\nla cible lors d'une rafale.\n \nValeur faible recommandée.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"SIMPLE", + L"PA", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Fin du tri des munitions par caisses/boîtes au secteur %c%d.", + L"Fin du démontage de tous les accessoires au secteur %c%d.", + L"Fin du déchargement des armes au secteur %c%d.", + L"Fin du classement et de l'empilage par type au secteur %c%d.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Tout voir", + L"Armes", + L"Munitions", + L"Explosifs", + L"Armes blanches", + L"Protections", + L"LBE", + L"Kits", + L"Objets divers", + L"Cacher tout", +}; + +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", // TODO.Translate +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = +{ + L"Température ", + L"très basse", + L"basse", + L"moyenne", + L"haute", + L"très haute", + L"dangereuse", + L"CRITIQUE", + L"EXTRÊME", + L"inconnue", + L"." +}; + +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"C'est ", + L"frais", + L"assez frais", + L"consommable", + L"périmé", + L"malsain", + L"nocif", + L"." +}; + +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Rc. ", //ExpLevel 1 + L"Sdt ", //ExpLevel 2 + L"Cpl ", //ExpLevel 3 + L"Sgt ", //ExpLevel 4 + L"Maj ", //ExpLevel 5 + L"Lt ", //ExpLevel 6 + L"Cne ", //ExpLevel 7 + L"Cdt ", //ExpLevel 8 + L"Col ", //ExpLevel 9 + L"Gal " //ExpLevel 10 +}; + +STR16 gzNewLaptopMessages[]= +{ + L"Renseignez-vous sur notre offre spéciale !", + L"Temporairement indisponible", + L"Un bref aperçu sur Jagged Alliance 2 : Unfinished Businessn, il contient six secteurs de la carte. La version finale du jeu proposera beaucoup plus. Lisez le fichier readme inclus pour plus de détails.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"Distance cible: %d tiles, Brightness: %d/%d", + L"Vous reliez l'antenne de ce portable au vôtre.", + L"Vous n'avez pas les moyens d'engager %s", + L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, paquetage ci-dessous compris.", + L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offre, le paquetage personnel du mercenaire sans frais supplémentaires.", + L"Frais", + L"Il y a quelqu'un d'autre dans le secteur...", + //L"Portée arme: %d tiles, de chances: %d pourcent", + L"Afficher couverture", + L"Champs de vision", + L"Les nouvelles recrues ne peuvent arriver ici.", + L"Comme votre portable n'a pas d'antenne, vous ne pouvez pas engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.", + L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre portable ne sert plus à rien.", //the %s is the name of a merc. @@@ Modified + L"Apres avoir scanné la note laissée par le commandant adjoint Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.", + L"En examinant le panneau de contrôle, %s s'aperçoît que les chiffres peuvent être inversés pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...", + L"Ceci est un jeu IRON MAN et vous ne pouvez pas sauvegarder, s'il y a des ennemis dans les parages.", // @@@ new text + L"(ne peut pas sauvegarder en plein combat)", //@@@@ new text + L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text + L"La campagne actuelle est introuvable.", // @@@ new text + L"Campagne : Par défaut ( %S )", // @@@ new text + L"Campagne : %S", // @@@ new text + L"Vous avez choisi la campagne %S. Cette campagne est un mod d'Unfinished Business. Êtes-vous sûr de vouloir jouer la campagne %S ?", // @@@ new text + L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new + // anv: extra iron man modes + L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate + L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate +}; + +// The_bob : pocket popup text defs +STR16 gszPocketPopupText[]= +{ + L"Lance-grenades", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Lance-roquettes", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Armes blanches", // POCKET_POPUP_MEELE_AND_THROWN + L"-Aucune munition-", //POCKET_POPUP_NO_AMMO + L"-Pas d'arme-", //POCKET_POPUP_NO_GUNS + L"plus...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features +STR16 szCovertTextStr[]= +{ + L"%s a du camouflage !", + L"%s a un sac à dos !", + L"%s est vu(e) en train de porter un corps !", + L"%s a un(e) %s suspect(e) !", + L"%s a un(e) %s considéré(e) comme du matériel militaire !", + L"%s transporte trop d'armes !", + L"%s a un(e) %s trop avancé(e) pour un soldat %s !", + L"%s a un(e) %s avec trop d'accessoires !", + L"%s a été repéré(e) en train de commettre des activités douteuses !", + L"%s ne ressemble pas à un civil !", + L"Le sang de %s, a été repéré !", + L"%s est trop ivre pour se comporter comme un soldat !", + L"Le déguisement de %s, ne tiendra pas la route à une inspection !", + L"%s n'est pas supposé(e) être là !", + L"%s n'est pas supposé(e) se trouver là à cette heure !", + L"%s a été trouvé(e) près d'un cadavre !", + L"L'équipement de %s, soulève quelques suspicions !", + L"%s est vu(e) en train de viser %s !", + L"%s a percé le déguisement : %s !", + L"Aucun habit trouvé dans Items.xml !", + L"Ça ne fonctionne pas avec l'ancien système de compétences !", + L"Pas assez de PA !", + L"Mauvaise palette trouvée !", + L"Vous avez besoin de la compétence \"Déguisement\" ou \"Espion\" pour le faire !", + L"Pas d'uniforme trouvé !", + L"%s est maintenant déguisé(e) en civil.", + L"%s est maintenant déguisé(e) en soldat.", + L"%s porte un uniforme dépareillé !", + L"En y repensant, demander une reddition avec un déguisement n'était pas la meilleure des idées...", + L"%%s a été découvert(e) !", + L"Le déguisement de %s a l'air d'aller...", + L"Le déguisement de %s ne marchera pas...", + L"%s a été pris en train de voler !", + L"%s a essayé d'accéder à l'inventaire de %s.", + L"An elite soldier did not recognize %s!", // TODO.Translate + L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"Aucune tête trouvée dans items.xml !", + L"Ce corps n'a plus de tête :", + L"Aucune nourriture trouvée dans Items.xml !", + L"Impossible, vous êtes malade ou une personne tordue !", + L"Aucun habit à prendre !", + L"%s ne peut pas prendre les habits du corps !", + L"Ce corps ne peut être pris !", + L"Pas de main libre pour le corps !", + L"Aucun corps trouvé dans Items.xml !", + L"Identité du corps invalide !", +}; + +STR16 szFoodTextStr[]= +{ + L"%s ne veut pas manger : %s", + L"%s ne veut pas boire : %s", + L"%s mange : %s", + L"%s boit : %s", + L"%s a sa force pénalisée par cause de suralimentation !", + L"%s a sa force pénalisée par cause de sous-alimentation !", + L"%s a sa santé pénalisée par cause de suralimentation !", + L"%s a sa santé pénalisée par cause de sous-alimentation !", + L"%s a sa force pénalisée par cause de hyperhydratation !", + L"%s a sa force pénalisée par cause de déshydratation !", + L"%s a sa santé pénalisée par cause de hyperhydratation !", + L"%s a sa santé pénalisée par cause de déshydratation !", + L"Le remplissage des gourdes n'est pas possible, si le système alimentaire n'est pas activé !" +}; + +STR16 szPrisonerTextStr[]= +{ + L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate + L"Gained $%d as ransom money.", // TODO.Translate + L"Prisonnier(s) ayant révélé les positions ennemies : %d.", + L"Prisonnier(s) ayant rejoint notre cause : %d officiers, %d élite(s), %d régulier(s) et %d administratif(s).", + L"Prisonnier(s) ayant commencé une émeute en %s !", + L"%d prisonnier(s) envoyé(s) en %s !", + L"Prisonnier(s) libéré(s) !", + L"L'armée a délivré la prison en %s et les prisonniers ont été libérés !", + L"L'ennemi refuse de se rendre !", + L"L'ennemi refuse votre reddition... Ils veulent vos têtes !", + L"Ce comportement est désactivé dans vos fichiers ini.", + L"%s a libéré %s !", + L"A high-ranking army officer in %s has been revealed!", // TODO.Translate + L"The enemy leader refuses to even consider surrender!", + L"%d prisoners volunteered to join our forces.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= +{ + L"rien, en fait.", + L"la construction d'une fortification", + L"le retrait d'une fortification", + L"hacking", // TODO.Translate + L"%s a dû arrêter... %s", + L"Cette sorte de barricade ne peut pas être construite dans ce secteur", +}; + +STR16 szInventoryArmTextStr[]= +{ + L"Faire exploser (%d PA)", + L"Faire exploser", + L"Armer (%d PA)", + L"Armer", + L"Désamorcer (%d PA)", + L"Désamorcer", +}; + + +STR16 szBackgroundText_Flags[]= +{ + L" peut consommer des drogues se trouvant dans son inventaire\n", + L" ne tient pas compte des autres passifs\n", + L" +1 Niveau dans les souterrains\n", + L" steals money from the locals sometimes\n", // TODO.Translate + + L" +1 Niveau pour poser des pièges\n", + L" répand la corruption aux mercenaires proches\n", + L" femme seulement", // won't show up, text exists for compatibility reasons + L" homme seulement", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", // TODO.Translate + + L" refuses to attack animals\n", // TODO.Translate + L" refuses to attack members of the same group\n", // TODO.Translate +}; + + +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% de PA dans les secteurs polaires\n", + L" %s%d%% de PA dans les secteurs désertiques\n", + L" %s%d%% de PA dans les secteurs marécageux\n", + L" %s%d%% de PA dans les secteurs urbains\n", + L" %s%d%% APs in forest sectors\n", // TODO.Translate + L" %s%d%% APs in plain sectors\n", + L" %s%d%% de PA dans les secteurs fluviaux\n", + L" %s%d%% de PA dans les secteurs tropicaux\n", + L" %s%d%% de PA dans les secteurs côtiers\n", + L" %s%d%% de PA dans les secteurs montagneux\n", + + L" %s%d%% en agilité\n", + L" %s%d%% en dextérité\n", + L" %s%d%% en force\n", + L" %s%d%% en commandement\n", + L" %s%d%% au tir\n", + L" %s%d%% en mécanique\n", + L" %s%d%% en explosifs\n", + L" %s%d%% en médecine\n", + L" %s%d%% en sagesse\n", + + L" %s%d%% de PA sur les toits\n", + L" %s%d%% de PA nécessaire pour nager\n", + L" %s%d%% de PA nécessaire pour les actions de fortification\n", + L" %s%d%% de PA nécessaire pour utiliser un mortier\n", + L" %s%d%% de PA nécessaire pour utiliser l'inventaire\n", + L" toujours opérationnel après un parachutage\n %s%d%% de PA après un parachutage\n", + L" %s%d%% de PA au premier tour lors d'un assaut d'un secteur\n", + + L" %s%d%% de vitesse dans les voyages à pied\n", + L" %s%d%% de vitesse dans les voyages en véhicule\n", + L" %s%d%% de vitesse dans les voyages aériens\n", + L" %s%d%% de vitesse dans les voyages sur l'eau\n", + + L" %s%d%% de résistance à la peur\n", + L" %s%d%% de résistance au tir de couverture\n", + L" %s%d%% de résistance physique\n", + L" %s%d%% de résistance à l'alcool\n", + L" %s%d%% disease resistance\n", // TODO.Translate + + L" %s%d%% d'efficacité dans les interrogatoires\n", + L" %s%d%% d'efficacité comme gardien de prison\n", + L" %s%d%% meilleurs prix au marchandage d'armes et de munitions\n", + L" %s%d%% meilleurs prix au marchandage d'armures, de LBE, d'armes blanches, kits etc.\n", + L" %s%d%% à la force de capitulation de l'équipe, si nous menons les négociations\n", + L" %s%d%% plus rapide à la marche\n", + L" %s%d%% de vitesse de bandage\n", + L" %s%d%% breath regeneration\n", // TODO.Translate + L" %s%d%% de force pour porter des objets\n", + L" %s%d%% de besoins énergétiques (nourriture)\n", + L" %s%d%% de réhydratation nécessaire (eau)\n", + L" %s%d de besoin de sommeil\n", + L" %s%d%% de dégâts avec une arme de mêlée\n", + L" %s%d%% de chance de toucher avec des armes blanches\n", + L" %s%d%% d'efficacité dans le camouflage\n", + L" %s%d%% en discrétion\n", + L" %s%d%% de chance de toucher maximum\n", + L" %s%d en audition pendant la nuit\n", + L" %s%d en audition pendant la journée\n", + L" %s%d d'efficacité à désamorcer les pièges\n", + L" %s%d%% CTH with SAMs\n", // TODO.Translate + + L" %s%d%% d'efficacité dans une approche amicale\n", + L" %s%d%% d'efficacité dans une approche directe\n", + L" %s%d%% d'efficacité dans une approche menaçante\n", + L" %s%d%% d'efficacité dans une approche de recrutement\n", + + L" %s%d%% de chance de succès avec les explosifs d'ouverture de porte\n", + L" %s%d%% de CDT avec des armes à feu contre les créatures\n", + L" %s%d%% du coût de l'assurance\n", + L" %s%d%% d'efficacité comme guetteur pour vos tireurs d'élite\n", + L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", // TODO.Translate + + L" dislikes some other backgrounds\n", // TODO.Translate + L"Smoker", + L"Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", // TODO.Translate + L" %s%d%% burial speed\n", // TODO.Translate + L" %s%d%% administration effectiveness\n", // TODO.Translate + L" %s%d%% exploration effectiveness\n", // TODO.Translate +}; + +STR16 szBackgroundTitleText[] = +{ + L"IMP : Passif", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = +{ + L"IMP : Préjugés", +}; + +STR16 szPersonalityDisplayText[]= +{ + L"Vous êtes", + L"et l'apparence est", + L"importante pour vous.", + L"Vos", + L"sont", + L"essentielles.", + L"Vous êtes", + L"vous haïssez tout", + L".", + L"raciste envers les non-", + L".", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"Comment vous voyez-vous ?", + L"Quelle importance accordez-vous\nau regard des autres ?", + L"Quels sont vos manières ?", + L"Quelle est l'importance des manières des autres pour vous ?", + L"Quelle est votre nationalité ?", + L"Vous haïssez quelle nationalité ?", + L"À quel point les haïssez-vous ?", + L"À quel point êtes-vous raciste ?", + L"Quelle est votre race ? Et vous serez\nraciste contre toutes les autres.", + L"À quel point êtes-vous sexiste ?", +}; + +STR16 szRaceText[]= +{ + L"Blancs", + L"Noirs", + L"Asiatiques", + L"Esquimaux", + L"Hispaniques", +}; + +STR16 szAppearanceText[]= +{ + L"quelconque", + L"laid", + L"ordinaire", + L"attirant", + L"très beau", +}; + +STR16 szRefinementText[]= +{ + L"manières banales", + L"manières de plouc", + L"manières de snob", +}; + +STR16 szRefinementTextTypes[] = // TODO.Translate +{ + L"normal people", + L"slobs", + L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"Américain", // 0 + L"Arabe", + L"Australien", + L"Anglais", + L"Canadien", + L"Cubain", // 5 + L"Danois", + L"Français", + L"Russe", + L"Nigérian", + L"Suisse", // 10 + L"Jamaïcain", + L"Polonais", + L"Chinois", + L"Irlandais", + L"Sud Africain", // 15 + L"Hongrois", + L"Écossais", + L"Arulcain", + L"Allemand", + L"Africain", // 20 + L"Italien", + L"Néerlandais", + L"Roumain", + L"Métavirien", + + // newly added from here on + L"Grec", // 25 + L"Estonien", + L"Vénézuélien", + L"Japonais", + L"Turc", + L"Indien", // 30 + L"Mexicain", + L"Norvégien", + L"Espagnol", + L"Brésilien", + L"Finlandais", // 35 + L"Iranien", + L"Israélien", + L"Bulgare", + L"Suédois", + L"Irakien", // 40 + L"Syrien", + L"Belge", + L"Portugais", + L"Belarusian", // TODO.Translate + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = // TODO.Translate +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusian", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"et n'haïssez aucune autre nationalité.", // used in personnel.cpp + L"apatride", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"non", + L"vaguement", + L"bigrement", +}; + +STR16 szRacistText[]= +{ + L"pas", + L"un peu", + L"très", +}; + +STR16 szSexistText[]= +{ + L"pas sexiste", + L"un peu sexiste", + L"très sexiste", + L"un gentleman", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"État : ", + L"Chargée", + L"Bonne", + L"À moitié chargée", + L"Faible", + L"Morte", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= +{ + L"Mercenaire", + L"Milicien", + L"Soldat", + L"Vétéran", + + L"Civil", + + L"Administratif", + L"Soldat régulier", + L"Soldat d'élite", + L"Char", + + L"Animal", + L"Zombi", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s : Conseil de presse", + L"Ministère de l'information %s", + L"Mouvement révolutionnaire à %s", + L"The Times International", + L"International Times", + L"RIS (Renseignements Internationaux Spécialisés)", + + L"Recueille les articles de presse sur %s", + L"Nous sommes une source d'information neutre. Nous collectons différents articles d'actualité venant d'%s. Nous ne jugeons pas ces sources, nous nous contentons de les publier, pour que vous puissiez vous faire votre avis. Nous faisons paraitre des articles de différentes sources, venant :", + + L"Bilan du conflit", + L"Rapports", + L"News", + L"À propos de nous", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s en %s.", + + L"la guérilla", + L"l'armée", + + L"a attaqué", + L"a pris en embuscade", + L"héliportée a attaqué", + + L"L'attaque est venue %s.", + L"%s a eu des renforts venant %s.", + L"L'attaque est venue %s. %s a eu des renforts venant %s.", + L"du nord", + L"de l'est", + L"du sud", + L"de l'ouest", + L"et", + L"d'une direction inconnue", + + L"Des bâtiments ont été endommagés.", + L"Dans les combats, des bâtiments ont été endommagés. Il y a eu %d civil(s) tué(s) et %d blessé(s).", + L"Pendant l'attaque, %s et %s ont appelé des renforts.", + L"Pendant l'attaque, %s a appelé des renforts.", + L"Les témoins rapportent l'utilisation d'armes chimiques par les deux camps.", + L"Des armes chimiques ont été utilisées par %s.", + L"L'escalade du conflit s'aggrave ; les deux camps ont déployés des chars.", + L"Il y avait %d chars pour renforcer %s. %d d'entre eux ont été détruits dans des combats acharnés.", + L"Les deux camps avaient des tireurs d'élite.", + L"Des sources non vérifiées indiquent que des tireurs d'élite de %s ont été impliqués dans le combat.", + L"Ce secteur a une très grande importance stratégique, car il abrite l'une des rares batteries de missiles sol-air que l'armée %s possède. Des photographies aériennes montrent les dégâts du centre de commande. Ça laissera l'espace aérien %s sans défense pour le moment.", // TODO.Translate //A voir fini (to see finished) + L"La situation sur le terrain est devenue encore plus confuse, car il semble que le combat des rebelles a pris un nouveau virage. On a maintenant la confirmation qu'une milice rebelle s'est engagée activement avec les mercenaires étrangers.", + L"La position des royalistes semble plus précaire qu'on ne le pensait. Des rapports d'une scission au sein de l'armée ont fait surface, impliquant des échanges de feu au sein même du personnel militaire.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Tard dans la nuit", // 23 - 3 + L"À l'aube", // 3 - 6 + L"Tôt ce matin", // 6 - 8 + L"Dans la matinée", // 8 - 11 + L"À midi", // 11 - 14 + L"Dans l'après-midi", // 14 - 18 + L"Dans la soirée", // 18 - 21 + L"Dans la nuit", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Fond initial", + L"Revenu des mines", + L"Commerce", + L"Autres", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Munition", + L"Explosifs", + L"Nourriture", + L"Matériel médical", + L"Maintenance", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"Dans une bataille extrêmement meurtrière et inégale, l'armée a été anéantie sans trop de résistance.", + + L"Les rebelles ont facilement vaincu l'armée, infligeant de lourdes pertes.", + L"Sans trop d'effort, les rebelles ont infligé de lourdes pertes à l'armée et ont fait plusieurs prisonniers.", + + L"Dans un combat meurtrier, les rebelles ont réussi à écraser la partie adversaire. L'armée a subi des pertes sévères.", + L"Les rebelles ont subi des pertes, mais ont vaincu les royalistes. Des sources non vérifiées disent que plusieurs soldats auraient été faits prisonniers.", + + L"Dans une victoire à la Pyrrhus, les rebelles ont vaincu les royalistes, mais ils ont subi de lourdes pertes. Il n'est pour l'instant pas possible de dire s'ils arriveront à tenir position face à des assauts répétés.", + + L"La supériorité numérique de l'armée a été l'élément déterminant de ce combat. Les rebelles n'avaient aucune chance et ont dû se replier pour ne pas être tués ou capturés.", + L"Malgré le nombre élevé de rebelles dans ce secteur, l'armée les a facilement repoussés.", + + L"Les rebelles n'étaient clairement pas préparés à affronter la supériorité numérique de l'armée, ni son niveau d'équipement. Ils ont été aisément vaincus.", + L"Même si les rebelles étaient plus nombreux sur le terrain, l'armée était mieux équipée. Les rebelles ont évidemment perdu.", + + L"La violence des combats a fait des pertes considérables dans les deux camps, mais à la fin, la supériorité numérique l'armée a fait pencher la balance en sa faveur. La force rebelle a été anéantie. Il pourrait y avoir des survivants, mais nous ne pouvons pas confirmer cette source pour le moment.", + L"Lors d'une fusillade intense, l'entraînement supérieur de l'armée a fait pencher la balance en sa faveur. Les rebelles ont dû battre en retraite.", + + L"Aucun des deux camps n'était prêt à se soumettre. Alors que l'armée a finalement écarté la menace rebelle de la zone, leurs pertes conséquentes ont conduit l'unité à continuer d'exister uniquement de nom. Mais il est clair que les rebelles vont rapidement être à court d'hommes et de femmes si l'armée continue ce taux d'attrition.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Hors sujet", + L"Fait mineur", + L"Fait notable", + L"Fait marquant", + L"Fait significatif", + L"Fait intéressant", + L"Fait important", + L"Fait très important", + L"Fait grave", + L"Fait majeur", + L"Fait historique", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Tué", + L"Blessé", + L"Prisonnier", + L"Tir", + + L"Compte", + L"Logistique", + L"Pertes", + L"Participant", + + L"Promotion", + L"Bilan", + L"Récit", + L"Précédent", + + L"Suivant", + L" :", + L"Jour", +}; + +STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail the %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okay-ish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", // TODO.Translate + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", // TODO.Translate + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = // TODO.Translate +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Experience In Security", + + // links to other pages + L"What is Kerberus?", + L"Team Contracts", + L"Individual Contracts", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Manipulations de l'inventaire", + + L"LVN", + L"Recharger", + L"Réunir o.", + L"", + + L"Trier", + L"Fusionner", + L"Séparer", + L"Classer", + + L"Caisses", + L"Boîtes", + L"Poser S/D", + L"Mett. S/D", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Afficher couverture", + + L"Fermer", + L"Ennemi", + L"Merc.", + L"", + + L"Roles", // TODO.Translate + L"Fortification", // TODO.Translate + L"Tracker", + L"CTH mode", + + L"Pièges", + L"Réseau", + L"Détecteur", + L"", + + L"Réseau A", + L"Réseau B", + L"Réseau C", + L"Réseau D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Désactivation affichage couverture/pièges", + L"Afficher les zones dangereuses", + L"Afficher la vue du mercenaire", + L"", + + L"Display enemy role symbols", // TODO.Translate + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Afficher réseau (piège)", + L"Afficher les réseaux (pièges) par couleur", + L"Afficher les pièges à proximité", + L"", + + L"Afficher le réseau A", + L"Afficher le réseau B", + L"Afficher le réseau C", + L"Afficher le réseau D", +}; + +// TODO.Translate +STR16 szDynamicDialogueText[40][17] = // TODO.Translate +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"he", + L"she", + L"him", + L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", // TODO.Translate + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate + + L"High amount of distress can cause a personality split\n", // TODO.Translate + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", // TODO.Translate + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", // TODO.Translate + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = // TODO.Translate +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate +}; + +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select pants", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = // TODO.Translate +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = // TODO.Translate +{ + L"normal", + L"rain", + L"thunderstorm", + L"sandstorm", + + L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%s evaded a snake attack!", + L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", // TODO.Translate +}; + +STR16 szLaptopStatText[] = // TODO.Translate +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = // TODO.Translate +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +// TODO.Translate +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //FRENCH diff --git a/Utils/_GermanText.cpp b/i18n/_GermanText.cpp similarity index 97% rename from Utils/_GermanText.cpp rename to i18n/_GermanText.cpp index c6eb5f45..c0d0a8c7 100644 --- a/Utils/_GermanText.cpp +++ b/i18n/_GermanText.cpp @@ -1,12156 +1,12157 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("GERMAN") - - #include "Language Defines.h" - #ifdef GERMAN - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_GermanText_public_symbol(void){;} - -#ifdef GERMAN - - -/* -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL TOPWARE INSTRUCTIONS -- Always be aware that German strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of the German language when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for Topware problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by Topware to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -/* -LOOTF - Foot note. I've rewritten a whole lot of stuff and only marked specific lines and blocks. - That's where I'm either - - - not sure about the character limit (might not be mentioned but causes trouble when displaying texts?) - - not sure about the meaning - - not sure if people will like it (this concerns German speakers) - - not as creative as to find a perfect replacement - -I have also changed stuff people might have found okay, which only troubled me. -This includes - "Zurückziehen". Klingt einfach nicht. Hört sich an wie sich zur Nachtruhe begeben. -"Zurückgezogen" ist ein Waldschrat. Geändert auf "ausgewichen". -Ich hoffe nur, dass nicht irgendjemand dumm rumschwätzt wegen Kugeln ausweichen oder so. - -Anything else is a-ok and can be filtered out by comparing this cpp with the old version. -I have also added tabs and removed some where I thought it was appropriate (format-wise). -My comments are marked using LOOTF. -Comments for SANDRO are marked using LOOTF - SANDRO. -Remove any LOOTF comment that has been checked, except maybe for "alt." (alternative) stuff or stuff of that sort. - -07/2010 LootFragg -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Orte", // 0 - L"Personen", - L"Gegenstände", - L"Aufträge", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Eintreten", -}; - -STR16 pOtherButtonsText[] = -{ - L"Auftrag", - L"Akzep.", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Einsatzbesprechung", - L"Auftrag annehmen", -}; - - -STR16 pLocationPageText[] = -{ - L"Vorherige Seite", - L"Foto", - L"Nächste Seite", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Hauptseite", - L">>", - L"Typ: ", - L"Keine Daten", - L"Es gibt keine Missionen. Fügen Sie Missionen zu der Datei TableData\\BriefingRoom\\BriefingRoom.xml hinzu. Die erste Mission muss SICHTBAR sein. Setzen Sie den Wert Hidden = 0.", - L"Besprechungszimmer. Bitte drücken sie auf 'Eintreten'.", -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Unbekannt",// 0 - unknown - L"Stadt", //1 - cities - L"Luftwaffen Stützpunkt", //2 - SAM Site - L"Andere Örtlichkeiten", //3 - other location - L"Minen", //4 - mines - L"Militärstützpunkt", //5 - military complex - L"Labor", //6 - laboratory complex - L"Fabrik", //7 - factory complex - L"Spital", //8 - hospital - L"Gefängnis", //9 - prison - L"Flughafen", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Alle anzeigen", - L"AIM anzeigen", - L"MERC anzeigen", - L"RPC anzeigen", - L"NPC anzeigen", - L"Fahrzeuge anzeigen", - L"BSE anzeigen", - L"EPC anzeigen", - L"Filter", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"Alle", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"Veh.", - L"BSE", - L"EPC", - L"Filter", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Alles anzeigen", - L"Städte anzeigen", - L"Luftwaffenstützpunkte anzeigen", - L"Andere Örtlichkeiten anzeigen", - L"Minen anzeigen", - L"Militärstützpunkte anzeigen", - L"Labor-Komplexe anzeigen", - L"Fabriken anzeigen", - L"Spitäler anzeigen", - L"Gefängnisse anzeigen", - L"Flughäfen anzeigen", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"Alle", - L"Stadt", - L"SAM", - L"Andere", - L"Mine", - L"Mil.", - L"Lab.", - L"Fabr.", - L"Spit.", - L"Gefän.", - L"Flugh.", -}; - -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"Alle",//0 - L"Stadt", - L"SAM", - L"Mine", - L"Flugh.", - L"Wildn.", - L"Unterg.", - L"Gebäude", - L"andere", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Zeige Alle",//facility index + 1 - L"Zeige Stadtsektoren", - L"Zeige SAM's ", - L"Zeige Mine", - L"Zeige Flughäfen", - L"Zeige Sektoren in der Wildniss", - L"Zeige Untergrund", - L"Zeige wichtige Gebäude\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", - L"Zeige andere Sektoren", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; - -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"Alle",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Andere",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Zeige Alle",//Other index + 1 - L"Zeige A.I.M. Mitarbeiter", - L"Zeige M.E.R.C Mitarbeiter", - L"Zeige Rebellen", - L"Zeige Nichtspieler Charaktere", - L"Zeige Spieler Charaktere", - L"Zeige Andere\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", -}; - -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Fahrz.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; - -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"Alle",//0 - L"Hand.W.", - L"Muni.", - L"Rüstung", - L"LBE", - L"Zubeh.", - L"Versch.",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Zeige Alle",//misc index + 1 - L"Zeige Handfeuer Waffen\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", - L"Zeige Munition\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", - L"Zeige Rüstung\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", - L"Zeige LBE-Gepäck\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", - L"Zeige Zubehör\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", - L"Zeige Verschiedenes\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", -}; - -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"Pistole", - L"M.Pist.", - L"lei. MG", - L"Gewehr", - L"Scharfs", - L"Sturm G", - L"MG", - L"Schrot.", - L"Schwere", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"Pistole", - L"M.Pist.", - L"lei. MG", - L"Gewehr", - L"Scharfs", - L"Sturm G", - L"MG", - L"Schrot.", - L"Schwere", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Helm", - L"Weste", - L"Hose", - L"Platte", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Gürtel", - L"Weste", - L"Kampfg.", - L"Marsch.", - L"Tasche", - L"Andere", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optik", - L"Seite", - L"Lauf", - L"Extern", - L"Intern", - L"Andere", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Messer", - L"Wurf M.", - L"Schlag", - L"Kranate", - L"Sprengs", - L"Medikit", - L"Kit", - L"Kopf", - L"Andere", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; - -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"Alle", - L"Aktiv", - L"Abges.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Zeige Alle",//misc index + 1 - L"Zeige Aktive Quests", - L"Zeige Abgeschlossene Quests", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"Alle", //0 - L"Waffen", - L"Mun.", - L"LBE", - L"Sonst.", - - L"Alle", //5 - L"Waffen", - L"Munition", - L"LBE Gegenstände", - L"Sonstige", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"Schwer", - L"Pistole", - L"M. Pist.", - L"SMG", - L"Gewehr", - L"S.Gew.", - L"A.Gew.", - L"MG", - L"Schrot.", - - // Ammo - L"Pistol", - L"M. Pist.", //10 - L"SMG", - L"Gewehr", - L"S.Gew", - L"A.Gew.", - L"MG", - L"Schrot.", - - // Used - L"Waffen", - L"Panz.", - L"LBE Ausr.", - L"Sonst.", //20 - - // Armour - L"Helme", - L"Westen", - L"Hosen", - L"Platten", - - // Misc - L"Klingen", - L"Wurfm.", - L"Nah.", - L"Gran.", - L"Bomb.", - L"Med.", //30 - L"Kits", - L"Gesicht", - L"LBE", - L"Sonst.", //34 -}; - -// TODO.Translate -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -// TODO.Translate -STR16 FactDescText[] = -{ - L"Omerta befreit", - L"Drassen befreit", - L"Sanmona befreit", - L"Cambria befreit", - L"Alma befreit", - L"Grumm befreit", - L"Tixa befreit", - L"Chitzena befreit", - L"Estoni befreit", - L"Balime befreit", - - L"Orta befreit", //10 - L"Meduna befreit", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Delete", - L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Toggle viewing of players", //0 - L"Toggle viewing of enemies", - L"Toggle viewing of creatures", - L"Toggle viewing of rebels", - L"Toggle viewing of civilians", - - L"Player", - L"Enemy", - L"Creature", - L"Rebels", - L"Civilian", - - L"DETAILED PLACEMENT", //10 - L"General information mode", - L"Physical appearance mode", - L"Attributes mode", - L"Inventory mode", - L"Profile ID mode", - L"Schedule mode", - L"Schedule mode", - L"DELETE", - L"Delete currently selected merc (|D|e|l)", - L"NEXT", //20 - L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"Toggle priority existance", - L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"STATIONARY", - L"ON GUARD", - L"ON CALL", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", //30 - L"RND PT PATROL", - - //Attitudes - L"DEFENSIVE", - L"BRAVE SOLO", - L"BRAVE AID", - L"AGGRESSIVE", - L"CUNNING SOLO", - L"CUNNING AID", - - L"Set merc to face %s", - - L"Find", - L"BAD", //40 - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"BAD", - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"Previous color set", //50 - L"Next color set", - - L"Previous body type", - L"Next body type", - - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - - L"No action", - L"No action", - L"No action", //60 - L"No action", - - L"Clear Schedule", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"ROOFS", //0 - L"WALLS", - L"ROOM INFO", - - L"Place walls using selection method", - L"Place doors using selection method", - L"Place roofs using selection method", - L"Place windows using selection method", - L"Place damaged walls using selection method.", - L"Place furniture using selection method", - L"Place wall decals using selection method", - L"Place floors using selection method", //10 - L"Place generic furniture using selection method", - L"Place walls using smart method", - L"Place doors using smart method", - L"Place windows using smart method", - L"Place damaged walls using smart method", - L"Lock or trap existing doors", - - L"Add a new room", - L"Edit cave walls.", - L"Remove an area from existing building.", - L"Remove a building", //20 - L"Add/replace building's roof with new flat roof.", - L"Copy a building", - L"Move a building", - L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"Erase room numbers", - - L"Toggle |Erase mode", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Cycle brush size (|A/|Z)", - L"Roofs (|H)", - L"|Walls", //30 - L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Wpns", //0 - L"Ammo", - L"Armour", - L"LBE", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Triggers", - L"Keys", - L"Rnd", //10 - L"Previous (|,)", // previous page - L"Next (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Add ambient light source", //0 - L"Toggle fake ambient lights.", - L"Add exit grids (r-clk to query existing).", - L"Cycle brush size (|A/|Z)", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", - L"Specify north point for validation purposes.", - L"Specify west point for validation purposes.", - L"Specify east point for validation purposes.", - L"Specify south point for validation purposes.", - L"Specify center point for validation purposes.", //10 - L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"New outdoor level", //0 - L"New basement", - L"New cave level", - L"Save map (|C|t|r|l+|S)", - L"Load map (|C|t|r|l+|L)", - L"Select tileset", - L"Leave Editor mode", - L"Exit game (|A|l|t+|X)", - L"Create radar map", - L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Draw |Ground textures", //0 - L"Set map ground textures", - L"Place banks and |Cliffs", - L"Draw roads (|P)", - L"Draw |Debris", - L"Place |Trees & bushes", - L"Place |Rocks", - L"Place barrels & |Other junk", - L"Fill area", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", //10 - L"Cycle brush size (|A/|Z)", - L"Raise brush density (|])", - L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Buildings", - L"Items", - L"Mercs", - L"Map Info", - L"Options", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"North Entry Point", //0 - L"West Entry Point", - L"East Entry Point", - L"South Entry Point", - L"Center Entry Point", - L"Isolated Entry Point", - - L"Prime", - L"Night", - L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Panic Trigger1", //0 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", - - L"Pressure Action", - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"No Lock ID", //0 - L"Explosion Trap", - L"Electric Trap", - L"Siren Trap", - L"Silent Alarm", - L"Super Electric Trap", //5 - L"Brothel Siren Trap", - L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 - L"No map currently loaded.", - L"File: %S, Current Tileset: %s", - L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"TOGGLE", //0 - L"VIEWS", - L"SELECTION METHOD", - L"SMART METHOD", - L"BUILDING METHOD", - L"Room#", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Editing lock attributes at map index %d.", - L"Lock ID", - L"Trap Type", - L"Trap Level", - L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Pressure Action", //0 - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", - - L"Panic Trigger1", //5 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Prime", - L"Night", - L"24Hrs", //5 - - L"Radius", - - L"Underground", - L"Light Level", - - L"Outdoors", - L"Basement", //10 - L"Caves", - - L"Restricted", - L"Scroll ID", - - L"Destination", - L"Sector", //15 - L"Destination", - L"Bsmt. Level", - L"Dest.", - L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"No action", - L"Lock door", - L"Unlock door", - L"Open door", - L"Close door", - L"Move to gridno", - L"Leave sector", - L"Enter sector", - L"Stay in sector", - L"Sleep", - L"Ignore this!" -}; - -STR16 zDiffNames[5] = -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Max Health", - L"Cur Health", - L"Strength", - L"Agility", - L"Dexterity", - L"Charisma", - L"Wisdom", - L"Marksmanship", - L"Explosives", - L"Medical", - L"Scientific", - L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Merc Name:", //0 - L"Orders:", - L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Merc Colors", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -// TODO.Translate -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Random", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE Tank", //5 - L"NW Tank", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Unarmed Robot", - L"Larvae", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Bloodcat", - L"Humvee", -}; - -// TODO.Translate -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDERS=-- ", //0 - L"--=ATTITUDE=--", - - L"RELATIVE", - L"ATTRIBUTES", - - L"RELATIVE", - L"EQUIPMENT", - - L"RELATIVE", - L"ATTRIBUTES", - - L"Army", - L"Admin", - L"Elite", //10 - - L"Exp. Level", - L"Life", - L"LifeMax", - L"Marksmanship", - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Leadership", - L"Explosives", //20 - L"Medical", - L"Mechanical", - L"Morale", - - L"Hair color:", - L"Skin color:", - L"Vest color:", - L"Pant color:", - - L"RANDOM", - L"RANDOM", - L"RANDOM", //30 - L"RANDOM", - - L"By specifying a profile index, all of the information will be extracted from the profile ", - L"and override any values that you have edited. It will also disable the editing features ", - L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"extract the number you have typed. A blank field will clear the profile. The current ", - L"number of profiles range from 0 to ", - - L"Current Profile: n/a ", - L"Current Profile: %s", - - L"STATIONARY", - L"ON CALL", //40 - L"ON GUARD", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", - L"RND PT PATROL", - - L"Action", - L"Time", - L"V", - L"GridNo 1", //50 - L"GridNo 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"lock", - L"unlock", - L"open", - L"close", - - L"Click on the gridno adjacent to the door that you wish to %s.", //60 - L"Click on the gridno where you wish to move after you %s the door.", - L"Click on the gridno where you wish to move to.", - L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L" Hit ESC to abort entering this line in the schedule.", -}; - -// TODO.Translate -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Patrol orders with no waypoints", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"Keine Aktion", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Platzierung wurde nicht kopiert, weil keine Platzierung ausgewählt wurde.", - L"Platzierung kopiert.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Platzierung wurde nicht eingefügt, weil keine Platzierung in den Speicher kopiert wurde.", - L"Platzierung eingefügt.", - L"Platzierung wurde nicht eingefügt, weil die Maximalanzahl für die Platzierungen des Teams erreicht wurde.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Editor beenden?", -}; - -// TODO.Translate -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Are you sure you wish to remove all lights?", //0 - L"Are you sure you wish to reverse the schedules?", - L"Are you sure you wish to clear all of the schedules?", - - L"Clicked Placement Enabled", - L"Clicked Placement Disabled", - - L"Draw High Ground Enabled", //5 - L"Draw High Ground Disabled", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Random Placement Enabled", - L"Random Placement Disabled", - - L"Removing Treetops", //10 - L"Showing Treetops", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -// TODO.Translate -STR16 pPerformSelectedActionText[] = -{ - L"Creating radar map for %S", //0 - - L"Delete current map and start a new basement level?", - L"Delete current map and start a new cave level?", - L"Delete current map and start a new outdoor level?", - - L" Wipe out ground textures? ", -}; - -// TODO.Translate -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Toggle fake editor lighting ON/OFF", - - L"INSERT", - L"Toggle fill mode ON/OFF", - - L"BKSPC", - L"Undo last change", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Exit editor", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"This help screen", - - L"F10", - L"Save current map", - - L"F11", - L"Load map as current", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Change brush size", - - L"d", - L"Draw debris", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Draw rocks", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Draw ground textures", - - L"w", - L"Draw building walls", - - L"e", - L"Toggle erase mode ON/OFF", - - L"h", //40 - L"Toggle roofs ON/OFF", -}; - -// TODO.Translate -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -// TODO.Translate -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ - -// TODO.Translate -STR16 pUpdateItemStatsPanelText[] = -{ - L"Toggle hide flag", //0 - L"No item selected.", - L"Slot available for", - L"random generation.", - L"Keys not editable.", - L"ProfileID of owner", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Status", - L"Rounds", - L"Trap Level", //10 - L"Quantity", - L"Trap Level", - L"Status", - L"Trap Level", - L"Status", - L"Quantity", - L"Trap Level", - L"Dollars", - L"Status", - L"Trap Level", //20 - L"Trap Level", - L"Tolerance", - L"Alarm Trigger", - L"Exist Chance", - L"B", - L"R", - L"S", -}; - -// TODO.Translate -STR16 pSetupGameTypeFlagsText[] = -{ - L"Item appears in both Sci-Fi and Realistic modes", //0 - L"Item appears in Realistic mode only", - L"Item appears in Sci-Fi mode only", -}; - -// TODO.Translate -STR16 pSetupGunGUIText[] = -{ - L"SILENCER", //0 - L"SNIPERSCOPE", - L"LASERSCOPE", - L"BIPOD", - L"DUCKBILL", - L"G-LAUNCHER", //5 -}; - -// TODO.Translate -STR16 pSetupArmourGUIText[] = -{ - L"CERAMIC PLATES", //0 -}; - -// TODO.Translate -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -// TODO.Translate -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp -// TODO.Translate -STR16 pCreateSummaryWindowText[]= -{ - L"Okay", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"LOAD", - L"SAVE", - L"Update", -}; - -// TODO.Translate -STR16 pRenderSectorInformationText[] = -{ - L"Tileset: %s", //0 - L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"Number of items: %d", - L"Number of lights: %d", - L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"Number of rooms: %d", - L"Total map population: %d", - L"Enemies: %d", - L"Admins: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Troops: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Elites: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Civilians: %d", //20 - - L"(%d detailed, %d profile -- %d have priority existance)", - - L"Humans: %d", - L"Cows: %d", - L"Bloodcats: %d", - - L"Creatures: %d", - - L"Monsters: %d", - L"Bloodcats: %d", - - L"Number of locked and/or trapped doors: %d", - L"Locked: %d", - L"Trapped: %d", //30 - L"Locked & Trapped: %d", - - L"Civilians with schedules: %d", - - L"Too many exit grid destinations (more than 4)...", - L"ExitGrids: %d (%d with a long distance destination)", - L"ExitGrids: none", - L"ExitGrids: 1 destination using %d exitgrids", - L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 - L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d placements have patrol orders without any waypoints defined.", - L"%d placements have waypoints, but without any patrol orders.", - L"%d gridnos have questionable room numbers. Please validate.", - -}; - -// TODO.Translate -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Enemy", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"Panic1", - L"Panic2", - L"Panic3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Pressure Actions", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"None", - - L"TOO MANY ITEMS TO DISPLAY!", - L"NORMAL ENEMY DROPPED ITEMS", - L"TOO MANY ITEMS TO DISPLAY!", - L"None", - L"TOO MANY ITEMS TO DISPLAY!", - L"ERROR: Can't load the items for this map. Reason unknown.", //20 -}; - -// TODO.Translate -STR16 pRenderSummaryWindowText[] = -{ - L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 - L"(NO MAP LOADED).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"There is no sector currently selected.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", ground level", - L", underground level 1", - L", underground level 2", - L", underground level 3", - L", alternate G level", - L", alternate B1 level", - L", alternate B2 level", - L", alternate B3 level", - - L"ITEM DETAILS -- sector %s", - L"Summary Information for sector %s:", //20 - - L"Summary Information for sector %s", - L"does not exist.", - - L"Summary Information for sector %s", - L"does not exist.", - - L"No information exists for sector %s.", - - L"No information exists for sector %s.", - - L"FILE: %s", - - L"FILE: %s", - - L"Override READONLY", - L"Overwrite File", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Do you wish to do this now (y/n)?", - - L"No summary info. Creation denied.", - - L"Grid", - L"Progress", //40 - L"Use Alternate Maps", - - L"Summary", - L"Items", -}; - -// TODO.Translate -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyzing map: %s...", -}; - -// TODO.Translate -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Loading map: %s", -}; - -// TODO.Translate -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -// TODO.Translate -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generating map information", -}; - -// TODO.Translate -STR16 pSummaryUpdateCallbackText[] = -{ - L"Generating map summary", -}; - -// TODO.Translate -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -// TODO.Translate -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] from default tileset %s (%d, %S)", - L"File: %S, subindex: %d (%d, %S)", - L"Tileset: %s", -}; - -// TODO.Translate -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -// TODO.Translate -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Small", - L"Medium", - L"Large", - L"XLarge", - L"Width: xx", - L"Area" - }; - -//--- -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Seite 1/2", //0 - L"Seite 2/2", - - L"Seite 1/3", - L"Seite 2/3", - L"Seite 3/3", - - L"Seite 1/1", //5 -}; - -// by Jazz -CHAR16 zGrod[][500] = -{ - L"Roboter", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Entwicklungsteam", - L"@T,C144,R134,{;Programmierung", - L"@T,C144,R134,{;Grafiken und Sounds", - L"@};(Verschiedene weitere Mods!)", - L"@T,C144,R134,{;Gegenstände", - L"@T,C144,R134,{;Weitere Mitwirkende", - L"@};(Alle weiteren Community-Mitglieder die Ideen und Feedback eingebracht haben!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 Kal", -// L"9mm", -// L".45 Kal", -// L".357 Kal", -// L"12 Kal", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm NATO", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rakete", -// L"", -// L"", -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 Kal", -// L"9mm", -// L".45 Kal", -// L".357 Kal", -// L"12 Kal", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm N.", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monster", -// L"Rakete", -// L"", // dart -//}; - -CHAR16 WeaponType[][30] = -{ - L"Andere", - L"Pistole", - L"MP", - L"Schwere MP", - L"Gewehr", - L"SSG", - L"SG", - L"LMG", - L"Schrotflinte", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Spielzug Spieler", - L"Spielzug Gegner", - L"Spielzug Monster", - L"Spielzug Miliz", - L"Spielzug Zivilisten", - L"Player_Plan",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s am Kopf getroffen, verliert einen Weisheitspunkt!", - L"%s an der Schulter getroffen, verliert Geschicklichkeitspunkt!", - L"%s an der Brust getroffen, verliert einen Kraftpunkt!", - L"%s an den Beinen getroffen, verliert einen Beweglichkeitspunkt!", - L"%s am Kopf getroffen, verliert %d Weisheitspunkte!", - L"%s an der Schulter getroffen, verliert %d Geschicklichkeitspunkte!", - L"%s an der Brust getroffen, verliert %d Kraftpunkte!", - L"%s an den Beinen getroffen, verliert %d Beweglichkeitspunkte!", - L"Unterbrechung!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //obsolete - L"Verstärkung ist angekommen!", - - // In the following four lines, all %s's are merc names - - L"%s lädt nach.", - L"%s hat nicht genug Action-Punkte!", - L"%s leistet Erste Hilfe. (Rückgängig mit beliebiger Taste.)", - L"%s und %s leisten Erste Hilfe. (Rückgängig mit beliebiger Taste.)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"zuverlässig", - L"unzuverlässig", - L"Reparatur leicht", - L"Reparatur schwer", - L"große Durchschlagskraft", - L"kleine Durchschlagskraft", - L"feuert schnell", - L"feuert langsam", - L"große Reichweite", - L"kurze Reichweite", - L"leicht", - L"schwer", - L"klein", - L"schneller Feuerstoß", - L"kein Feuerstoß", - L"großes Magazin", - L"kleines Magazin", - - // In the following two lines, all %s's are merc names - - L"%ss Tarnung hat sich abgenutzt.", - L"%ss Tarnung ist weggewaschen.", - - // The first %s is a merc name and the second %s is an item name - - L"Zweite Waffe hat keine Munition!", - L"%s hat %s gestohlen.", - - // The %s is a merc name - - L"%ss Waffe kann keinen Feuerstoß abgeben.", - - L"Sie haben schon eines davon angebracht.", - L"Gegenstände zusammenfügen?", - - // Both %s's are item names - - L"Sie können %s mit %s nicht kombinieren", - - L"Keine", - L"Waffen entladen", // = Removing ammo from weapons on the ground on pressing Shift + F if set in options. - L"Modifikationen", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and your gas mask at the same time. - L"Sie können %s nicht zusammen mit %s benutzen.", // - - L"Der Gegenstand in Ihrem Cursor kann mit anderen Gegenständen verbunden werden, indem Sie ihn in einer der vier Einbaustellen platzieren.", - L"Der Gegenstand in Ihrem Cursor kann mit anderen Gegenständen verbunden werden, indem Sie ihn in einer der vier Einbaustellen platzieren. (Aber in diesem Fall sind die Gegenstände nicht kompatibel.)", - L"Es sind noch Feinde im Sektor!", - L"Geben Sie %s %s", - L"%s am Kopf getroffen!", - L"Kampf abbrechen?", - L"Die Modifikation ist permanent. Weitermachen?", - L"%s fühlt sich frischer!", - L"%s ist auf Murmeln ausgerutscht!", - L"%s konnte %s nicht aus der Hand des Feindes stehlen!", - L"%s hat %s repariert", - L"Unterbrechung für ", - L"Ergeben?", - L"Diese Person will keine Hilfe.", - L"Lieber NICHT!", - L"Wenn Sie zu Skyriders Heli wollen, müssen Sie Söldner einem FAHRZEUG/HELIKOPTER ZUWEISEN.", - L"%s hat nur Zeit, EINE Waffe zu laden", - L"Spielzug Bloodcats", - L"Dauerfeuer", - L"kein Dauerfeuer", - L"genau", - L"ungenau", - L"kein Einzelschuss", - L"Der Feind besitzt keine Gegenstände mehr zum Stehlen!", - L"Der Feind hat keinen Gegenstand in seiner Hand!", - - L"%s's Wüstentarnung ist nicht mehr effektiv.", - L"%s's Wüstentarnung wurde herunter gewaschen.", - - L"%s's Waldtarnung ist nicht mehr effektiv.", - L"%s's Waldtarnung wurde herunter gewaschen.", - - L"%s's Stadttarnung ist nicht mehr effektiv.", - L"%s's Stadttarnung wurde herunter gewaschen.", - - L"%s's Schneetarnung ist nicht mehr effektiv.", - L"%s's Schneetarnung wurde herunter gewaschen.", - L"Sie können %s nicht an dieser Einbaustelle anbringen.", - L"%s passt in keine freie Einbaustelle.", - L"Für diese Tasche ist nicht mehr genug Platz.", - - L"%s hat %s so gut wie möglich repariert.", - L"%s hat %s's %s so gut wie möglich repariert.", - - L"%s hat %s gereinigt.", - L"%s hat %s's %s gereinigt.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s hat %s vollständig erkundet.", -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes -STR16 sTimeStrings[] = -{ - L"Pause", - L"Normal", - L"5 Min", - L"30 Min", - L"60 Min", - L"6 Std", -}; - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. -STR16 pAssignmentStrings[] = -{ - L"Trupp 1", - L"Trupp 2", - L"Trupp 3", - L"Trupp 4", - L"Trupp 5", - L"Trupp 6", - L"Trupp 7", - L"Trupp 8", - L"Trupp 9", - L"Trupp 10", - L"Trupp 11", - L"Trupp 12", - L"Trupp 13", - L"Trupp 14", - L"Trupp 15", - L"Trupp 16", - L"Trupp 17", - L"Trupp 18", - L"Trupp 19", - L"Trupp 20", - L"Trupp 21", - L"Trupp 22", - L"Trupp 23", - L"Trupp 24", - L"Trupp 25", - L"Trupp 26", - L"Trupp 27", - L"Trupp 28", - L"Trupp 29", - L"Trupp 30", - L"Trupp 31", - L"Trupp 32", - L"Trupp 33", - L"Trupp 34", - L"Trupp 35", - L"Trupp 36", - L"Trupp 37", - L"Trupp 38", - L"Trupp 39", - L"Trupp 40", - L"Dienst", // on active duty - L"Doktor", // administering medical aid - L"Patient", // getting medical aid - L"Fahrzeug", // in a vehicle - L"Transit", // in transit - abbreviated form - L"Repar.", // repairing - L"Radio Scan", // scanning for nearby patrols - L"Üben", // training themselves - L"Miliz", // training a town to revolt - L"M.Miliz", //training moving militia units - L"Trainer", // training a teammate - L"Rekrut", // being trained by someone else - L"Umzug", // move items - L"Betrieb", // operating a strategic facility - L"Essen", // eating at a facility (cantina etc.) - L"Pause", // Resting at a facility - L"Verhör", // Flugente: interrogate prisoners - L"Tot", // dead - L"Koma", // abbreviation for incapacitated //LOOTF - "Unfähig" klingt schlimm. Geändert auf Koma. Vorschläge? - L"Gefangen", // Prisoner of war - captured - L"Hospital", // patient in a hospital - L"Leer", //Vehicle is empty - L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumours", // facility: gather information - L"Propag.", // spread propaganda - L"Rumours", // gather information - L"Command", // militia movement orders - L"Diagnose", // disease diagnosis //TODO.Translate - L"Treat D.", // treat disease among the population - L"Doktor", // administering medical aid - L"Patient", // getting medical aid - L"Repar.", // repairing - L"Fortify", // build structures according to external layout // TODO.Translate - L"Train W.", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - -STR16 pMilitiaString[] = -{ - L"Miliz", // the title of the militia box - L"Ohne Aufgabe", //the number of unassigned militia troops - L"Mit Feinden im Sektor können Sie keine Miliz einsetzen!", - L"Einige Milizen wurden keinem Sektor zugewiesen. Möchten Sie diese Einheiten auflösen?", -}; - -STR16 pMilitiaButtonString[] = -{ - L"Autom.", // auto place the militia troops for the player - L"Fertig", // done placing militia troops - L"Auflösen", // HEADROCK HAM 3.6: Disband militia - L"Zuordnungen aufh.", // move all milita troops to unassigned pool -}; - -STR16 pConditionStrings[] = -{ - L"Sehr gut", //the state of a soldier .. excellent health - L"Gut", // good health - L"Mittel", // fair health - L"Verwundet", // wounded health - L"Erschöpft", // tired - L"Verblutend", // bleeding to death - L"Bewusstlos", // knocked out - L"Stirbt", // near death - L"Tot", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"Dienst", // set merc on active duty - L"Patient", // set as a patient to receive medical aid - L"Fahrzeug", // tell merc to enter vehicle - L"Unbewacht", // let the escorted character go off on their own - L"Abbrechen", // close this menu -}; - -// look at pAssignmentString above for comments -STR16 pPersonnelAssignmentStrings[] = -{ - L"Trupp 1", - L"Trupp 2", - L"Trupp 3", - L"Trupp 4", - L"Trupp 5", - L"Trupp 6", - L"Trupp 7", - L"Trupp 8", - L"Trupp 9", - L"Trupp 10", - L"Trupp 11", - L"Trupp 12", - L"Trupp 13", - L"Trupp 14", - L"Trupp 15", - L"Trupp 16", - L"Trupp 17", - L"Trupp 18", - L"Trupp 19", - L"Trupp 20", - L"Trupp 21", - L"Trupp 22", - L"Trupp 23", - L"Trupp 24", - L"Trupp 25", - L"Trupp 26", - L"Trupp 27", - L"Trupp 28", - L"Trupp 29", - L"Trupp 30", - L"Trupp 31", - L"Trupp 32", - L"Trupp 33", - L"Trupp 34", - L"Trupp 35", - L"Trupp 36", - L"Trupp 37", - L"Trupp 38", - L"Trupp 39", - L"Trupp 40", - L"Dienst", - L"Doktor", - L"Patient", - L"Fahrzeug", - L"Transit", - L"Reparieren", - L"Radio Scan", // radio scan - L"Üben", - L"Miliz", - L"Trainiere Mobile Miliz", - L"Trainer", - L"Rekrut", - L"Gegenstand verschieben", - L"Betriebspersonal", - L"Essen", // eating at a facility (cantina etc.) - L"Betriebspause", - L"Gefangene verhören", // Flugente: interrogate prisoners - L"Tot", - L"Koma", //LOOTF - s.o. - L"Gefangen", - L"Hospital", - L"Leer", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gathering Rumours",// TODO.Translate // facility: gather rumours - L"Spreading Propaganda",// TODO.Translate // spread propaganda - L"Gathering Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Doktor", - L"Patient", - L"Reparieren", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - -// refer to above for comments -STR16 pLongAssignmentStrings[] = -{ - L"Trupp 1", - L"Trupp 2", - L"Trupp 3", - L"Trupp 4", - L"Trupp 5", - L"Trupp 6", - L"Trupp 7", - L"Trupp 8", - L"Trupp 9", - L"Trupp 10", - L"Trupp 11", - L"Trupp 12", - L"Trupp 13", - L"Trupp 14", - L"Trupp 15", - L"Trupp 16", - L"Trupp 17", - L"Trupp 18", - L"Trupp 19", - L"Trupp 20", - L"Trupp 21", - L"Trupp 22", - L"Trupp 23", - L"Trupp 24", - L"Trupp 25", - L"Trupp 26", - L"Trupp 27", - L"Trupp 28", - L"Trupp 29", - L"Trupp 30", - L"Trupp 31", - L"Trupp 32", - L"Trupp 33", - L"Trupp 34", - L"Trupp 35", - L"Trupp 36", - L"Trupp 37", - L"Trupp 38", - L"Trupp 39", - L"Trupp 40", - L"Dienst", - L"Doktor", - L"Patient", - L"Fahrzeug", - L"Transit", - L"Reparieren", - L"Radio Scan", // radio scan - L"Üben", - L"Miliz", - L"Trainiere Mobile", - L"Trainer", - L"Rekrut", - L"Umzug", // move items - L"Betriebspersonal", - L"Betriebspause", - L"Gefangene verhören", // Flugente: interrogate prisoners - L"Tot", - L"Unfähig", - L"Gefangen", - L"Hospital", // patient in a hospital - L"Leer", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gather Rumours",// TODO.Translate // facility: gather rumours - L"Spread Propaganda",// TODO.Translate // spread propaganda - L"Gather Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Doktor", - L"Patient", - L"Reparieren", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - -// the contract options -STR16 pContractStrings[] = -{ - L"Vertragsoptionen:", - L"", // a blank line, required - L"Einen Tag anbieten", // offer merc a one day contract extension - L"Eine Woche anbieten", // 1 week - L"Zwei Wochen anbieten", // 2 week - L"Entlassen", //end merc's contract (used to be "Terminate") - L"Abbrechen", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"gefangen", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"KRAFT", //The merc's strength attribute. Others below represent the other attributes. - L"GESCHICKLICHKEIT", - L"BEWEGLICHKEIT", - L"WEISHEIT", - L"TREFFSICHERHEIT", - L"MEDIZIN", - L"TECHNIK", - L"FÜHRUNGSQUALITÄT", - L"SPRENGSTOFFE", - L"ERFAHRUNGSSTUFE", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"Rüstung", // the armor rating of the merc - L"Gew.", // the weight the merc is carrying - L"Tarn.", // the merc's camouflage rating - L"Tarnung:", - L"Rüstung:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Bew", // the abbreviated version of : agility - L"Ges", // dexterity - L"Krf", // strength - L"Fhr", // leadership - L"Wsh", // wisdom - L"Erf", // experience level - L"Trf", // marksmanship skill - L"Tec", // mechanical skill - L"Spr", // explosive skill - L"Med", // medical skill -}; - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"Aufgabe", // the mercs current assignment - L"Vertrag", // the contract info about the merc - L"Gesundh.", // the health level of the current merc - L"Moral", // the morale of the current merc - L"Zustand", // the condition of the current vehicle - L"Tank", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Üben", // tell merc to train self - L"Miliz", // tell merc to train town // - L"Trainer", // tell merc to act as trainer - L"Rekrut", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Schussrate:", // the allowable rate of fire for a merc who is guarding - L" Aggressiv feuern", // the merc can be aggressive in their choice of fire rates - L" Munition sparen", // conserve ammo - L" Nur bei Bedarf feuern", // fire only when the merc needs to - L"Andere Optionen:", // other options available to merc - L" Rückzug möglich", // merc can retreat - L" Deckung möglich", // merc is allowed to seek cover - L" Kann Kameraden helfen", // merc can assist teammates - L"Fertig", // done with this menu - L"Abbruch", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player -STR16 pOtherGuardMenuStrings[] = -{ - L"Schussrate:", - L" *Aggressiv feuern*", - L" *Munition sparen*", - L" *Nur bei Bedarf feuern*", - L"Andere Optionen:", - L" *Rückzug möglich*", - L" *Deckung möglich*", - L" *Kann Kameraden helfen*", - L"Fertig", - L"Abbruch", -}; - -STR16 pAssignMenuStrings[] = -{ - L"Dienst", // merc is on active duty - L"Doktor", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis TODO.Translate - L"Patient", // the merc is receiving medical attention - L"Fahrzeug", // the merc is in a vehicle - L"Repar.", // the merc is repairing items - L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"Snitch", // TODO.Translate // anv: snitch actions - L"Training", // the merc is training - L"Miliz", // all things militia - L"Umzug", // move items - L"Fortify", // fortify sector // TODO.Translate - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"Betrieb", // the merc is using/staffing a facility - L"Abbrechen", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Angreifen", // set militia to aggresive - L"Position halten", // set militia to stationary - L"Rückzug", // retreat militia - L"An meine Position", // retreat militia - L"Auf den Boden", // retreat militia - L"Ducken", - L"In Deckung gehen", - L"Move to", // TODO.Translate - L"Alle: Angreifen", - L"Alle: Position halten", - L"Alle: Rückzug", - L"Alle: An meine Position", - L"Alle: Ausschwärmen", - L"Alle: Auf den Boden", - L"Alle: Ducken", - L"Alle: In Deckung gehen", - //L"All: Find items", - L"Abbrechen", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = -{ - // radio operator - L"Artillerie befehligen", - L"Kommunikation stören", - L"Frequenzen scannen", - L"Abhöraktion starten", - L"Verstärkung rufen", - L"Radiogerät ausschalten", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", // TODO.Translate - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Spotter", - L"Fokus", - L"Greifen", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Artillerieschlag befehligen von einem Sektor...", - L"Alle Funkfrequenzen mit weißem Rauschen füllen, sodass eine Kommunikation nicht mehr möglich ist.", - L"Nach Störsignalen scannen.", - L"Das Radiogerät verwenden, um feindliche Bewegungen zu orten.", - L"Verstärkung aus dem Nachbarsektor anfordern.", - L"Radiogerät ausschalten.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Bestimmtes Gebiet beobachten, damit Scharfschützen einen Bonus auf deren Treffsicherheit erhalten.", - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Benötigt:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s oder höher\n", - L" - %s oder höher oder\n", - L" - %d Minuten um fertig zu sein\n", - L" - Mörser Positionen in Nachbarsektoren\n", - L" - %s |o|d|e|r %s |u|n|d %s oder %s oder höher\n", - L" - besessen von einem Dämon", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = // TODO.Translate -{ - L"Militia", - L"Other Squads", - L"Cancel", - L"%d Militia", - L"All Militia", - - L"More", // TODO.Translate - L"Corpse: %s", // TODO.Translate -}; - -// TODO.Translate -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Team Informant", - L"Town Assignment", - L"Cancel", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Discuss snitch's behaviour towards his teammates.", - L"Take an assignment in this sector.", - L"Cancel", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Report complaints", - L"Don't report", - L"Prevent misbehaviour", - L"Ignore misbehaviour", - L"Cancel", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Report any complaints you hear from other mercs to your commander.", - L"Don't report anything.", - L"Try to stop other mercs from getting wasted and scrounging.", - L"Don't care what other mercs do.", - L"Cancel", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Spread propaganda", - L"Gather rumours", - L"Cancel", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", - L"Keep an ear to the ground on any rumours about enemy forces activity.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = // TODO.Translate -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s was exposed as a snitch but managed to notice it and get out alive.", - L"%s was exposed as a snitch but managed to defuse situation and get out alive.", - L"%s was exposed as a snitch but managed to avoid assassination attempt.", - L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", - - L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", - L"%s was exposed as a snitch and almost beaten to death before guards saved him.", - L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", - L"%s was exposed as a snitch and strangled to death before guards saved him.", - - L"%s was exposed as a snitch and drowned in toilet by other inmates.", - L"%s was exposed as a snitch and beaten to death by other inmates.", - L"%s was exposed as a snitch and shanked to death by other inmates.", - L"%s was exposed as a snitch and strangled to death by other inmates.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s heard rumours about enemy activity in %d sectors.", - -}; -// /TODO.Translate - -STR16 pRemoveMercStrings[] ={ - L"Söldner entfernen", // remove dead merc from current team - L"Abbrechen", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Gesundheit", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Kraft", - L"Führungsqualität", - L"Treffsicherheit", - L"Technik", - L"Sprengstoffe", - L"Medizin", - L"Abbrechen", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Üben", // train yourself - L"Train workers", // TODO.Translate - L"Trainer", // train your teammates - L"Rekrut", // be trained by an instructor - L"Abbrechen", // cancel this menu -}; - -STR16 pSquadMenuStrings[] = -{ - L"Trupp 1", - L"Trupp 2", - L"Trupp 3", - L"Trupp 4", - L"Trupp 5", - L"Trupp 6", - L"Trupp 7", - L"Trupp 8", - L"Trupp 9", - L"Trupp 10", - L"Trupp 11", - L"Trupp 12", - L"Trupp 13", - L"Trupp 14", - L"Trupp 15", - L"Trupp 16", - L"Trupp 17", - L"Trupp 18", - L"Trupp 19", - L"Trupp 20", - L"Trupp 21", - L"Trupp 22", - L"Trupp 23", - L"Trupp 24", - L"Trupp 25", - L"Trupp 26", - L"Trupp 27", - L"Trupp 28", - L"Trupp 29", - L"Trupp 30", - L"Trupp 31", - L"Trupp 32", - L"Trupp 33", - L"Trupp 34", - L"Trupp 35", - L"Trupp 36", - L"Trupp 37", - L"Trupp 38", - L"Trupp 39", - L"Trupp 40", - L"Abbrechen", -}; - -STR16 pPersonnelTitle[] = -{ - L"Personal", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Gesundheit: ", // Stat: Health of merc - L"Beweglichkeit: ", // Stat: Agility - L"Geschicklichkeit: ", // Stat: Dexterity - L"Kraft: ", // Stat: Strength - L"Führungsqualität: ", // Stat: Leadership - L"Weisheit: ", // Stat: Wisdom - L"Erfahrungsstufe: ", // Stat: Experience level - L"Treffsicherheit: ", // Stat: Marksmanship - L"Technik: ", // Stat: Mechanical - L"Sprengstoffe: ", // Stat: Explosives - L"Medizin: ", // Stat: Medical - L"Med. Vorsorge: ", // amount of medical deposit put down on the merc - L"Laufzeit: ", // time remaining on current contract - L"Getötet: ", // number of kills by merc - L"Mithilfe: ", // number of assists on kills by merc - L"Tgl. Kosten:", // daily cost of merc - L"Gesamtkosten:", // total cost of merc - L"Vertrag:", // cost of current contract - L"Diensttage:", // total service rendered by merc - L"Schulden:", // amount left on MERC merc to be paid - L"Trefferquote:", // percentage of shots that hit target - L"Einsätze:", // number of battles fought - L"Verwundungen:", // number of times merc has been wounded - L"Fähigkeiten:", // Traits - L"Keine Fähigkeiten:", // No traits - L"Aktivitäten:", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - // GETÖTET - // 0 - L"Elite Soldaten: %d\n", - L"Reguläre Soldaten: %d\n", - L"Admin Soldaten: %d\n", - L"Feindliche Gruppen: %d\n", - L"Monster: %d\n", - L"Panzer: %d\n", - L"Andere: %d\n", - - // MITHILFE - // 7 - L"Söldner: %d\n", - L"Miliz: %d\n", - L"Andere: %d\n", - - // TREFFERQUOTE - // 10 - L"Schüsse gefeuert: %d\n", - L"Raketen gefeuert: %d\n", - L"Granaten geworfen: %d\n", - L"Messer geworfen: %d\n", - L"Klinge attakiert: %d\n", - L"Nahkampf attakiert: %d\n", - L"Gelandete Treffer: %d\n", - - // AKTIVITÄTEN - // 17 - L"Schlösser geknackt: %d\n", - L"Schlösser gebrochen: %d\n", - L"Fallen entschärft: %d\n", - L"Sprenstoffe entzündet: %d\n", - L"Gegenstände repariert: %d\n", - L"Gegenstände kombiniert: %d\n", - L"Gegenstände gestohlen: %d\n", - L"Miliz trainiert: %d\n", - L"Soldaten verbunden: %d\n", - L"Operation gemacht: %d\n", - L"Personen bekanntgemacht: %d\n", - L"Sektoren erkundet: %d\n", - L"Hinterhalte vermieden: %d\n", - L"Aufträge erledigt: %d\n", - - // EINSÄTZE - // 31 - L"Taktische Kämpfe: %d\n", - L"Automatische Kämpfe: %d\n", - L"Fluchtversuche: %d\n", - L"Erfolgreiche Hinterhalte: %d\n", - L"Schwerster Kampf: %d Feinde\n", - - // VERWUNDUNGEN - // 36 - L"Angeschossen: %d\n", - L"Angestochen: %d\n", - L"Geschlagen: %d\n", - L"Explosionsverletzungen: %d\n", - L"Schaden erlitten in Anlagen: %d\n", - L"Operationen ertragen: %d\n", - L"Unfälle in Anlagen: %d\n", - - // 43 - L"Charakter:", - L"Schwächen:", - - L"Persönlichkeit:", - - L"Zombies: %d\n", - - L"Werdegang:", - L"Personalität:", - - L"Prisoners interrogated: %d\n", // TODO.Translate - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - L"Keine Fähigkeiten", - L"Schlösser knacken", - L"Nahkampf", - L"Elektronik", - L"Nachteinsatz", - L"Werfen", - L"Lehren", - L"Schwere Waffen", - L"Autom. Waffen", - L"Schleichen", - L"Geschickt", - L"Dieb", - L"Kampfsport", - L"Messer", - L"Scharfschütze", - L"Getarnt", - L"(Experte)", -}; - -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"Keine Fertigkeit", - - L"MG-Schütze", - L"Grenadier", - L"Präzisionsschütze", - L"Pfadfinder", - L"Pistolenschütze", - L"Faustkämpfer", - L"Gruppenführer", - L"Mechaniker", - L"Sanitäter", - // Minor traits - L"Beidhänder", - L"Messerkämpfer", - L"Messerwerfer", - L"Nachtmensch", - L"Schleicher", - L"Läufer", - L"Kraftsportler", - L"Sprengmeister", - L"Ausbilder", - L"Aufklärer", - // covert ops is a major trait that was added later - L"Geheimagent", - // new minor traits - L"Funker", // 21 - L"Snitch", // 22 // TODO.Translate - L"Survival", - - // second names for major skills - L"MG-Veteran", // 24 - L"Artillerist", - L"Scharfschütze", - L"Jäger", - L"Revolverheld", - L"Kampfsportler", - L"Zugführer", - L"Ingenieur", - L"Arzt", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Spion", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch(minor trait) - L"Placeholder", // for survival (minor trait) - L"Mehr...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"diverse", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate -}; - -// This is pop up help text for the options that are available to the merc -STR16 pTacticalPopupButtonStrings[] = -{ - L"|Stehen/Gehen", - L"Kauern/Kauernd bewegen (|C)", - L"Stehen/|Rennen", - L"Hinlegen/Kriechen (|P)", - L"B|licken", - L"Aktion", - L"Reden", - L"Untersuchen (|C|t|r|l)", - - //Pop up door menu - L"Manuell öffnen", - L"Auf Fallen untersuchen", - L"Dietrich", - L"Mit Gewalt öffnen", - L"Falle entschärfen", - L"Abschließen", - L"Aufschließen", - L"Schloss aufsprengen", - L"Brecheisen benutzen", - L"Rückgängig (|E|s|c)", - L"Schließen", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. -STR16 pDoorTrapStrings[] = -{ - L"keine Falle", - L"eine Sprengstofffalle", - L"eine elektrische Falle", - L"eine Falle mit Sirene", - L"eine Falle mit stummem Alarm", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. -STR16 pContractExtendStrings[] = -{ - L"1 Tag", - L"1 Woche", - L"2 Wochen", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Charakter auswählen", - L"Söldner einteilen", - L"Marschroute", - - //The new 'c' key activates this option. Either reword this string to include a 'c' in it, or leave as is. - L"Vertrag für Söldner (|c)", - - L"Söldner entfernen", - L"Schlafen", -}; - -// volumes of noises -STR16 pNoiseVolStr[] = -{ - L"LEISE", - L"DEUTLICH", - L"LAUT", - L"SEHR LAUT", -}; - -// types of noises -STR16 pNoiseTypeStr[] = -{ - L"EIN UNBEKANNTES GERÄUSCH", - L"EINE BEWEGUNG", - L"EIN KNARREN", - L"EIN KLATSCHEN", - L"EINEN AUFSCHLAG", - L"EINEN SCHUSS", - L"EINE EXPLOSION", - L"EINEN SCHREI", - L"EINEN AUFSCHLAG", - L"EINEN AUFSCHLAG", - L"EIN ZERBRECHEN", - L"EIN ZERSCHMETTERN", -}; - -// Directions that are used throughout the code for identification. -STR16 pDirectionStr[] = -{ - L"NORDOSTEN", - L"OSTEN", - L"SÜDOSTEN", - L"SÜDEN", - L"SÜDWESTEN", - L"WESTEN", - L"NORDWESTEN", - L"NORDEN", -}; - -// These are the different terrain types. -STR16 pLandTypeStrings[] = -{ - L"Stadt", - L"Straße", - L"Ebene", - L"Wüste", - L"Lichter Wald", - L"Dichter Wald", - L"Sumpf", - L"See/Ozean", - L"Hügel", - L"Unpassierbar", - L"Fluss", //river from north to south - L"Fluss", //river from east to west - L"Fremdes Land", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropen", - L"Farmland", - L"Ebene, Straße", - L"Wald, Straße", - L"Farm, Straße", - L"Tropen, Straße", - L"Wald, Straße", - L"Küste", - L"Berge, Straße", - L"Küste, Straße", - L"Wüste, Straße", - L"Sumpf, Straße", - L"Wald, Raketen", - L"Wüste, Raketen", - L"Tropen, Raketen", - L"Meduna, Raketen", - - //These are descriptions for special sectors - L"Cambria Hospital", - L"Drassen Flugplatz", - L"Meduna Flugplatz", - L"Raketen", - L"Tankstelle", // refuel site - L"Rebellenlager", //The rebel base underground in sector A10 - L"Tixa, Keller", //The basement of the Tixa Prison (J9) - L"Monsterhöhle", //Any mine sector with creatures in it - L"Orta, Keller", //The basement of Orta (K4) - L"Tunnel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Bunker", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - // The first %s can either be bloodcats or enemies. - L"", //Unused - L"%s wurden entdeckt in Sektor %c%d und ein weiterer Trupp wird gleich ankommen.", //STR_DETECTED_SINGULAR - L"%s wurden entdeckt in Sektor %c%d und weitere Trupps werden gleich ankommen.", //STR_DETECTED_PLURAL - L"Gleichzeitige Ankunft koordinieren?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"Feind bietet die Chance zum Aufgeben an.", //STR_ENEMY_SURRENDER_OFFER - L"Feind hat restliche bewusstlose Söldner gefangen genommen.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Rückzug", //The retreat button //STR_AR_RETREAT_BUTTON - L"Fertig", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"VERTEIDIGUNG", //STR_AR_DEFEND_HEADER - L"ANGRIFF", //STR_AR_ATTACK_HEADER - L"BEGEGNUNG", //STR_AR_ENCOUNTER_HEADER - L"Sektor", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"SIEG!", //STR_AR_OVER_VICTORY - L"NIEDERLAGE!", //STR_AR_OVER_DEFEAT - L"AUFGEGEBEN!", //STR_AR_OVER_SURRENDERED - L"GEFANGENGENOMMEN!", //STR_AR_OVER_CAPTURED - L"AUSGEWICHEN!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Miliz", //STR_AR_MILITIA_NAME, - L"Elite", //STR_AR_ELITE_NAME, - L"Soldat", //STR_AR_TROOP_NAME, - L"Admin.", //STR_AR_ADMINISTRATOR_NAME, - L"Monster", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Zeit verstrichen", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"IST AUSGEWICHEN", //STR_AR_MERC_RETREATED, - L"WEICHT AUS", //STR_AR_MERC_RETREATING, - L"RÜCKZUG", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Autom. Kampf", //STR_PB_AUTORESOLVE_BTN, - L"Gehe zu Sektor", //STR_PB_GOTOSECTOR_BTN, - L"Rückzug", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"FEINDBEGEGNUNG", - L"FEINDLICHE INVASION", - L"FEINDLICHER HINTERHALT", - L"FEINDLICHEN SEKTOR BETRETEN", - L"MONSTERANGRIFF", - L"BLOODCAT-HINTERHALT", - L"BLOODCAT-HÖHLE BETRETEN", - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Ort", - L"Feinde", - L"Söldner", - L"Miliz", - L"Monster", - L"Bloodcats", - L"Sektor", - L"Keine", //If there are no uninvolved mercs in this fight. - L"n.a.", //Acronym of Not Applicable - L"T", //One letter abbreviation of day - L"h", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Räumen", - L"Verteilen", - L"Gruppieren", - L"Fertig", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"Söldner räumen ihre Positionen\n und können manuell neu platziert werden. (|C)", - L"Söldner |schwärmen in alle Richtungen aus\n wenn der Button gedrückt wird.", - L"Mit diesem Button können Sie wählen, wo die Söldner |gruppiert werden sollen.", - L"Klicken Sie auf diesen Button, wenn Sie die\n Positionen der Söldner gewählt haben. (|E|n|t|e|r)", - L"Sie müssen alle Söldner positionieren\n bevor die Schlacht beginnt.", - - //Various strings (translate word for word) - - L"Sektor", - L"Eintrittspunkte wählen", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"Das sieht nicht gut aus. Gelände ist unzugänglich. Versuchen Sie es an einer anderen Stelle.", - L"Platzieren Sie Ihre Söldner in den markierten Sektor auf der Karte.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"ist angekommen im Sektor", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"Entscheidet Schlacht |automatisch für Sie\nohne Karte zu laden.", - L"Sie können den PC-Kampf-Modus nicht benutzen, während Sie\neinen vom Feind verteidigten Ort angreifen.", - L"Sektor b|etreten und Feind in Kampf verwickeln.", - L"Gruppe zum vorigen Sektor zu|rückziehen.", //singular version - L"Alle Gruppen zum vorigen Sektor zu|rückziehen.", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"Feinde attackieren Ihre Miliz im Sektor %c%d.", - //%c%d is the sector -- ex: A9 - L"Monster attackieren Ihre Miliz im Sektor %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Monster attackieren und töten %d Zivilisten im Sektor %s.", - //%s is the sector -- ex: A9 - L"Feinde attackieren Ihre Söldner im Sektor %s. Alle Söldner sind bewusstlos!", - //%s is the sector -- ex: A9 - L"Monster attackieren Ihre Söldner im Sektor %s. Alle Söldner sind bewusstlos!", - - // Flugente: militia movement forbidden due to limited roaming // TODO.Translate - L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", - - L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate - L"Panzer", //STR_AR_TANK_NAME, - L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"Tag", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2]= -{ - L"gefunden im Sektor:", - L"gefunden am:", -}; - -//The headers used to describe various weapon statistics. -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"Status:", - L"Gew.:", //weight - L"AP Kosten", - L"Reichw.:", // Range - L"Schaden:", - L"Anzahl:", // Number of bullets left in a magazine - L"AP:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Genauigkeit:", //9 - L"Reichweite:", //10 - L"Schaden:", //11 - L"Gewicht:", //12 - L"Bet. Schaden:", //13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - L"Zubehör:", //14 // Attachments - L"AUTO/5:", //15 - L"Verf. Munition:", //16 - - L"Standard:", //17 //WarmSteel - So we can also display default attachments - L"Schmutz:", // 18 //added by Flugente - L"Platz:", // 19 //space left on Molle items - L"Streumuster:", // 20 - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box - -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - L"|R|e|i|c|h|w|e|i|t|e\n \nDie effektive Reichweite dieser Waffe\nAngriffe jenseits dieser Reichweite führt zu drastischen Genauigkeitseinbußen.\n \nHöher ist besser.", - L"|S|c|h|a|d|e|n\n \nDas Schadenspotential der Waffe.\nDie Waffe wird in der Regel diesen \n(oder ähnlichen) Schaden an ungeschützten Zielen verursachen.\n \nHöher ist besser.", - L"|G|e|n|a|u|i|g|k|e|i|t\n \nDieser Wert gibt die Exaktheit der Waffe\n(Trefferwahrscheinlichkeit) an, je nachdem,\nwie gut oder schlecht das Design der Waffe ist.\n \nHöher ist besser.", - L"|Z|i|e|l|g|e|n|a|u|i|g|k|e|i|t\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHöher ist besser.", - L"|Z|i|e|l|e|n|-|M|o|d|i|f|i|k|a|t|o|r\n \nEin Modifikator, welcher die Wirksamkeit\nder Waffe bei jedem Zielgenauigkeits-Klick verändert\n \nHöher ist besser.", - L"|M|i|n|. |R|e|i|c|h|w|e|i|t|e |f|ü|r |Z|i|e|l|e|n|-|B|o|n|u|s\n \nDer minimale Bereich zum Ziel welcher erforderlich ist,\num den Zielen-Modifikator verwenden zu können.\n \nNiedriger ist besser.", - L"|T|r|e|f|f|e|r|-|M|o|d|i|f|i|k|a|t|o|r\n \nEin Modifikator zur Trefferwahrscheinlichkeit\nbei jedem Schuss der mit dieser Waffe abgefeuert wird.\n \nHöher ist besser.", - L"|O|p|t|i|m|a|l|e |L|a|s|e|r |R|e|i|c|h|w|e|i|t|e\n \nDie Entfernung (in Felder) bei der die angebrachte Lasermarkierung\nauf der Waffe die beste Effektivität erreicht.\n \nHöher ist besser.", - L"|M|ü|n|d|u|n|g|s|f|e|u|e|r |U|n|t|e|r|d|r|ü|c|k|u|n|g\n \nWenn dieses Symbol erscheint, bedeutet dies, dass die Waffe\nkein Mündungsfeuer verursacht, wenn geschossen wird.", - L"|L|a|u|t|s|t|ä|r|k|e\n \nAngriffe mit dieser Waffe können bis zu der\nangezeigten Distanz (in Felder) gehört werden.\n \nNiedriger ist besser.", - L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t\n \nDieser Wert zeigt an, wie schnell die Waffe\nim Kampf bei Benützung schadhaft werden kann.\n \nHöher ist besser.", - L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", - L"", //12 - L"APs zum Anlegen", - L"APs für Einzelschuss", - L"APs für Feuerstoß", - L"APs für Autofeuer", - L"APs zum Nachladen", - L"APs zum manuellen Nachladen", - L"Feuerstoß-Streuung (Niedriger ist besser)", //19 - L"Zweibein-Modifikator", - L"Autofeuer: Schüsse je 5 AP", - L"Autofeuer-Streuung (Niedriger ist besser)", - L"Burst/Auto-Streuung (Niedriger ist besser)", //23 - L"APs zum Werfen", - L"APs zum Abschießen", - L"APs zum Stechen", - L"Kein Einzelschuss!", - L"Kein Feuerstoß!", - L"Kein Autofeuer!", - L"APs zum Schlagen", - L"", - L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Gegenstandsgrößen-Modifikator (Niedriger ist besser)", - L"Zuverlässigkeits-Modifikator", - L"Schalldämpfung (Niedriger ist besser)", - L"Mündungsfeuerdämpfung", - L"Zweibein-Modifikator", - L"Reichweiten-Modifikator", - L"Treffer-Modifikator", - L"Beste Laser-Reichweite", - L"Zielen-Bonus-Modifikator", - L"Schusszahlmodifikator Feuerstoß", //LOOTF - geändert von "Feuerstoßgrößen-Modifikator" - L"Feuerstoßstreuungs-Modifikator", - L"Dauerfeuerstreuungs-Modifikator", - L"AP-Modifikator", - L"AP-Modifikator Feuerstoß (Niedriger ist besser)", //LOOTF - geändert von "AP für Feuerstoß Modifikator.." - L"AP-Modifikator Dauerfeuer (Niedriger ist besser)", //LOOTF - geändert von "AP für Autofeuer Modifikator.." - L"AP-Modifikator Waffenvorhalt", //LOOTF - geändert von "AP für Anlegen Modifikator" - L"AP-Modifikator Nachladen", //LOOTF - geändert von "AP für Nachladen Mofifikator" - L"Magazingrößen-Modifikator", - L"AP-Modifikator für Angriff", //LOOTF - geändert von "AP für Angriff Modifikator" - L"Schaden-Modifikator", - L"Nahkampf-Modifikator", - L"Waldtarnung", - L"Stadt-Tarnung", - L"Wüstentarnung", - L"Schneetarnung", - L"Anschleichen-Modifikator", - L"Hörweiten-Modifikator", - L"Sichtweiten-Modifikator", - L"Tagsichtweiten-Modifikator", - L"Nachtsichtweiten-Modifikator", - L"Grelles-Licht-Modifikator", - L"Höhlensicht-Modifikator", - L"Tunnelblick-Modifikator (Niedriger ist besser)", - L"Minimale Reichweite für Zielbonus", - L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate - L"Gesamtgewicht: %4.1f kg", // 35 -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"In ", - L"PERFEKTEM", - L"EXZELLENTEM", - L"GUTEM", - L"NORMALEM", - L"NICHT GUTEM", - L"SCHLECHTEM", - L"SCHRECKLICHEM", - L" Zustand." -}; - -//The headers used for the merc's money. -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Betrag", - L"verbleibend:", //this is the overall balance - L"Betrag", - L"teilen:", // the amount he wants to separate from the overall balance to get two piles of money - - L"Konto", - L"Saldo:", - L"Betrag", - L"abheben:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. -CHAR16 zHealthStr[][13] = //used to be 10 -{ - L"STIRBT", // >= 0 - L"KRITISCH", // >= 15 - L"SCHLECHT", // >= 30 - L"VERWUNDET", // >= 45 - L"GESUND", // >= 60 - L"STARK", // >= 75 - L"SEHR GUT", // >= 90 - L"GEFANGEN", // added by Flugente -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"OK", - L"Abheben", // Money from pile - L"Abheben", // Money from account -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"Pro:", -}; - -CHAR16 gzConsLabel[10] = -{ - L"Kont:", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Wie bitte?", //meaning "Repeat yourself" - L"Freundlich", //approach in a friendly - L"Direkt", //approach directly - let's get down to business - L"Drohen", //approach threateningly - talk now, or I'll blow your face off - L"Geben", - L"Rekrutieren", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Handeln", - L"Kaufen", - L"Verkaufen", - L"Reparieren", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"Fertig", -}; - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Eisverkaufswagen", - L"Jeep", - L"Panzer", - L"Helikopter", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Laster", - L"Jeep", - L"Tank", - L"Heli", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Laster", // Ice cream truck - L"Jeep", - L"Panzer", - L"Heli", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"You cannot shoot from this seat.", // TODO.Translate - L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate -}; - -//These are messages Used in the Tactical Screen -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Luftangriff", - L"Automatisch Erste Hilfe leisten?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s bemerkt, dass Teile aus der Lieferung fehlen.", - - // The %s is a string from pDoorTrapStrings - - L"Das Schloss hat %s.", - L"Es gibt kein Schloss.", - L"Erfolg!", - L"Fehlschlag.", - L"Erfolg!", - L"Fehlschlag.", - L"Das Schloss hat keine Falle.", - L"Erfolg!", - // The %s is a merc name - L"%s hat nicht den richtigen Schlüssel.", - L"Die Falle am Schloss ist entschärft.", - L"Das Schloss hat keine Falle.", - L"Geschl.", - L"TÜR", - L"FALLE AN", - L"Geschl.", - L"GEÖFFNET", - L"EINGETRETEN", - L"Hier ist ein Schalter. Betätigen?", - L"Falle entschärfen?", - L"Zurück...", - L"Weiter...", - L"Mehr...", - - // In the next 2 strings, %s is an item name - - L"%s liegt jetzt auf dem Boden.", - L"%s ist jetzt bei %s.", - - // In the next 2 strings, %s is a name - - L"%s hat den vollen Betrag erhalten.", - L"%s bekommt noch %d.", - L"Detonationsfrequenz auswählen:", //in this case, frequency refers to a radio signal - L"Wie viele Züge bis zur Explosion:", //how much time, in turns, until the bomb blows - L"Ferngesteuerte Zündung einstellen:", //in this case, frequency refers to a radio signal - L"Falle entschärfen?", - L"Blaue Flagge wegnehmen?", - L"Blaue Flagge hier aufstellen?", - L"Zug beenden", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Wollen Sie %s wirklich angreifen?", - L"Fahrzeuge können ihre Haltung nicht ändern.", - L"Der Roboter kann seine Haltung nicht ändern.", - - // In the next 3 strings, %s is a name - - //%s can't change to that stance here - L"%s kann die Haltung hier nicht ändern.", - - L"%s kann hier nicht versorgt werden.", - L"%s braucht keine Erste Hilfe.", - L"Kann nicht dorthin gehen.", - L"Ihr Team ist komplett. Kein Platz mehr für Rekruten.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s wird rekrutiert.", - - // Here %s is a name and %d is a number - - L"%s bekommt noch %d $.", - - // In the next string, %s is a name - - L"%s eskortieren?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"%s für %s pro Tag anheuern?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Kämpfen?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"%s für %s kaufen?", - - // In the next string, %s is a name - - L"%s wird von Trupp %d eskortiert.", - - // These messages are displayed during play to alert the player to a particular situation - - L"KLEMMT", //weapon is jammed. - L"Roboter braucht Munition vom Kaliber %s.", //Robot is out of ammo - L"Dorthin werfen? Unmöglich.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Schleichen (|Z)", - L"Kartenbildschir|m", - L"Spielzug been|den", - L"Sprechen", - L"Stumm", - L"Aufrichten (|P|g|U|p)", - L"Ebene wechseln (|T|a|b)", - L"Klettern / Springen (|J)", - L"Ducken (|P|g|D|n)", - L"Untersuchen (|C|t|r|l)", - L"Voriger Söldner", - L"Nächster Söldner (|S|p|a|c|e)", - L"|Optionen", - L"Feuermodus (|B)", - L"B|lickrichtung", - L"Gesundheit: %d/%d\nEnergie: %d/%d\nMoral: %s", - L"Was?", //this means "what?" - L"Weiter", //an abbrieviation for "Continued" (displayed on merc portrait) - L"Schleichen aus für %s.", - L"Schleichen an für %s.", - L"Fahrer", - L"Fahrzeug verlassen", - L"Trupp wechseln", - L"Fahren", - L"n.a.", //this is an acronym for "Not Applicable." - L"Benutzen ( Faustkampf )", - L"Benutzen ( Feuerwaffe )", - L"Benutzen ( Hieb-/Stichwaffe )", - L"Benutzen ( Sprengstoff )", - L"Benutzen ( Verbandskasten )", - L"(Fangen)", - L"(Nachladen)", - L"(Geben)", - L"%s Falle wurde ausgelöst.", - L"%s ist angekommen.", - L"%s hat keine Action-Punkte mehr.", - L"%s ist nicht verfügbar.", - L"%s ist fertig verbunden.", - L"%s sind die Verbände ausgegangen.", - L"Feind im Sektor!", - L"Keine Feinde in Sicht.", - L"Nicht genug Action-Punkte.", - L"Niemand bedient die Fernbedienung.", - L"Feuerstoß hat Magazin geleert!", - L"SOLDAT", - L"MONSTER", - L"MILIZ", - L"ZIVILIST", - L"ZOMBIE", - L"PRISONER", - L"Sektor verlassen", - L"OK", - L"Abbruch", - L"Gewählter Söldner", - L"Ganzer Trupp", - L"Gehe zu Sektor", - - L"Gehe zu Karte", - - L"Sie können den Sektor von dieser Seite aus nicht verlassen.", - L"Sie können den Sektor nicht verlassen im Rundenmodus.", - L"%s ist zu weit weg.", - L"Baumkronen entfernen", - L"Baumkronen zeigen", - L"KRÄHE", //Crow, as in the large black bird - L"NACKEN", - L"KOPF", - L"TORSO", - L"BEINE", - L"Der Herrin sagen, was sie wissen will?", - L"Fingerabdruck-ID gespeichert", - L"Falsche Fingerabdruck-ID. Waffe außer Betrieb", - L"Ziel erfasst", - L"Weg blockiert", - L"Geld einzahlen/abheben", //Help text over the $ button on the Single Merc Panel - L"Niemand braucht Erste Hilfe.", - L"Klemmt.", //Short form of JAMMED, for small inv slots - L"Kann da nicht hin.", // used ( now ) for when we click on a cliff - L"Weg ist blockiert. Mit dieser Person den Platz tauschen?", - L"Person will sich nicht bewegen", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Mit der Zahlung von %s einverstanden?", - L"Gratisbehandlung akzeptieren?", - L"%s heiraten?", //Daryl - L"Schlüsselring", - L"Das ist mit einem EPC nicht möglich.", - L"%s verschonen?", //Krott - L"Außer Reichweite", - L"Arbeiter", //People that work in mines to extract precious metals - L"Fahrzeug kann nur zwischen Sektoren fahren", - L"Automatische Erste Hilfe nicht möglich", - L"Weg blockiert für %s", - L"Ihre von %s Truppe gefangenen Soldaten sind hier inhaftiert", //Deidrannas - L"Schloss getroffen", - L"Schloss zerstört", - L"Noch jemand an der Tür.", - L"Gesundh.: %d/%d\nTank: %d/%d", - L"%s kann %s nicht sehen.", // Cannot see person trying to talk to - L"Anbringung entfernt", - L"Sie können kein weiteres Fahrzeug mehr verwenden, da Sie bereits 2 haben", - - // added by Flugente for defusing/setting up trap networks - L"Detonations-Frequenz (1 - 4) oder Entschärfungs-Frequenz (A - D):", - L"Entschärfungs-Frequenz:", - L"Detonations-Frequenz (1 - 4) und die Entschärfungs-Frequenz (A - D):", - L"Detonations-Zeit (in Züge) (1 - 4) und die Entschärfungs-Frequenz (A - D):", - L"Stolperdraht-Hierarchie (1 - 4) und das Netzwerk (A - D):", - - // added by Flugente to display food status - L"Gesundheit: %d/%d\nAusdauer: %d/%d\nMoral: %s\nWasser: %d%s\nEssen: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"Was möchten Sie tun?", - L"Feldflasche auffüllen", - L"Waffen reinigen (Merc)", - L"Waffen reinigen (Team)", - L"Kleidung ausziehen", - L"Verkleidung loswerden", - L"Miliz inspizieren", - L"Miliz ausrüsten", - L"Verkleidung testen", - L"unused", - - // added by Flugente: decide what to do with the corpses - L"Was möchten Sie mit der Leiche tun?", - L"Enthaupten", - L"Ausweiden", - L"Kleidung nehmen", - L"Leiche nehmen", - - // Flugente: weapon cleaning - L"%s reinigte %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Wohin mit den %d Gefangenen?", - L"Freilassen", - L"Was möchten Sie tun?", - L"Kapitulation fordern", - L"Kapitulation anbieten", - L"Ablenken", - L"Sprechen", - L"Recruit Turncoat", // TODO: translate - - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Falle entschärfen", - L"Falle untersuchen", - L"Blaue Flagge entfernen", - L"Sprengen!", - L"Stolperdraht aktivieren", - L"Stolperdraht deaktivieren", - L"Stolperdraht freilegen", - L"Kein Zünder/Fernzünder gefunden!", - L"Diese Bombe ist bereits scharf!", - L"Sicher", - L"Fast sicher", - L"Riskant", - L"Gefährlich", - L"Höchst gefährlich!", - - L"Mask", // TODO.Translate - L"NVG", - L"Item", - - L"This feature works only with New Inventory System", - L"No item in your main hand", - L"Nowhere to place item from main hand", - L"No defined item for this quick slot", - L"No free hand for new item", - L"Item not found", - L"Cannot take item to main hand", - - L"Attempting to bandage travelling mercs...", //TODO.Translate - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", // TODO.Translate - - L"%s has stopped chatting with %s", // TODO.Translate -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"Der nächste Sektor wird sofort geladen, wenn Sie das Kästchen aktivieren.", - L"Sie kommen sofort zum Kartenbildschirm, wenn Sie das Kästchen aktivieren\nweil die Reise Zeit braucht.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Der Sektor ist von Feinden besetzt. Sie können keine Söldner hier lassen.\nRegeln Sie das, bevor Sie neue Sektoren laden.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Wenn die restlichen Söldner den Sektor verlassen,\nwird sofort der nächste Sektor geladen.", - L"Wenn die restlichen Söldner den Sektor verlassen,\nkommen Sie sofort zum Kartenbildschirm\nweil die Reise Zeit braucht.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s kann den Sektor nicht ohne Eskorte verlassen.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s kann den Sektor nicht verlassen, weil er %s eskortiert.", //male singular - L"%s kann den Sektor nicht verlassen, weil sie %s eskortiert.", //female singular - L"%s kann den Sektor nicht verlassen, weil er mehrere Personen eskortiert.", //male plural - L"%s kann den Sektor nicht verlassen, weil sie mehrere Personen eskortiert.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Alle Söldner müssen in der Nähe sein,\ndamit der Trupp weiterreisen kann.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"Bei aktiviertem Kästchen reist %s alleine und\nbildet automatisch wieder einen Trupp.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"Bei aktiviertem Kästchen reist der ausgewählte Trupp\nweiter und verlässt den Sektor.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s wird von Söldnern eskortiert und kann den Sektor nicht alleine verlassen. Die anderen Söldner müssen in der Nähe sein.", -}; - -STR16 pRepairStrings[] = -{ - L"Gegenstände", // tell merc to repair items in inventory - L"Raketenstützpunkt", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Abbruch", // cancel this menu - L"Roboter", // repair the robot -}; - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." -STR16 sPreStatBuildString[] = -{ - L"verliert", // the merc has lost a statistic - L"gewinnt", // the merc has gained a statistic - L"Punkt", // singular - L"Punkte", // plural - L"Level", // singular - L"Level", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"Gesundheit.", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Weisheit.", - L"an Medizinkenntnis.", - L"an Sprengstoffkenntnis.", - L"an Technikfähigkeit.", - L"an Treffsicherheit.", - L"Erfahrungsstufe(n).", - L"an Kraft.", - L"an Führungsqualität.", -}; - -STR16 pHelicopterEtaStrings[] = -{ - L"Gesamt: ", // total distance for helicopter to travel - L" Sicher: ", // Number of safe sectors - L" Unsicher:", // Number of unsafe sectors - L"Gesamtkosten: ", // total cost of trip by helicopter - L"Ank.: ", // ETA is an acronym for "estimated time of arrival" - - // warning that the sector the helicopter is going to use for refueling is under enemy control - L"Helikopter hat fast keinen Sprit mehr und muss im feindlichen Gebiet landen.", - L"Passagiere: ", - L"Skyrider oder Absprungsort auswählen?", - L"Skyrider", - L"Absprung", //make sure length doesn't exceed 8 characters (used to be "Absprungsort") - L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate - L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate - L"Remaining Fuel:", // TODO.Translate - L"Dist. To Refuel Site:", // TODO.Translate -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", - L"Helicopter is currently disassembled. Wait until repairs are finished.", - L"Repairs completed. Helicopter is available again.", - L"Helicopter is fully refueled.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Ebene:", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"Loyalität ", // the loyalty rating of a town ie : Loyal 53% -}; - -// error message for when player is trying to give a merc a travel order while he's underground. -STR16 gsUndergroundString[] = -{ - L"Ich kann unter der Erde keinen Marschbefehl empfangen.", -}; - -STR16 gsTimeStrings[] = -{ - L"h", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"T", // days abbreviation -}; - -// text for the various facilities in the sector -STR16 sFacilitiesStrings[] = -{ - L"Keine", - L"Krankenhaus", - L"Fabrik", // Factory - L"Gefängnis", - L"Militär", - L"Flughafen", - L"Schießanlage", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button -STR16 pMapPopUpInventoryText[] = -{ - L"Inventar", - L"Exit", - L"Repair", // TODO.Translate - L"Factories", // TODO.Translate -}; - -// town strings -STR16 pwTownInfoStrings[] = -{ - L"Größe", // 0 // size of the town in sectors - L"", // blank line, required - L"unter Kontrolle", // how much of town is controlled - L"Keine", // none of this town - L"Mine", // mine associated with this town - L"Loyalität", // 5 // the loyalty level of this town - L"Trainiert", // the forces in the town trained by the player - L"", - L"Wichtigste Gebäude", // main facilities in this town - L"Level", // the training level of civilians in this town - L"Zivilistentraining", // 10 // state of civilian training in town - L"Miliz", // the state of the trained civilians in the town - - // Flugente: prisoner texts - L"Gefangene", - L"%d (max. %d)", - L"%d Hilfssoldaten", - L"%d Truppen", - L"%d Elite", - L"%d Offiziere", - L"%d Generele", - L"%d Zivilisten", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings -STR16 pwMineStrings[] = -{ - L"Mine", // 0 - L"Silber", - L"Gold", - L"Tagesproduktion", - L"Maximale Produktion", - L"Aufgegeben", // 5 - L"Geschlossen", - L"Fast erschöpft", - L"Produziert", - L"Status", - L"Produktionsrate", - L"Rohstoff", // 10 L"Erzart", - L"Kontrolle über Stadt", - L"Loyalität der Stadt", -}; - -// blank sector strings -STR16 pwMiscSectorStrings[] = -{ - L"Feindliche Verbände", - L"Sektor", - L"# der Gegenstände", - L"Unbekannt", - - L"Kontrolliert", - L"Ja", - L"Nein", - L"Status/Software Status:", - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory -STR16 pMapInventoryErrorString[] = -{ - L"%s ist nicht nah genug.", //Merc is in sector with item but not close enough - L"Diesen Söldner können Sie nicht auswählen.", - L"%s ist nicht im Sektor.", - L"Während einer Schlacht müssen Sie Gegenstände manuell nehmen.", - L"Während einer Schlacht müssen Sie Gegenstände manuell fallenlassen.", - L"%s ist nicht im Sektor und kann Gegenstand nicht fallen lassen.", - L"Während des Kampfes können Sie die Munitionskiste nicht zum Nachladen verwenden.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"Ort", // sector these items are in - L"Zahl der Gegenstände", // total number of items in sector -}; - -// help text for the user -STR16 pMapScreenFastHelpTextList[] = -{ - L"Um die Aufgabe eines Söldners zu ändern und ihn einem anderen Trupp, einem Reparatur- oder Ärzteteam zuzuweisen, klicken Sie in die 'Aufträge'-Spalte.", - L"Um einen Söldner an einen anderen Bestimmungsort zu versetzen, klicken Sie in die 'Aufträge'-Spalte.", - L"Wenn ein Söldner seinen Marschbefehl erhalten hat, kann er sich mit dem Zeitraffer schneller bewegen.", - L"Die linke Maustaste wählt den Sektor aus. Zweiter Klick auf die linke Maustaste erteilt Marschbefehl an Söldner. Mit der rechten Maustaste erhalten Sie Kurzinfos über den Sektor.", - L"Hilfe aufrufen mit Taste 'h'.", - L"Test-Text", - L"Test-Text", - L"Test-Text", - L"Test-Text", - L"In diesem Bildschirm können Sie nicht viel machen, bevor Sie in Arulco ankommen. Wenn Sie Ihr Team zusammengestellt haben, klicken Sie auf den Zeitraffer-Button unten rechts. Dadurch vergeht die Zeit schneller, bis Ihr Team in Arulco ankommt.", -}; - -// movement menu text -STR16 pMovementMenuStrings[] = -{ - L"Söldner in Sektor bewegen", // title for movement box - L"Route planen", // done with movement menu, start plotting movement - L"Abbruch", // cancel this menu - L"Andere", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads TODO: Translate -}; - -STR16 pUpdateMercStrings[] = -{ - L"Ups:", // an error has occured - L"Vertrag ist abgelaufen:", // this pop up came up due to a merc contract ending - L"Auftrag wurde ausgeführt:", // this pop up....due to more than one merc finishing assignments - L"Diese Söldner arbeiten wieder:", // this pop up ....due to more than one merc waking up and returing to work - L"Diese Söldner schlafen:", // this pop up ....due to more than one merc being tired and going to sleep - L"Vertrag bald abgelaufen:", //this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Städte zeigen (|W)", - L"|Minen zeigen", - L"|Teams & Feinde zeigen", - L"Luftr|aum zeigen", - L"Gegenstände zeigen (|I)", - L"Mili|z & Feinde zeigen", - L"Krankheitsdaten zeigen (|D)", - L"Wette|r zeigen", - L"Aufträge & Intel zeigen (|Q)", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Nächste (|.)", // next page - L"Vorherige (|,)", // previous page - L"Sektor Inventar schließen (|E|s|c)", // exit sector inventory - - L"Inventar zoomen", // HEAROCK HAM 5: Inventory Zoom Button - L"Gegenstände stapeln und verbinden", // HEADROCK HAM 5: Stack and Merge - L"|L|i|n|k|e|r |K|l|i|c|k: Munition in Kisten sortieren\n|R|e|c|h|t|e|r |K|l|i|c|k: Munition in Boxen sortieren", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|L|i|n|k|e|r |K|l|i|c|k: Alle Gegenstandsanbauten entfernen\n|R|e|c|h|t|e|r |K|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments - L"Munition aus allen Waffen entfernen", //HEADROCK HAM 5: Eject Ammo - L"|L|i|n|k|e|r |K|l|i|c|k: Alle Gegenstände anzeigen\n|R|e|c|h|t|e|r |K|l|i|c|k: Alle Gegenstände ausblenden", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Waffen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Waffen anzeigen", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Munition\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Munition anzeigen", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Sprengstoffe\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Sprengstoffe anzeigen", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Nahkampfwaffen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Nahkampfwaffen anzeigen", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Körperpanzerungen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Körperpanzerungen anzeigen", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von LBEs\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur LBEs anzeigen", // HEADROCK HAM 5: Filter Button - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Ausrüstung\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Ausrüstung anzeigen", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von anderen Gegenständen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur andere Gegenstände anzeigen", // HEADROCK HAM 5: Filter Button - L"Ein-/Ausblenden von zu bewegenden Gegenständen", // Flugente: move item display - L"Speichere Ausrüstungsvorlage", - L"Lade Ausrüstungsvorlage...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"|Laptop", - L"Taktik (|E|s|c)", - L"|Optionen", - L"Zeitraffer (|+)", // time compress more - L"Zeitraffer (|-)", // time compress less - L"Vorige Nachricht (|U|p)\nSeite zurück (|P|g|U|p)", // previous message in scrollable list - L"Nächste Nachricht (|D|o|w|n)\nNächste Seite (|P|g|D|n)", // next message in the scrollable list - L"Zeit Start/Stop (|S|p|a|c|e)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Kontostand", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s ist tot.", -}; - -STR16 pDayStrings[] = -{ - L"Tag", -}; - -// the list of email sender names -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc.", - L"Online-Hilfe", - L"Psych Pro Inc.", - L"Speck", - L"R.I.S.", - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephan", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"H, A & S Versicherung", - L"Bobby Rays", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings -STR16 pTraverseStrings[] = -{ - L"Vorige", - L"Nächste", -}; - -// new mail notify string -STR16 pNewMailStrings[] = -{ - L"Sie haben neue Mails...", -}; - -// confirm player's intent to delete messages -STR16 pDeleteMailStrings[] = -{ - L"Mail löschen?", - L"UNGELESENE Mail löschen?", -}; - -// the sort header strings -STR16 pEmailHeaders[] = -{ - L"Absender:", - L"Betreff:", - L"Datum:", -}; - -// email titlebar text -STR16 pEmailTitleText[] = -{ - L"Mailbox", -}; - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"Buchhalter Plus", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Haben:", //the credits column (to ADD money to your account) - L"Soll:", //the debits column (to SUBTRACT money from your account) - L"Einkünfte vom Vortag:", - L"Sonstige Einzahlungen vom Vortag:", - L"Haben vom Vortag:", - L"Kontostand Ende des Tages:", - L"Tagessatz:", - L"Sonstige Einzahlungen von heute:", - L"Haben von heute:", - L"Kontostand:", - L"Voraussichtliche Einkünfte:", - L"Prognostizierter Kontostand:", // projected balance for player for tommorow -}; - -// headers to each list in financial screen -STR16 pFinanceHeaders[] = -{ - L"Tag", // the day column - L"Haben", //the credits column (to ADD money to your account) - L"Soll", //the debits column (to SUBTRACT money from your account) - L"Kontobewegungen", // transaction type - see TransactionText below - L"Kontostand", // balance at this point in time - L"Seite", // page number - L"Tag(e)", // the day(s) of transactions this page displays -}; - -STR16 pTransactionText[] = -{ - L"Aufgelaufene Zinsen", // interest the player has accumulated so far - L"Anonyme Einzahlung", - L"Bearbeitungsgebühr", - L"Angeheuert", // Merc was hired - L"Kauf bei Bobby Rays", // Bobby Ray is the name of an arms dealer - L"Ausgeglichene Konten bei M.E.R.C.", - L"Krankenversicherung für %s", // medical deposit for merc - L"B.S.E.-Profilanalyse", // IMP is the acronym for International Mercenary Profiling - L"Versicherung für %s abgeschlossen", - L"Versicherung für %s verringert", - L"Versicherung für %s verlängert", // johnny contract extended - L"Versicherung für %s gekündigt", - L"Versicherungsanspruch für %s", // insurance claim for merc - L"1 Tag", // merc's contract extended for a day - L"1 Woche", // merc's contract extended for a week - L"2 Wochen", // ... for 2 weeks - L"Minenertrag", - L"", - L"Blumen kaufen", - L"Volle Rückzahlung für %s", - L"Teilw. Rückzahlung für %s", - L"Keine Rückzahlung für %s", - L"Zahlung an %s", // %s is the name of the npc being paid - L"Überweisen an %s", // transfer funds to a merc - L"Überweisen von %s", // transfer funds from a merc - L"Miliz in %s ausbilden", // initial cost to equip a town's militia - L"Gegenstände von %s gekauft.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s hat Geld angelegt.", - L"Gegenstände an Bevölkerung verkauft", - L"Betriebskosten", // HEADROCK HAM 3.6 - L"Unterhaltskosten für Miliz", // HEADROCK HAM 3.6 - L"Lösegeld erpresst", // Flugente: prisoner system - L"WHO Daten abonnieren", // Flugente: disease - L"Zahlung an Kerberus", // Flugente: PMC - L"SAM reparieren", // Flugente: SAM repair - L"Arbeiter trainiert", // Flugente: train workers - L"Miliz in %s ausbilden", // Flugente: drill militia - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Versicherung für", // insurance for a merc - L"%ss Vertrag verl. um 1 Tag", // entend mercs contract by a day - L"%ss Vertrag verl. um 1 Woche", - L"%ss Vertrag verl. um 2 Wochen", -}; - -// helicopter pilot payment -STR16 pSkyriderText[] = -{ - L"Skyrider wurden $%d gezahlt", // skyrider was paid an amount of money - L"Skyrider bekommt noch $%d", // skyrider is still owed an amount of money - L"Skyrider hat aufgetankt", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider ist bereit für weiteren Flug.", // Skyrider was grounded but has been freed - L"Skyrider hat keine Passagiere. Wenn Sie Söldner in den Sektor transportieren wollen, weisen Sie sie einem Fahrzeug/Helikopter zu.", -}; - -// strings for different levels of merc morale -STR16 pMoralStrings[] = -{ - L"Super", - L"Gut", - L"Stabil", - L"Schlecht", - L"Panik", - L"Mies", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. -STR16 pLeftEquipmentString[] = -{ - L"%ss Ausrüstung ist in Omerta angekommen (A9).", - L"%ss Ausrüstung ist in Drassen angekommen (B13).", -}; - -// Status that appears on the Map Screen -STR16 pMapScreenStatusStrings[] = -{ - L"Gesundheit", - L"Energie", - L"Moral", - L"Zustand", // the condition of the current vehicle (its "health") - L"Tank", // the fuel level of the current vehicle (its "energy") - L"Gift", - L"Wasser", // drink level - L"Essen", // food level -}; - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Voriger Söldner (|L|e|f|t)", // previous merc in the list - L"Nächster Söldner (|R|i|g|h|t)", // next merc in the list -}; - -STR16 pEtaString[] = -{ - L"Ank.:", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"Sie werden das Ding nie wiedersehen. Trotzdem wegwerfen?", // do you want to continue and lose the item forever - L"Dieser Gegenstand sieht SEHR wichtig aus. Sind Sie GANZ SICHER, dass Sie ihn wegwerfen wollen?", // does the user REALLY want to trash this item -}; - -STR16 pMapErrorString[] = -{ - L"Trupp kann nicht reisen, wenn einer schläft.", - -//1-5 - L"Wir müssen erst an die Oberfläche.", - L"Marschbefehl? Wir sind in einem feindlichen Sektor!", - L"Wenn Söldner reisen sollen, müssen sie einem Trupp oder Fahrzeug zugewiesen werden.", - L"Sie haben noch keine Teammitglieder.", // you have no members, can't do anything - L"Söldner kann Befehl nicht ausführen.", // merc can't comply with your order -//6-10 - L"braucht eine Eskorte. Platzieren Sie ihn in einem Trupp mit Eskorte.", // merc can't move unescorted .. for a male - L"braucht eine Eskorte. Platzieren Sie sie in einem Trupp mit Eskorte.", // for a female - L"Söldner ist noch nicht in %s!", - L"Erst mal Vertrag aushandeln!", - L"Marschbefehl ist nicht möglich. Luftangriffe finden statt.", -//11-15 - L"Marschbefehl? Hier tobt ein Kampf!", - L"Sie sind von Bloodcats umstellt in Sektor %s!", - L"Sie haben gerade eine Bloodcat-Höhle betreten in Sektor %s!", - L"", - L"Raketenstützpunkt in %s wurde erobert.", -//16-20 - L"Mine in %s wurde erobert. Ihre Tageseinnahmen wurden reduziert auf %s.", - L"Feind hat Sektor %s ohne Gegenwehr erobert.", - L"Mindestens ein Söldner konnte nicht eingeteilt werden.", - L"%s konnte sich nicht anschließen, weil %s voll ist", - L"%s konnte sich %s nicht anschließen, weil er zu weit weg ist.", -//21-25 - L"Die Mine in %s ist von Deidrannas Truppen erobert worden!", - L"Deidrannas Truppen sind gerade in den Raketenstützpunkt in %s eingedrungen", - L"Deidrannas Truppen sind gerade in %s eingedrungen", - L"Deidrannas Truppen wurden gerade in %s gesichtet.", - L"Deidrannas Truppen haben gerade %s erobert.", -//26-30 - L"Mindestens ein Söldner kann nicht schlafen.", - L"Mindestens ein Söldner ist noch nicht wach.", - L"Die Miliz kommt erst, wenn das Training beendet ist.", - L"%s kann im Moment keine Marschbefehle erhalten.", - L"Milizen außerhalb der Stadtgrenzen können nicht in andere Sektoren reisen.", -//31-35 - L"Sie können keine Milizen in %s haben.", - L"Leere Fahrzeuge fahren nicht!", - L"%s ist nicht transportfähig!", - L"Sie müssen erst das Museum verlassen!", - L"%s ist tot!", -//36-40 - L"%s kann nicht zu %s wechseln, weil der sich bewegt", - L"%s kann so nicht einsteigen", - L"%s kann sich %s nicht anschließen", - L"Sie können den Zeitraffer erst mit neuen Söldnern benutzen!", - L"Dieses Fahrzeug kann nur auf Straßen fahren!", -//41-45 - L"Reisenden Söldnern können Sie keine Aufträge erteilen.", - L"Kein Benzin mehr!", - L"%s ist zu müde.", - L"Keiner kann das Fahrzeug steuern.", - L"Ein oder mehrere Söldner dieses Trupps können sich jetzt nicht bewegen.", -//46-50 - L"Ein oder mehrere Söldner des ANDEREN Trupps können sich gerade nicht bewegen.", - L"Fahrzeug zu stark beschädigt!", - L"Nur zwei Söldner pro Sektor können Milizen trainieren.", - L"Roboter muss von jemandem bedient werden. Beide im selben Trupp platzieren.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate -// 51-55 - L"%d Gegenstände von %s nach %s bewegt", -}; - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Klicken Sie noch einmal auf das Ziel, um die Route zu bestätigen. Klicken Sie auf andere Sektoren, um die Route zu ändern.", - L"Route bestätigt.", - L"Ziel unverändert.", - L"Route geändert.", - L"Route verkürzt.", -}; - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Klicken Sie auf den Sektor, in dem die Söldner stattdessen ankommen sollen.", - L"OK. Söldner werden in %s abgesetzt.", - L"Söldner können nicht dorthin fliegen. Luftraum nicht gesichert!", - L"Abbruch. Ankunftssektor unverändert,", - L"Luftraum über %s ist nicht mehr sicher! Ankunftssektor jetzt in %s.", -}; - -// help text for mouse regions -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Ins Inventar gehen (|E|n|t|e|r)", - L"Gegenstand wegwerfen", - L"Inventar verlassen (|E|n|t|e|r)", -}; - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Soll %s seine Ausrüstung hier lassen (%s) oder in (%s), wenn er verlässt?", - L"%s geht bald und lässt seine Ausrüstung in %s.", -}; - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Soll %s ihre Ausrüstung hier lassen (%s) oder in (%s), bevor sie verlässt?", - L"%s geht bald und lässt ihre Ausrüstung in %s.", -}; - -STR16 pMercContractOverStrings[] = -{ - L"s Vertrag war abgelaufen, und er ist nach Hause gegangen.", // merc's contract is over and has departed - L"s Vertrag war abgelaufen, und sie ist nach Hause gegangen.", // merc's contract is over and has departed - L"s Vertrag wurde gekündigt, und er ist weggegangen.", // merc's contract has been terminated - L"s Vertrag wurde gekündigt, und sie ist weggegangen.", // merc's contract has been terminated - L"Sie schulden M.E.R.C. zu viel, also ist %s gegangen.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages -STR16 pImpPopUpStrings[] = -{ - L"Ungültiger Code", - L"Sie wollen gerade den ganzen Evaluierungsprozess von vorn beginnen. Sind Sie sicher?", - L"Bitte Ihren vollen Namen und Ihr Geschlecht eingeben", - L"Die Überprüfung Ihrer finanziellen Mittel hat ergeben, dass Sie sich keine Evaluierung leisten können.", - L"Option zur Zeit nicht gültig.", - L"Um eine genaue Evaluierung durchzuführen, müssen Sie mindestens noch ein Teammitglied aufnehmen können.", - L"Evaluierung bereits durchgeführt.", - L"Fehler beim Laden des B.S.E.-Charakters.", - L"Sie haben bereits die maximale Anzahl an B.S.E.-Charakteren.", - L"Sie haben bereits drei B.S.E.-Charaktere mit dem gleichen Geschlecht.", - L"Sie können sich den B.S.E.-Charakter nicht leisten.", // 10 - L"Der neue B.S.E.-Charakter ist nun in ihrem Team.", - L"You have already selected the maximum number of traits.", // TODO.Translate - L"No voicesets found.", // TODO.Translate -}; - -// button labels used on the IMP site -STR16 pImpButtonText[] = -{ - L"Wir über uns", // about the IMP site - L"BEGINNEN", // begin profiling - L"Persönlichkeiten", // personality section - L"Eigenschaften", // personal stats/attributes section - L"Aussehen", // changed from portrait - L"Stimme %d", // the voice selection - L"Fertig", // done profiling - L"Von vorne anfangen", // start over profiling - L"Ja, die Antwort passt!", - L"Ja", - L"Nein", - L"Fertig", // finished answering questions - L"Zurück", // previous question..abbreviated form - L"Weiter", // next question - L"JA", // yes, I am certain - L"NEIN, ICH MÖCHTE VON VORNE ANFANGEN.", // no, I want to start over the profiling process - L"JA", - L"NEIN", - L"Zurück", // back one page - L"Abbruch", // cancel selection - L"Ja", - L"Nein, ich möchte es mir nochmal ansehen.", - L"Registrieren", // the IMP site registry..when name and gender is selected - L"Analyse wird durchgeführt", // analyzing your profile results - L"OK", - L"Charakter", // Change from "Voice" - L"Keine", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"Nach Festlegung Ihres Charakters können Sie Ihre Fertigkeit(en) auswählen.", - L"Um die Evaluierung erfolgreich abzuschließen, bestimmen Sie Ihre Eigenschaften.", - L"Um Ihr Profil zu erstellen, wählen Sie ein Portrait und eine Stimme aus und definieren Ihre äußere Erscheinung.", - L"Jetzt, da Sie Ihr Aussehen bestimmt haben, fahren wir mit der Charakter-Analyse fort.", -}; - -STR16 pFilesTitle[] = -{ - L"Akten einsehen", -}; - -STR16 pFilesSenderList[] = -{ - L"Aufklärungsbericht", // the recon report sent to the player. Recon is an abbreviation for reconissance - L"Abschnitt #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Abschnitt #2", // second intercept file - L"Abschnitt #3", // third intercept file - L"Abschnitt #4", // fourth intercept file - L"Abschnitt #5", // fifth intercept file - L"Abschnitt #6", // sixth intercept file -}; - -// Text having to do with the History Log -STR16 pHistoryTitle[] = -{ - L"Logbuch", -}; - -STR16 pHistoryHeaders[] = -{ - L"Tag", // the day the history event occurred - L"Seite", // the current page in the history report we are in - L"Tag", // the days the history report occurs over - L"Ort", // location (in sector) the event occurred - L"Ereignis", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s von A.I.M. angeheuert.", // merc was hired from the aim site - L"%s von M.E.R.C. angeheuert.", // merc was hired from the aim site - L"%s ist tot.", // merc was killed - L"Rechnung an M.E.R.C. bezahlt", // paid outstanding bills at MERC - L"Enrico Chivaldoris Auftrag akzeptiert", - //6-10 - L"B.S.E.-Profil erstellt", - L"Versicherung abgeschlossen für %s.", // insurance contract purchased - L"Versicherung gekündigt für %s.", // insurance contract canceled - L"Versicherung ausgezahlt für %s.", // insurance claim payout for merc - L"%ss Vertrag um 1 Tag verlängert.", // Extented "mercs name"'s for a day - //11-15 - L"%ss Vertrag um 1 Woche verlängert.", // Extented "mercs name"'s for a week - L"%ss Vertrag um 2 Wochen verlängert.", // Extented "mercs name"'s 2 weeks - L"%s entlassen.", // "merc's name" was dismissed. - L"%s geht.", // "merc's name" quit. - L"Quest begonnen.", // a particular quest started - //16-20 - L"Quest gelöst.", - L"Mit Vorarbeiter in %s geredet", // talked to head miner of town - L"%s befreit", - L"Cheat benutzt", - L"Essen ist morgen in Omerta", - //21-25 - L"%s heiratet Daryl Hick", - L"%ss Vertrag abgelaufen.", - L"%s rekrutiert.", - L"Enrico sieht kaum Fortschritte", - L"Schlacht gewonnen", - //26-30 - L"Mine in %s produziert weniger", - L"Mine in %s leer", - L"Mine in %s geschlossen", - L"Mine in %s wieder offen", - L"Etwas über Gefängnis in Tixa erfahren.", - //31-35 - L"Von Waffenfabrik in Orta gehört.", - L"Forscher in Orta gab uns viele Raketengewehre.", - L"Deidranna verfüttert Leichen.", - L"Frank erzählte von Kämpfen in San Mona.", - L"Patient denkt, er hat in den Minen etwas gesehen.", - //36-40 - L"Devin getroffen - verkauft Sprengstoff", - L"Berühmten Ex-AIM-Mann Mike getroffen!", - L"Tony getroffen - verkauft Waffen.", - L"Sergeant Krott gab mir Raketengewehr.", - L"Kyle die Urkunde für Angels Laden gegeben.", - //41-45 - L"Madlab will Roboter bauen.", - L"Gabby kann Tinktur gegen Käfer machen.", - L"Keith nicht mehr im Geschäft.", - L"Howard lieferte Gift an Deidranna.", - L"Keith getroffen - verkauft alles in Cambria.", - //46-50 - L"Howard getroffen - Apotheker in Balime", - L"Perko getroffen - hat kleinen Reparaturladen.", - L"Sam aus Balime getroffen - hat Computerladen.", - L"Franz hat Elektronik und andere Sachen.", - L"Arnold repariert Sachen in Grumm.", - //51-55 - L"Fredo repariert Elektronik in Grumm.", - L"Spende von Reichem aus Balime bekommen.", - L"Schrotthändler Jake getroffen.", - L"Ein Depp hat uns eine Codekarte gegeben.", - L"Walter bestochen, damit er Keller öffnet.", - //56-60 - L"Wenn Dave Sprit hat, bekommen wir's gratis.", - L"Pablo bestochen.", - L"Kingpin hat Geld in San Mona-Mine.", - L"%s gewinnt Extremkampf", - L"%s verliert Extremkampf", - //61-65 - L"%s beim Extremkampf disqualifiziert", - L"Viel Geld in verlassener Mine gefunden.", - L"Von Kingpin geschickten Mörder getroffen", - L"Kontrolle über Sektor verloren", - L"Sektor verteidigt", - //66-70 - L"Schlacht verloren", //ENEMY_ENCOUNTER_CODE - L"Tödlicher Hinterhalt", //ENEMY_AMBUSH_CODE - L"Hinterhalt ausgehoben", - L"Angriff fehlgeschlagen", //ENTERING_ENEMY_SECTOR_CODE - L"Angriff erfolgreich", - //71-75 - L"Monster angegriffen", //CREATURE_ATTACK_CODE - L"Von Bloodcats getötet", //BLOODCAT_AMBUSH_CODE - L"Bloodcats getötet", - L"%s wurde getötet", - L"Carmen den Kopf eines Terroristen gegeben", - //76-80 - L"Slay ist gegangen", //Slay is a merc and has left the team - L"%s getötet", //History log for when a merc kills an NPC or PC - L"Met Waldo - aircraft mechanic.", - L"Helicopter repairs started. Estimated time: %d hour(s).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"n.a.", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Web", - L"Finanzen", - L"Personal", - L"Logbuch", - L"Dateien", - L"Schließen", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Bobby Rays", - L"B.S.E.", - L"M.E.R.C.", - L"Bestatter", - L"Florist", - L"Versicherung", - L"Abbruch", - L"Enzyklopädie", - L"Besprechung", - L"Geschichte", - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", // TODO.Translate - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Lesezeichen", - L"Rechts klicken, um in Zukunft in dieses Menü zu gelangen.", -}; - -// When loading or download a web page -STR16 pDownloadString[] = { - L"Download läuft", - L"Neuladen läuft", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Nehmen", // take money from merc - L"Geben", // give money to merc - L"Rückgängig", // cancel transaction - L"Löschen", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Überw $", // transfer money to merc -- short form - L"Statistik", // view stats of the merc - L"Inventar", // view the inventory of the merc - L"Anstellung", -}; - -STR16 sATMText[] = -{ - L"Geld überw.?", // transfer funds to merc? - L"Ok?", // are we certain? - L"Betrag eingeben", // enter the amount you want to transfer to merc - L"Art auswählen", // select the type of transfer to merc - L"Nicht genug Geld", // not enough money to transfer to merc - L"Betrag muss durch $10 teilbar sein", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use German equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator -STR16 pErrorStrings[] = -{ - L"Fehler", - L"Server hat keinen DNS-Eintrag.", - L"URL-Adresse überprüfen und nochmal versuchen.", - L"OK", - L"Verbindung zum Host wird dauernd unterbrochen. Mit längeren Übertragungszeiten ist zu rechnen.", -}; - -STR16 pPersonnelString[] = -{ - L"Söldner:", // mercs we have -}; - -STR16 pWebTitle[ ] = -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - -// The titles for the web program title bar, for each page loaded -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"A.I.M. Mitglieder", - L"A.I.M. Bilder", // a mug shot is another name for a portrait - L"A.I.M. Sortierfunktion", - L"A.I.M.", - L"A.I.M. Veteranen", - L"A.I.M. Politik", - L"A.I.M. Geschichte", - L"A.I.M. Links", - L"M.E.R.C.", - L"M.E.R.C. Konten", - L"M.E.R.C. Registrierung", - L"M.E.R.C. Index", - L"Bobby Rays", - L"Bobby Rays - Waffen", - L"Bobby Rays - Munition", - L"Bobby Rays - Rüstungen", - L"Bobby Rays - Sonstige", //misc is an abbreviation for miscellaneous - L"Bobby Rays - Gebraucht", - L"Bobby Rays - Versandauftrag", - L"B.S.E.", - L"B.S.E.", - L"Fleuropa", - L"Fleuropa - Gestecke", - L"Fleuropa - Bestellformular", - L"Fleuropa - Karten", - L"Hammer, Amboss & Steigbügel Versicherungsmakler", - L"Information", - L"Vertrag", - L"Bemerkungen", - L"McGillicuttys Bestattungen", - L"", - L"URL nicht gefunden.", - L"%s Presse Rat - Konflikt-Zusammenfassungen", - L"%s Presse Rat - Kampfberichte", - L"%s Presse Rat - Aktuellste Neuigkeiten", - L"%s Presse Rat - Über uns", - L"Mercs Love or Dislike You - About us", // TODO.Translate - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Miliz - Übersicht", - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Fabriken - Übersicht", - L"Bobby Rays - Letzte Lieferungen", - L"Enzyklopädie", - L"Enzyklopädie - Daten", - L"Einsatzbesprechung", - L"Einsatzbesprechung - Daten", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir-Help", - L"Erneut auf Web klicken für Lesezeichen.", -}; - -STR16 pLaptopTitles[] = -{ - L"E-Mail", - L"Dateien", - L"Söldner-Manager", - L"Buchhalter Plus", - L"Logbuch", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ //(careful not to exceed 18 characters total including spaces) - //reasons why a merc has left. - L"Getötet", - L"Entlassen", - L"Sonstiges", - L"Heirat", - L"Vertrag zu Ende", - L"Aufgehört", //LOOTF - Englisch "quit", welcher Kontext? = Slay Ruttwen? -}; - -// personnel strings appearing in the Personnel Manager on the laptop -STR16 pPersonelTeamStrings[] = -{ - L"Aktuelles Team", - L"Ausgeschieden", - L"Tgl. Kosten:", - L"Höchste Kosten:", - L"Niedrigste Kosten:", - L"Im Kampf getötet:", - L"Entlassen:", - L"Sonstiges:", -}; - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Schlechteste", - L"Durchsch.", - L"Beste", -}; - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"GSND", - L"BEW", - L"GES", - L"KRF", - L"FHR", - L"WSH", - L"ERF", - L"TRF", - L"TEC", - L"SPR", - L"MED", -}; - -// horizontal and vertical indices on the map screen -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button -STR16 pContractButtonString[] = -{ - L"Vertrag", -}; - -// text that appears on the update panel buttons -STR16 pUpdatePanelButtons[] = -{ - L"Weiter", - L"Stop", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Sie sind in diesem Sektor geschlagen worden!", - L"Der Feind hat kein Erbarmen mit den Seelen Ihrer Teammitglieder und verschlingt jeden einzelnen.", //LOOTF - Auch im Englischen Kannibalismus. Was zum Henker? - L"Ihre bewusstlosen Teammitglieder wurden gefangen genommen!", - L"Ihre Teammitglieder wurden vom Feind gefangen genommen.", -}; - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. -STR16 InsContractText[] = -{ - L"Zurück", - L"Vor", - L"OK", - L"Löschen", -}; - -//Insurance Info -// Text on the buttons on the bottom of the screen -STR16 InsInfoText[] = -{ - L"Zurück", - L"Vor", -}; - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Befugnis ert.", - L"Startseite", - L"Konto #:", - L"Söldner", - L"Tage", - L"Tagessatz", //5 //LOOTF - "Rate" geändert auf "Tagessatz", ändern wenn Probleme, alt. "Sold" - L"Belasten", - L"Gesamt:", - L"Zahlung von %s wirklich genehmigen?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", // TODO.Translate -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Zurück", - L"Weiter", -}; - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary -STR16 MercInfo[] = -{ - L"Gesundheit", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Kraft", - L"Führungsqualität", - L"Weisheit", - L"Erfahrungsstufe", - L"Treffsicherheit", - L"Technik", - L"Sprengstoffe", - L"Medizin", - - L"Zurück", - L"Anheuern", - L"Weiter", - L"Zusatzinfo", - L"Startseite", - L"Angestellt", - L"Sold:", - L"Pro Tag", - L"Ausr.:", - L"Gesamt:", - L"Verstorben", - - L"Sie haben bereits ein vollständiges Team.", - L"Ausrüstung kaufen?", - L"nicht da", - L"Offene Beträge", - L"Bio", - L"Inv", -}; - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Konto eröffnen", - L"Rückgängig", - L"Sie haben kein Konto. Möchten Sie eins eröffnen?", -}; - -// For use at the M.E.R.C. web site. MERC Homepage -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Speck T. Kline, Gründer und Besitzer", - L"Hier klicken, um ein Konto zu eröffnen", - L"Hier klicken, um das Konto einzusehen", - L"Hier klicken, um Dateien einzusehen.", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Transfer fehlgeschlagen. Kein Geld vorhanden.", -}; - -// For use at MiGillicutty's Web Page. -STR16 sFuneralString[] = -{ - L"McGillicuttys Bestattungen: Wir trösten trauernde Familien seit 1983.", - L"Der Bestattungsunternehmer und frühere A.I.M.-Söldner Murray \"Pops\" McGillicutty ist ein ebenso versierter wie erfahrener Bestatter.", - L"Pops hat sein ganzes Leben mit Todes- und Trauerfällen verbracht. Deshalb weiß er aus erster Hand, wie schwierig das sein kann.", - L"Das Bestattungsunternehmen McGillicutty bietet Ihnen einen umfassenden Service, angefangen bei der Schulter zum Ausweinen bis hin zur kosmetischen Aufbereitung entstellter Körperteile.", - L"McGillicuttys Bestattungen - und Ihre Lieben ruhen in Frieden.", - - // Text for the various links available at the bottom of the page - L"BLUMEN", - L"SÄRGE UND URNEN", - L"FEUERBEST.", - L"GRÄBER", - L"PIETÄT", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Leider ist diese Site aufgrund eines Todesfalles in der Familie noch nicht fertiggestellt. Sobald das Testament eröffnet worden und die Verteilung des Erbes geklärt ist, wird diese Site fertiggestellt.", - L"Unser Mitgefühl gilt trotzdem all jenen, die es diesmal versucht haben. Bis später.", -}; - -// Text for the florist Home page -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Galerie", - - //Address of United Florist - - L"\"Wir werfen überall per Fallschirm ab\"", - L"1-555-SCHNUPPER-MAL", - L"333 Duftmarke Dr, Aroma City, CA USA 90210", - L"http://www.schnupper-mal.com", - - // detail of the florist page - - L"Wir arbeiten schnell und effizient", - L"Lieferung am darauf folgenden Tag, in fast jedes Land der Welt. Ausnahmen sind möglich. ", - L"Wir haben die garantiert niedrigsten Preise weltweit!", - L"Wenn Sie anderswo einen niedrigeren Preis für irgend ein Arrangement sehen, bekommen Sie von uns ein Dutzend Rosen umsonst!", - L"Fliegende Flora, Fauna & Blumen seit 1981.", - L"Unsere hochdekorierten Ex-Bomber-Piloten werfen das Bouquet in einem Radius von zehn Meilen rund um den Bestimmungsort ab. Jederzeit!", - L"Mit uns werden Ihre blumigsten Fantasien wahr", - L"Bruce, unser weltberühmter Designer-Florist, verwendet nur die frischesten handverlesenen Blumen aus unserem eigenen Gewächshaus.", - L"Und denken Sie daran: Was wir nicht haben, pflanzen wir für Sie - und zwar schnell!", -}; - -//Florist OrderForm -STR16 sOrderFormText[] = -{ - - //Text on the buttons - - L"Zurück", - L"Senden", - L"Löschen", - L"Galerie", - - L"Name des Gestecks:", - L"Preis:", //5 - L"Bestellnr.:", - L"Liefertermin", - L"Morgen", - L"Egal", - L"Bestimmungsort", //10 - L"Extraservice", - L"Kaputtes Gesteck($10)", - L"Schwarze Rosen($20)", - L"Welkes Gesteck($10)", - L"Früchtekuchen (falls vorrätig)($10)", //15 - L"Persönliche Worte:", - L"Aufgrund der Kartengröße darf Ihre Botschaft nicht länger sein als 75 Zeichen.", - L"...oder wählen Sie eine unserer", - - L"STANDARD-KARTEN", - L"Rechnung für",//20 - - //The text that goes beside the area where the user can enter their name - - L"Name:", -}; - -//Florist Gallery.c -STR16 sFloristGalleryText[] = -{ - //text on the buttons - L"Zurück", //abbreviation for previous - L"Weiter", //abbreviation for next - L"Klicken Sie auf das Gesteck Ihrer Wahl", - L"Bitte beachten Sie, dass wir für jedes kaputte oder verwelkte Gesteck einen Aufpreis von $10 berechnen.", - L"Home", -}; - -STR16 sFloristCards[] = -{ - L"Klicken Sie auf das Gesteck Ihrer Wahl", - L"Zurück", -}; - -// Text for Bobby Ray's Mail Order Site -STR16 BobbyROrderFormText[] = -{ - L"Bestellformular", //Title of the page - L"St.", // The number of items ordered - L"Gew. (%s)", // The weight of the item - L"Artikel", // The name of the item - L"Preis", // the item's weight - L"Summe", //5 // The total price of all of items of the same type - L"Zwischensumme", // The sub total of all the item totals added - L"Versandkosten (vgl. Bestimmungsort)", // S&H is an acronym for Shipping and Handling - L"Endbetrag", // The grand total of all item totals + the shipping and handling - L"Bestimmungsort", - L"Liefergeschwindigkeit", //10 // See below - L"$ (pro %s)", // The cost to ship the items - L"Übernacht-Express", // Gets deliverd the next day - L"2 Arbeitstage", // Gets delivered in 2 days - L"Standard-Service", // Gets delivered in 3 days - L"Löschen", //15 // Clears the order page - L"Bestellen", // Accept the order - L"Zurück", // text on the button that returns to the previous page - L"Home", // Text on the button that returns to the home page - L"* Gebrauchter Gegenstand", // Disclaimer stating that the item is used - L"Sie haben nicht genug Geld.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is no valid city selected - L"Wollen Sie Ihre Bestellung wirklich nach %s schicken?", // A popup that asks if the city selected is the correct one - L"Packungsgewicht**", // Displays the weight of the package - L"** Mindestgewicht", // Disclaimer states that there is a minimum weight for the package - L"Lieferungen", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"Pistolen", - L"MPs", - L"SMGs", - L"Gewehre", - L"SSGs", - L"Sturmgew.", - L"MGs", - L"Schrotfl.", - L"Schwere W.", - - // Ammo - L"Pistole", - L"M.-Pistole", - L"SMG", - L"Gewehr", - L"SS-Gewehr", - L"Sturmgew.", - L"MG", - L"Schrotfl.", - - // Used - L"Feuerwfn.", - L"Rüstungen", - L"Trageausr.", - L"Sonstiges", - - // Armour - L"Helme", - L"Westen", - L"Hosen", - L"Platten", - - // Misc - L"Klingen", - L"Wurfmesser", - L"Schlagwaf.", - L"Granaten", - L"Bomben", - L"Verbandsk.", - L"Taschen", - L"Kopfausr.", - L"Trageausr.", - L"Optik", // Madd: new BR filters - L"Gri/Las", - L"Mündung", - L"Schaft", - L"Mag/Abz.", - L"Andere An.", - L"Sonstiges", -}; - -// This text is used when on the various Bobby Ray Web site pages that sell items -STR16 BobbyRText[] = -{ - L"Bestellen", // Title - L"Klicken Sie auf den gewünschten Gegenstand. Weiteres Klicken erhöht die Stückzahl. Rechte Maustaste verringert Stückzahl. Wenn Sie fertig sind, weiter mit dem Bestellformular.", // instructions on how to order - - //Text on the buttons to go the various links - - L"Zurück", // - L"Feuerwfn.", //3 - L"Munition", //4 - L"Rüstung", //5 - L"Sonstiges", //6 //misc is an abbreviation for miscellaneous - L"Gebraucht", //7 - L"Vor", - L"BESTELLEN", - L"Startseite", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"Ihr Team hat", //11 - L"Waffe(n), die diese Munition verschießen", //12 - - //The following lines provide information on the items - - L"Gewicht:", // Weight of all the items of the same type - L"Kal:", // the caliber of the gun - L"Mag:", // number of rounds of ammo the Magazine can hold - L"Reichw.:", // The range of the gun - L"Schaden:", // Damage of the weapon - L"Kadenz:", // Weapon's Rate Of Fire, acroymn ROF - L"AP:", // Weapon's Action Points, acronym AP - L"Bet.:", // Weapon's Stun Damage - L"Rüstung:", // Armour's Protection - L"Tarn.:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Preis:", // Cost of the item - L"Vorrätig:", // The number of items still in the store's inventory - L"Bestellt:", // The number of items on order - L"Beschädigt", // If the item is damaged - L"Gew.:", // the Weight of the item - L"Summe:", // The total cost of all items on order - L"* %% funktionstüchtig", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - L"Mist! Mit diesem Formular können Sie nur " ,//First part - L" Sachen bestellen. Wenn Sie mehr wollen (was wir sehr hoffen), füllen Sie bitte noch ein Formular aus.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Sorry. Davon haben wir leider im Moment nichts mehr auf Lager. Versuchen Sie es später noch einmal.", - - //A popup that tells the user that the store is temporarily sold out - - L"Es tut uns sehr leid, aber im Moment sind diese Sachen total ausverkauft.", - -}; - -// Text for Bobby Ray's Home Page -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"Dies ist die heißeste Seite für Waffen und militärische Ausrüstung aller Art", - L"Welchen Sprengstoff Sie auch immer brauchen - wir haben ihn.", - L"SECOND HAND", - - //Text for the various links to the sub pages - - L"SONSTIGES", - L"FEUERWAFFEN", - L"MUNITION", //5 - L"RÜSTUNG", - - //Details on the web site - - L"Was wir nicht haben, das hat auch kein anderer", - L"In Arbeit", -}; - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page -STR16 AimSortText[] = -{ - L"A.I.M. Mitglieder", // Title - L"Sortieren:", // Title for the way to sort - - // sort by... - - L"Preis", - L"Erfahrung", - L"Treffsicherheit", - L"Technik", - L"Sprengstoff", - L"Medizin", - L"Gesundheit", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Kraft", - L"Führungsqualität", - L"Weisheit", - L"Name", - - //Text of the links to other AIM pages - - L"Den Söldner-Kurzindex ansehen", - L"Personalakte der Söldner ansehen", - L"Die AIM-Veteranengalerie ansehen", - - // text to display how the entries will be sorted - - L"Aufsteigend", - L"Absteigend", -}; - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Zurück", - L"AIM HomePage", - L"Regel-Index", - L"Nächste Seite", - L"Ablehnen", - L"Zustimmen", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index -STR16 AimMemberText[] = -{ - L"Linksklick", - L"zum Kontaktieren.", - L"Rechtsklick", - L"zum Foto-Index.", -// L"Linksklick zum Kontaktieren. \nRechtsklick zum Foto-Index.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Gesundheit", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Kraft", - L"Führungsqualität", - L"Weisheit", - L"Erfahrungsstufe", - L"Treffsicherheit", - L"Technik", - L"Sprengstoff", - L"Medizin", //10 - - - // the contract expenses' area - - L"Preis", - L"Vertrag", - L"1 Tag", - L"1 Woche", - L"2 Wochen", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Zurück", - L"Kontakt", - L"Weiter", - L"Zusatzinfo", // Title for the additional info for the merc's bio - L"Aktive Mitglieder", //20 // Title of the page - L"Zusätzl. Ausrüst:", // Displays the optional gear cost - L"Ausr.", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's - L"VERSICHERUNG erforderlich", // If the merc required a medical deposit, this is displayed - L"Kit 1", // Text on Starting Gear Selection Button 1 - L"Kit 2", // Text on Starting Gear Selection Button 2 - L"Kit 3", // Text on Starting Gear Selection Button 3 - L"Kit 4", // Text on Starting Gear Selection Button 4 - L"Kit 5", // Text on Starting Gear Selection Button 5 -}; - -//Aim Member.c -//The page in which the player's hires AIM mercenaries -//The following text is used with the video conference popup -STR16 VideoConfercingText[] = -{ - L"Vertragskosten:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"1 Tag", - L"1 Woche", - L"2 Wochen", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Keine Ausrüstung", - L"Ausrüstung kaufen", - - // Text on the Buttons - - L"GELD ÜBERWEISEN", // to actually hire the merc - L"ABBRECHEN", // go back to the previous menu - L"ANHEUERN", // go to menu in which you can hire the merc - L"AUFLEGEN", // stops talking with the merc - L"OK", - L"NACHRICHT", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Videokonferenz mit", - L"Verbinde. . .", - - L"versichert", // Displays if you are hiring the merc with the medical deposit - -}; - -//Aim Member.c -//The page in which the player hires AIM mercenaries -// The text that pops up when you select the TRANSFER FUNDS button -STR16 AimPopUpText[] = -{ - L"ELEKTRONISCHE ÜBERWEISUNG AUSGEFÜHRT", // You hired the merc - L"ÜBERWEISUNG KANN NICHT BEARBEITET WERDEN", // Player doesn't have enough money, message 1 - L"NICHT GENUG GELD", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"Im Einsatz", - L"Bitte Nachricht hinterlassen", - L"Verstorben", - - //If you try to hire more mercs than game can support - - L"Sie haben bereits ein vollständiges Team.", - - L"Mailbox", - L"Nachricht aufgenommen", -}; - -//AIM Link.c -STR16 AimLinkText[] = -{ - L"A.I.M. Links", //The title of the AIM links page -}; - -//Aim History -// This page displays the history of AIM -STR16 AimHistoryText[] = -{ - L"Die Geschichte von A.I.M.", //Title - - // Text on the buttons at the bottom of the page - - L"Zurück", - L"Startseite", - L"Veteranen", - L"Weiter", -}; - -//Aim Mug Shot Index -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Preis", - L"Erfahrung", - L"Treffsicherheit", - L"Technik", - L"Sprengstoff", - L"Medizin", - L"Gesundheit", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Kraft", - L"Führungsqualität", - L"Weisheit", - L"Name", - - // The title of the page, the above text gets added at the end of this text - L"A.I.M.-Mitglieder ansteigend sortiert nach %s", - L"A.I.M.-Mitglieder absteigend sortiert nach %s", - - // Instructions to the players on what to do - - L"Linke Maustaste", - L"um Söldner auszuwählen", //10 - L"Rechte Maustaste", - L"um Optionen einzustellen", - - // Gets displayed on top of the merc's portrait if they are... - - //Please be careful not to increase the size of strings for following three - L"Abwesend", - L"Verstorben", //14 - L"Im Dienst", -}; - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM -STR16 AimAlumniText[] = -{ - // Text of the buttons - L"SEITE 1", - L"SEITE 2", - L"SEITE 3", - L"A.I.M.-Veteranen", // Title of the page - L"ENDE", // Stops displaying information on selected merc - L"Nächste", -}; - -//AIM Home Page -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.M. und das A.I.M.-Logo sind in den meisten Ländern eingetragene Warenzeichen.", - L"Also denken Sie nicht mal daran, uns nachzumachen.", - L"Copyright 1998-1999 A.I.M., Ltd. Alle Rechte vorbehalten.", - - //Text for an advertisement that gets displayed on the AIM page - - L"Fleuropa", - L"\"Wir werfen überall per Fallschirm ab\"", //10 - L"Treffen Sie gleich zu Anfang", - L"... die richtige Wahl.", - L"Was wir nicht haben, das brauchen Sie auch nicht.", -}; - -//Aim Home Page -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - - L"Home", - L"Mitglieder", - L"Veteranen", - L"Regeln", - L"Geschichte", - L"Links", -}; - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. -STR16 SKI_Text[] = -{ - L"WAREN VORRÄTIG", //Header for the merchandise available - L"SEITE", //The current store inventory page being displayed - L"KOSTEN", //The total cost of the the items in the Dealer inventory area - L"WERT", //The total value of items player wishes to sell - L"SCHÄTZUNG", //Button text for dealer to evaluate items the player wants to sell - L"TRANSAKTION", //Button text which completes the deal. Makes the transaction. - L"FERTIG", //Text for the button which will leave the shopkeeper interface. - L"KOSTEN", //The amount the dealer will charge to repair the merc's goods - L"1 STUNDE", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d STUNDEN", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"REPARIERT", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Es ist kein Platz mehr, um Sachen anzubieten.", //Message box that tells the user there is no more room to put there stuff - L"%d MINUTEN", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Gegenstand fallenlassen.", - L"BUDGET", -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Nehmen", // Take money from the player - L"Geben", // Give money to the player - L"Abbruch", // Cancel the transfer - L"Löschen", // Clear the money display -}; - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - // Text on the bank machine panel that.... - L"Vorgang auswählen", // tells the user to select either to give or take from the merc - L"Betrag eingeben", // Enter the amount to transfer - L"Geld an Söldner überweisen", // Giving money to the merc - L"Geld von Söldner überweisen", // Taking money from the merc - L"Nicht genug Geld", // Not enough money to transfer - L"Kontostand", // Display the amount of money the player currently has -}; - -STR16 SkiMessageBoxText[] = -{ - L"Möchten Sie %s von Ihrem Konto abbuchen, um die Differenz zu begleichen?", - L"Nicht genug Geld. Ihnen fehlen %s.", - L"Möchten Sie %s von Ihrem Konto abbuchen, um die Kosten zu decken?", - L"Händler bitten, mit der Überweisung zu beginnen.", - L"Händler bitten, Gegenstände zu reparieren", - L"Unterhaltung beenden", - L"Kontostand", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - -//OptionScreen.c -STR16 zOptionsText[] = -{ - //button Text - L"Spiel sichern", - L"Spiel laden", - L"Beenden", - L"Nächste", - L"Vorherige", - L"Fertig", - L"1.13 Features", - L"New in 1.13", - L"Options", - //Text above the slider bars - L"Effekte", - L"Sprache", - L"Musik", - //Confirmation pop when the user selects.. - L"Spiel verlassen und zurück zum Hauptmenü?", - L"Sprachoption oder Untertitel müssen aktiviert sein.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Spiel sichern", - L"Spiel laden", - L"Abbrechen", - L"Auswahl speichern", - L"Auswahl laden", - - L"Spiel erfolgreich gespeichert", - L"FEHLER beim Speichern des Spiels!", - L"Spiel erfolgreich geladen", - L"FEHLER beim Laden des Spiels!", - - - L"Der gespeicherte Spielstand unterscheidet sich vom aktuellen Spielstand. Es kann wahrscheinlich nichts passieren. Weiter?", - L"Die gespeicherten Spielstände sind evtl. beschädigt. Wollen Sie sie alle löschen?", - - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Gespeicherte Version wurde geändert. Bitte melden Sie etwaige Probleme. Weiter?", -#else - L"Versuche, älteren Spielstand zu laden. Laden und automatisch aktualisieren?", -#endif - - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"Spielstand und Spieleversion wurden geändert. Bitte melden Sie etwaige Probleme. Weiter?", -#else - L"Versuche, älteren Spielstand zu laden. Laden und automatisch aktualisieren?", -#endif - - L"Gespeichertes Spiel in Position #%d wirklich überschreiben?", - L"Wollen Sie das Spiel aus Position # speichern?", - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - // - L"Sie haben zu wenig Festplattenspeicher. Sie haben nur %d MB frei und JA2 benötigt mindestens %d MB.", - - - L"Speichere", //While the game is saving this message appears. - - L"Normale Waffen", - L"Zusatzwaffen", - L"Real-Stil", - L"SciFi-Stil", - L"Schwierigkeit", - L"Platinum Mode", //Placeholder English - L"Bobby Ray Qualität", - L"Normale Auswahl", - L"Große Auswahl", - L"Ausgezeichnete Auswahl", - L"Fantastische Auswahl", - - L"Neues Inventar funktioniert nicht in 640x480 Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.", - L"Neues Inventar funktioniert nicht mit dem ausgewählten 'Data' Ordner.", - - L"Die gespeicherte Truppengröße im Spielstand wird nicht unterstützt bei der aktullen Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.", - L"Bobby Ray Auswahl", -}; - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Map-Level", - L"Sie haben gar keine Miliz. Sie müssen Bewohner der Stadt trainieren, wenn Sie dort eine Miliz aufstellen wollen.", - L"Tägl. Einkommen", - L"Söldner hat Lebensversicherung", - L"%s ist nicht müde.", - L"%s ist unterwegs und kann nicht schlafen.", - L"%s ist zu müde. Versuchen Sie es ein bisschen später noch mal.", - L"%s fährt.", - L"Der Trupp kann nicht weiter, wenn einer der Söldner pennt.", - - - // stuff for contracts - L"Sie können zwar den Vertrag bezahlen, haben aber kein Geld für die Lebensversicherung.", - L"%s Lebensversicherungsprämien kosten %s pro %d Zusatztag(en). Wollen Sie das bezahlen?", - L"Gegenstände im Sektor", - - L"Söldner hat Krankenversicherung.", - - - // other items - L"Sanitäter", // people acting a field medics and bandaging wounded mercs - L"Patienten", // people who are being bandaged by a medic - L"Fertig", // Continue on with the game after autobandage is complete - L"Stop", // Stop autobandaging of patients by medics now - L"Sorry. Diese Option gibt es in der Demo nicht.", // informs player this option/button has been disabled in the demo - - L"%s hat kein Werkzeug.", - L"%s hat kein Verbandszeug.", - L"Es sind nicht genug Leute zum Training bereit.", - L"%s ist voller Milizen.", - L"Söldner hat begrenzten Vertrag.", - L"Vertrag des Söldners beinhaltet keine Versicherung.", - L"Kartenübersicht", // 24 - - // Flugente: disease texts describing what a map view does TODO.Translate - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - -STR16 pLandMarkInSectorString[] = -{ - L"Trupp %d hat in Sektor %s jemanden bemerkt.", - L"Trupp %s hat in Sektor %s jemanden bemerkt.", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Eine Milizeinheit für diese Stadt zu trainieren kostet $", // telling player how much it will cost - L"Ausgabe genehmigen?", // asking player if they wish to pay the amount requested - L"Sie haben nicht genug Geld.", // telling the player they can't afford to train this town - L"Miliz in %s (%s %d) weitertrainieren?", // continue training this town? - - L"Preis $", // the cost in dollars to train militia - L"( J/N )", // abbreviated yes/no - L"Miliz auf dem Raketenstützpunkt im Sektor %s (%s %d) weitertrainieren?", // continue trainign militia in SAM site sector - L"Milizen in %d Sektoren zu trainieren kostet $ %d. %s", // cost to train sveral sectors at once - - L"Sie können sich keine $%d für die Miliz hier leisten.", - L"%s benötigt eine Loyalität von %d Prozent, um mit dem Milizen-Training fortzufahren.", - L"Sie können die Miliz in %s nicht mehr trainieren.", - L"weitere Stadtteile befreien", - - L"neue Stadtteile befreien", - L"mehr Städte erobern", - L"den verlorenen Fortschritt wieder aufholen", - L"weiter fortschreiten", - - L"mehr Rebellen rekrutieren", -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"Sie können nur max. 20.000$ abheben.", - L"Wollen Sie wirklich %s auf Ihr Konto einzahlen?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. Alle Rechte vorbehalten.", // -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Sprache", - L"Stumme Bestätigungen", - L"Untertitel", - L"Dialoge Pause", - L"Rauch animieren", - L"Blut zeigen", - L"Cursor nicht bewegen", - L"Alte Auswahlmethode", - L"Weg vorzeichnen", - L"Fehlschüsse anzeigen", - L"Bestätigung bei Echtzeit", - L"Schlaf-/Wachmeldung anzeigen", - L"Metrisches System benutzen", - L"Markieren Sie Söldner", - L"Cursor autom. auf Söldner", - L"Cursor autom. auf Türen", - L"Gegenstände leuchten", - L"Baumkronen zeigen", - L"Smart Tree Tops", // TODO. Translate - L"Drahtgitter zeigen", - L"3D Cursor zeigen", - L"Trefferchance anzeigen", - L"GL Burst mit Burst Cursor", - L"Gegner-Spott aktiveren", // Changed from "Enemies Drop all Items" - SANDRO - L"Hohe Granatwerfer-Flugbahn", - L"Echtzeit-Schleichen aktivieren", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Nächste Gruppe selektieren", - L"Gegenstände mit Schatten", - L"Waffenreichweite in Felder", - L"Leuchtspur für Einzelschüsse", - L"Regengeräusche", - L"Krähen erlauben", - L"Tooltips über Gegner", - L"Automatisch speichern", - L"Stummer Skyrider", - L"Erw. Gegenstandsinfo", - L"Erzwungener Runden-Modus", // add forced turn mode - L"Alternatives Kartenfarbschema", // Change color scheme of Strategic Map - L"Alternative Projektil-Grafik", // Show alternate bullet graphics (tracers) - L"Logical Bodytypes", - L"Söldnerrang anzeigen.", // shows mercs ranks - L"Gesichtsequipment-Grafiken", - L"Gesichtsequipment-Icons", - L"Cursor-Wechsel deaktivieren", // Disable Cursor Swap - L"Stummes Trainieren", // Madd: mercs don't say quotes while training - L"Stummes Reparieren", // Madd: mercs don't say quotes while repairing - L"Stumme Behandlung", // Madd: mercs don't say quotes while doctoring - L"Autom. schnelle Gegner-Züge", // Automatic fast forward through AI turns - L"Zombies erlauben", // Flugente Zombies - L"Inventar Popup-Menüs", // the_bob : enable popups for picking items from sector inv - L"Übrige Feinde markieren", - L"Tascheninhalt anzeigen", - L"Mausradrichtung umkehren", - L"Bewegung in Formation", // when multiple mercs are selected, they will try to keep their relative distances - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG OPTIONS--", // an example options screen options header (pure text) - L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. - L"Reset ALL game options", // failsafe show/hide option to reset all options - L"Do you really want to reset?", // a do once and reset self option (button like effect) - L"Debug Options in other builds", // allow debugging in release or mapeditor - L"DEBUG Render Option group", // an example option that will show/hide other options - L"Render Mouse Regions", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Wenn diese Funktion aktiviert ist, werden in Dialogen Stimmen wiedergegeben. Anderenfalls wird nur der Text angezeigt.", - - //Mute Confirmation - L"Schalten Sie mit dieser Funktion die gesprochenen Bestätigungen (wie \"Okay\" oder \"Bin dran\") aus, wenn sie stören.", - - //Subtitles - L"Wenn diese Funktion aktiviert ist, wird in Dialogen der entsprechende Text angezeigt.", - - //Key to advance speech - L"Schalten Sie diese Funktion AN, wenn Sie Dialoge von NPCs ganz in Ruhe lesen wollen. Untertitel müssen dazu AN sein.", - - //Toggle smoke animation - L"Schalten Sie diese Option ab, wenn animierter Rauch Ihre Bildwiederholrate verlangsamt.", - - //Blood n Gore - L"Diese Option abschalten, wenn Sie kein Blut sehen können.", - - //Never move my mouse - L"Schalten Sie diese Option ab, wenn Sie nicht möchten, dass Ihr Mauszeiger automatisch auf Pop-Up-Fenster springt.", - - //Old selection method - L"Mit dieser Option funktioniert die Auswahl der Söldner so wie in früheren JAGGED ALLIANCE-Spielen (also genau andersherum als jetzt).", - - //Show movement path - L"Diese Funktion anschalten, um die geplanten Wege der Söldner zum Cursor anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die |S|h|i|f|t-Taste drücken).", - - //show misses - L"Wenn diese Funktion aktiviert ist, folgt die Spielkamera im Rundenmodus der Geschossflugbahn bis zu ihrem Ende. Ausschalten um das Spiel zu beschleunigen.", - - //Real Time Confirmation - L"Wenn diese Funktion aktiviert ist, wird für jede Aktion im Echtzeit-Modus ein zusätzlicher \"Sicherheits\"-Klick verlangt um versehentliche Befehle zu vermeiden.", - - //Sleep/Wake notification - L"Schalten Sie diese Option aus, wenn Sie kein Popup erhalten wollen, sobald zu einem Dienst eingeteilte Söldner schlafen gehen oder die Arbeit wieder aufnehmen.", - - //Use the metric system - L"Mit dieser Option wird im Spiel das metrische anstelle des imperialen Maßsystems verwendet (z.B. Meter und Kilogramm).", - - //Highlight Mercs - L"Wenn AN, wird der Söldner hervorgehoben (für Feinde nicht sichtbar).\nIm Spiel umschalten mit (|G)", - - //Smart cursor - L"Wenn diese Funktion aktiviert ist, springt der Cursor immer automatisch auf Söldner in seiner direkten Nähe.", - - //snap cursor to the door - L"Wenn diese Funktion aktiviert ist, springt der Cursor automatisch auf Türen in direkter Nähe des Mauszeigers.", - - //glow items - L"Wenn diese Funktion aktiviert ist, haben Gegenstände am Boden zur besseren Sichtbarkeit einen pulsierenden Rahmen (|C|t|r|l+|A|l|t+|I).", - - //toggle tree tops - L"Mit der Deaktivierung dieser Funktion lassen sich Baumkronen ausblenden um bessere Sicht auf das Geschehen zu ermöglichen (|T).", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate - - //toggle wireframe - L"Wenn diese Funktion aktiviert ist, werden Drahtgitter verborgener Wände gezeigt um z.B. perspektivisch verdeckte Fenster zu erkennen (|C|t|r|l+|A|l|t+|W).", - - L"Wenn diese Funktion aktiviert ist, wird der Bewegungs-Cursor in 3D angezeigt (|H|o|m|e).", - - // Options for 1.13 - L"Wenn diese Funktion aktiviert ist, wird die Trefferwahrscheinlichkeit am Cursor angezeigt.", - L"Mit dieser Funktion lässt sich der Zielcursor für Granatwerfer-Feuerstöße umschalten. Der Burst-Cursor (wenn AN) ermöglicht den Beschuss einer größeren Fläche.", - L"Wenn diese Funktion aktiviert ist, beschimpfen Gegner den Spieler oder kommentieren ihre Situation mittels kleiner Pop-Ups.", // Changed from Enemies Drop All Items - SANDRO - L"Wenn diese Funktion aktiviert ist, können Granatwerfer Granaten in höherem Winkel abfeuern und so ihre volle Reichweite ausnutzen (|A|l|t+|Q).", - L"Wenn diese Funktion aktiviert ist, schaltet das Spiel für unbemerkt schleichende Söldner nicht automatisch in den Rundenmodus sobald Gegner in Sicht geraten, außer Sie drücken |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"Wenn diese Funktion aktiviert ist, selektiert |S|p|a|c|e automatisch die nächste Gruppe statt den nächsten Söldner der Gruppe.", - L"Wenn diese Funktion aktiviert ist, werfen Gegenstände einen Schatten.", - L"Wenn diese Funktion aktiviert ist, werden Waffenreichweiten in Feldern angezeigt statt in z.B. Metern.", - L"Wenn diese Funktion aktiviert ist, wird auch für Einzelschüsse mit Leuchtspurmunition der grafische Effekt dazu angezeigt.", - L"Wenn diese Funktion aktiviert ist, werden Regengeräusche hörbar, sobald es regnet.", - L"Wenn diese Funktion aktiviert ist, sind Krähen im Spiel vorhanden und hacken lautstark an manchen Leichen herum, haben aber sonst keine großen Auswirkungen auf das Spiel.", - L"Wenn diese Funktion aktiviert ist, werden mit Druck auf |A|l|t Informationen über den Gegner eingeblendet, auf dem sich der Maus-Cursor befindet.", - L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch abwechselnd in zwei speziellen Autosave-Spielständen gespeichert.", - L"Wenn diese Funktion aktiviert ist, wird Skyrider nichts mehr sagen. Verwenden Sie diese Option, wenn er Ihnen auf die Nüsse geht.", - L"Wenn diese Funktion aktiviert ist, werden erweiterte Beschreibungen und Werte zu den Waffen und Gegenständen angezeigt.", - L"Wenn diese Funktion aktiviert ist und noch Gegner im Sektor sind, bleibt das Spiel im Runden-Modus, bis alle Feinde tot sind (|C|t|r|l+|T).", - L"Wenn diese Funktion aktiviert ist, wird die Strategische Karte entsprechend Ihres Erkundungsfortschrittes unterschiedlich eingefärbt.", - L"Wenn diese Funktion aktiviert ist, werden geschossene Projektile visuell mit Tracer-Effekten dargestellt.", - L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate - L"Wenn diese Funktion aktiviert ist, werden die Ränge der Söldner in der Strategischen Karte vor dem Namen angezeigt.", - L"Wenn diese Funktion aktiviert ist, sehen sie das Gesichtsequipment Ihrer Söldner direkt auf dem Portrait.", - L"Wenn diese Funktion aktiviert ist, sehen sie Icons für das Gesichtsequipment in der rechten unteren Ecke des Portraits.", - L"Wenn diese Funktion aktiviert ist, wird der Mauscursor nicht automatisch wechseln zwischen Personen-Positionswechsel und weiteren Aktionen.\nFür manuellen Positionswechsel drücken Sie |x.", - L"Wenn diese Funktion aktiviert ist, werden die Söldner über ihren Fortschritt während des Trainings nicht mehr berichten.", - L"Wenn diese Funktion aktiviert ist, werden die Söldner über ihren Reperaturfortschritt nicht mehr berichten.", - L"Wenn diese Funktion aktiviert ist, werden die Söldner über den ärztlichen Fortschritt nicht mehr berichten.", - L"Wenn diese Funktion aktiviert ist, werden gegnerische Züge schneller durchgeführt.", - - L"Wenn diese Funktion aktiviert ist, können Tote als Zombies wieder auferstehen. Seien Sie auf der Hut!", - L"Wenn diese Funktion aktiviert ist, und Sie mit der linken Maustaste auf einen freien Söldner-Inventarplatz klicken (während das Sektor-Inventar angezeigt wird), wird ein hilfreiches Popup-Menü eingeblendet.", - L"Wenn diese Funktion aktiviert ist, wird die ungefähre Postion der verbleibenden Feinde auf der Übersichtskarte schraffiert", - L"Wenn diese Funktion aktiviert ist, wird in der erweiterten Beschreibung von Taschen statt den Anbauteilen deren Inhalt angezeigt.", - L"Wenn diese Funktion aktiviert ist, wird die Mausradrichtung umgekehrt", - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate - L"When ON, shows last known enemy location.", //TODO.Translate - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Force all pending Bobby Ray shipments", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: Wenn diese Funktion aktiviert ist, wird der Abstand den jede die Kugel vom Zielmittelpunkt abweicht, unter Berücksichtigung aller CTH-Faktoren, ausgegeben.", - L"Hier klicken, um fehlerhafte Optionseinstellungen zu beheben.", // failsafe show/hide option to reset all options - L"Hier klicken, um fehlerhafte Optionseinstellungen zu beheben.", // a do once and reset self option (button like effect) - L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor - L"Toggle to display debugging render options", // an example option that will show/hide other options - L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - -STR16 gzGIOScreenText[] = -{ - L"GRUNDEINSTELLUNGEN", -#ifdef JA2UB - L"Random Manuel texts", - L"Off", - L"On", -#else - L"Spielmodus", - L"Realistisch", - L"SciFi", -#endif - L"Platinum", //Placeholder English - L"Waffen", - L"Zus. Waffen", - L"Normal", - L"Schwierigkeitsgrad", - L"Einsteiger", - L"Profi", - L"Alter Hase", - L"WAHNSINNIG", - L"Starten", - L"Abbrechen", - L"Extra schwer", - L"Jederzeit speichern", - L"IRONMAN", - L"Option nicht verfügbar", - L"Bobby Ray Qualität", - L"Normal", - L"Groß", - L"Ausgezeichnet", - L"Fantastisch", - L"Inventar / Attachments", - L"NOT USED", // Alt (Original) - L"NOT USED", // Neu - mit Trageausr. - L"Lade MP Spiel", - L"GRUNDEINSTELLUNGEN (Nur Servereinstellungen werden verwendet)", - // Added by SANDRO - L"Fertigkeiten", - L"Alte", - L"Neue", - L"Max. BSE-Charaktere", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Tote Gegner lassen alles fallen", - L"Aus", - L"An", -#ifdef JA2UB - L"Tex and John", - L"Zufällig", - L"Alle vorhanden", -#else - L"Anzahl der Terroristen", - L"Zufällig", - L"Alle vorhanden", -#endif - L"Geheime Waffenlager", - L"Zufällig", - L"Alle vorhanden", - L"Fortschritt Waffenwahl", - L"Sehr langsam", - L"Langsam", - L"Normal", - L"Schnell", - L"Sehr schnell", - L"Alt / Alt", - L"Neu / Alt", - L"Neu / Neu", - - // Squad Size - L"Max. Truppengröße", - L"6", - L"8", - L"10", - //L"Schneller Bobby Ray Lieferungen", - L"Inventarzugriff kostet APs", - L"Neues Zielsystem", - L"Verbesserte Unterbrechungen", - L"Söldner-Hintergrundgeschichten", - L"Nahrungssystem", - L"Bobby Ray Auswahl", - - // anv: extra iron man modes - L"SOFT IRONMAN", - L"EXTREME IRONMAN", -}; - -STR16 gzMPJScreenText[] = -{ - L"MEHRSPIELER", - L"Teilnehmen", - L"Eröffnen", - L"Abbrechen", - L"Aktualisieren", - L"Spielername", - L"Server-IP", - L"Port", - L"Servername", - L"# Spieler", - L"Version", - L"Spieltyp", - L"Ping", - L"Sie müssen einen Spielernamen eingeben.", - L"Sie müssen eine gültie Server-IP-Adresse eingeben. Zum Beispiel: 84.114.195.239", - L"Sie müssen eine gültige Server-Portnummer zwischen 1 und 65535 eingeben.", -}; - -STR16 gzMPJHelpText[] = -{ - L"Besuchen Sie http://webchat.quakenet.org/?channels=ja2-multiplayer um sich mit anderen Spielern zu treffen.", - L"Drücken Sie 'y' um das Chat-Fenster im Spiel zu öffnen, nachdem Sie mit dem Server verbunden sind.", - - L"ERÖFFNEN", - L"Geben Sie '127.0.0.1' für die IP Adresse ein. Die Port Nummer sollte größer als 60000 sein.", - L"Vergewissern Sie sich, dass das Port (UDP, TCP) auf dem Router weitergeleitet wird. Siehe: http://portforward.com", - L"Sie müssen Ihre externe IP (http://www.whatismyip.com) und die Port Nummer an die anderen Spieler schicken (via IRC, ICQ, etc.).", - L"Klicken Sie auf 'Eröffnen', um ein neues Spiel zu eröffnen.", - - L"TEILNEHMEN", - L"Der Host muss Ihnen die externe IP Adresse und die Port Nummer schicken (via IRC, ICQ, etc.).", - L"Geben Sie die externe IP und die Port Nummer des Hosts ein.", - L"Klicken Sie auf 'Teilnehmen', um an einem bereits eröffneten Spiel teilzunehmen.", -}; - -STR16 gzMPHScreenText[] = -{ - L"ERÖFFNE SPIEL", - L"Starten", - L"Abbrechen", - L"Servername", - L"Spieltyp", - L"Deathmatch", - L"Team-Deathmatch", - L"Kooperativ", - L"Maximale Spieler", - L"Maximale Söldner", - L"Söldnerauswahl", - L"Söldnerrekrutierung", - L"Söldner selbst wählen", - L"Startkapital", - L"Gleiche Söldner erlaubt", - L"Angeheuerte Söldner anzeigen", - L"Bobby Ray", - L"Sektor Startzone", - L"Sie müssen einen Servernamen eingeben.", - L"", - L"", - L"Tageszeit", - L"", - L"" , - L"Waffenschaden", - L"", - L"Rundenzeitbegrenzung", - L"", - L"Erlaube Zivilisten in CO-OP", - L"", - L"Maximale KI-Gegner in CO-OP", - L"Synchronisiere Verzeichnisse", - L"Synchronisationsverzeichnis", - L"Sie müssen ein gültiges MP-Synchronisationsverzeichnis eingeben.", - L"(Benutzen Sie '/' anstelle von '\\' als Verzeichnistrennzeichen.)", - L"Das angegebene MP-Synch.-Verzeichnis existiert nicht.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Ja", - L"Nein", - // Starting Time - L"Morgen", - L"Nachmittag", - L"Nacht", - // Starting Cash - L"Wenig", - L"Mittel", - L"Viel", - L"Unendlich", - // Time Turns - L"Niemals", - L"Langsam", - L"Mittel", - L"Schnell", - // Weapon Damage - L"Sehr gering", - L"Gering", - L"Normal", - // Merc Hire - L"Zufällig", - L"Normal", - // Sector Edge - L"Zufällig", - L"Wählbar", - // Bobby Ray / Hire same merc - L"Verbieten", - L"Erlauben", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns except Meduna are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Beirut", //Beirut, Lebanon (Middle East) - L"London", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Moskau", //Moscow, USSR - L"New York", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Paris", //Paris, France - L"Tripolis", //Tripoli, Libya (eastern Mediterranean) - L"Tokio", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Sind Sie sicher? Ein Wert von 0 bedeutet, dass der Charakter diese Fähigkeit nicht nutzen kann.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"(max. 8 Buchstaben)", -}; - -STR16 pIMPFinishButtonText[] = -{ - L"Analyse wird durchgeführt", -}; - -STR16 pIMPFinishStrings[] = -{ - L"Danke, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"Stimme", -}; - -STR16 pDepartedMercPortraitStrings[] = -{ - L"Im Einsatz getötet", - L"Entlassen", - L"Sonstiges", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Söldner-Manager", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Pause", - L"Zurück zum Spiel (|P|a|u|s|e)", - L"Pause (|P|a|u|s|e)", -}; - -STR16 pMessageStrings[] = -{ - L"Spiel beenden?", - L"OK", - L"JA", - L"NEIN", - L"ABBRECHEN", - L"ZURÜCK", - L"LÜGEN", - L"Keine Beschreibung", //Save slots that don't have a description. - L"Spiel gespeichert", - L"Spiel gespeichert", - L"QuickSave", //10 //The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"Tag", - L"Söldner", - L"Leere Spiel Position", //An empty save game slot - L"Demo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"Veröffentlichung", //Release build for JA2 - L"RpM", //20 //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. //LOOTF - KpM macht Augenkrebs, KpM gibt es einfach nicht. - L"min", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"Kgln", //Abbreviation for rounds (# of bullets) //LOOTF - character limit? Kugeln = kacke, will ändern! - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"Pfd", //Abbreviation for pounds (Imperial weight measurement unit) - L"Home", //Home as in homepage on the internet. - L"US$", //Abbreviation for US Dollars - L"n.a.", //Lowercase acronym for not applicable. - L"Inzwischen", //Meanwhile - L"%s ist im Sektor %s%s angekommen", //30 //Name/Squad has arrived in sector A9. Order must not change without notifying SirTech - L"Version", - L"Leere Quick-Save Position", - L"Diese Position ist für Quick-Saves aus dem Karten- oder Taktik-Bildschirm reserviert. Speichern mit ALT+S.", - L"offen", - L"zu", - L"Ihr Festplattenspeicher ist knapp. Sie haben lediglich %sMB frei und Jagged Alliance 2 v1.13 benötigt %sMB.", - L"%s von AIM angeheuert", - L"%s hat %s gefangen.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - - L"%s hat %s eingenommen.", //'Merc name' has taken 'item name' - L"%s hat keine medizinischen Fähigkeiten",//40 //'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"Die Integrität des Spieles wurde beschädigt.", //The integrity of the game has been compromised - L"FEHLER: CD-ROM-Laufwerk schließen", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Kein Platz, um von hier aus zu feuern.", - - //Can't change stance due to objects in the way... - L"Kann seine Position hier nicht ändern.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Ablegen", - L"Werfen", - L"Weitergeben", - - L"%s weitergegeben an %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise you must notify SirTech. - L"Kein Platz, um %s an %s weiterzugeben.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" angebracht )", // 50 - - //Cheat modes - L"Cheat-Level EINS erreicht", - L"Cheat-Level ZWEI erreicht", - - //Toggling various stealth modes - L"Schleichbewegung für Trupp ein.", - L"Schleichbewegung für Trupp aus.", - L"Schleichbewegung für %s ein.", - L"Schleichbewegung für %s aus.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Drahtgitter ein", - L"Drahtgitter aus", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Von dieser Ebene geht es nicht nach oben...", - L"Noch tiefere Ebenen gibt es nicht...", // 60 - L"Gewölbeebene %d betreten...", - L"Gewölbe verlassen...", - - L"s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Autoscrolling AUS.", - L"Autoscrolling AN.", - L"3D-Cursor AUS.", - L"3D-Cursor AN.", - L"Trupp %d aktiv.", - L"Sie können %ss Tagessold von %s nicht zahlen", //first %s is the mercs name, the second is a string containing the salary - L"Abbruch", // 70 - L"%s kann alleine nicht gehen.", - L"Spielstand namens SaveGame249.sav kreiert. Wenn nötig, in SaveGame01 - SaveGame10 umbennen und über die Option 'Laden' aufrufen.", - L"%s hat %s getrunken.", - L"Paket in Drassen angekommen.", - L"%s kommt am %d. um ca. %s am Zielort an (Sektor %s).", //first %s is mercs name(OK), next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival !!!7 It should be like this: first one is merc (OK), next is day of arrival (OK) , next is time of the day for ex. 07:00 (not OK, now it is still sector), next should be sector (not OK, now it is still time of the day) //LOOTF - is this still valid? I assume it's not. - L"Logbuch aktualisiert.", - L"Granatenwerfer-Feuerstöße verwenden Ziel-Cursor (Sperrfeuer aktiviert).", - L"Granatenwerfer-Feuerstöße verwenden Flugbahn-Cursor (Sperrfeuer deaktiviert).", - L"Soldaten-Kurzinfo (\"Tooltips\") aktiviert", // Changed from Drop All On - SANDRO - L"Soldaten-Kurzinfo (\"Tooltips\") deaktiviert", // 80 // Changed from Drop All Off - SANDRO - L"Granatwerfer schießen in flachem Winkel.", - L"Granatwerfer schießen in steilem Winkel.", - // forced turn mode strings - L"Erzwungener Rundenmodus", - L"Normaler Rundenmodus", - L"Verlasse Kampfmodus", - L"Erzwungener Rundenmodus ist aktiv, gehe in Kampfmodus", - L"Spiel erfolgreich in Position End Turn Auto Save gespeichert.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. - L"Client", - - L"Sie können nicht altes Inventar und neues Attachment System gleichzeitig verwenden.", - L"Automatischer Spielstandspeicherung #", //91 // Text des Auto Saves im Load Screen mit ID - L"Dieser Platz ist reserviert für Spielstände die automatisch gespeichert werden. Dies kann ein/ausgeschaltet werden in der Datei ja2_options.ini (AUTO_SAVE_EVERY_N_HOURS).", //92 // The text, when the user clicks on the save screen on an auto save - L"Leerer Platz für automatische Spielstandspeicherung #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSpielstand", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"Zugende Spielstand #", // 95 // The text for the tactical end turn auto save - L"Speichere Automatischen Spielstand #", // 96 // The message box, when doing auto save - L"Speichere", // 97 // The message box, when doing end turn auto save - L"Leere Platz für Spieler-Zugende Spielstandspeicherung #", // 98 // The message box, when doing auto save - L"Dieser Platz ist reserviert für Spielstände am Ende eines Spieler Zuges. Dies kann ein/ausgeschaltet werden in den Spieleinstellungen.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) - L"Mausberech begrenzen, damit Mauscursor innerhalb des Spielfensters bleibt.", // 104 - L"Mausbereich wieder freigeben, um uneingeschränkte Mausbewebung zu erhalten.", // 105 - L"In Formation bewegen - EINGESCHALTET", - L"In Formation bewegen - AUSGESCHALTET", - L"Artificial Merc Light ON", // TODO.Translate - L"Artificial Merc Light OFF", - L"Gruppe %s aktiv.", - L"%s hat %s geraucht.", - L"Cheats aktivieren?", - L"Cheats deaktivieren?", -}; - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"Hochscrollen", - L"Alle auswählen", - L"Runterscrollen", - L"Abbrechen", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s ist nicht nahe genug, um geheilt zu werden", - L"Ihre Mediziner haben noch nicht alle verbinden können.", -}; - -STR16 pMilitiaButtonsHelpText[] = -{ - L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nGrüne Miliz", // button help text informing player they can pick up or drop militia with this button - L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nReguläre Miliz", - L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nElite Miliz", - L"Verteile Miliz gleichwertig über alle Sektoren", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Zu AIM gehen und Söldner anheuern ( *Tip*: Befindet sich im Laptop )", // to inform the player to hire some mercs to get things going -#ifdef JA2UB - L"Sobald Sie für die Reise nach Tracona bereit sind, klicken Sie auf den Zeitraffer-Button unten rechts auf dem Bildschirm.", // to inform the player to hit time compression to get the game underway -#else - L"Sobald Sie für die Reise nach Arulco bereit sind, klicken Sie auf den Zeitraffer-Button unten rechts auf dem Bildschirm.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Fehler. Fehlende oder fehlerhafte Datei(en). Spiel wird beendet.", -}; - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"E-Mail einsehen", - L"Websites durchblättern", - L"Dateien und Anlagen einsehen", - L"Logbuch lesen", - L"Team-Info einsehen", - L"Finanzen und Notizen einsehen", - - L"Laptop schließen", - - //Bottom task bar icons (if they exist): - L"Sie haben neue Mail", - L"Sie haben neue Dateien", - - //Bookmarks: - L"Association of International Mercenaries", - L"Bobby Rays Online-Waffenversand", - L"Bundesinstitut für Söldnerevaluierung", - L"More Economic Recruiting Center", - L"McGillicuttys Bestattungen", - L"Fleuropa", - L"Versicherungsmakler für A.I.M.-Verträge", - //New Bookmarks - L"", - L"Enzyklopädie", - L"Einsatzbesprechung", - L"Geschichte", - L"Mercenaries Love or Dislike You", // TODO.Translate - L"World Health Organization", - L"Kerberus - Experience In Security", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - -STR16 gzHelpScreenText[] = -{ - L"Helpscreen verlassen", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"Es tobt eine Schlacht. Sie können sich nur im Taktik-Bildschirm zurückziehen.", - L"Sektor betreten und Kampf fortsetzen (|E).", - L"Kampf durch PC entscheiden (|A).", - L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie angreifen.", - L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie in einem Hinterhalt sind.", - L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie gegen Monster kämpfen.", - L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn feindliche Zivilisten da sind.", - L"Sie können einen Kampf nicht vom PC entscheiden lassen, wenn Bloodcats da sind.", - L"KAMPF IN GANGE", - L"Sie können sich nicht zurückziehen, wenn Sie in einem Hinterhalt sind.", -}; - -STR16 gzMiscString[] = -{ - L"Ihre Milizen kämpfen ohne die Hilfe der Söldner weiter...", - L"Das Fahrzeug muss nicht mehr aufgetankt werden.", - L"Der Tank ist %d%% voll.", - L"Deidrannas Armee hat wieder volle Kontrolle über %s.", - L"Sie haben ein Tanklager verloren.", -}; - - -STR16 gzIntroScreen[] = -{ - L"Kann Introvideo nicht finden", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - //There really isn't any difference between using "coming from" or "to". - //For the explosion case the string in English could be either: - // L"Gus hears a loud EXPLOSION 'to' the north.", - // L"Gus hears a loud EXPLOSION 'coming from' the north.", - //For certain idioms, it sounds better to use one over the other. It is a matter of preference. - L"%s hört %s aus dem %s.", - L"%s hört eine BEWEGUNG (%s) von %s.", - L"%s hört ein KNARREN (%s) von %s.", - L"%s hört ein KLATSCHEN (%s) von %s.", - L"%s hört einen AUFSCHLAG (%s) von %s.", - L"%s hört ein %s GESCHÜTZFEUER von %s.", // anv: without this, all further noise notifications were off by 1! - L"%s hört eine EXPLOSION (%s) von %s.", - L"%s hört einen SCHREI (%s) von %s.", - L"%s hört einen AUFSCHLAG (%s) von %s.", - L"%s hört einen AUFSCHLAG (%s) von %s.", - L"%s hört ein ZERBRECHEN (%s) von %s.", - L"%s hört ein ZERSCHMETTERN (%s) von %s.", - L"", // anv: placeholder for silent alarm - L"%s hört irgendeine %s STIMME von %s.", // anv: report enemy taunt to player -}; - -STR16 pTauntUnknownVoice[] = -{ - L"Unbekannte Stimme", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Sort. nach Name (|F|1)", - L"Sort. nach Auftrag (|F|2)", - L"Sort. nach wach/schlafend (|F|3)", - L"Sort. nach Ort (|F|4)", - L"Sort. nach Ziel (|F|5)", - L"Sort. nach Vertragsende (|F|6)", -}; - -STR16 BrokenLinkText[] = -{ - L"Error 404", - L"Seite nicht gefunden.", -}; - -STR16 gzBobbyRShipmentText[] = -{ - L"Letzte Lieferungen", - L"Bestellung #", - L"Artikelanzahl", - L"Bestellt am", -}; - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameTitle[]= -{ - L"Game Internals Programmer", // Chris Camfield - L"Co-designer/Writer", // Shaun Lyng - L"Strategic Systems & Editor Programmer", // Kris \"The Cow Rape Man\" Marnes - L"Producer/Co-designer", // Ian Currie - L"Co-designer/Map Designer", // Linda Currie - L"Artist", // Eric \"WTF\" Cheng - L"Beta Coordinator, Support", // Lynn Holowka - L"Artist Extraordinaire", // Norman \"NRG\" Olsen - L"Sound Guru", // George Brooks - L"Screen Designer/Artist", // Andrew Stacey - L"Lead Artist/Animator", // Scot Loving - L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmer", // Dave French - L"Strategic Systems & Game Balance Programmer", // Alex Meduna - L"Portraits Artist", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(still learning punctuation)", // Shaun Lyng - L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes - L"(getting much too old for this)", // Ian Currie - L"(and working on Wizardry 8)", // Linda Currie - L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng - L"(Left us for the CFSA - go figure...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Dead Head and jazz lover)", // Andrew Stacey - L"(his real name is Robert)", // Scot Loving - L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons - L"(can now get back to motocrossing)", // Dave French - L"(stolen from Wizardry 8)", // Alex Meduna - L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan", -}; - -STR16 sRepairsDoneString[] = -{ - L"%s hat seine eigenen Gegenstände repariert.", - L"%s hat die Waffen und Rüstungen aller Teammitglieder repariert.", - L"%s hat die aktivierten Gegenstände aller Teammitglieder repariert.", - L"%s hat die großen mitgeführten Gegenstände aller Teammitglieder repariert.", - L"%s hat die mittelgroßen mitgeführten Gegenstände aller Teammitglieder repariert.", - L"%s hat die kleinen mitgeführten Gegenstände aller Teammitglieder repariert.", - L"%s hat die Trageausrüstung aller Teammitglieder repariert.", - L"%s hat die Waffen aller Teammitglieder gereinigt.", -}; - -STR16 zGioDifConfirmText[]= -{ - L"Sie haben sich für den Einsteiger-Modus entschieden. Dies ist die passende Einstellung für Spieler, die noch nie zuvor Jagged Alliance oder ähnliche Spiele gespielt haben oder für Spieler, die sich ganz einfach kürzere Schlachten wünschen. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Einsteiger-Modus spielen wollen?", - L"Sie haben sich für den Profi-Modus entschieden. Dies ist die passende Einstellung für Spieler, die bereits Erfahrung mit Jagged Alliance oder ähnlichen Spielen haben. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Profi-Modus spielen wollen?", - L"Sie haben sich für den Alter Hase-Modus entschieden. Na gut, wir haben Sie gewarnt. Machen Sie hinterher bloß nicht uns dafür verantwortlich, wenn Sie im Sarg nach Hause kommen. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Alter Hase-Modus spielen wollen?", - L"Sie haben sich für den WAHNSINNIG-Modus entschieden. WARNUNG: Beschweren Sie sich nicht, wenn Sie in kleinen Stücken zurückkommen ... Deidranna wird Sie in den Allerwertesten treten und das schmerzhaft. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im WAHNSINNIG-Modus spielen wollen?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S Loadscreen-Daten nicht gefunden...", - - //1-5 - L"Der Roboter kann diesen Sektor nicht verlassen, wenn niemand die Fernbedienung benutzt.", - - L"Sie können den Zeitraffer jetzt nicht benutzen. Warten Sie das Feuerwerk ab!", - L"%s will sich nicht bewegen.", - L"%s hat nicht genug Energie, um die Position zu ändern.", - L"%s hat kein Benzin mehr und steckt in %c%d fest.", - - //6-10 - - // the following two strings are combined with the strings below to report noises - // heard above or below the merc - L"oben", - L"unten", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Keiner der Söldner hat medizinische Fähigkeiten.", - L"Sie haben kein Verbandszeug.", - L"Sie haben nicht genug Verbandszeug, um alle zu verarzten.", - L"Keiner der Söldner muss verbunden werden.", - L"Söldner automatisch verbinden.", - L"Alle Söldner verarztet.", - - //14-16 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - L"(Dach)", - L"Gesundheit: %d/%d", - - //17 - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d gegen %d", - - //18-19 - L"%s ist voll!", //(ex "The ice cream truck is full") - L"%s braucht nicht eine schnelle Erste Hilfe, sondern eine richtige medizinische Betreuung und/oder Erholung.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s ist am Bein getroffen und hingefallen!", - //Name can't speak right now. - L"%s kann gerade nicht sprechen.", - - //22-24 plural versions - L"%d grüne Milizen wurden zu Elitemilizen befördert.", - L"%d grüne Milizen wurden zu regulären Milizen befördert.", - L"%d reguläre Milizen wurden zu Elitemilizen befördert.", - - //25 - L"Schalter", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s dreht durch!", - - //27-28 - //Messages why a player can't time compress. - L"Es ist momentan gefährlich den Zeitraffer zu betätigen, da Sie noch Söldner in Sektor %s haben.", - L"Es ist gefährlich den Zeitraffer zu betätigen, wenn Sie noch Söldner in den von Monstern verseuchten Minen haben.", - - //29-31 singular versions - L"1 grüne Miliz wurde zur Elitemiliz befördert.", - L"1 grüne Miliz wurde zur regulären Miliz befördert.", - L"1 reguläre Miliz wurde zur Elitemiliz befördert.", - - //32-34 - L"%s sagt überhaupt nichts.", - L"Zur Oberfläche gehen?", - L"(Trupp %d)", - - //35 - L"%s reparierte %ss %s", - - //36 - L"BLOODCAT", - - //37-38 "Name trips and falls" - L"%s stolpert und stürzt", - L"Dieser Gegenstand kann von hier aus nicht aufgehoben werden.", - - //39 - L"Keiner Ihrer übrigen Söldner ist in der Lage zu kämpfen. Die Miliz wird die Monster alleine bekämpfen", - - //40-43 - //%s is the name of merc. - L"%s hat keinen Erste-Hilfe-Kasten mehr!", - L"%s hat nicht das geringste Talent, jemanden zu verarzten!", - L"%s hat keinen Werkzeugkasten mehr!", - L"%s ist absolut unfähig dazu, irgendetwas zu reparieren!", - - //44 - L"Repar. Zeit", - L"%s kann diese Person nicht sehen.", - - //46-48 - L"%ss Gewehrlauf-Verlängerung fällt ab!", - L"Es sind nicht mehr als %d Miliz-Ausbilder in diesem Sektor erlaubt.", - L"Sind Sie sicher?", // - - //49-50 - L"Zeitraffer", //time compression - L"Der Fahrzeugtank ist jetzt voll.", - - //51-52 Fast help text in mapscreen. - L"Zeitraffer fortsetzen (|S|p|a|c|e)", - L"Zeitraffer anhalten (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s hat die Ladehemmung der %s behoben", - L"%s hat die Ladehemmung von %ss %s behoben", - - //55 - L"Die Zeit kann nicht komprimiert werden, während das Sektorinventar eingesehen wird.", - - L"Die Jagged Alliance 2 v1.13 PLAY CD wurde nicht gefunden. Das Programm wird jetzt beendet.", - - //L"Im Sektor sind Feinde entdeckt worden", //STR_DETECTED_SIMULTANEOUS_ARRIVAL - - L"Die Gegenstände wurden erfolgreich miteinander kombiniert.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Aktueller/Max. Fortschritt: %d%%/%d%%", - - //59 - L"John und Mary eskortieren?", - - L"Schalter aktiviert.", - - L"%s's Rüstungsverstärkung wurde zertrümmert!", - L"%s feuert %d Schüsse mehr als beabsichtigt!", - L"%s feuert einen Schuss mehr als beabsichtigt!", - - L"Sie müssen zuerst das Gegenstandsbeschreibungsfenster schließen!", - - L"Zeitraffer kann nicht betätigt werden - Feindliche Zivilisten/Bloodcats sind im Sektor.", // 65 -}; - -STR16 gzCWStrings[] = -{ - L"Verstärkung aus benachbarten Sektoren nach %s rufen?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Ort: %d\n", - L"%s|Helligkeit: %d / %d\n", - L"%s|Entfernung zum |Ziel: %d\n", - L"%s|I|D: %d\n", - L"%s|Befehle: %d\n", - L"%s|Gesinnung: %d\n", - L"%s|Aktuelle |A|Ps: %d\n", - L"%s|Aktuelle |Gesundheit: %d\n", - L"%s|Aktueller |Atem: %d\n", - L"%s|Aktuelle |Moral: %d\n", - L"%s|Aktueller |Schock: %d\n", - L"%s|Aktuelle |S|perrfeuer P.: %d\n", - // Full info - L"%s|Helm: %s\n", - L"%s|Weste: %s\n", - L"%s|Hose: %s\n", - // Limited, Basic - L"|Rüstung: ", - L"Helm", - L"Weste", - L"Hose", - L"getragen", - L"keine Rüstung", - L"%s|N|V|G: %s\n", - L"kein NVG", - L"%s|Gasmaske: %s\n", - L"keine Gasmaske", - L"%s|Kopf |Position |1: %s\n", - L"%s|Kopf |Position |2: %s\n", - L"\n(im Rucksack) ", - L"%s|Waffe: %s ", - L"keine Waffe", - L"Pistole", - L"SMG", - L"Gewehr", - L"MG", - L"Schrotflinte", - L"Messer", - L"Schwere Waffe", - L"kein Helm", - L"keine Weste", - L"keine Hose", - L"|Rüstung: %s\n", - // Added - SANDRO - L"%s|Fertigkeit 1: %s\n", - L"%s|Fertigkeit 2: %s\n", - L"%s|Fertigkeit 3: %s\n", - // Additional suppression effects - sevenfm - L"%s|A|Ps verloren aufgrund von |U|nterdrückung: %d\n", - L"%s|Unterdrückungs-|Toleranz: %d\n", - L"%s|Effektive |S|chock |Stufe: %d\n", - L"%s|K|I |Moral: %d\n", -}; - -STR16 New113Message[] = -{ - L"Sturm startet.", - L"Sturm endet.", - L"Regen startet.", - L"Regen endet.", - L"Vorsicht vor Scharfschützen...", - L"Unterdrückungsfeuer!", - L"BRST", - L"AUTO", - L"GL", - L"GL BRST", - L"GL AUTO", - L"UB", - L"UBRST", - L"UAUTO", - L"BAYONET", - L"Scharfschütze!", - L"Geld kann nicht aufgeteilt werden, weil ein Gegenstand am Cursor ist.", - L"Ankunft der neuen Söldner wurde in den Sektor %s verlegt, weil der geplante Sektor %s von Feinden belagert ist.", - L"Gegenstand gelöscht.", - L"Alle Gegenstände dieses Typs gelöscht.", - L"Gegenstand verkauft.", - L"Alle Gegenstände dieses Typs verkauft.", - L"Überprüfen Sie die Sichtgeräte Ihrer Söldner!", - // Real Time Mode messages - L"Sie sind bereits im Kampfmodus", - L"Keine Gegner in Sicht", - L"Echtzeit-Schleichmodus AUS", - L"Echtzeit-Schleichmodus AN", - //L"Gegner gesichtet! (Ctrl + x für Rundenmodus)", - L"Gegner gesichtet!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s hatte Erfolg beim Stehlen!", - L"%s hatte nicht genug Aktionspunkte um alles zu stehlen.", - L"Möchten Sie %s vor dem Bandagieren operativ behandeln? (Sie können etwa %i Lebenspunkte wiederherstellen.)", - L"Möchten Sie %s operativ behandeln? (Sie können etwa %i Lebenspunkte wiederherstellen.)", - L"Möchten Sie zuerst Operationen durchführen? (%i Patient(en))", - L"Möchten Sie an diesem Patienten zuerst eine Operation durchführen?", - L"Erste Hilfe automatisch mit entsprechender operativer Behandlung durchführen oder ohne?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"%s wurde erfolgreich operiert.", - L"%s ist am Torso getroffen und verliert einen Punkt maximaler Gesundheit!", - L"%s ist am Torso getroffen und verliert %d Punkte maximaler Gesundheit!", - L"%s is blinded by the blast!", // TODO.Translate - L"%s hat einen Punkt an %s wiedergewonnen.", - L"%s hat %d Punkte an %s wiedergewonnen.", - L"Ihre Späher-Fertigkeit hat Sie davor bewahrt, vom Gegner in einen Hinterhalt gelockt zu werden.", - L"Dank Ihrer Späher-Fertigkeit haben Sie erfolgreich ein Rudel Bloodcats umgangen.", - L"%s wurde in die Leiste getroffen und windet sich in Schmerzen!", - ////////////////////////////////////////////////////////////////////////////////////// - L"Warning: enemy corpse found!!!", - L"%s [%d rnds]\n%s %1.1f %s", - L"Zu wenig APs! Es werden %d APs benötigt, Sie haben aber nur %d APs.", - L"Tipp: %s", - L"Spieler Stärke: %d - Gegner Stärke: %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Cannot use skill!", // TODO.Translate - L"Cannot build while enemies are in this sector!", - L"Cannot spot that location!", - L"Incorrect GridNo for firing artillery!", - L"Radio frequencies are jammed. No communication possible!", - L"Radio action failed!", - L"Not enough mortar shells in sector to start a barrage!", - L"No signal shell item found in Items.xml!", - L"No High-Explosive shell item found in Items.xml!", - L"No mortars found, cannot commence barrage!", - L"Already jamming signal, no need to do so again!", - L"Already listening for nearby sounds, no need to do so again!", - L"Already trying to spot, no need to do so again!", - L"Already scanning for jam signals, no need to do so again!", - L"%s could not apply %s to %s.", - L"%s orders reinforcements from %s.", - L"%s radio set is out of energy.", - L"a working radio set", - L"a binocular", - L"patience", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Ja*", - L"Ja", - L"Nein", - L"%s applied %s to %s.", // TODO.Translate -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s zittert vor Angst!", - L"%s ist festgenagelt!", - L"%s feuert mehr Schüsse als beabsichtigt!", - L"Sie können keine Miliz in diesem Sektor ausbilden.", - L"Miliz hebt %s auf.", - L"Wenn Feinde im Sektor sind können Sie keine Miliz ausbilden!", - // 6 - 10 - L"%s hat nicht genug Führungsqualität um Milizen auszubilden.", - L"Pro Sektor sind nicht mehr als %d Milizausbilder erlaubt.", - L"Kein Platz für mobile Milizen in oder rund um %s!", - L"Sie benötigen %d Stadtmilizen in jedem von %ss befreiten Sektoren bevor Sie hier mobile Milizen ausbilden können.", - L"Anlage nicht nutzbar wenn Feinde in der Gegend sind!", - // 11 - 15 - L"%s hat nicht genügend Weisheit um diese Anlage betreiben zu können.", - L"%s ist schon voll besetzt.", - L"Diese Anlage zu betreiben kostet $%d pro Stunde. Weitermachen?", - L"Sie haben nicht genug Geld um alle heutigen Betriebskosten zu zahlen. $%d wurden bezahlt, $%d fehlen noch. Die Einwohner sind nicht erfreut.", - L"Sie haben nicht genug Geld um alle heutigen Betriebskosten zu zahlen. Es stehen $%d aus. Die Einwohner sind nicht erfreut.", - // 16 - 20 - L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen und kein Geld um zu bezahlen!", - L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen. Dieser Anlage können Sie keinen Söldner zuweisen bis Sie Ihre gesamten Schulden beglichen haben.", - L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen. Möchten Sie diese Schuld begleichen?", - L"Nicht möglich in diesem Sektor", - L"Tagesausgaben", - // 21 - 25 - L"Nicht genug Geld für alle angeworbenen Milzen! %d Milzen wurden entlassen und sind heimgekehrt.", - L"Um sich den Status eines Gegenstandes während des Kampfes anzuschauen, müssen Sie den Gegenstand vorher aufheben.", // HAM 5 - L"Um einen Gegenstand an einen anderen anbringen zu können, müssen Sie beide Gegenstände vorher aufheben.", // HAM 5 - L"Um zwei Gegenstände miteinander zu verbinden, müssen Sie beide Gegenstände vorher aufheben.", // HAM 5 -}; - -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"Keine Umgestaltungsmöglichkeit vorhanden", - L"%s wurde in mehrere Teile umgewandelt.", - L"%s wurde in mehrere Teile umgewandelt. Prüfen Sie %s's Inventar für die daraus entstandenen Teile.", - L"Aufgrund des fehlendes Platzes im Inventar nach der Umgestaltung wurden einige von %s's Gegenstände auf den Boden abgelegt.", - L"%s wurde in mehrere Teile umgewandelt. Durch den Platzmangel im Inventar hat %s ein paar Gegenstände auf den Boden abgelegt.", - L"Möchsten Sie alle %d Gegenstände im Stapel umwandeln? (Um nur einen Gegenstand umzuwandeln, entferenen Sie diesen zuerst vom Stapel)", - // 6 - 10 - L"Aufteilen des Kisteninhaltes ins Inventar", - L"Aufteilen in %d-Schuss Magazine", - L"%s wurde aufgeteilt in %d Magazine, wobei jedes davon %d Schuss enthält.", - L"%s wurde aufgeteilt in %s's Inventar.", - L"Es ist nicht genügend Platz in %s's Inventar um die Magazine dieses Kalibers abzulegen!", - L"Sofortmodus", - L"Verzögerter Modus", - L"Sofortmodus (%d AP)", - L"Verzögerter Modus (%d AP)", -}; - -// WANNE: These are the email texts Speck sends when one of the 4 new 1.13 MERC mercs have levelled up -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Hiermit geben wir zur Kenntnis, dass aufgrund von Gastons guten Leistungen in der Vergangenheit sein Sold erhöht wurde. Ich persönlich bin darüber nicht überrascht. ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"Bitte nehmen Sie zur Kenntnis, dass Stogies Bezüge für seine geleisteten Dienste mit sofortiger Wirkung erhöht werden in Anpassung an seine verbesserten Fähigkeiten. ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"Bitte nehmen Sie zur Kenntnis, dass Tex aufgrund seiner Erfahrung Anspruch auf eine angemessenere Entlohnung hat. Seine Bezüge werden daher ab sofort seinem Wert entsprechend erhöht. ± ± Speck T. Kline ± ", - // Biggins: Text from Line 49 in Email.edt - L"Zur Kenntnisnahme. Aufgrund seiner verbesserten Leistungen wurden Colonel Biggins' Dienstbezüge erhöht. ± ± Speck T. Kline ± ", -}; - -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk - L"Weitergeleitet von AIM-Server: Nachricht von Victor Kolesnikov", - L"Vielen Dank für Nachricht auf Anrufbeantworter. Nun stehe ich zur Verfügung. ± ± Allerdings bin ich wählerisch mit meine Komamandanten. Ich werde mich noch über Sie erkundigen.± ± V.K. ±", - - // Brain - L"Weitergeleitet von AIM-Server: Nachricht von Janno Allik", - L"Jetzt wäre ich bereit für einen Auftrag. Sie wissen schon, alles zu seiner Zeit. ± ± Janno Allik ±", - - // Scream - L"Weitergeleitet von AIM-Server: Nachricht von Lennart Vilde", - L"Vielen Dank für Ihre Kontaktaufnahme. Sagen Sie mir Bescheid, wenn die nächste Party steigen kann. Ab sofort erreichen Sie mich über die AIM page. ± ± Lennart Vilde.", - - // Henning - L"Weitergeleitet von AIM-Server: Nachricht von Henning von Branitz", - L"Ihre Nachricht hat mich erreicht, vielen Dank. Falls Sie mich engagieren möchten, kontaktieren Sie mich über die AIM Website. ± ± Bis die Tage! ± ± Henning von Branitz ±", - - // Luc - L"Weitergeleitet von AIM-Server: Nachricht von Luc Fabre", - L"Ich habe Ihre Nachricht erhalten, merci. Zur Zeit könnte ich gerne einen Auftrag annehmen. Sie wissen ja, wo Sie mich erreichen. ± ± Sicher hören wir bald von einander. ±", - - // Laura - L"Weitergeleitet von AIM-Server: Nachricht von Dr. Laura Colin", - L"Ich grüße Sie! Schön, dass Sie mir eine Nachricht hinterlassen haben. Es hörte sich interessant an. ± ± Wenn Sie wieder bei AIM vorbeischauen, würde ich mich freuen, von Ihnen zu hören. ± ± Noch viel Erfolg! ± ± Dr. Laura Colin ±", - - // Grace - L"Weitergeleitet von AIM-Server: Nachricht von Graziella Girelli", - L"Sie wollten mich kontaktieren, aber ich war leider nicht zu erreichen.± ± Ein Familientreffen. Sie kennen das ja sicher... Jetzt hab' ich erst mal wieder genug von Familie.± ± Jedenfalls freue ich mich, wenn Sie sich auf der AIM Site mit mir in Verbindung setzen. Ciao! ±", - - // Rudolf - L"Weitergeleitet von AIM-Server: Nachricht von Rudolf Steiger", - L"Wissen Sie eigentlich, wieviel Anrufe ich jeden Tag kriege? Jeder Pisser meint, er müsste hier anrufen. ± ± Aber gut, ich bin jetzt wieder da. Falls Sie einen interessanten Auftrag haben. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"Weitergeleitet von AIM-Server: Nachricht über Söldner Verfügbarkeit", - L"Ich habe Ihre Nachricht erhalten und warte auf Ihren Rückruf. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Scharfschütze: Sie haben Augen wie ein Falke. Dadurch können sie sogar auf die Flügel einer Fliege aus hunderten von Metern schießen! ± ", - // Camouflage - L"Tarnung: Neben Ihnen schauen sogar Büsche synthetisch aus. ± ", - // Ranger - L"Jäger: Sie haben eine bemerkenswerte Affinität zu schwer passierbarem Gelände und Ihre unermüdlichen Beine tragen Sie im Handumdrehen über Stock und Stein. ± ", - // Gunslinger - L"Revolverheld: Sie beweisen enormes Talent im Umgang mit Pistolen und Revolvern aller Art. John Wayne lässt grüßen. ± ", - // Squadleader - L"Zugführer: Ihre Rhetorik hat uns ganz schön beeindruckt und Ihre generelle Erscheinung motiviert einfach. In Ihrer Nähe kann eigentlich nichts schiefgehen. ± ", - // Technician - L"Ingenieur: Sie können mit Hufeisen und altem Garn so gut wie alles reparieren, MacGyver würde vor Neid erblassen. ± ", - // Doctor - L"Arzt: Ärzte wie Sie braucht das Land! Sie können Kranke heilen wie ein junger Jesus. ± ", - // Athletics - L"Läufer: So schnell und ausdauernd wie Sie rennen, möchte ich annehmen, Sie sind mit dem Wort Marathon vertraut. Einholen wird Sie bestimmt keiner. ± ", - // Bodybuilding - L"Kraftsportler: Arnie? Was für ein Weichei! Sie könnten ihn selbst mit einer gebrochenen Hand zu Boden befördern. ± ", - // Demolitions - L"Sprengmeister: Nutzen Sie Ihre Begeisterung für alles, was mit mehrfacher Schallgeschwindigkeit expandiert um sich im Training mit Granaten und Sprengstoffen hervorzutun. ± ", - // Scouting - L"Aufklärer: Sie sind über die Maßen aufmerksam, haben ein sehr reges Auge und einen nimmermüden Geist. ± ", - // Covert ops - L"Geheimagent: Neben Ihnen schaut 007 wie der reinste Amateur aus! ± ", - // Radio Operator - L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate - // Survival - L"Survival: Nature is a second home to you. ± ", // TODO.Translate -}; - -STR16 NewInvMessage[] = -{ - L"Rucksack kann zur Zeit nicht aufgehoben werden", - L"Kein Platz zum Ablegen des Rucksacks", - L"Rucksack nicht gefunden", - L"Reißverschluss funktioniert nur im Kampf", - L"Bewegung nicht möglich, während Reißverschluss des Rucksacks offen ist", - L"Sind Sie sicher, dass Sie alle Gegenstände im Sektor verkaufen wollen?", - L"Sind Sie sicher, dass Sie alle Gegenstände im Sektor löschen wollen?", - L"Kann nicht beim Tragen eines Rucksacks klettern", - L"All backpacks dropped", // TODO.Translate - L"All owned backpacks picked up", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Initialisiere RakNet Server...", - L"Server gestartet, warte auf Client-Verbindungen...", - L"Sie müssen sich nun als Client durch drücken von '2' mit dem Server verbinden.", - L"Server läuft bereits.", - L"Starten des Servers ist fehlgeschlagen. Abbruch.", - // 5 - L"%d/%d Clients sind bereit für Echtzeitmodus.", - L"Verbindung zum Server ist unterbrochen, wird heruntergefahren.", - L"Server läuft nicht.", - L"Clients sind noch am laden, bitte warten...", - L"Sie können die Absprungzone nicht ändern, wenn der Server bereits gestartet wurde.", - // 10 - L"Datei '%S' gesendet - 100/100", - L"Alle Dateien wurden an '%S' gesendet.", - L"Starte mit dem versenden der Dateien an '%S'.", - L"Verwenden Sie die Anzeige für die Absprungzone wenn Sie den Startsektor ändern möchten. Änderungen sind nur möglich, bevor Sie auf 'Starte Spiel' geklickt haben.", -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Initialisiere RakNet Client...", - L"Verbinde zur ausgewählten Server-IP...", - L"Erhalte Spieleinstellungen:", - L"Sie sind bereits verbunden.", - L"Sie verbinden sich bereits...", - // 5 - L"Client #%d - '%S' hat '%s' angeheuert.", - L"Client #%d - '%S' hat einen weiteren Söldner angeheuert.", - L"Sie sind bereit - Gesamt bereit = %d/%d", - L"Sie sind nicht mehr bereit - Gesamt bereit = %d/%d", - L"Starte Gefecht...", - // 10 - L"Client #%d - '%S' ist bereit - Gesamt bereit = %d/%d", - L"Client #%d - '%S' ist nicht mehr bereit - Gesamt bereit = %d/%d", - L"Sie sind bereit. Warte auf die anderen Clients... Drücken Sie 'OK' wenn Sie doch noch nicht bereit sind.", - L"Lass uns das Gefecht beginnen!", - L"Ein Client muss laufen, um das Spiel beginnen zu können.", //LOOTF - Hintergrund? Wenn kein Client aktiv ist, gibt es doch auch niemanden, der eine Aufforderung zum Spielstart setzt? oO - // 15 - L"Spiel kann nicht gestartet werden. Es sind noch keine Söldner angeheuert.", - L"Erwarte Freigabe vom Server für den Laptop...", - L"Unterbrochen", - L"Unterbrechung beendet", - L"Maus-Raster-Koordinaten:", - // 20 - L"X: %d, Y: %d", - L"Raster-Nummer: %d", - L"Aktion kann nur der Server durchführen.", - L"Wähle exklusive Server-Aktion: ('1' - Laptop freischalten/anheuern) ('2' - Gefecht starten/Sektor laden) ('3' - Interface freischalten ) ('4' - Söldner Platzierung abschließen) ", - L"Sektor=%s, Max. Clients=%d, Teamgröße=%d, Spieltyp=%d, Gleiche Söldner=%d, Schaden-Mult.=%f, Rundenzeitbeschr.=%d, Seks/Tik=%d, Kein Bobby Ray=%d, Keine Aim/Merc-Ausrüstung=%d, Keine Moral=%d, Testen=%d", //LOOTF - Was ist Seks/Tik? Lol. Sextick. Finde gut. Englisch = Secs/Tic, aber das sagt mir auch nix. - // 25 - L"Testmodus und Cheat-Funktion mit '9' ist freigeschaltet.", - L"Neue Verbindung: Client #%d - '%S'.", - L"Team: %d.", - L"'%s' (Client #%d - '%S') wurde getötet von '%s' (Client #%d - '%S')", - L"Werfe Client #%d - '%S' aus dem Spiel.", - // 30 - L"Starte neuen Spielzug für gewählten Client. #1: , #2: %S, #3: %S, #4: %S", - L"Starte Spielzug für Client #%d", - L"Anfrage auf Echtzeit-Modus...", - L"In Echtzeit-Modus gewechselt.", - L"Fehler: Es ist ein Fehler beim Zurückwechseln in den Echtzeit-Modus aufgetreten", - // 35 - L"Laptop freischalten um Söldner anzuheuern? (Sind alle Clients bereits verbunden?)", - L"Server hat den Laptop freigeschaltet. Söldner anheuern!", - L"Unterbrechung.", - L"Sie können die Absprungzone nicht ändern, wenn Sie nur der Client und nicht zusätzlich der Server sind.", - L"Sie haben das Angebot zur Kampfaufgabe abgelehnt.", - // 40 - L"Alle Ihre Söldner wurden getötet!", - L"Überwachungsmodus wurde eingeschaltet.", - L"Sie wurden besiegt!", - L"Auf Dächer klettern ist in einem Mehrspieler-Spiel nicht erlaubt.", - L"Sie haben '%s' angeheuert.", - // 45 - L"Sie können den Sektor nicht ändern, wenn bereits Einkäufe begonnen haben", - L"Sektor gewechselt zu '%s'", - L"Verbindung zu Client '%s' abgebrochen, entferne Client vom Spiel.", - L"Ihre Verbindung zum Spiel wurde unterbrochen, gehe zurück zum Hauptmenü.", - L"Verbindung fehlgeschlagen. Wiederholung des Verbindungsaufbaus in 5 Sekunden. %i Versuche übrig...", - //50 - L"Verbindung fehlgeschlagen, Abbruch...", - L"Sie können das Spiel nicht beginnen, solange sich noch kein weiterer Spieler verbunden hat.", - L"%s : %s", - L"Sende an alle", - L"Nur Verbündete", - // 55 - L"Spielbeitritt nicht möglich. Das Spiel ist bereits gestartet.", - L"%s (Team): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Alle Dateien vom Server erhalten.", - L"'%S' hat alle Dateien vom Server heruntergeladen.", - L"'%S' startet mit dem Download der Dateien.", - L"Starten des Spiels ist nicht möglich solange die Clients noch nicht alle Dateien erhalten haben.", - L"Dieser Server erfordert, dass sie modifizierte Dateien für das Spiel herunterladen. Möchten Sie fortfahren?", - // 65 - L"Drücken Sie 'Bereit' um in den taktischen Bildschirm zu gelangen.", - L"Kann keine Verbindung herstellen, weil Ihre Version %S unterschiedlich zur Server Version %S ist.", - L"Sie haben einen gegnerischen Soldaten getötet.", - L"Spiel kann nicht gestartet werden, weil es keine unterschiedlichen Teams gibt.", - L"Die Spieleinstellungen erfordern Neues Inventar (NIV), aber NIV ist aufgrund der Spielauflösung nicht verwendbar.", - // 70 - L"Kann erhaltene Datei '%S' nicht speichern", - L"%s's Sprengstoff wurde von %s entschärft", - L"Sie haben verloren. Was für eine Schande", // All over red rover - L"Überwachungsmodus wurde ausgeschaltet", - L"Wählen Sie den Client, der gekickt werden soll. #1: , #2: %S, #3: %S, #4: %S", - // 75 - L"Team %s wurde vernichtet", - L"Client konnte nicht gestartet werden. Beendigung.", - L"Client Verbindung aufgelöst und heruntergefahren.", - L"Client läuft nicht.", - L"INFO: Falls das Spiel hängen bleibt (die Statusanzeige beim Gegnerischen Zug bewegt sich nicht), informieren Sie den Server, dass dieser ALT + E drücken soll, um Ihnen den Spielzug wieder zu geben!", - // 80 - L"Gegnerischer Spielzug - %d übrig", -}; - -STR16 gszMPEdgesText[] = -{ - L"N", - L"O", - L"S", - L"W", - L"M", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"n.a.", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Spieltyp: ", - L"Spieler: ", - L"Teamgröße: ", - L"Sie können die Startpositionen nicht mehr ändern, sobald der Laptop freigeschaltet ist.", - L"Sie können die Teams nicht mehr ändern, sobald der Laptop freigeschaltet ist.", - L"Zuf. Söldner: ", - L"J", - L"Schwierigkeit:", - L"Server Version:", -}; - -STR16 gzMPSScreenText[] = -{ - L"Kampfstatistik", - L"Weiter", - L"Abbrechen", - L"Spieler", - L"Tötungen", - L"Tote", - L"Gegnerische Armee", - L"Treffer", - L"Fehlschüsse", - L"Treffgenauigkeit", - L"Schaden verursacht", - L"Schaden erhalten", - L"Bitte warten Sie bis der Server auf 'Weiter' geklickt hat." -}; - -STR16 gzMPCScreenText[] = -{ - L"Abbrechen", - L"Verbindungsaufbau zum Server", - L"Erhalte Server Einstellungen", - L"Herunterladen von Dateien", - L"Drücke 'ESC' zum Verlassen oder 'Y' zum Chatten", - L"Drücke 'ESC' zum Verlassen", - L"Fertig" -}; - -STR16 gzMPChatToggleText[] = -{ - L"Sende an alle", - L"Sende nur an Verbündete", -}; - -STR16 gzMPChatboxText[] = -{ - L"Mehrspieler Chat", - L"Senden mit 'ENTER', Abbrechen mit 'ESC'", -}; - -// Following strings added - SANDRO -// Translated by Scheinworld -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"Auf der nächsten Seite können Sie Ihre Fertigkeiten entsprechend Ihrer Spezialisierung als Söldner festlegen. Es können nicht mehr als zwei verschiedene Fertigkeiten oder eine Expertenfertigkeit gewählt werden.", - L"Sie können auch nur eine oder gar keine Fertigkeit auswählen. Sie erhalten dafür einen Bonus zu Ihren Attributpunkten als Gegenleistung. Beachten Sie, dass die Fertigkeiten 'Elektronik', 'Beidhändig geschickt' und 'Getarnt' keine Experten-Spezialisierung erhalten.", - // For new major/minor traits - L"Auf der nächsten Seite können Sie Ihre Fertigkeiten entsprechend Ihrer Spezialisierung festlegen. Auf der ersten Seite können Sie bis zu %d Hauptfertigkeiten auswählen, die Ihre Rolle in einem Team repräsentieren, während Sie auf der zweiten Seite eine Liste der möglichen Nebenfertigkeiten finden.", - L"Es können nicht mehr als insgesamt %d Fertigkeiten gewählt werden. Wenn Sie keine Hauptfertigkeiten nutzen wollen, können Sie dafür %d Nebenfertigkeiten wählen. Selektieren Sie zwei Hauptfertigkeiten (oder eine Spezialisierung), ist/sind noch %d Nebenfertigkeit(en) wählbar.", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"Bitte verteilen Sie nun Ihre Bonuspunkte auf die gewünschten Attribute. Der Wert kann dabei nicht höher sein als", - L"B.S.E. Eigenschaften und Fähigkeiten.", - L"Bonus Pkt.:", - L"Anfangs-Level", - // New strings for new traits - SANDRO - L"Im nächsten Schritt können Sie Ihre Attribute und Fähigkeiten festlegen. Attribute sind Gesundheit, Geschicklichkeit, Beweglichkeit, Stärke und Weisheit. Sie können nicht weniger als %d Punkte verteilen.", - L"Der Rest sind Ihre Fähigkeiten, die Sie auch auf 0 setzen können.", - L"Beachten Sie, dass bestimmte Attribute auf spezifische Minimalwerte gesetzt werden, die den Voraussetzungen der Fertigkeiten entsprechen. Sie können diese Werte nicht weiter senken.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"B.S.E. Charakter-Analyse", - L"Die Charakter-Analyse ist der nächste Schritt bei der Erstellung Ihres Profils. Auf der nun folgenden Seite steht eine Vielzahl von Charaktereigenschaften zur Auswahl. Wir können uns vorstellen, dass Sie sich mit mehreren verbunden fühlen, entscheiden Sie sich daher bitte für die zutreffendste. ", - L"Die zweite Seite dient der Erfassung Ihrer Unzulänglichkeiten, die Sie möglicherweise haben (wir glauben, dass jeder Mensch nur eine große Schwäche hat). Bitte seien Sie dabei ehrlich, damit potentielle Arbeitgeber über Ihr zukünftiges Einsatzfeld informiert werden können.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Neutral", - L"Freundlich", - L"Einzelgänger", - L"Optimist", - L"Pessimist", - L"Aggressiv", - L"Arrogant", - L"Bonze", - L"Arschloch", - L"Feigling", - L"B.S.E. - Persönlichkeit", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Neutral", - L"Umgänglich", //LOOTF - alt. "Extrovertiert" - L"Einzelgängerisch", - L"Optimistisch", - L"Selbstsicher", - L"Lernbegeistert", - L"Primitiv", - L"Aggressiv", - L"Phlegmatisch", - L"Tollkühn", - L"Pazifistisch", - L"Sadistisch", - L"Machohaft", //LOOTF - alt. "Angeberisch" - L"Feigling", - L"B.S.E. - Charakterzüge", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"Erscheinung und Äußeres", - L"Hautfarbe", - L"Bitte geben Sie Ihre Haar- und Hautfarbe, Ihre Statur, sowie Ihre bevorzugten Kleidungsfarben an.", - L"Bitte geben Sie Ihre Haar- und Hautfarbe, sowie Ihre bevorzugten Kleidungsfarben an.", - L"Eingeschaltet, wird ein Gewehr einhändig abgefeuert.", - L"\n(Warnung: Sie werden eine Menge Stärke dafür benötigen.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Haarfarbe", - L"Hautfarbe", - L"Hemdfarbe", - L"Hosenfarbe", - L"Normale Statur", - L"Kräftige Statur", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"Keine Schwäche", - L"Hitzeempfindlichkeit", - L"Nervosität", - L"Klaustrophobie", - L"Nichtschwimmer", - L"Angst vor Insekten", - L"Vergesslichkeit", - L"Psychopath", - L"Schwerhörigkeit", - L"Kurzsichtigkeit", - L"Bluter", - L"Höhenangst" - L"Selbstverletzend", - L"Ihre größte Schwäche", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] = -{ - L"Sie sind bestimmt froh, dass wir ihnen das hier nicht auf die Mailbox sprechen.", - L"Sie haben entweder in ihrer Jugend zuviele Diskos besucht, oder zu viele Bombardierungen von nahem erlebt. Oder sie sind einfach alt. Ihr Team sollte jedenfalls Gebärdensprache lernen.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"Ohne ihre Brille sind sie aufgeschmissen.", - L"Das passiert wenn man dauernd nur vor der Glotze rumhängt. Sie hätten mehr Karotten essen sollen. Schon mal einen Hasen mit Brille gesehen? Aha.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s hat nicht genug Kraft um diese Aufgabe zu erledigen.", - L"%s ist nicht geschickt genug um diese Aufgabe zu erledigen.", - L"%s ist nicht beweglich genug um diese Aufgabe zu erledigen.", - L"%s hat keine ausreichende Gesundheit um diese Aufgabe zu erledigen.", - L"%s mangelt es an ausreichender Weisheit um diese Aufgabe zu erledigen.", - L"%s mangelt es an ausreichender Treffsicherheit um diese Aufgabe zu erledigen.", - // 6 - 10 - L"%s hat nicht genug Medizinkenntnis um diese Aufgabe zu erledigen.", - L"%s hat zu wenig technisches Verständnis um diese Aufgabe zu erledigen.", - L"%s mangelt es an ausreichender Führungsqualität um diese Aufgabe zu erledigen.", - L"%s hat nicht genug Sprengstoffkenntnis um diese Aufgabe zu erledigen.", - L"%s mangelt es an ausreichender Erfahrung um diese Aufgabe zu erledigen.", - // 11 - 15 - L"%s hat nicht genug Moral um diese Aufgabe zu erledigen.", - L"%s ist zu erschöpft um diese Aufgabe zu erledigen.", - L"Zu wenig Loyalität in %s. Die Einwohner lassen Sie diese Aufgabe nicht verrichten.", - L"Es arbeiten bereits zu viele Personen in %s.", - L"Zu viele Personen verrichten diese Aufgabe schon in %s.", - // 16 - 20 - L"%s findet nichts mehr zum Reparieren.", - L"%s verliert %s beim Arbeiten in %s.", - L"%s hat ein paar %s verloren beim Arbeiten in der %s in %s !", - L"%s wurde verletzt beim Arbeiten in Sektor %s und benötigt dringend medizinische Versorgung!", - L"%s wurde verletzt beim Arbeiten in der %s in %s und benötigt dringend medizinische Versorgung!", - // 21 - 25 - L"%s wurde verletzt beim Arbeiten in Sektor %s. Es scheint aber nichts Ernstes zu sein.", - L"%s wurde verletzt beim Arbeiten in der %s in %s. Es scheint aber nichts Ernstes zu sein.", - L"Die Einwohner von %s scheinen sich über die Anwesenheit von %s aufzuregen." - L"Die Einwohner von %s scheinen sich über die Arbeit von %s in der %s aufzuregen." - L"%ss Handeln im Sektor %s hat einen Loyalitätsverlust in der gesamten Region bewirkt!", - // 26 - 30 - L"%ss Handeln in der %s in %s hat einen Loyalitätsverlust in der gesamten Region bewirkt!", - L"%s ist betrunken.", // <--- This is a log message string. - L"%s ist ernsthaft krank geworden in Sektor %s und wurde vom Dienst freigestellt.", - L"%s ist ernsthaft krank geworden und kann keine seine Arbeiten in der %s in %s fortsetzen.", - L"%s wurde verletzt in Sektor %s.", // <--- This is a log message string. - // 31 - 35 - L"%s wurde ernsthaft im Sektor %s verletzt.", //<--- This is a log message string. - L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate - L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"Kraft", - L"Beweglichkeit", - L"Geschicklichkeit", - L"Weisheit", - L"Gesundheit", - L"Treffsicherheit", - // 5-10 - L"Führungsqualität", - L"Technik", - L"Medizin", - L"Sprengstoffe", -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - - L"UMGEBUNG", - L"Betrieb", - L"Essen", - L"Pause", - L"Repariere Gegenstände", - L"Repariere %s", - L"Repariere Roboter", - // 6-10 - L"Arzt", - L"Patient", - L"Üben Kraft", - L"Üben Geschicklichkeit", - L"Üben Beweglichkeit", - L"Üben Gesundheit", - // 11-15 - L"Üben Treffsicherheit", - L"Üben Medizin", - L"Üben Technik", - L"Üben Führungsqualität", - L"Üben Sprengstoff", - // 16-20 - L"Rekrut Kraft", - L"Rekrut Geschicklichkeit", - L"Rekrut Beweglichkeit", - L"Rekrut Gesundheit", - L"Rekrut Treffsicherheit", - // 21-25 - L"Rekrut Medizin", - L"Rekrut Technik", - L"Rekrut Führungsqualität.", - L"Rekrut Sprengstoff", - L"Trainer Kraft", - // 26-30 - L"Trainer Geschicklichkeit", - L"Trainer Beweglichkeit", - L"Trainer Gesundheit", - L"Trainer Treffsicherheit", - L"Trainer Medizin", - // 30-35 - L"Trainer Technik", - L"Trainer Führungsqualität", - L"Trainer Sprengstoff", - L"Gefangene verhören", // added by Flugente - L"Undercover Snitch", // TODO.Translate - // 36-40 - L"Spread Propaganda", - L"Spread Propaganda", // spread propaganda (globally) - L"Gather Rumours", - L"Command Militia", // militia movement orders -}; - -STR16 Additional113Text[]= -{ - L"Für die korrekte Arbeit im Fenster-Modus benötigt Jagged Alliance 2 v1.13 16-bit Farbmodus.", //Jagged Alliance 2 v1.13 windowed mode requires a color depth of 16bpp or less. - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate - L"Interner Fehler beim Auslesen der %s Slots des zu ladenden Spielstandes: Die Anzahl der Slots im Spielstand (%d) unterscheidet sich mit den definierten Slots in der Datei ja2_options.ini (%d)", - // WANNE: Savegame slots validation against INI file - L"Söldner (MAX_NUMBER_PLAYER_MERCS) / Fahrzeuge (MAX_NUMBER_PLAYER_VEHICLES)", - L"Gegner (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Monster (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Miliz (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Zivilisten (MAX_NUMBER_CIVS_IN_TACTICAL)", -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -STR16 sEnemyTauntsFireGun[]= -{ - L"Friss Blei!", - L"Duck dich!", - L"Komm und hol mich!", - L"Du gehörst mir!", - L"Stirb!", - L"Zeit zu sterben.", - L"Vorsicht, Kugel!", - L"Komm her, du Mistkerl!", - L"Rrraaaaaah!", - L"Komm zu Papa.", - L"Du kommst unter die Erde.", - L"Du kommst hier nicht lebend raus!", - L"Aufs Maul!", - L"Du hättest daheim bleiben sollen!", - L"Stirb doch!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"Wird Zeit den Ballermann aus dem Sack zu holen.", - L"Überraschung.", - L"Beenden wir das schmerzhaft.", - L"Bitte lächeln!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Hier, fang!", - L"Die ist für dich.", - L"Spiel doch damit!", - L"Hab da was fallen gelassen.", - L"Hahaha.", - L"Viel Spaß damit!", - L"Hrrmmgh... uff!", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"Ich hol mir deinen Skalp.", - L"Komma her, du.", - L"Zeig mir dein Innerstes.", - L"Ich schneid dich in Streifen.", - L"Hjaaaaah!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"Wir sitzen in der Scheiße! Raus hier!", - L"Komm zur Armee, haben sie gesagt... Tze!", - L"Aufklärung erfolgreich, Feind überlegen, weg hier!", - L"Ohmeingottohmeingottohmeingott.", - L"Ganze Kampfgruppe - Rückzug!", - L"Rückzug! Alle Mann Rückzug!", - L"Weg von hier, die machen uns platt!", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"Ich hab da was gehört.", - L"Wer ist da? Ist da einer?", - L"Was war das eben?", - L"Paul, bist du das? Alles in Ordnung?", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"Alarm! Feindkontakt!", - L"Es geht los! Da sind sie!", - L"Ich seh einen von ihnen hier drüben!", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Argh!", - L"Hnngh!", - L"Der saß...", - L"Au! Du Penner!", - L"Das wirst du bereuen!", - L"Sanitäter!", - L"Ich hab doch gar nichts gemacht!", -}; - -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff...!", - L"Oh mein Gott!", - L"Heilige Scheiße!", - L"Gegner!!!", - L"Alarm! Alarm!", - L"Hier ist einer!", - L"Angriff!", -}; - - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Beschreibung", - L"Allgemein", - L"Erweitert", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Bes.", - L"Allg.", - L"Erw.", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primär", - L"Sekundär", - L"AP Kosten", - L"Feuerstoß/Autofeuer", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Eigensch.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|B|e|s|c|h|r|e|i|b|u|n|g:\n \nZeigt allgemeine Informationen über den Gegenstand.", - L"|A|l|l|g|e|m|e|i|n|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZeigt typische Daten über den Gegenstand.\n \nWaffen: Nochmals klicken um zweite Seite anzuzeigen.", - L"|E|r|w|e|i|t|e|r|t|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZeigt Vor-/Nachteile des Gegenstandes.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|i|m|ä|r|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nEigenschaften und Daten in Bezug auf die Gegenstandsklasse\n(Waffen / Rüstungen / usw.).", - L"|S|e|k|u|n|d|ä|r|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZusätzliche Eigenschaften des Gegenstands,\nund/oder mögliche sekundäre Fähigkeiten.", - L"|A|P |K|o|s|t|e|n:\n \nDiverse AP Kosten in Bezug auf Abfeuern\noder Handhabung der Waffe.", - L"|F|e|u|e|r|s|t|o|ß|/|A|u|t|o|f|e|u|e|r |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nMit dem Abfeuern dieser Waffe verbundene Daten für\nFeuerstoß-/Autofeuermodus.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|E|i|g|e|n|s|c|h|a|f|t |S|y|m|b|o|l\n \nMaus-darüber um den Namen der Eigenschaft zu erfahren.", - L"|G|r|u|n|d|w|e|r|t\n \nDer normale Wert des Gegenstandes ausschließlich aller\nVor-/Nachteile von Erweiterungen oder Munition.", - L"|E|r|w|e|i|t|e|r|u|n|g|s|b|o|n|u|s\n \nVor-/Nachteile von Munition, Erweiterungen, \noder schlechtem Zustand des Gegenstandes.", - L"|E|n|d|w|e|r|t\n \nDer endgültige Wert des Gegenstandes, einschließlich aller \nVor-/Nachteile von Erweiterungen oder Munition.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Eigenschaft Symbol (Maus-darüber zeigt den Namen).", - L"Vor-/Nachteil wenn |s|t|e|h|e|n|d.", - L"Vor-/Nachteil wenn |h|o|c|k|e|n|d.", - L"Vor-/Nachteil wenn |l|i|e|g|e|n|d.", - L"Gegebener Vor-/Nachteil", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|G|e|n|a|u|i|g|k|e|i|t", - L"|S|c|h|a|d|e|n", - L"|R|e|i|c|h|w|e|i|t|e", - L"|H|a|n|d|h|a|b|u|n|g|s|p|r|o|b|l|e|m|a|t|i|k", - L"|E|r|l|a|u|b|t|e |Z|i|e|l|s|t|u|f|e|n", - L"|V|e|r|g|r|ö|ß|e|r|u|n|g|s|f|a|k|t|o|r", - L"|P|r|o|j|e|k|t|i|o|n|s|f|a|k|t|o|r", - L"|U|n|t|e|r|b|u|n|d|e|n|e|s M|ü|n|d|u|n|g|s|f|e|u|e|r", - L"|L|a|u|t|s|t|ä|r|k|e", - L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t", - L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", - L"|M|i|n|d|e|s|t |R|e|i|c|h|w|e|i|t|e |f|ü|r |Z|i|e|l|v|o|r|t|e|i|l", - L"|T|r|e|f|f|e|r |M|o|d|i|f|i|k|a|t|o|r", - L"|A|P|s |f|ü|r |A|n|l|e|g|e|n", - L"|A|P|s |f|ü|r |S|c|h|u|s|s", - L"|A|P|s |f|ü|r |Fe|u|e|r|s|t|o|ß ", - L"|A|P|s |f|ü|r |A|u|t|o|f|e|u|e|r", - L"|A|P|s |f|ü|r |N|a|c|h|l|a|d|e|n", - L"|A|P|s |f|ü|r |R|e|p|e|t|i|e|r|e|n", - L"", // No longer used! - L"|G|e|s|a|m|t|e|r| |R|ü|c|k|s|t|o|ß", - L"|A|u|t|o|f|e|u|e|r |p|r|o |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nBestimmt ob Kugeln, welche von dieser Waffe gefeuert werden, vom\nZiel abweichen.\n \nMaßstab: 0-100.\nHöher ist besser.", - L"\n \nBestimmt den durchschnittlichen Schaden den von dieser Waffe gefeuerte Kugeln machen,\nbevor Berücksichtigung von Rüstung oder Rüstungsdurchdringen.\n \nHöher ist besser.", - L"\n \nDie gößte Entfernung (in Felder) die von dieser Waffe gefeuerte Kugel\nzurücklegen, bevor sie zu Boden fallen.\n \nHöher ist besser.", - L"\n \nBestimmt die Schwierigkeit für das Halten und Feuern der Waffe.\nEin höhere Wert resultiert in einer niedrigeren Trefferwahrscheinlichkeit.\n \nNiedriger ist besser.", - L"\n \nDas ist die Anzahl von extra Ziellevel welche Sie erhalten,\nwenn Sie mit der Waffe zielen.\n \nJe weniger Ziellevel erlaubt sind desto mehr\nLevel erhalten Sie. Deshalb, weniger Level zu haben,\nmacht die Waffe schneller ohne an Genauigkeit\nzu verlieren.\n \nNiedriger ist besser.", - L"\n \nWenn größer als 1.0, werden Zielfehler\nproportional zur Entfernung reduziert.\n \nZur Erinnernung hohe Zielfernrohrvergrößerungen sind schädlich wenn das Ziel zu nahe ist!\n \n Der Wert von 1.0 bedeutet kein Zielfernrohr wird benutzt.", - L"\n \nReduziert Zielfehler proportional zur Entfernung.\n \nDieser Effekt wirkt bis zu einer gegebenen Entfernung,\ndann löst er sich langsam auf und verschwindet evtl. bei ausreichender Entfernung.\n \nHöher ist besser.", - L"\n \nWenn diese Eigenschaft in Kraft ist, dann produziert die Waffe kein sichtbares Mündungsfeuer\nwenn abgefeuert.\n \nFeinde werden Sie nicht bloß beim Mündungsfeuer ausfindig machen können\n(aber Sie können Sie dennoch hören).", - L"\n \nBestimmt die Entfernung (in Felder) der erzeugten Lautstärke,\nwenn die Waffe geschossen wird.\n \nFeinde innerhalb dieser Entfernung hören den Schuss, Feinde außerhalb nicht.\n \nNiedriger ist besser.", - L"\n \nBestimmt, wie schnell sich diese Waffe bei Gebrauch abnutzt.\n \nHöher ist besser.", - L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", - L"\n \nDie minimale Entfernung um einen Zielvorteil zu erhalten.", - L"\n \nTreffermodifikator den eine Laservorrichtung gewährleistet.", - L"\n \nDie Anzahl von APs nötig um die Waffe anzulegen.\n \nSobald die Waffe angelegt ist, können Sie wiederholt feuern ohne diese Kosten erneut zu bezahlen.\n \nEine Waffe ist automatisch abgelegt wenn der Anwender irgendeine andere Aktivität ausübt,\nmit der Ausnahme von schießen oder ausrichten.\n \nNiedriger ist besser.", - L"\n \nDie Anzahl von APs nötig um einen einzelnen Angriff mit dieser Waffe durchzuführen.\n \nFür Schusswaffen ist dies der Aufwand für einen Einzelschuss ohne extra Zielen.\n \nWenn das Symbol 'grau' erscheint sind Einzelschüsse nicht möglich.\n \nNiedriger ist besser.", - L"\n \nDie Anzahl von APs die für einen Feuerstoß benötigt werden.\n \nDie Anzahl der Geschosse welche mit jedem Feuerstoß abgefeuert werden hängt von der Waffe selbst ab,\nund ist angedeutet bei der Anzahl der Kugeln neben dem Symbol.\n \nWenn das Symbol 'grau' erscheint ist ein Feuerstoss nicht möglich.\n \nNiedriger ist besser.", - L"\n \nDie Anzahl von APs die für eine Autofeuer Salve von genau 3 Kugeln benötigt werden.\nWenn das Symbol 'grau' erscheint ist Autofeuer nicht möglich.\n \nNiedriger ist besser.", - L"\n \nDie Anzahl von APs die für das Nachladen benötigt werden.\n \nNiedriger ist besser.", - L"\n \nDie Anzahl von APs die für das repetieren der Waffe benötigt werden.\n \nNiedriger ist besser.", - L"", // No longer used! - L"\n \nDie absolute Reichweite mit der sich das Mündungsfeuer\nausbreitet für jede Kugel die geschossen wird,\nwenn keine Gegenmaßnahme angewendet wird.\n \nNiedriger ist besser.", // HEADROCK HAM 5: Altered to reflect unified number. - L"\n \nZeigt die Anzahl der Kugeln an, welche zu einer Autofeuer Salve für jeweils 5 investierte AP addiert werden.\n \nHöher ist besser.", - L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|S|c|h|u|t|z |W|e|r|t", - L"|F|l|ä|c|h|e|n|d|e|c|k|u|n|g", - L"|Z|e|r|f|a|l|l |R|a|t|e", - L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nDiese grundlegende Rüstungseigenschaft bestimmt wie viel\nSchaden abgefangen wird.\nZur Erinnerung: Schutzdurchschlagende Angriffe und einige\nzufällige Faktoren können die Schadensreduzierung verändern.\n \nHöher ist besser.", - L"\n \nBestimmt wie viel des geschützten\nKörperteils durch die Rüstung abgedeckt wird.\n \nWenn weniger als 100% verdeckt wird, haben Angriffe\neine gewisse Chance die Rüstung schlichtweg\nzu umgehen, und höchsten Schaden\nauf das verdeckte Körperteil auszuüben.\n \nHöher ist besser.", - L"\n \nBestimmt wie schnell der Zustand der Rüstung abfällt,\nwenn sie getroffen wird, im Verhältnis zum\nSchaden durch einen Angriff.\n \nNiedriger ist besser.", - L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", - L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|R|ü|s|t|u|n|g|s|d|u|r|c|h|s|c|h|l|a|g", - L"|K|u|g|e|l|s|t|u|r|z", - L"|E|x|p|l|o|s|i|o|n |v|o|r |E|i|n|s|c|h|l|a|g", - L"|T|e|m|p|e|r|a|t|u|r |M|o|d|i|f|i|k|a|t|o|r", - L"|G|i|f|t|-|I|n|d|i|k|a|t|o|r", - L"|S|c|h|m|u|t|z |M|o|d|i|f|i|k|a|t|o|r", -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nDas ist die Fähigkeit der Kugel, in die Rüstung\neines Ziels einzudringen.\n \nWenn der Wert kleiner als 1.0 ist, reduziert die Kugel \nverhältnismäßig den Schutz jeglicher Rüstung auf die sie eintrifft.\n \nIst der Wert grösser als 1.0, tritt die Kugel weniger tief in die Rüstung des Ziels ein.\n \nKleiner ist besser.", - L"\n \nBestimmt eine verhältnismäßige Zunahme des Schadenspotentials,\nsobald die Kugel die Rüstung des Ziels\ndurchbricht und den Körper dahinter trifft.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren das Schadenspotential\nder durchbrochenen Kugel.\n \nHöher ist besser.", - L"\n \nEin Multiplikator zum Schadenspotential der Kugel,\nder vor dem Treffen des Zieles angewandt wird.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren den Schaden.\n \nHöher ist besser.", - L"\n \nProzentuale zusätzliche Hitze\ndurch diese Munitionsart.\n \nNiedriger ist besser.", - L"\n \nGibt die Anzahl in Prozent an,\nob der eingetretene Schaden einer Kugel auch eine Vergiftung verursacht.", - L"\n \nZusätzlicher Schmutz der entsteht durch diese Munition.\n \nNiedriger ist besser.", -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|S|c|h|a|d|e|n", - L"|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n", - L"|E|x|p|l|o|d|i|e|r|t |b|e|i|m |A|u|f|p|r|a|l|l", // HEADROCK HAM 5 - L"|R|a|d|i|u|s|-|D|r|u|c|k|w|e|l|l|e", - L"|R|a|d|i|u|s|-|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n", - L"|R|a|d|i|u|s|-|G|e|r|ä|u|s|c|h", - L"|S|t|a|r|t|r|a|d|i|u|s|-|T|r|ä|n|e|n|g|a|s", - L"|S|t|a|r|t|r|a|d|i|u|s|-|S|e|n|f|g|a|s", - L"|S|t|a|r|t|r|a|d|i|u|s|-|L|i|c|h|t", - L"|S|t|a|r|t|r|a|d|i|u|s|-|R|a|u|c|h", - L"|S|t|a|r|t|r|a|d|i|u|s|-|F|e|u|e|r", - L"|E|n|d|r|a|d|i|u|s|-|T|r|ä|n|e|n|g|a|s", - L"|E|n|d|r|a|d|i|u|s|-|S|e|n|f|g|a|s", - L"|E|n|d|r|a|d|i|u|s|-|L|i|c|h|t", - L"|E|n|d|r|a|d|i|u|s|-|R|a|u|c|h", - L"|E|n|d|r|a|d|i|u|s|-|F|e|u|e|r ", - L"|Z|e|i|t|d|a|u|e|r", - // HEADROCK HAM 5: Fragmentation - L"|A|n|z|a|h|l |a|n |F|r|a|g|m|e|n|t|e|n", - L"|S|c|h|a|d|e|n |p|r|o |F|r|a|g|m|e|n|t", - L"|F|r|a|g|m|e|n|t |R|e|i|c|h|w|e|i|t|e", - // HEADROCK HAM 5: End Fragmentations - L"|L|a|u|t|s|t|ä|r|k|e", - L"|U|n|b|e|s|t|ä|n|d|i|g|k|e|i|t", - L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nDer Schaden der durch diesen Sprengstoff\nverursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.", - L"\n \nDer Betäubungschaden (nicht tödlich) der durch diesen\nSprengstoff verursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.", - L"\n \nDieser Sprengstoff wird sobald er ein Hindernis\ntrifft explodieren (und nicht vorher noch abprallen).", // HEADROCK HAM 5 - L"\n \nDas ist der Radius der Explosionswelle den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", - L"\n \nDas ist der Radius des Betäubungsschlags den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", - L"\n \nDie Entfernung die das Geräusch der Explosion\nzurücklegen wird. Soldaten innerhalb der Entfernung \nsind fähig das Geräusch zu hören und werden gewarnt.\n \nHöher ist besser.", - L"\n \nDas ist der Startradius des Tränengas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Betäubungsschaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Startradius des Senfgas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Startradius des Lichts\nder durch den Sprengstoff freigesetzt wird.\n \nFelder in der Nähe der Wirkung leuchten \nsehr hell, Felder nahe zum Rand\nsind nur ein weniger heller als normal.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nZur Erinnerung: Im Unterschied zu anderen Sprengstoffen mit\nzietlich festgelegter Wirkung, wird die Wirkung des Lichts nach einiger\nZeit weniger, bis es verschwindet.\n \nHöher ist besser.", - L"\n \nDas ist der Startradius des Rauchs\nder durch diesen Sprengstoff freigesetzt wird.\n \nJeder innerhalb der Rauchwolke wird sehr schwer zu erkennen,\nund verliert ein ganzes Stück Sichtweite.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Startradius der Flammen\ndie durch den Sprengstoff freigesetzt werden.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Endradius den das Tränengas durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Betäubungsschaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Endradius den das Senfgas durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Endradius des Lichts der durch\nden Sprengstoff freigesetzt wird bevor er verschwindet.\n \nFelder in der Nähe der Wirkung leuchten \nsehr hell, Felder nah zum Rand\nsind nur ein weniger heller als normal.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nZur Erinnerung: Im Unterschied zu anderen Sprengstoffen mit\nzietlich festgelegter Wirkung, wird die Wirkung des Lichts nach einiger\nZeit weniger, bis es verschwindet.\n \nHöher ist besser.", - L"\n \nDas ist der Endradius den das Rauchs durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nJeder innerhalb der Rauchwolke ist sehr schwer zu erkennen,\nund verliert ein ganzes Stück Sichtweite.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist der Endradius den die Flammen dieses\nSprengstoffs einnehmen, bevor sie verschwinden.\n \nFeinde, die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jede Runde.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", - L"\n \nDas ist die Wirkungsdauer des Sprengstoffs.\n \nJeden Zug wird der Wirkungsradius wachsen, \nein Feld in jede Richtung, bis\nder angegebene Endradius erreicht ist.\n \nWird die maximale Dauer erreicht, verschwindet\ndie Wirkung vollständig.\n \nLicht freigesetzt durch Sprengstoffe\nnimmt ab, im Unterschied zu anderen Wirkungen.\n \nHöher ist besser.", - // HEADROCK HAM 5: Fragmentation - L"\n \nDies ist die Anzahl an Fragementen die von der\nExplosion ausgestoßen werden.\n \nDie Fragmente verhalten sich ähnlich wie Kugeln und können jeden treffen\nder sich nahe genug an der Explosion aufhält.\n \nHöher ist besser.", - L"\n \nDer potenzielle Schaden welcher durch die\nExplosion der ausgestoßenen Fragemente verursacht wird.\n \nHöher ist besser.", - L"\n \nDas ist die durchschnittliche Reichweite welche\ndie Fragmente einer Explosion fliegen können.\n \nEinige dieser Fragmente können jedoch weiter oder weniger weit fliegen.\n \nHöher ist besser.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nDie Reichweite in Feldern\nin der Feinde und Söldner die Explosion wahrnehmen.\n \nFeinde die die Explosion hören werden alarmiert.\n \nNiedriger ist besser.", - L"\n \nDieser Wert (außerhalb von 100) stellt eine Möglichkeit für den\nSprengstoff dar, spontan zu explodieren wenn er Schaden nimmt\n(z.B. durch Explosionen in der Nähe).\n \nDas Mitführen empfindlicher Sprengstoffe innerhalb des Kampfs\nist deshalb extrem riskant und sollte vermieden werden.\n \nSkala: 0-100.\nNiedriger ist besser.", - L"\n \nBestimmt, wie schwierig es ist, diesen Sprengsatz zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", - L"|V|e|r|f|ü|g|b|a|r|e|r |P|l|a|t|z", - L"|P|l|a|t|z|b|e|d|a|r|f", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nBestimmt, wie schwierig es ist, diesen Gegenstand zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", - L"\n \nBestimmt, wieviel Platz dieser MOLLE Träger für Taschen bietet.\n \nHöher ist besser.", - L"\n \nBestimmt, wieviel Platz diese Tasche auf einem MOLLE Träger einnimmt.\n \nNiedriger ist besser.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|L|e|u|c|h|t|s|p|u|r|m|u|n|i|t|i|o|n", - L"|A|n|t|i|-|P|a|n|z|e|r M|u|n|i|t|i|o|n", - L"|I|g|n|o|r|i|e|r|t |S|c|h|u|t|z", - L"|S|ä|u|r|e|h|a|l|t|i|g|e |M|u|n|i|t|i|o|n", - L"|T|ü|r|z|e|r|s|c|h|l|a|g|e|n|d|e |M|u|n|i|t|i|o|n", - L"|W|i|d|e|r|s|t|a|n|d|s|f|ä|h|i|g|k|e|i|t |g|e|g|e|n |S|p|r|e|n|g|s|t|o|f|f|e", - L"|W|a|s|s|e|r|s|i|c|h|e|r", - L"|E|le|k|t|r|o|n|i|k", - L"|G|a|s|m|a|s|k|e", - L"|B|e|n|ö|t|i|g|t |B|a|t|t|e|r|i|e|n", - L"|K|a|n|n |S|c|h|l|ö|s|s|e|r |K|n|a|c|k|e|n", - L"|K|a|n|n |D|r|a|h|t |d|u|r|c|h|t|r|e|n|n|e|n", - L"|K|a|n|n |S|c|h|l|ö|s|s|e|r |z|e|r|b|r|e|c|h|e|n", - L"|M|e|t|a|l|l|d|e|t|e|k|t|o|r", - L"|F|e|r|n|a|u|s|l|ö|s|e|r", - L"|F|e|r|n|z|ü|n|d|e|r", - L"|Z|e|i|t|z|ü|n|d|e|r", - L"|E|n|t|h|ä|l|t |B|e|n|z|i|n", - L"|W|e|r|k|z|e|u|g|k|a|s|t|e|n", - L"|W|ä|r|m|e|s|i|c|h|t", - L"|R|ö|n|t|g|e|n|g|e|r|ä|t", - L"|E|n|t|h|ä|l|t |D|r|i|n|k|w|a|s|s|e|r", - L"|E|n|t|h|ä|l|t |A|l|k|o|h|o|l", - L"|E|r|s|t|e|-|H|i|l|f|e|-|K|a|s|t|e|n", - L"|A|r|z|t|t|a|s|c|h|e", - L"|T|ü|r|s|p|r|e|n|g|s|a|t|z", - L"|W|a|s|s|e|r", - L"|N|a|h|r|u|n|g", - L"|M|u|n|i|t|i|o|n|s|g|u|r|t", - L"|M|u|n|i|t|i|o|n|s|w|e|s|t|e", - L"|E|n|t|s|c|h|ä|r|f|u|n|g|s|a|u|s|r|ü|s|t|u|n|g", - L"|V|e|r|d|e|c|k|t|e |G|e|g|e|n|s|t|a|n|d", - L"|K|a|n|n |n|i|c|h|t |b|e|s|c|h|ä|d|i|g|t |w|e|r|d|e|n", - L"|M|a|d|e |o|f |M|e|t|a|l", - L"|S|i|n|k|s", - L"|T|w|o|-|H|a|n|d|e|d", - L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|c|h|i||l|d", - L"|K|a|m|e|r|a", - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|B|l|u|t|b|e|u|t|e|l |(|l|e|e|r|)", - L"|B|l|u|t|b|e|u|t|e|l", // 44 - L"|W|i|d|e|r|s|t|a|n|d|s|f|ä|h|i|g|k|e|i|t |g|e|g|e|n |F|e|u|e|r", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nDiese Munition lässt eine Leuchtwirkung entstehen wenn sie abgefeuert wird.\n \nLeuchtfeuer hilft Salven genauer zu kontrollieren.\n \nLeuchtpatronen geben die Position bei Tag/Nacht preis\n \nund deaktivieren Gegenstände\ndie Mündungsfeuer unterdrücken.", - L"\n \nDiese Munition kann einen Panzer beschädigen.\n \nMunition ohne diese Eigenschaft bewirkt keinen Schaden\nan Panzern.", - L"\n \nDiese Munition ignoriert die Rüstung vollständig.\n \nDas bewirkt das eine geschützte Person\nbehandelt wird als hätte sie keine Rüstung!", - L"\n \nWenn diese Munition auf ein Ziel trifft,\nwird dessen Schutz dadurch schnell verschlechtert.\n \nMöglicherweise wird ein Ziel dadurch durch seinen eigenen Schutz getrennt!", - L"\n \nDiese Munitionstyp ist ausnahmslos im zerstören von Schlössern.\n \nDirekt auf eine verschlossene Tür oder einen Behälter\ngefeuert richtet er enormen Schaden an.", - L"\n \nDieser Schutz ist dreifach resistent\ngegen Sprengstoffe als es durch seinen gegebenen\nSchutzwert ersichtlich ist.\n \nWenn ein Sprengstoff den Schutz trifft, wird sein Schutzwert verdreifach.", - L"\n \nDieser Gegenstand ist gegen Wasser immun. Nicht aber,\nwenn er Schaden nimmt und untertaucht.\n \nGegenstände ohne diese Eigenschaft verschlechtern sich allmählich,\nwenn die Person sie zum Schwimmen mitnimmt.", - L"\n \nDieser Gegenstand ist Elektronik pur und beinhaltet\nkomplexe Schaltungen.\n \nElektronische Gegenstände sind von Natur aus schwer\nzu reparieren noch schwieriger ohne elektronische Fähigkeiten.", - L"\n \nWenn dieser Gegenstand am Gesicht der Person getragen wird,\nwird Sie von allen schädlichen Gasen beschützt.\n \nEinige Gase sind ätzend und können sich\ndurch die Gasmaske fressen!", - L"\n \nDieser Gegenstand benötigt Batterien. Ohne Batterien,\nkönnen seine primären Fähigkeiten nicht aktiviert werden.\n \nUm seine Fähigkeiten zu aktivieren\nbefestige Batterien an ihm.", - L"\n \nDieser Gegenstand kann kann dazu benutzt werden verschlossene\nTüren oder Behälter zu öffnen.\n \nSchlösser knacken ist leise, doch es benötigt\nreichlich technische Fähigkeiten \nauch für die einfachsten Schlösser. Dieser Gegenstand ändert\ndie Fähigkeit Schlösser zu knacken um ", //JMich_SkillsModifiers: needs to be followed by a number - L"\n \nDieser Gegenstand kann dazu benutzt werden Zäune zu zertrennen.\n \nDas ermöglicht einer Person schnell in abgezäuntes Gebiet\neinzudringen und den Feind möglicherweise zu überraschen!", - L"\n \nDieser Gegenstand kann kann zum zerschlagen von verschlossenen\nTüren oder Behälter benutzt werden.\n \nDas Zerschlagen von Schlössern benötigt reichlich Stärke,\nerzeugt eine Menge Lärm und bringt\neine Person schnell zur Ermüdung. Jedoch ist eine guter\nWeg hinter verschlossenes zu gelagen ohne\nhöhere Fertigkeiten oder\nkomplizierte Werkzeuge zu besitzen. Dieser Gegenstand steigert \ndie Wahrscheinlichkeit um ", //JMich_SkillsModifiers: needs to be followed by a number - L"\n \nDieser Gegenstand kann metallische Objekte\nim Boden aufspüren.\n \nSeine Funktion ist das aufspüren\nvon Minen ohne die nötigen Fähigkeiten zu besitzen diese\nmit blosen Auge zu erkennen.\n \nVielleicht finden Sie aber auch vergrabene Schätze.", - L"\n \nDieser Gegenstand kann dazu benutzt werden eine Bombe\nwelche mit einem Fernzünder versehen wurde zu zünden.\n \nZu erst setzt die Bombe, dann benutze den\nFernauslöer um sie zu zünden wenn\ndie richtige Zeit ist.", - L"\n \nWenn an einer Sprengstoffeinheit angebracht und eingestellt\n kann der Zünder durch eine\n separate Fernsteuerung ausgelöst werden.\n \nFernzünder sind bestens geeignet um Fallen zu stellen,\nweil Sie erst dann explodieren wenn sie es sollen.\n \nDarüber hinaus hat man genüge Zeit in Deckung zu gehen!", - L"\n \nWenn an einer Sprengstoffeinheit angebracht und eingestellt\n zählt der Zünder von der eingegeben\nMenge an Zeit nach unten und explodiert \nwenn die Zeit abgelaufen ist.\n \nZeitzünder sind billig und einfach zu Installieren,\naber sie müssen so eingestellt werden umd\nsich selbst rechtzeitig in Deckung zu bringen!", - L"\n \nDieser Gegenstand enthält Benzin.\n \nEs könnte praktisch sein\nwenn man einen Benzintank findet.", - L"\n \nDieser Gegenstand enthält verschiedene Gerätschaften die dazu\nbenutzt werden können andere Gegenstände zu reparieren.\n \nEin Werkzeugkasten wird dafür benötigt, wenn \neinem Söldner die Aufgabe Reparieren zugewiesen wird. Dieser Gegenstand ändert\ndie Effektivität der Reperatur um ", //JMich_SkillsModifiers: need to be followed by a number - L"\n \nWenn ans Gesicht angebracht, bietet der Gegenstand die Möglichkeit\nPersonen durch Wände zu sehen,\ndank ihrer Wärmestrahlung.", - L"\n \nDieses mächtige Gerät kann dazu benutzt werden\nnach Personen zu suchen.\n \nEs zeigt alle Personen innerhalb eines bestimmten Radius\nfür einen kurzen Zeitraum.\n \nVon Geschlechtsorganen fernhalten!", - L"\n \nDieser Gegenstand enthält frisches Wasser.\nGebrauchen Sie es wenn Sie durstig sind.", - L"\n \nDieser Gegenstand enthält Spirituosen, Alkohol, Schnaps\noder was immer Sie sich einbilden.\n \nMit Vorsicht zu genießen! Kein Alkohol am Steuer!\nKann ihrer Leber schaden!", - L"\n \nDas ist ein Erste-Hilfe-Kasten der\nGegenstände enthält die einfache medizinische Hilfe bieten.\n \nEr kann dazu benutzt werden verwundetet Personen zu bandagieren\nund Blutungen zu stoppen.\n \nFür richtige Heilung, benutze eine Arzttasche\nund/oder reichlich Ruhe.", - L"\n \nDas ist eine Arzttasche, die für\nOperationen und andere gravierende medizinische\nZwecke genutzt werden kann.\n \nEine Arzttasche wird dazu benötigt\neinem Söldner die Aufgabe Doktor zu geben.", - L"\n \nDieser Gegenstand kann dazu benutzt werden verschlossene\nTüren/Behälter zu sprengen.\n \nExplosionsfertigkeit ist erforderlich um\nvorzeitige Detonationen zu vermeiden.\n \nSchlösser zu sprengen ist der einfache Weg um schnell\ndurch verschlossene Türen/Behälter zu kommen. Wie auch immer,\nes ist laut und für die meisten Personen gefährlich.", - L"\n \nMan kann das trinken.", - L"\n \nMan kann das essen.", - L"\n \nEin externer Munitionsgurt für MGs.", - L"\n \nIn diese Weste passen auch Munitionsgurte.", - L"\n \nDieser Gegenstand verbessert die Chance Fallen zu entschärfen um ", - L"\n \nDieser Gegenstand und alles was daran angebracht/enthalten ist\nwird von neugierigen Augen verborgen bleiben.", - L"\n \nDieser Gegenstand kann nicht beschädigt werden.", - L"\n \nDieser Gegenstand ist aus Metall.\nEr nimmt weniger Schaden als andere Gegenstände.", - L"\n \nDieser Gegenstand versinkt in Wasser.", - L"\n \nDieser Gegenstand muß mit beiden Händen benutzt werden.", - L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate - L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|n|a|u|i|g|k|e|i|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|M|o|m|e|n|t|a|u|f|n|a|h|m|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|M|o|m|e|n|t|a|u|f|n|a|h|m|e|-|P|r|o|z|e|n|t|u|e|l|l", - L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|e|n|-|P|r|o|z|e|n|t|u|e|l|l", - L"|M|o|d|i|f|i|k|a|t|o|r |- |E|r|l|a|u|b|t|e |Z|i|e|l|g|e|n|a|u|i|g|k|e|i|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|k|a|p|a|z|i|t|ä|t", - L"|M|o|d|i|f|i|k|a|t|o|r |- |W|a|f|f|e|n|h|a|n|d|h|a|b|u|n|g", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|b|s|e|n|k|u|n|g|s|k|o|m|p|e|n|s|i|e|r|u|n|g", - L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|a|u|f|s|p|ü|r|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|c|h|a|d|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|M|e|s|s|e|r|s|c|h|a|d|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|E|n|t|f|e|r|nu|n|g", - L"|F|a|k|t|o|r|-|V|e|r|g|ö|ß|e|r|u|n|g", - L"|F|a|k|t|o|r|-|V|e|r|b|r|e|i|t|e|r|u|n|g", - L"|M|o|d|i|f|i|k|a|t|o|r|-|R|ü|c|k|s|t|o|ß|-|H|o|r|i|z|o|n|t|a|l", - L"|M|o|d|i|f|i|k|a|t|o|r|-|R|ü|c|k|s|t|o|ß |- |V|e|r|t|i|k|a|l", - L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|M|a|x|i|m|u|m", - L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|G|e|n|a|u|i|g|k|e|i|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|H|ä|u|f|i|g|k|e|i|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|T|o|t|a|l", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|A|n|l|e|g|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|E|i|n|z|e|l|s|c|h|u|s|s", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|F|e|u|e|r|s|t|o|ß", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|A|u|t|o|f|e|u|e|r", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|N|a|c|h|l|a|d|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|M|a|g|a|z|i|n|g|r|ö|ß|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|F|e|u|e|r|s|t|o|ß|g|r|ö|ß|e", - L"|U|n|t|e|r|d|r|ü|c|k|t|e|s |M|ü|n|d|u|n|g|s|f|e|u|e|r", - L"|M|o|d|i|f|i|k|a|t|o|r|-|L|a|u|t|s|t|ä|r|k|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|s|t|a|n|d|g|r|ö|ß|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|W|a|l|d", - L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|S|t|a|d|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|W|ü|s|t|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|S|c|h|n|e|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|c|h|l|e|i|c|h|e|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|H|ö|r|w|e|i|t|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|A|l|l|g|e|m|e|i|n", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|N|a|c|h|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|T|a|g", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|H|e|l|l|e|s |L|i|c|h|t", - L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|U|n|t|e|r|g|r|u|n|d", - L"|T|u|n|n|e|l|s|i|c|h|t", - L"|G|e|g|e|n|w|i|r|k|e|n|-|M|a|x|i|m|u|m", - L"|G|e|g|e|n|w|i|r|k|e|n|-|H|ä|u|f|i|g|k|e|i|t", - L"|T|r|e|f|f|e|r|b|o|n|u|s", - L"|Z|i|e|l|b|o|n|u|s", - L"|E|r|z|e|u|g|t|e |H|i|t|z|e", - L"|A|b|k|ü|h|l|f|a|k|t|o|r", - L"|L|a|d|e|h|e|m|m|u|n|g|s|s|c|h|r|a|n|k|e", - L"|H|i|t|z|e|s|c|h|a|d|e|n|s|s|c|h|r|a|n|k|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|E|r|z|e|u|g|t|e |H|i|t|z|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|A|b|k|ü|h|l|f|a|k|t|o|r", - L"|M|o|d|i|f|i|k|a|t|o|r|-|L|a|d|e|h|e|m|m|u|n|g|s|s|c|h|r|a|n|k|e", - L"|M|o|d|i|f|i|k|a|t|o|r|-|H|i|t|z|e|s|c|h|a|d|e|n|s|s|c|h|r|a|n|k|e", - L"|G|i|f|t|-|I|n|d|i|k|a|t|o|r", - L"|S|c|h|m|u|t|z |M|o|d|i|f|i|k|a|t|o|r", - L"|G|i|f|t|i|g|k|e|i|t", - L"|N|a|h|r|u|n|g|s |P|u|n|k|t|e", - L"|T|r|i|n|k |P|u|n|k|t|e", - L"|P|o|r|t|i|o|n|s |G|r|ö|s|s|e", - L"|M|o|r|a|l |M|o|d|i|f|i|k|a|t|o|r", - L"|S|c|h|i|m|m|e|l |R|a|t|e", - L"|B|e|s|t|e |L|a|s|e|r |R|e|i|c|h|w|e|i|t|e", - L"|P|r|o|z|e|n|t|u|a|l|e|r |R|ü|c|k|s|t|o|ß |M|o|d|i|f|i|k|a|t|o|r", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", // TODO.Translate -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[] = -{ - L"\n \nWenn befestigt an einer Fernwaffe dieser Gegenstand verändert den Genauigkeitswert.\n \nEine erhöhte Genauigkeit lässt die Schusswaffe Ziele auf eine größere Entfernung öfter treffen,\nangenommen es wird auch gut gezielt.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Genauigkeit\nfür jede Art von Feuermodus für diese Fernwaffe um den angegebenen Wert.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Genauigkeit\nfür jede Art von Feuermodus für diese Fernwaffe um den angegebenen Prozentsatz mit Bezug auf die ursprünglichen Genauigkeit.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Genauigkeit,\nwelche die Waffe mit jedem zusätzlichen Punkt durch genaueres Zielen erhält um den genannten Wert.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Genauigkeit,\ndie die Waffe mit jedem zusätzlichen Punkt durch genaueres Zielen erhält um den genannten Prozentsatz der ursprünglichen Genauigkeit.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Anzahl der möglichen zusätzlichen Zielpunkte dieser Waffe. \n \nEine niedrigere Anzahl von möglichen zusätzlichen Zielpunkten bedeutet,\n daß jeder Zielpunkt proportional mehr Genauigkeit zum Schuss beiträgt.\n\nDies bedeutet, das weniger mögliche zusätzliche Zielpunkte ein schnelleres Zielen mit dieser Waffen erlauben, ohne die Genauigkeit zu reduzieren!\n \nNiedriger ist besser.", - L"\n \nDieser Gengenstand verändert den Höchstwert für Genauigkeit des Schützen mit Fernwaffen\num den angegebenen Prozentsatz seiner ursprünglichen maximalen Genauigkeit.\n \nHöher ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Schwierigkeit der Handhabung der Waffe.\nEine bessere Handhabung macht die Waffe genauer zu feuern; mit oder ohne zusätzliches Zielen.\n Der Wert bezieht sich dabei auf den ursprüngliche Handhabungs-Wert der Waffe,\nwelcher höher ist für Gewehre und schwere Waffen,\nund niedriger bei Pistolen und leichten Waffen.\n \nNiedriger ist besser", - L"\n \nDieser Gegenstand verändert die Schwierigkeit,\nmit einer Waffe auch jenseits ihrer effektiven Reichweite zu treffen.\n \nEin hoher Wert kann durchaus\ndie tatsächliche effektive Reichweite dieser Waffe\num einige Felder verlängern.\nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Schwierigkeit,\nein sich bewegendes Ziel zu treffen.\nEin hoher Wert kann es einfacher machen,\nsich bewegende Ziele auch in großer Entfernung zu treffen.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert den Schaden,\nwelchen diese Waffe anrichtet.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert den Schaden,\nden eine Handwaffe anrichtet, um den angegebenen Wert.\n \n Dies bezieht sich sowohl auf Klingen als auch auf Schlagwaffen.\n \nHöher ist besser", - L"\n \nWenn befestigt an einer Fernwaffe verändert\ndieser Gegenstand die größte effektive Reichweite.\n \nDie größte effektive Reichweite bestimmt,\nwie weit eine Kugel fliegt, bevor sie schnell in Richtung Boden fällt.\n \nHöher ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe bietet\ndieser Gegenstand eine zusätzlich Zielvergrößerung an,\nwas Schüsse auf große Entfernung vergleichsweise einfacher macht.\n \nEin hoher Vergrößerungsfaktor wirkt sich allerdings nachteilig aus\nbei Zielen, die näher als die optimale Entfernung sind.\n\nHöher ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe blendet\ndieser Gegenstand einen Punkt über das Ziel ein,\nwas das Treffen deutlich vereinfacht.\n\nDieser Effekt ist nur bis zu einer bestimmten Entfernung nützlich, darüber hinaus vermindert und schließlich verschwindet der Effekt.\n \nHöher ist besser.", - L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den horizontalen Rückstoß um den genannten Wert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den vertikalen Rückstoß um den genannten Wert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", - L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\nseine Waffe im Feuerstoß oder Dauerfeuer unter Kontrolle zu behalten.\n\n Ein hoher Wert kann auch körperlich schwachen Schützen helfen, Waffen mit starkem Rückstoß zu kontrollieren. \n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\ndem Rückstoß der Waffe im Feuerstoß oder Dauerfeuer wirksam entgegenzuwirken.\n\n Ein hoher Wert erlaubt dem Schützen,\n die Waffe besser auf das Ziel auszurichten,\n was im Ergebnis die Genauigkeit von Feuerstößen erhöht. \n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\ndie Kraft, welche er benötigt, um dem Rückstoß im Feuerstoß oder Dauerfeuer entgegenzuwirken, öfter anzupassen.\n\n Ein höherer Wert macht Feuerstöße generell genauer,\n insbesondere lange Feuerstöße,\nvorausgesetzt, der Schütze kann dem Rückstoß wirksam entgegenwirken. \n \nHöher ist besser.", - L"\n \nDieser Gegenstand verändert die Anzahl der Aktionspunkte,\nwelche der Charakter zu Beginn jeder Runde bekommt. \n \nHöher ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie benötigt werden,\num die Waffe in Anschlag zu bringen.\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an irgendeiner Waffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für einen Angriff mit der Waffe benötigt werden.\n\n Dies bezieht sich auch auf Feuerstoß oder Dauerfeuer fähige Waffen.\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für die Abgabe eines Feuerstoßes benötigt werden.\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für das Schießen im Dauerfeuer Modus benötigt werden.\n\n Dies bezieht sich allerdings nicht auf die AP, die benötigt werden,\num zusätzliche Schüsse im Feuerstoß abzugeben. .\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie benötigt werden, um die Waffe zu laden.\n \nNiedriger ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand\ndie Magazinkapazität von Magazinen welche in die Waffe geladen werden können. \n \nHöher ist besser.", - L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Kugeln,\ndie pro Feuerstoß abgegeben werden.\n\n Wenn die Waffe ursprünglich nicht für Feuerstöße angelegt war,\nkann ein positiver Faktor die Abgabe von Feuerstößen ermöglichen.\n\nIm Gegensatz kann eine Waffe mit einer solchen Funktion diese bei einem entsprechend negativem Faktor verlieren. \n \nHöher ist - gewöhnlich – besser. Allerdings ist Munitionssparen ein Grund für kontrollierte Feuerstöße.", - L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\nein Verbergen des Mündungsfeuers.\n \nDadruch wird es schwieriger den Schützen zu entdecken.", - L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\ndie Lautstärke der Waffe.\n \nNiedriger ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Größe des Gegenstands\nan den er angebracht ist.\n \nDie Größe des Gegenstands bestimmt wie oft und worin er\nbefördert werden kann.\n \nNiedriger ist besser.", - L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\nden Zuverlässigkeitswert.\n \nEin positiver Wert bewirkt ein verlangsamte,\nein negativer Wert eine verschnellert Verschlechterung.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Waldgebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Stadtgebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Wüstenebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Schneegebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst das Schleichen\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Hörweite\num die angegebenen Prozent.\n \nEin positiver Bonus ermöglicht das Hören von Geräuschen\nauf größere Distanzen.\n \nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser generelle Sichtweitenmodifikator funktioniert bei allen Lichtverhältnissen.\nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Nacht-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung niedrig ist.\n \nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Tag-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung überdurchschnittlich hoch ist.\n \nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Helligkeits-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung extrem hoch und grell ist.\n \nHöher ist besser.", - L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Höhlen-Sichtweitenmodifikator funktioniert nur\nim Dunkeln und auch nur unter Tage.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Sichtbreite,\nwenn er getragen oder\nan einen getragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDie Fähigkeit des Schützen Rückstoß\nwährend Feuerstoß-/Autofeuersalven zu bewältigen.\n \nHöher ist besser.", - L"\n \nDie Fähigkeit des Schützen einzuschätzen\nwieviel Kraft er während Feuerstoß-/Autofeuersalven\nbenötigt um den Rückstoß auszugleichen.\n \nNiedriger ist besser.", - L"\n \nDieser Gegenstand beeinflusst die Trefferchance\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nDieser Gegenstand beeinflusst den Zielbonus\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", - L"\n \nEin Schuss erzeugt soviel Hitze. Munitionstypen und Anbauten können diesen Wert verändern.\n \nNiedriger ist besser.", - L"\n \nIn jedem Zug wird die Temperatur um diesen Wert gesenkt.\n \nHöher ist besser.", - L"\n \nWenn die Temperatur diesen Wert überschreitet, kommt es leichter zu Ladehemmungen.\n \nHöher ist besser.", - L"\n \nWenn die Temperatur diesen Wert überschreitet, wird der Gegenstand leichter beschädigt.\n \nHöher ist besser.", - L"\n \nErzeugte Hitze wird um diesen Prozentsatz erhöht.\n \nNiedriger ist besser.", - L"\n \nAbkühlung wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.", - L"\n \nLadehemmungsschranke wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.", - L"\n \nHitzeschadensschranke wird um diesen Prozentsatz erhöht.\n \nHöher is besser.", - L"\n \nDies ist der prozentuelle Schaden der durch\nden vergifteten Gegenstand verursacht wird.\n\nDieser Schaden hängt natürlich davon ab,\noder der Feind eine Gift-Resistenz hat oder nicht.", - L"\n \nEin einziger Schuss verursacht diesen Schmutz.\nUnterschiedliche Munition und Waffen-Anbauten\nkönnen diesen Wert verändern.\n \nNiedriger ist besser.", - L"\n \nDies zu Essen verursacht soviel Vergiftung.\n \nNiedriger ist besser.", - L"\n \nMenge an Energy in kcal.\n \nHöher ist besser.", - L"\n \nWasseranteil in Litern.\n \nHöher ist besser.", - L"\n \nProzentsatz des Gegenstandes der mit einem\n Bissen aufgebraucht wird.\n \nWeniger ist besser.", - L"\n \nDie Moral wird um diese Zahl modifiziert.\n \nHöher ist besser.", - L"\n \nDer Gegenstand wird mit der Zeit schlecht.\nIst mehr als 50% verschimmelt wird er giftig.\nDies ist die Rate in der Schimmel entsteht.\n \nNiedriger ist besser.", - L"", - L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den Rückstoß um den genannten Prozentwert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", // TODO.Translate -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nDie Genauigkeit wurde verändert durch\nMunition, Erweiterungen oder inhärenter Fähigkeiten.\n \nErhöhte Genauigkeit erlaubt es Ziele die weiter entfernt sind\nöfter zu treffen, sofern \ngut gezielt wird.\n \nSkala: -100 bis +100.\nHöher ist besser.", - L"\n \nDie Waffe verändert die Genauigkeit des Schützen\nmit jedem Schuss durch den angegebenen Wert.\n \nSkala: -100 bis +100.\nHöher ist besser.", - L"\n \nDie Waffe verändert die Genauigkeit des Schützen\nmit jedem Schuss prozentual zur \nursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", - L"\n \nDie Waffe verändert den Betrag an Genauigkeit\ndurch jedes zusätzlich investierte Ziellevel.\n \nSkala: -100 bis +100.\nHöher ist besser.", - L"\n \nDie Waffe verändert den Betrag an Genauigkeit\ndurch jedes zusätzlich investierte Ziellevel\nprozentual zur\nursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", - L"\n \nDie Anzahl an zusätzlich erlaubter Ziellevel\nfür diese Waffe wurden geändert durch Munition,\nErweiterungen oder inhärenter Fähigkeiten.\nWird die Anzahl an Ziellevel reduziert, is das Zielen mit\nder Waffe schneller bei gleicher Genauigkeit.\n \nGleiches gilt für die Erhöhung der Anzahl an Ziellevel.\n \nNiedriger ist besser.", - L"\n \nDie Waffe ändert die maximale Genauigkeit des Schützen\nprozentual zu der ursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", - L"\n \nErweiterungen oder inhärente Fähigkeiten der Waffe\nverändern ihr Handhabung.\n \nLeichtere Handhabung lässt die Waffe genauer werden.\n \nNiedriger ist besser.", - L"\n \nDie Fähigkeit Schüsse außerhalb\nder maximalen Reichweite zu gewährleisten wurde durch Erweiterungen\n oder inhärenter Fähigkeiten geändert.\n \nHöher ist besser.", - L"\n \nDie Fähigkeit entfernte, bewegende Ziele zu treffen\nwurde durch Erweiterungen\noder inhärenter Fähigkeiten geändert.\n \nHöher ist besser.", - L"\n \nDas Schadensergebnis wurde durch\nMunition oder Erweiterungen geändert.\n \nHöher ist besser.", - L"\n \nDer Messerschaden wurde durch\nErweiterungen oder inhärente Fähigkeiten geändert.\n \nHöher ist besser.", - L"\n \nDie maximale Reichweite wurde verbessert/verschlechtert durch Munition,\nErweiterungen oder inhärenter Fähigkeiten.\n \nHöher ist besser.", - L"\n \nWurde durch optische Vergrößerungen ausgerüstet,\num entfernte Ziele leichter zu treffen.\n \nZielen mit hoher Vergrößerungen außerhalb der optimalen Entfernung ist schädlich.\n \nHöher ist besser.", - L"\n \nMit einem Projektionsgerät ausgestattet\ndas einen Punkt (innerhalb der Reichweite) auf das Ziel projiziert\nund somit das Treffen erleichtert.\n \nHöher ist besser.", - L"\n \nDer horizontale Rückstoß wurde geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!\n \nNiedriger ist besser.", - L"\n \nDer vertikale Rückstoß wurde geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!.\n \nNiedriger ist besser.", - L"\n \nÄndert die Fertigkeit des Schützen, Rückstoß bei\nFeuerstoß-/Autofeuer zu bewältigen.\n \nEin hoher Wert hilft dem Schützen seine Waffe bei starkem Rückstoß\nzu kontrollieren selbst dann, wenn er wenig Kraft besitzt.\n \nHöher ist besser.", - L"\n \nÄndert die Fertigkeit des Schützen\nRückstöße genauer auszugleichen.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin hoher Wert hilft dem Schützen die Mündung der Waffe\nbei Salven genauer auf das Ziel zu richten.\n \nHöher ist besser.", - L"\n \nÄndert die Fertigkeit des Schützen\neinzuschätzen wie viel Kraft zum ausgleichen des Rückstoßes benötigt wird.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nHöhere Frequenzen machen Salven im ganzen genauer,\nlängere Salven werden genauer sofern\nder Schütze den Rückstoß bewältigen kann.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, ändert die Waffe die Menge an AP\ndie der Soldat zu Anfang einer Runde bekommt.\n \nHöher ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten zum Anlegen der Waffe\ngeändert.\n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für einen Einzelangriff\ngeändert.\n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für einen Feuerstoß\ngeändert.\n \nDies hat keine Wirkung bei Einzelschüssen!.\n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterung oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für eine Salve geändert.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für Nachladen geändert.\n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die größe der fassbaren Magazine geändert.\n \nHöher ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Anzahl der Patronen die abgefeuert werden\nkönnen geändert.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nentsteht kein Mündungsfeuer.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Lautstärke geändert. \n \nNiedriger ist besser.", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Waffengröße geändert. Die größe des Gegenstands bestimmt wie oft und worin er\nbefördert werden kann", - L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Zuverlässigkeit geändert.\n \nEin positiver Wert bewirkt ein verlangsamte,\nein negativer Wert eine vergröbert Verschlechterung.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Waldgebieten.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Stadtgebieten.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Wüstengebieten.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Schneegebieten.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Fähigkeit des Soldaten sich leise zu bewegen.\n \nHöher ist besser.", - L"\n \nWenn in der Hand gehalten, verändert sich\ndie Hörfähigkeit (in Felder) des Soldaten.\n \nHöher ist besser.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser allgemeine Modifikator wirkt unter allen Bedingungen.\n \nHöher ist besser.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Nachsicht-Modifikator wirk nur, wenn die Beleuchtung sehr niedrig ist.\n \nHigher is better.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Tagsicht-Modifikator wird nur, wenn die Beleuchtung durchchnittlich öder höher ist.\n \nHöher ist besser.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Hellighekits-Modifikator funktioniert nur, wenn die Beleuchtung extrem hell ist wie zum Beispiel bei Leuchtstäben.\n \nHöher ist besser.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Höhlen-Modifikator wirkt nur im Dunkeln und unterirdisch.\n \nHöher ist besser.", - L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite.\n \nDie Seitensicht wird durch eine Art Tunnelblick eingegrenzt.\n \nHöher ist besser.", - L"\n \nDas ist die Fähigkeit des Schützen Rückstoß\nwährend der Feuerstoß-/Autofeuersalven zu bewältigen.\n \nHöher ist besser.", - L"\n \nDas ist die Fähigkeit des Schützen Rückstöße\ngenauer auszugleichen.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin hoher Wert hilft dem Schützen die Mündung der Waffe\nbei Salven genauer auf das Ziel zu richten.\n \nNiedriger ist besser.", - L"\n \nDer Treffer Modifikator wird verändert durch\nMunition, Erweiterungen oder eingebauter Attribute.\n \nEin erhöhter Treffer Modifikator erlaubt es entfernte Ziele\n öfter zu treffen sofern\nanständig gezielt wird.\n \nHöher ist besser.", - L"\n \nDer Zielbonus wird verändert durch\nMunition, Erweiterungen oder eingebauter Attribute.\n \nEin erhöhter Zielbonus erlaubt es entfernte Ziele\n öfter zu treffen sofern\nanständig gezielt wird.\n \nHöher ist besser.", - L"\n \nEin einziger Schuss dieser Waffe\nkann diese Hitze erzeugen.\nUnterschiedliche Munition kann diesen Wert beeinflussen.\n \nNiedriger ist besser.", - L"\n \nIn jeder Runde kühlt die Temperatur um diesen Wert ab.\nAnbauten an der Waffe können diesen Wert beinflussen.\n \nHöher ist besser.", - L"\n \nWenn die Temperatur der Waffe über diese Wert steigt,\nkann die Waffe leicht blockieren.", - L"\n \nWenn die Temperatur der Waffe über diesen Wert steigt,\nkann die Waffe Schaden davon tragen.", - L"\n \nDer horizontale Rückstoß wurde prozentual geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!\n \nNiedriger ist besser.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"EINZEL", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -// TODO.Translate -STR16 gzMapInventorySortingMessage[] = -{ - L"Das Sortieren der Munition in Kisten im Sektor %c%d wurde fertiggestellt.", - L"Das Entfernen von Gegenstandsanbauten im Sektor %c%d wurde fertiggestellt.", - L"Das Entfernen von Munition der Waffen im Sektor %c%d wurde fertiggestellt.", - L"Das Stapeln und Zusammenführen von Gegenständen im Sektor %c%d wurde fertiggestellt.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Alle anzeigen", - L"Waffen", - L"Munition", - L"Sprengstoffe", - L"Nahkampfwaffen", - L"Rüstung", - L"LBE", - L"Ausrüstung", - L"Andere Gegenstände", - L"Alle ausblenden", -}; - -// TODO.Translate -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", // TODO.Translate -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = -{ - L"Temperatur ist ", - L"sehr niedrig", - L"niedrig", - L"mittel", - L"hoch", - L"sehr hoch", - L"gefährlich", - L"KRITISCH", - L"DRAMATISCH", - L"unbekannt", - L"." -}; - -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Nahrung ist ", - L"frisch", - L"gut", - L"in Ordnung", - L"alt", - L"ranzig", - L"verdorben", - L"." -}; - -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Rekr. ", //ExpLevel 1 - L"Gfr. ", //ExpLevel 2 - L"Kpl. ", //ExpLevel 3 - L"Zgf. ", //ExpLevel 4 - L"Lt. ", //ExpLevel 5 - L"Hptm. ", //ExpLevel 6 - L"Mjr. ", //ExpLevel 7 - L"Bgdr. ", //ExpLevel 8 - L"GenLt. ", //ExpLevel 9 - L"Gen. " //ExpLevel 10 -}; - -// TODO.Translate -STR16 gzNewLaptopMessages[]= -{ - L"Ask about our special offer!", - L"Temporarily Unavailable", - L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"Entfernung zum Ziel: %d Felder, Helligkeit: %d/%d", - L"Verbinden Sie den Transmitter mit Ihrem Laptop-Computer.", - L"Sie haben nicht genug Geld, um %s anzuheuern", - L"Das obenstehende Honorar deckt für einen begrenzten Zeitraum die Kosten der Gesamtmission, und schließt untenstehendes Equipment mit ein.", - L"Engagieren Sie %s jetzt und nutzen Sie den Vorteil unseres beispiellosen 'Ein Betrag für alles'-Honorars. Das persönliche Equipment des Söldners ist gratis in diesem Preis mit inbegriffen.", - L"Honorar", - L"Da ist noch jemand im Sektor...", - //L"Waffen-Rchwt.: %d Felder, Trefferwahrsch.: %d Prozent", - L"Deckung anzeigen", - L"Sichtfeld", - L"Neue Rekruten können dort nicht hinkommen.", - L"Da Ihr Laptop keinen Transmitter besitzt, können Sie keine neuen Teammitglieder anheuern. Vielleicht ist dies eine guter Zeitpunkt, ein gespeichertes Spiel zu laden oder ein neues zu starten!", - L"%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.", //the %s is the name of a merc. @@@ Modified - L"Nach Ansehen des Hinweises, den Commander Morris hinterließ, erkennt %s eine einmalige Gelegenheit. Der Hinweis enthält Koordinaten für den Start von Raketen gegen verschiedene Städte in Arulco. Aber er enthält auch die Koordinaten des Startpunktes - der Raketenanlage.", - L"Das Kontroll-Board studierend, entdeckt %s, dass die Zahlen umgedreht werden könnten, so dass die Raketen diese Anlage selbst zerstören. %s muss nun einen Fluchtweg finden. Der Aufzug scheint die schnellstmögliche Route zu bieten...", //!!! The original reads: L"Noticing the control panel %s, figures the numbers can be reversed..." That sounds odd for me, but I think the comma is placed one word too late... (correct?) - L"Dies ist der IRONMAN-Modus und es kann nicht gespeichert werden, wenn sich Gegner in der Nähe befinden.", - L"(Kann während Kampf nicht speichern)", - L"Der Name der aktuellen Kampagne enthält mehr als 30 Buchstaben.", - L"Die aktuelle Kampagne kann nicht gefunden werden.", - L"Kampagne: Standard ( %S )", - L"Kampagne: %S", - L"Sie haben die Kampagne %S gewählt. Diese ist eine vom Spieler modifizierte Version der Originalkampagne von JA2UB. Möchten Sie die Kampagne %S spielen?", - L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.", - // anv: extra iron man modes - L"Das ist der SOFT IRONMAN-Modus und es kann während des taktischen Rundenkampfes nicht gespeichert werden.", - L"Das ist der EXTREME IRONMAN-Modus und es kann nur einmal am Tag gespeichert werden, um %02d:00.", -}; - -// The_bob : pocket popup text defs -STR16 gszPocketPopupText[]= -{ - L"Granatwerfer", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Raketenwerfer", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Hand- & Wurfwaffen", // POCKET_POPUP_MEELE_AND_THROWN - L"- keine passende Munition -", //POCKET_POPUP_NO_AMMO - L"- keine Waffen im Inventar -", //POCKET_POPUP_NO_GUNS - L"weitere...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features -STR16 szCovertTextStr[]= -{ - L"%s hat Feldtarnung!", - L"%s hat einen Rucksack!", - L"%s wurde gesichtet beim Tragen einer Leiche!", - L"%s's %s ist verdächtig!", - L"%s's %s ist eine militärische Ausrüstung!", - L"%s trägt zu viele Waffen!", - L"%s's %s ist zu fortgeschritten für einen %s Soldat!", - L"%s's %s hat zu viele Anbauten!", - L"%s wurde gesichtet bei verdächtigen Handlungen!", - L"%s schaut nicht wie ein Zivilist aus!", - L"%s Blutung wurde entdeckt!", - L"%s ist betrunken und verhält sich deshalb nicht wie ein Soldat!", - L"Bei genauerer Betrachtungweise ist %s's Verkleidung nicht wirksam!", - L"%s sollte nicht hier sein!", - L"%s sollte um diese Uhrzeit nicht hier sein!", - L"%s wurde in der Nähe einer frischen Leiche gesichtet!", - L"%s Ausrüstung sorgt für Erstaunen!", - L"%s visiert %s an!", - L"%s hat durch %s's Verkleidung gesehen!", - L"In der Items.xml wurde keine Kleidung gefunden!", - L"Dies funktioniert nicht mit dem alten Fertigkeitensystem!", - L"Zu wenig Bewegungspunkte!", - L"Fehlerhafte Farbpalette!", - L"Sie brauchen die Geheimagent-Fertigkeit um dies zu tun!", - L"Keine Uniform gefunden!", - L"%s ist jetzt verkleidet als ein Zivilist.", - L"%s ist jetzt verkleidet als ein Soldat.", - L"%s trägt keine korrekte Uniform!", - L"Verkleidet zur Kapitulation aufzufordern, war im Nachhinein nicht ganz so klug ...", - L"%s wurde enttarnt!", - L"%s's Verkleidung sollte überzeugen", - L"%s's Verkleidung wird auffliegen!", - L"%s wurde beim Stehlen erwischt!", - L"%s hat versucht, %s's Azsrüstung zu verändern.", - L"Einem Elitesoldat schien %s verdächtig!", - L"Ein Offizier hat %s erkannt!", -}; - -STR16 szCorpseTextStr[]= -{ - L"Kein Kopf-Gegenstand in der Datei Items.xml!", - L"Leiche kann nicht enthauptet werden!", - L"Kein Fleisch-Gegenstand in der Datei Items.xml!", - L"Nicht möglich, sie krankes Individuum!", - L"Keine Kleidung vorhanden zum Nehmen!", - L"%s kann der Leiche nicht die Kleidung entwenden!", - L"Diese Leiche kann nicht genommen werden!", - L"Keine freie Hand vorhanden um die Leiche zu nehmen!", - L"Kein Leiche-Gegenstand vorhanden in der Datei Items.xml!", - L"Ungültige Leiche-ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s möchte nicht %s essen", - L"%s möchte nicht %s trinken", - L"%s hat %s gegessen", - L"%s hat %s getrunken", - L"%s's Kraft wurde weniger, weil überfüttert!", - L"%s's Kraft wurde weniger, wegen Nahrungsmangel!", - L"%s's Gesundheit wurde angegriffen, weil überfüttert!", - L"%s's Gesundheit wurde angegriffen, wegen Nahrungsmangel!", - L"%s's Kraft wurde weniger, durch exzessives Trinken!", - L"%s's Kraft wurde weniger, durch Mangel an Wasser!", - L"%s's Gesundeheit wurde angegriffen, durch exzessives Trinken!", - L"%s's Gesundeheit wurde angegriffen, durch Mangel an Wasser!", - L"Sektorübergreifendes Befüllen der Feldflaschen ist nicht möglich, weil Nahrungssystem nicht aktiv ist!" -}; - -STR16 szPrisonerTextStr[]= -{ - L"%d Offiziere, %d Elite-, %d Reguläre, %d Hilfssoldaten, %d Generäle und %d Zivilisten wurden verhört.", - L"$%d als Lösegeld erhalten.", - L"%d Gefangene haben uns Truppenstandorte verraten.", - L"%d Offiziere, %d Elite-, %d Reguläre und %d Hilfssoldaten laufen zu uns über.", - L"Gefangenenaufstand in %s!", - L"%d Gefangene wurden nach %s geschickt!", - L"Gefangene freigelassen!", - L"Die Armee hat das Gefängnis in %s besetzt, die Gefangenen wurden befreit!", - L"Der Gegner weigert sich aufzugeben!", - L"Der Feind weigert sich, Sie als Gefangenen zu nehmen - Er möchte Sie tod sehen!", - L"Dieses Verhalten ist ausgeschaltet in der ja2_options.ini Datei.", - L"%s hat %s befreit!", - L"Ein ranghoher Offizier in %s wurde enttarnt!", - L"Der feindliche Anführer denkt nicht mal an Kapitulation!", - L"%d Gefangene sind uns als Freiwillige beigetreten.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= -{ - L"nichts", - L"baue eine Befestigung", - L"entferne eine Befestigung", - L"hacking", - L"%s musste %s stoppen.", - L"Die gewählte Barrikade kann in diesem Sektor nicht gebaut werden", -}; - -STR16 szInventoryArmTextStr[]= -{ - L"Sprengen (%d AP)", - L"Sprengen", - L"Scharf machen (%d AP)", - L"Scharf machen", - L"Entschärfen (%d AP)", - L"Entschärfen", -}; - -// TODO.Translate -STR16 szBackgroundText_Flags[]= -{ - L" might consume drugs in inventory\n", - L" disregard for all other backgrounds\n", - L" +1 level in underground sectors\n", - L" steals money from the locals sometimes\n", - - L" +1 traplevel to planted bombs\n", - L" spreads corruption to nearby mercs\n", - L" female only", // won't show up, text exists for compatibility reasons - L" male only", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", - - L" refuses to attack animals\n", - L" refuses to attack members of the same group\n", -}; - -// TODO.Translate -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% APs in polar sectors\n", - L" %s%d%% APs in desert sectors\n", - L" %s%d%% APs in swamp sectors\n", - L" %s%d%% APs in urban sectors\n", - L" %s%d%% APs in forest sectors\n", - L" %s%d%% APs in plain sectors\n", - L" %s%d%% APs in river sectors\n", - L" %s%d%% APs in tropical sectors\n", - L" %s%d%% APs in coastal sectors\n", - L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% leadership stat\n", - L" %s%d%% marksmanship stat\n", - L" %s%d%% mechanical stat\n", - L" %s%d%% explosives stat\n", - L" %s%d%% medical stat\n", - L" %s%d%% wisdom stat\n", - - L" %s%d%% APs on rooftops\n", - L" %s%d%% APs needed to swim\n", - L" %s%d%% APs needed for fortification actions\n", - L" %s%d%% APs needed for mortars\n", - L" %s%d%% APs needed to access inventory\n", - L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%% travel speed on foot\n", - L" %s%d%% travel speed on land vehicles\n", - L" %s%d%% travel speed on air vehicles\n", - L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%% fear resistance\n", - L" %s%d%% suppression resistance\n", - L" %s%d%% physical resistance\n", - L" %s%d%% alcohol resistance\n", - L" %s%d%% disease resistance\n", - - L" %s%d%% interrogation effectiveness\n", - L" %s%d%% prison guard strength\n", - L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%% faster running\n", - L" %s%d%% bandaging speed\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% strength to carry items\n", - L" %s%d%% food consumption\n", - L" %s%d%% water consumption\n", - L" %s%d need for sleep\n", - L" %s%d%% melee damage\n", - L" %s%d%% cth with blades\n", - L" %s%d%% camo effectiveness\n", - L" %s%d%% stealth\n", - L" %s%d%% max CTH\n", - L" %s%d hearing range during the night\n", - L" %s%d hearing range during the day\n", - L" %s%d effectivity at disarming traps\n", - L" %s%d%% CTH with SAMs\n", - - L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%% effectiveness to direct approach\n", - L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%% cth with firearms against creatures\n", - L" %s%d%% insurance cost\n", - L" %s%d%% effectiveness as spotter for fellow snipers\n", - L" %s%d%% effectiveness at diagnosing diseases\n", - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", - - L" dislikes some other backgrounds\n", - L"Smoker", - L"Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", - L" %s%d%% burial speed\n", - L" %s%d%% administration effectiveness\n", - L" %s%d%% exploration effectiveness\n", -}; - -// TODO.Translate -STR16 szBackgroundTitleText[] = -{ - L"I.M.P. Background", -}; - -// Flugente: personality -// TODO.Translate -STR16 szPersonalityTitleText[] = -{ - L"I.M.P. Prejudices", -}; - -// TODO.Translate -STR16 szPersonalityDisplayText[]= -{ - L"You look", - L"and appearance is", - L"important to you.", - L"You have", - L"and care", - L"about that.", - L"You are", - L"and hate everyone", - L".", - L"racist against non-", - L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -// TODO.Translate -STR16 szPersonalityHelpText[]= -{ - L"How do you look?", - L"How important are the looks of others to you?", - L"What are your manners?", - L"How important are the manners of other people to you?", - L"What is your nationality?", - L"What nation o you dislike?", - L"How much do you dislike that nation?", - L"How racist are you?", - L"What is your race? You will be\nracist against all other races.", - L"How sexist are you against the other gender?", -}; - -// TODO.Translate -STR16 szRaceText[]= -{ - L"white", - L"black", - L"asian", - L"eskimo", - L"hispanic", -}; - -// TODO.Translate -STR16 szAppearanceText[]= -{ - L"average", - L"ugly", - L"homely", - L"attractive", - L"like a babe", -}; - -// TODO.Translate -STR16 szRefinementText[]= -{ - L"average manners", - L"manners of a slob", - L"manners of a snob", -}; - -// TODO.Translate -STR16 szRefinementTextTypes[] = -{ - L"normal people", - L"slobs", - L"snobs", -}; - -// TODO.Translate -STR16 szNationalityText[]= -{ - L"American", // 0 - L"Arab", - L"Australian", - L"British", - L"Canadian", - L"Cuban", // 5 - L"Danish", - L"French", - L"Russian", - L"Nigerian", - L"Swiss", // 10 - L"Jamaican", - L"Polish", - L"Chinese", - L"Irish", - L"South African", // 15 - L"Hungarian", - L"Scottish", - L"Arulcan", - L"German", - L"African", // 20 - L"Italian", - L"Dutch", - L"Romanian", - L"Metaviran", - - // newly added from here on - L"Greek", // 25 - L"Estonian", - L"Venezuelan", - L"Japanese", - L"Turkish", - L"Indian", // 30 - L"Mexican", - L"Norwegian", - L"Spanish", - L"Brasilian", - L"Finnish", // 35 - L"Iranian", - L"Israeli", - L"Bulgarian", - L"Swedish", - L"Iraqi", // 40 - L"Syrian", - L"Belgian", - L"Portoguese", - L"Belarusian", // TODO.Translate - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -// TODO.Translate -STR16 szNationalityTextAdjective[] = -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusian", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -// TODO.Translate -STR16 szNationalityText_Special[]= -{ - L"and do not hate any other nationality.", // used in personnel.cpp - L"of no origin", // used in IMP generation -}; - -// TODO.Translate -STR16 szCareLevelText[]= -{ - L"not", - L"somewhat", - L"extremely", -}; - -// TODO.Translate -STR16 szRacistText[]= -{ - L"not", - L"somewhat", - L"very", -}; - -// TODO.Translate -STR16 szSexistText[]= -{ - L"no sexist", - L"somewhat sexist", - L"very sexist", - L"a Gentleman", -}; - -// Flugente: power pack texts -// TODO.Translate -STR16 gPowerPackDesc[] = -{ - L"Batteries are ", - L"full", - L"good", - L"at half", - L"low", - L"depleted", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -// TODO.Translate -STR16 szSoldierClassName[]= -{ - L"Mercenary", - L"Green militia", - L"Regular militia", - L"Elite militia", - - L"Civilian", - - L"Administrator", - L"Army Soldier", - L"Elite Soldier", - L"Tank", - - L"Creature", - L"Zombie", -}; - -// TODO.Translate -STR16 szCampaignHistoryWebSite[]= -{ - L"%s Press Council", - L"Ministry for %s Information Distribution", - L"%s Revolutionary Movement", - L"The Times International", - L"International Times", - L"R.I.S. (Recon Intelligence Service)", - - L"A collection of press sources from %s", - L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", - - L"Conflict Summary", - L"Battle reports", - L"News", - L"About us", -}; - -// TODO.Translate -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s in %s.", - - L"rebel forces", - L"the army", - - L"attacked", - L"ambushed", - L"airdropped", - - L"The attack came from %s.", - L"%s were reinforced from %s.", - L"The attack came from %s, %s were reinforced from %s.", - L"north", - L"east", - L"south", - L"west", - L"and", - L"an unknown location", // TODO.Translate - - L"Buildings in the sector were damaged.", // TODO.Translate - L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", - L"During the attack, %s and %s called reinforcements.", - L"During the attack, %s called reinforcements.", - L"Eyewitnesses report the use of chemical weapons from both sides.", - L"Chemical weapons were used by %s.", - L"In a serious escalation of the conflict, both sides deployed tanks.", - L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", - L"Both sides are said to have used snipers.", - L"Unverified reports indicate %s snipers were involved in the firefight.", - L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", - L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", - L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", -}; - -// TODO.Translate -STR16 szCampaignHistoryTimeString[]= -{ - L"Deep in the night", // 23 - 3 - L"At dawn", // 3 - 6 - L"Early in the morning", // 6 - 8 - L"In the morning hours", // 8 - 11 - L"At noon", // 11 - 14 - L"On the afternoon", // 14 - 18 - L"On the evening", // 18 - 21 - L"During the night", // 21 - 23 -}; - -// TODO.Translate -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Initial funding", - L"Mine income", - L"Trade", - L"Other sources", -}; - -// TODO.Translate -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Ammunition", - L"Explosives", - L"Food", - L"Medical gear", - L"Item maintenance", -}; - -// TODO.Translate -STR16 szCampaignHistoryResultString[]= -{ - L"In an extremely one-sided battle, the army force was wiped out without much resistance.", - - L"The rebels easily defeated the army, inflicting heavy losses.", - L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", - - L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", - L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", - - L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", - - L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", - L"Despite the high number of rebels in this sector, the army easily dispatched them.", - - L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", - L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", - - L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", - L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", - - L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", -}; - -// TODO.Translate -STR16 szCampaignHistoryImportanceString[]= -{ - L"Irrelevant", - L"Insignificant", - L"Notable", - L"Noteworthy", - L"Significant", - L"Interesting", - L"Important", - L"Very important", - L"Grave", - L"Major", - L"Momentous", -}; - -// TODO.Translate -STR16 szCampaignHistoryWebpageString[]= -{ - L"Killed", - L"Wounded", - L"Prisoners", - L"Shots fired", - - L"Money earned", - L"Consumption", - L"Losses", - L"Participants", - - L"Promotions", - L"Summary", - L"Detail", - L"Previous", - - L"Next", - L"Incident", - L"Day", -}; - -// TODO.Translate -STR16 szCampaignStatsOperationPrefix[] = -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail the %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okay-ish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -// TODO.Translate -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -// TODO.Translate -STR16 szMercCompareWebSite[] = -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -// TODO.Translate -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -// TODO.Translate -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Erfahrung in Sicherheit", - - // links to other pages - L"Was ist Kerberus?", - L"Team Verträge", - L"Individuelle Verträge", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -// TODO.Translate -STR16 szTacticalInventoryDialogString[]= -{ - L"Inventory Manipulations", - - L"NVG", - L"Reload All", - L"Move", // TODO.Translate - L"", - - L"Sort", - L"Merge", - L"Separate", - L"Organize", - - L"Crates", - L"Boxes", - L"Drop B/P", - L"Pickup B/P", - - L"", - L"", - L"", - L"", -}; - -// TODO.Translate -STR16 szTacticalCoverDialogString[]= -{ - L"Cover Display Mode", - - L"Off", - L"Enemy", - L"Merc", - L"", - - L"Roles", - L"Fortification", - L"Tracker", - L"CTH mode", - - L"Traps", - L"Network", - L"Detector", - L"", - - L"Net A", - L"Net B", - L"Net C", - L"Net D", -}; - -// TODO.Translate -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Turning off cover/traps display", - L"Showing danger zones", - L"Showing merc view", - L"", - - L"Display enemy role symbols", - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Display trap network", - L"Display trap network colouring", - L"Display nearby traps", - L"", - - L"Display trap network A", - L"Display trap network B", - L"Display trap network C", - L"Display trap network D", -}; - -// TODO.Translate -STR16 szDynamicDialogueText[40][17] = -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - -// TODO.Translate -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -// TODO.Translate -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -// TODO.Translate -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -// TODO.Translate -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -// TODO.Translate -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"er", - L"sie", - L"seine", - L"ihre", -}; - -// TODO.Translate -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", - - L"High amount of distress can cause a personality split\n", - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -// TODO.Translate -STR16 szSpyText[] = -{ - L"Hide", - L"Get Intel", -}; - -// TODO.Translate -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -// TODO.Translate -STR16 szIMPGearWebSiteText[] = -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", -}; - -// TODO.Translate -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select pants", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -// TODO.Translate -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -// TODO.Translate -STR16 szEnemyHeliText[] = -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -// TODO.Translate -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -// TODO.Translate -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -// TODO.Translate -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", -}; - -// TODO.Translate -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -// TODO.Translate -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -// TODO.Translate -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -// TODO.Translate -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -// TODO.Translate -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"Alle Sektoren", -}; - -// TODO.Translate -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = -{ - L"Normal", - L"Regen", - L"Gewitter", - L"Sandsturm", - L"Schnee", -}; - -STR16 szSnakeText[] = -{ - L"%s weicht Schlangenangriff aus!", - L"%s wurde von Schlange angegriffen!", -}; - -// TODO.Translate -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -// TODO.Translate -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", -}; - -// TODO.Translate -STR16 szLaptopStatText[] = -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -// TODO.Translate -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -// TODO.Translate -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -// TODO.Translate -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -// TODO.Translate -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -// TODO.Translate -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -// TODO.Translate -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -// TODO.Translate -STR16 szFactoryText[] = -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -// TODO.Translate -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -// TODO.Translate -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //GERMAN +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("GERMAN") + + #ifdef GERMAN + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_GermanText_public_symbol(void){;} + +#ifdef GERMAN + + +/* +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL TOPWARE INSTRUCTIONS +- Always be aware that German strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of the German language when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for Topware problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by Topware to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +/* +LOOTF - Foot note. I've rewritten a whole lot of stuff and only marked specific lines and blocks. + That's where I'm either + + - not sure about the character limit (might not be mentioned but causes trouble when displaying texts?) + - not sure about the meaning + - not sure if people will like it (this concerns German speakers) + - not as creative as to find a perfect replacement + +I have also changed stuff people might have found okay, which only troubled me. +This includes + "Zurückziehen". Klingt einfach nicht. Hört sich an wie sich zur Nachtruhe begeben. +"Zurückgezogen" ist ein Waldschrat. Geändert auf "ausgewichen". +Ich hoffe nur, dass nicht irgendjemand dumm rumschwätzt wegen Kugeln ausweichen oder so. + +Anything else is a-ok and can be filtered out by comparing this cpp with the old version. +I have also added tabs and removed some where I thought it was appropriate (format-wise). +My comments are marked using LOOTF. +Comments for SANDRO are marked using LOOTF - SANDRO. +Remove any LOOTF comment that has been checked, except maybe for "alt." (alternative) stuff or stuff of that sort. + +07/2010 LootFragg +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Orte", // 0 + L"Personen", + L"Gegenstände", + L"Aufträge", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Eintreten", +}; + +STR16 pOtherButtonsText[] = +{ + L"Auftrag", + L"Akzep.", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Einsatzbesprechung", + L"Auftrag annehmen", +}; + + +STR16 pLocationPageText[] = +{ + L"Vorherige Seite", + L"Foto", + L"Nächste Seite", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Hauptseite", + L">>", + L"Typ: ", + L"Keine Daten", + L"Es gibt keine Missionen. Fügen Sie Missionen zu der Datei TableData\\BriefingRoom\\BriefingRoom.xml hinzu. Die erste Mission muss SICHTBAR sein. Setzen Sie den Wert Hidden = 0.", + L"Besprechungszimmer. Bitte drücken sie auf 'Eintreten'.", +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Unbekannt",// 0 - unknown + L"Stadt", //1 - cities + L"Luftwaffen Stützpunkt", //2 - SAM Site + L"Andere Örtlichkeiten", //3 - other location + L"Minen", //4 - mines + L"Militärstützpunkt", //5 - military complex + L"Labor", //6 - laboratory complex + L"Fabrik", //7 - factory complex + L"Spital", //8 - hospital + L"Gefängnis", //9 - prison + L"Flughafen", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Alle anzeigen", + L"AIM anzeigen", + L"MERC anzeigen", + L"RPC anzeigen", + L"NPC anzeigen", + L"Fahrzeuge anzeigen", + L"BSE anzeigen", + L"EPC anzeigen", + L"Filter", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"Alle", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"Veh.", + L"BSE", + L"EPC", + L"Filter", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Alles anzeigen", + L"Städte anzeigen", + L"Luftwaffenstützpunkte anzeigen", + L"Andere Örtlichkeiten anzeigen", + L"Minen anzeigen", + L"Militärstützpunkte anzeigen", + L"Labor-Komplexe anzeigen", + L"Fabriken anzeigen", + L"Spitäler anzeigen", + L"Gefängnisse anzeigen", + L"Flughäfen anzeigen", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"Alle", + L"Stadt", + L"SAM", + L"Andere", + L"Mine", + L"Mil.", + L"Lab.", + L"Fabr.", + L"Spit.", + L"Gefän.", + L"Flugh.", +}; + +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"Alle",//0 + L"Stadt", + L"SAM", + L"Mine", + L"Flugh.", + L"Wildn.", + L"Unterg.", + L"Gebäude", + L"andere", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Zeige Alle",//facility index + 1 + L"Zeige Stadtsektoren", + L"Zeige SAM's ", + L"Zeige Mine", + L"Zeige Flughäfen", + L"Zeige Sektoren in der Wildniss", + L"Zeige Untergrund", + L"Zeige wichtige Gebäude\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", + L"Zeige andere Sektoren", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; + +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"Alle",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Andere",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Zeige Alle",//Other index + 1 + L"Zeige A.I.M. Mitarbeiter", + L"Zeige M.E.R.C Mitarbeiter", + L"Zeige Rebellen", + L"Zeige Nichtspieler Charaktere", + L"Zeige Spieler Charaktere", + L"Zeige Andere\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", +}; + +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Fahrz.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; + +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"Alle",//0 + L"Hand.W.", + L"Muni.", + L"Rüstung", + L"LBE", + L"Zubeh.", + L"Versch.",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Zeige Alle",//misc index + 1 + L"Zeige Handfeuer Waffen\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", + L"Zeige Munition\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", + L"Zeige Rüstung\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", + L"Zeige LBE-Gepäck\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", + L"Zeige Zubehör\n[|L|MT] ändere Filter\n[|R|MT] Filter zurücksetzen", + L"Zeige Verschiedenes\n[|L|MT] ändere Filter\n[|R|MT] F. zurücksetzen", +}; + +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"Pistole", + L"M.Pist.", + L"lei. MG", + L"Gewehr", + L"Scharfs", + L"Sturm G", + L"MG", + L"Schrot.", + L"Schwere", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"Pistole", + L"M.Pist.", + L"lei. MG", + L"Gewehr", + L"Scharfs", + L"Sturm G", + L"MG", + L"Schrot.", + L"Schwere", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Helm", + L"Weste", + L"Hose", + L"Platte", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Gürtel", + L"Weste", + L"Kampfg.", + L"Marsch.", + L"Tasche", + L"Andere", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optik", + L"Seite", + L"Lauf", + L"Extern", + L"Intern", + L"Andere", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Messer", + L"Wurf M.", + L"Schlag", + L"Kranate", + L"Sprengs", + L"Medikit", + L"Kit", + L"Kopf", + L"Andere", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; + +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"Alle", + L"Aktiv", + L"Abges.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Zeige Alle",//misc index + 1 + L"Zeige Aktive Quests", + L"Zeige Abgeschlossene Quests", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"Alle", //0 + L"Waffen", + L"Mun.", + L"LBE", + L"Sonst.", + + L"Alle", //5 + L"Waffen", + L"Munition", + L"LBE Gegenstände", + L"Sonstige", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"Schwer", + L"Pistole", + L"M. Pist.", + L"SMG", + L"Gewehr", + L"S.Gew.", + L"A.Gew.", + L"MG", + L"Schrot.", + + // Ammo + L"Pistol", + L"M. Pist.", //10 + L"SMG", + L"Gewehr", + L"S.Gew", + L"A.Gew.", + L"MG", + L"Schrot.", + + // Used + L"Waffen", + L"Panz.", + L"LBE Ausr.", + L"Sonst.", //20 + + // Armour + L"Helme", + L"Westen", + L"Hosen", + L"Platten", + + // Misc + L"Klingen", + L"Wurfm.", + L"Nah.", + L"Gran.", + L"Bomb.", + L"Med.", //30 + L"Kits", + L"Gesicht", + L"LBE", + L"Sonst.", //34 +}; + +// TODO.Translate +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +// TODO.Translate +STR16 FactDescText[] = +{ + L"Omerta befreit", + L"Drassen befreit", + L"Sanmona befreit", + L"Cambria befreit", + L"Alma befreit", + L"Grumm befreit", + L"Tixa befreit", + L"Chitzena befreit", + L"Estoni befreit", + L"Balime befreit", + + L"Orta befreit", //10 + L"Meduna befreit", + L"Pacos approched", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's supprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wnts to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Delete", + L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Toggle viewing of players", //0 + L"Toggle viewing of enemies", + L"Toggle viewing of creatures", + L"Toggle viewing of rebels", + L"Toggle viewing of civilians", + + L"Player", + L"Enemy", + L"Creature", + L"Rebels", + L"Civilian", + + L"DETAILED PLACEMENT", //10 + L"General information mode", + L"Physical appearance mode", + L"Attributes mode", + L"Inventory mode", + L"Profile ID mode", + L"Schedule mode", + L"Schedule mode", + L"DELETE", + L"Delete currently selected merc (|D|e|l)", + L"NEXT", //20 + L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"Toggle priority existance", + L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"STATIONARY", + L"ON GUARD", + L"ON CALL", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", //30 + L"RND PT PATROL", + + //Attitudes + L"DEFENSIVE", + L"BRAVE SOLO", + L"BRAVE AID", + L"AGGRESSIVE", + L"CUNNING SOLO", + L"CUNNING AID", + + L"Set merc to face %s", + + L"Find", + L"BAD", //40 + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"BAD", + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"Previous color set", //50 + L"Next color set", + + L"Previous body type", + L"Next body type", + + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + + L"No action", + L"No action", + L"No action", //60 + L"No action", + + L"Clear Schedule", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"ROOFS", //0 + L"WALLS", + L"ROOM INFO", + + L"Place walls using selection method", + L"Place doors using selection method", + L"Place roofs using selection method", + L"Place windows using selection method", + L"Place damaged walls using selection method.", + L"Place furniture using selection method", + L"Place wall decals using selection method", + L"Place floors using selection method", //10 + L"Place generic furniture using selection method", + L"Place walls using smart method", + L"Place doors using smart method", + L"Place windows using smart method", + L"Place damaged walls using smart method", + L"Lock or trap existing doors", + + L"Add a new room", + L"Edit cave walls.", + L"Remove an area from existing building.", + L"Remove a building", //20 + L"Add/replace building's roof with new flat roof.", + L"Copy a building", + L"Move a building", + L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"Erase room numbers", + + L"Toggle |Erase mode", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Cycle brush size (|A/|Z)", + L"Roofs (|H)", + L"|Walls", //30 + L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Wpns", //0 + L"Ammo", + L"Armour", + L"LBE", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Triggers", + L"Keys", + L"Rnd", //10 + L"Previous (|,)", // previous page + L"Next (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Add ambient light source", //0 + L"Toggle fake ambient lights.", + L"Add exit grids (r-clk to query existing).", + L"Cycle brush size (|A/|Z)", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", + L"Specify north point for validation purposes.", + L"Specify west point for validation purposes.", + L"Specify east point for validation purposes.", + L"Specify south point for validation purposes.", + L"Specify center point for validation purposes.", //10 + L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"New outdoor level", //0 + L"New basement", + L"New cave level", + L"Save map (|C|t|r|l+|S)", + L"Load map (|C|t|r|l+|L)", + L"Select tileset", + L"Leave Editor mode", + L"Exit game (|A|l|t+|X)", + L"Create radar map", + L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Draw |Ground textures", //0 + L"Set map ground textures", + L"Place banks and |Cliffs", + L"Draw roads (|P)", + L"Draw |Debris", + L"Place |Trees & bushes", + L"Place |Rocks", + L"Place barrels & |Other junk", + L"Fill area", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", //10 + L"Cycle brush size (|A/|Z)", + L"Raise brush density (|])", + L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Buildings", + L"Items", + L"Mercs", + L"Map Info", + L"Options", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"North Entry Point", //0 + L"West Entry Point", + L"East Entry Point", + L"South Entry Point", + L"Center Entry Point", + L"Isolated Entry Point", + + L"Prime", + L"Night", + L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Panic Trigger1", //0 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", + + L"Pressure Action", + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"No Lock ID", //0 + L"Explosion Trap", + L"Electric Trap", + L"Siren Trap", + L"Silent Alarm", + L"Super Electric Trap", //5 + L"Brothel Siren Trap", + L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 + L"No map currently loaded.", + L"File: %S, Current Tileset: %s", + L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"TOGGLE", //0 + L"VIEWS", + L"SELECTION METHOD", + L"SMART METHOD", + L"BUILDING METHOD", + L"Room#", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Editing lock attributes at map index %d.", + L"Lock ID", + L"Trap Type", + L"Trap Level", + L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Pressure Action", //0 + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", + + L"Panic Trigger1", //5 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Prime", + L"Night", + L"24Hrs", //5 + + L"Radius", + + L"Underground", + L"Light Level", + + L"Outdoors", + L"Basement", //10 + L"Caves", + + L"Restricted", + L"Scroll ID", + + L"Destination", + L"Sector", //15 + L"Destination", + L"Bsmt. Level", + L"Dest.", + L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"No action", + L"Lock door", + L"Unlock door", + L"Open door", + L"Close door", + L"Move to gridno", + L"Leave sector", + L"Enter sector", + L"Stay in sector", + L"Sleep", + L"Ignore this!" +}; + +STR16 zDiffNames[5] = +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Max Health", + L"Cur Health", + L"Strength", + L"Agility", + L"Dexterity", + L"Charisma", + L"Wisdom", + L"Marksmanship", + L"Explosives", + L"Medical", + L"Scientific", + L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Merc Name:", //0 + L"Orders:", + L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Merc Colors", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +// TODO.Translate +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Random", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE Tank", //5 + L"NW Tank", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Unarmed Robot", + L"Larvae", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Bloodcat", + L"Humvee", +}; + +// TODO.Translate +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDERS=-- ", //0 + L"--=ATTITUDE=--", + + L"RELATIVE", + L"ATTRIBUTES", + + L"RELATIVE", + L"EQUIPMENT", + + L"RELATIVE", + L"ATTRIBUTES", + + L"Army", + L"Admin", + L"Elite", //10 + + L"Exp. Level", + L"Life", + L"LifeMax", + L"Marksmanship", + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Leadership", + L"Explosives", //20 + L"Medical", + L"Mechanical", + L"Morale", + + L"Hair color:", + L"Skin color:", + L"Vest color:", + L"Pant color:", + + L"RANDOM", + L"RANDOM", + L"RANDOM", //30 + L"RANDOM", + + L"By specifying a profile index, all of the information will be extracted from the profile ", + L"and override any values that you have edited. It will also disable the editing features ", + L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"extract the number you have typed. A blank field will clear the profile. The current ", + L"number of profiles range from 0 to ", + + L"Current Profile: n/a ", + L"Current Profile: %s", + + L"STATIONARY", + L"ON CALL", //40 + L"ON GUARD", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", + L"RND PT PATROL", + + L"Action", + L"Time", + L"V", + L"GridNo 1", //50 + L"GridNo 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"lock", + L"unlock", + L"open", + L"close", + + L"Click on the gridno adjacent to the door that you wish to %s.", //60 + L"Click on the gridno where you wish to move after you %s the door.", + L"Click on the gridno where you wish to move to.", + L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L" Hit ESC to abort entering this line in the schedule.", +}; + +// TODO.Translate +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Patrol orders with no waypoints", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"Keine Aktion", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Platzierung wurde nicht kopiert, weil keine Platzierung ausgewählt wurde.", + L"Platzierung kopiert.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Platzierung wurde nicht eingefügt, weil keine Platzierung in den Speicher kopiert wurde.", + L"Platzierung eingefügt.", + L"Platzierung wurde nicht eingefügt, weil die Maximalanzahl für die Platzierungen des Teams erreicht wurde.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Editor beenden?", +}; + +// TODO.Translate +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Are you sure you wish to remove all lights?", //0 + L"Are you sure you wish to reverse the schedules?", + L"Are you sure you wish to clear all of the schedules?", + + L"Clicked Placement Enabled", + L"Clicked Placement Disabled", + + L"Draw High Ground Enabled", //5 + L"Draw High Ground Disabled", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Random Placement Enabled", + L"Random Placement Disabled", + + L"Removing Treetops", //10 + L"Showing Treetops", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +// TODO.Translate +STR16 pPerformSelectedActionText[] = +{ + L"Creating radar map for %S", //0 + + L"Delete current map and start a new basement level?", + L"Delete current map and start a new cave level?", + L"Delete current map and start a new outdoor level?", + + L" Wipe out ground textures? ", +}; + +// TODO.Translate +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Toggle fake editor lighting ON/OFF", + + L"INSERT", + L"Toggle fill mode ON/OFF", + + L"BKSPC", + L"Undo last change", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Exit editor", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"This help screen", + + L"F10", + L"Save current map", + + L"F11", + L"Load map as current", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Change brush size", + + L"d", + L"Draw debris", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Draw rocks", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Draw ground textures", + + L"w", + L"Draw building walls", + + L"e", + L"Toggle erase mode ON/OFF", + + L"h", //40 + L"Toggle roofs ON/OFF", +}; + +// TODO.Translate +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +// TODO.Translate +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ + +// TODO.Translate +STR16 pUpdateItemStatsPanelText[] = +{ + L"Toggle hide flag", //0 + L"No item selected.", + L"Slot available for", + L"random generation.", + L"Keys not editable.", + L"ProfileID of owner", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Status", + L"Rounds", + L"Trap Level", //10 + L"Quantity", + L"Trap Level", + L"Status", + L"Trap Level", + L"Status", + L"Quantity", + L"Trap Level", + L"Dollars", + L"Status", + L"Trap Level", //20 + L"Trap Level", + L"Tolerance", + L"Alarm Trigger", + L"Exist Chance", + L"B", + L"R", + L"S", +}; + +// TODO.Translate +STR16 pSetupGameTypeFlagsText[] = +{ + L"Item appears in both Sci-Fi and Realistic modes", //0 + L"Item appears in Realistic mode only", + L"Item appears in Sci-Fi mode only", +}; + +// TODO.Translate +STR16 pSetupGunGUIText[] = +{ + L"SILENCER", //0 + L"SNIPERSCOPE", + L"LASERSCOPE", + L"BIPOD", + L"DUCKBILL", + L"G-LAUNCHER", //5 +}; + +// TODO.Translate +STR16 pSetupArmourGUIText[] = +{ + L"CERAMIC PLATES", //0 +}; + +// TODO.Translate +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +// TODO.Translate +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp +// TODO.Translate +STR16 pCreateSummaryWindowText[]= +{ + L"Okay", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"LOAD", + L"SAVE", + L"Update", +}; + +// TODO.Translate +STR16 pRenderSectorInformationText[] = +{ + L"Tileset: %s", //0 + L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"Number of items: %d", + L"Number of lights: %d", + L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"Number of rooms: %d", + L"Total map population: %d", + L"Enemies: %d", + L"Admins: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Troops: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Elites: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Civilians: %d", //20 + + L"(%d detailed, %d profile -- %d have priority existance)", + + L"Humans: %d", + L"Cows: %d", + L"Bloodcats: %d", + + L"Creatures: %d", + + L"Monsters: %d", + L"Bloodcats: %d", + + L"Number of locked and/or trapped doors: %d", + L"Locked: %d", + L"Trapped: %d", //30 + L"Locked & Trapped: %d", + + L"Civilians with schedules: %d", + + L"Too many exit grid destinations (more than 4)...", + L"ExitGrids: %d (%d with a long distance destination)", + L"ExitGrids: none", + L"ExitGrids: 1 destination using %d exitgrids", + L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 + L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d placements have patrol orders without any waypoints defined.", + L"%d placements have waypoints, but without any patrol orders.", + L"%d gridnos have questionable room numbers. Please validate.", + +}; + +// TODO.Translate +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Enemy", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"Panic1", + L"Panic2", + L"Panic3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Pressure Actions", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"None", + + L"TOO MANY ITEMS TO DISPLAY!", + L"NORMAL ENEMY DROPPED ITEMS", + L"TOO MANY ITEMS TO DISPLAY!", + L"None", + L"TOO MANY ITEMS TO DISPLAY!", + L"ERROR: Can't load the items for this map. Reason unknown.", //20 +}; + +// TODO.Translate +STR16 pRenderSummaryWindowText[] = +{ + L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 + L"(NO MAP LOADED).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"There is no sector currently selected.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", ground level", + L", underground level 1", + L", underground level 2", + L", underground level 3", + L", alternate G level", + L", alternate B1 level", + L", alternate B2 level", + L", alternate B3 level", + + L"ITEM DETAILS -- sector %s", + L"Summary Information for sector %s:", //20 + + L"Summary Information for sector %s", + L"does not exist.", + + L"Summary Information for sector %s", + L"does not exist.", + + L"No information exists for sector %s.", + + L"No information exists for sector %s.", + + L"FILE: %s", + + L"FILE: %s", + + L"Override READONLY", + L"Overwrite File", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Do you wish to do this now (y/n)?", + + L"No summary info. Creation denied.", + + L"Grid", + L"Progress", //40 + L"Use Alternate Maps", + + L"Summary", + L"Items", +}; + +// TODO.Translate +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyzing map: %s...", +}; + +// TODO.Translate +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Loading map: %s", +}; + +// TODO.Translate +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +// TODO.Translate +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generating map information", +}; + +// TODO.Translate +STR16 pSummaryUpdateCallbackText[] = +{ + L"Generating map summary", +}; + +// TODO.Translate +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +// TODO.Translate +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] from default tileset %s (%d, %S)", + L"File: %S, subindex: %d (%d, %S)", + L"Tileset: %s", +}; + +// TODO.Translate +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +// TODO.Translate +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Small", + L"Medium", + L"Large", + L"XLarge", + L"Width: xx", + L"Area" + }; + +//--- +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Seite 1/2", //0 + L"Seite 2/2", + + L"Seite 1/3", + L"Seite 2/3", + L"Seite 3/3", + + L"Seite 1/1", //5 +}; + +// by Jazz +CHAR16 zGrod[][500] = +{ + L"Roboter", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Entwicklungsteam", + L"@T,C144,R134,{;Programmierung", + L"@T,C144,R134,{;Grafiken und Sounds", + L"@};(Verschiedene weitere Mods!)", + L"@T,C144,R134,{;Gegenstände", + L"@T,C144,R134,{;Weitere Mitwirkende", + L"@};(Alle weiteren Community-Mitglieder die Ideen und Feedback eingebracht haben!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 Kal", +// L"9mm", +// L".45 Kal", +// L".357 Kal", +// L"12 Kal", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm NATO", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rakete", +// L"", +// L"", +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 Kal", +// L"9mm", +// L".45 Kal", +// L".357 Kal", +// L"12 Kal", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm N.", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monster", +// L"Rakete", +// L"", // dart +//}; + +CHAR16 WeaponType[][30] = +{ + L"Andere", + L"Pistole", + L"MP", + L"Schwere MP", + L"Gewehr", + L"SSG", + L"SG", + L"LMG", + L"Schrotflinte", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Spielzug Spieler", + L"Spielzug Gegner", + L"Spielzug Monster", + L"Spielzug Miliz", + L"Spielzug Zivilisten", + L"Player_Plan",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s am Kopf getroffen, verliert einen Weisheitspunkt!", + L"%s an der Schulter getroffen, verliert Geschicklichkeitspunkt!", + L"%s an der Brust getroffen, verliert einen Kraftpunkt!", + L"%s an den Beinen getroffen, verliert einen Beweglichkeitspunkt!", + L"%s am Kopf getroffen, verliert %d Weisheitspunkte!", + L"%s an der Schulter getroffen, verliert %d Geschicklichkeitspunkte!", + L"%s an der Brust getroffen, verliert %d Kraftpunkte!", + L"%s an den Beinen getroffen, verliert %d Beweglichkeitspunkte!", + L"Unterbrechung!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //obsolete + L"Verstärkung ist angekommen!", + + // In the following four lines, all %s's are merc names + + L"%s lädt nach.", + L"%s hat nicht genug Action-Punkte!", + L"%s leistet Erste Hilfe. (Rückgängig mit beliebiger Taste.)", + L"%s und %s leisten Erste Hilfe. (Rückgängig mit beliebiger Taste.)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"zuverlässig", + L"unzuverlässig", + L"Reparatur leicht", + L"Reparatur schwer", + L"große Durchschlagskraft", + L"kleine Durchschlagskraft", + L"feuert schnell", + L"feuert langsam", + L"große Reichweite", + L"kurze Reichweite", + L"leicht", + L"schwer", + L"klein", + L"schneller Feuerstoß", + L"kein Feuerstoß", + L"großes Magazin", + L"kleines Magazin", + + // In the following two lines, all %s's are merc names + + L"%ss Tarnung hat sich abgenutzt.", + L"%ss Tarnung ist weggewaschen.", + + // The first %s is a merc name and the second %s is an item name + + L"Zweite Waffe hat keine Munition!", + L"%s hat %s gestohlen.", + + // The %s is a merc name + + L"%ss Waffe kann keinen Feuerstoß abgeben.", + + L"Sie haben schon eines davon angebracht.", + L"Gegenstände zusammenfügen?", + + // Both %s's are item names + + L"Sie können %s mit %s nicht kombinieren", + + L"Keine", + L"Waffen entladen", // = Removing ammo from weapons on the ground on pressing Shift + F if set in options. + L"Modifikationen", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and your gas mask at the same time. + L"Sie können %s nicht zusammen mit %s benutzen.", // + + L"Der Gegenstand in Ihrem Cursor kann mit anderen Gegenständen verbunden werden, indem Sie ihn in einer der vier Einbaustellen platzieren.", + L"Der Gegenstand in Ihrem Cursor kann mit anderen Gegenständen verbunden werden, indem Sie ihn in einer der vier Einbaustellen platzieren. (Aber in diesem Fall sind die Gegenstände nicht kompatibel.)", + L"Es sind noch Feinde im Sektor!", + L"Geben Sie %s %s", + L"%s am Kopf getroffen!", + L"Kampf abbrechen?", + L"Die Modifikation ist permanent. Weitermachen?", + L"%s fühlt sich frischer!", + L"%s ist auf Murmeln ausgerutscht!", + L"%s konnte %s nicht aus der Hand des Feindes stehlen!", + L"%s hat %s repariert", + L"Unterbrechung für ", + L"Ergeben?", + L"Diese Person will keine Hilfe.", + L"Lieber NICHT!", + L"Wenn Sie zu Skyriders Heli wollen, müssen Sie Söldner einem FAHRZEUG/HELIKOPTER ZUWEISEN.", + L"%s hat nur Zeit, EINE Waffe zu laden", + L"Spielzug Bloodcats", + L"Dauerfeuer", + L"kein Dauerfeuer", + L"genau", + L"ungenau", + L"kein Einzelschuss", + L"Der Feind besitzt keine Gegenstände mehr zum Stehlen!", + L"Der Feind hat keinen Gegenstand in seiner Hand!", + + L"%s's Wüstentarnung ist nicht mehr effektiv.", + L"%s's Wüstentarnung wurde herunter gewaschen.", + + L"%s's Waldtarnung ist nicht mehr effektiv.", + L"%s's Waldtarnung wurde herunter gewaschen.", + + L"%s's Stadttarnung ist nicht mehr effektiv.", + L"%s's Stadttarnung wurde herunter gewaschen.", + + L"%s's Schneetarnung ist nicht mehr effektiv.", + L"%s's Schneetarnung wurde herunter gewaschen.", + L"Sie können %s nicht an dieser Einbaustelle anbringen.", + L"%s passt in keine freie Einbaustelle.", + L"Für diese Tasche ist nicht mehr genug Platz.", + + L"%s hat %s so gut wie möglich repariert.", + L"%s hat %s's %s so gut wie möglich repariert.", + + L"%s hat %s gereinigt.", + L"%s hat %s's %s gereinigt.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s hat %s vollständig erkundet.", +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes +STR16 sTimeStrings[] = +{ + L"Pause", + L"Normal", + L"5 Min", + L"30 Min", + L"60 Min", + L"6 Std", +}; + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. +STR16 pAssignmentStrings[] = +{ + L"Trupp 1", + L"Trupp 2", + L"Trupp 3", + L"Trupp 4", + L"Trupp 5", + L"Trupp 6", + L"Trupp 7", + L"Trupp 8", + L"Trupp 9", + L"Trupp 10", + L"Trupp 11", + L"Trupp 12", + L"Trupp 13", + L"Trupp 14", + L"Trupp 15", + L"Trupp 16", + L"Trupp 17", + L"Trupp 18", + L"Trupp 19", + L"Trupp 20", + L"Trupp 21", + L"Trupp 22", + L"Trupp 23", + L"Trupp 24", + L"Trupp 25", + L"Trupp 26", + L"Trupp 27", + L"Trupp 28", + L"Trupp 29", + L"Trupp 30", + L"Trupp 31", + L"Trupp 32", + L"Trupp 33", + L"Trupp 34", + L"Trupp 35", + L"Trupp 36", + L"Trupp 37", + L"Trupp 38", + L"Trupp 39", + L"Trupp 40", + L"Dienst", // on active duty + L"Doktor", // administering medical aid + L"Patient", // getting medical aid + L"Fahrzeug", // in a vehicle + L"Transit", // in transit - abbreviated form + L"Repar.", // repairing + L"Radio Scan", // scanning for nearby patrols + L"Üben", // training themselves + L"Miliz", // training a town to revolt + L"M.Miliz", //training moving militia units + L"Trainer", // training a teammate + L"Rekrut", // being trained by someone else + L"Umzug", // move items + L"Betrieb", // operating a strategic facility + L"Essen", // eating at a facility (cantina etc.) + L"Pause", // Resting at a facility + L"Verhör", // Flugente: interrogate prisoners + L"Tot", // dead + L"Koma", // abbreviation for incapacitated //LOOTF - "Unfähig" klingt schlimm. Geändert auf Koma. Vorschläge? + L"Gefangen", // Prisoner of war - captured + L"Hospital", // patient in a hospital + L"Leer", //Vehicle is empty + L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumours", // facility: gather information + L"Propag.", // spread propaganda + L"Rumours", // gather information + L"Command", // militia movement orders + L"Diagnose", // disease diagnosis //TODO.Translate + L"Treat D.", // treat disease among the population + L"Doktor", // administering medical aid + L"Patient", // getting medical aid + L"Repar.", // repairing + L"Fortify", // build structures according to external layout // TODO.Translate + L"Train W.", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + +STR16 pMilitiaString[] = +{ + L"Miliz", // the title of the militia box + L"Ohne Aufgabe", //the number of unassigned militia troops + L"Mit Feinden im Sektor können Sie keine Miliz einsetzen!", + L"Einige Milizen wurden keinem Sektor zugewiesen. Möchten Sie diese Einheiten auflösen?", +}; + +STR16 pMilitiaButtonString[] = +{ + L"Autom.", // auto place the militia troops for the player + L"Fertig", // done placing militia troops + L"Auflösen", // HEADROCK HAM 3.6: Disband militia + L"Zuordnungen aufh.", // move all milita troops to unassigned pool +}; + +STR16 pConditionStrings[] = +{ + L"Sehr gut", //the state of a soldier .. excellent health + L"Gut", // good health + L"Mittel", // fair health + L"Verwundet", // wounded health + L"Erschöpft", // tired + L"Verblutend", // bleeding to death + L"Bewusstlos", // knocked out + L"Stirbt", // near death + L"Tot", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"Dienst", // set merc on active duty + L"Patient", // set as a patient to receive medical aid + L"Fahrzeug", // tell merc to enter vehicle + L"Unbewacht", // let the escorted character go off on their own + L"Abbrechen", // close this menu +}; + +// look at pAssignmentString above for comments +STR16 pPersonnelAssignmentStrings[] = +{ + L"Trupp 1", + L"Trupp 2", + L"Trupp 3", + L"Trupp 4", + L"Trupp 5", + L"Trupp 6", + L"Trupp 7", + L"Trupp 8", + L"Trupp 9", + L"Trupp 10", + L"Trupp 11", + L"Trupp 12", + L"Trupp 13", + L"Trupp 14", + L"Trupp 15", + L"Trupp 16", + L"Trupp 17", + L"Trupp 18", + L"Trupp 19", + L"Trupp 20", + L"Trupp 21", + L"Trupp 22", + L"Trupp 23", + L"Trupp 24", + L"Trupp 25", + L"Trupp 26", + L"Trupp 27", + L"Trupp 28", + L"Trupp 29", + L"Trupp 30", + L"Trupp 31", + L"Trupp 32", + L"Trupp 33", + L"Trupp 34", + L"Trupp 35", + L"Trupp 36", + L"Trupp 37", + L"Trupp 38", + L"Trupp 39", + L"Trupp 40", + L"Dienst", + L"Doktor", + L"Patient", + L"Fahrzeug", + L"Transit", + L"Reparieren", + L"Radio Scan", // radio scan + L"Üben", + L"Miliz", + L"Trainiere Mobile Miliz", + L"Trainer", + L"Rekrut", + L"Gegenstand verschieben", + L"Betriebspersonal", + L"Essen", // eating at a facility (cantina etc.) + L"Betriebspause", + L"Gefangene verhören", // Flugente: interrogate prisoners + L"Tot", + L"Koma", //LOOTF - s.o. + L"Gefangen", + L"Hospital", + L"Leer", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gathering Rumours",// TODO.Translate // facility: gather rumours + L"Spreading Propaganda",// TODO.Translate // spread propaganda + L"Gathering Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Doktor", + L"Patient", + L"Reparieren", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + +// refer to above for comments +STR16 pLongAssignmentStrings[] = +{ + L"Trupp 1", + L"Trupp 2", + L"Trupp 3", + L"Trupp 4", + L"Trupp 5", + L"Trupp 6", + L"Trupp 7", + L"Trupp 8", + L"Trupp 9", + L"Trupp 10", + L"Trupp 11", + L"Trupp 12", + L"Trupp 13", + L"Trupp 14", + L"Trupp 15", + L"Trupp 16", + L"Trupp 17", + L"Trupp 18", + L"Trupp 19", + L"Trupp 20", + L"Trupp 21", + L"Trupp 22", + L"Trupp 23", + L"Trupp 24", + L"Trupp 25", + L"Trupp 26", + L"Trupp 27", + L"Trupp 28", + L"Trupp 29", + L"Trupp 30", + L"Trupp 31", + L"Trupp 32", + L"Trupp 33", + L"Trupp 34", + L"Trupp 35", + L"Trupp 36", + L"Trupp 37", + L"Trupp 38", + L"Trupp 39", + L"Trupp 40", + L"Dienst", + L"Doktor", + L"Patient", + L"Fahrzeug", + L"Transit", + L"Reparieren", + L"Radio Scan", // radio scan + L"Üben", + L"Miliz", + L"Trainiere Mobile", + L"Trainer", + L"Rekrut", + L"Umzug", // move items + L"Betriebspersonal", + L"Betriebspause", + L"Gefangene verhören", // Flugente: interrogate prisoners + L"Tot", + L"Unfähig", + L"Gefangen", + L"Hospital", // patient in a hospital + L"Leer", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gather Rumours",// TODO.Translate // facility: gather rumours + L"Spread Propaganda",// TODO.Translate // spread propaganda + L"Gather Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Doktor", + L"Patient", + L"Reparieren", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + +// the contract options +STR16 pContractStrings[] = +{ + L"Vertragsoptionen:", + L"", // a blank line, required + L"Einen Tag anbieten", // offer merc a one day contract extension + L"Eine Woche anbieten", // 1 week + L"Zwei Wochen anbieten", // 2 week + L"Entlassen", //end merc's contract (used to be "Terminate") + L"Abbrechen", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"gefangen", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"KRAFT", //The merc's strength attribute. Others below represent the other attributes. + L"GESCHICKLICHKEIT", + L"BEWEGLICHKEIT", + L"WEISHEIT", + L"TREFFSICHERHEIT", + L"MEDIZIN", + L"TECHNIK", + L"FÜHRUNGSQUALITÄT", + L"SPRENGSTOFFE", + L"ERFAHRUNGSSTUFE", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"Rüstung", // the armor rating of the merc + L"Gew.", // the weight the merc is carrying + L"Tarn.", // the merc's camouflage rating + L"Tarnung:", + L"Rüstung:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Bew", // the abbreviated version of : agility + L"Ges", // dexterity + L"Krf", // strength + L"Fhr", // leadership + L"Wsh", // wisdom + L"Erf", // experience level + L"Trf", // marksmanship skill + L"Tec", // mechanical skill + L"Spr", // explosive skill + L"Med", // medical skill +}; + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"Aufgabe", // the mercs current assignment + L"Vertrag", // the contract info about the merc + L"Gesundh.", // the health level of the current merc + L"Moral", // the morale of the current merc + L"Zustand", // the condition of the current vehicle + L"Tank", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Üben", // tell merc to train self + L"Miliz", // tell merc to train town // + L"Trainer", // tell merc to act as trainer + L"Rekrut", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Schussrate:", // the allowable rate of fire for a merc who is guarding + L" Aggressiv feuern", // the merc can be aggressive in their choice of fire rates + L" Munition sparen", // conserve ammo + L" Nur bei Bedarf feuern", // fire only when the merc needs to + L"Andere Optionen:", // other options available to merc + L" Rückzug möglich", // merc can retreat + L" Deckung möglich", // merc is allowed to seek cover + L" Kann Kameraden helfen", // merc can assist teammates + L"Fertig", // done with this menu + L"Abbruch", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player +STR16 pOtherGuardMenuStrings[] = +{ + L"Schussrate:", + L" *Aggressiv feuern*", + L" *Munition sparen*", + L" *Nur bei Bedarf feuern*", + L"Andere Optionen:", + L" *Rückzug möglich*", + L" *Deckung möglich*", + L" *Kann Kameraden helfen*", + L"Fertig", + L"Abbruch", +}; + +STR16 pAssignMenuStrings[] = +{ + L"Dienst", // merc is on active duty + L"Doktor", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis TODO.Translate + L"Patient", // the merc is receiving medical attention + L"Fahrzeug", // the merc is in a vehicle + L"Repar.", // the merc is repairing items + L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"Snitch", // TODO.Translate // anv: snitch actions + L"Training", // the merc is training + L"Miliz", // all things militia + L"Umzug", // move items + L"Fortify", // fortify sector // TODO.Translate + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"Betrieb", // the merc is using/staffing a facility + L"Abbrechen", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Angreifen", // set militia to aggresive + L"Position halten", // set militia to stationary + L"Rückzug", // retreat militia + L"An meine Position", // retreat militia + L"Auf den Boden", // retreat militia + L"Ducken", + L"In Deckung gehen", + L"Move to", // TODO.Translate + L"Alle: Angreifen", + L"Alle: Position halten", + L"Alle: Rückzug", + L"Alle: An meine Position", + L"Alle: Ausschwärmen", + L"Alle: Auf den Boden", + L"Alle: Ducken", + L"Alle: In Deckung gehen", + //L"All: Find items", + L"Abbrechen", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = +{ + // radio operator + L"Artillerie befehligen", + L"Kommunikation stören", + L"Frequenzen scannen", + L"Abhöraktion starten", + L"Verstärkung rufen", + L"Radiogerät ausschalten", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", // TODO.Translate + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Spotter", + L"Fokus", + L"Greifen", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Artillerieschlag befehligen von einem Sektor...", + L"Alle Funkfrequenzen mit weißem Rauschen füllen, sodass eine Kommunikation nicht mehr möglich ist.", + L"Nach Störsignalen scannen.", + L"Das Radiogerät verwenden, um feindliche Bewegungen zu orten.", + L"Verstärkung aus dem Nachbarsektor anfordern.", + L"Radiogerät ausschalten.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Bestimmtes Gebiet beobachten, damit Scharfschützen einen Bonus auf deren Treffsicherheit erhalten.", + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Benötigt:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s oder höher\n", + L" - %s oder höher oder\n", + L" - %d Minuten um fertig zu sein\n", + L" - Mörser Positionen in Nachbarsektoren\n", + L" - %s |o|d|e|r %s |u|n|d %s oder %s oder höher\n", + L" - besessen von einem Dämon", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = // TODO.Translate +{ + L"Militia", + L"Other Squads", + L"Cancel", + L"%d Militia", + L"All Militia", + + L"More", // TODO.Translate + L"Corpse: %s", // TODO.Translate +}; + +// TODO.Translate +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Team Informant", + L"Town Assignment", + L"Cancel", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Discuss snitch's behaviour towards his teammates.", + L"Take an assignment in this sector.", + L"Cancel", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Report complaints", + L"Don't report", + L"Prevent misbehaviour", + L"Ignore misbehaviour", + L"Cancel", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Report any complaints you hear from other mercs to your commander.", + L"Don't report anything.", + L"Try to stop other mercs from getting wasted and scrounging.", + L"Don't care what other mercs do.", + L"Cancel", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Spread propaganda", + L"Gather rumours", + L"Cancel", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", + L"Keep an ear to the ground on any rumours about enemy forces activity.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = // TODO.Translate +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s was exposed as a snitch but managed to notice it and get out alive.", + L"%s was exposed as a snitch but managed to defuse situation and get out alive.", + L"%s was exposed as a snitch but managed to avoid assassination attempt.", + L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", + + L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", + L"%s was exposed as a snitch and almost beaten to death before guards saved him.", + L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", + L"%s was exposed as a snitch and strangled to death before guards saved him.", + + L"%s was exposed as a snitch and drowned in toilet by other inmates.", + L"%s was exposed as a snitch and beaten to death by other inmates.", + L"%s was exposed as a snitch and shanked to death by other inmates.", + L"%s was exposed as a snitch and strangled to death by other inmates.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s heard rumours about enemy activity in %d sectors.", + +}; +// /TODO.Translate + +STR16 pRemoveMercStrings[] ={ + L"Söldner entfernen", // remove dead merc from current team + L"Abbrechen", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Gesundheit", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Kraft", + L"Führungsqualität", + L"Treffsicherheit", + L"Technik", + L"Sprengstoffe", + L"Medizin", + L"Abbrechen", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Üben", // train yourself + L"Train workers", // TODO.Translate + L"Trainer", // train your teammates + L"Rekrut", // be trained by an instructor + L"Abbrechen", // cancel this menu +}; + +STR16 pSquadMenuStrings[] = +{ + L"Trupp 1", + L"Trupp 2", + L"Trupp 3", + L"Trupp 4", + L"Trupp 5", + L"Trupp 6", + L"Trupp 7", + L"Trupp 8", + L"Trupp 9", + L"Trupp 10", + L"Trupp 11", + L"Trupp 12", + L"Trupp 13", + L"Trupp 14", + L"Trupp 15", + L"Trupp 16", + L"Trupp 17", + L"Trupp 18", + L"Trupp 19", + L"Trupp 20", + L"Trupp 21", + L"Trupp 22", + L"Trupp 23", + L"Trupp 24", + L"Trupp 25", + L"Trupp 26", + L"Trupp 27", + L"Trupp 28", + L"Trupp 29", + L"Trupp 30", + L"Trupp 31", + L"Trupp 32", + L"Trupp 33", + L"Trupp 34", + L"Trupp 35", + L"Trupp 36", + L"Trupp 37", + L"Trupp 38", + L"Trupp 39", + L"Trupp 40", + L"Abbrechen", +}; + +STR16 pPersonnelTitle[] = +{ + L"Personal", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Gesundheit: ", // Stat: Health of merc + L"Beweglichkeit: ", // Stat: Agility + L"Geschicklichkeit: ", // Stat: Dexterity + L"Kraft: ", // Stat: Strength + L"Führungsqualität: ", // Stat: Leadership + L"Weisheit: ", // Stat: Wisdom + L"Erfahrungsstufe: ", // Stat: Experience level + L"Treffsicherheit: ", // Stat: Marksmanship + L"Technik: ", // Stat: Mechanical + L"Sprengstoffe: ", // Stat: Explosives + L"Medizin: ", // Stat: Medical + L"Med. Vorsorge: ", // amount of medical deposit put down on the merc + L"Laufzeit: ", // time remaining on current contract + L"Getötet: ", // number of kills by merc + L"Mithilfe: ", // number of assists on kills by merc + L"Tgl. Kosten:", // daily cost of merc + L"Gesamtkosten:", // total cost of merc + L"Vertrag:", // cost of current contract + L"Diensttage:", // total service rendered by merc + L"Schulden:", // amount left on MERC merc to be paid + L"Trefferquote:", // percentage of shots that hit target + L"Einsätze:", // number of battles fought + L"Verwundungen:", // number of times merc has been wounded + L"Fähigkeiten:", // Traits + L"Keine Fähigkeiten:", // No traits + L"Aktivitäten:", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + // GETÖTET + // 0 + L"Elite Soldaten: %d\n", + L"Reguläre Soldaten: %d\n", + L"Admin Soldaten: %d\n", + L"Feindliche Gruppen: %d\n", + L"Monster: %d\n", + L"Panzer: %d\n", + L"Andere: %d\n", + + // MITHILFE + // 7 + L"Söldner: %d\n", + L"Miliz: %d\n", + L"Andere: %d\n", + + // TREFFERQUOTE + // 10 + L"Schüsse gefeuert: %d\n", + L"Raketen gefeuert: %d\n", + L"Granaten geworfen: %d\n", + L"Messer geworfen: %d\n", + L"Klinge attakiert: %d\n", + L"Nahkampf attakiert: %d\n", + L"Gelandete Treffer: %d\n", + + // AKTIVITÄTEN + // 17 + L"Schlösser geknackt: %d\n", + L"Schlösser gebrochen: %d\n", + L"Fallen entschärft: %d\n", + L"Sprenstoffe entzündet: %d\n", + L"Gegenstände repariert: %d\n", + L"Gegenstände kombiniert: %d\n", + L"Gegenstände gestohlen: %d\n", + L"Miliz trainiert: %d\n", + L"Soldaten verbunden: %d\n", + L"Operation gemacht: %d\n", + L"Personen bekanntgemacht: %d\n", + L"Sektoren erkundet: %d\n", + L"Hinterhalte vermieden: %d\n", + L"Aufträge erledigt: %d\n", + + // EINSÄTZE + // 31 + L"Taktische Kämpfe: %d\n", + L"Automatische Kämpfe: %d\n", + L"Fluchtversuche: %d\n", + L"Erfolgreiche Hinterhalte: %d\n", + L"Schwerster Kampf: %d Feinde\n", + + // VERWUNDUNGEN + // 36 + L"Angeschossen: %d\n", + L"Angestochen: %d\n", + L"Geschlagen: %d\n", + L"Explosionsverletzungen: %d\n", + L"Schaden erlitten in Anlagen: %d\n", + L"Operationen ertragen: %d\n", + L"Unfälle in Anlagen: %d\n", + + // 43 + L"Charakter:", + L"Schwächen:", + + L"Persönlichkeit:", + + L"Zombies: %d\n", + + L"Werdegang:", + L"Personalität:", + + L"Prisoners interrogated: %d\n", // TODO.Translate + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + L"Keine Fähigkeiten", + L"Schlösser knacken", + L"Nahkampf", + L"Elektronik", + L"Nachteinsatz", + L"Werfen", + L"Lehren", + L"Schwere Waffen", + L"Autom. Waffen", + L"Schleichen", + L"Geschickt", + L"Dieb", + L"Kampfsport", + L"Messer", + L"Scharfschütze", + L"Getarnt", + L"(Experte)", +}; + +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"Keine Fertigkeit", + + L"MG-Schütze", + L"Grenadier", + L"Präzisionsschütze", + L"Pfadfinder", + L"Pistolenschütze", + L"Faustkämpfer", + L"Gruppenführer", + L"Mechaniker", + L"Sanitäter", + // Minor traits + L"Beidhänder", + L"Messerkämpfer", + L"Messerwerfer", + L"Nachtmensch", + L"Schleicher", + L"Läufer", + L"Kraftsportler", + L"Sprengmeister", + L"Ausbilder", + L"Aufklärer", + // covert ops is a major trait that was added later + L"Geheimagent", + // new minor traits + L"Funker", // 21 + L"Snitch", // 22 // TODO.Translate + L"Survival", + + // second names for major skills + L"MG-Veteran", // 24 + L"Artillerist", + L"Scharfschütze", + L"Jäger", + L"Revolverheld", + L"Kampfsportler", + L"Zugführer", + L"Ingenieur", + L"Arzt", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Spion", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch(minor trait) + L"Placeholder", // for survival (minor trait) + L"Mehr...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"diverse", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate +}; + +// This is pop up help text for the options that are available to the merc +STR16 pTacticalPopupButtonStrings[] = +{ + L"|Stehen/Gehen", + L"Kauern/Kauernd bewegen (|C)", + L"Stehen/|Rennen", + L"Hinlegen/Kriechen (|P)", + L"B|licken", + L"Aktion", + L"Reden", + L"Untersuchen (|C|t|r|l)", + + //Pop up door menu + L"Manuell öffnen", + L"Auf Fallen untersuchen", + L"Dietrich", + L"Mit Gewalt öffnen", + L"Falle entschärfen", + L"Abschließen", + L"Aufschließen", + L"Schloss aufsprengen", + L"Brecheisen benutzen", + L"Rückgängig (|E|s|c)", + L"Schließen", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. +STR16 pDoorTrapStrings[] = +{ + L"keine Falle", + L"eine Sprengstofffalle", + L"eine elektrische Falle", + L"eine Falle mit Sirene", + L"eine Falle mit stummem Alarm", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. +STR16 pContractExtendStrings[] = +{ + L"1 Tag", + L"1 Woche", + L"2 Wochen", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Charakter auswählen", + L"Söldner einteilen", + L"Marschroute", + + //The new 'c' key activates this option. Either reword this string to include a 'c' in it, or leave as is. + L"Vertrag für Söldner (|c)", + + L"Söldner entfernen", + L"Schlafen", +}; + +// volumes of noises +STR16 pNoiseVolStr[] = +{ + L"LEISE", + L"DEUTLICH", + L"LAUT", + L"SEHR LAUT", +}; + +// types of noises +STR16 pNoiseTypeStr[] = +{ + L"EIN UNBEKANNTES GERÄUSCH", + L"EINE BEWEGUNG", + L"EIN KNARREN", + L"EIN KLATSCHEN", + L"EINEN AUFSCHLAG", + L"EINEN SCHUSS", + L"EINE EXPLOSION", + L"EINEN SCHREI", + L"EINEN AUFSCHLAG", + L"EINEN AUFSCHLAG", + L"EIN ZERBRECHEN", + L"EIN ZERSCHMETTERN", +}; + +// Directions that are used throughout the code for identification. +STR16 pDirectionStr[] = +{ + L"NORDOSTEN", + L"OSTEN", + L"SÜDOSTEN", + L"SÜDEN", + L"SÜDWESTEN", + L"WESTEN", + L"NORDWESTEN", + L"NORDEN", +}; + +// These are the different terrain types. +STR16 pLandTypeStrings[] = +{ + L"Stadt", + L"Straße", + L"Ebene", + L"Wüste", + L"Lichter Wald", + L"Dichter Wald", + L"Sumpf", + L"See/Ozean", + L"Hügel", + L"Unpassierbar", + L"Fluss", //river from north to south + L"Fluss", //river from east to west + L"Fremdes Land", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropen", + L"Farmland", + L"Ebene, Straße", + L"Wald, Straße", + L"Farm, Straße", + L"Tropen, Straße", + L"Wald, Straße", + L"Küste", + L"Berge, Straße", + L"Küste, Straße", + L"Wüste, Straße", + L"Sumpf, Straße", + L"Wald, Raketen", + L"Wüste, Raketen", + L"Tropen, Raketen", + L"Meduna, Raketen", + + //These are descriptions for special sectors + L"Cambria Hospital", + L"Drassen Flugplatz", + L"Meduna Flugplatz", + L"Raketen", + L"Tankstelle", // refuel site + L"Rebellenlager", //The rebel base underground in sector A10 + L"Tixa, Keller", //The basement of the Tixa Prison (J9) + L"Monsterhöhle", //Any mine sector with creatures in it + L"Orta, Keller", //The basement of Orta (K4) + L"Tunnel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Bunker", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + // The first %s can either be bloodcats or enemies. + L"", //Unused + L"%s wurden entdeckt in Sektor %c%d und ein weiterer Trupp wird gleich ankommen.", //STR_DETECTED_SINGULAR + L"%s wurden entdeckt in Sektor %c%d und weitere Trupps werden gleich ankommen.", //STR_DETECTED_PLURAL + L"Gleichzeitige Ankunft koordinieren?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"Feind bietet die Chance zum Aufgeben an.", //STR_ENEMY_SURRENDER_OFFER + L"Feind hat restliche bewusstlose Söldner gefangen genommen.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Rückzug", //The retreat button //STR_AR_RETREAT_BUTTON + L"Fertig", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"VERTEIDIGUNG", //STR_AR_DEFEND_HEADER + L"ANGRIFF", //STR_AR_ATTACK_HEADER + L"BEGEGNUNG", //STR_AR_ENCOUNTER_HEADER + L"Sektor", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"SIEG!", //STR_AR_OVER_VICTORY + L"NIEDERLAGE!", //STR_AR_OVER_DEFEAT + L"AUFGEGEBEN!", //STR_AR_OVER_SURRENDERED + L"GEFANGENGENOMMEN!", //STR_AR_OVER_CAPTURED + L"AUSGEWICHEN!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Miliz", //STR_AR_MILITIA_NAME, + L"Elite", //STR_AR_ELITE_NAME, + L"Soldat", //STR_AR_TROOP_NAME, + L"Admin.", //STR_AR_ADMINISTRATOR_NAME, + L"Monster", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Zeit verstrichen", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"IST AUSGEWICHEN", //STR_AR_MERC_RETREATED, + L"WEICHT AUS", //STR_AR_MERC_RETREATING, + L"RÜCKZUG", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Autom. Kampf", //STR_PB_AUTORESOLVE_BTN, + L"Gehe zu Sektor", //STR_PB_GOTOSECTOR_BTN, + L"Rückzug", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"FEINDBEGEGNUNG", + L"FEINDLICHE INVASION", + L"FEINDLICHER HINTERHALT", + L"FEINDLICHEN SEKTOR BETRETEN", + L"MONSTERANGRIFF", + L"BLOODCAT-HINTERHALT", + L"BLOODCAT-HÖHLE BETRETEN", + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Ort", + L"Feinde", + L"Söldner", + L"Miliz", + L"Monster", + L"Bloodcats", + L"Sektor", + L"Keine", //If there are no uninvolved mercs in this fight. + L"n.a.", //Acronym of Not Applicable + L"T", //One letter abbreviation of day + L"h", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Räumen", + L"Verteilen", + L"Gruppieren", + L"Fertig", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"Söldner räumen ihre Positionen\n und können manuell neu platziert werden. (|C)", + L"Söldner |schwärmen in alle Richtungen aus\n wenn der Button gedrückt wird.", + L"Mit diesem Button können Sie wählen, wo die Söldner |gruppiert werden sollen.", + L"Klicken Sie auf diesen Button, wenn Sie die\n Positionen der Söldner gewählt haben. (|E|n|t|e|r)", + L"Sie müssen alle Söldner positionieren\n bevor die Schlacht beginnt.", + + //Various strings (translate word for word) + + L"Sektor", + L"Eintrittspunkte wählen", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"Das sieht nicht gut aus. Gelände ist unzugänglich. Versuchen Sie es an einer anderen Stelle.", + L"Platzieren Sie Ihre Söldner in den markierten Sektor auf der Karte.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"ist angekommen im Sektor", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"Entscheidet Schlacht |automatisch für Sie\nohne Karte zu laden.", + L"Sie können den PC-Kampf-Modus nicht benutzen, während Sie\neinen vom Feind verteidigten Ort angreifen.", + L"Sektor b|etreten und Feind in Kampf verwickeln.", + L"Gruppe zum vorigen Sektor zu|rückziehen.", //singular version + L"Alle Gruppen zum vorigen Sektor zu|rückziehen.", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"Feinde attackieren Ihre Miliz im Sektor %c%d.", + //%c%d is the sector -- ex: A9 + L"Monster attackieren Ihre Miliz im Sektor %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Monster attackieren und töten %d Zivilisten im Sektor %s.", + //%s is the sector -- ex: A9 + L"Feinde attackieren Ihre Söldner im Sektor %s. Alle Söldner sind bewusstlos!", + //%s is the sector -- ex: A9 + L"Monster attackieren Ihre Söldner im Sektor %s. Alle Söldner sind bewusstlos!", + + // Flugente: militia movement forbidden due to limited roaming // TODO.Translate + L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", + + L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate + L"Panzer", //STR_AR_TANK_NAME, + L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"Tag", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2]= +{ + L"gefunden im Sektor:", + L"gefunden am:", +}; + +//The headers used to describe various weapon statistics. +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"Status:", + L"Gew.:", //weight + L"AP Kosten", + L"Reichw.:", // Range + L"Schaden:", + L"Anzahl:", // Number of bullets left in a magazine + L"AP:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Genauigkeit:", //9 + L"Reichweite:", //10 + L"Schaden:", //11 + L"Gewicht:", //12 + L"Bet. Schaden:", //13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + L"Zubehör:", //14 // Attachments + L"AUTO/5:", //15 + L"Verf. Munition:", //16 + + L"Standard:", //17 //WarmSteel - So we can also display default attachments + L"Schmutz:", // 18 //added by Flugente + L"Platz:", // 19 //space left on Molle items + L"Streumuster:", // 20 + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box + +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + L"|R|e|i|c|h|w|e|i|t|e\n \nDie effektive Reichweite dieser Waffe\nAngriffe jenseits dieser Reichweite führt zu drastischen Genauigkeitseinbußen.\n \nHöher ist besser.", + L"|S|c|h|a|d|e|n\n \nDas Schadenspotential der Waffe.\nDie Waffe wird in der Regel diesen \n(oder ähnlichen) Schaden an ungeschützten Zielen verursachen.\n \nHöher ist besser.", + L"|G|e|n|a|u|i|g|k|e|i|t\n \nDieser Wert gibt die Exaktheit der Waffe\n(Trefferwahrscheinlichkeit) an, je nachdem,\nwie gut oder schlecht das Design der Waffe ist.\n \nHöher ist besser.", + L"|Z|i|e|l|g|e|n|a|u|i|g|k|e|i|t\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHöher ist besser.", + L"|Z|i|e|l|e|n|-|M|o|d|i|f|i|k|a|t|o|r\n \nEin Modifikator, welcher die Wirksamkeit\nder Waffe bei jedem Zielgenauigkeits-Klick verändert\n \nHöher ist besser.", + L"|M|i|n|. |R|e|i|c|h|w|e|i|t|e |f|ü|r |Z|i|e|l|e|n|-|B|o|n|u|s\n \nDer minimale Bereich zum Ziel welcher erforderlich ist,\num den Zielen-Modifikator verwenden zu können.\n \nNiedriger ist besser.", + L"|T|r|e|f|f|e|r|-|M|o|d|i|f|i|k|a|t|o|r\n \nEin Modifikator zur Trefferwahrscheinlichkeit\nbei jedem Schuss der mit dieser Waffe abgefeuert wird.\n \nHöher ist besser.", + L"|O|p|t|i|m|a|l|e |L|a|s|e|r |R|e|i|c|h|w|e|i|t|e\n \nDie Entfernung (in Felder) bei der die angebrachte Lasermarkierung\nauf der Waffe die beste Effektivität erreicht.\n \nHöher ist besser.", + L"|M|ü|n|d|u|n|g|s|f|e|u|e|r |U|n|t|e|r|d|r|ü|c|k|u|n|g\n \nWenn dieses Symbol erscheint, bedeutet dies, dass die Waffe\nkein Mündungsfeuer verursacht, wenn geschossen wird.", + L"|L|a|u|t|s|t|ä|r|k|e\n \nAngriffe mit dieser Waffe können bis zu der\nangezeigten Distanz (in Felder) gehört werden.\n \nNiedriger ist besser.", + L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t\n \nDieser Wert zeigt an, wie schnell die Waffe\nim Kampf bei Benützung schadhaft werden kann.\n \nHöher ist besser.", + L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", + L"", //12 + L"APs zum Anlegen", + L"APs für Einzelschuss", + L"APs für Feuerstoß", + L"APs für Autofeuer", + L"APs zum Nachladen", + L"APs zum manuellen Nachladen", + L"Feuerstoß-Streuung (Niedriger ist besser)", //19 + L"Zweibein-Modifikator", + L"Autofeuer: Schüsse je 5 AP", + L"Autofeuer-Streuung (Niedriger ist besser)", + L"Burst/Auto-Streuung (Niedriger ist besser)", //23 + L"APs zum Werfen", + L"APs zum Abschießen", + L"APs zum Stechen", + L"Kein Einzelschuss!", + L"Kein Feuerstoß!", + L"Kein Autofeuer!", + L"APs zum Schlagen", + L"", + L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Gegenstandsgrößen-Modifikator (Niedriger ist besser)", + L"Zuverlässigkeits-Modifikator", + L"Schalldämpfung (Niedriger ist besser)", + L"Mündungsfeuerdämpfung", + L"Zweibein-Modifikator", + L"Reichweiten-Modifikator", + L"Treffer-Modifikator", + L"Beste Laser-Reichweite", + L"Zielen-Bonus-Modifikator", + L"Schusszahlmodifikator Feuerstoß", //LOOTF - geändert von "Feuerstoßgrößen-Modifikator" + L"Feuerstoßstreuungs-Modifikator", + L"Dauerfeuerstreuungs-Modifikator", + L"AP-Modifikator", + L"AP-Modifikator Feuerstoß (Niedriger ist besser)", //LOOTF - geändert von "AP für Feuerstoß Modifikator.." + L"AP-Modifikator Dauerfeuer (Niedriger ist besser)", //LOOTF - geändert von "AP für Autofeuer Modifikator.." + L"AP-Modifikator Waffenvorhalt", //LOOTF - geändert von "AP für Anlegen Modifikator" + L"AP-Modifikator Nachladen", //LOOTF - geändert von "AP für Nachladen Mofifikator" + L"Magazingrößen-Modifikator", + L"AP-Modifikator für Angriff", //LOOTF - geändert von "AP für Angriff Modifikator" + L"Schaden-Modifikator", + L"Nahkampf-Modifikator", + L"Waldtarnung", + L"Stadt-Tarnung", + L"Wüstentarnung", + L"Schneetarnung", + L"Anschleichen-Modifikator", + L"Hörweiten-Modifikator", + L"Sichtweiten-Modifikator", + L"Tagsichtweiten-Modifikator", + L"Nachtsichtweiten-Modifikator", + L"Grelles-Licht-Modifikator", + L"Höhlensicht-Modifikator", + L"Tunnelblick-Modifikator (Niedriger ist besser)", + L"Minimale Reichweite für Zielbonus", + L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate + L"Gesamtgewicht: %4.1f kg", // 35 +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"In ", + L"PERFEKTEM", + L"EXZELLENTEM", + L"GUTEM", + L"NORMALEM", + L"NICHT GUTEM", + L"SCHLECHTEM", + L"SCHRECKLICHEM", + L" Zustand." +}; + +//The headers used for the merc's money. +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Betrag", + L"verbleibend:", //this is the overall balance + L"Betrag", + L"teilen:", // the amount he wants to separate from the overall balance to get two piles of money + + L"Konto", + L"Saldo:", + L"Betrag", + L"abheben:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. +CHAR16 zHealthStr[][13] = //used to be 10 +{ + L"STIRBT", // >= 0 + L"KRITISCH", // >= 15 + L"SCHLECHT", // >= 30 + L"VERWUNDET", // >= 45 + L"GESUND", // >= 60 + L"STARK", // >= 75 + L"SEHR GUT", // >= 90 + L"GEFANGEN", // added by Flugente +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"OK", + L"Abheben", // Money from pile + L"Abheben", // Money from account +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"Pro:", +}; + +CHAR16 gzConsLabel[10] = +{ + L"Kont:", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Wie bitte?", //meaning "Repeat yourself" + L"Freundlich", //approach in a friendly + L"Direkt", //approach directly - let's get down to business + L"Drohen", //approach threateningly - talk now, or I'll blow your face off + L"Geben", + L"Rekrutieren", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Handeln", + L"Kaufen", + L"Verkaufen", + L"Reparieren", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"Fertig", +}; + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Eisverkaufswagen", + L"Jeep", + L"Panzer", + L"Helikopter", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Laster", + L"Jeep", + L"Tank", + L"Heli", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Laster", // Ice cream truck + L"Jeep", + L"Panzer", + L"Heli", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"You cannot shoot from this seat.", // TODO.Translate + L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate +}; + +//These are messages Used in the Tactical Screen +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Luftangriff", + L"Automatisch Erste Hilfe leisten?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s bemerkt, dass Teile aus der Lieferung fehlen.", + + // The %s is a string from pDoorTrapStrings + + L"Das Schloss hat %s.", + L"Es gibt kein Schloss.", + L"Erfolg!", + L"Fehlschlag.", + L"Erfolg!", + L"Fehlschlag.", + L"Das Schloss hat keine Falle.", + L"Erfolg!", + // The %s is a merc name + L"%s hat nicht den richtigen Schlüssel.", + L"Die Falle am Schloss ist entschärft.", + L"Das Schloss hat keine Falle.", + L"Geschl.", + L"TÜR", + L"FALLE AN", + L"Geschl.", + L"GEÖFFNET", + L"EINGETRETEN", + L"Hier ist ein Schalter. Betätigen?", + L"Falle entschärfen?", + L"Zurück...", + L"Weiter...", + L"Mehr...", + + // In the next 2 strings, %s is an item name + + L"%s liegt jetzt auf dem Boden.", + L"%s ist jetzt bei %s.", + + // In the next 2 strings, %s is a name + + L"%s hat den vollen Betrag erhalten.", + L"%s bekommt noch %d.", + L"Detonationsfrequenz auswählen:", //in this case, frequency refers to a radio signal + L"Wie viele Züge bis zur Explosion:", //how much time, in turns, until the bomb blows + L"Ferngesteuerte Zündung einstellen:", //in this case, frequency refers to a radio signal + L"Falle entschärfen?", + L"Blaue Flagge wegnehmen?", + L"Blaue Flagge hier aufstellen?", + L"Zug beenden", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Wollen Sie %s wirklich angreifen?", + L"Fahrzeuge können ihre Haltung nicht ändern.", + L"Der Roboter kann seine Haltung nicht ändern.", + + // In the next 3 strings, %s is a name + + //%s can't change to that stance here + L"%s kann die Haltung hier nicht ändern.", + + L"%s kann hier nicht versorgt werden.", + L"%s braucht keine Erste Hilfe.", + L"Kann nicht dorthin gehen.", + L"Ihr Team ist komplett. Kein Platz mehr für Rekruten.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s wird rekrutiert.", + + // Here %s is a name and %d is a number + + L"%s bekommt noch %d $.", + + // In the next string, %s is a name + + L"%s eskortieren?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"%s für %s pro Tag anheuern?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Kämpfen?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"%s für %s kaufen?", + + // In the next string, %s is a name + + L"%s wird von Trupp %d eskortiert.", + + // These messages are displayed during play to alert the player to a particular situation + + L"KLEMMT", //weapon is jammed. + L"Roboter braucht Munition vom Kaliber %s.", //Robot is out of ammo + L"Dorthin werfen? Unmöglich.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Schleichen (|Z)", + L"Kartenbildschir|m", + L"Spielzug been|den", + L"Sprechen", + L"Stumm", + L"Aufrichten (|P|g|U|p)", + L"Ebene wechseln (|T|a|b)", + L"Klettern / Springen (|J)", + L"Ducken (|P|g|D|n)", + L"Untersuchen (|C|t|r|l)", + L"Voriger Söldner", + L"Nächster Söldner (|S|p|a|c|e)", + L"|Optionen", + L"Feuermodus (|B)", + L"B|lickrichtung", + L"Gesundheit: %d/%d\nEnergie: %d/%d\nMoral: %s", + L"Was?", //this means "what?" + L"Weiter", //an abbrieviation for "Continued" (displayed on merc portrait) + L"Schleichen aus für %s.", + L"Schleichen an für %s.", + L"Fahrer", + L"Fahrzeug verlassen", + L"Trupp wechseln", + L"Fahren", + L"n.a.", //this is an acronym for "Not Applicable." + L"Benutzen ( Faustkampf )", + L"Benutzen ( Feuerwaffe )", + L"Benutzen ( Hieb-/Stichwaffe )", + L"Benutzen ( Sprengstoff )", + L"Benutzen ( Verbandskasten )", + L"(Fangen)", + L"(Nachladen)", + L"(Geben)", + L"%s Falle wurde ausgelöst.", + L"%s ist angekommen.", + L"%s hat keine Action-Punkte mehr.", + L"%s ist nicht verfügbar.", + L"%s ist fertig verbunden.", + L"%s sind die Verbände ausgegangen.", + L"Feind im Sektor!", + L"Keine Feinde in Sicht.", + L"Nicht genug Action-Punkte.", + L"Niemand bedient die Fernbedienung.", + L"Feuerstoß hat Magazin geleert!", + L"SOLDAT", + L"MONSTER", + L"MILIZ", + L"ZIVILIST", + L"ZOMBIE", + L"PRISONER", + L"Sektor verlassen", + L"OK", + L"Abbruch", + L"Gewählter Söldner", + L"Ganzer Trupp", + L"Gehe zu Sektor", + + L"Gehe zu Karte", + + L"Sie können den Sektor von dieser Seite aus nicht verlassen.", + L"Sie können den Sektor nicht verlassen im Rundenmodus.", + L"%s ist zu weit weg.", + L"Baumkronen entfernen", + L"Baumkronen zeigen", + L"KRÄHE", //Crow, as in the large black bird + L"NACKEN", + L"KOPF", + L"TORSO", + L"BEINE", + L"Der Herrin sagen, was sie wissen will?", + L"Fingerabdruck-ID gespeichert", + L"Falsche Fingerabdruck-ID. Waffe außer Betrieb", + L"Ziel erfasst", + L"Weg blockiert", + L"Geld einzahlen/abheben", //Help text over the $ button on the Single Merc Panel + L"Niemand braucht Erste Hilfe.", + L"Klemmt.", //Short form of JAMMED, for small inv slots + L"Kann da nicht hin.", // used ( now ) for when we click on a cliff + L"Weg ist blockiert. Mit dieser Person den Platz tauschen?", + L"Person will sich nicht bewegen", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Mit der Zahlung von %s einverstanden?", + L"Gratisbehandlung akzeptieren?", + L"%s heiraten?", //Daryl + L"Schlüsselring", + L"Das ist mit einem EPC nicht möglich.", + L"%s verschonen?", //Krott + L"Außer Reichweite", + L"Arbeiter", //People that work in mines to extract precious metals + L"Fahrzeug kann nur zwischen Sektoren fahren", + L"Automatische Erste Hilfe nicht möglich", + L"Weg blockiert für %s", + L"Ihre von %s Truppe gefangenen Soldaten sind hier inhaftiert", //Deidrannas + L"Schloss getroffen", + L"Schloss zerstört", + L"Noch jemand an der Tür.", + L"Gesundh.: %d/%d\nTank: %d/%d", + L"%s kann %s nicht sehen.", // Cannot see person trying to talk to + L"Anbringung entfernt", + L"Sie können kein weiteres Fahrzeug mehr verwenden, da Sie bereits 2 haben", + + // added by Flugente for defusing/setting up trap networks + L"Detonations-Frequenz (1 - 4) oder Entschärfungs-Frequenz (A - D):", + L"Entschärfungs-Frequenz:", + L"Detonations-Frequenz (1 - 4) und die Entschärfungs-Frequenz (A - D):", + L"Detonations-Zeit (in Züge) (1 - 4) und die Entschärfungs-Frequenz (A - D):", + L"Stolperdraht-Hierarchie (1 - 4) und das Netzwerk (A - D):", + + // added by Flugente to display food status + L"Gesundheit: %d/%d\nAusdauer: %d/%d\nMoral: %s\nWasser: %d%s\nEssen: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"Was möchten Sie tun?", + L"Feldflasche auffüllen", + L"Waffen reinigen (Merc)", + L"Waffen reinigen (Team)", + L"Kleidung ausziehen", + L"Verkleidung loswerden", + L"Miliz inspizieren", + L"Miliz ausrüsten", + L"Verkleidung testen", + L"unused", + + // added by Flugente: decide what to do with the corpses + L"Was möchten Sie mit der Leiche tun?", + L"Enthaupten", + L"Ausweiden", + L"Kleidung nehmen", + L"Leiche nehmen", + + // Flugente: weapon cleaning + L"%s reinigte %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Wohin mit den %d Gefangenen?", + L"Freilassen", + L"Was möchten Sie tun?", + L"Kapitulation fordern", + L"Kapitulation anbieten", + L"Ablenken", + L"Sprechen", + L"Recruit Turncoat", // TODO: translate + + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Falle entschärfen", + L"Falle untersuchen", + L"Blaue Flagge entfernen", + L"Sprengen!", + L"Stolperdraht aktivieren", + L"Stolperdraht deaktivieren", + L"Stolperdraht freilegen", + L"Kein Zünder/Fernzünder gefunden!", + L"Diese Bombe ist bereits scharf!", + L"Sicher", + L"Fast sicher", + L"Riskant", + L"Gefährlich", + L"Höchst gefährlich!", + + L"Mask", // TODO.Translate + L"NVG", + L"Item", + + L"This feature works only with New Inventory System", + L"No item in your main hand", + L"Nowhere to place item from main hand", + L"No defined item for this quick slot", + L"No free hand for new item", + L"Item not found", + L"Cannot take item to main hand", + + L"Attempting to bandage travelling mercs...", //TODO.Translate + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", // TODO.Translate + + L"%s has stopped chatting with %s", // TODO.Translate +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"Der nächste Sektor wird sofort geladen, wenn Sie das Kästchen aktivieren.", + L"Sie kommen sofort zum Kartenbildschirm, wenn Sie das Kästchen aktivieren\nweil die Reise Zeit braucht.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Der Sektor ist von Feinden besetzt. Sie können keine Söldner hier lassen.\nRegeln Sie das, bevor Sie neue Sektoren laden.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Wenn die restlichen Söldner den Sektor verlassen,\nwird sofort der nächste Sektor geladen.", + L"Wenn die restlichen Söldner den Sektor verlassen,\nkommen Sie sofort zum Kartenbildschirm\nweil die Reise Zeit braucht.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s kann den Sektor nicht ohne Eskorte verlassen.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s kann den Sektor nicht verlassen, weil er %s eskortiert.", //male singular + L"%s kann den Sektor nicht verlassen, weil sie %s eskortiert.", //female singular + L"%s kann den Sektor nicht verlassen, weil er mehrere Personen eskortiert.", //male plural + L"%s kann den Sektor nicht verlassen, weil sie mehrere Personen eskortiert.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Alle Söldner müssen in der Nähe sein,\ndamit der Trupp weiterreisen kann.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"Bei aktiviertem Kästchen reist %s alleine und\nbildet automatisch wieder einen Trupp.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"Bei aktiviertem Kästchen reist der ausgewählte Trupp\nweiter und verlässt den Sektor.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s wird von Söldnern eskortiert und kann den Sektor nicht alleine verlassen. Die anderen Söldner müssen in der Nähe sein.", +}; + +STR16 pRepairStrings[] = +{ + L"Gegenstände", // tell merc to repair items in inventory + L"Raketenstützpunkt", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Abbruch", // cancel this menu + L"Roboter", // repair the robot +}; + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." +STR16 sPreStatBuildString[] = +{ + L"verliert", // the merc has lost a statistic + L"gewinnt", // the merc has gained a statistic + L"Punkt", // singular + L"Punkte", // plural + L"Level", // singular + L"Level", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"Gesundheit.", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Weisheit.", + L"an Medizinkenntnis.", + L"an Sprengstoffkenntnis.", + L"an Technikfähigkeit.", + L"an Treffsicherheit.", + L"Erfahrungsstufe(n).", + L"an Kraft.", + L"an Führungsqualität.", +}; + +STR16 pHelicopterEtaStrings[] = +{ + L"Gesamt: ", // total distance for helicopter to travel + L" Sicher: ", // Number of safe sectors + L" Unsicher:", // Number of unsafe sectors + L"Gesamtkosten: ", // total cost of trip by helicopter + L"Ank.: ", // ETA is an acronym for "estimated time of arrival" + + // warning that the sector the helicopter is going to use for refueling is under enemy control + L"Helikopter hat fast keinen Sprit mehr und muss im feindlichen Gebiet landen.", + L"Passagiere: ", + L"Skyrider oder Absprungsort auswählen?", + L"Skyrider", + L"Absprung", //make sure length doesn't exceed 8 characters (used to be "Absprungsort") + L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate + L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate + L"Remaining Fuel:", // TODO.Translate + L"Dist. To Refuel Site:", // TODO.Translate +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", + L"Helicopter is currently disassembled. Wait until repairs are finished.", + L"Repairs completed. Helicopter is available again.", + L"Helicopter is fully refueled.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Ebene:", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"Loyalität ", // the loyalty rating of a town ie : Loyal 53% +}; + +// error message for when player is trying to give a merc a travel order while he's underground. +STR16 gsUndergroundString[] = +{ + L"Ich kann unter der Erde keinen Marschbefehl empfangen.", +}; + +STR16 gsTimeStrings[] = +{ + L"h", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"T", // days abbreviation +}; + +// text for the various facilities in the sector +STR16 sFacilitiesStrings[] = +{ + L"Keine", + L"Krankenhaus", + L"Fabrik", // Factory + L"Gefängnis", + L"Militär", + L"Flughafen", + L"Schießanlage", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button +STR16 pMapPopUpInventoryText[] = +{ + L"Inventar", + L"Exit", + L"Repair", // TODO.Translate + L"Factories", // TODO.Translate +}; + +// town strings +STR16 pwTownInfoStrings[] = +{ + L"Größe", // 0 // size of the town in sectors + L"", // blank line, required + L"unter Kontrolle", // how much of town is controlled + L"Keine", // none of this town + L"Mine", // mine associated with this town + L"Loyalität", // 5 // the loyalty level of this town + L"Trainiert", // the forces in the town trained by the player + L"", + L"Wichtigste Gebäude", // main facilities in this town + L"Level", // the training level of civilians in this town + L"Zivilistentraining", // 10 // state of civilian training in town + L"Miliz", // the state of the trained civilians in the town + + // Flugente: prisoner texts + L"Gefangene", + L"%d (max. %d)", + L"%d Hilfssoldaten", + L"%d Truppen", + L"%d Elite", + L"%d Offiziere", + L"%d Generele", + L"%d Zivilisten", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings +STR16 pwMineStrings[] = +{ + L"Mine", // 0 + L"Silber", + L"Gold", + L"Tagesproduktion", + L"Maximale Produktion", + L"Aufgegeben", // 5 + L"Geschlossen", + L"Fast erschöpft", + L"Produziert", + L"Status", + L"Produktionsrate", + L"Rohstoff", // 10 L"Erzart", + L"Kontrolle über Stadt", + L"Loyalität der Stadt", +}; + +// blank sector strings +STR16 pwMiscSectorStrings[] = +{ + L"Feindliche Verbände", + L"Sektor", + L"# der Gegenstände", + L"Unbekannt", + + L"Kontrolliert", + L"Ja", + L"Nein", + L"Status/Software Status:", + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory +STR16 pMapInventoryErrorString[] = +{ + L"%s ist nicht nah genug.", //Merc is in sector with item but not close enough + L"Diesen Söldner können Sie nicht auswählen.", + L"%s ist nicht im Sektor.", + L"Während einer Schlacht müssen Sie Gegenstände manuell nehmen.", + L"Während einer Schlacht müssen Sie Gegenstände manuell fallenlassen.", + L"%s ist nicht im Sektor und kann Gegenstand nicht fallen lassen.", + L"Während des Kampfes können Sie die Munitionskiste nicht zum Nachladen verwenden.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"Ort", // sector these items are in + L"Zahl der Gegenstände", // total number of items in sector +}; + +// help text for the user +STR16 pMapScreenFastHelpTextList[] = +{ + L"Um die Aufgabe eines Söldners zu ändern und ihn einem anderen Trupp, einem Reparatur- oder Ärzteteam zuzuweisen, klicken Sie in die 'Aufträge'-Spalte.", + L"Um einen Söldner an einen anderen Bestimmungsort zu versetzen, klicken Sie in die 'Aufträge'-Spalte.", + L"Wenn ein Söldner seinen Marschbefehl erhalten hat, kann er sich mit dem Zeitraffer schneller bewegen.", + L"Die linke Maustaste wählt den Sektor aus. Zweiter Klick auf die linke Maustaste erteilt Marschbefehl an Söldner. Mit der rechten Maustaste erhalten Sie Kurzinfos über den Sektor.", + L"Hilfe aufrufen mit Taste 'h'.", + L"Test-Text", + L"Test-Text", + L"Test-Text", + L"Test-Text", + L"In diesem Bildschirm können Sie nicht viel machen, bevor Sie in Arulco ankommen. Wenn Sie Ihr Team zusammengestellt haben, klicken Sie auf den Zeitraffer-Button unten rechts. Dadurch vergeht die Zeit schneller, bis Ihr Team in Arulco ankommt.", +}; + +// movement menu text +STR16 pMovementMenuStrings[] = +{ + L"Söldner in Sektor bewegen", // title for movement box + L"Route planen", // done with movement menu, start plotting movement + L"Abbruch", // cancel this menu + L"Andere", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads TODO: Translate +}; + +STR16 pUpdateMercStrings[] = +{ + L"Ups:", // an error has occured + L"Vertrag ist abgelaufen:", // this pop up came up due to a merc contract ending + L"Auftrag wurde ausgeführt:", // this pop up....due to more than one merc finishing assignments + L"Diese Söldner arbeiten wieder:", // this pop up ....due to more than one merc waking up and returing to work + L"Diese Söldner schlafen:", // this pop up ....due to more than one merc being tired and going to sleep + L"Vertrag bald abgelaufen:", //this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Städte zeigen (|W)", + L"|Minen zeigen", + L"|Teams & Feinde zeigen", + L"Luftr|aum zeigen", + L"Gegenstände zeigen (|I)", + L"Mili|z & Feinde zeigen", + L"Krankheitsdaten zeigen (|D)", + L"Wette|r zeigen", + L"Aufträge & Intel zeigen (|Q)", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Nächste (|.)", // next page + L"Vorherige (|,)", // previous page + L"Sektor Inventar schließen (|E|s|c)", // exit sector inventory + + L"Inventar zoomen", // HEAROCK HAM 5: Inventory Zoom Button + L"Gegenstände stapeln und verbinden", // HEADROCK HAM 5: Stack and Merge + L"|L|i|n|k|e|r |K|l|i|c|k: Munition in Kisten sortieren\n|R|e|c|h|t|e|r |K|l|i|c|k: Munition in Boxen sortieren", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|L|i|n|k|e|r |K|l|i|c|k: Alle Gegenstandsanbauten entfernen\n|R|e|c|h|t|e|r |K|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments + L"Munition aus allen Waffen entfernen", //HEADROCK HAM 5: Eject Ammo + L"|L|i|n|k|e|r |K|l|i|c|k: Alle Gegenstände anzeigen\n|R|e|c|h|t|e|r |K|l|i|c|k: Alle Gegenstände ausblenden", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Waffen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Waffen anzeigen", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Munition\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Munition anzeigen", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Sprengstoffe\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Sprengstoffe anzeigen", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Nahkampfwaffen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Nahkampfwaffen anzeigen", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Körperpanzerungen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Körperpanzerungen anzeigen", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von LBEs\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur LBEs anzeigen", // HEADROCK HAM 5: Filter Button + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von Ausrüstung\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur Ausrüstung anzeigen", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|L|i|n|k|e|r |K|l|i|c|k: Ein-/Ausblenden von anderen Gegenständen\n|R|e|c|h|t|e|r |K|l|i|c|k: Nur andere Gegenstände anzeigen", // HEADROCK HAM 5: Filter Button + L"Ein-/Ausblenden von zu bewegenden Gegenständen", // Flugente: move item display + L"Speichere Ausrüstungsvorlage", + L"Lade Ausrüstungsvorlage...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"|Laptop", + L"Taktik (|E|s|c)", + L"|Optionen", + L"Zeitraffer (|+)", // time compress more + L"Zeitraffer (|-)", // time compress less + L"Vorige Nachricht (|U|p)\nSeite zurück (|P|g|U|p)", // previous message in scrollable list + L"Nächste Nachricht (|D|o|w|n)\nNächste Seite (|P|g|D|n)", // next message in the scrollable list + L"Zeit Start/Stop (|S|p|a|c|e)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Kontostand", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s ist tot.", +}; + +STR16 pDayStrings[] = +{ + L"Tag", +}; + +// the list of email sender names +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc.", + L"Online-Hilfe", + L"Psych Pro Inc.", + L"Speck", + L"R.I.S.", + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephan", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"H, A & S Versicherung", + L"Bobby Rays", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings +STR16 pTraverseStrings[] = +{ + L"Vorige", + L"Nächste", +}; + +// new mail notify string +STR16 pNewMailStrings[] = +{ + L"Sie haben neue Mails...", +}; + +// confirm player's intent to delete messages +STR16 pDeleteMailStrings[] = +{ + L"Mail löschen?", + L"UNGELESENE Mail löschen?", +}; + +// the sort header strings +STR16 pEmailHeaders[] = +{ + L"Absender:", + L"Betreff:", + L"Datum:", +}; + +// email titlebar text +STR16 pEmailTitleText[] = +{ + L"Mailbox", +}; + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"Buchhalter Plus", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Haben:", //the credits column (to ADD money to your account) + L"Soll:", //the debits column (to SUBTRACT money from your account) + L"Einkünfte vom Vortag:", + L"Sonstige Einzahlungen vom Vortag:", + L"Haben vom Vortag:", + L"Kontostand Ende des Tages:", + L"Tagessatz:", + L"Sonstige Einzahlungen von heute:", + L"Haben von heute:", + L"Kontostand:", + L"Voraussichtliche Einkünfte:", + L"Prognostizierter Kontostand:", // projected balance for player for tommorow +}; + +// headers to each list in financial screen +STR16 pFinanceHeaders[] = +{ + L"Tag", // the day column + L"Haben", //the credits column (to ADD money to your account) + L"Soll", //the debits column (to SUBTRACT money from your account) + L"Kontobewegungen", // transaction type - see TransactionText below + L"Kontostand", // balance at this point in time + L"Seite", // page number + L"Tag(e)", // the day(s) of transactions this page displays +}; + +STR16 pTransactionText[] = +{ + L"Aufgelaufene Zinsen", // interest the player has accumulated so far + L"Anonyme Einzahlung", + L"Bearbeitungsgebühr", + L"Angeheuert", // Merc was hired + L"Kauf bei Bobby Rays", // Bobby Ray is the name of an arms dealer + L"Ausgeglichene Konten bei M.E.R.C.", + L"Krankenversicherung für %s", // medical deposit for merc + L"B.S.E.-Profilanalyse", // IMP is the acronym for International Mercenary Profiling + L"Versicherung für %s abgeschlossen", + L"Versicherung für %s verringert", + L"Versicherung für %s verlängert", // johnny contract extended + L"Versicherung für %s gekündigt", + L"Versicherungsanspruch für %s", // insurance claim for merc + L"1 Tag", // merc's contract extended for a day + L"1 Woche", // merc's contract extended for a week + L"2 Wochen", // ... for 2 weeks + L"Minenertrag", + L"", + L"Blumen kaufen", + L"Volle Rückzahlung für %s", + L"Teilw. Rückzahlung für %s", + L"Keine Rückzahlung für %s", + L"Zahlung an %s", // %s is the name of the npc being paid + L"Überweisen an %s", // transfer funds to a merc + L"Überweisen von %s", // transfer funds from a merc + L"Miliz in %s ausbilden", // initial cost to equip a town's militia + L"Gegenstände von %s gekauft.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s hat Geld angelegt.", + L"Gegenstände an Bevölkerung verkauft", + L"Betriebskosten", // HEADROCK HAM 3.6 + L"Unterhaltskosten für Miliz", // HEADROCK HAM 3.6 + L"Lösegeld erpresst", // Flugente: prisoner system + L"WHO Daten abonnieren", // Flugente: disease + L"Zahlung an Kerberus", // Flugente: PMC + L"SAM reparieren", // Flugente: SAM repair + L"Arbeiter trainiert", // Flugente: train workers + L"Miliz in %s ausbilden", // Flugente: drill militia + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Versicherung für", // insurance for a merc + L"%ss Vertrag verl. um 1 Tag", // entend mercs contract by a day + L"%ss Vertrag verl. um 1 Woche", + L"%ss Vertrag verl. um 2 Wochen", +}; + +// helicopter pilot payment +STR16 pSkyriderText[] = +{ + L"Skyrider wurden $%d gezahlt", // skyrider was paid an amount of money + L"Skyrider bekommt noch $%d", // skyrider is still owed an amount of money + L"Skyrider hat aufgetankt", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider ist bereit für weiteren Flug.", // Skyrider was grounded but has been freed + L"Skyrider hat keine Passagiere. Wenn Sie Söldner in den Sektor transportieren wollen, weisen Sie sie einem Fahrzeug/Helikopter zu.", +}; + +// strings for different levels of merc morale +STR16 pMoralStrings[] = +{ + L"Super", + L"Gut", + L"Stabil", + L"Schlecht", + L"Panik", + L"Mies", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. +STR16 pLeftEquipmentString[] = +{ + L"%ss Ausrüstung ist in Omerta angekommen (A9).", + L"%ss Ausrüstung ist in Drassen angekommen (B13).", +}; + +// Status that appears on the Map Screen +STR16 pMapScreenStatusStrings[] = +{ + L"Gesundheit", + L"Energie", + L"Moral", + L"Zustand", // the condition of the current vehicle (its "health") + L"Tank", // the fuel level of the current vehicle (its "energy") + L"Gift", + L"Wasser", // drink level + L"Essen", // food level +}; + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Voriger Söldner (|L|e|f|t)", // previous merc in the list + L"Nächster Söldner (|R|i|g|h|t)", // next merc in the list +}; + +STR16 pEtaString[] = +{ + L"Ank.:", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"Sie werden das Ding nie wiedersehen. Trotzdem wegwerfen?", // do you want to continue and lose the item forever + L"Dieser Gegenstand sieht SEHR wichtig aus. Sind Sie GANZ SICHER, dass Sie ihn wegwerfen wollen?", // does the user REALLY want to trash this item +}; + +STR16 pMapErrorString[] = +{ + L"Trupp kann nicht reisen, wenn einer schläft.", + +//1-5 + L"Wir müssen erst an die Oberfläche.", + L"Marschbefehl? Wir sind in einem feindlichen Sektor!", + L"Wenn Söldner reisen sollen, müssen sie einem Trupp oder Fahrzeug zugewiesen werden.", + L"Sie haben noch keine Teammitglieder.", // you have no members, can't do anything + L"Söldner kann Befehl nicht ausführen.", // merc can't comply with your order +//6-10 + L"braucht eine Eskorte. Platzieren Sie ihn in einem Trupp mit Eskorte.", // merc can't move unescorted .. for a male + L"braucht eine Eskorte. Platzieren Sie sie in einem Trupp mit Eskorte.", // for a female + L"Söldner ist noch nicht in %s!", + L"Erst mal Vertrag aushandeln!", + L"Marschbefehl ist nicht möglich. Luftangriffe finden statt.", +//11-15 + L"Marschbefehl? Hier tobt ein Kampf!", + L"Sie sind von Bloodcats umstellt in Sektor %s!", + L"Sie haben gerade eine Bloodcat-Höhle betreten in Sektor %s!", + L"", + L"Raketenstützpunkt in %s wurde erobert.", +//16-20 + L"Mine in %s wurde erobert. Ihre Tageseinnahmen wurden reduziert auf %s.", + L"Feind hat Sektor %s ohne Gegenwehr erobert.", + L"Mindestens ein Söldner konnte nicht eingeteilt werden.", + L"%s konnte sich nicht anschließen, weil %s voll ist", + L"%s konnte sich %s nicht anschließen, weil er zu weit weg ist.", +//21-25 + L"Die Mine in %s ist von Deidrannas Truppen erobert worden!", + L"Deidrannas Truppen sind gerade in den Raketenstützpunkt in %s eingedrungen", + L"Deidrannas Truppen sind gerade in %s eingedrungen", + L"Deidrannas Truppen wurden gerade in %s gesichtet.", + L"Deidrannas Truppen haben gerade %s erobert.", +//26-30 + L"Mindestens ein Söldner kann nicht schlafen.", + L"Mindestens ein Söldner ist noch nicht wach.", + L"Die Miliz kommt erst, wenn das Training beendet ist.", + L"%s kann im Moment keine Marschbefehle erhalten.", + L"Milizen außerhalb der Stadtgrenzen können nicht in andere Sektoren reisen.", +//31-35 + L"Sie können keine Milizen in %s haben.", + L"Leere Fahrzeuge fahren nicht!", + L"%s ist nicht transportfähig!", + L"Sie müssen erst das Museum verlassen!", + L"%s ist tot!", +//36-40 + L"%s kann nicht zu %s wechseln, weil der sich bewegt", + L"%s kann so nicht einsteigen", + L"%s kann sich %s nicht anschließen", + L"Sie können den Zeitraffer erst mit neuen Söldnern benutzen!", + L"Dieses Fahrzeug kann nur auf Straßen fahren!", +//41-45 + L"Reisenden Söldnern können Sie keine Aufträge erteilen.", + L"Kein Benzin mehr!", + L"%s ist zu müde.", + L"Keiner kann das Fahrzeug steuern.", + L"Ein oder mehrere Söldner dieses Trupps können sich jetzt nicht bewegen.", +//46-50 + L"Ein oder mehrere Söldner des ANDEREN Trupps können sich gerade nicht bewegen.", + L"Fahrzeug zu stark beschädigt!", + L"Nur zwei Söldner pro Sektor können Milizen trainieren.", + L"Roboter muss von jemandem bedient werden. Beide im selben Trupp platzieren.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate +// 51-55 + L"%d Gegenstände von %s nach %s bewegt", +}; + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Klicken Sie noch einmal auf das Ziel, um die Route zu bestätigen. Klicken Sie auf andere Sektoren, um die Route zu ändern.", + L"Route bestätigt.", + L"Ziel unverändert.", + L"Route geändert.", + L"Route verkürzt.", +}; + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Klicken Sie auf den Sektor, in dem die Söldner stattdessen ankommen sollen.", + L"OK. Söldner werden in %s abgesetzt.", + L"Söldner können nicht dorthin fliegen. Luftraum nicht gesichert!", + L"Abbruch. Ankunftssektor unverändert,", + L"Luftraum über %s ist nicht mehr sicher! Ankunftssektor jetzt in %s.", +}; + +// help text for mouse regions +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Ins Inventar gehen (|E|n|t|e|r)", + L"Gegenstand wegwerfen", + L"Inventar verlassen (|E|n|t|e|r)", +}; + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Soll %s seine Ausrüstung hier lassen (%s) oder in (%s), wenn er verlässt?", + L"%s geht bald und lässt seine Ausrüstung in %s.", +}; + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Soll %s ihre Ausrüstung hier lassen (%s) oder in (%s), bevor sie verlässt?", + L"%s geht bald und lässt ihre Ausrüstung in %s.", +}; + +STR16 pMercContractOverStrings[] = +{ + L"s Vertrag war abgelaufen, und er ist nach Hause gegangen.", // merc's contract is over and has departed + L"s Vertrag war abgelaufen, und sie ist nach Hause gegangen.", // merc's contract is over and has departed + L"s Vertrag wurde gekündigt, und er ist weggegangen.", // merc's contract has been terminated + L"s Vertrag wurde gekündigt, und sie ist weggegangen.", // merc's contract has been terminated + L"Sie schulden M.E.R.C. zu viel, also ist %s gegangen.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages +STR16 pImpPopUpStrings[] = +{ + L"Ungültiger Code", + L"Sie wollen gerade den ganzen Evaluierungsprozess von vorn beginnen. Sind Sie sicher?", + L"Bitte Ihren vollen Namen und Ihr Geschlecht eingeben", + L"Die Überprüfung Ihrer finanziellen Mittel hat ergeben, dass Sie sich keine Evaluierung leisten können.", + L"Option zur Zeit nicht gültig.", + L"Um eine genaue Evaluierung durchzuführen, müssen Sie mindestens noch ein Teammitglied aufnehmen können.", + L"Evaluierung bereits durchgeführt.", + L"Fehler beim Laden des B.S.E.-Charakters.", + L"Sie haben bereits die maximale Anzahl an B.S.E.-Charakteren.", + L"Sie haben bereits drei B.S.E.-Charaktere mit dem gleichen Geschlecht.", + L"Sie können sich den B.S.E.-Charakter nicht leisten.", // 10 + L"Der neue B.S.E.-Charakter ist nun in ihrem Team.", + L"You have already selected the maximum number of traits.", // TODO.Translate + L"No voicesets found.", // TODO.Translate +}; + +// button labels used on the IMP site +STR16 pImpButtonText[] = +{ + L"Wir über uns", // about the IMP site + L"BEGINNEN", // begin profiling + L"Persönlichkeiten", // personality section + L"Eigenschaften", // personal stats/attributes section + L"Aussehen", // changed from portrait + L"Stimme %d", // the voice selection + L"Fertig", // done profiling + L"Von vorne anfangen", // start over profiling + L"Ja, die Antwort passt!", + L"Ja", + L"Nein", + L"Fertig", // finished answering questions + L"Zurück", // previous question..abbreviated form + L"Weiter", // next question + L"JA", // yes, I am certain + L"NEIN, ICH MÖCHTE VON VORNE ANFANGEN.", // no, I want to start over the profiling process + L"JA", + L"NEIN", + L"Zurück", // back one page + L"Abbruch", // cancel selection + L"Ja", + L"Nein, ich möchte es mir nochmal ansehen.", + L"Registrieren", // the IMP site registry..when name and gender is selected + L"Analyse wird durchgeführt", // analyzing your profile results + L"OK", + L"Charakter", // Change from "Voice" + L"Keine", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"Nach Festlegung Ihres Charakters können Sie Ihre Fertigkeit(en) auswählen.", + L"Um die Evaluierung erfolgreich abzuschließen, bestimmen Sie Ihre Eigenschaften.", + L"Um Ihr Profil zu erstellen, wählen Sie ein Portrait und eine Stimme aus und definieren Ihre äußere Erscheinung.", + L"Jetzt, da Sie Ihr Aussehen bestimmt haben, fahren wir mit der Charakter-Analyse fort.", +}; + +STR16 pFilesTitle[] = +{ + L"Akten einsehen", +}; + +STR16 pFilesSenderList[] = +{ + L"Aufklärungsbericht", // the recon report sent to the player. Recon is an abbreviation for reconissance + L"Abschnitt #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Abschnitt #2", // second intercept file + L"Abschnitt #3", // third intercept file + L"Abschnitt #4", // fourth intercept file + L"Abschnitt #5", // fifth intercept file + L"Abschnitt #6", // sixth intercept file +}; + +// Text having to do with the History Log +STR16 pHistoryTitle[] = +{ + L"Logbuch", +}; + +STR16 pHistoryHeaders[] = +{ + L"Tag", // the day the history event occurred + L"Seite", // the current page in the history report we are in + L"Tag", // the days the history report occurs over + L"Ort", // location (in sector) the event occurred + L"Ereignis", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s von A.I.M. angeheuert.", // merc was hired from the aim site + L"%s von M.E.R.C. angeheuert.", // merc was hired from the aim site + L"%s ist tot.", // merc was killed + L"Rechnung an M.E.R.C. bezahlt", // paid outstanding bills at MERC + L"Enrico Chivaldoris Auftrag akzeptiert", + //6-10 + L"B.S.E.-Profil erstellt", + L"Versicherung abgeschlossen für %s.", // insurance contract purchased + L"Versicherung gekündigt für %s.", // insurance contract canceled + L"Versicherung ausgezahlt für %s.", // insurance claim payout for merc + L"%ss Vertrag um 1 Tag verlängert.", // Extented "mercs name"'s for a day + //11-15 + L"%ss Vertrag um 1 Woche verlängert.", // Extented "mercs name"'s for a week + L"%ss Vertrag um 2 Wochen verlängert.", // Extented "mercs name"'s 2 weeks + L"%s entlassen.", // "merc's name" was dismissed. + L"%s geht.", // "merc's name" quit. + L"Quest begonnen.", // a particular quest started + //16-20 + L"Quest gelöst.", + L"Mit Vorarbeiter in %s geredet", // talked to head miner of town + L"%s befreit", + L"Cheat benutzt", + L"Essen ist morgen in Omerta", + //21-25 + L"%s heiratet Daryl Hick", + L"%ss Vertrag abgelaufen.", + L"%s rekrutiert.", + L"Enrico sieht kaum Fortschritte", + L"Schlacht gewonnen", + //26-30 + L"Mine in %s produziert weniger", + L"Mine in %s leer", + L"Mine in %s geschlossen", + L"Mine in %s wieder offen", + L"Etwas über Gefängnis in Tixa erfahren.", + //31-35 + L"Von Waffenfabrik in Orta gehört.", + L"Forscher in Orta gab uns viele Raketengewehre.", + L"Deidranna verfüttert Leichen.", + L"Frank erzählte von Kämpfen in San Mona.", + L"Patient denkt, er hat in den Minen etwas gesehen.", + //36-40 + L"Devin getroffen - verkauft Sprengstoff", + L"Berühmten Ex-AIM-Mann Mike getroffen!", + L"Tony getroffen - verkauft Waffen.", + L"Sergeant Krott gab mir Raketengewehr.", + L"Kyle die Urkunde für Angels Laden gegeben.", + //41-45 + L"Madlab will Roboter bauen.", + L"Gabby kann Tinktur gegen Käfer machen.", + L"Keith nicht mehr im Geschäft.", + L"Howard lieferte Gift an Deidranna.", + L"Keith getroffen - verkauft alles in Cambria.", + //46-50 + L"Howard getroffen - Apotheker in Balime", + L"Perko getroffen - hat kleinen Reparaturladen.", + L"Sam aus Balime getroffen - hat Computerladen.", + L"Franz hat Elektronik und andere Sachen.", + L"Arnold repariert Sachen in Grumm.", + //51-55 + L"Fredo repariert Elektronik in Grumm.", + L"Spende von Reichem aus Balime bekommen.", + L"Schrotthändler Jake getroffen.", + L"Ein Depp hat uns eine Codekarte gegeben.", + L"Walter bestochen, damit er Keller öffnet.", + //56-60 + L"Wenn Dave Sprit hat, bekommen wir's gratis.", + L"Pablo bestochen.", + L"Kingpin hat Geld in San Mona-Mine.", + L"%s gewinnt Extremkampf", + L"%s verliert Extremkampf", + //61-65 + L"%s beim Extremkampf disqualifiziert", + L"Viel Geld in verlassener Mine gefunden.", + L"Von Kingpin geschickten Mörder getroffen", + L"Kontrolle über Sektor verloren", + L"Sektor verteidigt", + //66-70 + L"Schlacht verloren", //ENEMY_ENCOUNTER_CODE + L"Tödlicher Hinterhalt", //ENEMY_AMBUSH_CODE + L"Hinterhalt ausgehoben", + L"Angriff fehlgeschlagen", //ENTERING_ENEMY_SECTOR_CODE + L"Angriff erfolgreich", + //71-75 + L"Monster angegriffen", //CREATURE_ATTACK_CODE + L"Von Bloodcats getötet", //BLOODCAT_AMBUSH_CODE + L"Bloodcats getötet", + L"%s wurde getötet", + L"Carmen den Kopf eines Terroristen gegeben", + //76-80 + L"Slay ist gegangen", //Slay is a merc and has left the team + L"%s getötet", //History log for when a merc kills an NPC or PC + L"Met Waldo - aircraft mechanic.", + L"Helicopter repairs started. Estimated time: %d hour(s).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"n.a.", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Web", + L"Finanzen", + L"Personal", + L"Logbuch", + L"Dateien", + L"Schließen", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Bobby Rays", + L"B.S.E.", + L"M.E.R.C.", + L"Bestatter", + L"Florist", + L"Versicherung", + L"Abbruch", + L"Enzyklopädie", + L"Besprechung", + L"Geschichte", + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", // TODO.Translate + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Lesezeichen", + L"Rechts klicken, um in Zukunft in dieses Menü zu gelangen.", +}; + +// When loading or download a web page +STR16 pDownloadString[] = { + L"Download läuft", + L"Neuladen läuft", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Nehmen", // take money from merc + L"Geben", // give money to merc + L"Rückgängig", // cancel transaction + L"Löschen", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Überw $", // transfer money to merc -- short form + L"Statistik", // view stats of the merc + L"Inventar", // view the inventory of the merc + L"Anstellung", +}; + +STR16 sATMText[] = +{ + L"Geld überw.?", // transfer funds to merc? + L"Ok?", // are we certain? + L"Betrag eingeben", // enter the amount you want to transfer to merc + L"Art auswählen", // select the type of transfer to merc + L"Nicht genug Geld", // not enough money to transfer to merc + L"Betrag muss durch $10 teilbar sein", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use German equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator +STR16 pErrorStrings[] = +{ + L"Fehler", + L"Server hat keinen DNS-Eintrag.", + L"URL-Adresse überprüfen und nochmal versuchen.", + L"OK", + L"Verbindung zum Host wird dauernd unterbrochen. Mit längeren Übertragungszeiten ist zu rechnen.", +}; + +STR16 pPersonnelString[] = +{ + L"Söldner:", // mercs we have +}; + +STR16 pWebTitle[ ] = +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + +// The titles for the web program title bar, for each page loaded +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"A.I.M. Mitglieder", + L"A.I.M. Bilder", // a mug shot is another name for a portrait + L"A.I.M. Sortierfunktion", + L"A.I.M.", + L"A.I.M. Veteranen", + L"A.I.M. Politik", + L"A.I.M. Geschichte", + L"A.I.M. Links", + L"M.E.R.C.", + L"M.E.R.C. Konten", + L"M.E.R.C. Registrierung", + L"M.E.R.C. Index", + L"Bobby Rays", + L"Bobby Rays - Waffen", + L"Bobby Rays - Munition", + L"Bobby Rays - Rüstungen", + L"Bobby Rays - Sonstige", //misc is an abbreviation for miscellaneous + L"Bobby Rays - Gebraucht", + L"Bobby Rays - Versandauftrag", + L"B.S.E.", + L"B.S.E.", + L"Fleuropa", + L"Fleuropa - Gestecke", + L"Fleuropa - Bestellformular", + L"Fleuropa - Karten", + L"Hammer, Amboss & Steigbügel Versicherungsmakler", + L"Information", + L"Vertrag", + L"Bemerkungen", + L"McGillicuttys Bestattungen", + L"", + L"URL nicht gefunden.", + L"%s Presse Rat - Konflikt-Zusammenfassungen", + L"%s Presse Rat - Kampfberichte", + L"%s Presse Rat - Aktuellste Neuigkeiten", + L"%s Presse Rat - Über uns", + L"Mercs Love or Dislike You - About us", // TODO.Translate + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Miliz - Übersicht", + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Fabriken - Übersicht", + L"Bobby Rays - Letzte Lieferungen", + L"Enzyklopädie", + L"Enzyklopädie - Daten", + L"Einsatzbesprechung", + L"Einsatzbesprechung - Daten", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir-Help", + L"Erneut auf Web klicken für Lesezeichen.", +}; + +STR16 pLaptopTitles[] = +{ + L"E-Mail", + L"Dateien", + L"Söldner-Manager", + L"Buchhalter Plus", + L"Logbuch", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ //(careful not to exceed 18 characters total including spaces) + //reasons why a merc has left. + L"Getötet", + L"Entlassen", + L"Sonstiges", + L"Heirat", + L"Vertrag zu Ende", + L"Aufgehört", //LOOTF - Englisch "quit", welcher Kontext? = Slay Ruttwen? +}; + +// personnel strings appearing in the Personnel Manager on the laptop +STR16 pPersonelTeamStrings[] = +{ + L"Aktuelles Team", + L"Ausgeschieden", + L"Tgl. Kosten:", + L"Höchste Kosten:", + L"Niedrigste Kosten:", + L"Im Kampf getötet:", + L"Entlassen:", + L"Sonstiges:", +}; + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Schlechteste", + L"Durchsch.", + L"Beste", +}; + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"GSND", + L"BEW", + L"GES", + L"KRF", + L"FHR", + L"WSH", + L"ERF", + L"TRF", + L"TEC", + L"SPR", + L"MED", +}; + +// horizontal and vertical indices on the map screen +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button +STR16 pContractButtonString[] = +{ + L"Vertrag", +}; + +// text that appears on the update panel buttons +STR16 pUpdatePanelButtons[] = +{ + L"Weiter", + L"Stop", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Sie sind in diesem Sektor geschlagen worden!", + L"Der Feind hat kein Erbarmen mit den Seelen Ihrer Teammitglieder und verschlingt jeden einzelnen.", //LOOTF - Auch im Englischen Kannibalismus. Was zum Henker? + L"Ihre bewusstlosen Teammitglieder wurden gefangen genommen!", + L"Ihre Teammitglieder wurden vom Feind gefangen genommen.", +}; + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. +STR16 InsContractText[] = +{ + L"Zurück", + L"Vor", + L"OK", + L"Löschen", +}; + +//Insurance Info +// Text on the buttons on the bottom of the screen +STR16 InsInfoText[] = +{ + L"Zurück", + L"Vor", +}; + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Befugnis ert.", + L"Startseite", + L"Konto #:", + L"Söldner", + L"Tage", + L"Tagessatz", //5 //LOOTF - "Rate" geändert auf "Tagessatz", ändern wenn Probleme, alt. "Sold" + L"Belasten", + L"Gesamt:", + L"Zahlung von %s wirklich genehmigen?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", // TODO.Translate +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Zurück", + L"Weiter", +}; + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary +STR16 MercInfo[] = +{ + L"Gesundheit", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Kraft", + L"Führungsqualität", + L"Weisheit", + L"Erfahrungsstufe", + L"Treffsicherheit", + L"Technik", + L"Sprengstoffe", + L"Medizin", + + L"Zurück", + L"Anheuern", + L"Weiter", + L"Zusatzinfo", + L"Startseite", + L"Angestellt", + L"Sold:", + L"Pro Tag", + L"Ausr.:", + L"Gesamt:", + L"Verstorben", + + L"Sie haben bereits ein vollständiges Team.", + L"Ausrüstung kaufen?", + L"nicht da", + L"Offene Beträge", + L"Bio", + L"Inv", + L"Special Offer!", +}; + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Konto eröffnen", + L"Rückgängig", + L"Sie haben kein Konto. Möchten Sie eins eröffnen?", +}; + +// For use at the M.E.R.C. web site. MERC Homepage +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Speck T. Kline, Gründer und Besitzer", + L"Hier klicken, um ein Konto zu eröffnen", + L"Hier klicken, um das Konto einzusehen", + L"Hier klicken, um Dateien einzusehen.", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Transfer fehlgeschlagen. Kein Geld vorhanden.", +}; + +// For use at MiGillicutty's Web Page. +STR16 sFuneralString[] = +{ + L"McGillicuttys Bestattungen: Wir trösten trauernde Familien seit 1983.", + L"Der Bestattungsunternehmer und frühere A.I.M.-Söldner Murray \"Pops\" McGillicutty ist ein ebenso versierter wie erfahrener Bestatter.", + L"Pops hat sein ganzes Leben mit Todes- und Trauerfällen verbracht. Deshalb weiß er aus erster Hand, wie schwierig das sein kann.", + L"Das Bestattungsunternehmen McGillicutty bietet Ihnen einen umfassenden Service, angefangen bei der Schulter zum Ausweinen bis hin zur kosmetischen Aufbereitung entstellter Körperteile.", + L"McGillicuttys Bestattungen - und Ihre Lieben ruhen in Frieden.", + + // Text for the various links available at the bottom of the page + L"BLUMEN", + L"SÄRGE UND URNEN", + L"FEUERBEST.", + L"GRÄBER", + L"PIETÄT", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Leider ist diese Site aufgrund eines Todesfalles in der Familie noch nicht fertiggestellt. Sobald das Testament eröffnet worden und die Verteilung des Erbes geklärt ist, wird diese Site fertiggestellt.", + L"Unser Mitgefühl gilt trotzdem all jenen, die es diesmal versucht haben. Bis später.", +}; + +// Text for the florist Home page +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Galerie", + + //Address of United Florist + + L"\"Wir werfen überall per Fallschirm ab\"", + L"1-555-SCHNUPPER-MAL", + L"333 Duftmarke Dr, Aroma City, CA USA 90210", + L"http://www.schnupper-mal.com", + + // detail of the florist page + + L"Wir arbeiten schnell und effizient", + L"Lieferung am darauf folgenden Tag, in fast jedes Land der Welt. Ausnahmen sind möglich. ", + L"Wir haben die garantiert niedrigsten Preise weltweit!", + L"Wenn Sie anderswo einen niedrigeren Preis für irgend ein Arrangement sehen, bekommen Sie von uns ein Dutzend Rosen umsonst!", + L"Fliegende Flora, Fauna & Blumen seit 1981.", + L"Unsere hochdekorierten Ex-Bomber-Piloten werfen das Bouquet in einem Radius von zehn Meilen rund um den Bestimmungsort ab. Jederzeit!", + L"Mit uns werden Ihre blumigsten Fantasien wahr", + L"Bruce, unser weltberühmter Designer-Florist, verwendet nur die frischesten handverlesenen Blumen aus unserem eigenen Gewächshaus.", + L"Und denken Sie daran: Was wir nicht haben, pflanzen wir für Sie - und zwar schnell!", +}; + +//Florist OrderForm +STR16 sOrderFormText[] = +{ + + //Text on the buttons + + L"Zurück", + L"Senden", + L"Löschen", + L"Galerie", + + L"Name des Gestecks:", + L"Preis:", //5 + L"Bestellnr.:", + L"Liefertermin", + L"Morgen", + L"Egal", + L"Bestimmungsort", //10 + L"Extraservice", + L"Kaputtes Gesteck($10)", + L"Schwarze Rosen($20)", + L"Welkes Gesteck($10)", + L"Früchtekuchen (falls vorrätig)($10)", //15 + L"Persönliche Worte:", + L"Aufgrund der Kartengröße darf Ihre Botschaft nicht länger sein als 75 Zeichen.", + L"...oder wählen Sie eine unserer", + + L"STANDARD-KARTEN", + L"Rechnung für",//20 + + //The text that goes beside the area where the user can enter their name + + L"Name:", +}; + +//Florist Gallery.c +STR16 sFloristGalleryText[] = +{ + //text on the buttons + L"Zurück", //abbreviation for previous + L"Weiter", //abbreviation for next + L"Klicken Sie auf das Gesteck Ihrer Wahl", + L"Bitte beachten Sie, dass wir für jedes kaputte oder verwelkte Gesteck einen Aufpreis von $10 berechnen.", + L"Home", +}; + +STR16 sFloristCards[] = +{ + L"Klicken Sie auf das Gesteck Ihrer Wahl", + L"Zurück", +}; + +// Text for Bobby Ray's Mail Order Site +STR16 BobbyROrderFormText[] = +{ + L"Bestellformular", //Title of the page + L"St.", // The number of items ordered + L"Gew. (%s)", // The weight of the item + L"Artikel", // The name of the item + L"Preis", // the item's weight + L"Summe", //5 // The total price of all of items of the same type + L"Zwischensumme", // The sub total of all the item totals added + L"Versandkosten (vgl. Bestimmungsort)", // S&H is an acronym for Shipping and Handling + L"Endbetrag", // The grand total of all item totals + the shipping and handling + L"Bestimmungsort", + L"Liefergeschwindigkeit", //10 // See below + L"$ (pro %s)", // The cost to ship the items + L"Übernacht-Express", // Gets deliverd the next day + L"2 Arbeitstage", // Gets delivered in 2 days + L"Standard-Service", // Gets delivered in 3 days + L"Löschen", //15 // Clears the order page + L"Bestellen", // Accept the order + L"Zurück", // text on the button that returns to the previous page + L"Home", // Text on the button that returns to the home page + L"* Gebrauchter Gegenstand", // Disclaimer stating that the item is used + L"Sie haben nicht genug Geld.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is no valid city selected + L"Wollen Sie Ihre Bestellung wirklich nach %s schicken?", // A popup that asks if the city selected is the correct one + L"Packungsgewicht**", // Displays the weight of the package + L"** Mindestgewicht", // Disclaimer states that there is a minimum weight for the package + L"Lieferungen", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"Pistolen", + L"MPs", + L"SMGs", + L"Gewehre", + L"SSGs", + L"Sturmgew.", + L"MGs", + L"Schrotfl.", + L"Schwere W.", + + // Ammo + L"Pistole", + L"M.-Pistole", + L"SMG", + L"Gewehr", + L"SS-Gewehr", + L"Sturmgew.", + L"MG", + L"Schrotfl.", + + // Used + L"Feuerwfn.", + L"Rüstungen", + L"Trageausr.", + L"Sonstiges", + + // Armour + L"Helme", + L"Westen", + L"Hosen", + L"Platten", + + // Misc + L"Klingen", + L"Wurfmesser", + L"Schlagwaf.", + L"Granaten", + L"Bomben", + L"Verbandsk.", + L"Taschen", + L"Kopfausr.", + L"Trageausr.", + L"Optik", // Madd: new BR filters + L"Gri/Las", + L"Mündung", + L"Schaft", + L"Mag/Abz.", + L"Andere An.", + L"Sonstiges", +}; + +// This text is used when on the various Bobby Ray Web site pages that sell items +STR16 BobbyRText[] = +{ + L"Bestellen", // Title + L"Klicken Sie auf den gewünschten Gegenstand. Weiteres Klicken erhöht die Stückzahl. Rechte Maustaste verringert Stückzahl. Wenn Sie fertig sind, weiter mit dem Bestellformular.", // instructions on how to order + + //Text on the buttons to go the various links + + L"Zurück", // + L"Feuerwfn.", //3 + L"Munition", //4 + L"Rüstung", //5 + L"Sonstiges", //6 //misc is an abbreviation for miscellaneous + L"Gebraucht", //7 + L"Vor", + L"BESTELLEN", + L"Startseite", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"Ihr Team hat", //11 + L"Waffe(n), die diese Munition verschießen", //12 + + //The following lines provide information on the items + + L"Gewicht:", // Weight of all the items of the same type + L"Kal:", // the caliber of the gun + L"Mag:", // number of rounds of ammo the Magazine can hold + L"Reichw.:", // The range of the gun + L"Schaden:", // Damage of the weapon + L"Kadenz:", // Weapon's Rate Of Fire, acroymn ROF + L"AP:", // Weapon's Action Points, acronym AP + L"Bet.:", // Weapon's Stun Damage + L"Rüstung:", // Armour's Protection + L"Tarn.:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Preis:", // Cost of the item + L"Vorrätig:", // The number of items still in the store's inventory + L"Bestellt:", // The number of items on order + L"Beschädigt", // If the item is damaged + L"Gew.:", // the Weight of the item + L"Summe:", // The total cost of all items on order + L"* %% funktionstüchtig", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + L"Mist! Mit diesem Formular können Sie nur " ,//First part + L" Sachen bestellen. Wenn Sie mehr wollen (was wir sehr hoffen), füllen Sie bitte noch ein Formular aus.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Sorry. Davon haben wir leider im Moment nichts mehr auf Lager. Versuchen Sie es später noch einmal.", + + //A popup that tells the user that the store is temporarily sold out + + L"Es tut uns sehr leid, aber im Moment sind diese Sachen total ausverkauft.", + +}; + +// Text for Bobby Ray's Home Page +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"Dies ist die heißeste Seite für Waffen und militärische Ausrüstung aller Art", + L"Welchen Sprengstoff Sie auch immer brauchen - wir haben ihn.", + L"SECOND HAND", + + //Text for the various links to the sub pages + + L"SONSTIGES", + L"FEUERWAFFEN", + L"MUNITION", //5 + L"RÜSTUNG", + + //Details on the web site + + L"Was wir nicht haben, das hat auch kein anderer", + L"In Arbeit", +}; + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page +STR16 AimSortText[] = +{ + L"A.I.M. Mitglieder", // Title + L"Sortieren:", // Title for the way to sort + + // sort by... + + L"Preis", + L"Erfahrung", + L"Treffsicherheit", + L"Technik", + L"Sprengstoff", + L"Medizin", + L"Gesundheit", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Kraft", + L"Führungsqualität", + L"Weisheit", + L"Name", + + //Text of the links to other AIM pages + + L"Den Söldner-Kurzindex ansehen", + L"Personalakte der Söldner ansehen", + L"Die AIM-Veteranengalerie ansehen", + + // text to display how the entries will be sorted + + L"Aufsteigend", + L"Absteigend", +}; + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Zurück", + L"AIM HomePage", + L"Regel-Index", + L"Nächste Seite", + L"Ablehnen", + L"Zustimmen", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index +STR16 AimMemberText[] = +{ + L"Linksklick", + L"zum Kontaktieren.", + L"Rechtsklick", + L"zum Foto-Index.", +// L"Linksklick zum Kontaktieren. \nRechtsklick zum Foto-Index.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Gesundheit", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Kraft", + L"Führungsqualität", + L"Weisheit", + L"Erfahrungsstufe", + L"Treffsicherheit", + L"Technik", + L"Sprengstoff", + L"Medizin", //10 + + + // the contract expenses' area + + L"Preis", + L"Vertrag", + L"1 Tag", + L"1 Woche", + L"2 Wochen", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Zurück", + L"Kontakt", + L"Weiter", + L"Zusatzinfo", // Title for the additional info for the merc's bio + L"Aktive Mitglieder", //20 // Title of the page + L"Zusätzl. Ausrüst:", // Displays the optional gear cost + L"Ausr.", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's + L"VERSICHERUNG erforderlich", // If the merc required a medical deposit, this is displayed + L"Kit 1", // Text on Starting Gear Selection Button 1 + L"Kit 2", // Text on Starting Gear Selection Button 2 + L"Kit 3", // Text on Starting Gear Selection Button 3 + L"Kit 4", // Text on Starting Gear Selection Button 4 + L"Kit 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + +//Aim Member.c +//The page in which the player's hires AIM mercenaries +//The following text is used with the video conference popup +STR16 VideoConfercingText[] = +{ + L"Vertragskosten:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"1 Tag", + L"1 Woche", + L"2 Wochen", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Keine Ausrüstung", + L"Ausrüstung kaufen", + + // Text on the Buttons + + L"GELD ÜBERWEISEN", // to actually hire the merc + L"ABBRECHEN", // go back to the previous menu + L"ANHEUERN", // go to menu in which you can hire the merc + L"AUFLEGEN", // stops talking with the merc + L"OK", + L"NACHRICHT", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Videokonferenz mit", + L"Verbinde. . .", + + L"versichert", // Displays if you are hiring the merc with the medical deposit + +}; + +//Aim Member.c +//The page in which the player hires AIM mercenaries +// The text that pops up when you select the TRANSFER FUNDS button +STR16 AimPopUpText[] = +{ + L"ELEKTRONISCHE ÜBERWEISUNG AUSGEFÜHRT", // You hired the merc + L"ÜBERWEISUNG KANN NICHT BEARBEITET WERDEN", // Player doesn't have enough money, message 1 + L"NICHT GENUG GELD", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"Im Einsatz", + L"Bitte Nachricht hinterlassen", + L"Verstorben", + + //If you try to hire more mercs than game can support + + L"Sie haben bereits ein vollständiges Team.", + + L"Mailbox", + L"Nachricht aufgenommen", +}; + +//AIM Link.c +STR16 AimLinkText[] = +{ + L"A.I.M. Links", //The title of the AIM links page +}; + +//Aim History +// This page displays the history of AIM +STR16 AimHistoryText[] = +{ + L"Die Geschichte von A.I.M.", //Title + + // Text on the buttons at the bottom of the page + + L"Zurück", + L"Startseite", + L"Veteranen", + L"Weiter", +}; + +//Aim Mug Shot Index +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Preis", + L"Erfahrung", + L"Treffsicherheit", + L"Technik", + L"Sprengstoff", + L"Medizin", + L"Gesundheit", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Kraft", + L"Führungsqualität", + L"Weisheit", + L"Name", + + // The title of the page, the above text gets added at the end of this text + L"A.I.M.-Mitglieder ansteigend sortiert nach %s", + L"A.I.M.-Mitglieder absteigend sortiert nach %s", + + // Instructions to the players on what to do + + L"Linke Maustaste", + L"um Söldner auszuwählen", //10 + L"Rechte Maustaste", + L"um Optionen einzustellen", + + // Gets displayed on top of the merc's portrait if they are... + + //Please be careful not to increase the size of strings for following three + L"Abwesend", + L"Verstorben", //14 + L"Im Dienst", +}; + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM +STR16 AimAlumniText[] = +{ + // Text of the buttons + L"SEITE 1", + L"SEITE 2", + L"SEITE 3", + L"A.I.M.-Veteranen", // Title of the page + L"ENDE", // Stops displaying information on selected merc + L"Nächste", +}; + +//AIM Home Page +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.M. und das A.I.M.-Logo sind in den meisten Ländern eingetragene Warenzeichen.", + L"Also denken Sie nicht mal daran, uns nachzumachen.", + L"Copyright 1998-1999 A.I.M., Ltd. Alle Rechte vorbehalten.", + + //Text for an advertisement that gets displayed on the AIM page + + L"Fleuropa", + L"\"Wir werfen überall per Fallschirm ab\"", //10 + L"Treffen Sie gleich zu Anfang", + L"... die richtige Wahl.", + L"Was wir nicht haben, das brauchen Sie auch nicht.", +}; + +//Aim Home Page +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + + L"Home", + L"Mitglieder", + L"Veteranen", + L"Regeln", + L"Geschichte", + L"Links", +}; + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. +STR16 SKI_Text[] = +{ + L"WAREN VORRÄTIG", //Header for the merchandise available + L"SEITE", //The current store inventory page being displayed + L"KOSTEN", //The total cost of the the items in the Dealer inventory area + L"WERT", //The total value of items player wishes to sell + L"SCHÄTZUNG", //Button text for dealer to evaluate items the player wants to sell + L"TRANSAKTION", //Button text which completes the deal. Makes the transaction. + L"FERTIG", //Text for the button which will leave the shopkeeper interface. + L"KOSTEN", //The amount the dealer will charge to repair the merc's goods + L"1 STUNDE", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d STUNDEN", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"REPARIERT", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Es ist kein Platz mehr, um Sachen anzubieten.", //Message box that tells the user there is no more room to put there stuff + L"%d MINUTEN", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Gegenstand fallenlassen.", + L"BUDGET", +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Nehmen", // Take money from the player + L"Geben", // Give money to the player + L"Abbruch", // Cancel the transfer + L"Löschen", // Clear the money display +}; + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + // Text on the bank machine panel that.... + L"Vorgang auswählen", // tells the user to select either to give or take from the merc + L"Betrag eingeben", // Enter the amount to transfer + L"Geld an Söldner überweisen", // Giving money to the merc + L"Geld von Söldner überweisen", // Taking money from the merc + L"Nicht genug Geld", // Not enough money to transfer + L"Kontostand", // Display the amount of money the player currently has +}; + +STR16 SkiMessageBoxText[] = +{ + L"Möchten Sie %s von Ihrem Konto abbuchen, um die Differenz zu begleichen?", + L"Nicht genug Geld. Ihnen fehlen %s.", + L"Möchten Sie %s von Ihrem Konto abbuchen, um die Kosten zu decken?", + L"Händler bitten, mit der Überweisung zu beginnen.", + L"Händler bitten, Gegenstände zu reparieren", + L"Unterhaltung beenden", + L"Kontostand", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + +//OptionScreen.c +STR16 zOptionsText[] = +{ + //button Text + L"Spiel sichern", + L"Spiel laden", + L"Beenden", + L"Nächste", + L"Vorherige", + L"Fertig", + L"1.13 Features", + L"New in 1.13", + L"Options", + //Text above the slider bars + L"Effekte", + L"Sprache", + L"Musik", + //Confirmation pop when the user selects.. + L"Spiel verlassen und zurück zum Hauptmenü?", + L"Sprachoption oder Untertitel müssen aktiviert sein.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Spiel sichern", + L"Spiel laden", + L"Abbrechen", + L"Auswahl speichern", + L"Auswahl laden", + + L"Spiel erfolgreich gespeichert", + L"FEHLER beim Speichern des Spiels!", + L"Spiel erfolgreich geladen", + L"FEHLER beim Laden des Spiels!", + + + L"Der gespeicherte Spielstand unterscheidet sich vom aktuellen Spielstand. Es kann wahrscheinlich nichts passieren. Weiter?", + L"Die gespeicherten Spielstände sind evtl. beschädigt. Wollen Sie sie alle löschen?", + + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Gespeicherte Version wurde geändert. Bitte melden Sie etwaige Probleme. Weiter?", +#else + L"Versuche, älteren Spielstand zu laden. Laden und automatisch aktualisieren?", +#endif + + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"Spielstand und Spieleversion wurden geändert. Bitte melden Sie etwaige Probleme. Weiter?", +#else + L"Versuche, älteren Spielstand zu laden. Laden und automatisch aktualisieren?", +#endif + + L"Gespeichertes Spiel in Position #%d wirklich überschreiben?", + L"Wollen Sie das Spiel aus Position # speichern?", + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + // + L"Sie haben zu wenig Festplattenspeicher. Sie haben nur %d MB frei und JA2 benötigt mindestens %d MB.", + + + L"Speichere", //While the game is saving this message appears. + + L"Normale Waffen", + L"Zusatzwaffen", + L"Real-Stil", + L"SciFi-Stil", + L"Schwierigkeit", + L"Platinum Mode", //Placeholder English + L"Bobby Ray Qualität", + L"Normale Auswahl", + L"Große Auswahl", + L"Ausgezeichnete Auswahl", + L"Fantastische Auswahl", + + L"Neues Inventar funktioniert nicht in 640x480 Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.", + L"Neues Inventar funktioniert nicht mit dem ausgewählten 'Data' Ordner.", + + L"Die gespeicherte Truppengröße im Spielstand wird nicht unterstützt bei der aktullen Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.", + L"Bobby Ray Auswahl", +}; + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Map-Level", + L"Sie haben gar keine Miliz. Sie müssen Bewohner der Stadt trainieren, wenn Sie dort eine Miliz aufstellen wollen.", + L"Tägl. Einkommen", + L"Söldner hat Lebensversicherung", + L"%s ist nicht müde.", + L"%s ist unterwegs und kann nicht schlafen.", + L"%s ist zu müde. Versuchen Sie es ein bisschen später noch mal.", + L"%s fährt.", + L"Der Trupp kann nicht weiter, wenn einer der Söldner pennt.", + + + // stuff for contracts + L"Sie können zwar den Vertrag bezahlen, haben aber kein Geld für die Lebensversicherung.", + L"%s Lebensversicherungsprämien kosten %s pro %d Zusatztag(en). Wollen Sie das bezahlen?", + L"Gegenstände im Sektor", + + L"Söldner hat Krankenversicherung.", + + + // other items + L"Sanitäter", // people acting a field medics and bandaging wounded mercs + L"Patienten", // people who are being bandaged by a medic + L"Fertig", // Continue on with the game after autobandage is complete + L"Stop", // Stop autobandaging of patients by medics now + L"Sorry. Diese Option gibt es in der Demo nicht.", // informs player this option/button has been disabled in the demo + + L"%s hat kein Werkzeug.", + L"%s hat kein Verbandszeug.", + L"Es sind nicht genug Leute zum Training bereit.", + L"%s ist voller Milizen.", + L"Söldner hat begrenzten Vertrag.", + L"Vertrag des Söldners beinhaltet keine Versicherung.", + L"Kartenübersicht", // 24 + + // Flugente: disease texts describing what a map view does TODO.Translate + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + +STR16 pLandMarkInSectorString[] = +{ + L"Trupp %d hat in Sektor %s jemanden bemerkt.", + L"Trupp %s hat in Sektor %s jemanden bemerkt.", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Eine Milizeinheit für diese Stadt zu trainieren kostet $", // telling player how much it will cost + L"Ausgabe genehmigen?", // asking player if they wish to pay the amount requested + L"Sie haben nicht genug Geld.", // telling the player they can't afford to train this town + L"Miliz in %s (%s %d) weitertrainieren?", // continue training this town? + + L"Preis $", // the cost in dollars to train militia + L"( J/N )", // abbreviated yes/no + L"Miliz auf dem Raketenstützpunkt im Sektor %s (%s %d) weitertrainieren?", // continue trainign militia in SAM site sector + L"Milizen in %d Sektoren zu trainieren kostet $ %d. %s", // cost to train sveral sectors at once + + L"Sie können sich keine $%d für die Miliz hier leisten.", + L"%s benötigt eine Loyalität von %d Prozent, um mit dem Milizen-Training fortzufahren.", + L"Sie können die Miliz in %s nicht mehr trainieren.", + L"weitere Stadtteile befreien", + + L"neue Stadtteile befreien", + L"mehr Städte erobern", + L"den verlorenen Fortschritt wieder aufholen", + L"weiter fortschreiten", + + L"mehr Rebellen rekrutieren", +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"Sie können nur max. 20.000$ abheben.", + L"Wollen Sie wirklich %s auf Ihr Konto einzahlen?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. Alle Rechte vorbehalten.", // +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Sprache", + L"Stumme Bestätigungen", + L"Untertitel", + L"Dialoge Pause", + L"Rauch animieren", + L"Blut zeigen", + L"Cursor nicht bewegen", + L"Alte Auswahlmethode", + L"Weg vorzeichnen", + L"Fehlschüsse anzeigen", + L"Bestätigung bei Echtzeit", + L"Schlaf-/Wachmeldung anzeigen", + L"Metrisches System benutzen", + L"Markieren Sie Söldner", + L"Cursor autom. auf Söldner", + L"Cursor autom. auf Türen", + L"Gegenstände leuchten", + L"Baumkronen zeigen", + L"Smart Tree Tops", // TODO. Translate + L"Drahtgitter zeigen", + L"3D Cursor zeigen", + L"Trefferchance anzeigen", + L"GL Burst mit Burst Cursor", + L"Gegner-Spott aktiveren", // Changed from "Enemies Drop all Items" - SANDRO + L"Hohe Granatwerfer-Flugbahn", + L"Echtzeit-Schleichen aktivieren", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Nächste Gruppe selektieren", + L"Gegenstände mit Schatten", + L"Waffenreichweite in Felder", + L"Leuchtspur für Einzelschüsse", + L"Regengeräusche", + L"Krähen erlauben", + L"Tooltips über Gegner", + L"Automatisch speichern", + L"Stummer Skyrider", + L"Erw. Gegenstandsinfo", + L"Erzwungener Runden-Modus", // add forced turn mode + L"Alternatives Kartenfarbschema", // Change color scheme of Strategic Map + L"Alternative Projektil-Grafik", // Show alternate bullet graphics (tracers) + L"Logical Bodytypes", + L"Söldnerrang anzeigen.", // shows mercs ranks + L"Gesichtsequipment-Grafiken", + L"Gesichtsequipment-Icons", + L"Cursor-Wechsel deaktivieren", // Disable Cursor Swap + L"Stummes Trainieren", // Madd: mercs don't say quotes while training + L"Stummes Reparieren", // Madd: mercs don't say quotes while repairing + L"Stumme Behandlung", // Madd: mercs don't say quotes while doctoring + L"Autom. schnelle Gegner-Züge", // Automatic fast forward through AI turns + L"Zombies erlauben", // Flugente Zombies + L"Inventar Popup-Menüs", // the_bob : enable popups for picking items from sector inv + L"Übrige Feinde markieren", + L"Tascheninhalt anzeigen", + L"Mausradrichtung umkehren", + L"Bewegung in Formation", // when multiple mercs are selected, they will try to keep their relative distances + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG OPTIONS--", // an example options screen options header (pure text) + L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. + L"Reset ALL game options", // failsafe show/hide option to reset all options + L"Do you really want to reset?", // a do once and reset self option (button like effect) + L"Debug Options in other builds", // allow debugging in release or mapeditor + L"DEBUG Render Option group", // an example option that will show/hide other options + L"Render Mouse Regions", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Wenn diese Funktion aktiviert ist, werden in Dialogen Stimmen wiedergegeben. Anderenfalls wird nur der Text angezeigt.", + + //Mute Confirmation + L"Schalten Sie mit dieser Funktion die gesprochenen Bestätigungen (wie \"Okay\" oder \"Bin dran\") aus, wenn sie stören.", + + //Subtitles + L"Wenn diese Funktion aktiviert ist, wird in Dialogen der entsprechende Text angezeigt.", + + //Key to advance speech + L"Schalten Sie diese Funktion AN, wenn Sie Dialoge von NPCs ganz in Ruhe lesen wollen. Untertitel müssen dazu AN sein.", + + //Toggle smoke animation + L"Schalten Sie diese Option ab, wenn animierter Rauch Ihre Bildwiederholrate verlangsamt.", + + //Blood n Gore + L"Diese Option abschalten, wenn Sie kein Blut sehen können.", + + //Never move my mouse + L"Schalten Sie diese Option ab, wenn Sie nicht möchten, dass Ihr Mauszeiger automatisch auf Pop-Up-Fenster springt.", + + //Old selection method + L"Mit dieser Option funktioniert die Auswahl der Söldner so wie in früheren JAGGED ALLIANCE-Spielen (also genau andersherum als jetzt).", + + //Show movement path + L"Diese Funktion anschalten, um die geplanten Wege der Söldner zum Cursor anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die |S|h|i|f|t-Taste drücken).", + + //show misses + L"Wenn diese Funktion aktiviert ist, folgt die Spielkamera im Rundenmodus der Geschossflugbahn bis zu ihrem Ende. Ausschalten um das Spiel zu beschleunigen.", + + //Real Time Confirmation + L"Wenn diese Funktion aktiviert ist, wird für jede Aktion im Echtzeit-Modus ein zusätzlicher \"Sicherheits\"-Klick verlangt um versehentliche Befehle zu vermeiden.", + + //Sleep/Wake notification + L"Schalten Sie diese Option aus, wenn Sie kein Popup erhalten wollen, sobald zu einem Dienst eingeteilte Söldner schlafen gehen oder die Arbeit wieder aufnehmen.", + + //Use the metric system + L"Mit dieser Option wird im Spiel das metrische anstelle des imperialen Maßsystems verwendet (z.B. Meter und Kilogramm).", + + //Highlight Mercs + L"Wenn AN, wird der Söldner hervorgehoben (für Feinde nicht sichtbar).\nIm Spiel umschalten mit (|G)", + + //Smart cursor + L"Wenn diese Funktion aktiviert ist, springt der Cursor immer automatisch auf Söldner in seiner direkten Nähe.", + + //snap cursor to the door + L"Wenn diese Funktion aktiviert ist, springt der Cursor automatisch auf Türen in direkter Nähe des Mauszeigers.", + + //glow items + L"Wenn diese Funktion aktiviert ist, haben Gegenstände am Boden zur besseren Sichtbarkeit einen pulsierenden Rahmen (|C|t|r|l+|A|l|t+|I).", + + //toggle tree tops + L"Mit der Deaktivierung dieser Funktion lassen sich Baumkronen ausblenden um bessere Sicht auf das Geschehen zu ermöglichen (|T).", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate + + //toggle wireframe + L"Wenn diese Funktion aktiviert ist, werden Drahtgitter verborgener Wände gezeigt um z.B. perspektivisch verdeckte Fenster zu erkennen (|C|t|r|l+|A|l|t+|W).", + + L"Wenn diese Funktion aktiviert ist, wird der Bewegungs-Cursor in 3D angezeigt (|H|o|m|e).", + + // Options for 1.13 + L"Wenn diese Funktion aktiviert ist, wird die Trefferwahrscheinlichkeit am Cursor angezeigt.", + L"Mit dieser Funktion lässt sich der Zielcursor für Granatwerfer-Feuerstöße umschalten. Der Burst-Cursor (wenn AN) ermöglicht den Beschuss einer größeren Fläche.", + L"Wenn diese Funktion aktiviert ist, beschimpfen Gegner den Spieler oder kommentieren ihre Situation mittels kleiner Pop-Ups.", // Changed from Enemies Drop All Items - SANDRO + L"Wenn diese Funktion aktiviert ist, können Granatwerfer Granaten in höherem Winkel abfeuern und so ihre volle Reichweite ausnutzen (|A|l|t+|Q).", + L"Wenn diese Funktion aktiviert ist, schaltet das Spiel für unbemerkt schleichende Söldner nicht automatisch in den Rundenmodus sobald Gegner in Sicht geraten, außer Sie drücken |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"Wenn diese Funktion aktiviert ist, selektiert |S|p|a|c|e automatisch die nächste Gruppe statt den nächsten Söldner der Gruppe.", + L"Wenn diese Funktion aktiviert ist, werfen Gegenstände einen Schatten.", + L"Wenn diese Funktion aktiviert ist, werden Waffenreichweiten in Feldern angezeigt statt in z.B. Metern.", + L"Wenn diese Funktion aktiviert ist, wird auch für Einzelschüsse mit Leuchtspurmunition der grafische Effekt dazu angezeigt.", + L"Wenn diese Funktion aktiviert ist, werden Regengeräusche hörbar, sobald es regnet.", + L"Wenn diese Funktion aktiviert ist, sind Krähen im Spiel vorhanden und hacken lautstark an manchen Leichen herum, haben aber sonst keine großen Auswirkungen auf das Spiel.", + L"Wenn diese Funktion aktiviert ist, werden mit Druck auf |A|l|t Informationen über den Gegner eingeblendet, auf dem sich der Maus-Cursor befindet.", + L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch abwechselnd in zwei speziellen Autosave-Spielständen gespeichert.", + L"Wenn diese Funktion aktiviert ist, wird Skyrider nichts mehr sagen. Verwenden Sie diese Option, wenn er Ihnen auf die Nüsse geht.", + L"Wenn diese Funktion aktiviert ist, werden erweiterte Beschreibungen und Werte zu den Waffen und Gegenständen angezeigt.", + L"Wenn diese Funktion aktiviert ist und noch Gegner im Sektor sind, bleibt das Spiel im Runden-Modus, bis alle Feinde tot sind (|C|t|r|l+|T).", + L"Wenn diese Funktion aktiviert ist, wird die Strategische Karte entsprechend Ihres Erkundungsfortschrittes unterschiedlich eingefärbt.", + L"Wenn diese Funktion aktiviert ist, werden geschossene Projektile visuell mit Tracer-Effekten dargestellt.", + L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate + L"Wenn diese Funktion aktiviert ist, werden die Ränge der Söldner in der Strategischen Karte vor dem Namen angezeigt.", + L"Wenn diese Funktion aktiviert ist, sehen sie das Gesichtsequipment Ihrer Söldner direkt auf dem Portrait.", + L"Wenn diese Funktion aktiviert ist, sehen sie Icons für das Gesichtsequipment in der rechten unteren Ecke des Portraits.", + L"Wenn diese Funktion aktiviert ist, wird der Mauscursor nicht automatisch wechseln zwischen Personen-Positionswechsel und weiteren Aktionen.\nFür manuellen Positionswechsel drücken Sie |x.", + L"Wenn diese Funktion aktiviert ist, werden die Söldner über ihren Fortschritt während des Trainings nicht mehr berichten.", + L"Wenn diese Funktion aktiviert ist, werden die Söldner über ihren Reperaturfortschritt nicht mehr berichten.", + L"Wenn diese Funktion aktiviert ist, werden die Söldner über den ärztlichen Fortschritt nicht mehr berichten.", + L"Wenn diese Funktion aktiviert ist, werden gegnerische Züge schneller durchgeführt.", + + L"Wenn diese Funktion aktiviert ist, können Tote als Zombies wieder auferstehen. Seien Sie auf der Hut!", + L"Wenn diese Funktion aktiviert ist, und Sie mit der linken Maustaste auf einen freien Söldner-Inventarplatz klicken (während das Sektor-Inventar angezeigt wird), wird ein hilfreiches Popup-Menü eingeblendet.", + L"Wenn diese Funktion aktiviert ist, wird die ungefähre Postion der verbleibenden Feinde auf der Übersichtskarte schraffiert", + L"Wenn diese Funktion aktiviert ist, wird in der erweiterten Beschreibung von Taschen statt den Anbauteilen deren Inhalt angezeigt.", + L"Wenn diese Funktion aktiviert ist, wird die Mausradrichtung umgekehrt", + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate + L"When ON, shows last known enemy location.", //TODO.Translate + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Force all pending Bobby Ray shipments", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: Wenn diese Funktion aktiviert ist, wird der Abstand den jede die Kugel vom Zielmittelpunkt abweicht, unter Berücksichtigung aller CTH-Faktoren, ausgegeben.", + L"Hier klicken, um fehlerhafte Optionseinstellungen zu beheben.", // failsafe show/hide option to reset all options + L"Hier klicken, um fehlerhafte Optionseinstellungen zu beheben.", // a do once and reset self option (button like effect) + L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor + L"Toggle to display debugging render options", // an example option that will show/hide other options + L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + +STR16 gzGIOScreenText[] = +{ + L"GRUNDEINSTELLUNGEN", +#ifdef JA2UB + L"Random Manuel texts", + L"Off", + L"On", +#else + L"Spielmodus", + L"Realistisch", + L"SciFi", +#endif + L"Platinum", //Placeholder English + L"Waffen", + L"Zus. Waffen", + L"Normal", + L"Schwierigkeitsgrad", + L"Einsteiger", + L"Profi", + L"Alter Hase", + L"WAHNSINNIG", + L"Starten", + L"Abbrechen", + L"Extra schwer", + L"Jederzeit speichern", + L"IRONMAN", + L"Option nicht verfügbar", + L"Bobby Ray Qualität", + L"Normal", + L"Groß", + L"Ausgezeichnet", + L"Fantastisch", + L"Inventar / Attachments", + L"NOT USED", // Alt (Original) + L"NOT USED", // Neu - mit Trageausr. + L"Lade MP Spiel", + L"GRUNDEINSTELLUNGEN (Nur Servereinstellungen werden verwendet)", + // Added by SANDRO + L"Fertigkeiten", + L"Alte", + L"Neue", + L"Max. BSE-Charaktere", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Tote Gegner lassen alles fallen", + L"Aus", + L"An", +#ifdef JA2UB + L"Tex and John", + L"Zufällig", + L"Alle vorhanden", +#else + L"Anzahl der Terroristen", + L"Zufällig", + L"Alle vorhanden", +#endif + L"Geheime Waffenlager", + L"Zufällig", + L"Alle vorhanden", + L"Fortschritt Waffenwahl", + L"Sehr langsam", + L"Langsam", + L"Normal", + L"Schnell", + L"Sehr schnell", + L"Alt / Alt", + L"Neu / Alt", + L"Neu / Neu", + + // Squad Size + L"Max. Truppengröße", + L"6", + L"8", + L"10", + //L"Schneller Bobby Ray Lieferungen", + L"Inventarzugriff kostet APs", + L"Neues Zielsystem", + L"Verbesserte Unterbrechungen", + L"Söldner-Hintergrundgeschichten", + L"Nahrungssystem", + L"Bobby Ray Auswahl", + + // anv: extra iron man modes + L"SOFT IRONMAN", + L"EXTREME IRONMAN", +}; + +STR16 gzMPJScreenText[] = +{ + L"MEHRSPIELER", + L"Teilnehmen", + L"Eröffnen", + L"Abbrechen", + L"Aktualisieren", + L"Spielername", + L"Server-IP", + L"Port", + L"Servername", + L"# Spieler", + L"Version", + L"Spieltyp", + L"Ping", + L"Sie müssen einen Spielernamen eingeben.", + L"Sie müssen eine gültie Server-IP-Adresse eingeben. Zum Beispiel: 84.114.195.239", + L"Sie müssen eine gültige Server-Portnummer zwischen 1 und 65535 eingeben.", +}; + +STR16 gzMPJHelpText[] = +{ + L"Besuchen Sie http://webchat.quakenet.org/?channels=ja2-multiplayer um sich mit anderen Spielern zu treffen.", + L"Drücken Sie 'y' um das Chat-Fenster im Spiel zu öffnen, nachdem Sie mit dem Server verbunden sind.", + + L"ERÖFFNEN", + L"Geben Sie '127.0.0.1' für die IP Adresse ein. Die Port Nummer sollte größer als 60000 sein.", + L"Vergewissern Sie sich, dass das Port (UDP, TCP) auf dem Router weitergeleitet wird. Siehe: http://portforward.com", + L"Sie müssen Ihre externe IP (http://www.whatismyip.com) und die Port Nummer an die anderen Spieler schicken (via IRC, ICQ, etc.).", + L"Klicken Sie auf 'Eröffnen', um ein neues Spiel zu eröffnen.", + + L"TEILNEHMEN", + L"Der Host muss Ihnen die externe IP Adresse und die Port Nummer schicken (via IRC, ICQ, etc.).", + L"Geben Sie die externe IP und die Port Nummer des Hosts ein.", + L"Klicken Sie auf 'Teilnehmen', um an einem bereits eröffneten Spiel teilzunehmen.", +}; + +STR16 gzMPHScreenText[] = +{ + L"ERÖFFNE SPIEL", + L"Starten", + L"Abbrechen", + L"Servername", + L"Spieltyp", + L"Deathmatch", + L"Team-Deathmatch", + L"Kooperativ", + L"Maximale Spieler", + L"Maximale Söldner", + L"Söldnerauswahl", + L"Söldnerrekrutierung", + L"Söldner selbst wählen", + L"Startkapital", + L"Gleiche Söldner erlaubt", + L"Angeheuerte Söldner anzeigen", + L"Bobby Ray", + L"Sektor Startzone", + L"Sie müssen einen Servernamen eingeben.", + L"", + L"", + L"Tageszeit", + L"", + L"" , + L"Waffenschaden", + L"", + L"Rundenzeitbegrenzung", + L"", + L"Erlaube Zivilisten in CO-OP", + L"", + L"Maximale KI-Gegner in CO-OP", + L"Synchronisiere Verzeichnisse", + L"Synchronisationsverzeichnis", + L"Sie müssen ein gültiges MP-Synchronisationsverzeichnis eingeben.", + L"(Benutzen Sie '/' anstelle von '\\' als Verzeichnistrennzeichen.)", + L"Das angegebene MP-Synch.-Verzeichnis existiert nicht.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Ja", + L"Nein", + // Starting Time + L"Morgen", + L"Nachmittag", + L"Nacht", + // Starting Cash + L"Wenig", + L"Mittel", + L"Viel", + L"Unendlich", + // Time Turns + L"Niemals", + L"Langsam", + L"Mittel", + L"Schnell", + // Weapon Damage + L"Sehr gering", + L"Gering", + L"Normal", + // Merc Hire + L"Zufällig", + L"Normal", + // Sector Edge + L"Zufällig", + L"Wählbar", + // Bobby Ray / Hire same merc + L"Verbieten", + L"Erlauben", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns except Meduna are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Beirut", //Beirut, Lebanon (Middle East) + L"London", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Moskau", //Moscow, USSR + L"New York", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Paris", //Paris, France + L"Tripolis", //Tripoli, Libya (eastern Mediterranean) + L"Tokio", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Sind Sie sicher? Ein Wert von 0 bedeutet, dass der Charakter diese Fähigkeit nicht nutzen kann.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"(max. 8 Buchstaben)", +}; + +STR16 pIMPFinishButtonText[] = +{ + L"Analyse wird durchgeführt", +}; + +STR16 pIMPFinishStrings[] = +{ + L"Danke, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"Stimme", +}; + +STR16 pDepartedMercPortraitStrings[] = +{ + L"Im Einsatz getötet", + L"Entlassen", + L"Sonstiges", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Söldner-Manager", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Pause", + L"Zurück zum Spiel (|P|a|u|s|e)", + L"Pause (|P|a|u|s|e)", +}; + +STR16 pMessageStrings[] = +{ + L"Spiel beenden?", + L"OK", + L"JA", + L"NEIN", + L"ABBRECHEN", + L"ZURÜCK", + L"LÜGEN", + L"Keine Beschreibung", //Save slots that don't have a description. + L"Spiel gespeichert", + L"Spiel gespeichert", + L"QuickSave", //10 //The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"Tag", + L"Söldner", + L"Leere Spiel Position", //An empty save game slot + L"Demo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"Veröffentlichung", //Release build for JA2 + L"RpM", //20 //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. //LOOTF - KpM macht Augenkrebs, KpM gibt es einfach nicht. + L"min", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"Kgln", //Abbreviation for rounds (# of bullets) //LOOTF - character limit? Kugeln = kacke, will ändern! + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"Pfd", //Abbreviation for pounds (Imperial weight measurement unit) + L"Home", //Home as in homepage on the internet. + L"US$", //Abbreviation for US Dollars + L"n.a.", //Lowercase acronym for not applicable. + L"Inzwischen", //Meanwhile + L"%s ist im Sektor %s%s angekommen", //30 //Name/Squad has arrived in sector A9. Order must not change without notifying SirTech + L"Version", + L"Leere Quick-Save Position", + L"Diese Position ist für Quick-Saves aus dem Karten- oder Taktik-Bildschirm reserviert. Speichern mit ALT+S.", + L"offen", + L"zu", + L"Ihr Festplattenspeicher ist knapp. Sie haben lediglich %sMB frei und Jagged Alliance 2 v1.13 benötigt %sMB.", + L"%s von AIM angeheuert", + L"%s hat %s gefangen.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + + L"%s hat %s eingenommen.", //'Merc name' has taken 'item name' + L"%s hat keine medizinischen Fähigkeiten",//40 //'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"Die Integrität des Spieles wurde beschädigt.", //The integrity of the game has been compromised + L"FEHLER: CD-ROM-Laufwerk schließen", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Kein Platz, um von hier aus zu feuern.", + + //Can't change stance due to objects in the way... + L"Kann seine Position hier nicht ändern.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Ablegen", + L"Werfen", + L"Weitergeben", + + L"%s weitergegeben an %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise you must notify SirTech. + L"Kein Platz, um %s an %s weiterzugeben.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" angebracht )", // 50 + + //Cheat modes + L"Cheat-Level EINS erreicht", + L"Cheat-Level ZWEI erreicht", + + //Toggling various stealth modes + L"Schleichbewegung für Trupp ein.", + L"Schleichbewegung für Trupp aus.", + L"Schleichbewegung für %s ein.", + L"Schleichbewegung für %s aus.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Drahtgitter ein", + L"Drahtgitter aus", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Von dieser Ebene geht es nicht nach oben...", + L"Noch tiefere Ebenen gibt es nicht...", // 60 + L"Gewölbeebene %d betreten...", + L"Gewölbe verlassen...", + + L"s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Autoscrolling AUS.", + L"Autoscrolling AN.", + L"3D-Cursor AUS.", + L"3D-Cursor AN.", + L"Trupp %d aktiv.", + L"Sie können %ss Tagessold von %s nicht zahlen", //first %s is the mercs name, the second is a string containing the salary + L"Abbruch", // 70 + L"%s kann alleine nicht gehen.", + L"Spielstand namens SaveGame249.sav kreiert. Wenn nötig, in SaveGame01 - SaveGame10 umbennen und über die Option 'Laden' aufrufen.", + L"%s hat %s getrunken.", + L"Paket in Drassen angekommen.", + L"%s kommt am %d. um ca. %s am Zielort an (Sektor %s).", //first %s is mercs name(OK), next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival !!!7 It should be like this: first one is merc (OK), next is day of arrival (OK) , next is time of the day for ex. 07:00 (not OK, now it is still sector), next should be sector (not OK, now it is still time of the day) //LOOTF - is this still valid? I assume it's not. + L"Logbuch aktualisiert.", + L"Granatenwerfer-Feuerstöße verwenden Ziel-Cursor (Sperrfeuer aktiviert).", + L"Granatenwerfer-Feuerstöße verwenden Flugbahn-Cursor (Sperrfeuer deaktiviert).", + L"Soldaten-Kurzinfo (\"Tooltips\") aktiviert", // Changed from Drop All On - SANDRO + L"Soldaten-Kurzinfo (\"Tooltips\") deaktiviert", // 80 // Changed from Drop All Off - SANDRO + L"Granatwerfer schießen in flachem Winkel.", + L"Granatwerfer schießen in steilem Winkel.", + // forced turn mode strings + L"Erzwungener Rundenmodus", + L"Normaler Rundenmodus", + L"Verlasse Kampfmodus", + L"Erzwungener Rundenmodus ist aktiv, gehe in Kampfmodus", + L"Spiel erfolgreich in Position End Turn Auto Save gespeichert.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. + L"Client", + + L"Sie können nicht altes Inventar und neues Attachment System gleichzeitig verwenden.", + L"Automatischer Spielstandspeicherung #", //91 // Text des Auto Saves im Load Screen mit ID + L"Dieser Platz ist reserviert für Spielstände die automatisch gespeichert werden. Dies kann ein/ausgeschaltet werden in der Datei ja2_options.ini (AUTO_SAVE_EVERY_N_HOURS).", //92 // The text, when the user clicks on the save screen on an auto save + L"Leerer Platz für automatische Spielstandspeicherung #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSpielstand", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"Zugende Spielstand #", // 95 // The text for the tactical end turn auto save + L"Speichere Automatischen Spielstand #", // 96 // The message box, when doing auto save + L"Speichere", // 97 // The message box, when doing end turn auto save + L"Leere Platz für Spieler-Zugende Spielstandspeicherung #", // 98 // The message box, when doing auto save + L"Dieser Platz ist reserviert für Spielstände am Ende eines Spieler Zuges. Dies kann ein/ausgeschaltet werden in den Spieleinstellungen.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) + L"Mausberech begrenzen, damit Mauscursor innerhalb des Spielfensters bleibt.", // 104 + L"Mausbereich wieder freigeben, um uneingeschränkte Mausbewebung zu erhalten.", // 105 + L"In Formation bewegen - EINGESCHALTET", + L"In Formation bewegen - AUSGESCHALTET", + L"Artificial Merc Light ON", // TODO.Translate + L"Artificial Merc Light OFF", + L"Gruppe %s aktiv.", + L"%s hat %s geraucht.", + L"Cheats aktivieren?", + L"Cheats deaktivieren?", +}; + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"Hochscrollen", + L"Alle auswählen", + L"Runterscrollen", + L"Abbrechen", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s ist nicht nahe genug, um geheilt zu werden", + L"Ihre Mediziner haben noch nicht alle verbinden können.", +}; + +STR16 pMilitiaButtonsHelpText[] = +{ + L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nGrüne Miliz", // button help text informing player they can pick up or drop militia with this button + L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nReguläre Miliz", + L"Zuordnung auflösen (|R|e|c|h|t|s |K|l|i|c|k)\nZuordnen (|L|i|n|k|s |K|l|i|c|k)\nElite Miliz", + L"Verteile Miliz gleichwertig über alle Sektoren", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Zu AIM gehen und Söldner anheuern ( *Tip*: Befindet sich im Laptop )", // to inform the player to hire some mercs to get things going +#ifdef JA2UB + L"Sobald Sie für die Reise nach Tracona bereit sind, klicken Sie auf den Zeitraffer-Button unten rechts auf dem Bildschirm.", // to inform the player to hit time compression to get the game underway +#else + L"Sobald Sie für die Reise nach Arulco bereit sind, klicken Sie auf den Zeitraffer-Button unten rechts auf dem Bildschirm.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Fehler. Fehlende oder fehlerhafte Datei(en). Spiel wird beendet.", +}; + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"E-Mail einsehen", + L"Websites durchblättern", + L"Dateien und Anlagen einsehen", + L"Logbuch lesen", + L"Team-Info einsehen", + L"Finanzen und Notizen einsehen", + + L"Laptop schließen", + + //Bottom task bar icons (if they exist): + L"Sie haben neue Mail", + L"Sie haben neue Dateien", + + //Bookmarks: + L"Association of International Mercenaries", + L"Bobby Rays Online-Waffenversand", + L"Bundesinstitut für Söldnerevaluierung", + L"More Economic Recruiting Center", + L"McGillicuttys Bestattungen", + L"Fleuropa", + L"Versicherungsmakler für A.I.M.-Verträge", + //New Bookmarks + L"", + L"Enzyklopädie", + L"Einsatzbesprechung", + L"Geschichte", + L"Mercenaries Love or Dislike You", // TODO.Translate + L"World Health Organization", + L"Kerberus - Experience In Security", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + +STR16 gzHelpScreenText[] = +{ + L"Helpscreen verlassen", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"Es tobt eine Schlacht. Sie können sich nur im Taktik-Bildschirm zurückziehen.", + L"Sektor betreten und Kampf fortsetzen (|E).", + L"Kampf durch PC entscheiden (|A).", + L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie angreifen.", + L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie in einem Hinterhalt sind.", + L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn Sie gegen Monster kämpfen.", + L"Sie können den Kampf nicht vom PC entscheiden lassen, wenn feindliche Zivilisten da sind.", + L"Sie können einen Kampf nicht vom PC entscheiden lassen, wenn Bloodcats da sind.", + L"KAMPF IN GANGE", + L"Sie können sich nicht zurückziehen, wenn Sie in einem Hinterhalt sind.", +}; + +STR16 gzMiscString[] = +{ + L"Ihre Milizen kämpfen ohne die Hilfe der Söldner weiter...", + L"Das Fahrzeug muss nicht mehr aufgetankt werden.", + L"Der Tank ist %d%% voll.", + L"Deidrannas Armee hat wieder volle Kontrolle über %s.", + L"Sie haben ein Tanklager verloren.", +}; + + +STR16 gzIntroScreen[] = +{ + L"Kann Introvideo nicht finden", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + //There really isn't any difference between using "coming from" or "to". + //For the explosion case the string in English could be either: + // L"Gus hears a loud EXPLOSION 'to' the north.", + // L"Gus hears a loud EXPLOSION 'coming from' the north.", + //For certain idioms, it sounds better to use one over the other. It is a matter of preference. + L"%s hört %s aus dem %s.", + L"%s hört eine BEWEGUNG (%s) von %s.", + L"%s hört ein KNARREN (%s) von %s.", + L"%s hört ein KLATSCHEN (%s) von %s.", + L"%s hört einen AUFSCHLAG (%s) von %s.", + L"%s hört ein %s GESCHÜTZFEUER von %s.", // anv: without this, all further noise notifications were off by 1! + L"%s hört eine EXPLOSION (%s) von %s.", + L"%s hört einen SCHREI (%s) von %s.", + L"%s hört einen AUFSCHLAG (%s) von %s.", + L"%s hört einen AUFSCHLAG (%s) von %s.", + L"%s hört ein ZERBRECHEN (%s) von %s.", + L"%s hört ein ZERSCHMETTERN (%s) von %s.", + L"", // anv: placeholder for silent alarm + L"%s hört irgendeine %s STIMME von %s.", // anv: report enemy taunt to player +}; + +STR16 pTauntUnknownVoice[] = +{ + L"Unbekannte Stimme", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Sort. nach Name (|F|1)", + L"Sort. nach Auftrag (|F|2)", + L"Sort. nach wach/schlafend (|F|3)", + L"Sort. nach Ort (|F|4)", + L"Sort. nach Ziel (|F|5)", + L"Sort. nach Vertragsende (|F|6)", +}; + +STR16 BrokenLinkText[] = +{ + L"Error 404", + L"Seite nicht gefunden.", +}; + +STR16 gzBobbyRShipmentText[] = +{ + L"Letzte Lieferungen", + L"Bestellung #", + L"Artikelanzahl", + L"Bestellt am", +}; + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameTitle[]= +{ + L"Game Internals Programmer", // Chris Camfield + L"Co-designer/Writer", // Shaun Lyng + L"Strategic Systems & Editor Programmer", // Kris \"The Cow Rape Man\" Marnes + L"Producer/Co-designer", // Ian Currie + L"Co-designer/Map Designer", // Linda Currie + L"Artist", // Eric \"WTF\" Cheng + L"Beta Coordinator, Support", // Lynn Holowka + L"Artist Extraordinaire", // Norman \"NRG\" Olsen + L"Sound Guru", // George Brooks + L"Screen Designer/Artist", // Andrew Stacey + L"Lead Artist/Animator", // Scot Loving + L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmer", // Dave French + L"Strategic Systems & Game Balance Programmer", // Alex Meduna + L"Portraits Artist", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(still learning punctuation)", // Shaun Lyng + L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes + L"(getting much too old for this)", // Ian Currie + L"(and working on Wizardry 8)", // Linda Currie + L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng + L"(Left us for the CFSA - go figure...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Dead Head and jazz lover)", // Andrew Stacey + L"(his real name is Robert)", // Scot Loving + L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons + L"(can now get back to motocrossing)", // Dave French + L"(stolen from Wizardry 8)", // Alex Meduna + L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan", +}; + +STR16 sRepairsDoneString[] = +{ + L"%s hat seine eigenen Gegenstände repariert.", + L"%s hat die Waffen und Rüstungen aller Teammitglieder repariert.", + L"%s hat die aktivierten Gegenstände aller Teammitglieder repariert.", + L"%s hat die großen mitgeführten Gegenstände aller Teammitglieder repariert.", + L"%s hat die mittelgroßen mitgeführten Gegenstände aller Teammitglieder repariert.", + L"%s hat die kleinen mitgeführten Gegenstände aller Teammitglieder repariert.", + L"%s hat die Trageausrüstung aller Teammitglieder repariert.", + L"%s hat die Waffen aller Teammitglieder gereinigt.", +}; + +STR16 zGioDifConfirmText[]= +{ + L"Sie haben sich für den Einsteiger-Modus entschieden. Dies ist die passende Einstellung für Spieler, die noch nie zuvor Jagged Alliance oder ähnliche Spiele gespielt haben oder für Spieler, die sich ganz einfach kürzere Schlachten wünschen. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Einsteiger-Modus spielen wollen?", + L"Sie haben sich für den Profi-Modus entschieden. Dies ist die passende Einstellung für Spieler, die bereits Erfahrung mit Jagged Alliance oder ähnlichen Spielen haben. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Profi-Modus spielen wollen?", + L"Sie haben sich für den Alter Hase-Modus entschieden. Na gut, wir haben Sie gewarnt. Machen Sie hinterher bloß nicht uns dafür verantwortlich, wenn Sie im Sarg nach Hause kommen. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im Alter Hase-Modus spielen wollen?", + L"Sie haben sich für den WAHNSINNIG-Modus entschieden. WARNUNG: Beschweren Sie sich nicht, wenn Sie in kleinen Stücken zurückkommen ... Deidranna wird Sie in den Allerwertesten treten und das schmerzhaft. Ihre Wahl wird den Verlauf des ganzen Spiels beeinflussen. Treffen Sie also eine sorgfältige Wahl. Sind Sie ganz sicher, dass Sie im WAHNSINNIG-Modus spielen wollen?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S Loadscreen-Daten nicht gefunden...", + + //1-5 + L"Der Roboter kann diesen Sektor nicht verlassen, wenn niemand die Fernbedienung benutzt.", + + L"Sie können den Zeitraffer jetzt nicht benutzen. Warten Sie das Feuerwerk ab!", + L"%s will sich nicht bewegen.", + L"%s hat nicht genug Energie, um die Position zu ändern.", + L"%s hat kein Benzin mehr und steckt in %c%d fest.", + + //6-10 + + // the following two strings are combined with the strings below to report noises + // heard above or below the merc + L"oben", + L"unten", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Keiner der Söldner hat medizinische Fähigkeiten.", + L"Sie haben kein Verbandszeug.", + L"Sie haben nicht genug Verbandszeug, um alle zu verarzten.", + L"Keiner der Söldner muss verbunden werden.", + L"Söldner automatisch verbinden.", + L"Alle Söldner verarztet.", + + //14-16 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + L"(Dach)", + L"Gesundheit: %d/%d", + + //17 + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d gegen %d", + + //18-19 + L"%s ist voll!", //(ex "The ice cream truck is full") + L"%s braucht nicht eine schnelle Erste Hilfe, sondern eine richtige medizinische Betreuung und/oder Erholung.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s ist am Bein getroffen und hingefallen!", + //Name can't speak right now. + L"%s kann gerade nicht sprechen.", + + //22-24 plural versions + L"%d grüne Milizen wurden zu Elitemilizen befördert.", + L"%d grüne Milizen wurden zu regulären Milizen befördert.", + L"%d reguläre Milizen wurden zu Elitemilizen befördert.", + + //25 + L"Schalter", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s dreht durch!", + + //27-28 + //Messages why a player can't time compress. + L"Es ist momentan gefährlich den Zeitraffer zu betätigen, da Sie noch Söldner in Sektor %s haben.", + L"Es ist gefährlich den Zeitraffer zu betätigen, wenn Sie noch Söldner in den von Monstern verseuchten Minen haben.", + + //29-31 singular versions + L"1 grüne Miliz wurde zur Elitemiliz befördert.", + L"1 grüne Miliz wurde zur regulären Miliz befördert.", + L"1 reguläre Miliz wurde zur Elitemiliz befördert.", + + //32-34 + L"%s sagt überhaupt nichts.", + L"Zur Oberfläche gehen?", + L"(Trupp %d)", + + //35 + L"%s reparierte %ss %s", + + //36 + L"BLOODCAT", + + //37-38 "Name trips and falls" + L"%s stolpert und stürzt", + L"Dieser Gegenstand kann von hier aus nicht aufgehoben werden.", + + //39 + L"Keiner Ihrer übrigen Söldner ist in der Lage zu kämpfen. Die Miliz wird die Monster alleine bekämpfen", + + //40-43 + //%s is the name of merc. + L"%s hat keinen Erste-Hilfe-Kasten mehr!", + L"%s hat nicht das geringste Talent, jemanden zu verarzten!", + L"%s hat keinen Werkzeugkasten mehr!", + L"%s ist absolut unfähig dazu, irgendetwas zu reparieren!", + + //44 + L"Repar. Zeit", + L"%s kann diese Person nicht sehen.", + + //46-48 + L"%ss Gewehrlauf-Verlängerung fällt ab!", + L"Es sind nicht mehr als %d Miliz-Ausbilder in diesem Sektor erlaubt.", + L"Sind Sie sicher?", // + + //49-50 + L"Zeitraffer", //time compression + L"Der Fahrzeugtank ist jetzt voll.", + + //51-52 Fast help text in mapscreen. + L"Zeitraffer fortsetzen (|S|p|a|c|e)", + L"Zeitraffer anhalten (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s hat die Ladehemmung der %s behoben", + L"%s hat die Ladehemmung von %ss %s behoben", + + //55 + L"Die Zeit kann nicht komprimiert werden, während das Sektorinventar eingesehen wird.", + + L"Die Jagged Alliance 2 v1.13 PLAY CD wurde nicht gefunden. Das Programm wird jetzt beendet.", + + //L"Im Sektor sind Feinde entdeckt worden", //STR_DETECTED_SIMULTANEOUS_ARRIVAL + + L"Die Gegenstände wurden erfolgreich miteinander kombiniert.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Aktueller/Max. Fortschritt: %d%%/%d%%", + + //59 + L"John und Mary eskortieren?", + + L"Schalter aktiviert.", + + L"%s's Rüstungsverstärkung wurde zertrümmert!", + L"%s feuert %d Schüsse mehr als beabsichtigt!", + L"%s feuert einen Schuss mehr als beabsichtigt!", + + L"Sie müssen zuerst das Gegenstandsbeschreibungsfenster schließen!", + + L"Zeitraffer kann nicht betätigt werden - Feindliche Zivilisten/Bloodcats sind im Sektor.", // 65 +}; + +STR16 gzCWStrings[] = +{ + L"Verstärkung aus benachbarten Sektoren nach %s rufen?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Ort: %d\n", + L"%s|Helligkeit: %d / %d\n", + L"%s|Entfernung zum |Ziel: %d\n", + L"%s|I|D: %d\n", + L"%s|Befehle: %d\n", + L"%s|Gesinnung: %d\n", + L"%s|Aktuelle |A|Ps: %d\n", + L"%s|Aktuelle |Gesundheit: %d\n", + L"%s|Aktueller |Atem: %d\n", + L"%s|Aktuelle |Moral: %d\n", + L"%s|Aktueller |Schock: %d\n", + L"%s|Aktuelle |S|perrfeuer P.: %d\n", + // Full info + L"%s|Helm: %s\n", + L"%s|Weste: %s\n", + L"%s|Hose: %s\n", + // Limited, Basic + L"|Rüstung: ", + L"Helm", + L"Weste", + L"Hose", + L"getragen", + L"keine Rüstung", + L"%s|N|V|G: %s\n", + L"kein NVG", + L"%s|Gasmaske: %s\n", + L"keine Gasmaske", + L"%s|Kopf |Position |1: %s\n", + L"%s|Kopf |Position |2: %s\n", + L"\n(im Rucksack) ", + L"%s|Waffe: %s ", + L"keine Waffe", + L"Pistole", + L"SMG", + L"Gewehr", + L"MG", + L"Schrotflinte", + L"Messer", + L"Schwere Waffe", + L"kein Helm", + L"keine Weste", + L"keine Hose", + L"|Rüstung: %s\n", + // Added - SANDRO + L"%s|Fertigkeit 1: %s\n", + L"%s|Fertigkeit 2: %s\n", + L"%s|Fertigkeit 3: %s\n", + // Additional suppression effects - sevenfm + L"%s|A|Ps verloren aufgrund von |U|nterdrückung: %d\n", + L"%s|Unterdrückungs-|Toleranz: %d\n", + L"%s|Effektive |S|chock |Stufe: %d\n", + L"%s|K|I |Moral: %d\n", +}; + +STR16 New113Message[] = +{ + L"Sturm startet.", + L"Sturm endet.", + L"Regen startet.", + L"Regen endet.", + L"Vorsicht vor Scharfschützen...", + L"Unterdrückungsfeuer!", + L"BRST", + L"AUTO", + L"GL", + L"GL BRST", + L"GL AUTO", + L"UB", + L"UBRST", + L"UAUTO", + L"BAYONET", + L"Scharfschütze!", + L"Geld kann nicht aufgeteilt werden, weil ein Gegenstand am Cursor ist.", + L"Ankunft der neuen Söldner wurde in den Sektor %s verlegt, weil der geplante Sektor %s von Feinden belagert ist.", + L"Gegenstand gelöscht.", + L"Alle Gegenstände dieses Typs gelöscht.", + L"Gegenstand verkauft.", + L"Alle Gegenstände dieses Typs verkauft.", + L"Überprüfen Sie die Sichtgeräte Ihrer Söldner!", + // Real Time Mode messages + L"Sie sind bereits im Kampfmodus", + L"Keine Gegner in Sicht", + L"Echtzeit-Schleichmodus AUS", + L"Echtzeit-Schleichmodus AN", + //L"Gegner gesichtet! (Ctrl + x für Rundenmodus)", + L"Gegner gesichtet!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s hatte Erfolg beim Stehlen!", + L"%s hatte nicht genug Aktionspunkte um alles zu stehlen.", + L"Möchten Sie %s vor dem Bandagieren operativ behandeln? (Sie können etwa %i Lebenspunkte wiederherstellen.)", + L"Möchten Sie %s operativ behandeln? (Sie können etwa %i Lebenspunkte wiederherstellen.)", + L"Möchten Sie zuerst Operationen durchführen? (%i Patient(en))", + L"Möchten Sie an diesem Patienten zuerst eine Operation durchführen?", + L"Erste Hilfe automatisch mit entsprechender operativer Behandlung durchführen oder ohne?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"%s wurde erfolgreich operiert.", + L"%s ist am Torso getroffen und verliert einen Punkt maximaler Gesundheit!", + L"%s ist am Torso getroffen und verliert %d Punkte maximaler Gesundheit!", + L"%s is blinded by the blast!", // TODO.Translate + L"%s hat einen Punkt an %s wiedergewonnen.", + L"%s hat %d Punkte an %s wiedergewonnen.", + L"Ihre Späher-Fertigkeit hat Sie davor bewahrt, vom Gegner in einen Hinterhalt gelockt zu werden.", + L"Dank Ihrer Späher-Fertigkeit haben Sie erfolgreich ein Rudel Bloodcats umgangen.", + L"%s wurde in die Leiste getroffen und windet sich in Schmerzen!", + ////////////////////////////////////////////////////////////////////////////////////// + L"Warning: enemy corpse found!!!", + L"%s [%d rnds]\n%s %1.1f %s", + L"Zu wenig APs! Es werden %d APs benötigt, Sie haben aber nur %d APs.", + L"Tipp: %s", + L"Spieler Stärke: %d - Gegner Stärke: %6.0f", // Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Cannot use skill!", // TODO.Translate + L"Cannot build while enemies are in this sector!", + L"Cannot spot that location!", + L"Incorrect GridNo for firing artillery!", + L"Radio frequencies are jammed. No communication possible!", + L"Radio action failed!", + L"Not enough mortar shells in sector to start a barrage!", + L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", + L"No mortars found, cannot commence barrage!", + L"Already jamming signal, no need to do so again!", + L"Already listening for nearby sounds, no need to do so again!", + L"Already trying to spot, no need to do so again!", + L"Already scanning for jam signals, no need to do so again!", + L"%s could not apply %s to %s.", + L"%s orders reinforcements from %s.", + L"%s radio set is out of energy.", + L"a working radio set", + L"a binocular", + L"patience", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Ja*", + L"Ja", + L"Nein", + L"%s applied %s to %s.", // TODO.Translate +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s zittert vor Angst!", + L"%s ist festgenagelt!", + L"%s feuert mehr Schüsse als beabsichtigt!", + L"Sie können keine Miliz in diesem Sektor ausbilden.", + L"Miliz hebt %s auf.", + L"Wenn Feinde im Sektor sind können Sie keine Miliz ausbilden!", + // 6 - 10 + L"%s hat nicht genug Führungsqualität um Milizen auszubilden.", + L"Pro Sektor sind nicht mehr als %d Milizausbilder erlaubt.", + L"Kein Platz für mobile Milizen in oder rund um %s!", + L"Sie benötigen %d Stadtmilizen in jedem von %ss befreiten Sektoren bevor Sie hier mobile Milizen ausbilden können.", + L"Anlage nicht nutzbar wenn Feinde in der Gegend sind!", + // 11 - 15 + L"%s hat nicht genügend Weisheit um diese Anlage betreiben zu können.", + L"%s ist schon voll besetzt.", + L"Diese Anlage zu betreiben kostet $%d pro Stunde. Weitermachen?", + L"Sie haben nicht genug Geld um alle heutigen Betriebskosten zu zahlen. $%d wurden bezahlt, $%d fehlen noch. Die Einwohner sind nicht erfreut.", + L"Sie haben nicht genug Geld um alle heutigen Betriebskosten zu zahlen. Es stehen $%d aus. Die Einwohner sind nicht erfreut.", + // 16 - 20 + L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen und kein Geld um zu bezahlen!", + L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen. Dieser Anlage können Sie keinen Söldner zuweisen bis Sie Ihre gesamten Schulden beglichen haben.", + L"Sie haben eine ausstehende Forderung von $%d für Betriebskosen. Möchten Sie diese Schuld begleichen?", + L"Nicht möglich in diesem Sektor", + L"Tagesausgaben", + // 21 - 25 + L"Nicht genug Geld für alle angeworbenen Milzen! %d Milzen wurden entlassen und sind heimgekehrt.", + L"Um sich den Status eines Gegenstandes während des Kampfes anzuschauen, müssen Sie den Gegenstand vorher aufheben.", // HAM 5 + L"Um einen Gegenstand an einen anderen anbringen zu können, müssen Sie beide Gegenstände vorher aufheben.", // HAM 5 + L"Um zwei Gegenstände miteinander zu verbinden, müssen Sie beide Gegenstände vorher aufheben.", // HAM 5 +}; + +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"Keine Umgestaltungsmöglichkeit vorhanden", + L"%s wurde in mehrere Teile umgewandelt.", + L"%s wurde in mehrere Teile umgewandelt. Prüfen Sie %s's Inventar für die daraus entstandenen Teile.", + L"Aufgrund des fehlendes Platzes im Inventar nach der Umgestaltung wurden einige von %s's Gegenstände auf den Boden abgelegt.", + L"%s wurde in mehrere Teile umgewandelt. Durch den Platzmangel im Inventar hat %s ein paar Gegenstände auf den Boden abgelegt.", + L"Möchsten Sie alle %d Gegenstände im Stapel umwandeln? (Um nur einen Gegenstand umzuwandeln, entferenen Sie diesen zuerst vom Stapel)", + // 6 - 10 + L"Aufteilen des Kisteninhaltes ins Inventar", + L"Aufteilen in %d-Schuss Magazine", + L"%s wurde aufgeteilt in %d Magazine, wobei jedes davon %d Schuss enthält.", + L"%s wurde aufgeteilt in %s's Inventar.", + L"Es ist nicht genügend Platz in %s's Inventar um die Magazine dieses Kalibers abzulegen!", + L"Sofortmodus", + L"Verzögerter Modus", + L"Sofortmodus (%d AP)", + L"Verzögerter Modus (%d AP)", +}; + +// WANNE: These are the email texts Speck sends when one of the 4 new 1.13 MERC mercs have levelled up +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Hiermit geben wir zur Kenntnis, dass aufgrund von Gastons guten Leistungen in der Vergangenheit sein Sold erhöht wurde. Ich persönlich bin darüber nicht überrascht. ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"Bitte nehmen Sie zur Kenntnis, dass Stogies Bezüge für seine geleisteten Dienste mit sofortiger Wirkung erhöht werden in Anpassung an seine verbesserten Fähigkeiten. ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"Bitte nehmen Sie zur Kenntnis, dass Tex aufgrund seiner Erfahrung Anspruch auf eine angemessenere Entlohnung hat. Seine Bezüge werden daher ab sofort seinem Wert entsprechend erhöht. ± ± Speck T. Kline ± ", + // Biggins: Text from Line 49 in Email.edt + L"Zur Kenntnisnahme. Aufgrund seiner verbesserten Leistungen wurden Colonel Biggins' Dienstbezüge erhöht. ± ± Speck T. Kline ± ", +}; + +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk + L"Weitergeleitet von AIM-Server: Nachricht von Victor Kolesnikov", + L"Vielen Dank für Nachricht auf Anrufbeantworter. Nun stehe ich zur Verfügung. ± ± Allerdings bin ich wählerisch mit meine Komamandanten. Ich werde mich noch über Sie erkundigen.± ± V.K. ±", + + // Brain + L"Weitergeleitet von AIM-Server: Nachricht von Janno Allik", + L"Jetzt wäre ich bereit für einen Auftrag. Sie wissen schon, alles zu seiner Zeit. ± ± Janno Allik ±", + + // Scream + L"Weitergeleitet von AIM-Server: Nachricht von Lennart Vilde", + L"Vielen Dank für Ihre Kontaktaufnahme. Sagen Sie mir Bescheid, wenn die nächste Party steigen kann. Ab sofort erreichen Sie mich über die AIM page. ± ± Lennart Vilde.", + + // Henning + L"Weitergeleitet von AIM-Server: Nachricht von Henning von Branitz", + L"Ihre Nachricht hat mich erreicht, vielen Dank. Falls Sie mich engagieren möchten, kontaktieren Sie mich über die AIM Website. ± ± Bis die Tage! ± ± Henning von Branitz ±", + + // Luc + L"Weitergeleitet von AIM-Server: Nachricht von Luc Fabre", + L"Ich habe Ihre Nachricht erhalten, merci. Zur Zeit könnte ich gerne einen Auftrag annehmen. Sie wissen ja, wo Sie mich erreichen. ± ± Sicher hören wir bald von einander. ±", + + // Laura + L"Weitergeleitet von AIM-Server: Nachricht von Dr. Laura Colin", + L"Ich grüße Sie! Schön, dass Sie mir eine Nachricht hinterlassen haben. Es hörte sich interessant an. ± ± Wenn Sie wieder bei AIM vorbeischauen, würde ich mich freuen, von Ihnen zu hören. ± ± Noch viel Erfolg! ± ± Dr. Laura Colin ±", + + // Grace + L"Weitergeleitet von AIM-Server: Nachricht von Graziella Girelli", + L"Sie wollten mich kontaktieren, aber ich war leider nicht zu erreichen.± ± Ein Familientreffen. Sie kennen das ja sicher... Jetzt hab' ich erst mal wieder genug von Familie.± ± Jedenfalls freue ich mich, wenn Sie sich auf der AIM Site mit mir in Verbindung setzen. Ciao! ±", + + // Rudolf + L"Weitergeleitet von AIM-Server: Nachricht von Rudolf Steiger", + L"Wissen Sie eigentlich, wieviel Anrufe ich jeden Tag kriege? Jeder Pisser meint, er müsste hier anrufen. ± ± Aber gut, ich bin jetzt wieder da. Falls Sie einen interessanten Auftrag haben. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"Weitergeleitet von AIM-Server: Nachricht über Söldner Verfügbarkeit", + L"Ich habe Ihre Nachricht erhalten und warte auf Ihren Rückruf. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Scharfschütze: Sie haben Augen wie ein Falke. Dadurch können sie sogar auf die Flügel einer Fliege aus hunderten von Metern schießen! ± ", + // Camouflage + L"Tarnung: Neben Ihnen schauen sogar Büsche synthetisch aus. ± ", + // Ranger + L"Jäger: Sie haben eine bemerkenswerte Affinität zu schwer passierbarem Gelände und Ihre unermüdlichen Beine tragen Sie im Handumdrehen über Stock und Stein. ± ", + // Gunslinger + L"Revolverheld: Sie beweisen enormes Talent im Umgang mit Pistolen und Revolvern aller Art. John Wayne lässt grüßen. ± ", + // Squadleader + L"Zugführer: Ihre Rhetorik hat uns ganz schön beeindruckt und Ihre generelle Erscheinung motiviert einfach. In Ihrer Nähe kann eigentlich nichts schiefgehen. ± ", + // Technician + L"Ingenieur: Sie können mit Hufeisen und altem Garn so gut wie alles reparieren, MacGyver würde vor Neid erblassen. ± ", + // Doctor + L"Arzt: Ärzte wie Sie braucht das Land! Sie können Kranke heilen wie ein junger Jesus. ± ", + // Athletics + L"Läufer: So schnell und ausdauernd wie Sie rennen, möchte ich annehmen, Sie sind mit dem Wort Marathon vertraut. Einholen wird Sie bestimmt keiner. ± ", + // Bodybuilding + L"Kraftsportler: Arnie? Was für ein Weichei! Sie könnten ihn selbst mit einer gebrochenen Hand zu Boden befördern. ± ", + // Demolitions + L"Sprengmeister: Nutzen Sie Ihre Begeisterung für alles, was mit mehrfacher Schallgeschwindigkeit expandiert um sich im Training mit Granaten und Sprengstoffen hervorzutun. ± ", + // Scouting + L"Aufklärer: Sie sind über die Maßen aufmerksam, haben ein sehr reges Auge und einen nimmermüden Geist. ± ", + // Covert ops + L"Geheimagent: Neben Ihnen schaut 007 wie der reinste Amateur aus! ± ", + // Radio Operator + L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate + // Survival + L"Survival: Nature is a second home to you. ± ", // TODO.Translate +}; + +STR16 NewInvMessage[] = +{ + L"Rucksack kann zur Zeit nicht aufgehoben werden", + L"Kein Platz zum Ablegen des Rucksacks", + L"Rucksack nicht gefunden", + L"Reißverschluss funktioniert nur im Kampf", + L"Bewegung nicht möglich, während Reißverschluss des Rucksacks offen ist", + L"Sind Sie sicher, dass Sie alle Gegenstände im Sektor verkaufen wollen?", + L"Sind Sie sicher, dass Sie alle Gegenstände im Sektor löschen wollen?", + L"Kann nicht beim Tragen eines Rucksacks klettern", + L"All backpacks dropped", // TODO.Translate + L"All owned backpacks picked up", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Initialisiere RakNet Server...", + L"Server gestartet, warte auf Client-Verbindungen...", + L"Sie müssen sich nun als Client durch drücken von '2' mit dem Server verbinden.", + L"Server läuft bereits.", + L"Starten des Servers ist fehlgeschlagen. Abbruch.", + // 5 + L"%d/%d Clients sind bereit für Echtzeitmodus.", + L"Verbindung zum Server ist unterbrochen, wird heruntergefahren.", + L"Server läuft nicht.", + L"Clients sind noch am laden, bitte warten...", + L"Sie können die Absprungzone nicht ändern, wenn der Server bereits gestartet wurde.", + // 10 + L"Datei '%S' gesendet - 100/100", + L"Alle Dateien wurden an '%S' gesendet.", + L"Starte mit dem versenden der Dateien an '%S'.", + L"Verwenden Sie die Anzeige für die Absprungzone wenn Sie den Startsektor ändern möchten. Änderungen sind nur möglich, bevor Sie auf 'Starte Spiel' geklickt haben.", +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Initialisiere RakNet Client...", + L"Verbinde zur ausgewählten Server-IP...", + L"Erhalte Spieleinstellungen:", + L"Sie sind bereits verbunden.", + L"Sie verbinden sich bereits...", + // 5 + L"Client #%d - '%S' hat '%s' angeheuert.", + L"Client #%d - '%S' hat einen weiteren Söldner angeheuert.", + L"Sie sind bereit - Gesamt bereit = %d/%d", + L"Sie sind nicht mehr bereit - Gesamt bereit = %d/%d", + L"Starte Gefecht...", + // 10 + L"Client #%d - '%S' ist bereit - Gesamt bereit = %d/%d", + L"Client #%d - '%S' ist nicht mehr bereit - Gesamt bereit = %d/%d", + L"Sie sind bereit. Warte auf die anderen Clients... Drücken Sie 'OK' wenn Sie doch noch nicht bereit sind.", + L"Lass uns das Gefecht beginnen!", + L"Ein Client muss laufen, um das Spiel beginnen zu können.", //LOOTF - Hintergrund? Wenn kein Client aktiv ist, gibt es doch auch niemanden, der eine Aufforderung zum Spielstart setzt? oO + // 15 + L"Spiel kann nicht gestartet werden. Es sind noch keine Söldner angeheuert.", + L"Erwarte Freigabe vom Server für den Laptop...", + L"Unterbrochen", + L"Unterbrechung beendet", + L"Maus-Raster-Koordinaten:", + // 20 + L"X: %d, Y: %d", + L"Raster-Nummer: %d", + L"Aktion kann nur der Server durchführen.", + L"Wähle exklusive Server-Aktion: ('1' - Laptop freischalten/anheuern) ('2' - Gefecht starten/Sektor laden) ('3' - Interface freischalten ) ('4' - Söldner Platzierung abschließen) ", + L"Sektor=%s, Max. Clients=%d, Teamgröße=%d, Spieltyp=%d, Gleiche Söldner=%d, Schaden-Mult.=%f, Rundenzeitbeschr.=%d, Seks/Tik=%d, Kein Bobby Ray=%d, Keine Aim/Merc-Ausrüstung=%d, Keine Moral=%d, Testen=%d", //LOOTF - Was ist Seks/Tik? Lol. Sextick. Finde gut. Englisch = Secs/Tic, aber das sagt mir auch nix. + // 25 + L"Testmodus und Cheat-Funktion mit '9' ist freigeschaltet.", + L"Neue Verbindung: Client #%d - '%S'.", + L"Team: %d.", + L"'%s' (Client #%d - '%S') wurde getötet von '%s' (Client #%d - '%S')", + L"Werfe Client #%d - '%S' aus dem Spiel.", + // 30 + L"Starte neuen Spielzug für gewählten Client. #1: , #2: %S, #3: %S, #4: %S", + L"Starte Spielzug für Client #%d", + L"Anfrage auf Echtzeit-Modus...", + L"In Echtzeit-Modus gewechselt.", + L"Fehler: Es ist ein Fehler beim Zurückwechseln in den Echtzeit-Modus aufgetreten", + // 35 + L"Laptop freischalten um Söldner anzuheuern? (Sind alle Clients bereits verbunden?)", + L"Server hat den Laptop freigeschaltet. Söldner anheuern!", + L"Unterbrechung.", + L"Sie können die Absprungzone nicht ändern, wenn Sie nur der Client und nicht zusätzlich der Server sind.", + L"Sie haben das Angebot zur Kampfaufgabe abgelehnt.", + // 40 + L"Alle Ihre Söldner wurden getötet!", + L"Überwachungsmodus wurde eingeschaltet.", + L"Sie wurden besiegt!", + L"Auf Dächer klettern ist in einem Mehrspieler-Spiel nicht erlaubt.", + L"Sie haben '%s' angeheuert.", + // 45 + L"Sie können den Sektor nicht ändern, wenn bereits Einkäufe begonnen haben", + L"Sektor gewechselt zu '%s'", + L"Verbindung zu Client '%s' abgebrochen, entferne Client vom Spiel.", + L"Ihre Verbindung zum Spiel wurde unterbrochen, gehe zurück zum Hauptmenü.", + L"Verbindung fehlgeschlagen. Wiederholung des Verbindungsaufbaus in 5 Sekunden. %i Versuche übrig...", + //50 + L"Verbindung fehlgeschlagen, Abbruch...", + L"Sie können das Spiel nicht beginnen, solange sich noch kein weiterer Spieler verbunden hat.", + L"%s : %s", + L"Sende an alle", + L"Nur Verbündete", + // 55 + L"Spielbeitritt nicht möglich. Das Spiel ist bereits gestartet.", + L"%s (Team): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Alle Dateien vom Server erhalten.", + L"'%S' hat alle Dateien vom Server heruntergeladen.", + L"'%S' startet mit dem Download der Dateien.", + L"Starten des Spiels ist nicht möglich solange die Clients noch nicht alle Dateien erhalten haben.", + L"Dieser Server erfordert, dass sie modifizierte Dateien für das Spiel herunterladen. Möchten Sie fortfahren?", + // 65 + L"Drücken Sie 'Bereit' um in den taktischen Bildschirm zu gelangen.", + L"Kann keine Verbindung herstellen, weil Ihre Version %S unterschiedlich zur Server Version %S ist.", + L"Sie haben einen gegnerischen Soldaten getötet.", + L"Spiel kann nicht gestartet werden, weil es keine unterschiedlichen Teams gibt.", + L"Die Spieleinstellungen erfordern Neues Inventar (NIV), aber NIV ist aufgrund der Spielauflösung nicht verwendbar.", + // 70 + L"Kann erhaltene Datei '%S' nicht speichern", + L"%s's Sprengstoff wurde von %s entschärft", + L"Sie haben verloren. Was für eine Schande", // All over red rover + L"Überwachungsmodus wurde ausgeschaltet", + L"Wählen Sie den Client, der gekickt werden soll. #1: , #2: %S, #3: %S, #4: %S", + // 75 + L"Team %s wurde vernichtet", + L"Client konnte nicht gestartet werden. Beendigung.", + L"Client Verbindung aufgelöst und heruntergefahren.", + L"Client läuft nicht.", + L"INFO: Falls das Spiel hängen bleibt (die Statusanzeige beim Gegnerischen Zug bewegt sich nicht), informieren Sie den Server, dass dieser ALT + E drücken soll, um Ihnen den Spielzug wieder zu geben!", + // 80 + L"Gegnerischer Spielzug - %d übrig", +}; + +STR16 gszMPEdgesText[] = +{ + L"N", + L"O", + L"S", + L"W", + L"M", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"n.a.", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Spieltyp: ", + L"Spieler: ", + L"Teamgröße: ", + L"Sie können die Startpositionen nicht mehr ändern, sobald der Laptop freigeschaltet ist.", + L"Sie können die Teams nicht mehr ändern, sobald der Laptop freigeschaltet ist.", + L"Zuf. Söldner: ", + L"J", + L"Schwierigkeit:", + L"Server Version:", +}; + +STR16 gzMPSScreenText[] = +{ + L"Kampfstatistik", + L"Weiter", + L"Abbrechen", + L"Spieler", + L"Tötungen", + L"Tote", + L"Gegnerische Armee", + L"Treffer", + L"Fehlschüsse", + L"Treffgenauigkeit", + L"Schaden verursacht", + L"Schaden erhalten", + L"Bitte warten Sie bis der Server auf 'Weiter' geklickt hat." +}; + +STR16 gzMPCScreenText[] = +{ + L"Abbrechen", + L"Verbindungsaufbau zum Server", + L"Erhalte Server Einstellungen", + L"Herunterladen von Dateien", + L"Drücke 'ESC' zum Verlassen oder 'Y' zum Chatten", + L"Drücke 'ESC' zum Verlassen", + L"Fertig" +}; + +STR16 gzMPChatToggleText[] = +{ + L"Sende an alle", + L"Sende nur an Verbündete", +}; + +STR16 gzMPChatboxText[] = +{ + L"Mehrspieler Chat", + L"Senden mit 'ENTER', Abbrechen mit 'ESC'", +}; + +// Following strings added - SANDRO +// Translated by Scheinworld +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"Auf der nächsten Seite können Sie Ihre Fertigkeiten entsprechend Ihrer Spezialisierung als Söldner festlegen. Es können nicht mehr als zwei verschiedene Fertigkeiten oder eine Expertenfertigkeit gewählt werden.", + L"Sie können auch nur eine oder gar keine Fertigkeit auswählen. Sie erhalten dafür einen Bonus zu Ihren Attributpunkten als Gegenleistung. Beachten Sie, dass die Fertigkeiten 'Elektronik', 'Beidhändig geschickt' und 'Getarnt' keine Experten-Spezialisierung erhalten.", + // For new major/minor traits + L"Auf der nächsten Seite können Sie Ihre Fertigkeiten entsprechend Ihrer Spezialisierung festlegen. Auf der ersten Seite können Sie bis zu %d Hauptfertigkeiten auswählen, die Ihre Rolle in einem Team repräsentieren, während Sie auf der zweiten Seite eine Liste der möglichen Nebenfertigkeiten finden.", + L"Es können nicht mehr als insgesamt %d Fertigkeiten gewählt werden. Wenn Sie keine Hauptfertigkeiten nutzen wollen, können Sie dafür %d Nebenfertigkeiten wählen. Selektieren Sie zwei Hauptfertigkeiten (oder eine Spezialisierung), ist/sind noch %d Nebenfertigkeit(en) wählbar.", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"Bitte verteilen Sie nun Ihre Bonuspunkte auf die gewünschten Attribute. Der Wert kann dabei nicht höher sein als", + L"B.S.E. Eigenschaften und Fähigkeiten.", + L"Bonus Pkt.:", + L"Anfangs-Level", + // New strings for new traits - SANDRO + L"Im nächsten Schritt können Sie Ihre Attribute und Fähigkeiten festlegen. Attribute sind Gesundheit, Geschicklichkeit, Beweglichkeit, Stärke und Weisheit. Sie können nicht weniger als %d Punkte verteilen.", + L"Der Rest sind Ihre Fähigkeiten, die Sie auch auf 0 setzen können.", + L"Beachten Sie, dass bestimmte Attribute auf spezifische Minimalwerte gesetzt werden, die den Voraussetzungen der Fertigkeiten entsprechen. Sie können diese Werte nicht weiter senken.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"B.S.E. Charakter-Analyse", + L"Die Charakter-Analyse ist der nächste Schritt bei der Erstellung Ihres Profils. Auf der nun folgenden Seite steht eine Vielzahl von Charaktereigenschaften zur Auswahl. Wir können uns vorstellen, dass Sie sich mit mehreren verbunden fühlen, entscheiden Sie sich daher bitte für die zutreffendste. ", + L"Die zweite Seite dient der Erfassung Ihrer Unzulänglichkeiten, die Sie möglicherweise haben (wir glauben, dass jeder Mensch nur eine große Schwäche hat). Bitte seien Sie dabei ehrlich, damit potentielle Arbeitgeber über Ihr zukünftiges Einsatzfeld informiert werden können.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Neutral", + L"Freundlich", + L"Einzelgänger", + L"Optimist", + L"Pessimist", + L"Aggressiv", + L"Arrogant", + L"Bonze", + L"Arschloch", + L"Feigling", + L"B.S.E. - Persönlichkeit", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Neutral", + L"Umgänglich", //LOOTF - alt. "Extrovertiert" + L"Einzelgängerisch", + L"Optimistisch", + L"Selbstsicher", + L"Lernbegeistert", + L"Primitiv", + L"Aggressiv", + L"Phlegmatisch", + L"Tollkühn", + L"Pazifistisch", + L"Sadistisch", + L"Machohaft", //LOOTF - alt. "Angeberisch" + L"Feigling", + L"B.S.E. - Charakterzüge", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"Erscheinung und Äußeres", + L"Hautfarbe", + L"Bitte geben Sie Ihre Haar- und Hautfarbe, Ihre Statur, sowie Ihre bevorzugten Kleidungsfarben an.", + L"Bitte geben Sie Ihre Haar- und Hautfarbe, sowie Ihre bevorzugten Kleidungsfarben an.", + L"Eingeschaltet, wird ein Gewehr einhändig abgefeuert.", + L"\n(Warnung: Sie werden eine Menge Stärke dafür benötigen.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Haarfarbe", + L"Hautfarbe", + L"Hemdfarbe", + L"Hosenfarbe", + L"Normale Statur", + L"Kräftige Statur", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"Keine Schwäche", + L"Hitzeempfindlichkeit", + L"Nervosität", + L"Klaustrophobie", + L"Nichtschwimmer", + L"Angst vor Insekten", + L"Vergesslichkeit", + L"Psychopath", + L"Schwerhörigkeit", + L"Kurzsichtigkeit", + L"Bluter", + L"Höhenangst" + L"Selbstverletzend", + L"Ihre größte Schwäche", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] = +{ + L"Sie sind bestimmt froh, dass wir ihnen das hier nicht auf die Mailbox sprechen.", + L"Sie haben entweder in ihrer Jugend zuviele Diskos besucht, oder zu viele Bombardierungen von nahem erlebt. Oder sie sind einfach alt. Ihr Team sollte jedenfalls Gebärdensprache lernen.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"Ohne ihre Brille sind sie aufgeschmissen.", + L"Das passiert wenn man dauernd nur vor der Glotze rumhängt. Sie hätten mehr Karotten essen sollen. Schon mal einen Hasen mit Brille gesehen? Aha.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s hat nicht genug Kraft um diese Aufgabe zu erledigen.", + L"%s ist nicht geschickt genug um diese Aufgabe zu erledigen.", + L"%s ist nicht beweglich genug um diese Aufgabe zu erledigen.", + L"%s hat keine ausreichende Gesundheit um diese Aufgabe zu erledigen.", + L"%s mangelt es an ausreichender Weisheit um diese Aufgabe zu erledigen.", + L"%s mangelt es an ausreichender Treffsicherheit um diese Aufgabe zu erledigen.", + // 6 - 10 + L"%s hat nicht genug Medizinkenntnis um diese Aufgabe zu erledigen.", + L"%s hat zu wenig technisches Verständnis um diese Aufgabe zu erledigen.", + L"%s mangelt es an ausreichender Führungsqualität um diese Aufgabe zu erledigen.", + L"%s hat nicht genug Sprengstoffkenntnis um diese Aufgabe zu erledigen.", + L"%s mangelt es an ausreichender Erfahrung um diese Aufgabe zu erledigen.", + // 11 - 15 + L"%s hat nicht genug Moral um diese Aufgabe zu erledigen.", + L"%s ist zu erschöpft um diese Aufgabe zu erledigen.", + L"Zu wenig Loyalität in %s. Die Einwohner lassen Sie diese Aufgabe nicht verrichten.", + L"Es arbeiten bereits zu viele Personen in %s.", + L"Zu viele Personen verrichten diese Aufgabe schon in %s.", + // 16 - 20 + L"%s findet nichts mehr zum Reparieren.", + L"%s verliert %s beim Arbeiten in %s.", + L"%s hat ein paar %s verloren beim Arbeiten in der %s in %s !", + L"%s wurde verletzt beim Arbeiten in Sektor %s und benötigt dringend medizinische Versorgung!", + L"%s wurde verletzt beim Arbeiten in der %s in %s und benötigt dringend medizinische Versorgung!", + // 21 - 25 + L"%s wurde verletzt beim Arbeiten in Sektor %s. Es scheint aber nichts Ernstes zu sein.", + L"%s wurde verletzt beim Arbeiten in der %s in %s. Es scheint aber nichts Ernstes zu sein.", + L"Die Einwohner von %s scheinen sich über die Anwesenheit von %s aufzuregen." + L"Die Einwohner von %s scheinen sich über die Arbeit von %s in der %s aufzuregen." + L"%ss Handeln im Sektor %s hat einen Loyalitätsverlust in der gesamten Region bewirkt!", + // 26 - 30 + L"%ss Handeln in der %s in %s hat einen Loyalitätsverlust in der gesamten Region bewirkt!", + L"%s ist betrunken.", // <--- This is a log message string. + L"%s ist ernsthaft krank geworden in Sektor %s und wurde vom Dienst freigestellt.", + L"%s ist ernsthaft krank geworden und kann keine seine Arbeiten in der %s in %s fortsetzen.", + L"%s wurde verletzt in Sektor %s.", // <--- This is a log message string. + // 31 - 35 + L"%s wurde ernsthaft im Sektor %s verletzt.", //<--- This is a log message string. + L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate + L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"Kraft", + L"Beweglichkeit", + L"Geschicklichkeit", + L"Weisheit", + L"Gesundheit", + L"Treffsicherheit", + // 5-10 + L"Führungsqualität", + L"Technik", + L"Medizin", + L"Sprengstoffe", +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + + L"UMGEBUNG", + L"Betrieb", + L"Essen", + L"Pause", + L"Repariere Gegenstände", + L"Repariere %s", + L"Repariere Roboter", + // 6-10 + L"Arzt", + L"Patient", + L"Üben Kraft", + L"Üben Geschicklichkeit", + L"Üben Beweglichkeit", + L"Üben Gesundheit", + // 11-15 + L"Üben Treffsicherheit", + L"Üben Medizin", + L"Üben Technik", + L"Üben Führungsqualität", + L"Üben Sprengstoff", + // 16-20 + L"Rekrut Kraft", + L"Rekrut Geschicklichkeit", + L"Rekrut Beweglichkeit", + L"Rekrut Gesundheit", + L"Rekrut Treffsicherheit", + // 21-25 + L"Rekrut Medizin", + L"Rekrut Technik", + L"Rekrut Führungsqualität.", + L"Rekrut Sprengstoff", + L"Trainer Kraft", + // 26-30 + L"Trainer Geschicklichkeit", + L"Trainer Beweglichkeit", + L"Trainer Gesundheit", + L"Trainer Treffsicherheit", + L"Trainer Medizin", + // 30-35 + L"Trainer Technik", + L"Trainer Führungsqualität", + L"Trainer Sprengstoff", + L"Gefangene verhören", // added by Flugente + L"Undercover Snitch", // TODO.Translate + // 36-40 + L"Spread Propaganda", + L"Spread Propaganda", // spread propaganda (globally) + L"Gather Rumours", + L"Command Militia", // militia movement orders +}; + +STR16 Additional113Text[]= +{ + L"Für die korrekte Arbeit im Fenster-Modus benötigt Jagged Alliance 2 v1.13 16-bit Farbmodus.", //Jagged Alliance 2 v1.13 windowed mode requires a color depth of 16bpp or less. + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate + L"Interner Fehler beim Auslesen der %s Slots des zu ladenden Spielstandes: Die Anzahl der Slots im Spielstand (%d) unterscheidet sich mit den definierten Slots in der Datei ja2_options.ini (%d)", + // WANNE: Savegame slots validation against INI file + L"Söldner (MAX_NUMBER_PLAYER_MERCS) / Fahrzeuge (MAX_NUMBER_PLAYER_VEHICLES)", + L"Gegner (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Monster (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Miliz (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Zivilisten (MAX_NUMBER_CIVS_IN_TACTICAL)", +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +STR16 sEnemyTauntsFireGun[]= +{ + L"Friss Blei!", + L"Duck dich!", + L"Komm und hol mich!", + L"Du gehörst mir!", + L"Stirb!", + L"Zeit zu sterben.", + L"Vorsicht, Kugel!", + L"Komm her, du Mistkerl!", + L"Rrraaaaaah!", + L"Komm zu Papa.", + L"Du kommst unter die Erde.", + L"Du kommst hier nicht lebend raus!", + L"Aufs Maul!", + L"Du hättest daheim bleiben sollen!", + L"Stirb doch!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"Wird Zeit den Ballermann aus dem Sack zu holen.", + L"Überraschung.", + L"Beenden wir das schmerzhaft.", + L"Bitte lächeln!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Hier, fang!", + L"Die ist für dich.", + L"Spiel doch damit!", + L"Hab da was fallen gelassen.", + L"Hahaha.", + L"Viel Spaß damit!", + L"Hrrmmgh... uff!", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"Ich hol mir deinen Skalp.", + L"Komma her, du.", + L"Zeig mir dein Innerstes.", + L"Ich schneid dich in Streifen.", + L"Hjaaaaah!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"Wir sitzen in der Scheiße! Raus hier!", + L"Komm zur Armee, haben sie gesagt... Tze!", + L"Aufklärung erfolgreich, Feind überlegen, weg hier!", + L"Ohmeingottohmeingottohmeingott.", + L"Ganze Kampfgruppe - Rückzug!", + L"Rückzug! Alle Mann Rückzug!", + L"Weg von hier, die machen uns platt!", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"Ich hab da was gehört.", + L"Wer ist da? Ist da einer?", + L"Was war das eben?", + L"Paul, bist du das? Alles in Ordnung?", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"Alarm! Feindkontakt!", + L"Es geht los! Da sind sie!", + L"Ich seh einen von ihnen hier drüben!", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Argh!", + L"Hnngh!", + L"Der saß...", + L"Au! Du Penner!", + L"Das wirst du bereuen!", + L"Sanitäter!", + L"Ich hab doch gar nichts gemacht!", +}; + +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff...!", + L"Oh mein Gott!", + L"Heilige Scheiße!", + L"Gegner!!!", + L"Alarm! Alarm!", + L"Hier ist einer!", + L"Angriff!", +}; + + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Beschreibung", + L"Allgemein", + L"Erweitert", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Bes.", + L"Allg.", + L"Erw.", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primär", + L"Sekundär", + L"AP Kosten", + L"Feuerstoß/Autofeuer", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Eigensch.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|B|e|s|c|h|r|e|i|b|u|n|g:\n \nZeigt allgemeine Informationen über den Gegenstand.", + L"|A|l|l|g|e|m|e|i|n|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZeigt typische Daten über den Gegenstand.\n \nWaffen: Nochmals klicken um zweite Seite anzuzeigen.", + L"|E|r|w|e|i|t|e|r|t|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZeigt Vor-/Nachteile des Gegenstandes.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|i|m|ä|r|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nEigenschaften und Daten in Bezug auf die Gegenstandsklasse\n(Waffen / Rüstungen / usw.).", + L"|S|e|k|u|n|d|ä|r|e |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nZusätzliche Eigenschaften des Gegenstands,\nund/oder mögliche sekundäre Fähigkeiten.", + L"|A|P |K|o|s|t|e|n:\n \nDiverse AP Kosten in Bezug auf Abfeuern\noder Handhabung der Waffe.", + L"|F|e|u|e|r|s|t|o|ß|/|A|u|t|o|f|e|u|e|r |E|i|g|e|n|s|c|h|a|f|t|e|n:\n \nMit dem Abfeuern dieser Waffe verbundene Daten für\nFeuerstoß-/Autofeuermodus.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|E|i|g|e|n|s|c|h|a|f|t |S|y|m|b|o|l\n \nMaus-darüber um den Namen der Eigenschaft zu erfahren.", + L"|G|r|u|n|d|w|e|r|t\n \nDer normale Wert des Gegenstandes ausschließlich aller\nVor-/Nachteile von Erweiterungen oder Munition.", + L"|E|r|w|e|i|t|e|r|u|n|g|s|b|o|n|u|s\n \nVor-/Nachteile von Munition, Erweiterungen, \noder schlechtem Zustand des Gegenstandes.", + L"|E|n|d|w|e|r|t\n \nDer endgültige Wert des Gegenstandes, einschließlich aller \nVor-/Nachteile von Erweiterungen oder Munition.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Eigenschaft Symbol (Maus-darüber zeigt den Namen).", + L"Vor-/Nachteil wenn |s|t|e|h|e|n|d.", + L"Vor-/Nachteil wenn |h|o|c|k|e|n|d.", + L"Vor-/Nachteil wenn |l|i|e|g|e|n|d.", + L"Gegebener Vor-/Nachteil", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|G|e|n|a|u|i|g|k|e|i|t", + L"|S|c|h|a|d|e|n", + L"|R|e|i|c|h|w|e|i|t|e", + L"|H|a|n|d|h|a|b|u|n|g|s|p|r|o|b|l|e|m|a|t|i|k", + L"|E|r|l|a|u|b|t|e |Z|i|e|l|s|t|u|f|e|n", + L"|V|e|r|g|r|ö|ß|e|r|u|n|g|s|f|a|k|t|o|r", + L"|P|r|o|j|e|k|t|i|o|n|s|f|a|k|t|o|r", + L"|U|n|t|e|r|b|u|n|d|e|n|e|s M|ü|n|d|u|n|g|s|f|e|u|e|r", + L"|L|a|u|t|s|t|ä|r|k|e", + L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t", + L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", + L"|M|i|n|d|e|s|t |R|e|i|c|h|w|e|i|t|e |f|ü|r |Z|i|e|l|v|o|r|t|e|i|l", + L"|T|r|e|f|f|e|r |M|o|d|i|f|i|k|a|t|o|r", + L"|A|P|s |f|ü|r |A|n|l|e|g|e|n", + L"|A|P|s |f|ü|r |S|c|h|u|s|s", + L"|A|P|s |f|ü|r |Fe|u|e|r|s|t|o|ß ", + L"|A|P|s |f|ü|r |A|u|t|o|f|e|u|e|r", + L"|A|P|s |f|ü|r |N|a|c|h|l|a|d|e|n", + L"|A|P|s |f|ü|r |R|e|p|e|t|i|e|r|e|n", + L"", // No longer used! + L"|G|e|s|a|m|t|e|r| |R|ü|c|k|s|t|o|ß", + L"|A|u|t|o|f|e|u|e|r |p|r|o |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nBestimmt ob Kugeln, welche von dieser Waffe gefeuert werden, vom\nZiel abweichen.\n \nMaßstab: 0-100.\nHöher ist besser.", + L"\n \nBestimmt den durchschnittlichen Schaden den von dieser Waffe gefeuerte Kugeln machen,\nbevor Berücksichtigung von Rüstung oder Rüstungsdurchdringen.\n \nHöher ist besser.", + L"\n \nDie gößte Entfernung (in Felder) die von dieser Waffe gefeuerte Kugel\nzurücklegen, bevor sie zu Boden fallen.\n \nHöher ist besser.", + L"\n \nBestimmt die Schwierigkeit für das Halten und Feuern der Waffe.\nEin höhere Wert resultiert in einer niedrigeren Trefferwahrscheinlichkeit.\n \nNiedriger ist besser.", + L"\n \nDas ist die Anzahl von extra Ziellevel welche Sie erhalten,\nwenn Sie mit der Waffe zielen.\n \nJe weniger Ziellevel erlaubt sind desto mehr\nLevel erhalten Sie. Deshalb, weniger Level zu haben,\nmacht die Waffe schneller ohne an Genauigkeit\nzu verlieren.\n \nNiedriger ist besser.", + L"\n \nWenn größer als 1.0, werden Zielfehler\nproportional zur Entfernung reduziert.\n \nZur Erinnernung hohe Zielfernrohrvergrößerungen sind schädlich wenn das Ziel zu nahe ist!\n \n Der Wert von 1.0 bedeutet kein Zielfernrohr wird benutzt.", + L"\n \nReduziert Zielfehler proportional zur Entfernung.\n \nDieser Effekt wirkt bis zu einer gegebenen Entfernung,\ndann löst er sich langsam auf und verschwindet evtl. bei ausreichender Entfernung.\n \nHöher ist besser.", + L"\n \nWenn diese Eigenschaft in Kraft ist, dann produziert die Waffe kein sichtbares Mündungsfeuer\nwenn abgefeuert.\n \nFeinde werden Sie nicht bloß beim Mündungsfeuer ausfindig machen können\n(aber Sie können Sie dennoch hören).", + L"\n \nBestimmt die Entfernung (in Felder) der erzeugten Lautstärke,\nwenn die Waffe geschossen wird.\n \nFeinde innerhalb dieser Entfernung hören den Schuss, Feinde außerhalb nicht.\n \nNiedriger ist besser.", + L"\n \nBestimmt, wie schnell sich diese Waffe bei Gebrauch abnutzt.\n \nHöher ist besser.", + L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", + L"\n \nDie minimale Entfernung um einen Zielvorteil zu erhalten.", + L"\n \nTreffermodifikator den eine Laservorrichtung gewährleistet.", + L"\n \nDie Anzahl von APs nötig um die Waffe anzulegen.\n \nSobald die Waffe angelegt ist, können Sie wiederholt feuern ohne diese Kosten erneut zu bezahlen.\n \nEine Waffe ist automatisch abgelegt wenn der Anwender irgendeine andere Aktivität ausübt,\nmit der Ausnahme von schießen oder ausrichten.\n \nNiedriger ist besser.", + L"\n \nDie Anzahl von APs nötig um einen einzelnen Angriff mit dieser Waffe durchzuführen.\n \nFür Schusswaffen ist dies der Aufwand für einen Einzelschuss ohne extra Zielen.\n \nWenn das Symbol 'grau' erscheint sind Einzelschüsse nicht möglich.\n \nNiedriger ist besser.", + L"\n \nDie Anzahl von APs die für einen Feuerstoß benötigt werden.\n \nDie Anzahl der Geschosse welche mit jedem Feuerstoß abgefeuert werden hängt von der Waffe selbst ab,\nund ist angedeutet bei der Anzahl der Kugeln neben dem Symbol.\n \nWenn das Symbol 'grau' erscheint ist ein Feuerstoss nicht möglich.\n \nNiedriger ist besser.", + L"\n \nDie Anzahl von APs die für eine Autofeuer Salve von genau 3 Kugeln benötigt werden.\nWenn das Symbol 'grau' erscheint ist Autofeuer nicht möglich.\n \nNiedriger ist besser.", + L"\n \nDie Anzahl von APs die für das Nachladen benötigt werden.\n \nNiedriger ist besser.", + L"\n \nDie Anzahl von APs die für das repetieren der Waffe benötigt werden.\n \nNiedriger ist besser.", + L"", // No longer used! + L"\n \nDie absolute Reichweite mit der sich das Mündungsfeuer\nausbreitet für jede Kugel die geschossen wird,\nwenn keine Gegenmaßnahme angewendet wird.\n \nNiedriger ist besser.", // HEADROCK HAM 5: Altered to reflect unified number. + L"\n \nZeigt die Anzahl der Kugeln an, welche zu einer Autofeuer Salve für jeweils 5 investierte AP addiert werden.\n \nHöher ist besser.", + L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|S|c|h|u|t|z |W|e|r|t", + L"|F|l|ä|c|h|e|n|d|e|c|k|u|n|g", + L"|Z|e|r|f|a|l|l |R|a|t|e", + L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nDiese grundlegende Rüstungseigenschaft bestimmt wie viel\nSchaden abgefangen wird.\nZur Erinnerung: Schutzdurchschlagende Angriffe und einige\nzufällige Faktoren können die Schadensreduzierung verändern.\n \nHöher ist besser.", + L"\n \nBestimmt wie viel des geschützten\nKörperteils durch die Rüstung abgedeckt wird.\n \nWenn weniger als 100% verdeckt wird, haben Angriffe\neine gewisse Chance die Rüstung schlichtweg\nzu umgehen, und höchsten Schaden\nauf das verdeckte Körperteil auszuüben.\n \nHöher ist besser.", + L"\n \nBestimmt wie schnell der Zustand der Rüstung abfällt,\nwenn sie getroffen wird, im Verhältnis zum\nSchaden durch einen Angriff.\n \nNiedriger ist besser.", + L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", + L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|R|ü|s|t|u|n|g|s|d|u|r|c|h|s|c|h|l|a|g", + L"|K|u|g|e|l|s|t|u|r|z", + L"|E|x|p|l|o|s|i|o|n |v|o|r |E|i|n|s|c|h|l|a|g", + L"|T|e|m|p|e|r|a|t|u|r |M|o|d|i|f|i|k|a|t|o|r", + L"|G|i|f|t|-|I|n|d|i|k|a|t|o|r", + L"|S|c|h|m|u|t|z |M|o|d|i|f|i|k|a|t|o|r", +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nDas ist die Fähigkeit der Kugel, in die Rüstung\neines Ziels einzudringen.\n \nWenn der Wert kleiner als 1.0 ist, reduziert die Kugel \nverhältnismäßig den Schutz jeglicher Rüstung auf die sie eintrifft.\n \nIst der Wert grösser als 1.0, tritt die Kugel weniger tief in die Rüstung des Ziels ein.\n \nKleiner ist besser.", + L"\n \nBestimmt eine verhältnismäßige Zunahme des Schadenspotentials,\nsobald die Kugel die Rüstung des Ziels\ndurchbricht und den Körper dahinter trifft.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren das Schadenspotential\nder durchbrochenen Kugel.\n \nHöher ist besser.", + L"\n \nEin Multiplikator zum Schadenspotential der Kugel,\nder vor dem Treffen des Zieles angewandt wird.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren den Schaden.\n \nHöher ist besser.", + L"\n \nProzentuale zusätzliche Hitze\ndurch diese Munitionsart.\n \nNiedriger ist besser.", + L"\n \nGibt die Anzahl in Prozent an,\nob der eingetretene Schaden einer Kugel auch eine Vergiftung verursacht.", + L"\n \nZusätzlicher Schmutz der entsteht durch diese Munition.\n \nNiedriger ist besser.", +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|S|c|h|a|d|e|n", + L"|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n", + L"|E|x|p|l|o|d|i|e|r|t |b|e|i|m |A|u|f|p|r|a|l|l", // HEADROCK HAM 5 + L"|R|a|d|i|u|s|-|D|r|u|c|k|w|e|l|l|e", + L"|R|a|d|i|u|s|-|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n", + L"|R|a|d|i|u|s|-|G|e|r|ä|u|s|c|h", + L"|S|t|a|r|t|r|a|d|i|u|s|-|T|r|ä|n|e|n|g|a|s", + L"|S|t|a|r|t|r|a|d|i|u|s|-|S|e|n|f|g|a|s", + L"|S|t|a|r|t|r|a|d|i|u|s|-|L|i|c|h|t", + L"|S|t|a|r|t|r|a|d|i|u|s|-|R|a|u|c|h", + L"|S|t|a|r|t|r|a|d|i|u|s|-|F|e|u|e|r", + L"|E|n|d|r|a|d|i|u|s|-|T|r|ä|n|e|n|g|a|s", + L"|E|n|d|r|a|d|i|u|s|-|S|e|n|f|g|a|s", + L"|E|n|d|r|a|d|i|u|s|-|L|i|c|h|t", + L"|E|n|d|r|a|d|i|u|s|-|R|a|u|c|h", + L"|E|n|d|r|a|d|i|u|s|-|F|e|u|e|r ", + L"|Z|e|i|t|d|a|u|e|r", + // HEADROCK HAM 5: Fragmentation + L"|A|n|z|a|h|l |a|n |F|r|a|g|m|e|n|t|e|n", + L"|S|c|h|a|d|e|n |p|r|o |F|r|a|g|m|e|n|t", + L"|F|r|a|g|m|e|n|t |R|e|i|c|h|w|e|i|t|e", + // HEADROCK HAM 5: End Fragmentations + L"|L|a|u|t|s|t|ä|r|k|e", + L"|U|n|b|e|s|t|ä|n|d|i|g|k|e|i|t", + L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nDer Schaden der durch diesen Sprengstoff\nverursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.", + L"\n \nDer Betäubungschaden (nicht tödlich) der durch diesen\nSprengstoff verursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.", + L"\n \nDieser Sprengstoff wird sobald er ein Hindernis\ntrifft explodieren (und nicht vorher noch abprallen).", // HEADROCK HAM 5 + L"\n \nDas ist der Radius der Explosionswelle den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", + L"\n \nDas ist der Radius des Betäubungsschlags den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", + L"\n \nDie Entfernung die das Geräusch der Explosion\nzurücklegen wird. Soldaten innerhalb der Entfernung \nsind fähig das Geräusch zu hören und werden gewarnt.\n \nHöher ist besser.", + L"\n \nDas ist der Startradius des Tränengas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Betäubungsschaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Startradius des Senfgas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Startradius des Lichts\nder durch den Sprengstoff freigesetzt wird.\n \nFelder in der Nähe der Wirkung leuchten \nsehr hell, Felder nahe zum Rand\nsind nur ein weniger heller als normal.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nZur Erinnerung: Im Unterschied zu anderen Sprengstoffen mit\nzietlich festgelegter Wirkung, wird die Wirkung des Lichts nach einiger\nZeit weniger, bis es verschwindet.\n \nHöher ist besser.", + L"\n \nDas ist der Startradius des Rauchs\nder durch diesen Sprengstoff freigesetzt wird.\n \nJeder innerhalb der Rauchwolke wird sehr schwer zu erkennen,\nund verliert ein ganzes Stück Sichtweite.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Startradius der Flammen\ndie durch den Sprengstoff freigesetzt werden.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Endradius den das Tränengas durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Betäubungsschaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Endradius den das Senfgas durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Endradius des Lichts der durch\nden Sprengstoff freigesetzt wird bevor er verschwindet.\n \nFelder in der Nähe der Wirkung leuchten \nsehr hell, Felder nah zum Rand\nsind nur ein weniger heller als normal.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nZur Erinnerung: Im Unterschied zu anderen Sprengstoffen mit\nzietlich festgelegter Wirkung, wird die Wirkung des Lichts nach einiger\nZeit weniger, bis es verschwindet.\n \nHöher ist besser.", + L"\n \nDas ist der Endradius den das Rauchs durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nJeder innerhalb der Rauchwolke ist sehr schwer zu erkennen,\nund verliert ein ganzes Stück Sichtweite.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist der Endradius den die Flammen dieses\nSprengstoffs einnehmen, bevor sie verschwinden.\n \nFeinde, die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jede Runde.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.", + L"\n \nDas ist die Wirkungsdauer des Sprengstoffs.\n \nJeden Zug wird der Wirkungsradius wachsen, \nein Feld in jede Richtung, bis\nder angegebene Endradius erreicht ist.\n \nWird die maximale Dauer erreicht, verschwindet\ndie Wirkung vollständig.\n \nLicht freigesetzt durch Sprengstoffe\nnimmt ab, im Unterschied zu anderen Wirkungen.\n \nHöher ist besser.", + // HEADROCK HAM 5: Fragmentation + L"\n \nDies ist die Anzahl an Fragementen die von der\nExplosion ausgestoßen werden.\n \nDie Fragmente verhalten sich ähnlich wie Kugeln und können jeden treffen\nder sich nahe genug an der Explosion aufhält.\n \nHöher ist besser.", + L"\n \nDer potenzielle Schaden welcher durch die\nExplosion der ausgestoßenen Fragemente verursacht wird.\n \nHöher ist besser.", + L"\n \nDas ist die durchschnittliche Reichweite welche\ndie Fragmente einer Explosion fliegen können.\n \nEinige dieser Fragmente können jedoch weiter oder weniger weit fliegen.\n \nHöher ist besser.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nDie Reichweite in Feldern\nin der Feinde und Söldner die Explosion wahrnehmen.\n \nFeinde die die Explosion hören werden alarmiert.\n \nNiedriger ist besser.", + L"\n \nDieser Wert (außerhalb von 100) stellt eine Möglichkeit für den\nSprengstoff dar, spontan zu explodieren wenn er Schaden nimmt\n(z.B. durch Explosionen in der Nähe).\n \nDas Mitführen empfindlicher Sprengstoffe innerhalb des Kampfs\nist deshalb extrem riskant und sollte vermieden werden.\n \nSkala: 0-100.\nNiedriger ist besser.", + L"\n \nBestimmt, wie schwierig es ist, diesen Sprengsatz zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t", + L"|V|e|r|f|ü|g|b|a|r|e|r |P|l|a|t|z", + L"|P|l|a|t|z|b|e|d|a|r|f", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nBestimmt, wie schwierig es ist, diesen Gegenstand zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", + L"\n \nBestimmt, wieviel Platz dieser MOLLE Träger für Taschen bietet.\n \nHöher ist besser.", + L"\n \nBestimmt, wieviel Platz diese Tasche auf einem MOLLE Träger einnimmt.\n \nNiedriger ist besser.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|L|e|u|c|h|t|s|p|u|r|m|u|n|i|t|i|o|n", + L"|A|n|t|i|-|P|a|n|z|e|r M|u|n|i|t|i|o|n", + L"|I|g|n|o|r|i|e|r|t |S|c|h|u|t|z", + L"|S|ä|u|r|e|h|a|l|t|i|g|e |M|u|n|i|t|i|o|n", + L"|T|ü|r|z|e|r|s|c|h|l|a|g|e|n|d|e |M|u|n|i|t|i|o|n", + L"|W|i|d|e|r|s|t|a|n|d|s|f|ä|h|i|g|k|e|i|t |g|e|g|e|n |S|p|r|e|n|g|s|t|o|f|f|e", + L"|W|a|s|s|e|r|s|i|c|h|e|r", + L"|E|le|k|t|r|o|n|i|k", + L"|G|a|s|m|a|s|k|e", + L"|B|e|n|ö|t|i|g|t |B|a|t|t|e|r|i|e|n", + L"|K|a|n|n |S|c|h|l|ö|s|s|e|r |K|n|a|c|k|e|n", + L"|K|a|n|n |D|r|a|h|t |d|u|r|c|h|t|r|e|n|n|e|n", + L"|K|a|n|n |S|c|h|l|ö|s|s|e|r |z|e|r|b|r|e|c|h|e|n", + L"|M|e|t|a|l|l|d|e|t|e|k|t|o|r", + L"|F|e|r|n|a|u|s|l|ö|s|e|r", + L"|F|e|r|n|z|ü|n|d|e|r", + L"|Z|e|i|t|z|ü|n|d|e|r", + L"|E|n|t|h|ä|l|t |B|e|n|z|i|n", + L"|W|e|r|k|z|e|u|g|k|a|s|t|e|n", + L"|W|ä|r|m|e|s|i|c|h|t", + L"|R|ö|n|t|g|e|n|g|e|r|ä|t", + L"|E|n|t|h|ä|l|t |D|r|i|n|k|w|a|s|s|e|r", + L"|E|n|t|h|ä|l|t |A|l|k|o|h|o|l", + L"|E|r|s|t|e|-|H|i|l|f|e|-|K|a|s|t|e|n", + L"|A|r|z|t|t|a|s|c|h|e", + L"|T|ü|r|s|p|r|e|n|g|s|a|t|z", + L"|W|a|s|s|e|r", + L"|N|a|h|r|u|n|g", + L"|M|u|n|i|t|i|o|n|s|g|u|r|t", + L"|M|u|n|i|t|i|o|n|s|w|e|s|t|e", + L"|E|n|t|s|c|h|ä|r|f|u|n|g|s|a|u|s|r|ü|s|t|u|n|g", + L"|V|e|r|d|e|c|k|t|e |G|e|g|e|n|s|t|a|n|d", + L"|K|a|n|n |n|i|c|h|t |b|e|s|c|h|ä|d|i|g|t |w|e|r|d|e|n", + L"|M|a|d|e |o|f |M|e|t|a|l", + L"|S|i|n|k|s", + L"|T|w|o|-|H|a|n|d|e|d", + L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|c|h|i||l|d", + L"|K|a|m|e|r|a", + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|B|l|u|t|b|e|u|t|e|l |(|l|e|e|r|)", + L"|B|l|u|t|b|e|u|t|e|l", // 44 + L"|W|i|d|e|r|s|t|a|n|d|s|f|ä|h|i|g|k|e|i|t |g|e|g|e|n |F|e|u|e|r", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nDiese Munition lässt eine Leuchtwirkung entstehen wenn sie abgefeuert wird.\n \nLeuchtfeuer hilft Salven genauer zu kontrollieren.\n \nLeuchtpatronen geben die Position bei Tag/Nacht preis\n \nund deaktivieren Gegenstände\ndie Mündungsfeuer unterdrücken.", + L"\n \nDiese Munition kann einen Panzer beschädigen.\n \nMunition ohne diese Eigenschaft bewirkt keinen Schaden\nan Panzern.", + L"\n \nDiese Munition ignoriert die Rüstung vollständig.\n \nDas bewirkt das eine geschützte Person\nbehandelt wird als hätte sie keine Rüstung!", + L"\n \nWenn diese Munition auf ein Ziel trifft,\nwird dessen Schutz dadurch schnell verschlechtert.\n \nMöglicherweise wird ein Ziel dadurch durch seinen eigenen Schutz getrennt!", + L"\n \nDiese Munitionstyp ist ausnahmslos im zerstören von Schlössern.\n \nDirekt auf eine verschlossene Tür oder einen Behälter\ngefeuert richtet er enormen Schaden an.", + L"\n \nDieser Schutz ist dreifach resistent\ngegen Sprengstoffe als es durch seinen gegebenen\nSchutzwert ersichtlich ist.\n \nWenn ein Sprengstoff den Schutz trifft, wird sein Schutzwert verdreifach.", + L"\n \nDieser Gegenstand ist gegen Wasser immun. Nicht aber,\nwenn er Schaden nimmt und untertaucht.\n \nGegenstände ohne diese Eigenschaft verschlechtern sich allmählich,\nwenn die Person sie zum Schwimmen mitnimmt.", + L"\n \nDieser Gegenstand ist Elektronik pur und beinhaltet\nkomplexe Schaltungen.\n \nElektronische Gegenstände sind von Natur aus schwer\nzu reparieren noch schwieriger ohne elektronische Fähigkeiten.", + L"\n \nWenn dieser Gegenstand am Gesicht der Person getragen wird,\nwird Sie von allen schädlichen Gasen beschützt.\n \nEinige Gase sind ätzend und können sich\ndurch die Gasmaske fressen!", + L"\n \nDieser Gegenstand benötigt Batterien. Ohne Batterien,\nkönnen seine primären Fähigkeiten nicht aktiviert werden.\n \nUm seine Fähigkeiten zu aktivieren\nbefestige Batterien an ihm.", + L"\n \nDieser Gegenstand kann kann dazu benutzt werden verschlossene\nTüren oder Behälter zu öffnen.\n \nSchlösser knacken ist leise, doch es benötigt\nreichlich technische Fähigkeiten \nauch für die einfachsten Schlösser. Dieser Gegenstand ändert\ndie Fähigkeit Schlösser zu knacken um ", //JMich_SkillsModifiers: needs to be followed by a number + L"\n \nDieser Gegenstand kann dazu benutzt werden Zäune zu zertrennen.\n \nDas ermöglicht einer Person schnell in abgezäuntes Gebiet\neinzudringen und den Feind möglicherweise zu überraschen!", + L"\n \nDieser Gegenstand kann kann zum zerschlagen von verschlossenen\nTüren oder Behälter benutzt werden.\n \nDas Zerschlagen von Schlössern benötigt reichlich Stärke,\nerzeugt eine Menge Lärm und bringt\neine Person schnell zur Ermüdung. Jedoch ist eine guter\nWeg hinter verschlossenes zu gelagen ohne\nhöhere Fertigkeiten oder\nkomplizierte Werkzeuge zu besitzen. Dieser Gegenstand steigert \ndie Wahrscheinlichkeit um ", //JMich_SkillsModifiers: needs to be followed by a number + L"\n \nDieser Gegenstand kann metallische Objekte\nim Boden aufspüren.\n \nSeine Funktion ist das aufspüren\nvon Minen ohne die nötigen Fähigkeiten zu besitzen diese\nmit blosen Auge zu erkennen.\n \nVielleicht finden Sie aber auch vergrabene Schätze.", + L"\n \nDieser Gegenstand kann dazu benutzt werden eine Bombe\nwelche mit einem Fernzünder versehen wurde zu zünden.\n \nZu erst setzt die Bombe, dann benutze den\nFernauslöer um sie zu zünden wenn\ndie richtige Zeit ist.", + L"\n \nWenn an einer Sprengstoffeinheit angebracht und eingestellt\n kann der Zünder durch eine\n separate Fernsteuerung ausgelöst werden.\n \nFernzünder sind bestens geeignet um Fallen zu stellen,\nweil Sie erst dann explodieren wenn sie es sollen.\n \nDarüber hinaus hat man genüge Zeit in Deckung zu gehen!", + L"\n \nWenn an einer Sprengstoffeinheit angebracht und eingestellt\n zählt der Zünder von der eingegeben\nMenge an Zeit nach unten und explodiert \nwenn die Zeit abgelaufen ist.\n \nZeitzünder sind billig und einfach zu Installieren,\naber sie müssen so eingestellt werden umd\nsich selbst rechtzeitig in Deckung zu bringen!", + L"\n \nDieser Gegenstand enthält Benzin.\n \nEs könnte praktisch sein\nwenn man einen Benzintank findet.", + L"\n \nDieser Gegenstand enthält verschiedene Gerätschaften die dazu\nbenutzt werden können andere Gegenstände zu reparieren.\n \nEin Werkzeugkasten wird dafür benötigt, wenn \neinem Söldner die Aufgabe Reparieren zugewiesen wird. Dieser Gegenstand ändert\ndie Effektivität der Reperatur um ", //JMich_SkillsModifiers: need to be followed by a number + L"\n \nWenn ans Gesicht angebracht, bietet der Gegenstand die Möglichkeit\nPersonen durch Wände zu sehen,\ndank ihrer Wärmestrahlung.", + L"\n \nDieses mächtige Gerät kann dazu benutzt werden\nnach Personen zu suchen.\n \nEs zeigt alle Personen innerhalb eines bestimmten Radius\nfür einen kurzen Zeitraum.\n \nVon Geschlechtsorganen fernhalten!", + L"\n \nDieser Gegenstand enthält frisches Wasser.\nGebrauchen Sie es wenn Sie durstig sind.", + L"\n \nDieser Gegenstand enthält Spirituosen, Alkohol, Schnaps\noder was immer Sie sich einbilden.\n \nMit Vorsicht zu genießen! Kein Alkohol am Steuer!\nKann ihrer Leber schaden!", + L"\n \nDas ist ein Erste-Hilfe-Kasten der\nGegenstände enthält die einfache medizinische Hilfe bieten.\n \nEr kann dazu benutzt werden verwundetet Personen zu bandagieren\nund Blutungen zu stoppen.\n \nFür richtige Heilung, benutze eine Arzttasche\nund/oder reichlich Ruhe.", + L"\n \nDas ist eine Arzttasche, die für\nOperationen und andere gravierende medizinische\nZwecke genutzt werden kann.\n \nEine Arzttasche wird dazu benötigt\neinem Söldner die Aufgabe Doktor zu geben.", + L"\n \nDieser Gegenstand kann dazu benutzt werden verschlossene\nTüren/Behälter zu sprengen.\n \nExplosionsfertigkeit ist erforderlich um\nvorzeitige Detonationen zu vermeiden.\n \nSchlösser zu sprengen ist der einfache Weg um schnell\ndurch verschlossene Türen/Behälter zu kommen. Wie auch immer,\nes ist laut und für die meisten Personen gefährlich.", + L"\n \nMan kann das trinken.", + L"\n \nMan kann das essen.", + L"\n \nEin externer Munitionsgurt für MGs.", + L"\n \nIn diese Weste passen auch Munitionsgurte.", + L"\n \nDieser Gegenstand verbessert die Chance Fallen zu entschärfen um ", + L"\n \nDieser Gegenstand und alles was daran angebracht/enthalten ist\nwird von neugierigen Augen verborgen bleiben.", + L"\n \nDieser Gegenstand kann nicht beschädigt werden.", + L"\n \nDieser Gegenstand ist aus Metall.\nEr nimmt weniger Schaden als andere Gegenstände.", + L"\n \nDieser Gegenstand versinkt in Wasser.", + L"\n \nDieser Gegenstand muß mit beiden Händen benutzt werden.", + L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate + L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|n|a|u|i|g|k|e|i|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|M|o|m|e|n|t|a|u|f|n|a|h|m|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|M|o|m|e|n|t|a|u|f|n|a|h|m|e|-|P|r|o|z|e|n|t|u|e|l|l", + L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|e|n|-|P|r|o|z|e|n|t|u|e|l|l", + L"|M|o|d|i|f|i|k|a|t|o|r |- |E|r|l|a|u|b|t|e |Z|i|e|l|g|e|n|a|u|i|g|k|e|i|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|k|a|p|a|z|i|t|ä|t", + L"|M|o|d|i|f|i|k|a|t|o|r |- |W|a|f|f|e|n|h|a|n|d|h|a|b|u|n|g", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|b|s|e|n|k|u|n|g|s|k|o|m|p|e|n|s|i|e|r|u|n|g", + L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|i|e|l|a|u|f|s|p|ü|r|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|c|h|a|d|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|M|e|s|s|e|r|s|c|h|a|d|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|E|n|t|f|e|r|nu|n|g", + L"|F|a|k|t|o|r|-|V|e|r|g|ö|ß|e|r|u|n|g", + L"|F|a|k|t|o|r|-|V|e|r|b|r|e|i|t|e|r|u|n|g", + L"|M|o|d|i|f|i|k|a|t|o|r|-|R|ü|c|k|s|t|o|ß|-|H|o|r|i|z|o|n|t|a|l", + L"|M|o|d|i|f|i|k|a|t|o|r|-|R|ü|c|k|s|t|o|ß |- |V|e|r|t|i|k|a|l", + L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|M|a|x|i|m|u|m", + L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|G|e|n|a|u|i|g|k|e|i|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|w|i|r|k|e|n|-|H|ä|u|f|i|g|k|e|i|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|T|o|t|a|l", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|A|n|l|e|g|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|E|i|n|z|e|l|s|c|h|u|s|s", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|F|e|u|e|r|s|t|o|ß", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|A|u|t|o|f|e|u|e|r", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|P|-|N|a|c|h|l|a|d|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|M|a|g|a|z|i|n|g|r|ö|ß|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|F|e|u|e|r|s|t|o|ß|g|r|ö|ß|e", + L"|U|n|t|e|r|d|r|ü|c|k|t|e|s |M|ü|n|d|u|n|g|s|f|e|u|e|r", + L"|M|o|d|i|f|i|k|a|t|o|r|-|L|a|u|t|s|t|ä|r|k|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|G|e|g|e|n|s|t|a|n|d|g|r|ö|ß|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|W|a|l|d", + L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|S|t|a|d|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|W|ü|s|t|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|T|a|r|n|u|n|g|-|S|c|h|n|e|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|c|h|l|e|i|c|h|e|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|H|ö|r|w|e|i|t|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|A|l|l|g|e|m|e|i|n", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|N|a|c|h|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|T|a|g", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|H|e|l|l|e|s |L|i|c|h|t", + L"|M|o|d|i|f|i|k|a|t|o|r|-|S|i|c|h|t|w|e|i|t|e|-|U|n|t|e|r|g|r|u|n|d", + L"|T|u|n|n|e|l|s|i|c|h|t", + L"|G|e|g|e|n|w|i|r|k|e|n|-|M|a|x|i|m|u|m", + L"|G|e|g|e|n|w|i|r|k|e|n|-|H|ä|u|f|i|g|k|e|i|t", + L"|T|r|e|f|f|e|r|b|o|n|u|s", + L"|Z|i|e|l|b|o|n|u|s", + L"|E|r|z|e|u|g|t|e |H|i|t|z|e", + L"|A|b|k|ü|h|l|f|a|k|t|o|r", + L"|L|a|d|e|h|e|m|m|u|n|g|s|s|c|h|r|a|n|k|e", + L"|H|i|t|z|e|s|c|h|a|d|e|n|s|s|c|h|r|a|n|k|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|E|r|z|e|u|g|t|e |H|i|t|z|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|A|b|k|ü|h|l|f|a|k|t|o|r", + L"|M|o|d|i|f|i|k|a|t|o|r|-|L|a|d|e|h|e|m|m|u|n|g|s|s|c|h|r|a|n|k|e", + L"|M|o|d|i|f|i|k|a|t|o|r|-|H|i|t|z|e|s|c|h|a|d|e|n|s|s|c|h|r|a|n|k|e", + L"|G|i|f|t|-|I|n|d|i|k|a|t|o|r", + L"|S|c|h|m|u|t|z |M|o|d|i|f|i|k|a|t|o|r", + L"|G|i|f|t|i|g|k|e|i|t", + L"|N|a|h|r|u|n|g|s |P|u|n|k|t|e", + L"|T|r|i|n|k |P|u|n|k|t|e", + L"|P|o|r|t|i|o|n|s |G|r|ö|s|s|e", + L"|M|o|r|a|l |M|o|d|i|f|i|k|a|t|o|r", + L"|S|c|h|i|m|m|e|l |R|a|t|e", + L"|B|e|s|t|e |L|a|s|e|r |R|e|i|c|h|w|e|i|t|e", + L"|P|r|o|z|e|n|t|u|a|l|e|r |R|ü|c|k|s|t|o|ß |M|o|d|i|f|i|k|a|t|o|r", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", // TODO.Translate +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[] = +{ + L"\n \nWenn befestigt an einer Fernwaffe dieser Gegenstand verändert den Genauigkeitswert.\n \nEine erhöhte Genauigkeit lässt die Schusswaffe Ziele auf eine größere Entfernung öfter treffen,\nangenommen es wird auch gut gezielt.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Genauigkeit\nfür jede Art von Feuermodus für diese Fernwaffe um den angegebenen Wert.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Genauigkeit\nfür jede Art von Feuermodus für diese Fernwaffe um den angegebenen Prozentsatz mit Bezug auf die ursprünglichen Genauigkeit.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Genauigkeit,\nwelche die Waffe mit jedem zusätzlichen Punkt durch genaueres Zielen erhält um den genannten Wert.\n \nMaßstab: -100 bis +100.\nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Genauigkeit,\ndie die Waffe mit jedem zusätzlichen Punkt durch genaueres Zielen erhält um den genannten Prozentsatz der ursprünglichen Genauigkeit.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Anzahl der möglichen zusätzlichen Zielpunkte dieser Waffe. \n \nEine niedrigere Anzahl von möglichen zusätzlichen Zielpunkten bedeutet,\n daß jeder Zielpunkt proportional mehr Genauigkeit zum Schuss beiträgt.\n\nDies bedeutet, das weniger mögliche zusätzliche Zielpunkte ein schnelleres Zielen mit dieser Waffen erlauben, ohne die Genauigkeit zu reduzieren!\n \nNiedriger ist besser.", + L"\n \nDieser Gengenstand verändert den Höchstwert für Genauigkeit des Schützen mit Fernwaffen\num den angegebenen Prozentsatz seiner ursprünglichen maximalen Genauigkeit.\n \nHöher ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Schwierigkeit der Handhabung der Waffe.\nEine bessere Handhabung macht die Waffe genauer zu feuern; mit oder ohne zusätzliches Zielen.\n Der Wert bezieht sich dabei auf den ursprüngliche Handhabungs-Wert der Waffe,\nwelcher höher ist für Gewehre und schwere Waffen,\nund niedriger bei Pistolen und leichten Waffen.\n \nNiedriger ist besser", + L"\n \nDieser Gegenstand verändert die Schwierigkeit,\nmit einer Waffe auch jenseits ihrer effektiven Reichweite zu treffen.\n \nEin hoher Wert kann durchaus\ndie tatsächliche effektive Reichweite dieser Waffe\num einige Felder verlängern.\nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Schwierigkeit,\nein sich bewegendes Ziel zu treffen.\nEin hoher Wert kann es einfacher machen,\nsich bewegende Ziele auch in großer Entfernung zu treffen.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert den Schaden,\nwelchen diese Waffe anrichtet.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert den Schaden,\nden eine Handwaffe anrichtet, um den angegebenen Wert.\n \n Dies bezieht sich sowohl auf Klingen als auch auf Schlagwaffen.\n \nHöher ist besser", + L"\n \nWenn befestigt an einer Fernwaffe verändert\ndieser Gegenstand die größte effektive Reichweite.\n \nDie größte effektive Reichweite bestimmt,\nwie weit eine Kugel fliegt, bevor sie schnell in Richtung Boden fällt.\n \nHöher ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe bietet\ndieser Gegenstand eine zusätzlich Zielvergrößerung an,\nwas Schüsse auf große Entfernung vergleichsweise einfacher macht.\n \nEin hoher Vergrößerungsfaktor wirkt sich allerdings nachteilig aus\nbei Zielen, die näher als die optimale Entfernung sind.\n\nHöher ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe blendet\ndieser Gegenstand einen Punkt über das Ziel ein,\nwas das Treffen deutlich vereinfacht.\n\nDieser Effekt ist nur bis zu einer bestimmten Entfernung nützlich, darüber hinaus vermindert und schließlich verschwindet der Effekt.\n \nHöher ist besser.", + L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den horizontalen Rückstoß um den genannten Wert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den vertikalen Rückstoß um den genannten Wert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", + L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\nseine Waffe im Feuerstoß oder Dauerfeuer unter Kontrolle zu behalten.\n\n Ein hoher Wert kann auch körperlich schwachen Schützen helfen, Waffen mit starkem Rückstoß zu kontrollieren. \n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\ndem Rückstoß der Waffe im Feuerstoß oder Dauerfeuer wirksam entgegenzuwirken.\n\n Ein hoher Wert erlaubt dem Schützen,\n die Waffe besser auf das Ziel auszurichten,\n was im Ergebnis die Genauigkeit von Feuerstößen erhöht. \n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Fähigkeit des Schützen,\ndie Kraft, welche er benötigt, um dem Rückstoß im Feuerstoß oder Dauerfeuer entgegenzuwirken, öfter anzupassen.\n\n Ein höherer Wert macht Feuerstöße generell genauer,\n insbesondere lange Feuerstöße,\nvorausgesetzt, der Schütze kann dem Rückstoß wirksam entgegenwirken. \n \nHöher ist besser.", + L"\n \nDieser Gegenstand verändert die Anzahl der Aktionspunkte,\nwelche der Charakter zu Beginn jeder Runde bekommt. \n \nHöher ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie benötigt werden,\num die Waffe in Anschlag zu bringen.\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an irgendeiner Waffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für einen Angriff mit der Waffe benötigt werden.\n\n Dies bezieht sich auch auf Feuerstoß oder Dauerfeuer fähige Waffen.\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für die Abgabe eines Feuerstoßes benötigt werden.\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie für das Schießen im Dauerfeuer Modus benötigt werden.\n\n Dies bezieht sich allerdings nicht auf die AP, die benötigt werden,\num zusätzliche Schüsse im Feuerstoß abzugeben. .\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Aktionspunkte,\ndie benötigt werden, um die Waffe zu laden.\n \nNiedriger ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand\ndie Magazinkapazität von Magazinen welche in die Waffe geladen werden können. \n \nHöher ist besser.", + L"\n \nWenn befestigt an einer Fernwaffe verändert dieser Gegenstand die Anzahl der Kugeln,\ndie pro Feuerstoß abgegeben werden.\n\n Wenn die Waffe ursprünglich nicht für Feuerstöße angelegt war,\nkann ein positiver Faktor die Abgabe von Feuerstößen ermöglichen.\n\nIm Gegensatz kann eine Waffe mit einer solchen Funktion diese bei einem entsprechend negativem Faktor verlieren. \n \nHöher ist - gewöhnlich – besser. Allerdings ist Munitionssparen ein Grund für kontrollierte Feuerstöße.", + L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\nein Verbergen des Mündungsfeuers.\n \nDadruch wird es schwieriger den Schützen zu entdecken.", + L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\ndie Lautstärke der Waffe.\n \nNiedriger ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Größe des Gegenstands\nan den er angebracht ist.\n \nDie Größe des Gegenstands bestimmt wie oft und worin er\nbefördert werden kann.\n \nNiedriger ist besser.", + L"\n \nAn die Waffe angebracht beeinflusst der Gegenstand\nden Zuverlässigkeitswert.\n \nEin positiver Wert bewirkt ein verlangsamte,\nein negativer Wert eine verschnellert Verschlechterung.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Waldgebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Stadtgebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Wüstenebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Tarnung\nin Schneegebieten, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst das Schleichen\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Hörweite\num die angegebenen Prozent.\n \nEin positiver Bonus ermöglicht das Hören von Geräuschen\nauf größere Distanzen.\n \nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser generelle Sichtweitenmodifikator funktioniert bei allen Lichtverhältnissen.\nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Nacht-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung niedrig ist.\n \nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Tag-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung überdurchschnittlich hoch ist.\n \nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Helligkeits-Sichtweitenmodifikator funktioniert nur\nwenn die Umgebungsbeleuchtung extrem hoch und grell ist.\n \nHöher ist besser.", + L"\n \nWenn dieser Gegenstand getragen, oder an einem getragenen\nGegenstand angebracht, verändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Höhlen-Sichtweitenmodifikator funktioniert nur\nim Dunkeln und auch nur unter Tage.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Sichtbreite,\nwenn er getragen oder\nan einen getragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDie Fähigkeit des Schützen Rückstoß\nwährend Feuerstoß-/Autofeuersalven zu bewältigen.\n \nHöher ist besser.", + L"\n \nDie Fähigkeit des Schützen einzuschätzen\nwieviel Kraft er während Feuerstoß-/Autofeuersalven\nbenötigt um den Rückstoß auszugleichen.\n \nNiedriger ist besser.", + L"\n \nDieser Gegenstand beeinflusst die Trefferchance\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nDieser Gegenstand beeinflusst den Zielbonus\n, wenn er getragen oder an einen\ngetragenen Gegenstand angebracht wird.\n \nHöher ist besser.", + L"\n \nEin Schuss erzeugt soviel Hitze. Munitionstypen und Anbauten können diesen Wert verändern.\n \nNiedriger ist besser.", + L"\n \nIn jedem Zug wird die Temperatur um diesen Wert gesenkt.\n \nHöher ist besser.", + L"\n \nWenn die Temperatur diesen Wert überschreitet, kommt es leichter zu Ladehemmungen.\n \nHöher ist besser.", + L"\n \nWenn die Temperatur diesen Wert überschreitet, wird der Gegenstand leichter beschädigt.\n \nHöher ist besser.", + L"\n \nErzeugte Hitze wird um diesen Prozentsatz erhöht.\n \nNiedriger ist besser.", + L"\n \nAbkühlung wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.", + L"\n \nLadehemmungsschranke wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.", + L"\n \nHitzeschadensschranke wird um diesen Prozentsatz erhöht.\n \nHöher is besser.", + L"\n \nDies ist der prozentuelle Schaden der durch\nden vergifteten Gegenstand verursacht wird.\n\nDieser Schaden hängt natürlich davon ab,\noder der Feind eine Gift-Resistenz hat oder nicht.", + L"\n \nEin einziger Schuss verursacht diesen Schmutz.\nUnterschiedliche Munition und Waffen-Anbauten\nkönnen diesen Wert verändern.\n \nNiedriger ist besser.", + L"\n \nDies zu Essen verursacht soviel Vergiftung.\n \nNiedriger ist besser.", + L"\n \nMenge an Energy in kcal.\n \nHöher ist besser.", + L"\n \nWasseranteil in Litern.\n \nHöher ist besser.", + L"\n \nProzentsatz des Gegenstandes der mit einem\n Bissen aufgebraucht wird.\n \nWeniger ist besser.", + L"\n \nDie Moral wird um diese Zahl modifiziert.\n \nHöher ist besser.", + L"\n \nDer Gegenstand wird mit der Zeit schlecht.\nIst mehr als 50% verschimmelt wird er giftig.\nDies ist die Rate in der Schimmel entsteht.\n \nNiedriger ist besser.", + L"", + L"\n \nWenn befestigt an Feuerstoß oder Dauerfeuer fähigen Fernwaffen\nverändert dieser Gegenstand den Rückstoß um den genannten Prozentwert.\n\n Ein geringerer Rückstoß macht es einfacher, die Waffe im Dauerfeuer auf das Ziel gerichtet zu halten.\n \nNiedriger ist besser.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", // TODO.Translate +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nDie Genauigkeit wurde verändert durch\nMunition, Erweiterungen oder inhärenter Fähigkeiten.\n \nErhöhte Genauigkeit erlaubt es Ziele die weiter entfernt sind\nöfter zu treffen, sofern \ngut gezielt wird.\n \nSkala: -100 bis +100.\nHöher ist besser.", + L"\n \nDie Waffe verändert die Genauigkeit des Schützen\nmit jedem Schuss durch den angegebenen Wert.\n \nSkala: -100 bis +100.\nHöher ist besser.", + L"\n \nDie Waffe verändert die Genauigkeit des Schützen\nmit jedem Schuss prozentual zur \nursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", + L"\n \nDie Waffe verändert den Betrag an Genauigkeit\ndurch jedes zusätzlich investierte Ziellevel.\n \nSkala: -100 bis +100.\nHöher ist besser.", + L"\n \nDie Waffe verändert den Betrag an Genauigkeit\ndurch jedes zusätzlich investierte Ziellevel\nprozentual zur\nursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", + L"\n \nDie Anzahl an zusätzlich erlaubter Ziellevel\nfür diese Waffe wurden geändert durch Munition,\nErweiterungen oder inhärenter Fähigkeiten.\nWird die Anzahl an Ziellevel reduziert, is das Zielen mit\nder Waffe schneller bei gleicher Genauigkeit.\n \nGleiches gilt für die Erhöhung der Anzahl an Ziellevel.\n \nNiedriger ist besser.", + L"\n \nDie Waffe ändert die maximale Genauigkeit des Schützen\nprozentual zu der ursprünglichen Genauigkeit des Schützen.\n \nHöher ist besser.", + L"\n \nErweiterungen oder inhärente Fähigkeiten der Waffe\nverändern ihr Handhabung.\n \nLeichtere Handhabung lässt die Waffe genauer werden.\n \nNiedriger ist besser.", + L"\n \nDie Fähigkeit Schüsse außerhalb\nder maximalen Reichweite zu gewährleisten wurde durch Erweiterungen\n oder inhärenter Fähigkeiten geändert.\n \nHöher ist besser.", + L"\n \nDie Fähigkeit entfernte, bewegende Ziele zu treffen\nwurde durch Erweiterungen\noder inhärenter Fähigkeiten geändert.\n \nHöher ist besser.", + L"\n \nDas Schadensergebnis wurde durch\nMunition oder Erweiterungen geändert.\n \nHöher ist besser.", + L"\n \nDer Messerschaden wurde durch\nErweiterungen oder inhärente Fähigkeiten geändert.\n \nHöher ist besser.", + L"\n \nDie maximale Reichweite wurde verbessert/verschlechtert durch Munition,\nErweiterungen oder inhärenter Fähigkeiten.\n \nHöher ist besser.", + L"\n \nWurde durch optische Vergrößerungen ausgerüstet,\num entfernte Ziele leichter zu treffen.\n \nZielen mit hoher Vergrößerungen außerhalb der optimalen Entfernung ist schädlich.\n \nHöher ist besser.", + L"\n \nMit einem Projektionsgerät ausgestattet\ndas einen Punkt (innerhalb der Reichweite) auf das Ziel projiziert\nund somit das Treffen erleichtert.\n \nHöher ist besser.", + L"\n \nDer horizontale Rückstoß wurde geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!\n \nNiedriger ist besser.", + L"\n \nDer vertikale Rückstoß wurde geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!.\n \nNiedriger ist besser.", + L"\n \nÄndert die Fertigkeit des Schützen, Rückstoß bei\nFeuerstoß-/Autofeuer zu bewältigen.\n \nEin hoher Wert hilft dem Schützen seine Waffe bei starkem Rückstoß\nzu kontrollieren selbst dann, wenn er wenig Kraft besitzt.\n \nHöher ist besser.", + L"\n \nÄndert die Fertigkeit des Schützen\nRückstöße genauer auszugleichen.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin hoher Wert hilft dem Schützen die Mündung der Waffe\nbei Salven genauer auf das Ziel zu richten.\n \nHöher ist besser.", + L"\n \nÄndert die Fertigkeit des Schützen\neinzuschätzen wie viel Kraft zum ausgleichen des Rückstoßes benötigt wird.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nHöhere Frequenzen machen Salven im ganzen genauer,\nlängere Salven werden genauer sofern\nder Schütze den Rückstoß bewältigen kann.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, ändert die Waffe die Menge an AP\ndie der Soldat zu Anfang einer Runde bekommt.\n \nHöher ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten zum Anlegen der Waffe\ngeändert.\n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für einen Einzelangriff\ngeändert.\n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für einen Feuerstoß\ngeändert.\n \nDies hat keine Wirkung bei Einzelschüssen!.\n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterung oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für eine Salve geändert.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurden die AP-Kosten für Nachladen geändert.\n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die größe der fassbaren Magazine geändert.\n \nHöher ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Anzahl der Patronen die abgefeuert werden\nkönnen geändert.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nentsteht kein Mündungsfeuer.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Lautstärke geändert. \n \nNiedriger ist besser.", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Waffengröße geändert. Die größe des Gegenstands bestimmt wie oft und worin er\nbefördert werden kann", + L"\n \nDurch Munition, Erweiterungen oder inhärenter Fähigkeiten,\nwurde die Zuverlässigkeit geändert.\n \nEin positiver Wert bewirkt ein verlangsamte,\nein negativer Wert eine vergröbert Verschlechterung.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Waldgebieten.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Stadtgebieten.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Wüstengebieten.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Schneegebieten.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Fähigkeit des Soldaten sich leise zu bewegen.\n \nHöher ist besser.", + L"\n \nWenn in der Hand gehalten, verändert sich\ndie Hörfähigkeit (in Felder) des Soldaten.\n \nHöher ist besser.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser allgemeine Modifikator wirkt unter allen Bedingungen.\n \nHöher ist besser.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Nachsicht-Modifikator wirk nur, wenn die Beleuchtung sehr niedrig ist.\n \nHigher is better.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Tagsicht-Modifikator wird nur, wenn die Beleuchtung durchchnittlich öder höher ist.\n \nHöher ist besser.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Hellighekits-Modifikator funktioniert nur, wenn die Beleuchtung extrem hell ist wie zum Beispiel bei Leuchtstäben.\n \nHöher ist besser.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite\num die angegebenen Prozent.\n \nDieser Höhlen-Modifikator wirkt nur im Dunkeln und unterirdisch.\n \nHöher ist besser.", + L"\n \nWenn diese Waffe zum Schießen angelegt wird,\nverändert dies die Sichtweite.\n \nDie Seitensicht wird durch eine Art Tunnelblick eingegrenzt.\n \nHöher ist besser.", + L"\n \nDas ist die Fähigkeit des Schützen Rückstoß\nwährend der Feuerstoß-/Autofeuersalven zu bewältigen.\n \nHöher ist besser.", + L"\n \nDas ist die Fähigkeit des Schützen Rückstöße\ngenauer auszugleichen.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin hoher Wert hilft dem Schützen die Mündung der Waffe\nbei Salven genauer auf das Ziel zu richten.\n \nNiedriger ist besser.", + L"\n \nDer Treffer Modifikator wird verändert durch\nMunition, Erweiterungen oder eingebauter Attribute.\n \nEin erhöhter Treffer Modifikator erlaubt es entfernte Ziele\n öfter zu treffen sofern\nanständig gezielt wird.\n \nHöher ist besser.", + L"\n \nDer Zielbonus wird verändert durch\nMunition, Erweiterungen oder eingebauter Attribute.\n \nEin erhöhter Zielbonus erlaubt es entfernte Ziele\n öfter zu treffen sofern\nanständig gezielt wird.\n \nHöher ist besser.", + L"\n \nEin einziger Schuss dieser Waffe\nkann diese Hitze erzeugen.\nUnterschiedliche Munition kann diesen Wert beeinflussen.\n \nNiedriger ist besser.", + L"\n \nIn jeder Runde kühlt die Temperatur um diesen Wert ab.\nAnbauten an der Waffe können diesen Wert beinflussen.\n \nHöher ist besser.", + L"\n \nWenn die Temperatur der Waffe über diese Wert steigt,\nkann die Waffe leicht blockieren.", + L"\n \nWenn die Temperatur der Waffe über diesen Wert steigt,\nkann die Waffe Schaden davon tragen.", + L"\n \nDer horizontale Rückstoß wurde prozentual geändert\ndurch Munition, Erweiterungen oder inhärenter\nFähigkeiten.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin reduzierter Rückstoß erleichtert es bei einer Salve die\nMündung auf das Ziel zu richten!\n \nNiedriger ist besser.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"EINZEL", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +// TODO.Translate +STR16 gzMapInventorySortingMessage[] = +{ + L"Das Sortieren der Munition in Kisten im Sektor %c%d wurde fertiggestellt.", + L"Das Entfernen von Gegenstandsanbauten im Sektor %c%d wurde fertiggestellt.", + L"Das Entfernen von Munition der Waffen im Sektor %c%d wurde fertiggestellt.", + L"Das Stapeln und Zusammenführen von Gegenständen im Sektor %c%d wurde fertiggestellt.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Alle anzeigen", + L"Waffen", + L"Munition", + L"Sprengstoffe", + L"Nahkampfwaffen", + L"Rüstung", + L"LBE", + L"Ausrüstung", + L"Andere Gegenstände", + L"Alle ausblenden", +}; + +// TODO.Translate +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", // TODO.Translate +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = +{ + L"Temperatur ist ", + L"sehr niedrig", + L"niedrig", + L"mittel", + L"hoch", + L"sehr hoch", + L"gefährlich", + L"KRITISCH", + L"DRAMATISCH", + L"unbekannt", + L"." +}; + +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Nahrung ist ", + L"frisch", + L"gut", + L"in Ordnung", + L"alt", + L"ranzig", + L"verdorben", + L"." +}; + +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Rekr. ", //ExpLevel 1 + L"Gfr. ", //ExpLevel 2 + L"Kpl. ", //ExpLevel 3 + L"Zgf. ", //ExpLevel 4 + L"Lt. ", //ExpLevel 5 + L"Hptm. ", //ExpLevel 6 + L"Mjr. ", //ExpLevel 7 + L"Bgdr. ", //ExpLevel 8 + L"GenLt. ", //ExpLevel 9 + L"Gen. " //ExpLevel 10 +}; + +// TODO.Translate +STR16 gzNewLaptopMessages[]= +{ + L"Ask about our special offer!", + L"Temporarily Unavailable", + L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"Entfernung zum Ziel: %d Felder, Helligkeit: %d/%d", + L"Verbinden Sie den Transmitter mit Ihrem Laptop-Computer.", + L"Sie haben nicht genug Geld, um %s anzuheuern", + L"Das obenstehende Honorar deckt für einen begrenzten Zeitraum die Kosten der Gesamtmission, und schließt untenstehendes Equipment mit ein.", + L"Engagieren Sie %s jetzt und nutzen Sie den Vorteil unseres beispiellosen 'Ein Betrag für alles'-Honorars. Das persönliche Equipment des Söldners ist gratis in diesem Preis mit inbegriffen.", + L"Honorar", + L"Da ist noch jemand im Sektor...", + //L"Waffen-Rchwt.: %d Felder, Trefferwahrsch.: %d Prozent", + L"Deckung anzeigen", + L"Sichtfeld", + L"Neue Rekruten können dort nicht hinkommen.", + L"Da Ihr Laptop keinen Transmitter besitzt, können Sie keine neuen Teammitglieder anheuern. Vielleicht ist dies eine guter Zeitpunkt, ein gespeichertes Spiel zu laden oder ein neues zu starten!", + L"%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.", //the %s is the name of a merc. @@@ Modified + L"Nach Ansehen des Hinweises, den Commander Morris hinterließ, erkennt %s eine einmalige Gelegenheit. Der Hinweis enthält Koordinaten für den Start von Raketen gegen verschiedene Städte in Arulco. Aber er enthält auch die Koordinaten des Startpunktes - der Raketenanlage.", + L"Das Kontroll-Board studierend, entdeckt %s, dass die Zahlen umgedreht werden könnten, so dass die Raketen diese Anlage selbst zerstören. %s muss nun einen Fluchtweg finden. Der Aufzug scheint die schnellstmögliche Route zu bieten...", //!!! The original reads: L"Noticing the control panel %s, figures the numbers can be reversed..." That sounds odd for me, but I think the comma is placed one word too late... (correct?) + L"Dies ist der IRONMAN-Modus und es kann nicht gespeichert werden, wenn sich Gegner in der Nähe befinden.", + L"(Kann während Kampf nicht speichern)", + L"Der Name der aktuellen Kampagne enthält mehr als 30 Buchstaben.", + L"Die aktuelle Kampagne kann nicht gefunden werden.", + L"Kampagne: Standard ( %S )", + L"Kampagne: %S", + L"Sie haben die Kampagne %S gewählt. Diese ist eine vom Spieler modifizierte Version der Originalkampagne von JA2UB. Möchten Sie die Kampagne %S spielen?", + L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.", + // anv: extra iron man modes + L"Das ist der SOFT IRONMAN-Modus und es kann während des taktischen Rundenkampfes nicht gespeichert werden.", + L"Das ist der EXTREME IRONMAN-Modus und es kann nur einmal am Tag gespeichert werden, um %02d:00.", +}; + +// The_bob : pocket popup text defs +STR16 gszPocketPopupText[]= +{ + L"Granatwerfer", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Raketenwerfer", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Hand- & Wurfwaffen", // POCKET_POPUP_MEELE_AND_THROWN + L"- keine passende Munition -", //POCKET_POPUP_NO_AMMO + L"- keine Waffen im Inventar -", //POCKET_POPUP_NO_GUNS + L"weitere...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features +STR16 szCovertTextStr[]= +{ + L"%s hat Feldtarnung!", + L"%s hat einen Rucksack!", + L"%s wurde gesichtet beim Tragen einer Leiche!", + L"%s's %s ist verdächtig!", + L"%s's %s ist eine militärische Ausrüstung!", + L"%s trägt zu viele Waffen!", + L"%s's %s ist zu fortgeschritten für einen %s Soldat!", + L"%s's %s hat zu viele Anbauten!", + L"%s wurde gesichtet bei verdächtigen Handlungen!", + L"%s schaut nicht wie ein Zivilist aus!", + L"%s Blutung wurde entdeckt!", + L"%s ist betrunken und verhält sich deshalb nicht wie ein Soldat!", + L"Bei genauerer Betrachtungweise ist %s's Verkleidung nicht wirksam!", + L"%s sollte nicht hier sein!", + L"%s sollte um diese Uhrzeit nicht hier sein!", + L"%s wurde in der Nähe einer frischen Leiche gesichtet!", + L"%s Ausrüstung sorgt für Erstaunen!", + L"%s visiert %s an!", + L"%s hat durch %s's Verkleidung gesehen!", + L"In der Items.xml wurde keine Kleidung gefunden!", + L"Dies funktioniert nicht mit dem alten Fertigkeitensystem!", + L"Zu wenig Bewegungspunkte!", + L"Fehlerhafte Farbpalette!", + L"Sie brauchen die Geheimagent-Fertigkeit um dies zu tun!", + L"Keine Uniform gefunden!", + L"%s ist jetzt verkleidet als ein Zivilist.", + L"%s ist jetzt verkleidet als ein Soldat.", + L"%s trägt keine korrekte Uniform!", + L"Verkleidet zur Kapitulation aufzufordern, war im Nachhinein nicht ganz so klug ...", + L"%s wurde enttarnt!", + L"%s's Verkleidung sollte überzeugen", + L"%s's Verkleidung wird auffliegen!", + L"%s wurde beim Stehlen erwischt!", + L"%s hat versucht, %s's Azsrüstung zu verändern.", + L"Einem Elitesoldat schien %s verdächtig!", + L"Ein Offizier hat %s erkannt!", +}; + +STR16 szCorpseTextStr[]= +{ + L"Kein Kopf-Gegenstand in der Datei Items.xml!", + L"Leiche kann nicht enthauptet werden!", + L"Kein Fleisch-Gegenstand in der Datei Items.xml!", + L"Nicht möglich, sie krankes Individuum!", + L"Keine Kleidung vorhanden zum Nehmen!", + L"%s kann der Leiche nicht die Kleidung entwenden!", + L"Diese Leiche kann nicht genommen werden!", + L"Keine freie Hand vorhanden um die Leiche zu nehmen!", + L"Kein Leiche-Gegenstand vorhanden in der Datei Items.xml!", + L"Ungültige Leiche-ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s möchte nicht %s essen", + L"%s möchte nicht %s trinken", + L"%s hat %s gegessen", + L"%s hat %s getrunken", + L"%s's Kraft wurde weniger, weil überfüttert!", + L"%s's Kraft wurde weniger, wegen Nahrungsmangel!", + L"%s's Gesundheit wurde angegriffen, weil überfüttert!", + L"%s's Gesundheit wurde angegriffen, wegen Nahrungsmangel!", + L"%s's Kraft wurde weniger, durch exzessives Trinken!", + L"%s's Kraft wurde weniger, durch Mangel an Wasser!", + L"%s's Gesundeheit wurde angegriffen, durch exzessives Trinken!", + L"%s's Gesundeheit wurde angegriffen, durch Mangel an Wasser!", + L"Sektorübergreifendes Befüllen der Feldflaschen ist nicht möglich, weil Nahrungssystem nicht aktiv ist!" +}; + +STR16 szPrisonerTextStr[]= +{ + L"%d Offiziere, %d Elite-, %d Reguläre, %d Hilfssoldaten, %d Generäle und %d Zivilisten wurden verhört.", + L"$%d als Lösegeld erhalten.", + L"%d Gefangene haben uns Truppenstandorte verraten.", + L"%d Offiziere, %d Elite-, %d Reguläre und %d Hilfssoldaten laufen zu uns über.", + L"Gefangenenaufstand in %s!", + L"%d Gefangene wurden nach %s geschickt!", + L"Gefangene freigelassen!", + L"Die Armee hat das Gefängnis in %s besetzt, die Gefangenen wurden befreit!", + L"Der Gegner weigert sich aufzugeben!", + L"Der Feind weigert sich, Sie als Gefangenen zu nehmen - Er möchte Sie tod sehen!", + L"Dieses Verhalten ist ausgeschaltet in der ja2_options.ini Datei.", + L"%s hat %s befreit!", + L"Ein ranghoher Offizier in %s wurde enttarnt!", + L"Der feindliche Anführer denkt nicht mal an Kapitulation!", + L"%d Gefangene sind uns als Freiwillige beigetreten.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= +{ + L"nichts", + L"baue eine Befestigung", + L"entferne eine Befestigung", + L"hacking", + L"%s musste %s stoppen.", + L"Die gewählte Barrikade kann in diesem Sektor nicht gebaut werden", +}; + +STR16 szInventoryArmTextStr[]= +{ + L"Sprengen (%d AP)", + L"Sprengen", + L"Scharf machen (%d AP)", + L"Scharf machen", + L"Entschärfen (%d AP)", + L"Entschärfen", +}; + +// TODO.Translate +STR16 szBackgroundText_Flags[]= +{ + L" might consume drugs in inventory\n", + L" disregard for all other backgrounds\n", + L" +1 level in underground sectors\n", + L" steals money from the locals sometimes\n", + + L" +1 traplevel to planted bombs\n", + L" spreads corruption to nearby mercs\n", + L" female only", // won't show up, text exists for compatibility reasons + L" male only", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", + + L" refuses to attack animals\n", + L" refuses to attack members of the same group\n", +}; + +// TODO.Translate +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% APs in polar sectors\n", + L" %s%d%% APs in desert sectors\n", + L" %s%d%% APs in swamp sectors\n", + L" %s%d%% APs in urban sectors\n", + L" %s%d%% APs in forest sectors\n", + L" %s%d%% APs in plain sectors\n", + L" %s%d%% APs in river sectors\n", + L" %s%d%% APs in tropical sectors\n", + L" %s%d%% APs in coastal sectors\n", + L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% leadership stat\n", + L" %s%d%% marksmanship stat\n", + L" %s%d%% mechanical stat\n", + L" %s%d%% explosives stat\n", + L" %s%d%% medical stat\n", + L" %s%d%% wisdom stat\n", + + L" %s%d%% APs on rooftops\n", + L" %s%d%% APs needed to swim\n", + L" %s%d%% APs needed for fortification actions\n", + L" %s%d%% APs needed for mortars\n", + L" %s%d%% APs needed to access inventory\n", + L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%% travel speed on foot\n", + L" %s%d%% travel speed on land vehicles\n", + L" %s%d%% travel speed on air vehicles\n", + L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%% fear resistance\n", + L" %s%d%% suppression resistance\n", + L" %s%d%% physical resistance\n", + L" %s%d%% alcohol resistance\n", + L" %s%d%% disease resistance\n", + + L" %s%d%% interrogation effectiveness\n", + L" %s%d%% prison guard strength\n", + L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%% faster running\n", + L" %s%d%% bandaging speed\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% strength to carry items\n", + L" %s%d%% food consumption\n", + L" %s%d%% water consumption\n", + L" %s%d need for sleep\n", + L" %s%d%% melee damage\n", + L" %s%d%% cth with blades\n", + L" %s%d%% camo effectiveness\n", + L" %s%d%% stealth\n", + L" %s%d%% max CTH\n", + L" %s%d hearing range during the night\n", + L" %s%d hearing range during the day\n", + L" %s%d effectivity at disarming traps\n", + L" %s%d%% CTH with SAMs\n", + + L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%% effectiveness to direct approach\n", + L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%% cth with firearms against creatures\n", + L" %s%d%% insurance cost\n", + L" %s%d%% effectiveness as spotter for fellow snipers\n", + L" %s%d%% effectiveness at diagnosing diseases\n", + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", + + L" dislikes some other backgrounds\n", + L"Smoker", + L"Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", + L" %s%d%% burial speed\n", + L" %s%d%% administration effectiveness\n", + L" %s%d%% exploration effectiveness\n", +}; + +// TODO.Translate +STR16 szBackgroundTitleText[] = +{ + L"I.M.P. Background", +}; + +// Flugente: personality +// TODO.Translate +STR16 szPersonalityTitleText[] = +{ + L"I.M.P. Prejudices", +}; + +// TODO.Translate +STR16 szPersonalityDisplayText[]= +{ + L"You look", + L"and appearance is", + L"important to you.", + L"You have", + L"and care", + L"about that.", + L"You are", + L"and hate everyone", + L".", + L"racist against non-", + L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +// TODO.Translate +STR16 szPersonalityHelpText[]= +{ + L"How do you look?", + L"How important are the looks of others to you?", + L"What are your manners?", + L"How important are the manners of other people to you?", + L"What is your nationality?", + L"What nation o you dislike?", + L"How much do you dislike that nation?", + L"How racist are you?", + L"What is your race? You will be\nracist against all other races.", + L"How sexist are you against the other gender?", +}; + +// TODO.Translate +STR16 szRaceText[]= +{ + L"white", + L"black", + L"asian", + L"eskimo", + L"hispanic", +}; + +// TODO.Translate +STR16 szAppearanceText[]= +{ + L"average", + L"ugly", + L"homely", + L"attractive", + L"like a babe", +}; + +// TODO.Translate +STR16 szRefinementText[]= +{ + L"average manners", + L"manners of a slob", + L"manners of a snob", +}; + +// TODO.Translate +STR16 szRefinementTextTypes[] = +{ + L"normal people", + L"slobs", + L"snobs", +}; + +// TODO.Translate +STR16 szNationalityText[]= +{ + L"American", // 0 + L"Arab", + L"Australian", + L"British", + L"Canadian", + L"Cuban", // 5 + L"Danish", + L"French", + L"Russian", + L"Nigerian", + L"Swiss", // 10 + L"Jamaican", + L"Polish", + L"Chinese", + L"Irish", + L"South African", // 15 + L"Hungarian", + L"Scottish", + L"Arulcan", + L"German", + L"African", // 20 + L"Italian", + L"Dutch", + L"Romanian", + L"Metaviran", + + // newly added from here on + L"Greek", // 25 + L"Estonian", + L"Venezuelan", + L"Japanese", + L"Turkish", + L"Indian", // 30 + L"Mexican", + L"Norwegian", + L"Spanish", + L"Brasilian", + L"Finnish", // 35 + L"Iranian", + L"Israeli", + L"Bulgarian", + L"Swedish", + L"Iraqi", // 40 + L"Syrian", + L"Belgian", + L"Portoguese", + L"Belarusian", // TODO.Translate + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +// TODO.Translate +STR16 szNationalityTextAdjective[] = +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusian", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +// TODO.Translate +STR16 szNationalityText_Special[]= +{ + L"and do not hate any other nationality.", // used in personnel.cpp + L"of no origin", // used in IMP generation +}; + +// TODO.Translate +STR16 szCareLevelText[]= +{ + L"not", + L"somewhat", + L"extremely", +}; + +// TODO.Translate +STR16 szRacistText[]= +{ + L"not", + L"somewhat", + L"very", +}; + +// TODO.Translate +STR16 szSexistText[]= +{ + L"no sexist", + L"somewhat sexist", + L"very sexist", + L"a Gentleman", +}; + +// Flugente: power pack texts +// TODO.Translate +STR16 gPowerPackDesc[] = +{ + L"Batteries are ", + L"full", + L"good", + L"at half", + L"low", + L"depleted", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +// TODO.Translate +STR16 szSoldierClassName[]= +{ + L"Mercenary", + L"Green militia", + L"Regular militia", + L"Elite militia", + + L"Civilian", + + L"Administrator", + L"Army Soldier", + L"Elite Soldier", + L"Tank", + + L"Creature", + L"Zombie", +}; + +// TODO.Translate +STR16 szCampaignHistoryWebSite[]= +{ + L"%s Press Council", + L"Ministry for %s Information Distribution", + L"%s Revolutionary Movement", + L"The Times International", + L"International Times", + L"R.I.S. (Recon Intelligence Service)", + + L"A collection of press sources from %s", + L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", + + L"Conflict Summary", + L"Battle reports", + L"News", + L"About us", +}; + +// TODO.Translate +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s in %s.", + + L"rebel forces", + L"the army", + + L"attacked", + L"ambushed", + L"airdropped", + + L"The attack came from %s.", + L"%s were reinforced from %s.", + L"The attack came from %s, %s were reinforced from %s.", + L"north", + L"east", + L"south", + L"west", + L"and", + L"an unknown location", // TODO.Translate + + L"Buildings in the sector were damaged.", // TODO.Translate + L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", + L"During the attack, %s and %s called reinforcements.", + L"During the attack, %s called reinforcements.", + L"Eyewitnesses report the use of chemical weapons from both sides.", + L"Chemical weapons were used by %s.", + L"In a serious escalation of the conflict, both sides deployed tanks.", + L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", + L"Both sides are said to have used snipers.", + L"Unverified reports indicate %s snipers were involved in the firefight.", + L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", + L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", + L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", +}; + +// TODO.Translate +STR16 szCampaignHistoryTimeString[]= +{ + L"Deep in the night", // 23 - 3 + L"At dawn", // 3 - 6 + L"Early in the morning", // 6 - 8 + L"In the morning hours", // 8 - 11 + L"At noon", // 11 - 14 + L"On the afternoon", // 14 - 18 + L"On the evening", // 18 - 21 + L"During the night", // 21 - 23 +}; + +// TODO.Translate +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Initial funding", + L"Mine income", + L"Trade", + L"Other sources", +}; + +// TODO.Translate +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Ammunition", + L"Explosives", + L"Food", + L"Medical gear", + L"Item maintenance", +}; + +// TODO.Translate +STR16 szCampaignHistoryResultString[]= +{ + L"In an extremely one-sided battle, the army force was wiped out without much resistance.", + + L"The rebels easily defeated the army, inflicting heavy losses.", + L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", + + L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", + L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", + + L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", + + L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", + L"Despite the high number of rebels in this sector, the army easily dispatched them.", + + L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", + L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", + + L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", + L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", + + L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", +}; + +// TODO.Translate +STR16 szCampaignHistoryImportanceString[]= +{ + L"Irrelevant", + L"Insignificant", + L"Notable", + L"Noteworthy", + L"Significant", + L"Interesting", + L"Important", + L"Very important", + L"Grave", + L"Major", + L"Momentous", +}; + +// TODO.Translate +STR16 szCampaignHistoryWebpageString[]= +{ + L"Killed", + L"Wounded", + L"Prisoners", + L"Shots fired", + + L"Money earned", + L"Consumption", + L"Losses", + L"Participants", + + L"Promotions", + L"Summary", + L"Detail", + L"Previous", + + L"Next", + L"Incident", + L"Day", +}; + +// TODO.Translate +STR16 szCampaignStatsOperationPrefix[] = +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail the %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okay-ish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +// TODO.Translate +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +// TODO.Translate +STR16 szMercCompareWebSite[] = +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +// TODO.Translate +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +// TODO.Translate +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Erfahrung in Sicherheit", + + // links to other pages + L"Was ist Kerberus?", + L"Team Verträge", + L"Individuelle Verträge", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +// TODO.Translate +STR16 szTacticalInventoryDialogString[]= +{ + L"Inventory Manipulations", + + L"NVG", + L"Reload All", + L"Move", // TODO.Translate + L"", + + L"Sort", + L"Merge", + L"Separate", + L"Organize", + + L"Crates", + L"Boxes", + L"Drop B/P", + L"Pickup B/P", + + L"", + L"", + L"", + L"", +}; + +// TODO.Translate +STR16 szTacticalCoverDialogString[]= +{ + L"Cover Display Mode", + + L"Off", + L"Enemy", + L"Merc", + L"", + + L"Roles", + L"Fortification", + L"Tracker", + L"CTH mode", + + L"Traps", + L"Network", + L"Detector", + L"", + + L"Net A", + L"Net B", + L"Net C", + L"Net D", +}; + +// TODO.Translate +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Turning off cover/traps display", + L"Showing danger zones", + L"Showing merc view", + L"", + + L"Display enemy role symbols", + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Display trap network", + L"Display trap network colouring", + L"Display nearby traps", + L"", + + L"Display trap network A", + L"Display trap network B", + L"Display trap network C", + L"Display trap network D", +}; + +// TODO.Translate +STR16 szDynamicDialogueText[40][17] = +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + +// TODO.Translate +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +// TODO.Translate +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +// TODO.Translate +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +// TODO.Translate +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +// TODO.Translate +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"er", + L"sie", + L"seine", + L"ihre", +}; + +// TODO.Translate +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", + + L"High amount of distress can cause a personality split\n", + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +// TODO.Translate +STR16 szSpyText[] = +{ + L"Hide", + L"Get Intel", +}; + +// TODO.Translate +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +// TODO.Translate +STR16 szIMPGearWebSiteText[] = +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", +}; + +// TODO.Translate +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select pants", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +// TODO.Translate +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +// TODO.Translate +STR16 szEnemyHeliText[] = +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +// TODO.Translate +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +// TODO.Translate +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +// TODO.Translate +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", +}; + +// TODO.Translate +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +// TODO.Translate +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +// TODO.Translate +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +// TODO.Translate +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +// TODO.Translate +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"Alle Sektoren", +}; + +// TODO.Translate +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = +{ + L"Normal", + L"Regen", + L"Gewitter", + L"Sandsturm", + L"Schnee", +}; + +STR16 szSnakeText[] = +{ + L"%s weicht Schlangenangriff aus!", + L"%s wurde von Schlange angegriffen!", +}; + +// TODO.Translate +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +// TODO.Translate +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", +}; + +// TODO.Translate +STR16 szLaptopStatText[] = +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +// TODO.Translate +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +// TODO.Translate +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +// TODO.Translate +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +// TODO.Translate +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +// TODO.Translate +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +// TODO.Translate +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +// TODO.Translate +STR16 szFactoryText[] = +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +// TODO.Translate +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +// TODO.Translate +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //GERMAN diff --git a/Utils/_ItalianText.cpp b/i18n/_ItalianText.cpp similarity index 97% rename from Utils/_ItalianText.cpp rename to i18n/_ItalianText.cpp index a65c4ae3..7322b146 100644 --- a/Utils/_ItalianText.cpp +++ b/i18n/_ItalianText.cpp @@ -1,12223 +1,12224 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("ITALIAN") - - #include "Language Defines.h" - #if defined( ITALIAN ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_ItalianText_public_symbol(void){;} - -#ifdef ITALIAN - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Locations", // 0 - L"Characters", - L"Items", - L"Quests", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Enter", // TODO.Translate -}; - -STR16 pOtherButtonsText[] = -{ - L"Briefing", - L"Accept", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Briefing", - L"Accept missions", -}; - - -STR16 pLocationPageText[] = -{ - L"Prev page", - L"Photo", - L"Next page", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Main page", - L">>", - L"Type: ", - L"Empty data", - L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", - L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Unknown",// 0 - unknown - L"City", //1 - cities - L"SAM Site", //2 - SAM Site - L"Other location", //3 - other location - L"Mines", //4 - mines - L"Military complex", //5 - military complex - L"Laboratory complex", //6 - laboratory complex - L"Factory complex", //7 - factory complex - L"Hospital", //8 - hospital - L"Prison", //9 - prison - L"Airport", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Show all", - L"Show AIM", - L"Show MERC", - L"Show RPC", - L"Show NPC", - L"Show Pojazd", - L"Show IMP", - L"Show EPC", - L"Filter", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"All", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"Veh.", - L"IMP", - L"EPC", - L"Filter", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Show all", - L"Show cities", - L"Show SAM Sites", - L"Show other location", - L"Show mines", - L"Show military complex", - L"Show laboratory complex", - L"Show Factory complex", - L"Show hospital", - L"Show prison", - L"Show air port", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"All", - L"City", - L"SAM", - L"Other", - L"Mine", - L"Mil.", - L"Lab.", - L"Fact.", - L"Hosp.", - L"Prison", - L"Air.", -}; - -// TODO.Translate -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"All",//0 - L"City", - L"SAM", - L"Mine", - L"Airport", - L"Wilder.", - L"Underg.", - L"Facil.", - L"Other", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//facility index + 1 - L"Show Cities", - L"Show SAM sites", - L"Show mines", - L"Show airports", - L"Show sectors in wilderness", - L"Show underground sectors", - L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", - L"Show Other sectors", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"All",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Other",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//Other index + 1 - L"Show A.I.M. members", - L"Show M.E.R.C staff", - L"Show Rebels", - L"Show Non-hirable Characters", - L"Show Player created Characters", - L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Vehic.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"All",//0 - L"Gun", - L"Ammo", - L"Armor", - L"LBE", - L"Attach.", - L"Misc",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Helmet", - L"Vest", - L"Pant", - L"Plate", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Tight", - L"Vest", - L"Combat", - L"Backp.", - L"Pocket", - L"Other", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optic", - L"Side", - L"Muzzle", - L"Extern.", - L"Intern.", - L"Other", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Blade", - L"T.Knife", - L"Punch", - L"Grenade", - L"Bomb", - L"Medikit", - L"Kit", - L"Face", - L"Other", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; -// TODO.Translate -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"All", - L"Active", - L"Compl.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Active Quests", - L"Show Completed Quests", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"All", //0 - L"Gun", - L"Ammo", - L"LBE", - L"Misc", - - L"All", //5 - L"Gun", - L"Ammo", - L"LBE Gear", - L"Misc", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"Heavy", - L"Pistol", - L"M. Pist.", - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotgun", - - // Ammo - L"Pistol", - L"M. Pist.", //10 - L"SMG", - L"Rifle", - L"S. Rifle", - L"A. Rifle", - L"MG", - L"Shotgun", - - // Used - L"Guns", - L"Armor", - L"LBE Gear", - L"Misc", //20 - - // Armour - L"Helmets", - L"Vests", - L"Leggings", - L"Plates", - - // Misc - L"Blades", - L"Th. Knife", - L"Melee", - L"Grenades", - L"Bombs", - L"Med.", //30 - L"Kits", - L"Face", - L"LBE", - L"Misc.", //34 -}; - -// TODO.Translate -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -// TODO.Translate -STR16 FactDescText[] = -{ - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", - - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Delete", - L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Toggle viewing of players", //0 - L"Toggle viewing of enemies", - L"Toggle viewing of creatures", - L"Toggle viewing of rebels", - L"Toggle viewing of civilians", - - L"Player", - L"Enemy", - L"Creature", - L"Rebels", - L"Civilian", - - L"DETAILED PLACEMENT", //10 - L"General information mode", - L"Physical appearance mode", - L"Attributes mode", - L"Inventory mode", - L"Profile ID mode", - L"Schedule mode", - L"Schedule mode", - L"DELETE", - L"Delete currently selected merc (|D|e|l)", - L"NEXT", //20 - L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"Toggle priority existance", - L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"STATIONARY", - L"ON GUARD", - L"ON CALL", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", //30 - L"RND PT PATROL", - - //Attitudes - L"DEFENSIVE", - L"BRAVE SOLO", - L"BRAVE AID", - L"AGGRESSIVE", - L"CUNNING SOLO", - L"CUNNING AID", - - L"Set merc to face %s", - - L"Find", - L"BAD", //40 - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"BAD", - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"Previous color set", //50 - L"Next color set", - - L"Previous body type", - L"Next body type", - - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - - L"No action", - L"No action", - L"No action", //60 - L"No action", - - L"Clear Schedule", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"ROOFS", //0 - L"WALLS", - L"ROOM INFO", - - L"Place walls using selection method", - L"Place doors using selection method", - L"Place roofs using selection method", - L"Place windows using selection method", - L"Place damaged walls using selection method.", - L"Place furniture using selection method", - L"Place wall decals using selection method", - L"Place floors using selection method", //10 - L"Place generic furniture using selection method", - L"Place walls using smart method", - L"Place doors using smart method", - L"Place windows using smart method", - L"Place damaged walls using smart method", - L"Lock or trap existing doors", - - L"Add a new room", - L"Edit cave walls.", - L"Remove an area from existing building.", - L"Remove a building", //20 - L"Add/replace building's roof with new flat roof.", - L"Copy a building", - L"Move a building", - L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"Erase room numbers", - - L"Toggle |Erase mode", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Cycle brush size (|A/|Z)", - L"Roofs (|H)", - L"|Walls", //30 - L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Wpns", //0 - L"Ammo", - L"Armour", - L"LBE", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Triggers", - L"Keys", - L"Rnd", //10 - L"Previous (|,)", // previous page - L"Next (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Add ambient light source", //0 - L"Toggle fake ambient lights.", - L"Add exit grids (r-clk to query existing).", - L"Cycle brush size (|A/|Z)", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", - L"Specify north point for validation purposes.", - L"Specify west point for validation purposes.", - L"Specify east point for validation purposes.", - L"Specify south point for validation purposes.", - L"Specify center point for validation purposes.", //10 - L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"New outdoor level", //0 - L"New basement", - L"New cave level", - L"Save map (|C|t|r|l+|S)", - L"Load map (|C|t|r|l+|L)", - L"Select tileset", - L"Leave Editor mode", - L"Exit game (|A|l|t+|X)", - L"Create radar map", - L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Draw |Ground textures", //0 - L"Set map ground textures", - L"Place banks and |Cliffs", - L"Draw roads (|P)", - L"Draw |Debris", - L"Place |Trees & bushes", - L"Place |Rocks", - L"Place barrels & |Other junk", - L"Fill area", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", //10 - L"Cycle brush size (|A/|Z)", - L"Raise brush density (|])", - L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Buildings", - L"Items", - L"Mercs", - L"Map Info", - L"Options", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"North Entry Point", //0 - L"West Entry Point", - L"East Entry Point", - L"South Entry Point", - L"Center Entry Point", - L"Isolated Entry Point", - - L"Prime", - L"Night", - L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Panic Trigger1", //0 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", - - L"Pressure Action", - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"No Lock ID", //0 - L"Explosion Trap", - L"Electric Trap", - L"Siren Trap", - L"Silent Alarm", - L"Super Electric Trap", //5 - L"Brothel Siren Trap", - L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 - L"No map currently loaded.", - L"File: %S, Current Tileset: %s", - L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"TOGGLE", //0 - L"VIEWS", - L"SELECTION METHOD", - L"SMART METHOD", - L"BUILDING METHOD", - L"Room#", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Editing lock attributes at map index %d.", - L"Lock ID", - L"Trap Type", - L"Trap Level", - L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Pressure Action", //0 - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", - - L"Panic Trigger1", //5 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Prime", - L"Night", - L"24Hrs", //5 - - L"Radius", - - L"Underground", - L"Light Level", - - L"Outdoors", - L"Basement", //10 - L"Caves", - - L"Restricted", - L"Scroll ID", - - L"Destination", - L"Sector", //15 - L"Destination", - L"Bsmt. Level", - L"Dest.", - L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"No action", - L"Lock door", - L"Unlock door", - L"Open door", - L"Close door", - L"Move to gridno", - L"Leave sector", - L"Enter sector", - L"Stay in sector", - L"Sleep", - L"Ignore this!" -}; - -STR16 zDiffNames[5] = -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Max Health", - L"Cur Health", - L"Strength", - L"Agility", - L"Dexterity", - L"Charisma", - L"Wisdom", - L"Marksmanship", - L"Explosives", - L"Medical", - L"Scientific", - L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Merc Name:", //0 - L"Orders:", - L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Merc Colors", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Random", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE Tank", //5 - L"NW Tank", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Unarmed Robot", - L"Larvae", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Bloodcat", - L"Humvee", // TODO.Translate -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDERS=-- ", //0 - L"--=ATTITUDE=--", - - L"RELATIVE", - L"ATTRIBUTES", - - L"RELATIVE", - L"EQUIPMENT", - - L"RELATIVE", - L"ATTRIBUTES", - - L"Army", - L"Admin", - L"Elite", //10 - - L"Exp. Level", - L"Life", - L"LifeMax", - L"Marksmanship", - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Leadership", - L"Explosives", //20 - L"Medical", - L"Mechanical", - L"Morale", - - L"Hair color:", - L"Skin color:", - L"Vest color:", - L"Pant color:", - - L"RANDOM", - L"RANDOM", - L"RANDOM", //30 - L"RANDOM", - - L"By specifying a profile index, all of the information will be extracted from the profile ", - L"and override any values that you have edited. It will also disable the editing features ", - L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"extract the number you have typed. A blank field will clear the profile. The current ", - L"number of profiles range from 0 to ", - - L"Current Profile: n/a ", - L"Current Profile: %s", - - L"STATIONARY", - L"ON CALL", //40 - L"ON GUARD", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", - L"RND PT PATROL", - - L"Action", - L"Time", - L"V", - L"GridNo 1", //50 - L"GridNo 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"lock", - L"unlock", - L"open", - L"close", - - L"Click on the gridno adjacent to the door that you wish to %s.", //60 - L"Click on the gridno where you wish to move after you %s the door.", - L"Click on the gridno where you wish to move to.", - L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L" Hit ESC to abort entering this line in the schedule.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Patrol orders with no waypoints", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"No action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Placement not copied because no placement selected.", - L"Placement copied.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Placement not pasted as no placement is saved in buffer.", - L"Placement pasted.", - L"Placement not pasted as the maximum number of placements for this team has been reached.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Exit editor?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Are you sure you wish to remove all lights?", //0 - L"Are you sure you wish to reverse the schedules?", - L"Are you sure you wish to clear all of the schedules?", - - L"Clicked Placement Enabled", - L"Clicked Placement Disabled", - - L"Draw High Ground Enabled", //5 - L"Draw High Ground Disabled", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Random Placement Enabled", - L"Random Placement Disabled", - - L"Removing Treetops", //10 - L"Showing Treetops", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Creating radar map for %S", //0 - - L"Delete current map and start a new basement level?", - L"Delete current map and start a new cave level?", - L"Delete current map and start a new outdoor level?", - - L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Toggle fake editor lighting ON/OFF", - - L"INSERT", - L"Toggle fill mode ON/OFF", - - L"BKSPC", - L"Undo last change", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Exit editor", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"This help screen", - - L"F10", - L"Save current map", - - L"F11", - L"Load map as current", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Change brush size", - - L"d", - L"Draw debris", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Draw rocks", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Draw ground textures", - - L"w", - L"Draw building walls", - - L"e", - L"Toggle erase mode ON/OFF", - - L"h", //40 - L"Toggle roofs ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/* -CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"Toggle hide flag", //0 - L"No item selected.", - L"Slot available for", - L"random generation.", - L"Keys not editable.", - L"ProfileID of owner", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Status", - L"Rounds", - L"Trap Level", //10 - L"Quantity", - L"Trap Level", - L"Status", - L"Trap Level", - L"Status", - L"Quantity", - L"Trap Level", - L"Dollars", - L"Status", - L"Trap Level", //20 - L"Trap Level", - L"Tolerance", - L"Alarm Trigger", - L"Exist Chance", - L"B", - L"R", - L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Item appears in both Sci-Fi and Realistic modes", //0 - L"Item appears in Realistic mode only", - L"Item appears in Sci-Fi mode only", -}; - -STR16 pSetupGunGUIText[] = -{ - L"SILENCER", //0 - L"SNIPERSCOPE", - L"LASERSCOPE", - L"BIPOD", - L"DUCKBILL", - L"G-LAUNCHER", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"CERAMIC PLATES", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Okay", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"LOAD", - L"SAVE", - L"Update", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Tileset: %s", //0 - L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"Number of items: %d", - L"Number of lights: %d", - L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"Number of rooms: %d", - L"Total map population: %d", - L"Enemies: %d", - L"Admins: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Troops: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Elites: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Civilians: %d", //20 - - L"(%d detailed, %d profile -- %d have priority existance)", - - L"Humans: %d", - L"Cows: %d", - L"Bloodcats: %d", - - L"Creatures: %d", - - L"Monsters: %d", - L"Bloodcats: %d", - - L"Number of locked and/or trapped doors: %d", - L"Locked: %d", - L"Trapped: %d", //30 - L"Locked & Trapped: %d", - - L"Civilians with schedules: %d", - - L"Too many exit grid destinations (more than 4)...", - L"ExitGrids: %d (%d with a long distance destination)", - L"ExitGrids: none", - L"ExitGrids: 1 destination using %d exitgrids", - L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 - L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d placements have patrol orders without any waypoints defined.", - L"%d placements have waypoints, but without any patrol orders.", - L"%d gridnos have questionable room numbers. Please validate.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Enemy", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"Panic1", - L"Panic2", - L"Panic3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Pressure Actions", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"None", - - L"TOO MANY ITEMS TO DISPLAY!", - L"NORMAL ENEMY DROPPED ITEMS", - L"TOO MANY ITEMS TO DISPLAY!", - L"None", - L"TOO MANY ITEMS TO DISPLAY!", - L"ERROR: Can't load the items for this map. Reason unknown.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 - L"(NO MAP LOADED).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"There is no sector currently selected.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", ground level", - L", underground level 1", - L", underground level 2", - L", underground level 3", - L", alternate G level", - L", alternate B1 level", - L", alternate B2 level", - L", alternate B3 level", - - L"ITEM DETAILS -- sector %s", - L"Summary Information for sector %s:", //20 - - L"Summary Information for sector %s", - L"does not exist.", - - L"Summary Information for sector %s", - L"does not exist.", - - L"No information exists for sector %s.", - - L"No information exists for sector %s.", - - L"FILE: %s", - - L"FILE: %s", - - L"Override READONLY", - L"Overwrite File", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Do you wish to do this now (y/n)?", - - L"No summary info. Creation denied.", - - L"Grid", - L"Progress", //40 - L"Use Alternate Maps", - - L"Summary", - L"Items", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyzing map: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Loading map: %s", -}; - -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generating map information", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"Generating map summary", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] from default tileset %s (%d, %S)", - L"File: %S, subindex: %d (%d, %S)", - L"Tileset: %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Small", - L"Medium", - L"Large", - L"XLarge", - L"Width: xx", - L"Area" - }; - -//--- - -// TODO.Translate -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Page 1/2", //0 - L"Page 2/2", - - L"Page 1/3", - L"Page 2/3", - L"Page 3/3", - - L"Page 1/1", //5 -}; - -// by Jazz: TODO.Translate -CHAR16 zGrod[][500] = -{ - L"Robot", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Development Team", - L"@T,C144,R134,{;Coding", - L"@T,C144,R134,{;Graphics and Sounds", - L"@};(Various other mods!)", - L"@T,C144,R134,{;Items", - L"@T,C144,R134,{;Other Contributors", - L"@};(All other community members who contributed input and feedback!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L"cal .38", -// L"9 mm", -// L"cal .45", -// L"cal .357", -// L"cal fisso 12", -// L"CAW", -// L"5.45 mm", -// L"5.56 mm", -// L"7.62 mm NATO", -// L"7.62 mm WP", -// L"4.7 mm", -// L"5.7 mm", -// L"Mostro", -// L"Missile", -// L"", // dart -// L"", // flame -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L"cal .38", -// L"9 mm", -// L"cal .45", -// L"cal .357", -// L"cal fisso 12", -// L"CAWS", -// L"5.45 mm", -// L"5.56 mm", -// L"7.62 mm N.", -// L"7.62 mm WP", -// L"4.7 mm", -// L"5.7 mm", -// L"Mostro", -// L"Missile", -// L"", // dart -//}; - - -CHAR16 WeaponType[][30] = -{ - L"Altro", - L"Arma", - L"Mitragliatrice", - L"Mitra", - L"Fucile", - L"Fucile del cecchino", - L"Fucile d'assalto", - L"Mitragliatrice leggera", - L"Fucile a canne mozze", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Turno del giocatore", // player's turn - L"Turno degli avversari", - L"Turno delle creature", - L"Turno dell'esercito", - L"Turno dei civili", - L"Player_Plan",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s è stato colpito alla testa e perde un punto di saggezza!", - L"%s è stato colpito alla spalla e perde un punto di destrezza!", - L"%s è stato colpito al torace e perde un punto di forza!", - L"%s è stato colpito alle gambe e perde un punto di agilità!", - L"%s è stato colpito alla testa e perde %d punti di saggezza!", - L"%s è stato colpito alle palle perde %d punti di destrezza!", - L"%s è stato colpito al torace e perde %d punti di forza!", - L"%s è stato colpito alle gambe e perde %d punti di agilità!", - L"Interrompete!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"I vostri rinforzi sono arrivati!", - - // In the following four lines, all %s's are merc names - - L"%s ricarica.", - L"%s non ha abbastanza Punti Azione!", - L"%s ricorre al pronto soccorso. (Premete un tasto per annullare.)", - L"%s e %s ricorrono al pronto soccorso. (Premete un tasto per annullare.)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"affidabile", - L"non affidabile", - L"facile da riparare", - L"difficile da riparare", - L"danno grave", - L"danno lieve", - L"fuoco veloce", - L"fuoco", - L"raggio lungo", - L"raggio corto", - L"leggero", - L"pesante", - L"piccolo", - L"fuoco a raffica", - L"niente raffiche", - L"grande deposito d'armi", - L"piccolo deposito d'armi", - - // In the following two lines, all %s's are merc names - - L"Il travestimento di %s è stato scoperto.", - L"Il travestimento di %s è stato scoperto.", - - // The first %s is a merc name and the second %s is an item name - - L"La seconda arma è priva di munizioni!", - L"%s ha rubato il %s.", - - // The %s is a merc name - - L"L'arma di %s non può più sparare a raffica.", - - L"Ne avete appena ricevuto uno di quelli attaccati.", - L"Volete combinare gli oggetti?", - - // Both %s's are item names - - L"Non potete attaccare %s a un %s.", - - L"Nessuno", - L"Espelli munizioni", - L"Attaccare", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L"Non potete usare %s e il vostro %s contemporaneamente.", - - L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti.", - L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti. (Comunque, in questo caso, l'oggetto non è compatibile.)", - L"Il settore non è libero da nemici!", - L"Vi dovete ancora dare %s %s", - L"%s è stato colpito alla testa!", - L"Abbandonate la battaglia?", - L"Questo attaco sarà definitivo. Andate avanti?", - L"%s si sente molto rinvigorito!", - L"%s ha dormito di sasso!", - L"%s non è riuscito a catturare il %s!", - L"%s ha riparato il %s", - L"Interrompete per ", - L"Vi arrendete?", - L"Questa persona rifiuta il vostro aiuto.", - L"NON sono d'accordo!", - L"Per viaggiare sull'elicottero di Skyrider, dovrete innanzitutto ASSEGNARE mercenari al VEICOLO/ELICOTTERO.", - L"solo %s aveva abbastanza tempo per ricaricare UNA pistola", - L"Turno dei Bloodcat", - L"automatic", - L"no full auto", - L"The enemy has no more items to steal!", - L"The enemy has no item in its hand!", -// TODO.Translate - L"%s's desert camouflage has worn off.", - L"%s's desert camouflage has washed off.", - - L"%s's wood camouflage has worn off.", - L"%s's wood camouflage has washed off.", - - L"%s's urban camouflage has worn off.", - L"%s's urban camouflage has washed off.", - - L"%s's snow camouflage snow has worn off.", - L"%s's snow camouflage has washed off.", - - L"You cannot attach %s to this slot.", - L"The %s will not fit in any open slots.", - L"There's not enough space for this pocket.", //TODO:Translate - - L"%s has repaired the %s as much as possible.", // TODO.Translate - L"%s has repaired %s's %s as much as possible.", - - L"%s has cleaned the %s.", // TODO.Translate - L"%s has cleaned %s's %s.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", // TODO.Translate -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracona", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Fermo", - L"Normale", - L"5 min", - L"30 min", - L"60 min", - L"6 ore", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"Squad. 1", - L"Squad. 2", - L"Squad. 3", - L"Squad. 4", - L"Squad. 5", - L"Squad. 6", - L"Squad. 7", - L"Squad. 8", - L"Squad. 9", - L"Squad. 10", - L"Squad. 11", - L"Squad. 12", - L"Squad. 13", - L"Squad. 14", - L"Squad. 15", - L"Squad. 16", - L"Squad. 17", - L"Squad. 18", - L"Squad. 19", - L"Squad. 20", - L"Servizio", // on active duty - L"Dottore", // administering medical aid - L"Paziente", // getting medical aid - L"Veicolo", // in a vehicle - L"Transito", // in transit - abbreviated form - L"Riparare", // repairing - L"Radio Scan", // scanning for nearby patrols // TODO.Translate - L"Esercit.", // training themselves - L"Esercit.", // training a town to revolt - L"M.Militia", //training moving militia units // TODO.Translate - L"Istrutt.", // training a teammate - L"Studente", // being trained by someone else - L"Get Item", // get items // TODO.Translate - L"Staff", // operating a strategic facility // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Rest", // Resting at a facility // TODO.Translate - L"Prison", // Flugente: interrogate prisoners - L"Morto", // dead - L"Incap.", // abbreviation for incapacitated - L"PDG", // Prisoner of war - captured - L"Ospedale", // patient in a hospital - L"Vuoto", // Vehicle is empty - L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumours", // facility: gather information - L"Propag.", // spread propaganda - L"Rumours", // gather information - L"Command", // militia movement orders - L"Diagnose", // disease diagnosis //TODO.Translate - L"Treat D.", // treat disease among the population - L"Dottore", // administering medical aid - L"Paziente", // getting medical aid - L"Riparare", // repairing - L"Fortify", // build structures according to external layout // TODO.Translate - L"Train W.", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Esercito", // the title of the militia box - L"Non incaricato", //the number of unassigned militia troops - L"Non potete ridistribuire reclute, se ci sono nemici nei paraggi!", - L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Auto", // auto place the militia troops for the player - L"Eseguito", // done placing militia troops - L"Disband", // HEADROCK HAM 3.6: Disband militia // TODO.Translate - L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate -}; - -STR16 pConditionStrings[] = -{ - L"Eccellente", //the state of a soldier .. excellent health - L"Buono", // good health - L"Discreto", // fair health - L"Ferito", // wounded health - L"Stanco", // tired - L"Grave", // bleeding to death - L"Svenuto", // knocked out - L"Morente", // near death - L"Morto", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"In servizio", // set merc on active duty - L"Paziente", // set as a patient to receive medical aid - L"Veicolo", // tell merc to enter vehicle - L"Non scortato", // let the escorted character go off on their own - L"Cancella", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"Squadra 1", - L"Squadra 2", - L"Squadra 3", - L"Squadra 4", - L"Squadra 5", - L"Squadra 6", - L"Squadra 7", - L"Squadra 8", - L"Squadra 9", - L"Squadra 10", - L"Squadra 11", - L"Squadra 12", - L"Squadra 13", - L"Squadra 14", - L"Squadra 15", - L"Squadra 16", - L"Squadra 17", - L"Squadra 18", - L"Squadra 19", - L"Squadra 20", - L"Squadra 21", - L"Squadra 22", - L"Squadra 23", - L"Squadra 24", - L"Squadra 25", - L"Squadra 26", - L"Squadra 27", - L"Squadra 28", - L"Squadra 29", - L"Squadra 30", - L"Squadra 31", - L"Squadra 32", - L"Squadra 33", - L"Squadra 34", - L"Squadra 35", - L"Squadra 36", - L"Squadra 37", - L"Squadra 38", - L"Squadra 39", - L"Squadra 40", - L"In servizio", - L"Dottore", - L"Paziente", - L"veicolo", - L"In transito", - L"Riparare", - L"Radio Scan", // radio scan // TODO.Translate - L"Esercitarsi", - L"Allenamento Esercito", - L"Training Mobile Militia", // TODO.Translate - L"Allenatore", - L"Studente", - L"Get Item", // get items // TODO.Translate - L"Facility Staff", // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Resting at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Morto", - L"Incap.", - L"PDG", - L"Ospedale", - L"Vuoto", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda - L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gathering Rumours",// TODO.Translate // facility: gather rumours - L"Spreading Propaganda",// TODO.Translate // spread propaganda - L"Gathering Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Dottore", - L"Paziente", - L"Riparare", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"Squadra 1", - L"Squadra 2", - L"Squadra 3", - L"Squadra 4", - L"Squadra 5", - L"Squadra 6", - L"Squadra 7", - L"Squadra 8", - L"Squadra 9", - L"Squadra 10", - L"Squadra 11", - L"Squadra 12", - L"Squadra 13", - L"Squadra 14", - L"Squadra 15", - L"Squadra 16", - L"Squadra 17", - L"Squadra 18", - L"Squadra 19", - L"Squadra 20", - L"Squadra 21", - L"Squadra 22", - L"Squadra 23", - L"Squadra 24", - L"Squadra 25", - L"Squadra 26", - L"Squadra 27", - L"Squadra 28", - L"Squadra 29", - L"Squadra 30", - L"Squadra 31", - L"Squadra 32", - L"Squadra 33", - L"Squadra 34", - L"Squadra 35", - L"Squadra 36", - L"Squadra 37", - L"Squadra 38", - L"Squadra 39", - L"Squadra 40", - L"In servizio", - L"Dottore", - L"Paziente", - L"Veicolo", - L"In transito", - L"Ripara", - L"Radio Scan", // radio scan // TODO.Translate - L"Esercitarsi", - L"Allenatore esercito", - L"Train Mobiles", // TODO.Translate - L"Allena squadra", - L"Studente", - L"Get Item", // get items // TODO.Translate - L"Staff Facility", // TODO.Translate - L"Rest at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Morto", - L"Incap.", - L"PDG", - L"Ospedale", // patient in a hospital - L"Vuoto", // Vehicle is empty - L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda - L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) - L"Gather Rumours",// TODO.Translate // facility: gather rumours - L"Spread Propaganda",// TODO.Translate // spread propaganda - L"Gather Rumours",// TODO.Translate // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Dottore", - L"Paziente", - L"Ripara", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Opzioni del contratto:", - L"", // a blank line, required - L"Offri 1 giorno", // offer merc a one day contract extension - L"Offri 1 settimana", // 1 week - L"Offri 2 settimane", // 2 week - L"Termina contratto", // end merc's contract - L"Annulla", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"PDG", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"FORZA", - L"DESTREZZA", - L"AGILITÀ", - L"SAGGEZZA", - L"MIRA", - L"PRONTO SOCC.", - L"MECCANICA", - L"COMANDO", - L"ESPLOSIVI", - L"LIVELLO", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"Giubb. A-P", // the armor rating of the merc - L"Peso", // the weight the merc is carrying - L"Trav.", // the merc's camouflage rating - L"Camouflage:", - L"Protection:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Abi", // the abbreviated version of : agility - L"Des", // dexterity - L"For", // strength - L"Com", // leadership - L"Sag", // wisdom - L"Liv", // experience level - L"Tir", // marksmanship skill - L"Mec", // mechanical skill - L"Esp", // explosive skill - L"PS", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"Compito", // the mercs current assignment - L"Accordo", // the contract info about the merc - L"Salute", // the health level of the current merc - L"Morale", // the morale of the current merc - L"Cond.", // the condition of the current vehicle - L"Benzina", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Esercitarsi", // tell merc to train self - L"Esercito", // tell merc to train town - L"Allenatore", // tell merc to act as trainer - L"Studente", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Frequenza di fuoco:", // the allowable rate of fire for a merc who is guarding - L"Fuoco aggressivo", // the merc can be aggressive in their choice of fire rates - L"Conservare munizioni", // conserve ammo - L"Astenersi dal fuoco", // fire only when the merc needs to - L"Altre opzioni:", // other options available to merc - L"Può ritrattare", // merc can retreat - L"Può cercare rifugio", // merc is allowed to seek cover - L"Può assistere compagni di squadra", // merc can assist teammates - L"Fine", // done with this menu - L"Annulla", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Frequenza di fuoco:", - L" *Fuoco aggressivo*", - L" *Conservare munizioni*", - L" *Astenersi dal fuoco*", - L"Altre opzioni:", - L" *Può ritrattare*", - L" *Può cercare rifugio*", - L" *Può assistere compagni di squadra*", - L"Fine", - L"Annulla", -}; - -STR16 pAssignMenuStrings[] = -{ - L"In servizio", // merc is on active duty - L"Dottore", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis TODO.Translate - L"Paziente", // the merc is receiving medical attention - L"Veicolo", // the merc is in a vehicle - L"Ripara", // the merc is repairing items - L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"Snitch", // TODO.Translate // anv: snitch actions - L"Si esercita", // the merc is training - L"Militia", // all things militia - L"Get Item", // get items // TODO.Translate - L"Fortify", // fortify sector // TODO.Translate - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"Facility", // the merc is using/staffing a facility // TODO.Translate - L"Annulla", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Attack", // set militia to aggresive - L"Hold Position", // set militia to stationary - L"Retreat", // retreat militia - L"Come to me", // retreat militia - L"Get down", // retreat militia - L"Crouch", // TODO.Translate - L"Take cover", - L"Move to", // TODO.Translate - L"All: Attack", - L"All: Hold Position", - L"All: Retreat", - L"All: Come to me", - L"All: Spread out", - L"All: Get down", - L"All: Crouch", // TODO.Translate - L"All: Take cover", - //L"All: Find items", - L"Cancel", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = // TODO.Translate -{ - // radio operator - L"Artillery Strike", - L"Jam communications", - L"Scan frequencies", - L"Eavesdrop", - L"Call reinforcements", - L"Switch off radio set", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", // TODO.Translate - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Spotter", // TODO.Translate - L"Focus", // TODO.Translate - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Order an artillery strike from sector...", - L"Fill all radio frequencies with white noise, making communications impossible.", - L"Scan for jamming signals.", - L"Use your radio equipment to continously listen for enemy movement.", - L"Call in reinforcements from neighbouring sectors.", - L"Turn off radio set.", // TODO.Translate - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Requires:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s or higher\n", - L" - %s or higher or\n", - L" - %d minutes to be ready\n", - L" - mortar positions in neighbouring sectors\n", - L" - %s |o|r %s |a|n|d %s or %s or higher\n", - L" - possession by a demon", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = // TODO.Translate -{ - L"Militia", - L"Other Squads", - L"Cancel", - L"%d Militia", - L"All Militia", - - L"More", // TODO.Translate - L"Corpse: %s", // TODO.Translate -}; - -// TODO.Translate -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Team Informant", - L"Town Assignment", - L"Cancel", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Discuss snitch's behaviour towards his teammates.", - L"Take an assignment in this sector.", - L"Cancel", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Report complaints", - L"Don't report", - L"Prevent misbehaviour", - L"Ignore misbehaviour", - L"Cancel", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Report any complaints you hear from other mercs to your commander.", - L"Don't report anything.", - L"Try to stop other mercs from getting wasted and scrounging.", - L"Don't care what other mercs do.", - L"Cancel", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Spread propaganda", - L"Gather rumours", - L"Cancel", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", - L"Keep an ear to the ground on any rumours about enemy forces activity.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = // TODO.Translate -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s was exposed as a snitch but managed to notice it and get out alive.", - L"%s was exposed as a snitch but managed to defuse situation and get out alive.", - L"%s was exposed as a snitch but managed to avoid assassination attempt.", - L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", - - L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", - L"%s was exposed as a snitch and almost beaten to death before guards saved him.", - L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", - L"%s was exposed as a snitch and strangled to death before guards saved him.", - - L"%s was exposed as a snitch and drowned in toilet by other inmates.", - L"%s was exposed as a snitch and beaten to death by other inmates.", - L"%s was exposed as a snitch and shanked to death by other inmates.", - L"%s was exposed as a snitch and strangled to death by other inmates.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s heard rumours about enemy activity in %d sectors.", - -}; -// /TODO.Translate - -STR16 pRemoveMercStrings[] = -{ - L"Rimuovi Mercenario", // remove dead merc from current team - L"Annulla", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Salute", - L"Agilità", - L"Destrezza", - L"Forza", - L"Comando", - L"Mira", - L"Meccanica", - L"Esplosivi", - L"Pronto socc.", - L"Annulla", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Allenati", // train yourself - L"Train workers", // TODO.Translate - L"Allenatore", // train your teammates - L"Studente", // be trained by an instructor - L"Annulla", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"Squadra 1", - L"Squadra 2", - L"Squadra 3", - L"Squadra 4", - L"Squadra 5", - L"Squadra 6", - L"Squadra 7", - L"Squadra 8", - L"Squadra 9", - L"Squadra 10", - L"Squadra 11", - L"Squadra 12", - L"Squadra 13", - L"Squadra 14", - L"Squadra 15", - L"Squadra 16", - L"Squadra 17", - L"Squadra 18", - L"Squadra 19", - L"Squadra 20", - L"Squadra 21", - L"Squadra 22", - L"Squadra 23", - L"Squadra 24", - L"Squadra 25", - L"Squadra 26", - L"Squadra 27", - L"Squadra 28", - L"Squadra 29", - L"Squadra 30", - L"Squadra 31", - L"Squadra 32", - L"Squadra 33", - L"Squadra 34", - L"Squadra 35", - L"Squadra 36", - L"Squadra 37", - L"Squadra 38", - L"Squadra 39", - L"Squadra 40", - L"Annulla", -}; - -STR16 pPersonnelTitle[] = -{ - L"Personale", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Salute: ", // health of merc - L"Agilità: ", - L"Destrezza: ", - L"Forza: ", - L"Comando: ", - L"Saggezza: ", - L"Liv. esp.: ", // experience level - L"Mira: ", - L"Meccanica: ", - L"Esplosivi: ", - L"Pronto socc.: ", - L"Deposito med.: ", // amount of medical deposit put down on the merc - L"Contratto in corso: ", // cost of current contract - L"Uccisi: ", // number of kills by merc - L"Assistiti: ", // number of assists on kills by merc - L"Costo giornaliero:", // daily cost of merc - L"Tot. costo fino a oggi:", // total cost of merc - L"Contratto:", // cost of current contract - L"Tot. servizio fino a oggi:", // total service rendered by merc - L"Salario arretrato:", // amount left on MERC merc to be paid - L"Percentuale di colpi:", // percentage of shots that hit target - L"Battaglie:", // number of battles fought - L"Numero ferite:", // number of times merc has been wounded - L"Destrezza:", - L"Nessuna abilità", - L"Achievements:", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Elite soldiers: %d\n", - L"Regular soldiers: %d\n", - L"Admin soldiers: %d\n", - L"Hostile groups: %d\n", - L"Creatures: %d\n", - L"Tanks: %d\n", - L"Others: %d\n", - - L"Mercs: %d\n", - L"Militia: %d\n", - L"Others: %d\n", - - L"Shots fired: %d\n", - L"Missiles fired: %d\n", - L"Grenades thrown: %d\n", - L"Knives thrown: %d\n", - L"Blade attacks: %d\n", - L"Hand to hand attacks: %d\n", - L"Successful hits: %d\n", - - L"Locks picked: %d\n", - L"Locks breached: %d\n", - L"Traps removed: %d\n", - L"Explosives detonated: %d\n", - L"Items repaired: %d\n", - L"Items combined: %d\n", - L"Items stolen: %d\n", - L"Militia trained: %d\n", - L"Mercs bandaged: %d\n", - L"Surgeries made: %d\n", - L"Persons met: %d\n", - L"Sectors discovered: %d\n", - L"Ambushes prevented: %d\n", - L"Quests handled: %d\n", - - L"Tactical battles: %d\n", - L"Autoresolve battles: %d\n", - L"Times retreated: %d\n", - L"Ambushes experienced: %d\n", - L"Hardest battle: %d Enemies\n", - - L"Shot: %d\n", - L"Stabbed: %d\n", - L"Punched: %d\n", - L"Blasted: %d\n", - L"Suffered damages in facilities: %d\n", - L"Surgeries undergone: %d\n", - L"Facility accidents: %d\n", - - L"Character:", - L"Weakness:", - - L"Attitudes:", // WANNE: For old traits display instead of "Character:"! - - L"Zombies: %d\n", // TODO.Translate - - L"Background:", // TODO.Translate - L"Personality:", // TODO.Translate - - L"Prisoners interrogated: %d\n", // TODO.Translate - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - L"Nessuna abilità", - L"Forzare serrature", - L"Corpo a corpo", - L"Elettronica", - L"Op. notturne", - L"Lanciare", - L"Istruire", - L"Armi pesanti", - L"Armi automatiche", - L"Clandestino", - L"Ambidestro", - L"Furtività", - L"Arti marziali", - L"Coltelli", - L"Sniper", - L"Camuffato", - L"(Esperto)", -}; - -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"No Skill", // 0 - L"Auto Weapons", // 1 - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", // 5 - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", // 9 - // Minor traits - L"Ambidextrous", // 10 - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", // 15 - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", // 19 - // covert ops is a major trait that was added later - L"Covert Ops", // 20 - // new minor traits - L"Radio Operator", // 21 - L"Snitch", // 22 - L"Survival", - - // second names for major skills - L"Machinegunner", // 24 - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Spy", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"Placeholder", // for survival (minor trait) - L"More...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"various", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate -}; -////////////////////////////////////////////////////////// - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"|Stare fermi/Camminare", - L"|Accucciarsi/Muoversi accucciato", - L"Stare fermi/|Correre", - L"|Prono/Strisciare", - L"|Guardare", - L"Agire", - L"Parlare", - L"Esaminare (|C|t|r|l)", - - // Pop up door menu - L"Aprire manualmente", - L"Esaminare trappole", - L"Grimaldello", - L"Forzare", - L"Liberare da trappole", - L"Chiudere", - L"Aprire", - L"Usare esplosivo per porta", - L"Usare piede di porco", - L"Annulla (|E|s|c)", - L"Chiudere", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"Nessuna trappola", - L"una trappola esplosiva", - L"una trappola elettrica", - L"una trappola con sirena", - L"una trappola con allarme insonoro", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"giorno", - L"settimana", - L"due settimane", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Selezionare postazioni", - L"Assegnare mercenario", - L"Tracciare percorso di viaggio", - L"Merc |Contratto", - L"Eliminare mercenario", - L"Dormire", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"DEBOLE", - L"DEFINITO", - L"FORTE", - L"MOLTO FORTE", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"SCONOSCIUTO", - L"rumore di MOVIMENTO", - L"SCRICCHIOLIO", - L"TONFO IN ACQUA", - L"IMPATTO", - L"SPARO", - L"ESPLOSIONE", - L"URLA", - L"IMPATTO", - L"IMPATTO", - L"FRASTUONO", - L"SCHIANTO", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"il NORD-EST", - L"il EST", - L"il SUD-EST", - L"il SUD", - L"il SUD-OVEST", - L"il OVEST", - L"il NORD-OVEST", - L"il NORD", -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Urbano", - L"Strada", - L"Pianure", - L"Deserto", - L"Boschi", - L"Foresta", - L"Palude", - L"Acqua", - L"Colline", - L"Impervio", - L"Fiume", //river from north to south - L"Fiume", //river from east to west - L"Paese straniero", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropicale", - L"Campi", - L"Pianure, strada", - L"Boschi, strada", - L"Fattoria, strada", - L"Tropicale, strada", - L"Foresta, strada", - L"Linea costiera", - L"Montagna, strada", - L"Litoraneo, strada", - L"Deserto, strada", - L"Palude, strada", - L"Boschi, postazione SAM", - L"Deserto, postazione SAM", - L"Tropicale, postazione SAM", - L"Meduna, postazione SAM", - - //These are descriptions for special sectors - L"Ospedale di Cambria", - L"Aeroporto di Drassen", - L"Aeroporto di Meduna", - L"Postazione SAM", - L"Refuel site", // TODO.Translate - L"Nascondiglio ribelli", //The rebel base underground in sector A10 - L"Prigione sotterranea di Tixa", //The basement of the Tixa Prison (J9) - L"Tana della creatura", //Any mine sector with creatures in it - L"Cantina di Orta", //The basement of Orta (K4) - L"Tunnel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Rifugio", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.", //STR_DETECTED_SINGULAR - L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.", //STR_DETECTED_PLURAL - L"Volete coordinare un attacco simultaneo?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"Il nemico offre la possibilità di arrendervi.", //STR_ENEMY_SURRENDER_OFFER - L"Il nemico ha catturato i vostri mercenari sopravvissuti.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Ritirarsi", //The retreat button //STR_AR_RETREAT_BUTTON - L"Fine", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"DIFENDERE", //STR_AR_DEFEND_HEADER - L"ATTACCARE", //STR_AR_ATTACK_HEADER - L"INCONTRARE", //STR_AR_ENCOUNTER_HEADER - L"settore", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"VITTORIA!", //STR_AR_OVER_VICTORY - L"SCONFITTA!", //STR_AR_OVER_DEFEAT - L"ARRENDERSI!", //STR_AR_OVER_SURRENDERED - L"CATTURATI!", //STR_AR_OVER_CAPTURED - L"RITIRARSI!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Esercito", //STR_AR_MILITIA_NAME, - L"Èlite", //STR_AR_ELITE_NAME, - L"Truppa", //STR_AR_TROOP_NAME, - L"Amministratore", //STR_AR_ADMINISTRATOR_NAME, - L"Creatura", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Tempo trascorso", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"RITIRATOSI", //STR_AR_MERC_RETREATED, - L"RITIRARSI", //STR_AR_MERC_RETREATING, - L"RITIRATA", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Esito", //STR_PB_AUTORESOLVE_BTN, - L"Vai al settore", //STR_PB_GOTOSECTOR_BTN, - L"Ritira merc.", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"SCONTRO NEMICO", //STR_PB_ENEMYENCOUNTER_HEADER, - L"INVASIONE NEMICA", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"IMBOSCATA NEMICA", //STR_PB_ENEMYAMBUSH_HEADER - L"INTRUSIONE NEMICA NEL SETTORE", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"ATTACCO DELLE CREATURE", //STR_PB_CREATUREATTACK_HEADER - L"IMBOSCATA DEI BLOODCAT", //STR_PB_BLOODCATAMBUSH_HEADER - L"INTRUSIONE NELLA TANA BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Postazione", - L"Nemici", - L"Mercenari", - L"Esercito", - L"Creature", - L"Bloodcat", - L"Settore", - L"Nessuno", //If there are no uninvolved mercs in this fight. - L"N/A", //Acronym of Not Applicable - L"g", //One letter abbreviation of day - L"o", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Sgombro", - L"Sparsi", - L"In gruppo", - L"Fine", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"|Mostra chiaramente tutte le postazioni dei mercenari, \ne vi permette di rimetterli in gioco manualmente.", - L"A caso |sparge i vostri mercenari \nogni volta che lo premerete.", - L"Vi permette di scegliere dove vorreste |raggruppare i vostri mercenari.", - L"Cliccate su questo pulsante quando avrete \nscelto le postazioni dei vostri mercenari. (|I|n|v|i|o)", - L"Dovete posizionare tutti i vostri mercenari \nprima di iniziare la battaglia.", - - //Various strings (translate word for word) - - L"Settore", - L"Scegliete le postazioni di intervento", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"Non sembra così bello qui. È inacessibile. Provate con una diversa postazione.", - L"Posizionate i vostri mercenari nella sezione illuminata della mappa.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"è arivato nel settore", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"|Automaticamente svolge i combattimenti al vostro posto\nsenza caricare la mappa.", - L"Non è possibile utilizzare l'opzione di risoluzione automatica quando\nil giocatore sta attaccando.", - L"|Entrate nel settore per catturare il nemico.", - L"|Rimandate il gruppo al settore precedente.", //singular version - L"|Rimandate tutti i gruppi ai loro settori precedenti.", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"I nemici attaccano il vostro esercito nel settore %c%d.", - //%c%d is the sector -- ex: A9 - L"Le creature attaccano il vostro esercito nel settore %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Le creature attaccano e uccidono %d civili nel settore %s.", - //%s is the sector location -- ex: A9: Omerta - L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!", - //%s is the sector location -- ex: A9: Omerta - L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!", - - // Flugente: militia movement forbidden due to limited roaming // TODO.Translate - L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", - - L"Robot", //STR_AR_ROBOT_NAME, TODO: translate - L"Tank", //STR_AR_TANK_NAME, - L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"Gg", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Settore trovato:", - L"Giorno trovato:", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"Stato:", - L"Peso:", - L"AP Costs", - L"Git:", // Range - L"Dan:", // Damage - L"Ammontare:", // Number of bullets left in a magazine - L"PA:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Accuracy:", //9 - L"Range:", //10 - L"Damage:", //11 - L"Weight:", //12 - L"Stun Damage:",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - L"Attachments:", //14 // TODO.Translate - L"AUTO/5:", //15 - L"Remaining ammo:", //16 // TODO.Translate - - // TODO.Translate - L"Default:", //17 //WarmSteel - So we can also display default attachments - L"Dirt:", // 18 //added by Flugente // TODO.Translate - L"Space:", // 19 //space left on Molle items // TODO.Translate - L"Spread Pattern:", // 20 // TODO.Translate - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - // TODO.Translate - L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", - L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", - L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", - L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", - L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", - L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", - L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", - L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"", //12 - L"APs to ready", - L"APs to fire Single", - L"APs to fire Burst", - L"APs to fire Auto", - L"APs to Reload", - L"APs to Reload Manually", - L"Burst Penalty (Lower is better)", //19 - L"Bipod Modifier", - L"Autofire shots per 5 AP", - L"Autofire Penalty (Lower is better)", - L"Burst/Auto Penalty (Lower is better)", //23 - L"APs to Throw", - L"APs to Launch", - L"APs to Stab", - L"No Single Shot!", - L"No Burst Mode!", - L"No Auto Mode!", - L"APs to Bash", - L"", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Item Size Modifier (Lower is better)", // 0 - L"Reliability Modifier", - L"Loudness Modifier (Lower is better)", - L"Hides Muzzle Flash", - L"Bipod Modifier", - L"Range Modifier", // 5 - L"To-Hit Modifier", - L"Best Laser Range", - L"Aiming Bonus Modifier", - L"Burst Size Modifier", - L"Burst Penalty Modifier (Higher is better)", // 10 - L"Auto-Fire Penalty Modifier (Higher is better)", - L"AP Modifier", - L"AP to Burst Modifier (Lower is better)", - L"AP to Auto-Fire Modifier (Lower is better)", - L"AP to Ready Modifier (Lower is better)", // 15 - L"AP to Reload Modifier (Lower is better)", - L"Magazine Size Modifier", - L"AP to Attack Modifier (Lower is better)", - L"Damage Modifier", - L"Melee Damage Modifier", // 20 - L"Woodland Camo", - L"Urban Camo", - L"Desert Camo", - L"Snow Camo", - L"Stealth Modifier", // 25 - L"Hearing Range Modifier", - L"Vision Range Modifier", - L"Day Vision Range Modifier", - L"Night Vision Range Modifier", - L"Bright Light Vision Range Modifier", //30 - L"Cave Vision Range Modifier", - L"Tunnel Vision Percentage (Lower is better)", - L"Minimum Range for Aiming Bonus", - L"Hold |C|t|r|l to compare items", // item compare help text - L"Equipment weight: %4.1f kg", // 35 // TODO.Translate -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"In ", - L"PERFECT", - L"EXCELLENT", - L"GOOD", - L"FAIR", - L"POOR", - L"BAD", - L"TERRIBLE", - L" condition." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Ammontare", - L"Rimanenti:", //this is the overall balance - L"Ammontare", - L"Da separare:", // the amount he wants to separate from the overall balance to get two piles of money - - L"Bilancio", - L"corrente:", - L"Ammontare", - L"del prelievo:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"MORENTE", // >= 0 - L"CRITICO", // >= 15 - L"DEBOLE", // >= 30 - L"FERITO", // >= 45 - L"SANO", // >= 60 - L"FORTE", // >= 75 - L"ECCELLENTE", // >= 90 - L"CAPTURED", // added by Flugente TODO.Translate -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"Fine", - L"Separare", - L"Prelevare", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"Vant.:", -}; - -CHAR16 gzConsLabel[10] = -{ - L"Svant.:", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Vuoi ripetere?", //meaning "Repeat yourself" - L"Amichevole", //approach in a friendly - L"Diretto", //approach directly - let's get down to business - L"Minaccioso", //approach threateningly - talk now, or I'll blow your face off - L"Dai", - L"Recluta", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Compra/Vendi", - L"Compra", - L"Vendi", - L"Ripara", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"Fine", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Icecream Truck", - L"Jeep", - L"Carro armato", - L"Elicottero", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Truck", - L"Jeep", - L"Carro", - L"Eli", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Truck", // Ice cream truck - L"Jeep", - L"Carro", - L"Eli", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"You cannot shoot from this seat.", // TODO.Translate - L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Attacco aereo", - L"Ricorrete al pronto soccorso automaticamente?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s nota ch egli oggetti mancano dall'equipaggiamento.", - - // The %s is a string from pDoorTrapStrings - - L"La serratura ha %s", - L"Non ci sono serrature", - L"Vittoria!", - L"Fallimento", - L"Vittoria!", - L"Fallimento", - L"La serratura non presenta trappole", - L"Vittoria!", - // The %s is a merc name - L"%s non ha la chiave giusta", - L"La serratura non presenta trappole", - L"La serratura non presenta trappole", - L"Serrato", - L"", - L"TRAPPOLE", - L"SERRATO", - L"APERTO", - L"FRACASSATO", - L"C'è un interruttore qui. Lo volete attivare?", - L"Disattivate le trappole?", - L"Prec...", - L"Succ...", - L"Più...", - - // In the next 2 strings, %s is an item name - - L"Il %s è stato posizionato sul terreno.", - L"Il %s è stato dato a %s.", - - // In the next 2 strings, %s is a name - - L"%s è stato pagato completamente.", - L"Bisogna ancora dare %d a %s.", - L"Scegliete la frequenza di detonazione:", //in this case, frequency refers to a radio signal - L"Quante volte finché la bomba non esploderà:", //how much time, in turns, until the bomb blows - L"Stabilite la frequenza remota di detonazione:", //in this case, frequency refers to a radio signal - L"Disattivate le trappole?", - L"Rimuovete la bandiera blu?", - L"Mettete qui la bandiera blu?", - L"Fine del turno", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Siete sicuri di volere attaccare %s ?", - L"Ah, i veicoli non possono cambiare posizione.", - L"Il robot non può cambiare posizione.", - - // In the next 3 strings, %s is a name - - L"%s non può cambiare posizione.", - L"%s non sono ricorsi al pronto soccorso qui.", - L"%s non ha bisogno del pronto soccorso.", - L"Non può muoversi là.", - L"La vostra squadra è al completo. Non c'è spazio per una recluta.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s è stato reclutato.", - - // Here %s is a name and %d is a number - - L"Bisogna dare %d a $%s.", - - // In the next string, %s is a name - - L"Scortate %s?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"Il salario di %s ammonta a %s per giorno?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Volete combattere?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"Comprate %s per %s?", - - // In the next string, %s is a name - - L"%s è scortato dalla squadra %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"INCEPPATA", //weapon is jammed. - L"Il robot ha bisogno di munizioni calibro %s.", //Robot is out of ammo - L"Cosa? Impossibile.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Modalità furtiva (|Z)", - L"Schermata della |mappa", - L"Fine del turno (|D)", - L"Parlato", - L"Muto", - L"Alza (|P|a|g|S|ù)", - L"Livello della vista (|T|a|b)", - L"Scala / Salta", - L"Abbassa (|P|a|g|G|i|ù)", - L"Esamina (|C|t|r|l)", - L"Mercenario precedente", - L"Prossimo mercenario (|S|p|a|z|i|o)", - L"|Opzioni", - L"Modalità a raffica (|B)", - L"Guarda/Gira (|L)", - L"Salute: %d/%d\nEnergia: %d/%d\nMorale: %s", - L"Eh?", //this means "what?" - L"Fermo", //an abbrieviation for "Continued" - L"Audio on per %s.", - L"Audio off per %s.", - L"Salute: %d/%d\nCarburante: %d/%d", - L"Uscita veicoli" , - L"Cambia squadra (|M|a|i|u|s|c |S|p|a|z|i|o)", - L"Guida", - L"N/A", //this is an acronym for "Not Applicable." - L"Usa (Corpo a corpo)", - L"Usa (Arma da fuoco)", - L"Usa (Lama)", - L"Usa (Esplosivo)", - L"Usa (Kit medico)", - L"Afferra", - L"Ricarica", - L"Dai", - L"%s è partito.", - L"%s è arrivato.", - L"%s ha esaurito i Punti Azione.", - L"%s non è disponibile.", - L"%s è tutto bendato.", - L"%s non è provvisto di bende.", - L"Nemico nel settore!", - L"Nessun nemico in vista.", - L"Punti Azione insufficienti.", - L"Nessuno sta utilizzando il comando a distanza.", - L"Il fuoco a raffica ha svuotato il caricatore!", - L"SOLDATO", - L"CREPITUS", - L"ESERCITO", - L"CIVILE", - L"ZOMBIE", // TODO.Translate - L"Settore di uscita", - L"OK", - L"Annulla", - L"Merc. selezionato", - L"Tutta la squadra", - L"Vai nel settore", - L"Vai alla mappa", - L"Non puoi uscire dal settore da questa parte.", - L"You can't leave in turn based mode.", // TODO.Translate - L"%s è troppo lontano.", - L"Rimuovi le fronde degli alberi", - L"Mostra le fronde degli alberi", - L"CORVO", //Crow, as in the large black bird - L"COLLO", - L"TESTA", - L"TORSO", - L"GAMBE", - L"Vuoi dire alla Regina cosa vuole sapere?", - L"Impronta digitale ID ottenuta", - L"Impronta digitale ID non valida. Arma non funzionante", - L"Raggiunto scopo", - L"Sentiero bloccato", - L"Deposita/Preleva soldi", //Help text over the $ button on the Single Merc Panel - L"Nessuno ha bisogno del pronto soccorso.", - L"Bloccato.", // Short form of JAMMED, for small inv slots - L"Non può andare là.", // used ( now ) for when we click on a cliff - L"Il sentiero è bloccato. Vuoi scambiare le posizioni con questa persona?", - L"La persona rifiuta di muoversi.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Sei d'accordo a pagare %s?", - L"Accetti il trattamento medico gratuito?", - L"Vuoi sposare %s?", //Daryl - L"Quadro delle chiavi", - L"Non puoi farlo con un EPC.", - L"Risparmi %s?", //Krott - L"Fuori dalla gittata dell'arma", - L"Minatore", - L"Il veicolo può viaggiare solo tra i settori", - L"Non è in grado di fasciarsi da solo ora", - L"Sentiero bloccato per %s", - L"I mercenari catturati dall'esercito di %s, sono stati imprigionati qui!", //Deidranna - L"Serratura manomessa", - L"Serratura distrutta", - L"Qualcun altro sta provando a utilizzare questa porta.", - L"Salute: %d/%d\nCarburante: %d/%d", - L"%s non riesce a vedere %s.", // Cannot see person trying to talk to - L"Attachment removed", - L"Non può guadagnare un altro veicolo poichè già avete 2", - - // added by Flugente for defusing/setting up trap networks // TODO.Translate - L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", - L"Set defusing frequency:", - L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", - L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", - L"Select tripwire hierarchy (1 - 4) and network (A - D):", - - // added by Flugente to display food status - L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"What do you want to do?", - L"Fill canteens", - L"Clean guns (Merc)", - L"Clean guns (Team)", - L"Take off clothes", - L"Lose disguise", - L"Militia inspection", - L"Militia restock", - L"Test disguise", - L"unused", - - // added by Flugente: decide what to do with the corpses - L"What do you want to do with the body?", - L"Decapitate", - L"Gut", - L"Take Clothes", - L"Take Body", - - // Flugente: weapon cleaning - L"%s cleaned %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Where do you want to send the %d prisoners?", // TODO.Translate - L"Let them go", - L"What do you want to do?", - L"Demand surrender", - L"Offer surrender", - L"Distract", // TODO.Translate - L"Talk", - L"Recruit Turncoat", // TODO: translate - - // TODO.Translate - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Disarm trap", - L"Inspect trap", - L"Remove blue flag", - L"Blow up!", - L"Activate tripwire", - L"Deactivate tripwire", - L"Reveal tripwire", - L"No detonator or remote detonator found!", - L"This bomb is already armed!", - L"Safe", - L"Mostly safe", - L"Risky", - L"Dangerous", - L"High danger!", - - L"Mask", // TODO.Translate - L"NVG", - L"Item", - - L"This feature works only with New Inventory System", - L"No item in your main hand", - L"Nowhere to place item from main hand", - L"No defined item for this quick slot", - L"No free hand for new item", - L"Item not found", - L"Cannot take item to main hand", - - L"Attempting to bandage travelling mercs...", //TODO.Translate - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", // TODO.Translate - - L"%s has stopped chatting with %s", // TODO.Translate -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"Se selezionato, il settore adiacente verrà immediatamente caricato.", - L"Se selezionato, sarete automaticamente posti nella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Questo settore è occupato da nemicie non potete lasciare mercenari qui.\nDovete risolvere questa situazione prima di caricare qualsiasi altro settore.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Rimuovendo i vostri mercenari da questo settore,\nil settore adiacente verrà immediatamente caricato.", - L"Rimuovendo i vostri mercenari da questo settore,\nverrete automaticamente postinella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s ha bisogno di essere scortato dai vostri mercenari e non può lasciare questo settore da solo.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //male singular - L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //female singular - L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //male plural - L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Tutti i vostri personaggi devono trovarsi nei paraggi\nin modo da permettere alla squadra di attraversare.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"Se selezionato, %s viaggerà da solo, e\nautomaticamente verrà riassegnato a un'unica squadra.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"Se selezionato, la vostra \nsquadra attualmente selezionata viaggerà, lasciando questo settore.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s è scortato dai vostri mercenari e non può lasciare questo settore da solo. Gli altri vostri mercenari devono trovarsi nelle vicinanze prima che possiate andarvene.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Oggetti", // tell merc to repair items in inventory - L"Sito SAM", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Annulla", // cancel this menu - L"Robot", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"perduto", // the merc has lost a statistic - L"guadagnato", // the merc has gained a statistic - L"punto di", // singular - L"punti di", // plural - L"livello di", // singular - L"livelli di", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"salute.", - L"agilità.", - L"destrezza.", - L"saggezza.", - L"pronto socc.", - L"abilità esplosivi.", - L"abilità meccanica.", - L"mira.", - L"esperienza.", - L"forza.", - L"comando.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"Distanza totale: ", // total distance for helicopter to travel - L"Sicura: ", // distance to travel to destination - L"Insicura: ", // distance to return from destination to airport - L"Costo totale: ", // total cost of trip by helicopter - L"TPA: ", // ETA is an acronym for "estimated time of arrival" - L"L'elicottero ha poco carburante e deve atterrare in territorio nemico!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Passeggeri: ", - L"Seleziona Skyrider o gli Arrivi Drop-off?", - L"Skyrider", - L"Arrivi", - L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate - L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate - L"Remaining Fuel:", // TODO.Translate - L"Dist. To Refuel Site:", // TODO.Translate -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", - L"Helicopter is currently disassembled. Wait until repairs are finished.", - L"Repairs completed. Helicopter is available again.", - L"Helicopter is fully refueled.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Sottolivello:", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"Leale", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"non può portare ordini di viaggio sottoterra.", -}; - -STR16 gsTimeStrings[] = -{ - L"h", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"g", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"Nessuno", - L"Ospedale", - L"Factory", // TODO.Translate - L"Prigione", - L"Militare", - L"Aeroporto", - L"Frequenza di fuoco", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Inventario", - L"Uscita", - L"Repair", // TODO.Translate - L"Factories", // TODO.Translate -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Dimensione", // 0 // size of the town in sectors - L"", // blank line, required - L"Controllo", // how much of town is controlled - L"Nessuno", // none of this town - L"Miniera", // mine associated with this town - L"Lealtà", // 5 // the loyalty level of this town - L"Addestrato", // the forces in the town trained by the player - L"", - L"Servizi principali", // main facilities in this town - L"Livello", // the training level of civilians in this town - L"addestramento civili", // 10 // state of civilian training in town - L"Esercito", // the state of the trained civilians in the town - - // Flugente: prisoner texts // TODO.Translate - L"Prisoners", - L"%d (capacity %d)", - L"%d Admins", - L"%d Regulars", - L"%d Elites", - L"%d Officers", - L"%d Generals", - L"%d Civilians", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Miniera", // 0 - L"Argento", - L"Oro", - L"Produzione giornaliera", - L"Produzione possibile", - L"Abbandonata", // 5 - L"Chiudi", - L"Esci", - L"Produci", - L"Stato", - L"Ammontare produzione", - L"Resource", // 10 L"Tipo di minerale", // TODO.Translate - L"Controllo della città", - L"Lealtà della città", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"Forze nemiche", - L"Settore", - L"# di oggetti", - L"Sconosciuto", - - L"Controllato", - L"Sì", - L"No", - L"Status/Software status:", // TODO.Translate - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s non è abbastanza vicino.", //Merc is in sector with item but not close enough - L"Non può selezionare quel mercenario.", //MARK CARTER - L"%s non si trova nel settore per prendere quell'oggetto.", - L"Durante il combattimento, dovrete raccogliere gli oggetti manualmente.", - L"Durante il combattimento, dovrete rilasciare gli oggetti manualmente.", - L"%s non si trova nel settore per rilasciare quell'oggetto.", - L"Durante il combattimento, non potete ricaricare con una cassa del ammo.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"Posizione", // sector these items are in - L"Totale oggetti", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"Per cambiare l'incarico di un mercenario, come, ad esempio, cambiare la squadra, dottore o riparare, cliccate dentro la colonna 'Compito'", - L"Per assegnare a un mercenario una destinazione in un altro settore, cliccate dentro la colonna 'Dest'", - L"Una volta che a un mercenario è stato ordinato di procedere, una compressione di tempo gli permetterà di muoversi.", - L"Cliccando di sinistro, selezionerete il settore. Cliccando di sinistro un'altra volta, darete al mercenario ordini di movimento. Cliccando di destro, darete informazioni sommarie al settore.", - L"Premete 'h' in questo settore di questa schermata ogni volta che vorrete accedere a questa finestra d'aiuto.", - L"Test Text", - L"Test Text", - L"Test Text", - L"Test Text", - L"Non potrete fare molto in questa schermata finché non arriverete ad Arulco. Quando avrete definito la vostra squadra, cliccate sul pulsante Compressione di Tempo in basso a destra. Questo diminuirà il tempo necessario alla vostra squadra per raggiungere Arulco.", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Muovere mercenari nel settore", // title for movement box - L"Rotta spostamento esercito", // done with movement menu, start plotting movement - L"Annulla", // cancel this menu - L"Altro", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads TODO: Translate -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Oops:", // an error has occured - L"Scaduto contratto mercenari:", // this pop up came up due to a merc contract ending - L"Portato a termine incarico mercenari:", // this pop up....due to more than one merc finishing assignments - L"Mercenari di nuovo al lavoro:", // this pop up ....due to more than one merc waking up and returing to work - L"Mercenari a riposo:", // this pop up ....due to more than one merc being tired and going to sleep - L"Contratti in scadenza:", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Mostra città (|w)", - L"Mostra |miniere", - L"Mos|tra squadre & nemici", - L"Mostra spazio |aereo", - L"Mostra oggett|i", - L"Mostra esercito & nemici (|Z)", - L"Show |Disease Data", // TODO.Translate - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Next (|.)", // next page // TODO.Translate - L"Previous (|,)", // previous page // TODO.Translate - L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate - - // TODO.Translate - L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button - L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge - L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items - L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo - L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button - L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate - L"Save Gear Template", // TODO.Translate - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"Portati|le", - L"Tattico (|E|s|c)", - L"|Opzioni", - L"Dilata tempo (|+)", // time compress more - L"Comprime tempo (|-)", // time compress less - L"Messaggio precedente (|S|u)\nIndietro (|P|a|g|S|u)", // previous message in scrollable list - L"Messaggio successivo (|G|i|ù)\nAvanti (|P|a|g|G|i|ù)", // next message in the scrollable list - L"Inizia/Ferma tempo (|S|p|a|z|i|o)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Bilancio attuale", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s è morto.", -}; - - -STR16 pDayStrings[] = -{ - L"Giorno", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Help Desk", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephan", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"Assicurazione M.I.S.", - L"Bobby Ray", - L"Capo", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"Indietro", - L"Avanti", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"Avete una nuova E-mail...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Eliminate l'E-mail?", - L"Eliminate l'E-mail NON LETTA?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"Da:", - L"Sogg.:", - L"Giorno:", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"posta elettronica", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"Contabile aggiuntivo", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Crediti:", // credit (subtract from) to player's account - L"Debiti:", // debit (add to) to player's account - L"Entrate effettive di ieri:", - L"Altri depositi di ieri:", - L"Debiti di ieri:", - L"Bilancio di fine giornata:", - L"Entrate effettive di oggi:", - L"Altri depositi di oggi:", - L"Debiti di oggi:", - L"Bilancio attuale:", - L"Entrate previste:", - L"Bilancio previsto:", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"Giorno", // the day column - L"Crediti", // the credits column (to ADD money to your account) - L"Debiti", // the debits column (to SUBTRACT money from your account) - L"Transazione", // transaction type - see TransactionText below - L"Bilancio", // balance at this point in time - L"Pagina", // page number - L"Giorno(i)", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"Interessi maturati", // interest the player has accumulated so far - L"Deposito anonimo", - L"Tassa di transazione", - L"Assunto", // Merc was hired - L"Acquistato da Bobby Ray", // Bobby Ray is the name of an arms dealer - L"Acconti pagati al M.E.R.C.", - L"Deposito medico per %s", // medical deposit for merc - L"Analisi del profilo I.M.P.", // IMP is the acronym for International Mercenary Profiling - L"Assicurazione acquistata per %s", - L"Assicurazione ridotta per %s", - L"Assicurazione estesa per %s", // johnny contract extended - L"Assicurazione annullata %s", - L"Richiesta di assicurazione per %s", // insurance claim for merc - L"1 giorno", // merc's contract extended for a day - L"1 settimana", // merc's contract extended for a week - L"2 settimane", // ... for 2 weeks - L"Entrata mineraria", - L"", //String nuked - L"Fiori acquistati", - L"Totale rimborso medico per %s", - L"Parziale rimborso medico per %s", - L"Nessun rimborso medico per %s", - L"Pagamento a %s", // %s is the name of the npc being paid - L"Trasferimento fondi a %s", // transfer funds to a merc - L"Trasferimento fondi da %s", // transfer funds from a merc - L"Equipaggiamento esercito in %s", // initial cost to equip a town's militia - L"Oggetti acquistati da%s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s soldi depositati.", - L"Sold Item(s) to the Locals", - L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate - L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate - L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate - L"WHO data subscription", // Flugente: disease TODO.Translate - L"Payment to Kerberus", // Flugente: PMC - L"SAM site repair", // Flugente: SAM repair // TODO.Translate - L"Trained workers", // Flugente: train workers - L"Drill militia in %s", // Flugente: drill militia // TODO.Translate - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Assicurazione per", // insurance for a merc - L"Est. contratto di %s per 1 giorno.", // entend mercs contract by a day - L"Est. %s contratto per 1 settimana.", - L"Est. %s contratto per 2 settimane.", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"Skyrider è stato pagato $%d", // skyrider was paid an amount of money - L"A Skyrider bisogna ancora dare $%d", // skyrider is still owed an amount of money - L"Skyrider ha finito il carburante", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider è di nuovo pronto a volare.", // Skyrider was grounded but has been freed - L"Skyrider non ha passeggeri. Se avete intenzione di trasportare mercenari in questo settore, assegnateli prima al Veicolo/Elicottero.", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Ottimo", - L"Buono", - L"Medio", - L"Basso", - L"Panico", - L"Cattivo", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"L'equipaggio di %s è ora disponibile a Omerta (A9).", - L"L'equipaggio di %s è ora disponibile a Drassen (B13).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Salute", - L"Energia", - L"Morale", - L"Condizione", // the condition of the current vehicle (its "health") - L"Carburante", // the fuel level of the current vehicle (its "energy") - L"Poison", // TODO.Translate - L"Water", // drink level - L"Food", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Mercenario precedente (|S|i|n)", // previous merc in the list - L"Mercenario successivo (|D|e|s)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"TAP", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"Non lo vedrete mai più. Siete sicuri?", // do you want to continue and lose the item forever - L"Questo oggetto sembra DAVVERO importante. Siete DAVVERO SICURISSIMI di volerlo gettare via?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"La squadra non può muoversi, se un mercenario dorme.", - -//1-5 - L"Muovete la squadra al primo piano.", - L"Ordini di movimento? È un settore nemico!", - L"I mercenari devono essere assegnati a una squadra o a un veicolo per potersi muovere.", - L"Non avete ancora membri nella squadra.", // you have no members, can't do anything - L"I mercenari non possono attenersi agli ordini.", // merc can't comply with your order -//6-10 - L"ha bisogno di una scorta per muoversi. Inseritelo in una squadra che ne è provvista.", // merc can't move unescorted .. for a male - L"ha bisogno di una scorta per muoversi. Inseritela in una squadra che ne è provvista.", // for a female - L"Il mercenario non è ancora arrivato ad %s!", - L"Sembra che ci siano negoziazioni di contratto da stabilire.", - L"", -//11-15 - L"Ordini di movimento? È in corso una battaglia!", - L"Siete stati vittima di un'imboscata da parte dai Bloodcat nel settore %s!", - L"Siete appena entrati in quella che sembra una tana di un Bloodcat nel settore %s!", - L"", - L"La zona SAM in %s è stata assediata.", -//16-20 - L"La miniera di %s è stata assediata. La vostra entrata giornaliera è stata ridotta di %s per giorno.", - L"Il nemico ha assediato il settore %s senza incontrare resistenza.", - L"Almeno uno dei vostri mercenari non ha potuto essere affidato a questo incarico.", - L"%s non ha potuto unirsi alla %s visto che è completamente pieno", - L"%s non ha potuto unirsi alla %s visto che è troppo lontano.", -//21-25 - L"La miniera di %s è stata invasa dalle forze armate di Deidranna!", - L"Le forze armate di Deidranna hanno appena invaso la zona SAM in %s", - L"Le forze armate di Deidranna hanno appena invaso %s", - L"Le forze armate di Deidranna sono appena state avvistate in %s.", - L"Le forze armate di Deidranna sono appena partite per %s.", -//26-30 - L"Almeno uno dei vostri mercenari non può riposarsi.", - L"Almeno uno dei vostri mercenari non è stato svegliato.", - L"L'esercito non si farà vivo finché non avranno finito di esercitarsi.", - L"%s non possono ricevere ordini di movimento adesso.", - L"I militari che non si trovano entro i confini della città non possono essere spostati inquesto settore.", -//31-35 - L"Non potete avere soldati in %s.", - L"Un veicolo non può muoversi se è vuoto!", - L"%s è troppo grave per muoversi!", - L"Prima dovete lasciare il museo!", - L"%s è morto!", -//36-40 - L"%s non può andare a %s perché si sta muovendo", - L"%s non può salire sul veicolo in quel modo", - L"%s non può unirsi alla %s", - L"Non potete comprimere il tempo finché non arruolerete nuovi mercenari!", - L"Questo veicolo può muoversi solo lungo le strade!", -//41-45 - L"Non potete riassegnare i mercenari che sono già in movimento", - L"Il veicolo è privo di benzina!", - L"%s è troppo stanco per muoversi.", - L"Nessuno a bordo è in grado di guidare il veicolo.", - L"Uno o più membri di questa squadra possono muoversi ora.", -//46-50 - L"Uno o più degli altri mercenari non può muoversi ora.", - L"Il veicolo è troppo danneggiato!", - L"Osservate che solo due mercenari potrebbero addestrare i militari in questo settore.", - L"Il robot non può muoversi senza il suo controller. Metteteli nella stessa squadra.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Cliccate di nuovo su una destinazione per confermare la vostra meta finale, oppure cliccate su un altro settore per fissare più tappe.", - L"Rotta di spostamento confermata.", - L"Destinazione immutata.", - L"Rotta di spostamento annullata.", - L"Rotta di spostamento accorciata.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Cliccate sul settore dove desiderate che i mercenari arrivino.", - L"OK. I mercenari che stavano arrivando si sono dileguati a %s", - L"I mercenari non possono essere trasportati, lo spazio aereo non è sicuro!", - L"Annullato. Il settore d'arrivo è immutato", - L"Lo spazio aereo sopra %s non è più sicuro! Il settore d'arrivo è stato spostato a %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Entra nell'inventario (|I|n|v|i|o)", - L"Getta via l'oggetto", - L"Esci dall'inventario (|I|n|v|i|o)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a (%s) dopo aver preso il volo?", - L"%s sta per partire e spedirà il suo equipaggiamento a %s.", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a (%s) dopo aver preso il volo?", - L"%s sta per partire e spedirà il suo equipaggiamento a %s.", -}; - - -STR16 pMercContractOverStrings[] = -{ - L": contratto scaduto. Egli è tornato a casa.", // merc's contract is over and has departed - L": contratto scaduto. Ella è tornata a casa.", // merc's contract is over and has departed - L": contratto terminato. Egli è partito.", // merc's contract has been terminated - L": contratto terminato. Ella è partita.", // merc's contract has been terminated - L"Dovete al M.E.R.C. troppi soldi, così %s è partito.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -STR16 pImpPopUpStrings[] = -{ - L"Codice di autorizzazione non valido", - L"State per riiniziare l'intero processo di profilo. Ne siete certi?", - L"Inserite nome e cognome corretti oltre che al sesso", - L"L'analisi preliminare del vostro stato finanziario mostra che non potete offrire un'analisi di profilo.", - L"Opzione non valida questa volta.", - L"Per completare un profilo accurato, dovete aver spazio per almeno uno dei membri della squadra.", - L"Profilo già completato.", - L"Cannot load I.M.P. character from disk.", - L"You have already reached the maximum number of I.M.P. characters.", - L"You have already three I.M.P characters with the same gender on your team.", - L"You cannot afford the I.M.P character.", // 10 - L"The new I.M.P character has joined your team.", - L"You have already selected the maximum number of traits.", // TODO.Translate - L"No voicesets found.", // TODO.Translate -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"Cosa offriamo", // about the IMP site - L"INIZIO", // begin profiling - L"Personalità", // personality section - L"Attributi", // personal stats/attributes section - L"Appearance", // changed from portrait - L"Voce %d", // the voice selection - L"Fine", // done profiling - L"Ricomincio", // start over profiling - L"Sì, scelgo la risposta evidenziata.", - L"Sì", - L"No", - L"Finito", // finished answering questions - L"Prec.", // previous question..abbreviated form - L"Avanti", // next question - L"SÃŒ, LO SONO.", // yes, I am certain - L"NO, VOGLIO RICOMINCIARE.", // no, I want to start over the profiling process - L"SÃŒ", - L"NO", - L"Indietro", // back one page - L"Annulla", // cancel selection - L"Sì, ne sono certo.", - L"No, lasciami dare un'altra occhiata.", - L"Immatricolazione", // the IMP site registry..when name and gender is selected - L"Analisi", // analyzing your profile results - L"OK", - L"Character", // Change from "Voice" - L"Nessuna", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"With your character traits chosen, it is time to select your skills.", - L"To complete the process, select your attributes.", - L"To commence actual profiling, select portrait, voice and colors.", - L"Now that you have completed your appearence choice, proceed to character analysis.", -}; - -STR16 pFilesTitle[] = -{ - L"Gestione risorse", -}; - -STR16 pFilesSenderList[] = -{ - L"Rapporto", // the recon report sent to the player. Recon is an abbreviation for reconissance - L"Intercetta #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Intercetta #2", // second intercept file - L"Intercetta #3", // third intercept file - L"Intercetta #4", // fourth intercept file - L"Intercetta #5", // fifth intercept file - L"Intercetta #6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"Registro", -}; - -STR16 pHistoryHeaders[] = -{ - L"Giorno", // the day the history event occurred - L"Pagina", // the current page in the history report we are in - L"Giorno", // the days the history report occurs over - L"Posizione", // location (in sector) the event occurred - L"Evento", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s è stato assunto dall'A.I.M.", // merc was hired from the aim site - L"%s è stato assunto dal M.E.R.C.", // merc was hired from the aim site - L"%s morì.", // merc was killed - L"Acconti stanziati al M.E.R.C.", // paid outstanding bills at MERC - L"Assegno accettato da Enrico Chivaldori", - //6-10 - L"Profilo generato I.M.P.", - L"Acquistato contratto d'assicurazione per %s.", // insurance contract purchased - L"Annullato contratto d'assicurazione per %s.", // insurance contract canceled - L"Versamento per richiesta assicurazione per %s.", // insurance claim payout for merc - L"Esteso contratto di %s di 1 giorno.", // Extented "mercs name"'s for a day - //11-15 - L"Esteso contratto di %s di 1 settimana.", // Extented "mercs name"'s for a week - L"Esteso contratto di %s di 2 settimane.", // Extented "mercs name"'s 2 weeks - L"%s è stato congedato.", // "merc's name" was dismissed. - L"%s è partito.", // "merc's name" quit. - L"avventura iniziata.", // a particular quest started - //16-20 - L"avventura completata.", - L"Parlato col capo minatore di %s", // talked to head miner of town - L"Liberato %s", - L"Inganno utilizzato", - L"Il cibo dovrebbe arrivare a Omerta domani", - //21-25 - L"%s ha lasciato la squadra per diventare la moglie di Daryl Hick", - L"contratto di %s scaduto.", - L"%s è stato arruolato.", - L"Enrico si è lamentato della mancanza di progresso", - L"Vinta battaglia", - //26-30 - L"%s miniera ha iniziato a esaurire i minerali", - L"%s miniera ha esaurito i minerali", - L"%s miniera è stata chiusa", - L"%s miniera è stata riaperta", - L"Trovata una prigione chiamata Tixa.", - //31-35 - L"Sentito di una fabbrica segreta di armi chiamata Orta.", - L"Alcuni scienziati a Orta hanno donato una serie di lanciamissili.", - L"La regina Deidranna ha bisogno di cadaveri.", - L"Frank ha parlato di scontri a San Mona.", - L"Un paziente pensa che lui abbia visto qualcosa nella miniera.", - //36-40 - L"Incontrato qualcuno di nome Devin - vende esplosivi.", - L"Imbattutosi nel famoso ex-mercenario dell'A.I.M. Mike!", - L"Incontrato Tony - si occupa di armi.", - L"Preso un lanciamissili dal Sergente Krott.", - L"Concessa a Kyle la licenza del negozio di pelle di Angel.", - //41-45 - L"Madlab ha proposto di costruire un robot.", - L"Gabby può effettuare operazioni di sabotaggio contro sistemi d'allarme.", - L"Keith è fuori dall'affare.", - L"Howard ha fornito cianuro alla regina Deidranna.", - L"Incontrato Keith - si occupa di un po' di tutto a Cambria.", - //46-50 - L"Incontrato Howard - si occupa di farmaceutica a Balime", - L"Incontrato Perko - conduce una piccola impresa di riparazioni.", - L"Incontrato Sam di Balime - ha un negozio di hardware.", - L"Franz si occupa di elettronica e altro.", - L"Arnold possiede un'impresa di riparazioni a Grumm.", - //51-55 - L"Fredo si occupa di elettronica a Grumm.", - L"Donazione ricevuta da un ricco ragazzo a Balime.", - L"Incontrato un rivenditore di un deposito di robivecchi di nome Jake.", - L"Alcuni vagabondi ci hanno dato una scheda elettronica.", - L"Corrotto Walter per aprire la porta del seminterrato.", - //56-60 - L"Se Dave ha benzina, potrà fare il pieno gratis.", - L"Corrotto Pablo.", - L"Kingpin tiene i soldi nella miniera di San Mona.", - L"%s ha vinto il Combattimento Estremo", - L"%s ha perso il Combattimento Estremo", - //61-65 - L"%s è stato squalificato dal Combattimento Estremo", - L"trovati moltissimi soldi nascosti nella miniera abbandonata.", - L"Incontrato assassino ingaggiato da Kingpin.", - L"Perso il controllo del settore", //ENEMY_INVASION_CODE - L"Difeso il settore", - //66-70 - L"Persa la battaglia", //ENEMY_ENCOUNTER_CODE - L"Imboscata fatale", //ENEMY_AMBUSH_CODE - L"Annientata imboscata nemica", - L"Attacco fallito", //ENTERING_ENEMY_SECTOR_CODE - L"Attacco riuscito!", - //71-75 - L"Creature attaccate", //CREATURE_ATTACK_CODE - L"Ucciso dai Bloodcat", //BLOODCAT_AMBUSH_CODE - L"Massacrati dai Bloodcat", - L"%s è stato ucciso", - L"Data a Carmen la testa di un terrorista", - //76-80 - L"Massacro sinistro", - L"Ucciso %s", - L"Met Waldo - aircraft mechanic.", - L"Helicopter repairs started. Estimated time: %d hour(s).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"N/A", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Rete", - L"Finanza", - L"Personale", - L"Cronologia", - L"File", - L"Chiudi", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Bobby Ray", - L"I.M.P", - L"M.E.R.C.", - L"Pompe funebri", - L"Fiorista", - L"Assicurazione", - L"Annulla", - L"Campaign History", // TODO.Translate - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", // TODO.Translate - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Segnalibri", - L"Cliccate con il destro per accedere a questo menu in futuro.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Caricamento", - L"Caricamento", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Prendi", // take money from merc - L"Dai", // give money to merc - L"Annulla", // cancel transaction - L"Pulisci", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Trasferisce $", // transfer money to merc -- short form - L"Stato", // view stats of the merc - L"Inventario", // view the inventory of the merc - L"Impiego", -}; - -STR16 sATMText[ ]= -{ - L"Trasferisci fondi?", // transfer funds to merc? - L"Ok?", // are we certain? - L"Inserisci somma", // enter the amount you want to transfer to merc - L"Seleziona tipo", // select the type of transfer to merc - L"Fondi insufficienti", // not enough money to transfer to merc - L"La somma deve essere un multiplo di $10", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Errore", - L"Il server non ha entrata NSD.", - L"Controlla l'indirizzo LRU e prova di nuovo.", - L"OK", - L"Connessione intermittente all'host. Tempi d'attesa più lunghi per il trasferimento.", -}; - - -STR16 pPersonnelString[] = -{ - L"Mercenari:", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"Membri dell'A.I.M.", - L"Ritratti A.I.M.", // a mug shot is another name for a portrait - L"Categoria A.I.M.", - L"A.I.M.", - L"Membri dell'A.I.M.", - L"Tattiche A.I.M.", - L"Storia A.I.M.", - L"Collegamenti A.I.M.", - L"M.E.R.C.", - L"Conti M.E.R.C.", - L"Registrazione M.E.R.C.", - L"Indice M.E.R.C.", - L"Bobby Ray", - L"Bobby Ray - Armi", - L"Bobby Ray - Munizioni", - L"Bobby Ray - Giubb. A-P", - L"Bobby Ray - Varie", //misc is an abbreviation for miscellaneous - L"Bobby Ray - Usato", - L"Bobby Ray - Ordine Mail", - L"I.M.P.", - L"I.M.P.", - L"Servizio Fioristi Riuniti", - L"Servizio Fioristi Riuniti - Galleria", - L"Servizio Fioristi Riuniti - Ordine", - L"Servizio Fioristi Riuniti - Card Gallery", - L"Agenti assicurativi Malleus, Incus & Stapes", - L"Informazione", - L"Contratto", - L"Commenti", - L"Servizio di pompe funebri di McGillicutty", - L"", - L"URL non ritrovato.", - L"%s Press Council - Conflict Summary", // TODO.Translate - L"%s Press Council - Battle Reports", - L"%s Press Council - Latest News", - L"%s Press Council - About us", - L"Mercs Love or Dislike You - About us", // TODO.Translate - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Militia Overview", - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", // TODO.Translate - L"Bobby Ray's - Recent Shipments", - L"Encyclopedia", - L"Encyclopedia - Data", - L"Briefing Room", - L"Briefing Room - Data", -}; - -STR16 pShowBookmarkString[] = -{ - L"Aiuto", - L"Cliccate su Rete un'altra volta per i segnalibri.", -}; - -STR16 pLaptopTitles[] = -{ - L"Cassetta della posta", - L"Gestione risorse", - L"Personale", - L"Contabile aggiuntivo", - L"Ceppo storico", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Ucciso in azione", - L"Licenziato", - L"Altro", - L"Sposato", - L"Contratto Scaduto", - L"Liberato", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Squadra attuale", - L"Partenze", - L"Costo giornaliero:", - L"Costo più alto:", - L"Costo più basso:", - L"Ucciso in azione:", - L"Licenziato:", - L"Altro:", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Più basso", - L"Normale", - L"Più alto", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"SAL", - L"AGI", - L"DES", - L"FOR", - L"COM", - L"SAG", - L"LIV", - L"TIR", - L"MEC", - L"ESP", - L"PS", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Contratto", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Continua", - L"Fermati", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Siete stati sconfitti in questo settore!", - L"Il nemico, non avendo alcuna pietà delle anime della squadra, divorerà ognuno di voi!", - L"I membri inconscenti della vostra squadra sono stati catturati!", - L"I membri della vostra squadra sono stati fatti prigionieri dal nemico.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Indietro", - L"Avanti", - L"Accetta", - L"Pulisci", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Indietro", - L"Avanti", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Autorizza", - L"Home Page", - L"Conto #:", - L"Merc", - L"Giorni", - L"Tasso", //5 - L"Costo", - L"Totale:", - L"Conferma il pagamento di %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", // TODO.Translate -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Previous", - L"Next", -}; - - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Salute", - L"Agilità", - L"Destrezza", - L"Forza", - L"Comando", - L"Saggezza", - L"Liv. esperienza", - L"Mira", - L"Meccanica", - L"Esplosivi", - L"Pronto socc.", - - L"Indietro", - L"Ricompensa", - L"Successivo", - L"Info. addizionali", - L"Home Page", - L"Assoldato", - L"Salario:", - L"Al giorno", - L"Gear:", // TODO.Translate - L"Totale:", - L"Deceduto", - - L"Avete già una squadra di mercenari.", - L"Compra equip.?", - L"Non disponibile", - L"Unsettled Bills", // TODO.Translate - L"Bio", // TODO.Translate - L"Inv", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Apri conto", - L"Annulla", - L"Non hai alcun conto. Vuoi aprirne uno?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Speck T. Kline, fondatore e proprietario", - L"Per aprire un conto, cliccate qui", - L"Per visualizzare un conto, cliccate qui", - L"Per visualizzare i file, cliccate qui", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Transfer failed. No funds available.", // TODO.Translate -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"Impresa di pompe funebri di McGillicutty: Il dolore delle famiglie che hanno fornito il loro aiuto dal 1983.", - L"Precedentemente mercenario dell'A.I.M. Murray \"Pops\" McGillicutty è un impresario di pompe funebri qualificato e con molta esperienza.", - L"Essendo coinvolto profondamente nella morte e nel lutto per tutta la sua vita, Pops sa quanto sia difficile affrontarli.", - L"L'impresa di pompe funebri di McGillicutty offre una vasta gamma di servizi funebri, da una spalla su cui piangere a ricostruzioni post-mortem per corpi mutilati o sfigurati.", - L"Lasciate che l'impresa di pompe funebri di McGillicutty vi aiuti e i vostri amati riposeranno in pace.", - - // Text for the various links available at the bottom of the page - L"SPEDISCI FIORI", - L"ESPOSIZIONE DI BARE & URNE", - L"SERVIZI DI CREMAZIONE", - L"SERVIZI PRE-FUNEBRI", - L"CERIMONIALE FUNEBRE", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Purtroppo, il resto di questo sito non è stato completato a causa di una morte in famiglia. Aspettando la lettura del testamento e la riscossione dell'eredità, il sito verrà ultimato non appena possibile.", - L"Vi porgiamo, comunque, le nostre condolianze in questo momento di dolore. Contatteci ancora.", -}; - -// Text for the florist Home Page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Galleria", - - //Address of United Florist - - L"\"Ci lanciamo col paracadute ovunque\"", - L"1-555-SCENT-ME", - L"333 Dot. NoseGay, Seedy City, CA USA 90210", - L"http://www.scent-me.com", - - // detail of the florist page - - L"Siamo veloci ed efficienti!", - L"Consegna il giorno successivo in quasi tutto il mondo, garantito. Applicate alcune restrizioni.", - L"I prezzi più bassi in tutto il mondo, garantito!", - L"Mostrateci un prezzo concorrente più basso per qualsiasi progetto, e riceverete una dozzina di rose, gratuitamente.", - L"Flora, fauna & fiori in volo dal 1981.", - L"I nostri paracadutisti decorati ex-bomber lanceranno il vostro bouquet entro un raggio di dieci miglia dalla locazione richiesta. Sempre e ovunque!", - L"Soddisfiamo la vostra fantasia floreale.", - L"Lasciate che Bruce, il nostro esperto in composizioni floreali, selezioni con cura i fiori più freschi e della migliore qualità dalle nostre serre più esclusive.", - L"E ricordate, se non l'abbiamo, possiamo coltivarlo - E subito!", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Indietro", - L"Spedisci", - L"Home", - L"Galleria", - - L"Nome del bouquet:", - L"Prezzo:", //5 - L"Numero ordine:", - L"Data consegna", - L"gior. succ.", - L"arriva quando arriva", - L"Luogo consegna", //10 - L"Servizi aggiuntivi", - L"Bouquet schiacciato ($10)", - L"Rose nere ($20)", - L"Bouquet appassito ($10)", - L"Torta di frutta (se disponibile 10$)", //15 - L"Sentimenti personali:", - L"Il vostro messaggio non può essere più lungo di 75 caratteri.", - L"... oppure sceglietene uno dai nostri", - - L"BIGLIETTI STANDARD", - L"Informazioni sulla fatturazione",//20 - - //The text that goes beside the area where the user can enter their name - - L"Nome:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Prec.", //abbreviation for previous - L"Succ.", //abbreviation for next - - L"Clicca sul modello che vuoi ordinare.", - L"Ricorda: c'è un supplemento di 10$ per tutti i bouquet appassiti o schiacciati.", - - //text on the button - - L"Home", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Cliccate sulla vostra selezione", - L"Indietro", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Ordine", //Title of the page - L"Qta", // The number of items ordered - L"Peso (%s)", // The weight of the item - L"Nome oggetto", // The name of the item - L"Prezzo unit.", // the item's weight - L"Totale", //5 // The total price of all of items of the same type - L"Sotto-totale", // The sub total of all the item totals added - L"S&C (Vedete luogo consegna)", // S&H is an acronym for Shipping and Handling - L"Totale finale", // The grand total of all item totals + the shipping and handling - L"Luogo consegna", - L"Spedizione veloce", //10 // See below - L"Costo (per %s.)", // The cost to ship the items - L"Espresso di notte", // Gets deliverd the next day - L"2 giorni d'affari", // Gets delivered in 2 days - L"Servizio standard", // Gets delivered in 3 days - L"Annulla ordine",//15 // Clears the order page - L"Accetta ordine", // Accept the order - L"Indietro", // text on the button that returns to the previous page - L"Home Page", // Text on the button that returns to the home Page - L"* Indica oggetti usati", // Disclaimer stating that the item is used - L"Non potete permettervi di pagare questo.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is no valid city selected - L"Siete sicuri di volere spedire quest'ordine a %s?", // A popup that asks if the city selected is the correct one - L"peso del pacco**", // Displays the weight of the package - L"** Peso min.", // Disclaimer states that there is a minimum weight for the package - L"Spedizioni", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - L"Heavy W.", - - // Ammo - L"Pistol", - L"M. Pistol", - L"SMG", - L"Rifle", - L"SN Rifle", - L"AS Rifle", - L"MG", - L"Shotgun", - - // Used - L"Guns", - L"Armor", - L"LBE Gear", - L"Misc", - - // Armour - L"Helmets", - L"Vests", - L"Leggings", - L"Plates", - - // Misc - L"Blades", - L"Th. Knives", - L"Blunt W.", - L"Grenades", - L"Bombs", - L"Med. Kits", - L"Kits", - L"Face Items", - L"LBE Gear", - L"Optics", // Madd: new BR filters // TODO.Translate - L"Grip/LAM", - L"Muzzle", - L"Stock", - L"Mag/Trig.", - L"Other Att.", - L"Misc.", -}; - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"Ordini:", // Title - // instructions on how to order - L"Cliccate sull'oggetto. Sinistro per aggiungere pezzi, destro per toglierne. Una volta selezionata la quantità, procedete col nuovo ordine.", - - //Text on the buttons to go the various links - - L"Oggetti prec.", // - L"Armi", //3 - L"Munizioni", //4 - L"Giubb. A-P", //5 - L"Varie", //6 //misc is an abbreviation for miscellaneous - L"Usato", //7 - L"Oggetti succ.", - L"ORDINE", - L"Home Page", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"La vostra squadra ha",//11 - L"arma(i) che usa(no) questo tipo di munizioni", //12 - - //The following lines provide information on the items - - L"Peso:", // Weight of all the items of the same type - L"Cal.:", // the caliber of the gun - L"Mag.:", // number of rounds of ammo the Magazine can hold - L"Git.:", // The range of the gun - L"Dan.:", // Damage of the weapon - L"FFA:", // Weapon's Rate Of Fire, acronym ROF - L"PA:", // Weapon's Action Points, acronym AP - L"Stun:", // Weapon's Stun Damage - L"Protect:", // Armour's Protection - L"Trav.:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Costo:", // Cost of the item - L"Inventario:", // The number of items still in the store's inventory - L"Num. ordine:", // The number of items on order - L"Danneggiato", // If the item is damaged - L"Peso:", // the Weight of the item - L"Totale:", // The total cost of all items on order - L"* funzionale al %%", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Darn! Quest'ordine qui accetterà solo " ,//First part - L" oggetti. Se avete intenzione di ordinare più merce (ed è quello che speriamo), fate un ordine a parte e accettate le nostre scuse.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Ci dispiace. Non disponiamo più di questo articolo. Riprovate più tardi.", - - //A popup that tells the user that the store is temporarily sold out - - L"Ci dispiace, ma siamo momentaneamente sprovvisti di oggetti di questo genere.", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"Questo è il negozio con la fornitura militare e le armi più recenti e potenti!", - L"Possiamo trovare la soluzione perfetta per tutte le vostre esigenze riguardo agli esplosivi.", - L"Oggetti usati e riparati", - - //Text for the various links to the sub pages - - L"Varie", - L"ARMI", - L"MUNIZIONI", //5 - L"GIUBB. A-P", - - //Details on the web site - - L"Se non lo vendiamo, non potrete averlo!", - L"In costruzione", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"Membri dell'A.I.M.", // Title - // Title for the way to sort - L"Ordine per:", - - // sort by... - - L"Prezzo", - L"Esperienza", - L"Mira", - L"Meccanica", - L"Esplosivi", - L"Pronto socc.", - L"Salute", - L"Agilità", - L"Destrezza", - L"Forza", - L"Comando", - L"Saggezza", - L"Nome", - - //Text of the links to other AIM pages - - L"Visualizza le facce dei mercenari disponibili", - L"Rivedi il file di ogni singolo mercenario", - L"Visualizza la galleria degli associati dell'A.I.M.", - - // text to display how the entries will be sorted - - L"Crescente", - L"Decrescente", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Indietro", - L"Home Page", - L"Indice", - L"Avanti", - L"Disaccordo", - L"Accordo", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Clic sinistro", - L"per contattarlo", - L"Clic destro", - L"per i mercenari disponibili.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Salute", - L"Agilità", - L"Destrezza", - L"Forza", - L"Comando", - L"Saggezza", - L"Esperienza", - L"Mira", - L"Meccanica", - L"Esplosivi", - L"Pronto socc.", //10 - - // the contract expenses' area - - L"Paga", - L"Durata", - L"1 giorno", - L"1 settimana", - L"2 settimane", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Indietro", - L"Contratto", - L"Avanti", - - L"Ulteriori informazioni", // Title for the additional info for the merc's bio - L"Membri attivi", //20 // Title of the page - L"Dispositivo opzionale:", // Displays the optional gear cost - L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate - L"Deposito MEDICO richiesto", // If the merc required a medical deposit, this is displayed - L"Kit 1", // Text on Starting Gear Selection Button 1 // TODO.Translate - L"Kit 2", // Text on Starting Gear Selection Button 2 - L"Kit 3", // Text on Starting Gear Selection Button 3 - L"Kit 4", // Text on Starting Gear Selection Button 4 - L"Kit 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Costo del contratto:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"1 giorno", - L"1 settimana", - L"2 settimane", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Nessun equip.", - L"Compra equip.", - - // Text on the Buttons - - L"TRASFERISCI FONDI", // to actually hire the merc - L"ANNULLA", // go back to the previous menu - L"ARRUOLA", // go to menu in which you can hire the merc - L"TACI", // stops talking with the merc - L"OK", - L"LASCIA MESSAGGIO", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Videoconferenza con", - L"Connessione...", - - L"con deposito" // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"TRASFERIMENTO ELETTRONICO FONDI RIUSCITO", // You hired the merc - L"NON IN GRADO DI TRASFERIRE", // Player doesn't have enough money, message 1 - L"FONDI INSUFFICIENTI", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"In missione", - L"Lascia messaggio", - L"Deceduto", - - //If you try to hire more mercs than game can support - - L"Avete già una squadra di mercenari.", - - L"Messaggio già registrato", - L"Messaggio registrato", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"Collegamenti dell'A.I.M.", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"Storia dell'A.I.M.", //Title - - // Text on the buttons at the bottom of the page - - L"Indietro", - L"Home Page", - L"Associati", - L"Avanti", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Prezzo", - L"Esperienza", - L"Mira", - L"Meccanica", - L"Esplosivi", - L"Pronto socc.", - L"Salute", - L"Agilità", - L"Destrezza", - L"Forza", - L"Comando", - L"Saggezza", - L"Nome", - - // The title of the page, the above text gets added at the end of this text - - L"Membri scelti dell'A.I.M. in ordine crescente secondo %s", - L"Membri scelti dell'A.I.M. in ordine decrescente secondo %s", - - // Instructions to the players on what to do - - L"Clic sinistro", - L"Per scegliere un mercenario.", //10 - L"Clic destro", - L"Per selezionare opzioni", - - // Gets displayed on top of the merc's portrait if they are... - - L"Via", - L"Deceduto", //14 - L"In missione", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"PAGINA 1", - L"PAGINA 2", - L"PAGINA 3", - - L"Membri dell'A.I.M.", // Title of the page - - L"FINE", // Stops displaying information on selected merc - L"Next page", // TODO.Translate -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.M. e il logo A.I.M. sono marchi registrati in diversi paesi.", - L"Di conseguenza, non cercate di copiarci.", - L"Copyright 1998-1999 A.I.M., Ltd. Tutti i diritti riservati.", - - //Text for an advertisement that gets displayed on the AIM page - - L"Servizi riuniti floreali", - L"\"Atterriamo col paracadute ovunque\"", //10 - L"Fallo bene", - L"... la prima volta", - L"Se non abbiamo armi e oggetti, non ne avrete bisogno.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Home Page", - L"Membri", - L"Associati", - L"Assicurazioni", - L"Storia", - L"Collegamenti", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"MERCANZIA IN STOCK", //Header for the merchandise available - L"PAGINA", //The current store inventory page being displayed - L"COSTO TOTALE", //The total cost of the the items in the Dealer inventory area - L"VALORE TOTALE", //The total value of items player wishes to sell - L"STIMATO", //Button text for dealer to evaluate items the player wants to sell - L"TRANSAZIONE", //Button text which completes the deal. Makes the transaction. - L"FINE", //Text for the button which will leave the shopkeeper interface. - L"COSTO DI RIPARAZIONE", //The amount the dealer will charge to repair the merc's goods - L"1 ORA", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d ORE", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"RIPARATO", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Non c'è abbastanza spazio nel vostro margine di ordine.", //Message box that tells the user there is no more room to put there stuff - L"%d MINUTI", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Lascia oggetto a terra.", - L"BUDGET", // TODO.Translate -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Prendi", // Take money from the player - L"Dai", // Give money to the player - L"Annulla", // Cancel the transfer - L"Pulisci", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Seleziona tipo", // tells the user to select either to give or take from the merc - L"Inserisci somma", // Enter the amount to transfer - L"Trasferisci fondi al mercenario", // Giving money to the merc - L"Trasferisci fondi dal mercenario", // Taking money from the merc - L"Fondi insufficienti", // Not enough money to transfer - L"Bilancio", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Volete sottrarre %s dal vostro conto principale per coprire la differenza?", - L"Fondi insufficienti. Avete pochi %s", - L"Volete sottrarre %s dal vostro conto principale per coprire la spesa?", - L"Rivolgetevi all'operatore per iniziare la transazione", - L"Rivolgetevi all'operatore per riparare gli oggetti selezionati", - L"Fine conversazione", - L"Bilancio attuale", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Salva partita", - L"Carica partita", - L"Abbandona", - L"Next", - L"Prev", - L"Fine", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Effetti", - L"Parlato", - L"Musica", - - //Confirmation pop when the user selects.. - L"Volete terminare la partita e tornare al menu principale?", - - L"Avete bisogno dell'opzione 'Parlato' o di quella 'Sottotitoli' per poter giocare.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Salva partita", - L"Carica partita", - L"Annulla", - L"Salvamento selezionato", - L"Caricamento selezionato", - - L"Partita salvata con successo", - L"ERRORE durante il salvataggio!", - L"Partita caricata con successo", - L"ERRORE durante il caricamento!", - - L"La versione del gioco nel file della partita salvata è diverso dalla versione attuale. È abbastanza sicuro proseguire. Continuate?", - L"I file della partita salvata potrebbero essere annullati. Volete cancellarli tutti?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"La versionbe salvata è cambiata. Fateci avere un report, se incontrate problemi. Continuate?", -#else - L"Tentativo di caricare una versione salvata più vecchia. Aggiornate e caricate automaticamente quella salvata?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"La versione salvata e la versione della partita sono cambiate. Fateci avere un report, se incontrate problemi. Continuate?", -#else - L"Tentativo di caricare una vecchia versione salvata. Aggiornate e caricate automaticamente quella salvata?", -#endif - L"Siete sicuri di volere sovrascrivere la partita salvata nello slot #%d?", - L"Volete caricare la partita dallo slot #", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"Lo spazio su disco si sta esaurendo. Sono disponibili solo %d MB, mentre per giocare a Jagged dovrebbero esserci almeno %d MB liberi .", - - L"Salvataggio in corso", //When saving a game, a message box with this string appears on the screen - - L"Armi normali", - L"Tonn. di armi", - L"Stile realistico", - L"Stile fantascientifico", - - L"Difficoltà", - L"Platinum Mode", //Placeholder English - L"Bobby Ray Quality", - L"Good", - L"Great", - L"Excellent", - L"Awesome", - - L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", - L"New Inventory does not work from the default 'Data' folder.", - - L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", - L"Bobby Ray Quantity", // TODO.Translate -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Livello mappa", - L"Non avete soldati. Avete bisogno di addestrare gli abitanti della città per poter disporre di un esercito cittadino.", - L"Entrata giornaliera", - L"Il mercenario ha l'assicurazione sulla vita", - L"%s non è stanco.", - L"%s si sta muovendo e non può riposare", - L"%s è troppo stanco, prova un po' più tardi.", - L"%s sta guidando.", - L"La squadra non può muoversi, se un mercenario dorme.", - - // stuff for contracts - L"Visto che non potete pagare il contratto, non avete neanche i soldi per coprire il premio dell'assicurazione sulla vita di questo nercenario.", - L"%s premio dell'assicurazione costerà %s per %d giorno(i) extra. Volete pagare?", - L"Settore inventario", - L"Il mercenario ha una copertura medica.", - - // other items - L"Medici", // people acting a field medics and bandaging wounded mercs - L"Pazienti", // people who are being bandaged by a medic - L"Fine", // Continue on with the game after autobandage is complete - L"Ferma", // Stop autobandaging of patients by medics now - L"Siamo spiacenti. Questa opzione è stata disabilitata in questo demo.", // informs player this option/button has been disabled in the demo - L"%s non ha un kit di riparazione.", - L"%s non ha un kit di riparazione.", - L"Non ci sono abbastanza persone che vogliono essere addestrate ora.", - L"%s è pieno di soldati.", - L"Il mercenario ha un contratto a tempo determinato.", - L"Il contratto del mercenario non è assicurato", - - // Flugente: disease texts describing what a map view does TODO.Translate - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"La squadra %d ha notato qualcuno nel settore %s", - L"La squadra %s ha notato qualcuno nel settore %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Addestrare una squadra dell'esercito cittadino costerà $", // telling player how much it will cost - L"Approvate la spesa?", // asking player if they wish to pay the amount requested - L"Non potete permettervelo.", // telling the player they can't afford to train this town - L"Continuate ad aeddestrare i soldati in %s (%s %d)?", // continue training this town? - - L"Costo $", // the cost in dollars to train militia - L"(S/N)", // abbreviated yes/no - L"", // unused - L"Addestrare l'esrecito cittadino nei settori di %d costerà $ %d. %s", // cost to train sveral sectors at once - - L"Non potete permettervi il $%d per addestrare l'esercito cittadino qui.", - L"%s ha bisogno di una percentuale di %d affinché possiate continuare ad addestrare i soldati.", - L"Non potete più addestrare i soldati a %s.", - L"liberate more town sectors", // TODO.Translate - - L"liberate new town sectors", // TODO.Translate - L"liberate more towns", // TODO.Translate - L"regain your lost progress", // TODO.Translate - L"progress further", // TODO.Translate - - L"recruit more rebels", // TODO.Translate -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"Potete prelevare solo fino a $20,000 alla volta.", - L"Sieti sicuri di voler depositare il %s sul vostro conto?", -}; - -STR16 gzCopyrightText[] = -{ - L"Copyright (C) 1999 Sir-tech Canada Ltd. Tutti i diritti riservati.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Parlato", - L"Conferme mute", - L"Sottotitoli", - L"Mettete in pausa il testo del dialogo", - L"Fumo dinamico", - L"Sangue e violenza", - L"Non è necessario usare il mouse!", - L"Vecchio metodo di selezione", - L"Mostra il percorso dei mercenari", - L"Mostra traiettoria colpi sbagliati", - L"Conferma in tempo reale", - L"Visualizza gli avvertimenti sveglio/addormentato", - L"Utilizza il sistema metrico", - L"Evidenzia Merc", - L"Sposta il cursore sui mercenari", - L"Sposta il cursore sulle porte", - L"Evidenzia gli oggetti", - L"Mostra le fronde degli alberi", - L"Smart Tree Tops", // TODO. Translate - L"Mostra strutture", - L"Mostra il cursore 3D", - L"Show Chance to Hit on cursor", - L"GL Burst uses Burst cursor", - L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO - L"High angle Grenade launching", - L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Space selects next Squad", - L"Show Item Shadow", - L"Show Weapon Ranges in Tiles", - L"Tracer effect for single shot", - L"Rain noises", - L"Allow crows", - L"Show Soldier Tooltips", - L"Auto save", - L"Silent Skyrider", - L"Enhanced Description Box", - L"Forced Turn Mode", // add forced turn mode - L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map - L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate - L"Logical Bodytypes (WIP)", - L"Show Merc Ranks", // shows mercs ranks // TODO.Translate - L"Show Face gear graphics", // TODO.Translate - L"Show Face gear icons", - L"Disabilita Swap Cursore", // Disable Cursor Swap - L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate - L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate - L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate - L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate - L"Allow Zombies", // Flugente Zombies - L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate - L"Mark Remaining Hostiles", // TODO.Translate - L"Show LBE Content", // TODO.Translate - L"Invert mouse wheel", // TODO.Translate - L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG OPTIONS--", // an example options screen options header (pure text) - L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate - L"Reset ALL game options", // failsafe show/hide option to reset all options - L"Do you really want to reset?", // a do once and reset self option (button like effect) - L"Debug Options in other builds", // allow debugging in release or mapeditor - L"DEBUG Render Option group", // an example option that will show/hide other options - L"Render Mouse Regions", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Attivate questa opzione, se volete ascoltare il dialogo dei personaggi.", - - //Mute Confirmation - L"Attivate o disattivate le conferme verbali dei personaggi.", - - //Subtitles - L"Controllate se il testo su schermo viene visualizzato per il dialogo.", - - //Key to advance speech - L"Se i sottotitoli sono attivati, utilizzate questa opzione per leggere tranquillamente i dialoghi NPC.", - - //Toggle smoke animation - L"Disattivate questa opzione, se il fumo dinamico diminuisce la frequenza d'aggiornamento.", - - //Blood n Gore - L"Disattivate questa opzione, se il sangue vi disturba.", - - //Never move my mouse - L"Disattivate questa opzione per muovere automaticamente il mouse sulle finestre a comparsa di conferma al loro apparire.", - - //Old selection method - L"Attivate questa opzione per selezionare i personaggi e muoverli come nel vecchio JA (dato che la funzione è stata invertita).", - - //Show movement path - L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto |M|a|i|u|s|c).", - - //show misses - L"Attivate per far sì che la partita vi mostri dove finiscono i proiettili quando \"sbagliate\".", - - //Real Time Confirmation - L"Se attivata, sarà richiesto un altro clic su \"salva\" per il movimento in tempo reale.", - - //Sleep/Wake notification - L"Se attivata, verrete avvisati quando i mercenari in \"servizio\" vanno a riposare e quando rientrano in servizio.", - - //Use the metric system - L"Se attivata, utilizza il sistema metrico di misurazione; altrimenti ricorre al sistema britannico.", - - //Highlight Mercs - L"Quando attivato, evidenzia il mercenario (non visibile ai nemici).\nAttiva/disattiva nel gioco con (|G)", - - //Smart cursor - L"Se attivata, muovendo il cursore vicino ai vostri mercenari li evidenzierà automaticamente.", - - //snap cursor to the door - L"Se attivata, muovendo il cursore vicino a una porta farà posizionare automaticamente il cursore sopra di questa.", - - //glow items - L"Se attivata, l'opzione evidenzierà gli Oggetti automaticamente. (|C|t|r|l+|A|l|t+|I)", - - //toggle tree tops - L"Se attivata, mostra le fronde degli alberi. (|T)", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate - - //toggle wireframe - L"Se attivata, visualizza le |Strutture dei muri nascosti. (|C|t|r|l+|A|l|t+|W)", - - L"Se attivata, il cursore di movimento verrà mostrato in 3D. (|H|o|m|e)", - - // Options for 1.13 - L"When ON, the chance to hit is shown on the cursor.", - L"When ON, GL burst uses burst cursor.", - L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO - L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", - L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"When ON, |S|p|a|c|e selects next squad automatically.", - L"When ON, item shadows will be shown.", - L"When ON, weapon ranges will be shown in tiles.", - L"When ON, tracer effect will be shown for single shots.", - L"When ON, you will hear rain noises when it is raining.", - L"When ON, the crows are present in game.", - L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", - L"When ON, game will be saved in 2 alternate save slots after each players turn.", - L"When ON, Skyrider will not talk anymore.", - L"When ON, enhanced descriptions will be shown for items and weapons.", - L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|t|r|l+|T).", // add forced turn mode - L"When ON, the Strategic Map will be colored differently based on exploration.", - L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate - L"When ON, mercenary body graphic can change along with equipped gear.\n(not fully implemented yet, will make mercs invisible if activated)", // TODO.Translate - L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate - L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate - L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", - L"Se attivato, il cursore non si alternerà tra la posizione di scambio e altre azioni. Premere |x per avviare lo scambio rapido.", - L"When ON, mercs will not report progress during training.", - L"When ON, mercs will not report progress during repairing.", // TODO.Translate - L"When ON, mercs will not report progress during doctoring.", // TODO.Translate - L"When ON, AI turns will be much faster.", // TODO.Translate - - L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate - L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate - L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate - L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate - L"When ON, inverts mouse wheel directions.", // TODO.Translate - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate - L"When ON, shows last known enemy location.", //TODO.Translate - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Force all pending Bobby Ray shipments", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", - L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options - L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) - L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor - L"Toggle to display debugging render options", // an example option that will show/hide other options - L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - - -STR16 gzGIOScreenText[] = -{ - L"INSTALLAZIONE INIZIALE DEL GIOCO", -#ifdef JA2UB - L"Random Manuel texts", - L"Off", - L"On", -#else - L"Versione del gioco", - L"Realistica", - L"Fantascientifica", -#endif - L"Platinum", //Placeholder English - L"Opzioni delle armi", - L"Available Arsenal", // changed by SANDRO - L"Varietà di armi", - L"Normale", - L"Livello di difficoltà", - L"Principiante", - L"Esperto", - L"Professionista", - L"Start", // TODO.Translate - L"Annulla", - L"Difficoltà extra", - L"Tempo illimitato", - L"Turni a tempo", - L"Disabilitato per Demo", - L"Bobby Ray Quality", - L"Good", - L"Great", - L"Excellent", - L"Awesome", - L"INSANE", - L"Inventory / Attachments", // TODO.Translate - L"NOT USED", - L"NOT USED", - L"Load MP Game", - L"INITIAL GAME SETTINGS (Only the server settings take effect)", - // Added by SANDRO - L"Skill Traits", - L"Old", - L"New", - L"Max IMP Characters", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Enemies Drop All Items", - L"Off", - L"On", -#ifdef JA2UB - L"Tex and John", - L"Random", - L"All", -#else - L"Number of Terrorists", - L"Random", - L"All", -#endif - L"Secret Weapon Caches", - L"Random", - L"All", - L"Progress Speed of Item Choices", - L"Very Slow", - L"Slow", - L"Normal", - L"Fast", - L"Very Fast", - - // TODO.Translate - L"Old / Old", - L"New / Old", - L"New / New", - - // TODO.Translate - // Squad Size - L"Max. Squad Size", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"Inventory Manipulation Costs AP", - - L"New Chance to Hit System", - L"Improved Interrupt System", - L"Merc Story Backgrounds", // TODO.Translate - L"Food System",// TODO.Translate - L"Bobby Ray Quantity", // TODO.Translate - - // anv: extra iron man modes - L"Soft Iron Man", // TODO.Translate - L"Extreme Iron Man", // TODO.Translate -}; - -STR16 gzMPJScreenText[] = -{ - L"MULTIPLAYER", - L"Join", - L"Host", - L"Cancel", - L"Refresh", - L"Player Name", - L"Server IP", - L"Port", - L"Server Name", - L"# Plrs", - L"Version", - L"Game Type", - L"Ping", - L"You must enter a player name.", - L"You must enter a valid server IP address. For example: 84.114.195.239", - L"You must enter a valid Server Port between 1 and 65535.", -}; - -// TODO.Translate -STR16 gzMPJHelpText[] = -{ - L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", - L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate - - L"HOST", - L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", - L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", - L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", - L"Click on 'Host' to host a new Multiplayer Game.", - - L"JOIN", - L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", - L"Enter the external IP and the Port number from the host.", - L"Click on 'Join' to join an already hosted Multiplayer Game.", -}; - -// TODO.Translate -STR16 gzMPHScreenText[] = -{ - L"HOST GAME", - L"Start", - L"Cancel", - L"Server Name", - L"Game Type", - L"Deathmatch", - L"Team-Deathmatch", - L"Co-Operative", - L"Maximum Players", - L"Maximum Mercs", - L"Merc Selection", - L"Merc Hiring", - L"Hired by Player", - L"Starting Cash", - L"Allow Hiring Same Merc", - L"Report Hired Mercs", - L"Bobby Rays", - L"Sector Starting Edge", - L"You must enter a server name", - L"", - L"", - L"Starting Time", - L"", - L"", - L"Weapon Damage", - L"", - L"Timed Turns", - L"", - L"Enable Civilians in CO-OP", - L"", - L"Maximum Enemies in CO-OP", - L"Synchronize Game Directory", - L"MP Sync. Directory", - L"You must enter a file transfer directory.", - L"(Use '/' instead of '\\' for directory delimiters.)", - L"The specified synchronisation directory does not exist.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Yes", - L"No", - // Starting Time - L"Morning", - L"Afternoon", - L"Night", - // Starting Cash - L"Low", - L"Medium", - L"Heigh", - L"Unlimited", - // Time Turns - L"Never", - L"Slow", - L"Medium", - L"Fast", - // Weapon Damage - L"Very low", - L"Low", - L"Normal", - // Merc Hire - L"Random", - L"Normal", - // Sector Edge - L"Random", - L"Selectable", - // Bobby Ray / Hire same merc - L"Disable", - L"Allow", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Beirut", //Beirut, Lebanon (Middle East) - L"Londra", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Mosca", //Moscow, USSR - L"New York", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Parigi", //Paris, France - L"Tripoli", //Tripoli, Libya (eastern Mediterranean) - L"Tokyo", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Siete sicuri? Un valore di zero significa NESSUNA abilità.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"(max 8 personaggi)", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"Analisi", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"Grazie, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"Voce", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Ucciso in azione", - L"Licenziato", - L"Altro", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Manager del personale", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Partita in pausa", - L"Riprendi la partita (|P|a|u|s|a)", - L"Metti in pausa la partita (|P|a|u|s|a)", -}; - - -STR16 pMessageStrings[] = -{ - L"Vuoi uscire dalla partita?", - L"OK", - L"SÃŒ", - L"NO", - L"ANNULLA", - L"RIASSUMI", - L"MENTI", - L"Nessuna descrizione", //Save slots that don't have a description. - L"Partita salvata.", - L"Partita salvata.", - L"QuickSave", //The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"Giorno", - L"Mercenari", - L"Slot vuoto", //An empty save game slot - L"Demo", //Demo of JA2 - L"Rimuovi", //State of development of a project (JA2) that is a debug build - L"Abbandona", //Release build for JA2 - L"ppm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"dm", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"colpi", //Abbreviation for rounds (# of bullets) - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"Home Page", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"n/a", //Lowercase acronym for not applicable. - L"In corso", //Meanwhile - L"%s si trova ora nel settore %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying - //SirTech - L"Versione", - L"Slot di salvataggio rapido vuoto", - L"Questo slot è riservato ai salvataggi rapidi fatti dalle schermate tattiche e dalla mappa utilizzando ALT+S.", - L"Aperto", - L"Chiuso", - L"Lo spazio su disco si sta esaurendo. Avete liberi solo %s MB e Jagged Alliance 2 v1.13 ne richiede %s.", - L"Arruolato %s dall'A.I.M.", - L"%s ha preso %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s ha assunto %s.", //'Merc name' has taken 'item name' - L"%s non ha alcuna abilità medica",//'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"L'integrità del gioco è stata compromessa.", - L"ERRORE: CD-ROM non valido", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Non c'è spazio per sparare da qui.", - - //Can't change stance due to objects in the way... - L"Non potete cambiare posizione questa volta.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Fai cadere", - L"Getta", - L"Passa", - - L"%s è passato a %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"Nessun spazio per passare %s a %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest (Ceramic Plate 'Attached)' - L" compreso )", - - //Cheat modes - L"Raggiunto il livello Cheat UNO", - L"Raggiunto il livello Cheat DUE", - - //Toggling various stealth modes - L"Squadra in modalità furtiva.", - L"Squadra non in modalità furtiva.", - L"%s in modalità furtiva.", - L"%s non in modalità furtiva.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Strutture visibili", - L"Strutture nascoste", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Non potete passare al livello superiore...", - L"Non esiste nessun livello inferiore...", - L"Entra nel seminterrato %d...", - L"Abbandona il seminterrato...", - - L"di", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Modalità segui disattiva.", - L"Modalità segui attiva.", - L"Cursore 3D disattivo.", - L"Cursore 3D attivo.", - L"Squadra %d attiva.", - L"Non potete permettervi di pagare a %s un salario giornaliero di %s", //first %s is the mercs name, the seconds is a string containing the salary - L"Salta", - L"%s non può andarsene da solo.", - L"Un salvataggio è stato chiamato SaveGame249.sav. Se necessario, rinominatelo da SaveGame01 a SaveGame10 e così potrete accedervi nella schermata di caricamento.", - L"%s ha bevuto del %s", - L"Un pacco è arivato a Drassen.", - L"%s dovrebbe arrivare al punto designato di partenza (settore %s) nel giorno %d, approssimativamente alle ore %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"Registro aggiornato.", - L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", - L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", - L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO - L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO - L"Grenade Launchers fire at standard angles", - L"Grenade Launchers fire at higher angles", - // forced turn mode strings - L"Forced Turn Mode", - L"Normal turn mode", - L"Exit combat mode", - L"Forced Turn Mode Active, Entering Combat", - L"Salvataggio riuscito della partita nello slot End Turn Auto Save.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. - L"Client", - - // TODO.Translate - L"You cannot use the Old Inventory and the New Attachment System at the same time.", - - // TODO.Translate - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn Save #", // 95 // The text for the tactical end turn auto save - L"Saving Auto Save #", // 96 // The message box, when doing auto save - L"Saving", // 97 // The message box, when doing end turn auto save - L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save - L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Lock mouse cursor within game window boundary.", // 104 - L"Release mouse cursor from game window boundary.", // 105 - L"Move in Formation ON", // TODO.Translate - L"Move in Formation OFF", - L"Artificial Merc Light ON", // TODO.Translate - L"Artificial Merc Light OFF", - L"Squad %s active.", //TODO.Translate - L"%s smoked %s.", - L"Activate cheats?", - L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"Scorrimento su", - L"Seleziona tutto", - L"Scorrimento giù", - L"Annulla", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s non è abbstanza vicina per poter esser riparata.", - L"I vostri medici non sono riusciti a bendare completamente tutti.", -}; - -// TODO.Translate -STR16 pMilitiaButtonsHelpText[] = -{ - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", - L"Distribute available militia equally among all sectors", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Andate all'A.I.M. e arruolate alcuni mercenari (*Hint* è nel Laptop)", // to inform the player to hired some mercs to get things going -#ifdef JA2UB - L"Quando sarete pronti per partire per Tracona, cliccate sul pulsante nella parte in basso a destra dello schermo.", // to inform the player to hit time compression to get the game underway -#else - L"Quando sarete pronti per partire per Arulco, cliccate sul pulsante nella parte in basso a destra dello schermo.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Errore. File mancanti o corrotti. Il gioco verrà completato ora.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"Visualizza E-mail", - L"Siti web", - L"Visualizza file e gli attach delle E-mail", - L"Legge il registro degli eventi", - L"Visualizza le informazioni inerenti la squadra", - L"Visualizza la situazione finanziaria e la storia", - L"Chiude laptop", - - //Bottom task bar icons (if they exist): - L"Avete nuove E-mail", - L"Avete nuovi file", - - //Bookmarks: - L"Associazione Internazionale Mercenari", - L"Ordinativi di armi online dal sito di Bobby Ray", - L"Istituto del Profilo del Mercenario", - L"Centro più economico di reclutamento", - L"Impresa di pompe funebri McGillicutty", - L"Servizio Fioristi Riuniti", - L"Contratti assicurativi per agenti A.I.M.", - //New Bookmarks - L"", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", // TODO.Translate - L"Mercenaries Love or Dislike You", // TODO.Translate - L"World Health Organization", - L"Kerberus - Experience In Security", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - - -STR16 gzHelpScreenText[] = -{ - L"Esci dalla schermata di aiuto", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"È in corso una battaglia. Potete solo ritirarvi dalla schermata delle tattiche.", - L"|Entra nel settore per continuare l'attuale battaglia in corso.", - L"|Automaticamente decide l'esito della battaglia in corso.", - L"Non potete decidere l'esito della battaglia in corso automaticamente, se siete voi ad attaccare.", - L"Non potete decidere l'esito della battaglia in corso automaticamente, se subite un'imboscata.", - L"Non potete decidere l'esito della battaglia in corso automaticamente, se state combattendo contro le creature nelle miniere.", - L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono civili nemici.", - L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono dei Bloodcat.", - L"BATTAGLIA IN CORSO", - L"Non potete ritirarvi ora.", -}; - -STR16 gzMiscString[] = -{ - L"I vostri soldati continuano a combattere senza l'aiuto dei vostri mercenari...", - L"Il veicolo non ha più bisogno di carburante.", - L"La tanica della benzina è piena %d%%.", - L"L'esercito di Deidrannaha riguadagnato il controllo completo su %s.", - L"Avete perso una stazione di rifornimento.", -}; - -STR16 gzIntroScreen[] = -{ - L"Video introduttivo non trovato", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s sente un %s rumore proveniente da %s.", - L"%s sente un %s rumore di MOVIMENTO proveniente da %s.", - L"%s sente uno %s SCRICCHIOLIO proveniente da %s.", - L"%s sente un %s TONFO NELL'ACQUA proveniente da %s.", - L"%s sente un %s URTO proveniente da %s.", - L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate - L"%s sente una %s ESPLOSIONE verso %s.", - L"%s sente un %s URLO verso %s.", - L"%s sente un %s IMPATTO verso %s.", - L"%s sente un %s IMPATTO a %s.", - L"%s sente un %s SCHIANTO proveniente da %s.", - L"%s sente un %s FRASTUONO proveniente da %s.", - L"", // anv: placeholder for silent alarm // TODO.Translate - L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player // TODO.Translate -}; - -// TODO.Translate -STR16 pTauntUnknownVoice[] = -{ - L"Unknown Voice", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Nome (|F|1)", - L"Assegnato (|F|2)", - L"Tipo di riposo (|F|3)", - L"Postazione (|F|4)", - L"Destinazione (|F|5)", - L"Durata dell'incarico (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Errore 404", - L"Luogo non trovato.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"Spedizioni recenti", - L"Ordine #", - L"Numero di oggetti", - L"Ordinato per", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Programmatore del gioco", // Chris Camfield - L"Co-designer / Autore", // Shaun Lyng - L"Programmatore sistemi strategici & Editor", //Kris Marnes - L"Produttore / Co-designer", // Ian Currie - L"Co-designer / Designer della mappa", // Linda Currie - L"Grafico", // Eric \"WTF\" Cheng - L"Coordinatore beta, supporto", // Lynn Holowka - L"Grafico straordinario", // Norman \"NRG\" Olsen - L"Guru dell'audio", // George Brooks - L"Designer delle schermate / Grafico", // Andrew Stacey - L"Capo grafico / Animatore", // Scot Loving - L"Capo programmatore", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmatore", // Dave French - L"Programmatore sistemi & bilancio di gioco", // Alex Meduna - L"Grafico dei ritratti", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(deve ancora esercitarsi con la punteggiatura)", // Shaun Lyng - L"(\"Fatto. Devo solo perfezionarmi\")", //Kris \"The Cow Rape Man\" Marnes - L"(sta diventando troppo vecchio per questo)", // Ian Currie - L"(sta lavorando a Wizardry 8)", // Linda Currie - L"(obbligato a occuparsi anche del CQ)", // Eric \"WTF\" Cheng - L"(ci ha lasciato per CFSA...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Testa matta e amante del jazz)", // Andrew Stacey - L"(il suo nome vero è Robert)", // Scot Loving - L"(l'unica persona responsabile)", // Andrew \"Big Cheese Doddle\" Emmons - L"(può ora tornare al motocross)", // Dave French - L"(rubato da Wizardry 8)", // Alex Meduna - L"", // Joey \"Joeker\" Whelan", -}; - -STR16 sRepairsDoneString[] = -{ - L"%s ha finito di riparare gli oggetti.", - L"%s ha finito di riparare le armi e i giubbotti antiproiettile di tutti.", - L"%s ha finito di riparare gli oggetti dell'equipaggiamento di tutti.", - L"%s finished repairing everyone's large carried items.", - L"%s finished repairing everyone's medium carried items.", - L"%s finished repairing everyone's small carried items.", - L"%s finished repairing everyone's LBE gear.", - L"%s finished cleaning everyone's guns.", // TODO.Translate -}; - -STR16 zGioDifConfirmText[]= -{ - //L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?", - L"Avete selezionato la modalità PRINCIPIANTE. Questo scenario è adatto a chi gioca per la prima volta a Jagged Alliance, a chi prova a giocare per la prima volta in generale o a chi desidera combattere battaglie più brevi nel gioco. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PRINCIPIANTE?", - - //L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?", - L"Avete selezionato la modalità ESPERTO. Questo scenario è adatto a chi ha già una certa dimestichezza con Jagged Alliance o con giochi simili. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità ESPERTO?", - - //L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?", - L"Avete selezionato la modalità PROFESSIONISTA. Siete avvertiti. Non malediteci, se vi ritroverete a brandelli. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PROFESSIONISTA?", - - L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S file di dati della schermata di caricamento non trovato...", - - //1-5 - L"Il robot non può lasciare questo settore, se nessuno sta usando il controller.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"Non potete comprimere il tempo ora. Aspettate le esplosioni!", - - //'Name' refuses to move. - L"%s si rifiuta di muoversi.", - - //%s a merc name - L"%s non ha abbastanza energia per cambiare posizione.", - - //A message that pops up when a vehicle runs out of gas. - L"Il %s ha esaurito la benzina e ora è rimasto a piedi a %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"sopra", - L"sotto", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Nessuno dei vostri mercenari non sa praticare il pronto soccorso.", - L"Non ci sono supporti medici per bendare.", - L"Non ci sono stati supporti medici sufficienti per bendare tutti.", - L"Nessuno dei vostri mercenari ha bisogno di fasciature.", - L"Fascia i mercenari automaticamento.", - L"Tutti i vostri mercenari sono stati bendati.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - L"(tetto)", - - L"Salute: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d contro %d", - - L"Il %s è pieno!", //(ex "The ice cream truck is full") - - L"%s non ha bisogno immediatamente di pronto soccorso o di fasciature, quanto piuttosto di cure mediche più serie e/o riposo.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s è stato colpito alla gamba e collassa!", - //Name can't speak right now. - L"%s non può parlare ora.", - - //22-24 plural versions - L"%d l'esercito verde è stato promosso a veterano.", - L"%d l'esercito verde è stato promosso a regolare.", - L"%d l'esercito regolare è stato promosso a veterano.", - - //25 - L"Interruttore", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s è impazzito!", - - //27-28 - //Messages why a player can't time compress. - L"Non è al momento sicuro comprimere il tempo visto che avete dei mercenari nel settore %s.", - L"Non è al momento sicuro comprimere il tempo quando i mercenari sono nelle miniere infestate dalle creature.", - - //29-31 singular versions - L"1 esercito verde è stato promosso a veterano.", - L"1 esercito verde è stato promosso a regolare.", - L"1 eserciro regolare è stato promosso a veterano.", - - //32-34 - L"%s non dice nulla.", - L"Andate in superficie?", - L"(Squadra %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s ha riparato %s's %s", - - //36 - L"BLOODCAT", - - //37-38 "Name trips and falls" - L"%s trips and falls", - L"Questo oggetto non può essere raccolto qui.", - - //39 - L"Nessuno dei vostri rimanenti mercenari è in grado di combattere. L'esercito combatterà contro le creature da solo.", - - //40-43 - //%s is the name of merc. - L"%s è rimasto sprovvisto di kit medici!", - L"%s non è in grado di curare nessuno!", - L"%s è rimasto sprovvisto di forniture mediche!", - L"%s non è in grado di riparare niente!", - - //44-45 - L"Tempo di riparazione", - L"%s non può vedere questa persona.", - - //46-48 - L"L'estensore della canna dell'arma di %s si è rotto!", - L"No more than %d militia trainers are permitted in this sector.", // TODO.Translate - L"Siete sicuri?", - - //49-50 - L"Compressione del tempo", - L"La tanica della benzina del veicolo è ora piena.", - - //51-52 Fast help text in mapscreen. - L"Continua la compressione del tempo (|S|p|a|z|i|o)", - L"Ferma la compressione del tempo (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s ha sbloccata il %s", - L"%s ha sbloccato il %s di %s", - - //55 - L"Non potete comprimere il tempo mentre visualizzate l'inventario del settore.", - - L"Il CD ddel gioco Jagged Alliance 2 v1.13 non è stato trovato. Il programma verrà terminato.", - - L"Oggetti combinati con successo.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Attuale/Massimo Progresso: %d%%/%d%%", - - //59 - L"Accompagnate John e Mary?", - - L"Interruttore attivato.", - - L"%s's armour attachment has been smashed!", - L"%s fires %d more rounds than intended!", - L"%s fires one more round than intended!", - - L"You need to close the item description box first!", // TODO.Translate - - L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate -}; - -STR16 gzCWStrings[] = -{ - L"Call reinforcements to %s from adjacent sectors?", // TODO.Translate -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Location: %d\n", - L"%s|Brightness: %d / %d\n", - L"%s|Range to |Target: %d\n", - L"%s|I|D: %d\n", - L"%s|Orders: %d\n", - L"%s|Attitude: %d\n", - L"%s|Current |A|Ps: %d\n", - L"%s|Current |Health: %d\n", - L"%s|Current |Breath: %d\n", // TODO.Translate - L"%s|Current |Morale: %d\n", - L"%s|Current |S|hock: %d\n",// TODO.Translate - L"%s|Current |S|uppression Points: %d\n",// TODO.Translate - // Full info - L"%s|Helmet: %s\n", - L"%s|Vest: %s\n", - L"%s|Leggings: %s\n", - // Limited, Basic - L"|Armor: ", - L"Helmet", - L"Vest", - L"Leggings", - L"worn", - L"no Armor", - L"%s|N|V|G: %s\n", - L"no NVG", - L"%s|Gas |Mask: %s\n", - L"no Gas Mask", - L"%s|Head |Position |1: %s\n", - L"%s|Head |Position |2: %s\n", - L"\n(in Backpack) ", - L"%s|Weapon: %s ", - L"no Weapon", - L"Handgun", - L"SMG", - L"Rifle", - L"MG", - L"Shotgun", - L"Knife", - L"Heavy Weapon", - L"no Helmet", - L"no Vest", - L"no Leggings", - L"|Armor: %s\n", - // Added - SANDRO - L"%s|Skill 1: %s\n", - L"%s|Skill 2: %s\n", - L"%s|Skill 3: %s\n", - // Additional suppression effects - sevenfm // TODO.Translate - L"%s|A|Ps lost due to |S|uppression: %d\n", - L"%s|Suppression |Tolerance: %d\n", - L"%s|Effective |S|hock |Level: %d\n", - L"%s|A|I |Morale: %d\n", -}; - -STR16 New113Message[] = -{ - L"Storm started.", - L"Storm ended.", - L"Rain started.", - L"Rain ended.", - L"Watch out for snipers...", - L"Suppression fire!", - L"BRST", - L"AUTO", - L"GL", - L"GL BRST", - L"GL AUTO", - L"UB", - L"UBRST", - L"UAUTO", - L"BAYONET", - L"Sniper!", - L"Unable to split money due to having an item on your cursor.", - L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", - L"Articolo cancellato", - L"Ha cancellato tutti gli articoli di questo tipo", - L"Articolo venduto", - L"Ha venduto tutti gli articoli di questo tipo", - L"You should check your goggles", - // Real Time Mode messages - L"In combat already", - L"No enemies in sight", - L"Real-time sneaking OFF", - L"Real-time sneaking ON", - //L"Enemy spotted! (Ctrl + x to enter turn based)", - L"Enemy spotted!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s was successful on stealing!", - L"%s had not enough action points to steal all selected items.", - L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", - L"Do you want to make surgery on %s? (You can heal about %i Health.)", - L"Do you wish to make surgeries first? (%i patient(s))", - L"Do you wish to make the surgery on this patient first?", - L"Apply first aid automatically with surgeries or without them?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Surgery on %s finished.", - L"%s is hit in the chest and loses a point of maximum health!", - L"%s is hit in the chest and loses %d points of maximum health!", - L"%s is blinded by the blast!", - L"%s has regained one point of lost %s", - L"%s has regained %d points of lost %s", - L"Your scouting skills prevented you to be ambushed by the enemy!", - L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", - L"%s is hit to groin and falls down in pain!", - ////////////////////////////////////////////////////////////////////////////////////// - L"Warning: enemy corpse found!!!", - L"%s [%d rnds]\n%s %1.1f %s", - L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate - L"Hint: %s", // TODO.Translate - L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Cannot use skill!", // TODO.Translate - L"Cannot build while enemies are in this sector!", - L"Cannot spot that location!", - L"Incorrect GridNo for firing artillery!", - L"Radio frequencies are jammed. No communication possible!", - L"Radio action failed!", - L"Not enough mortar shells in sector to start a barrage!", - L"No signal shell item found in Items.xml!", - L"No High-Explosive shell item found in Items.xml!", - L"No mortars found, cannot commence barrage!", - L"Already jamming signal, no need to do so again!", - L"Already listening for nearby sounds, no need to do so again!", - L"Already trying to spot, no need to do so again!", - L"Already scanning for jam signals, no need to do so again!", - L"%s could not apply %s to %s.", - L"%s orders reinforcements from %s.", - L"%s radio set is out of energy.", - L"a working radio set", - L"a binocular", - L"patience", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", // TODO.Translate -}; - -// TODO.Translate -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s cowers in fear!", - L"%s is pinned down!", - L"%s fires more rounds than intended!", - L"You cannot train militia in this sector.", - L"Militia picks up %s.", - L"Cannot train militia with enemies present!", - // 6 - 10 - L"%s lacks sufficient Leadership score to train militia.", - L"No more than %d Mobile Militia trainers are permitted in this sector.", - L"No room in %s or around it for new Mobile Militia!", - L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", - L"Can't staff a facility while enemies are present!", - // 11 - 15 - L"%s lacks sufficient Wisdom to staff this facility.", - L"The %s is already fully-staffed.", - L"It will cost $%d per hour to staff this facility. Do you wish to continue?", - L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", - L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", - // 16 - 20 - L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", - L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", - L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", - L"N/A in this sector", - L"Daily Expenses", - // 21 - 25 - L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", - L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 - L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 - L"To merge two items during combat, you must pick them both up first.", // HAM 5 -}; - -// TODO.Translate -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"No available adjustments", - L"%s was split into several parts.", - L"%s was split into several parts. Check %s's inventory for the resulting items.", - L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", - L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", - L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", - // 6 - 10 - L"Split Crate into Inventory", - L"Split into %d-rd Mags", - L"%s was split into %d Magazines containing %d rounds each.", - L"%s was split into %s's inventory.", - L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", - L"Instant mode", // TODO.Translate - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", - // Biggens: Text from Line 49 in Email.edt - L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", -}; - -// TODO.Translate -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk: Text from Line 58 - L"FW from AIM Server: Message from Victor Kolesnikov", - L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", - - // Brain: Text from Line 60 - L"FW from AIM Server: Message from Janno Allik", - L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", - - // Scream: Text from Line 62 - L"FW from AIM Server: Message from Lennart Vilde", - L"Lennart Vilde now available! ±", - - // Henning: Text from Line 64 - L"FW from AIM Server: Message from Henning von Branitz", - L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", - - // Luc: Text from Line 66 - L"FW from AIM Server: Message from Luc Fabre", - L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", - - // Laura: Text from Line 68 - L"FW from AIM Server: Message from Dr. Laura Colin", - L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", - - // Grace: Text from Line 70 - L"FW from AIM Server: Message from Graziella Girelli", - L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", - - // Rudolf: Text from Line 72 - L"FW from AIM Server: Message from Rudolf Steiger", - L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"FW from AIM Server: Message about merc availability", - L"I got your message. Waiting for your call. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Sniper: Occhi di un hawk, potete sparare le ale da un mosca ad cento yarde! ± ", - // Camouflage - L"Camuffamento: Oltre voi persino i cespugli sembrano sintetici! ± ", - // SANDRO - new strings for new traits added - // Ranger - L"Ranger: You are the one from Texas deserts, aren't you! ± ", - // Gunslinger - L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ", - // Squadleader - L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ", - // Technician - L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ", - // Doctor - L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ", - // Athletics - L"Athletics: Your speed and vitality is on top of possibilities! ± ", - // Bodybuilding - L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ", - // Demolitions - L"Demolitions: You can blow up a whole city just by common home stuff! ± ", - // Scouting - L"Scouting: Nothing can escape your notice! ± ", - // Covert ops - L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate - // Radio Operator - L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate - // Survival - L"Survival: Nature is a second home to you. ± ", // TODO.Translate -}; - -STR16 NewInvMessage[] = -{ - L"Non può il fagotto della raccolta attualmente", - L"Nessun posto per mettere fagotto", - L"Fagotto non trovato", - L"La chiusura lampo funziona soltanto nel combattimento", - L"Non può muoversi mentre la chiusura lampo del fagotto attiva", - L"Siete sicuri voi desiderate vendere tutti gli articoli del settore?", - L"Siete sicuri voi desiderate cancellare tutti gli articoli del settore?", - L"Non può arrampicarsi mentre portano uno zaino", - L"All backpacks dropped", // TODO.Translate - L"All owned backpacks picked up", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Initiating RakNet server...", - L"Server started, waiting for connections...", - L"You must now connect with your client to the server by pressing '2'.", - L"Server is already running.", - L"Server failed to start. Terminating.", - // 5 - L"%d/%d clients are ready for realtime-mode.", - L"Server disconnected and shutdown.", - L"Server is not running.", - L"Clients are still loading, please wait...", - L"You cannot change dropzone after the server has started.", - // 10 - L"Sent file '%S' - 100/100", - L"Finished sending files to '%S'.", - L"Started sending files to '%S'.", - L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Initiating RakNet client...", - L"Connecting to IP: %S ...", - L"Received game settings:", - L"You are already connected.", - L"You are already connecting...", - // 5 - L"Client #%d - '%S' has hired '%s'.", - L"Client #%d - '%S' has hired another merc.", - L"You are ready - Total ready = %d/%d.", - L"You are no longer ready - Total ready = %d/%d.", - L"Starting battle...", - // 10 - L"Client #%d - '%S' is ready - Total ready = %d/%d.", - L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", - L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", - L"Let us the battle begin!", - L"A client must be running for starting the game.", - // 15 - L"Game cannot start. No mercs are hired...", - L"Awaiting 'OK' from server to unlock the laptop...", - L"Interrupted", - L"Finish from interrupt", - L"Mouse Grid Coordinates:", - // 20 - L"X: %d, Y: %d", - L"Grid Number: %d", - L"Server only feature", - L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", - L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", - // 25 - L"", - L"New connection: Client #%d - '%S'.", - L"Team: %d.",//not used any more - L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')", - L"Kicked client #%d - '%S'", - // 30 - L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", - L"Starting turn for client #%d", - L"Requesting for realtime...", - L"Switched back to realtime.", - L"Error: Something went wrong switching back.", - // 35 - L"Unlock laptop for hiring? (Are all clients connected?)", - L"The server has unlocked the laptop. Begin hiring!", - L"Interruptor.", - L"You cannot change dropzone if you are only the client and not the server.", - L"You declined the offer to surrender, because you are in a multiplayer game.", - // 40 - L"All your mercs are wiped dead!", - L"Spectator mode enabled.", - L"You have been defeated!", - L"Sorry, climbing is disable in MP", - L"You Hired '%s'", - // 45 - L"You cant change the map once purchasing has commenced", - L"Map changed to '%s'", - L"Client '%s' disconnected, removing from game", - L"You were disconnected from the game, returning to the Main Menu", - L"Connection failed, Retrying in 5 seconds, %i retries left...", - //50 - L"Connection failed, giving up...", - L"You cannot start the game until another player has connected", - L"%s : %s", - L"Send to All", - L"Allies only", - // 55 - L"Cannot join game. This game has already started.", - L"%s (team): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Received all files from server.", - L"'%S' finished downloading from server.", - L"'%S' started downloading from server.", - L"Cannot start the game until all clients have finished receiving files", - L"This server requires that you download modified files to play, do you wish to continue?", - // 65 - L"Press 'Ready' to enter tactical screen.", - L"Cannot connect because your version %S is different from the server version %S.", - L"You killed an enemy soldier.", - L"Cannot start the game, because all teams are the same.", - L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", - // 70 // TODO.Translate - L"Could not save received file '%S'", - L"%s's bomb was disarmed by %s", - L"You loose, what a shame", // All over red rover - L"Spectator mode disabled", - L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", - // 75 - L"Team %s is wiped out.", - L"Client failed to start. Terminating.", - L"Client disconnected and shutdown.", - L"Client is not running.", - L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate - // 80 - L"AI's turn - %d left", // TODO.Translate -}; - -STR16 gszMPEdgesText[] = -{ - L"N", - L"E", - L"S", - L"W", - L"C", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"N/A", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Game Type: ", - L"Players: ", - L"Mercs each: ", - L"You cannot change starting edge once Laptop is unlocked.", - L"You cannot change teams once the Laptop is unlocked.", - L"Random Mercs: ", - L"Y", - L"Difficulty:", - L"Server Version:", -}; - -STR16 gzMPSScreenText[] = -{ - L"Scoreboard", - L"Continue", - L"Cancel", - L"Player", - L"Kills", - L"Deaths", - L"Queen's Army", - L"Hits", - L"Misses", - L"Accuracy", - L"Damage Dealt", - L"Damage Taken", - L"Please wait for the server to press 'Continue'." -}; - -STR16 gzMPCScreenText[] = -{ - L"Cancel", - L"Connecting to Server", - L"Getting Server Settings", - L"Downloading custom files", - L"Press 'ESC' to cancel or 'Y' to chat", - L"Press 'ESC' to cancel", - L"Ready" -}; - -STR16 gzMPChatToggleText[] = -{ - L"Send to All", - L"Send to Allies only", -}; - -STR16 gzMPChatboxText[] = -{ - L"Multiplayer Chat", - L"'ENTER' to send, 'ESC' to cancel", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", - L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", - // For new major/minor traits - L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", - L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", -}; -STR16 sgAttributeSelectionText[] = -{ - L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", - L"I.M.P. Attributes and skills review.", - L"Bonus Pts.:", - L"Starting Level", - // New strings for new traits - L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", - L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", - L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"I.M.P. Character Analysis", - L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", - L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Normal", - L"Friendly", - L"Loner", - L"Optimist", - L"Pessimist", - L"Aggressive", - L"Arrogant", - L"Big Shot", - L"Asshole", - L"Coward", - L"I.M.P. Attitudes", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Normal", - L"Sociable", - L"Loner", - L"Optimist", - L"Assertive", - L"Intellectual", - L"Primitive", - L"Aggressive", - L"Phlegmatic", - L"Dauntless", - L"Pacifist", - L"Malicious", - L"Show-off", - L"Coward", // TODO.Translate - L"I.M.P. Character Traits", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"I.M.P. Colors and Body Type", - L"I.M.P. Colors", - L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", - L"Please select the respective colors of your skin, hair and clothing.", - L"Toggle this to use alternative rifle holding.", - L"\n(Caution: you will need a big strength for this.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Hair Color", - L"Skin Color", - L"Shirt Color", - L"Pants Color", - L"Normal Body", - L"Big Body", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"No Disability", - L"Heat Intolerant", - L"Nervous", - L"Claustrophobic", - L"Nonswimmer", - L"Fear of Insects", - L"Forgetful", - L"Psychotic", - L"Deaf", - L"Shortsighted", - L"Hemophiliac", // TODO.Translate - L"Fear of Heights", - L"Self-Harming", - L"I.M.P. Disabilities", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate -{ - L"We bet you're glad this isn't voicemail.", - L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"You'll be screwed if you ever lose your glasses.", - L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// TODO.Translate -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s lacks sufficient Strength to perform this task.", - L"%s lacks sufficient Dexterity to perform this task.", - L"%s lacks sufficient Agility to perform this task.", - L"%s is not Healthy enough to perform this task.", - L"%s lacks sufficient Wisdom to perform this task.", - L"%s lacks sufficient Marksmanship to perform this task.", - // 6 - 10 - L"%s lacks sufficient Medical Skill to perform this task.", - L"%s lacks sufficient Mechanical Skill to perform this task.", - L"%s lacks sufficient Leadership to perform this task.", - L"%s lacks sufficient Explosives Skill to perform this task.", - L"%s lacks sufficient Experience to perform this task.", - // 11 - 15 - L"%s lacks sufficient Morale to perform this task.", - L"%s is too exhausted to perform this task.", - L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", - L"Too many people are already working at the %s.", - L"Too many people are already performing this task at the %s.", - // 16 - 20 - L"%s can find no items to repair.", - L"%s has lost some %s while working in sector %s!", - L"%s has lost some %s while working at the %s in %s!", - L"%s was injured while working in sector %s, and requires immediate medical attention!", - L"%s was injured while working at the %s in %s, and requires immediate medical attention!", - // 21 - 25 - L"%s was injured while working in sector %s. It doesn't seem too bad though.", - L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", - L"The residents of %s seem upset about %s's presence.", - L"The residents of %s seem upset about %s's work at the %s.", - L"%s's actions in sector %s have caused loyalty loss throughout the region!", - // 26 - 30 - L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", - L"%s is drunk.", // <--- This is a log message string. - L"%s has become severely ill in sector %s, and has been taken off duty.", - L"%s has become severely ill and cannot continue his work at the %s in %s.", - L"%s was injured in sector %s.", // <--- This is a log message string. - // 31 - 35 - L"%s was severely injured in sector %s.", //<--- This is a log message string. - L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate - L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate - - -}; - -// TODO.Translate -STR16 gzFacilityRiskResultStrings[]= -{ - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Health", - L"Marksmanship", - // 5-10 - L"Leadership", - L"Mechanical skill", - L"Medical skill", - L"Explosives skill", -}; - -// TODO.Translate -STR16 gzFacilityAssignmentStrings[]= -{ - L"AMBIENT", - L"Staff", - L"Eat",// TODO.Translate - L"Rest", - L"Repair Items", - L"Repair %s", // Vehicle name inserted here - L"Repair Robot", - // 6-10 - L"Doctor", - L"Patient", - L"Practice Strength", - L"Practice Dexterity", - L"Practice Agility", - L"Practice Health", - // 11-15 - L"Practice Marksmanship", - L"Practice Medical", - L"Practice Mechanical", - L"Practice Leadership", - L"Practice Explosives", - // 16-20 - L"Student Strength", - L"Student Dexterity", - L"Student Agility", - L"Student Health", - L"Student Marksmanship", - // 21-25 - L"Student Medical", - L"Student Mechanical", - L"Student Leadership", - L"Student Explosives", - L"Trainer Strength", - // 26-30 - L"Trainer Dexterity", - L"Trainer Agility", - L"Trainer Health", - L"Trainer Marksmanship", - L"Trainer Medical", - // 30-35 - L"Trainer Mechanical", - L"Trainer Leadership", - L"Trainer Explosives", - L"Interrogate Prisoners", // added by Flugente TODO.Translate - L"Undercover Snitch", // TODO.Translate - // 36-40 - L"Spread Propaganda", - L"Spread Propaganda", // spread propaganda (globally) - L"Gather Rumours", - L"Command Militia", // militia movement orders -}; - -STR16 Additional113Text[]= -{ - L"Jagged Alliance 2 v1.13 modalità finestra richiede una profondità di colore di 16bpp.", - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate - L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", - // TODO.Translate - // WANNE: Savegame slots validation against INI file - L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", - L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -STR16 sEnemyTauntsFireGun[]= -{ - L"Suck this!", - L"Touch this!", - L"Come get some!", - L"You're mine!", - L"Die!", - L"You scared, motherfucker?", - L"This will hurt!", - L"Come on you bastard!", - L"Come on! I don't got all day!", - L"Come to daddy!", - L"You'll be six feet under in no time!", - L"Will send ya home in a pinebox, loser!", - L"Hey, wanna play?", - L"You should have stayed home, bitch.", - L"Sucker!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"We have a barbecue here.", - L"I got a present for ya.", - L"Bam!", - L"Smile!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Catch!", - L"Here ya go!", - L"Pop goes the weasel.", - L"This one's for you.", - L"Muhehe.", - L"Catch this, swine!", - L"I like this.", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"I'll get your scalp.", - L"Come to papa.", - L"Show me your guts!", - L"I'll rip you to pieces!", - L"Motherfucker!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"We're in some real shit...", - L"They said join the army. Not for this shit!", - L"I have enough.", - L"Oh my God.", - L"They ain't paying us enough for this.", - L"It's just too much for me.", - L"I'll bring some friends.", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"I heard that!", - L"Who's there?", - L"What was that?", - L"Hey! What the...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"They are here!", - L"Now the fun can start.", - L"I hoped this will never happen.", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Ouch!", - L"Ugh!", - L"This.. hurts!", - L"You fuck!", - L"You will regret.. uhh.. this.", - L"What the..!", - L"Now you have.. pissed me off.", - -}; - -// TODO.Translate -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff...!", - L"Oh my God!", - L"Holy crap!", - L"Enemy!!!", - L"Alert! Alert!", - L"There is one!", - L"Attack!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Description", - L"General", - L"Advanced", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Desc", - L"Gen", - L"Adv", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primary", - L"Secondary", - L"AP Costs", - L"Burst / Autofire", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Prop.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", - L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", - L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", - L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", - L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", - L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", - L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", - L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", - L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Property icon (mouse-over to reveal name).", - L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", - L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", - L"Bonus/penalty given while |p|r|o|n|e.", - L"Bonus/penalty given", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y", - L"|D|a|m|a|g|e", - L"|R|a|n|g|e", - L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s", - L"|R|e|l|i|a|b|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", - L"|A|P|s |t|o |R|e|a|d|y", - L"|A|P|s |t|o |A|t|t|a|c|k", - L"|A|P|s |t|o |B|u|r|s|t", - L"|A|P|s |t|o |A|u|t|o|f|i|r|e", - L"|A|P|s |t|o |R|e|l|o|a|d", - L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", - L"", // No longer used! - L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate - L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", - L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", - L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", - L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate - L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", - L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", - L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", - L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", - L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", - L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nThe minimum range at which a scope can provide it's aimBonus.", - L"\n \nTo hit modifier granted by laser sights.", - L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", - L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", - L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", - L"", // No longer used! - L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate - L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", - L"|C|o|v|e|r|a|g|e", - L"|D|e|g|r|a|d|e |R|a|t|e", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", - L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", - L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|A|r|m|o|r |P|i|e|r|c|i|n|g", - L"|B|u|l|l|e|t |T|u|m|b|l|e", - L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", - L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", - L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate - L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|D|a|m|a|g|e", - L"|S|t|u|n |D|a|m|a|g|e", - L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate - L"|B|l|a|s|t |R|a|d|i|u|s", - L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", - L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", - L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", - L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", - L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", - L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", - L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", - L"|F|r|a|g|m|e|n|t |R|a|n|g|e", - // HEADROCK HAM 5: End Fragmentations - L"|L|o|u|d|n|e|s|s", - L"|V|o|l|a|t|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", - L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", - L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate - L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", - L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", - L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", - L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", - L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", - L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", - L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", - L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", - L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|R|e|p|a|i|r |E|a|s|e", - L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", - L"|V|o|l|u|m|e", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", - L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|T|r|a|c|e|r |A|m|m|o", - L"|A|n|t|i|-|T|a|n|k |A|m|m|o", - L"|I|g|n|o|r|e|s |A|r|m|o|r", - L"|A|c|i|d|i|c |A|m|m|o", - L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", - L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", - L"|W|a|t|e|r|p|r|o|o|f", - L"|E|l|e|c|t|r|o|n|i|c", - L"|G|a|s |M|a|s|k", - L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", - L"|C|a|n |P|i|c|k |L|o|c|k|s", - L"|C|a|n |C|u|t |W|i|r|e|s", - L"|C|a|n |S|m|a|s|h |L|o|c|k|s", - L"|M|e|t|a|l |D|e|t|e|c|t|o|r", - L"|R|e|m|o|t|e |T|r|i|g|g|e|r", - L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", - L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", - L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", - L"|T|o|o|l |K|i|t", - L"|T|h|e|r|m|a|l |O|p|t|i|c|s", - L"|X|-|R|a|y |D|e|v|i|c|e", - L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", - L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", - L"|F|i|r|s|t |A|i|d |K|i|t", - L"|M|e|d|i|c|a|l |K|i|t", - L"|L|o|c|k |B|o|m|b", - L"|D|r|i|n|k",// TODO.Translate - L"|M|e|a|l", - L"|A|m|m|o |B|e|l|t", - L"|A|m|m|o |V|e|s|t", - L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate - L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate - L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", - L"|M|a|d|e |o|f |M|e|t|a|l", - L"|S|i|n|k|s", - L"|T|w|o|-|H|a|n|d|e|d", - L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|h|i|e|l|d", // TODO.Translate - L"|C|a|m|e|r|a", // TODO.Translate - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", - L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", - L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", - L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", - L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", - L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", - L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", - L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", - L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", - L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", - L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate - L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", - L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate - L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", - L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", - L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", - L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate - L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", - L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", - L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", - L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", - L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", - L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", - L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", - L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate - L"\n \nThis item will still your hunger\nif you eat it.", - L"\n \nWith this ammo belt you can\nfeed someone else's MG.", - L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", - L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate - L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate - L"\n \nThis item cannot be damaged.", - L"\n \nThis item is made of metal.\nIt takes less damage than other items.", - L"\n \nThis item sinks when put in water.", - L"\n \nThis item requires both hands to be used.", - L"\n \nThis item will block your iron sights\nso you cannot use them.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate - L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", - L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", - L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", - L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", - L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", - L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", - L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", - L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", - L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", - L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", - L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", - L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", - L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", - L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", - L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", - L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", - L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", - L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|T|u|n|n|e|l |V|i|s|i|o|n", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", - L"|T|o|-|H|i|t |B|o|n|u|s", - L"|A|i|m |B|o|n|u|s", - L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate - L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", - L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate - L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate - L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate - L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate - L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate - L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate - L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate - L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", - L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", - L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", - L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", - L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", - L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate - L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate - L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate - L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate - L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate - L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate - L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate - L"", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", - L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", - L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", - L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", - L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", - L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"SINGLE", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// TODO.Translate -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Finished sorting ammo into crates in sector %c%d.", - L"Finished removing attachments from items in sector %c%d.", - L"Finished ejecting ammo from weapons in sector %c%d.", - L"Finished stacking and merging all items in sector %c%d.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Show all", - L"Guns", - L"Ammo", - L"Explosives", - L"Melee Weapons", - L"Armor", - L"LBE", - L"Kits", - L"Misc. Items", - L"Hide all", -}; - -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", // TODO.Translate -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = // TODO.Translate -{ - L"Temperature is ", - L"very low", - L"low", - L"medium", - L"high", - L"very high", - L"dangerous", - L"CRITICAL", - L"DRAMATIC", - L"unknown", - L"." -}; - -// TODO.Translate -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Food is ", - L"fresh", - L"good", - L"ok", - L"stale", - L"shabby", - L"rotting", - L"." -}; - -// TODO.Translate -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Pvt. ", //ExpLevel 1 - L"Pfc. ", //ExpLevel 2 - L"Cpl. ", //ExpLevel 3 - L"Sgt. ", //ExpLevel 4 - L"Lt. ", //ExpLevel 5 - L"Cpt. ", //ExpLevel 6 - L"Maj. ", //ExpLevel 7 - L"Lt.Col. ", //ExpLevel 8 - L"Col. ", //ExpLevel 9 - L"Gen. " //ExpLevel 10 -}; - -STR16 gzNewLaptopMessages[]= -{ - L"Ask about our special offer!", - L"Temporarily Unavailable", - L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"Distanza dal bersaglio: %d caselle, Luminosità: %d/%d", - L"Colleghi il trasmettitore al tuo computer portatile.", - L"Non puoi permetterti di ingaggiare %s", - L"Per un periodo limitato, la tariffa qui sopra includerà i costi dell'intera missione, oltre all'equipaggiamento indicato sotto.", - L"Assolda %s adesso e approfitta della nostra nuova tariffa 'tutto incluso'. Compreso in questa incredibile offerta anche l'equipaggiamento personale del mercenario, senza alcun costo aggiuntivo.", - L"Tariffa", - L"C'è qualcun altro nel settore...", - //L"Gittata dell'arma: %d caselle, Probabilità di colpire: %d percent", - L"Mostra nascondigli", - L"Linea di Vista", - L"Le nuove reclute non possono arrivare qui.", - L"Poiché il tuo portatile non ha un trasmettitore, non potrai assoldare nuovi mercenari. Forse questo sarebbe un buon momento per caricare una partita salvata o ricominciare daccapo!", - L"%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.", //the %s is the name of a merc. - L"Dopo aver dato un'occhiata al biglietto lasciato dal Vice Comandante Morris, %s vede una possibilità. La nota contiene le coordinate per il lancio di missili contro diverse città ad Arulco. C'è anche la locazione della base di lancio: la fabbrica di missili.", - L"Guardando il pannello di controllo %s immagina che i numeri possano essere invertiti, cosicché il missile distrugga proprio questa fabbrica. %s deve trovare una via di fuga. L'ascensore sembra offrire la soluzione più rapida...", - L"Questa è una partita a livello IRON MAN: non puoi salvare quando ci sono nemici nei dintorni.", - L"(Non puoi salvare durante il combattimento.)", - L"Il nome della campagna è più grande di 30 caratteri", - L"Campagna non trovata.", - L"Campagna: Default ( %S )", - L"Campagna: %S", - L"Hai selezionato la campagna %S. Questa campagna è una versione amatoriale della campagna originale di Unfinished Business. Sei sicuro di voler giocare la campagna %S?", - L"Per usare l'editor, selezionare una campagna diversa da quella di default.", - // anv: extra iron man modes - L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate - L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate -}; - -// The_bob : pocket popup text defs // TODO.Translate -STR16 gszPocketPopupText[]= -{ - L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN - L"- no matching ammo -", //POCKET_POPUP_NO_AMMO - L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS - L"more...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features // TODO.Translate -STR16 szCovertTextStr[]= -{ - L"%s has camo!", - L"%s has a backpack!", - L"%s is seen carrying a corpse!", - L"%s's %s is suspicious!", - L"%s's %s is considered military hardware!", - L"%s carries too many guns!", - L"%s's %s is too advanced for an %s soldier!", - L"%s's %s has too many attachments!", - L"%s was seen performing suspicious activities!", - L"%s does not look like a civilian!", - L"%s bleeding was discovered!", - L"%s is drunk and doesn't behave like a soldier!", - L"On closer inspection, %s's disguise does not hold!", - L"%s isn't supposed to be here!", - L"%s isn't supposed to be here at this time!", - L"%s was seen near a fresh corpse!", - L"%s equipment raises a few eyebrows!", - L"%s is seen targetting %s!", - L"%s has seen through %s's disguise!", - L"No clothes item found in Items.xml!", - L"This does not work with the old trait system!", - L"Not enough APs!", - L"Bad palette found!", - L"You need the covert skill to do this!", - L"No uniform found!", - L"%s is now disguised as a civilian.", - L"%s is now disguised as a soldier.", - L"%s wears a disorderly uniform!", - L"In retrospect, asking for surrender in disguise wasn't the best idea...", - L"%s was uncovered!", - L"%s's disguise seems to be ok...", - L"%s's disguise will not hold.", - L"%s was caught stealing!", - L"%s tried to manipulate %s's inventory.", - L"An elite soldier did not recognize %s!", // TODO.Translate - L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"No head item found in Items.xml!", - L"Corpse cannot be decapitated!", - L"No meat item found in Items.xml!", - L"Not possible, you sick, twisted individual!", - L"No clothes to take!", - L"%s cannot take clothes off of this corpse!", - L"This corpse cannot be taken!", - L"No free hand to carry corpse!", - L"No corpse item found in Items.xml!", - L"Invalid corpse ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s does not want to eat %s", - L"%s does not want to drink %s", - L"%s ate %s", - L"%s drank %s", - L"%s's strength was damaged due to being overfed!", - L"%s's strength was damaged due to lack of nutrition!", - L"%s's health was damaged due to being overfed!", - L"%s's health was damaged due to lack of nutrition!", - L"%s's strength was damaged due to excessive drinking!", - L"%s's strength was damaged due to lack of water!", - L"%s's health was damaged due to excessive drinking!", - L"%s's health was damaged due to lack of water!", - L"Sectorwide canteen filling not possible, Food System is off!" -}; - -// TODO.Translate -STR16 szPrisonerTextStr[]= -{ - L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate - L"Gained $%d as ransom money.", // TODO.Translate - L"%d prisoners revealed enemy positions.", - L"%d officers, %d elites, %d regulars and %d admins joined our cause.", - L"Prisoners start a massive riot in %s!", - L"%d prisoners were sent to %s!", - L"Prisoners have been released!", - L"The army now occupies the prison in %s, the prisoners were freed!", - L"The enemy refuses to surrender!", - L"The enemy refuses to take you as prisoners - they prefer you dead!", - L"This behaviour is set OFF in your ini settings.", - L"%s has freed %s!", - L"A high-ranking army officer in %s has been revealed!", // TODO.Translate - L"The enemy leader refuses to even consider surrender!", - L"%d prisoners volunteered to join our forces.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= // TODO.Translate -{ - L"nothing", - L"building a fortification", - L"removing a fortification", - L"hacking", // TODO.Translate - L"%s had to stop %s.", - L"The selected barricade cannot be built in this sector", // TODO.Translate -}; - -// TODO.Translate -STR16 szInventoryArmTextStr[]= // TODO.Translate -{ - L"Blow up (%d AP)", - L"Blow up", - L"Arm (%d AP)", - L"Arm", - L"Disarm (%d AP)", - L"Disarm", -}; - -// TODO.Translate -STR16 szBackgroundText_Flags[]= -{ - L" might consume drugs in inventory\n", - L" disregard for all other backgrounds\n", - L" +1 level in underground sectors\n", - L" steals money from the locals sometimes\n", // TODO.Translate - - L" +1 traplevel to planted bombs\n", - L" spreads corruption to nearby mercs\n", - L" female only", // won't show up, text exists for compatibility reasons - L" male only", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", // TODO.Translate - - L" refuses to attack animals\n", // TODO.Translate - L" refuses to attack members of the same group\n", // TODO.Translate -}; - -// TODO.Translate -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% APs in polar sectors\n", - L" %s%d%% APs in desert sectors\n", - L" %s%d%% APs in swamp sectors\n", - L" %s%d%% APs in urban sectors\n", - L" %s%d%% APs in forest sectors\n", - L" %s%d%% APs in plain sectors\n", - L" %s%d%% APs in river sectors\n", - L" %s%d%% APs in tropical sectors\n", - L" %s%d%% APs in coastal sectors\n", - L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% leadership stat\n", - L" %s%d%% marksmanship stat\n", - L" %s%d%% mechanical stat\n", - L" %s%d%% explosives stat\n", - L" %s%d%% medical stat\n", - L" %s%d%% wisdom stat\n", - - L" %s%d%% APs on rooftops\n", - L" %s%d%% APs needed to swim\n", - L" %s%d%% APs needed for fortification actions\n", - L" %s%d%% APs needed for mortars\n", - L" %s%d%% APs needed to access inventory\n", - L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%% travel speed on foot\n", - L" %s%d%% travel speed on land vehicles\n", - L" %s%d%% travel speed on air vehicles\n", - L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%% fear resistance\n", - L" %s%d%% suppression resistance\n", - L" %s%d%% physical resistance\n", - L" %s%d%% alcohol resistance\n", - L" %s%d%% disease resistance\n", // TODO.Translate - - L" %s%d%% interrogation effectiveness\n", - L" %s%d%% prison guard strength\n", - L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%% faster running\n", - L" %s%d%% bandaging speed\n", - L" %s%d%% breath regeneration\n", // TODO.Translate - L" %s%d%% strength to carry items\n", - L" %s%d%% food consumption\n", - L" %s%d%% water consumption\n", - L" %s%d need for sleep\n", - L" %s%d%% melee damage\n", - L" %s%d%% cth with blades\n", - L" %s%d%% camo effectiveness\n", - L" %s%d%% stealth\n", - L" %s%d%% max CTH\n", - L" %s%d hearing range during the night\n", - L" %s%d hearing range during the day\n", - L" %s%d effectivity at disarming traps\n", // TODO.Translate - L" %s%d%% CTH with SAMs\n", // TODO.Translate - - L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%% effectiveness to direct approach\n", - L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%% cth with firearms against creatures\n", - L" %s%d%% insurance cost\n", - L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate - L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", // TODO.Translate - - L" dislikes some other backgrounds\n", // TODO.Translate - L"Smoker", - L"Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", // TODO.Translate - L" %s%d%% burial speed\n", // TODO.Translate - L" %s%d%% administration effectiveness\n", // TODO.Translate - L" %s%d%% exploration effectiveness\n", // TODO.Translate -}; - -STR16 szBackgroundTitleText[] = // TODO.Translate -{ - L"I.M.P. Background", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = // TODO.Translate -{ - L"I.M.P. Prejudices", -}; - -STR16 szPersonalityDisplayText[]= // TODO.Translate -{ - L"You look", - L"and appearance is", - L"important to you.", - L"You have", - L"and care", - L"about that.", - L"You are", - L"and hate everyone", - L".", - L"racist against non-", - L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"How do you look?", - L"How important are the looks of others to you?", - L"What are your manners?", - L"How important are the manners of other people to you?", - L"What is your nationality?", - L"What nation o you dislike?", - L"How much do you dislike that nation?", - L"How racist are you?", - L"What is your race? You will be\nracist against all other races.", - L"How sexist are you against the other gender?", -}; - -STR16 szRaceText[]= -{ - L"white", - L"black", - L"asian", - L"eskimo", - L"hispanic", -}; - -STR16 szAppearanceText[]= -{ - L"average", - L"ugly", - L"homely", - L"attractive", - L"like a babe", -}; - -STR16 szRefinementText[]= -{ - L"average manners", - L"manners of a slob", - L"manners of a snob", -}; - -STR16 szRefinementTextTypes[] = // TODO.Translate -{ - L"normal people", - L"slobs", - L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"American", // 0 - L"Arab", - L"Australian", - L"British", - L"Canadian", - L"Cuban", // 5 - L"Danish", - L"French", - L"Russian", - L"Nigerian", - L"Swiss", // 10 - L"Jamaican", - L"Polish", - L"Chinese", - L"Irish", - L"South African", // 15 - L"Hungarian", - L"Scottish", - L"Arulcan", - L"German", - L"African", // 20 - L"Italian", - L"Dutch", - L"Romanian", - L"Metaviran", - - // newly added from here on - L"Greek", // 25 - L"Estonian", - L"Venezuelan", - L"Japanese", - L"Turkish", - L"Indian", // 30 - L"Mexican", - L"Norwegian", - L"Spanish", - L"Brasilian", - L"Finnish", // 35 - L"Iranian", - L"Israeli", - L"Bulgarian", - L"Swedish", - L"Iraqi", // 40 - L"Syrian", - L"Belgian", - L"Portoguese", - L"Belarusian", // TODO.Translate - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = // TODO.Translate -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusian", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"and do not hate any other nationality.", // used in personnel.cpp - L"of no origin", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"not", - L"somewhat", - L"extremely", -}; - -STR16 szRacistText[]= -{ - L"not", - L"somewhat", - L"very", -}; - -STR16 szSexistText[]= -{ - L"no sexist", - L"somewhat sexist", - L"very sexist", - L"a Gentleman", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"Batteries are ", - L"full", - L"good", - L"at half", - L"low", - L"depleted", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= // TODO.Translate -{ - L"Mercenary", - L"Green militia", - L"Regular militia", - L"Elite militia", - - L"Civilian", - - L"Administrator", - L"Army Soldier", - L"Elite Soldier", - L"Tank", - - L"Creature", - L"Zombie", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s Press Council", - L"Ministry for %s Information Distribution", - L"%s Revolutionary Movement", - L"The Times International", - L"International Times", - L"R.I.S. (Recon Intelligence Service)", - - L"A collection of press sources from %s", - L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", - - L"Conflict Summary", - L"Battle reports", - L"News", - L"About us", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s in %s.", - - L"rebel forces", - L"the army", - - L"attacked", - L"ambushed", - L"airdropped", - - L"The attack came from %s.", - L"%s were reinforced from %s.", - L"The attack came from %s, %s were reinforced from %s.", - L"north", - L"east", - L"south", - L"west", - L"and", - L"an unknown location", // TODO.Translate - - L"Buildings in the sector were damaged.", // TODO.Translate - L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", - L"During the attack, %s and %s called reinforcements.", - L"During the attack, %s called reinforcements.", - L"Eyewitnesses report the use of chemical weapons from both sides.", - L"Chemical weapons were used by %s.", - L"In a serious escalation of the conflict, both sides deployed tanks.", - L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", - L"Both sides are said to have used snipers.", - L"Unverified reports indicate %s snipers were involved in the firefight.", - L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", - L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", - L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Deep in the night", // 23 - 3 - L"At dawn", // 3 - 6 - L"Early in the morning", // 6 - 8 - L"In the morning hours", // 8 - 11 - L"At noon", // 11 - 14 - L"On the afternoon", // 14 - 18 - L"On the evening", // 18 - 21 - L"During the night", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Initial funding", - L"Mine income", - L"Trade", - L"Other sources", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Ammunition", - L"Explosives", - L"Food", - L"Medical gear", - L"Item maintenance", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"In an extremely one-sided battle, the army force was wiped out without much resistance.", - - L"The rebels easily defeated the army, inflicting heavy losses.", - L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", - - L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", - L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", - - L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", - - L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", - L"Despite the high number of rebels in this sector, the army easily dispatched them.", - - L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", - L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", - - L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", - L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", - - L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Irrelevant", - L"Insignificant", - L"Notable", - L"Noteworthy", - L"Significant", - L"Interesting", - L"Important", - L"Very important", - L"Grave", - L"Major", - L"Momentous", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Killed", - L"Wounded", - L"Prisoners", - L"Shots fired", - - L"Money earned", - L"Consumption", - L"Losses", - L"Participants", - - L"Promotions", - L"Summary", - L"Detail", - L"Previous", - - L"Next", - L"Incident", - L"Day", -}; - -STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail the %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okay-ish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", // TODO.Translate - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", // TODO.Translate - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = // TODO.Translate -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Experience In Security", - - // links to other pages - L"What is Kerberus?", - L"Team Contracts", - L"Individual Contracts", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Inventory Manipulations", - - L"NVG", - L"Reload All", - L"Move", // TODO.Translate - L"", - - L"Sort", - L"Merge", - L"Separate", - L"Organize", - - L"Crates", - L"Boxes", - L"Drop B/P", - L"Pickup B/P", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Cover Display Mode", - - L"Off", - L"Enemy", - L"Merc", - L"", - - L"Roles", // TODO.Translate - L"Fortification", // TODO.Translate - L"Tracker", - L"CTH mode", - - L"Traps", - L"Network", - L"Detector", - L"", - - L"Net A", - L"Net B", - L"Net C", - L"Net D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Turning off cover/traps display", - L"Showing danger zones", - L"Showing merc view", - L"", - - L"Display enemy role symbols", // TODO.Translate - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Display trap network", - L"Display trap network colouring", - L"Display nearby traps", - L"", - - L"Display trap network A", - L"Display trap network B", - L"Display trap network C", - L"Display trap network D", -}; - -// TODO.Translate -STR16 szDynamicDialogueText[40][17] = // TODO.Translate -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"he", - L"she", - L"him", - L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", // TODO.Translate - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate - - L"High amount of distress can cause a personality split\n", // TODO.Translate - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", // TODO.Translate - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", // TODO.Translate - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = // TODO.Translate -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate -}; - -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select pants", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = // TODO.Translate -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = // TODO.Translate -{ - L"normal", - L"rain", - L"thunderstorm", - L"sandstorm", - - L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%s evaded a snake attack!", - L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", // TODO.Translate -}; - -STR16 szLaptopStatText[] = // TODO.Translate -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = // TODO.Translate -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -// TODO.Translate -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //ITALIAN +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("ITALIAN") + + #if defined( ITALIAN ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_ItalianText_public_symbol(void){;} + +#ifdef ITALIAN + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Locations", // 0 + L"Characters", + L"Items", + L"Quests", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Enter", // TODO.Translate +}; + +STR16 pOtherButtonsText[] = +{ + L"Briefing", + L"Accept", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Briefing", + L"Accept missions", +}; + + +STR16 pLocationPageText[] = +{ + L"Prev page", + L"Photo", + L"Next page", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Main page", + L">>", + L"Type: ", + L"Empty data", + L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", + L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Unknown",// 0 - unknown + L"City", //1 - cities + L"SAM Site", //2 - SAM Site + L"Other location", //3 - other location + L"Mines", //4 - mines + L"Military complex", //5 - military complex + L"Laboratory complex", //6 - laboratory complex + L"Factory complex", //7 - factory complex + L"Hospital", //8 - hospital + L"Prison", //9 - prison + L"Airport", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Show all", + L"Show AIM", + L"Show MERC", + L"Show RPC", + L"Show NPC", + L"Show Pojazd", + L"Show IMP", + L"Show EPC", + L"Filter", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"All", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"Veh.", + L"IMP", + L"EPC", + L"Filter", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Show all", + L"Show cities", + L"Show SAM Sites", + L"Show other location", + L"Show mines", + L"Show military complex", + L"Show laboratory complex", + L"Show Factory complex", + L"Show hospital", + L"Show prison", + L"Show air port", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"All", + L"City", + L"SAM", + L"Other", + L"Mine", + L"Mil.", + L"Lab.", + L"Fact.", + L"Hosp.", + L"Prison", + L"Air.", +}; + +// TODO.Translate +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"All",//0 + L"City", + L"SAM", + L"Mine", + L"Airport", + L"Wilder.", + L"Underg.", + L"Facil.", + L"Other", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//facility index + 1 + L"Show Cities", + L"Show SAM sites", + L"Show mines", + L"Show airports", + L"Show sectors in wilderness", + L"Show underground sectors", + L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", + L"Show Other sectors", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"All",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Other",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//Other index + 1 + L"Show A.I.M. members", + L"Show M.E.R.C staff", + L"Show Rebels", + L"Show Non-hirable Characters", + L"Show Player created Characters", + L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Vehic.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"All",//0 + L"Gun", + L"Ammo", + L"Armor", + L"LBE", + L"Attach.", + L"Misc",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Helmet", + L"Vest", + L"Pant", + L"Plate", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Tight", + L"Vest", + L"Combat", + L"Backp.", + L"Pocket", + L"Other", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optic", + L"Side", + L"Muzzle", + L"Extern.", + L"Intern.", + L"Other", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Blade", + L"T.Knife", + L"Punch", + L"Grenade", + L"Bomb", + L"Medikit", + L"Kit", + L"Face", + L"Other", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; +// TODO.Translate +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"All", + L"Active", + L"Compl.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Active Quests", + L"Show Completed Quests", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"All", //0 + L"Gun", + L"Ammo", + L"LBE", + L"Misc", + + L"All", //5 + L"Gun", + L"Ammo", + L"LBE Gear", + L"Misc", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"Heavy", + L"Pistol", + L"M. Pist.", + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotgun", + + // Ammo + L"Pistol", + L"M. Pist.", //10 + L"SMG", + L"Rifle", + L"S. Rifle", + L"A. Rifle", + L"MG", + L"Shotgun", + + // Used + L"Guns", + L"Armor", + L"LBE Gear", + L"Misc", //20 + + // Armour + L"Helmets", + L"Vests", + L"Leggings", + L"Plates", + + // Misc + L"Blades", + L"Th. Knife", + L"Melee", + L"Grenades", + L"Bombs", + L"Med.", //30 + L"Kits", + L"Face", + L"LBE", + L"Misc.", //34 +}; + +// TODO.Translate +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +// TODO.Translate +STR16 FactDescText[] = +{ + L"Omerta Liberated", + L"Drassen Liberated", + L"Sanmona Liberated", + L"Cambria Liberated", + L"Alma Liberated", + L"Grumm Liberated", + L"Tixa Liberated", + L"Chitzena Liberated", + L"Estoni Liberated", + L"Balime Liberated", + + L"Orta Liberated", //10 + L"Meduna Liberated", + L"Pacos approched", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's supprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wnts to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Delete", + L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Toggle viewing of players", //0 + L"Toggle viewing of enemies", + L"Toggle viewing of creatures", + L"Toggle viewing of rebels", + L"Toggle viewing of civilians", + + L"Player", + L"Enemy", + L"Creature", + L"Rebels", + L"Civilian", + + L"DETAILED PLACEMENT", //10 + L"General information mode", + L"Physical appearance mode", + L"Attributes mode", + L"Inventory mode", + L"Profile ID mode", + L"Schedule mode", + L"Schedule mode", + L"DELETE", + L"Delete currently selected merc (|D|e|l)", + L"NEXT", //20 + L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"Toggle priority existance", + L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"STATIONARY", + L"ON GUARD", + L"ON CALL", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", //30 + L"RND PT PATROL", + + //Attitudes + L"DEFENSIVE", + L"BRAVE SOLO", + L"BRAVE AID", + L"AGGRESSIVE", + L"CUNNING SOLO", + L"CUNNING AID", + + L"Set merc to face %s", + + L"Find", + L"BAD", //40 + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"BAD", + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"Previous color set", //50 + L"Next color set", + + L"Previous body type", + L"Next body type", + + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + + L"No action", + L"No action", + L"No action", //60 + L"No action", + + L"Clear Schedule", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"ROOFS", //0 + L"WALLS", + L"ROOM INFO", + + L"Place walls using selection method", + L"Place doors using selection method", + L"Place roofs using selection method", + L"Place windows using selection method", + L"Place damaged walls using selection method.", + L"Place furniture using selection method", + L"Place wall decals using selection method", + L"Place floors using selection method", //10 + L"Place generic furniture using selection method", + L"Place walls using smart method", + L"Place doors using smart method", + L"Place windows using smart method", + L"Place damaged walls using smart method", + L"Lock or trap existing doors", + + L"Add a new room", + L"Edit cave walls.", + L"Remove an area from existing building.", + L"Remove a building", //20 + L"Add/replace building's roof with new flat roof.", + L"Copy a building", + L"Move a building", + L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"Erase room numbers", + + L"Toggle |Erase mode", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Cycle brush size (|A/|Z)", + L"Roofs (|H)", + L"|Walls", //30 + L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Wpns", //0 + L"Ammo", + L"Armour", + L"LBE", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Triggers", + L"Keys", + L"Rnd", //10 + L"Previous (|,)", // previous page + L"Next (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Add ambient light source", //0 + L"Toggle fake ambient lights.", + L"Add exit grids (r-clk to query existing).", + L"Cycle brush size (|A/|Z)", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", + L"Specify north point for validation purposes.", + L"Specify west point for validation purposes.", + L"Specify east point for validation purposes.", + L"Specify south point for validation purposes.", + L"Specify center point for validation purposes.", //10 + L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"New outdoor level", //0 + L"New basement", + L"New cave level", + L"Save map (|C|t|r|l+|S)", + L"Load map (|C|t|r|l+|L)", + L"Select tileset", + L"Leave Editor mode", + L"Exit game (|A|l|t+|X)", + L"Create radar map", + L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Draw |Ground textures", //0 + L"Set map ground textures", + L"Place banks and |Cliffs", + L"Draw roads (|P)", + L"Draw |Debris", + L"Place |Trees & bushes", + L"Place |Rocks", + L"Place barrels & |Other junk", + L"Fill area", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", //10 + L"Cycle brush size (|A/|Z)", + L"Raise brush density (|])", + L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Buildings", + L"Items", + L"Mercs", + L"Map Info", + L"Options", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"North Entry Point", //0 + L"West Entry Point", + L"East Entry Point", + L"South Entry Point", + L"Center Entry Point", + L"Isolated Entry Point", + + L"Prime", + L"Night", + L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Panic Trigger1", //0 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", + + L"Pressure Action", + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"No Lock ID", //0 + L"Explosion Trap", + L"Electric Trap", + L"Siren Trap", + L"Silent Alarm", + L"Super Electric Trap", //5 + L"Brothel Siren Trap", + L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 + L"No map currently loaded.", + L"File: %S, Current Tileset: %s", + L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"TOGGLE", //0 + L"VIEWS", + L"SELECTION METHOD", + L"SMART METHOD", + L"BUILDING METHOD", + L"Room#", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Editing lock attributes at map index %d.", + L"Lock ID", + L"Trap Type", + L"Trap Level", + L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Pressure Action", //0 + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", + + L"Panic Trigger1", //5 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Prime", + L"Night", + L"24Hrs", //5 + + L"Radius", + + L"Underground", + L"Light Level", + + L"Outdoors", + L"Basement", //10 + L"Caves", + + L"Restricted", + L"Scroll ID", + + L"Destination", + L"Sector", //15 + L"Destination", + L"Bsmt. Level", + L"Dest.", + L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"No action", + L"Lock door", + L"Unlock door", + L"Open door", + L"Close door", + L"Move to gridno", + L"Leave sector", + L"Enter sector", + L"Stay in sector", + L"Sleep", + L"Ignore this!" +}; + +STR16 zDiffNames[5] = +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Max Health", + L"Cur Health", + L"Strength", + L"Agility", + L"Dexterity", + L"Charisma", + L"Wisdom", + L"Marksmanship", + L"Explosives", + L"Medical", + L"Scientific", + L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Merc Name:", //0 + L"Orders:", + L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Merc Colors", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Random", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE Tank", //5 + L"NW Tank", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Unarmed Robot", + L"Larvae", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Bloodcat", + L"Humvee", // TODO.Translate +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDERS=-- ", //0 + L"--=ATTITUDE=--", + + L"RELATIVE", + L"ATTRIBUTES", + + L"RELATIVE", + L"EQUIPMENT", + + L"RELATIVE", + L"ATTRIBUTES", + + L"Army", + L"Admin", + L"Elite", //10 + + L"Exp. Level", + L"Life", + L"LifeMax", + L"Marksmanship", + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Leadership", + L"Explosives", //20 + L"Medical", + L"Mechanical", + L"Morale", + + L"Hair color:", + L"Skin color:", + L"Vest color:", + L"Pant color:", + + L"RANDOM", + L"RANDOM", + L"RANDOM", //30 + L"RANDOM", + + L"By specifying a profile index, all of the information will be extracted from the profile ", + L"and override any values that you have edited. It will also disable the editing features ", + L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"extract the number you have typed. A blank field will clear the profile. The current ", + L"number of profiles range from 0 to ", + + L"Current Profile: n/a ", + L"Current Profile: %s", + + L"STATIONARY", + L"ON CALL", //40 + L"ON GUARD", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", + L"RND PT PATROL", + + L"Action", + L"Time", + L"V", + L"GridNo 1", //50 + L"GridNo 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"lock", + L"unlock", + L"open", + L"close", + + L"Click on the gridno adjacent to the door that you wish to %s.", //60 + L"Click on the gridno where you wish to move after you %s the door.", + L"Click on the gridno where you wish to move to.", + L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L" Hit ESC to abort entering this line in the schedule.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Patrol orders with no waypoints", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"No action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Placement not copied because no placement selected.", + L"Placement copied.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Placement not pasted as no placement is saved in buffer.", + L"Placement pasted.", + L"Placement not pasted as the maximum number of placements for this team has been reached.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Exit editor?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Are you sure you wish to remove all lights?", //0 + L"Are you sure you wish to reverse the schedules?", + L"Are you sure you wish to clear all of the schedules?", + + L"Clicked Placement Enabled", + L"Clicked Placement Disabled", + + L"Draw High Ground Enabled", //5 + L"Draw High Ground Disabled", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Random Placement Enabled", + L"Random Placement Disabled", + + L"Removing Treetops", //10 + L"Showing Treetops", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Creating radar map for %S", //0 + + L"Delete current map and start a new basement level?", + L"Delete current map and start a new cave level?", + L"Delete current map and start a new outdoor level?", + + L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Toggle fake editor lighting ON/OFF", + + L"INSERT", + L"Toggle fill mode ON/OFF", + + L"BKSPC", + L"Undo last change", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Exit editor", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"This help screen", + + L"F10", + L"Save current map", + + L"F11", + L"Load map as current", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Change brush size", + + L"d", + L"Draw debris", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Draw rocks", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Draw ground textures", + + L"w", + L"Draw building walls", + + L"e", + L"Toggle erase mode ON/OFF", + + L"h", //40 + L"Toggle roofs ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/* +CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34 +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"Toggle hide flag", //0 + L"No item selected.", + L"Slot available for", + L"random generation.", + L"Keys not editable.", + L"ProfileID of owner", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Status", + L"Rounds", + L"Trap Level", //10 + L"Quantity", + L"Trap Level", + L"Status", + L"Trap Level", + L"Status", + L"Quantity", + L"Trap Level", + L"Dollars", + L"Status", + L"Trap Level", //20 + L"Trap Level", + L"Tolerance", + L"Alarm Trigger", + L"Exist Chance", + L"B", + L"R", + L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Item appears in both Sci-Fi and Realistic modes", //0 + L"Item appears in Realistic mode only", + L"Item appears in Sci-Fi mode only", +}; + +STR16 pSetupGunGUIText[] = +{ + L"SILENCER", //0 + L"SNIPERSCOPE", + L"LASERSCOPE", + L"BIPOD", + L"DUCKBILL", + L"G-LAUNCHER", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"CERAMIC PLATES", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Okay", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"LOAD", + L"SAVE", + L"Update", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Tileset: %s", //0 + L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"Number of items: %d", + L"Number of lights: %d", + L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"Number of rooms: %d", + L"Total map population: %d", + L"Enemies: %d", + L"Admins: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Troops: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Elites: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Civilians: %d", //20 + + L"(%d detailed, %d profile -- %d have priority existance)", + + L"Humans: %d", + L"Cows: %d", + L"Bloodcats: %d", + + L"Creatures: %d", + + L"Monsters: %d", + L"Bloodcats: %d", + + L"Number of locked and/or trapped doors: %d", + L"Locked: %d", + L"Trapped: %d", //30 + L"Locked & Trapped: %d", + + L"Civilians with schedules: %d", + + L"Too many exit grid destinations (more than 4)...", + L"ExitGrids: %d (%d with a long distance destination)", + L"ExitGrids: none", + L"ExitGrids: 1 destination using %d exitgrids", + L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 + L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d placements have patrol orders without any waypoints defined.", + L"%d placements have waypoints, but without any patrol orders.", + L"%d gridnos have questionable room numbers. Please validate.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Enemy", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"Panic1", + L"Panic2", + L"Panic3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Pressure Actions", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"None", + + L"TOO MANY ITEMS TO DISPLAY!", + L"NORMAL ENEMY DROPPED ITEMS", + L"TOO MANY ITEMS TO DISPLAY!", + L"None", + L"TOO MANY ITEMS TO DISPLAY!", + L"ERROR: Can't load the items for this map. Reason unknown.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 + L"(NO MAP LOADED).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"There is no sector currently selected.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", ground level", + L", underground level 1", + L", underground level 2", + L", underground level 3", + L", alternate G level", + L", alternate B1 level", + L", alternate B2 level", + L", alternate B3 level", + + L"ITEM DETAILS -- sector %s", + L"Summary Information for sector %s:", //20 + + L"Summary Information for sector %s", + L"does not exist.", + + L"Summary Information for sector %s", + L"does not exist.", + + L"No information exists for sector %s.", + + L"No information exists for sector %s.", + + L"FILE: %s", + + L"FILE: %s", + + L"Override READONLY", + L"Overwrite File", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Do you wish to do this now (y/n)?", + + L"No summary info. Creation denied.", + + L"Grid", + L"Progress", //40 + L"Use Alternate Maps", + + L"Summary", + L"Items", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyzing map: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Loading map: %s", +}; + +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generating map information", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"Generating map summary", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] from default tileset %s (%d, %S)", + L"File: %S, subindex: %d (%d, %S)", + L"Tileset: %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Small", + L"Medium", + L"Large", + L"XLarge", + L"Width: xx", + L"Area" + }; + +//--- + +// TODO.Translate +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Page 1/2", //0 + L"Page 2/2", + + L"Page 1/3", + L"Page 2/3", + L"Page 3/3", + + L"Page 1/1", //5 +}; + +// by Jazz: TODO.Translate +CHAR16 zGrod[][500] = +{ + L"Robot", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Development Team", + L"@T,C144,R134,{;Coding", + L"@T,C144,R134,{;Graphics and Sounds", + L"@};(Various other mods!)", + L"@T,C144,R134,{;Items", + L"@T,C144,R134,{;Other Contributors", + L"@};(All other community members who contributed input and feedback!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L"cal .38", +// L"9 mm", +// L"cal .45", +// L"cal .357", +// L"cal fisso 12", +// L"CAW", +// L"5.45 mm", +// L"5.56 mm", +// L"7.62 mm NATO", +// L"7.62 mm WP", +// L"4.7 mm", +// L"5.7 mm", +// L"Mostro", +// L"Missile", +// L"", // dart +// L"", // flame +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L"cal .38", +// L"9 mm", +// L"cal .45", +// L"cal .357", +// L"cal fisso 12", +// L"CAWS", +// L"5.45 mm", +// L"5.56 mm", +// L"7.62 mm N.", +// L"7.62 mm WP", +// L"4.7 mm", +// L"5.7 mm", +// L"Mostro", +// L"Missile", +// L"", // dart +//}; + + +CHAR16 WeaponType[][30] = +{ + L"Altro", + L"Arma", + L"Mitragliatrice", + L"Mitra", + L"Fucile", + L"Fucile del cecchino", + L"Fucile d'assalto", + L"Mitragliatrice leggera", + L"Fucile a canne mozze", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Turno del giocatore", // player's turn + L"Turno degli avversari", + L"Turno delle creature", + L"Turno dell'esercito", + L"Turno dei civili", + L"Player_Plan",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s è stato colpito alla testa e perde un punto di saggezza!", + L"%s è stato colpito alla spalla e perde un punto di destrezza!", + L"%s è stato colpito al torace e perde un punto di forza!", + L"%s è stato colpito alle gambe e perde un punto di agilità!", + L"%s è stato colpito alla testa e perde %d punti di saggezza!", + L"%s è stato colpito alle palle perde %d punti di destrezza!", + L"%s è stato colpito al torace e perde %d punti di forza!", + L"%s è stato colpito alle gambe e perde %d punti di agilità!", + L"Interrompete!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"I vostri rinforzi sono arrivati!", + + // In the following four lines, all %s's are merc names + + L"%s ricarica.", + L"%s non ha abbastanza Punti Azione!", + L"%s ricorre al pronto soccorso. (Premete un tasto per annullare.)", + L"%s e %s ricorrono al pronto soccorso. (Premete un tasto per annullare.)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"affidabile", + L"non affidabile", + L"facile da riparare", + L"difficile da riparare", + L"danno grave", + L"danno lieve", + L"fuoco veloce", + L"fuoco", + L"raggio lungo", + L"raggio corto", + L"leggero", + L"pesante", + L"piccolo", + L"fuoco a raffica", + L"niente raffiche", + L"grande deposito d'armi", + L"piccolo deposito d'armi", + + // In the following two lines, all %s's are merc names + + L"Il travestimento di %s è stato scoperto.", + L"Il travestimento di %s è stato scoperto.", + + // The first %s is a merc name and the second %s is an item name + + L"La seconda arma è priva di munizioni!", + L"%s ha rubato il %s.", + + // The %s is a merc name + + L"L'arma di %s non può più sparare a raffica.", + + L"Ne avete appena ricevuto uno di quelli attaccati.", + L"Volete combinare gli oggetti?", + + // Both %s's are item names + + L"Non potete attaccare %s a un %s.", + + L"Nessuno", + L"Espelli munizioni", + L"Attaccare", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L"Non potete usare %s e il vostro %s contemporaneamente.", + + L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti.", + L"L'oggetto puntato dal vostro cursore può essere combinato ad alcuni oggetti ponendolo in uno dei quattro slot predisposti. (Comunque, in questo caso, l'oggetto non è compatibile.)", + L"Il settore non è libero da nemici!", + L"Vi dovete ancora dare %s %s", + L"%s è stato colpito alla testa!", + L"Abbandonate la battaglia?", + L"Questo attaco sarà definitivo. Andate avanti?", + L"%s si sente molto rinvigorito!", + L"%s ha dormito di sasso!", + L"%s non è riuscito a catturare il %s!", + L"%s ha riparato il %s", + L"Interrompete per ", + L"Vi arrendete?", + L"Questa persona rifiuta il vostro aiuto.", + L"NON sono d'accordo!", + L"Per viaggiare sull'elicottero di Skyrider, dovrete innanzitutto ASSEGNARE mercenari al VEICOLO/ELICOTTERO.", + L"solo %s aveva abbastanza tempo per ricaricare UNA pistola", + L"Turno dei Bloodcat", + L"automatic", + L"no full auto", + L"The enemy has no more items to steal!", + L"The enemy has no item in its hand!", +// TODO.Translate + L"%s's desert camouflage has worn off.", + L"%s's desert camouflage has washed off.", + + L"%s's wood camouflage has worn off.", + L"%s's wood camouflage has washed off.", + + L"%s's urban camouflage has worn off.", + L"%s's urban camouflage has washed off.", + + L"%s's snow camouflage snow has worn off.", + L"%s's snow camouflage has washed off.", + + L"You cannot attach %s to this slot.", + L"The %s will not fit in any open slots.", + L"There's not enough space for this pocket.", //TODO:Translate + + L"%s has repaired the %s as much as possible.", // TODO.Translate + L"%s has repaired %s's %s as much as possible.", + + L"%s has cleaned the %s.", // TODO.Translate + L"%s has cleaned %s's %s.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", // TODO.Translate +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracona", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Fermo", + L"Normale", + L"5 min", + L"30 min", + L"60 min", + L"6 ore", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"Squad. 1", + L"Squad. 2", + L"Squad. 3", + L"Squad. 4", + L"Squad. 5", + L"Squad. 6", + L"Squad. 7", + L"Squad. 8", + L"Squad. 9", + L"Squad. 10", + L"Squad. 11", + L"Squad. 12", + L"Squad. 13", + L"Squad. 14", + L"Squad. 15", + L"Squad. 16", + L"Squad. 17", + L"Squad. 18", + L"Squad. 19", + L"Squad. 20", + L"Servizio", // on active duty + L"Dottore", // administering medical aid + L"Paziente", // getting medical aid + L"Veicolo", // in a vehicle + L"Transito", // in transit - abbreviated form + L"Riparare", // repairing + L"Radio Scan", // scanning for nearby patrols // TODO.Translate + L"Esercit.", // training themselves + L"Esercit.", // training a town to revolt + L"M.Militia", //training moving militia units // TODO.Translate + L"Istrutt.", // training a teammate + L"Studente", // being trained by someone else + L"Get Item", // get items // TODO.Translate + L"Staff", // operating a strategic facility // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Rest", // Resting at a facility // TODO.Translate + L"Prison", // Flugente: interrogate prisoners + L"Morto", // dead + L"Incap.", // abbreviation for incapacitated + L"PDG", // Prisoner of war - captured + L"Ospedale", // patient in a hospital + L"Vuoto", // Vehicle is empty + L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumours", // facility: gather information + L"Propag.", // spread propaganda + L"Rumours", // gather information + L"Command", // militia movement orders + L"Diagnose", // disease diagnosis //TODO.Translate + L"Treat D.", // treat disease among the population + L"Dottore", // administering medical aid + L"Paziente", // getting medical aid + L"Riparare", // repairing + L"Fortify", // build structures according to external layout // TODO.Translate + L"Train W.", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Esercito", // the title of the militia box + L"Non incaricato", //the number of unassigned militia troops + L"Non potete ridistribuire reclute, se ci sono nemici nei paraggi!", + L"Some militia were not assigned to a sector. Would you like to disband them?", // TODO.Translate +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Auto", // auto place the militia troops for the player + L"Eseguito", // done placing militia troops + L"Disband", // HEADROCK HAM 3.6: Disband militia // TODO.Translate + L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate +}; + +STR16 pConditionStrings[] = +{ + L"Eccellente", //the state of a soldier .. excellent health + L"Buono", // good health + L"Discreto", // fair health + L"Ferito", // wounded health + L"Stanco", // tired + L"Grave", // bleeding to death + L"Svenuto", // knocked out + L"Morente", // near death + L"Morto", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"In servizio", // set merc on active duty + L"Paziente", // set as a patient to receive medical aid + L"Veicolo", // tell merc to enter vehicle + L"Non scortato", // let the escorted character go off on their own + L"Cancella", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"Squadra 1", + L"Squadra 2", + L"Squadra 3", + L"Squadra 4", + L"Squadra 5", + L"Squadra 6", + L"Squadra 7", + L"Squadra 8", + L"Squadra 9", + L"Squadra 10", + L"Squadra 11", + L"Squadra 12", + L"Squadra 13", + L"Squadra 14", + L"Squadra 15", + L"Squadra 16", + L"Squadra 17", + L"Squadra 18", + L"Squadra 19", + L"Squadra 20", + L"Squadra 21", + L"Squadra 22", + L"Squadra 23", + L"Squadra 24", + L"Squadra 25", + L"Squadra 26", + L"Squadra 27", + L"Squadra 28", + L"Squadra 29", + L"Squadra 30", + L"Squadra 31", + L"Squadra 32", + L"Squadra 33", + L"Squadra 34", + L"Squadra 35", + L"Squadra 36", + L"Squadra 37", + L"Squadra 38", + L"Squadra 39", + L"Squadra 40", + L"In servizio", + L"Dottore", + L"Paziente", + L"veicolo", + L"In transito", + L"Riparare", + L"Radio Scan", // radio scan // TODO.Translate + L"Esercitarsi", + L"Allenamento Esercito", + L"Training Mobile Militia", // TODO.Translate + L"Allenatore", + L"Studente", + L"Get Item", // get items // TODO.Translate + L"Facility Staff", // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Resting at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Morto", + L"Incap.", + L"PDG", + L"Ospedale", + L"Vuoto", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda + L"Spreading Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gathering Rumours",// TODO.Translate // facility: gather rumours + L"Spreading Propaganda",// TODO.Translate // spread propaganda + L"Gathering Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Dottore", + L"Paziente", + L"Riparare", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"Squadra 1", + L"Squadra 2", + L"Squadra 3", + L"Squadra 4", + L"Squadra 5", + L"Squadra 6", + L"Squadra 7", + L"Squadra 8", + L"Squadra 9", + L"Squadra 10", + L"Squadra 11", + L"Squadra 12", + L"Squadra 13", + L"Squadra 14", + L"Squadra 15", + L"Squadra 16", + L"Squadra 17", + L"Squadra 18", + L"Squadra 19", + L"Squadra 20", + L"Squadra 21", + L"Squadra 22", + L"Squadra 23", + L"Squadra 24", + L"Squadra 25", + L"Squadra 26", + L"Squadra 27", + L"Squadra 28", + L"Squadra 29", + L"Squadra 30", + L"Squadra 31", + L"Squadra 32", + L"Squadra 33", + L"Squadra 34", + L"Squadra 35", + L"Squadra 36", + L"Squadra 37", + L"Squadra 38", + L"Squadra 39", + L"Squadra 40", + L"In servizio", + L"Dottore", + L"Paziente", + L"Veicolo", + L"In transito", + L"Ripara", + L"Radio Scan", // radio scan // TODO.Translate + L"Esercitarsi", + L"Allenatore esercito", + L"Train Mobiles", // TODO.Translate + L"Allena squadra", + L"Studente", + L"Get Item", // get items // TODO.Translate + L"Staff Facility", // TODO.Translate + L"Rest at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Morto", + L"Incap.", + L"PDG", + L"Ospedale", // patient in a hospital + L"Vuoto", // Vehicle is empty + L"Undercover Snitch", // TODO.Translate // facility: undercover prisoner (snitch) + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda + L"Spread Propaganda",// TODO.Translate // facility: spread propaganda (globally) + L"Gather Rumours",// TODO.Translate // facility: gather rumours + L"Spread Propaganda",// TODO.Translate // spread propaganda + L"Gather Rumours",// TODO.Translate // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Dottore", + L"Paziente", + L"Ripara", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Opzioni del contratto:", + L"", // a blank line, required + L"Offri 1 giorno", // offer merc a one day contract extension + L"Offri 1 settimana", // 1 week + L"Offri 2 settimane", // 2 week + L"Termina contratto", // end merc's contract + L"Annulla", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"PDG", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"FORZA", + L"DESTREZZA", + L"AGILITÀ", + L"SAGGEZZA", + L"MIRA", + L"PRONTO SOCC.", + L"MECCANICA", + L"COMANDO", + L"ESPLOSIVI", + L"LIVELLO", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"Giubb. A-P", // the armor rating of the merc + L"Peso", // the weight the merc is carrying + L"Trav.", // the merc's camouflage rating + L"Camouflage:", + L"Protection:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Abi", // the abbreviated version of : agility + L"Des", // dexterity + L"For", // strength + L"Com", // leadership + L"Sag", // wisdom + L"Liv", // experience level + L"Tir", // marksmanship skill + L"Mec", // mechanical skill + L"Esp", // explosive skill + L"PS", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"Compito", // the mercs current assignment + L"Accordo", // the contract info about the merc + L"Salute", // the health level of the current merc + L"Morale", // the morale of the current merc + L"Cond.", // the condition of the current vehicle + L"Benzina", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Esercitarsi", // tell merc to train self + L"Esercito", // tell merc to train town + L"Allenatore", // tell merc to act as trainer + L"Studente", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Frequenza di fuoco:", // the allowable rate of fire for a merc who is guarding + L"Fuoco aggressivo", // the merc can be aggressive in their choice of fire rates + L"Conservare munizioni", // conserve ammo + L"Astenersi dal fuoco", // fire only when the merc needs to + L"Altre opzioni:", // other options available to merc + L"Può ritrattare", // merc can retreat + L"Può cercare rifugio", // merc is allowed to seek cover + L"Può assistere compagni di squadra", // merc can assist teammates + L"Fine", // done with this menu + L"Annulla", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Frequenza di fuoco:", + L" *Fuoco aggressivo*", + L" *Conservare munizioni*", + L" *Astenersi dal fuoco*", + L"Altre opzioni:", + L" *Può ritrattare*", + L" *Può cercare rifugio*", + L" *Può assistere compagni di squadra*", + L"Fine", + L"Annulla", +}; + +STR16 pAssignMenuStrings[] = +{ + L"In servizio", // merc is on active duty + L"Dottore", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis TODO.Translate + L"Paziente", // the merc is receiving medical attention + L"Veicolo", // the merc is in a vehicle + L"Ripara", // the merc is repairing items + L"Radio Scan", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"Snitch", // TODO.Translate // anv: snitch actions + L"Si esercita", // the merc is training + L"Militia", // all things militia + L"Get Item", // get items // TODO.Translate + L"Fortify", // fortify sector // TODO.Translate + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"Facility", // the merc is using/staffing a facility // TODO.Translate + L"Annulla", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Attack", // set militia to aggresive + L"Hold Position", // set militia to stationary + L"Retreat", // retreat militia + L"Come to me", // retreat militia + L"Get down", // retreat militia + L"Crouch", // TODO.Translate + L"Take cover", + L"Move to", // TODO.Translate + L"All: Attack", + L"All: Hold Position", + L"All: Retreat", + L"All: Come to me", + L"All: Spread out", + L"All: Get down", + L"All: Crouch", // TODO.Translate + L"All: Take cover", + //L"All: Find items", + L"Cancel", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = // TODO.Translate +{ + // radio operator + L"Artillery Strike", + L"Jam communications", + L"Scan frequencies", + L"Eavesdrop", + L"Call reinforcements", + L"Switch off radio set", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", // TODO.Translate + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Spotter", // TODO.Translate + L"Focus", // TODO.Translate + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Order an artillery strike from sector...", + L"Fill all radio frequencies with white noise, making communications impossible.", + L"Scan for jamming signals.", + L"Use your radio equipment to continously listen for enemy movement.", + L"Call in reinforcements from neighbouring sectors.", + L"Turn off radio set.", // TODO.Translate + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Requires:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s or higher\n", + L" - %s or higher or\n", + L" - %d minutes to be ready\n", + L" - mortar positions in neighbouring sectors\n", + L" - %s |o|r %s |a|n|d %s or %s or higher\n", + L" - possession by a demon", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = // TODO.Translate +{ + L"Militia", + L"Other Squads", + L"Cancel", + L"%d Militia", + L"All Militia", + + L"More", // TODO.Translate + L"Corpse: %s", // TODO.Translate +}; + +// TODO.Translate +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Team Informant", + L"Town Assignment", + L"Cancel", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Discuss snitch's behaviour towards his teammates.", + L"Take an assignment in this sector.", + L"Cancel", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Report complaints", + L"Don't report", + L"Prevent misbehaviour", + L"Ignore misbehaviour", + L"Cancel", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Report any complaints you hear from other mercs to your commander.", + L"Don't report anything.", + L"Try to stop other mercs from getting wasted and scrounging.", + L"Don't care what other mercs do.", + L"Cancel", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Spread propaganda", + L"Gather rumours", + L"Cancel", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Glorify mercs' actions to increase town loyalty and suppress any bad news. ", + L"Keep an ear to the ground on any rumours about enemy forces activity.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = // TODO.Translate +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s was exposed as a snitch but managed to notice it and get out alive.", + L"%s was exposed as a snitch but managed to defuse situation and get out alive.", + L"%s was exposed as a snitch but managed to avoid assassination attempt.", + L"%s was exposed as a snitch but guards managed to prevent any violence outbursts.", + + L"%s was exposed as a snitch and almost drowned by other inmates before guards saved him.", + L"%s was exposed as a snitch and almost beaten to death before guards saved him.", + L"%s was exposed as a snitch and almost stabbed to death before guards saved him.", + L"%s was exposed as a snitch and strangled to death before guards saved him.", + + L"%s was exposed as a snitch and drowned in toilet by other inmates.", + L"%s was exposed as a snitch and beaten to death by other inmates.", + L"%s was exposed as a snitch and shanked to death by other inmates.", + L"%s was exposed as a snitch and strangled to death by other inmates.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s heard rumours about enemy activity in %d sectors.", + +}; +// /TODO.Translate + +STR16 pRemoveMercStrings[] = +{ + L"Rimuovi Mercenario", // remove dead merc from current team + L"Annulla", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Salute", + L"Agilità", + L"Destrezza", + L"Forza", + L"Comando", + L"Mira", + L"Meccanica", + L"Esplosivi", + L"Pronto socc.", + L"Annulla", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Allenati", // train yourself + L"Train workers", // TODO.Translate + L"Allenatore", // train your teammates + L"Studente", // be trained by an instructor + L"Annulla", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"Squadra 1", + L"Squadra 2", + L"Squadra 3", + L"Squadra 4", + L"Squadra 5", + L"Squadra 6", + L"Squadra 7", + L"Squadra 8", + L"Squadra 9", + L"Squadra 10", + L"Squadra 11", + L"Squadra 12", + L"Squadra 13", + L"Squadra 14", + L"Squadra 15", + L"Squadra 16", + L"Squadra 17", + L"Squadra 18", + L"Squadra 19", + L"Squadra 20", + L"Squadra 21", + L"Squadra 22", + L"Squadra 23", + L"Squadra 24", + L"Squadra 25", + L"Squadra 26", + L"Squadra 27", + L"Squadra 28", + L"Squadra 29", + L"Squadra 30", + L"Squadra 31", + L"Squadra 32", + L"Squadra 33", + L"Squadra 34", + L"Squadra 35", + L"Squadra 36", + L"Squadra 37", + L"Squadra 38", + L"Squadra 39", + L"Squadra 40", + L"Annulla", +}; + +STR16 pPersonnelTitle[] = +{ + L"Personale", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Salute: ", // health of merc + L"Agilità: ", + L"Destrezza: ", + L"Forza: ", + L"Comando: ", + L"Saggezza: ", + L"Liv. esp.: ", // experience level + L"Mira: ", + L"Meccanica: ", + L"Esplosivi: ", + L"Pronto socc.: ", + L"Deposito med.: ", // amount of medical deposit put down on the merc + L"Contratto in corso: ", // cost of current contract + L"Uccisi: ", // number of kills by merc + L"Assistiti: ", // number of assists on kills by merc + L"Costo giornaliero:", // daily cost of merc + L"Tot. costo fino a oggi:", // total cost of merc + L"Contratto:", // cost of current contract + L"Tot. servizio fino a oggi:", // total service rendered by merc + L"Salario arretrato:", // amount left on MERC merc to be paid + L"Percentuale di colpi:", // percentage of shots that hit target + L"Battaglie:", // number of battles fought + L"Numero ferite:", // number of times merc has been wounded + L"Destrezza:", + L"Nessuna abilità", + L"Achievements:", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Elite soldiers: %d\n", + L"Regular soldiers: %d\n", + L"Admin soldiers: %d\n", + L"Hostile groups: %d\n", + L"Creatures: %d\n", + L"Tanks: %d\n", + L"Others: %d\n", + + L"Mercs: %d\n", + L"Militia: %d\n", + L"Others: %d\n", + + L"Shots fired: %d\n", + L"Missiles fired: %d\n", + L"Grenades thrown: %d\n", + L"Knives thrown: %d\n", + L"Blade attacks: %d\n", + L"Hand to hand attacks: %d\n", + L"Successful hits: %d\n", + + L"Locks picked: %d\n", + L"Locks breached: %d\n", + L"Traps removed: %d\n", + L"Explosives detonated: %d\n", + L"Items repaired: %d\n", + L"Items combined: %d\n", + L"Items stolen: %d\n", + L"Militia trained: %d\n", + L"Mercs bandaged: %d\n", + L"Surgeries made: %d\n", + L"Persons met: %d\n", + L"Sectors discovered: %d\n", + L"Ambushes prevented: %d\n", + L"Quests handled: %d\n", + + L"Tactical battles: %d\n", + L"Autoresolve battles: %d\n", + L"Times retreated: %d\n", + L"Ambushes experienced: %d\n", + L"Hardest battle: %d Enemies\n", + + L"Shot: %d\n", + L"Stabbed: %d\n", + L"Punched: %d\n", + L"Blasted: %d\n", + L"Suffered damages in facilities: %d\n", + L"Surgeries undergone: %d\n", + L"Facility accidents: %d\n", + + L"Character:", + L"Weakness:", + + L"Attitudes:", // WANNE: For old traits display instead of "Character:"! + + L"Zombies: %d\n", // TODO.Translate + + L"Background:", // TODO.Translate + L"Personality:", // TODO.Translate + + L"Prisoners interrogated: %d\n", // TODO.Translate + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + L"Nessuna abilità", + L"Forzare serrature", + L"Corpo a corpo", + L"Elettronica", + L"Op. notturne", + L"Lanciare", + L"Istruire", + L"Armi pesanti", + L"Armi automatiche", + L"Clandestino", + L"Ambidestro", + L"Furtività", + L"Arti marziali", + L"Coltelli", + L"Sniper", + L"Camuffato", + L"(Esperto)", +}; + +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"No Skill", // 0 + L"Auto Weapons", // 1 + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", // 5 + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", // 9 + // Minor traits + L"Ambidextrous", // 10 + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", // 15 + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", // 19 + // covert ops is a major trait that was added later + L"Covert Ops", // 20 + // new minor traits + L"Radio Operator", // 21 + L"Snitch", // 22 + L"Survival", + + // second names for major skills + L"Machinegunner", // 24 + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Spy", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"Placeholder", // for survival (minor trait) + L"More...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"various", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate +}; +////////////////////////////////////////////////////////// + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"|Stare fermi/Camminare", + L"|Accucciarsi/Muoversi accucciato", + L"Stare fermi/|Correre", + L"|Prono/Strisciare", + L"|Guardare", + L"Agire", + L"Parlare", + L"Esaminare (|C|t|r|l)", + + // Pop up door menu + L"Aprire manualmente", + L"Esaminare trappole", + L"Grimaldello", + L"Forzare", + L"Liberare da trappole", + L"Chiudere", + L"Aprire", + L"Usare esplosivo per porta", + L"Usare piede di porco", + L"Annulla (|E|s|c)", + L"Chiudere", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"Nessuna trappola", + L"una trappola esplosiva", + L"una trappola elettrica", + L"una trappola con sirena", + L"una trappola con allarme insonoro", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"giorno", + L"settimana", + L"due settimane", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Selezionare postazioni", + L"Assegnare mercenario", + L"Tracciare percorso di viaggio", + L"Merc |Contratto", + L"Eliminare mercenario", + L"Dormire", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"DEBOLE", + L"DEFINITO", + L"FORTE", + L"MOLTO FORTE", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"SCONOSCIUTO", + L"rumore di MOVIMENTO", + L"SCRICCHIOLIO", + L"TONFO IN ACQUA", + L"IMPATTO", + L"SPARO", + L"ESPLOSIONE", + L"URLA", + L"IMPATTO", + L"IMPATTO", + L"FRASTUONO", + L"SCHIANTO", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"il NORD-EST", + L"il EST", + L"il SUD-EST", + L"il SUD", + L"il SUD-OVEST", + L"il OVEST", + L"il NORD-OVEST", + L"il NORD", +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Urbano", + L"Strada", + L"Pianure", + L"Deserto", + L"Boschi", + L"Foresta", + L"Palude", + L"Acqua", + L"Colline", + L"Impervio", + L"Fiume", //river from north to south + L"Fiume", //river from east to west + L"Paese straniero", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropicale", + L"Campi", + L"Pianure, strada", + L"Boschi, strada", + L"Fattoria, strada", + L"Tropicale, strada", + L"Foresta, strada", + L"Linea costiera", + L"Montagna, strada", + L"Litoraneo, strada", + L"Deserto, strada", + L"Palude, strada", + L"Boschi, postazione SAM", + L"Deserto, postazione SAM", + L"Tropicale, postazione SAM", + L"Meduna, postazione SAM", + + //These are descriptions for special sectors + L"Ospedale di Cambria", + L"Aeroporto di Drassen", + L"Aeroporto di Meduna", + L"Postazione SAM", + L"Refuel site", // TODO.Translate + L"Nascondiglio ribelli", //The rebel base underground in sector A10 + L"Prigione sotterranea di Tixa", //The basement of the Tixa Prison (J9) + L"Tana della creatura", //Any mine sector with creatures in it + L"Cantina di Orta", //The basement of Orta (K4) + L"Tunnel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Rifugio", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.", //STR_DETECTED_SINGULAR + L"%s sono stati individuati nel settore %c%d e un'altra squadra sta per arrivare.", //STR_DETECTED_PLURAL + L"Volete coordinare un attacco simultaneo?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"Il nemico offre la possibilità di arrendervi.", //STR_ENEMY_SURRENDER_OFFER + L"Il nemico ha catturato i vostri mercenari sopravvissuti.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Ritirarsi", //The retreat button //STR_AR_RETREAT_BUTTON + L"Fine", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"DIFENDERE", //STR_AR_DEFEND_HEADER + L"ATTACCARE", //STR_AR_ATTACK_HEADER + L"INCONTRARE", //STR_AR_ENCOUNTER_HEADER + L"settore", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"VITTORIA!", //STR_AR_OVER_VICTORY + L"SCONFITTA!", //STR_AR_OVER_DEFEAT + L"ARRENDERSI!", //STR_AR_OVER_SURRENDERED + L"CATTURATI!", //STR_AR_OVER_CAPTURED + L"RITIRARSI!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Esercito", //STR_AR_MILITIA_NAME, + L"Èlite", //STR_AR_ELITE_NAME, + L"Truppa", //STR_AR_TROOP_NAME, + L"Amministratore", //STR_AR_ADMINISTRATOR_NAME, + L"Creatura", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Tempo trascorso", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"RITIRATOSI", //STR_AR_MERC_RETREATED, + L"RITIRARSI", //STR_AR_MERC_RETREATING, + L"RITIRATA", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Esito", //STR_PB_AUTORESOLVE_BTN, + L"Vai al settore", //STR_PB_GOTOSECTOR_BTN, + L"Ritira merc.", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"SCONTRO NEMICO", //STR_PB_ENEMYENCOUNTER_HEADER, + L"INVASIONE NEMICA", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"IMBOSCATA NEMICA", //STR_PB_ENEMYAMBUSH_HEADER + L"INTRUSIONE NEMICA NEL SETTORE", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"ATTACCO DELLE CREATURE", //STR_PB_CREATUREATTACK_HEADER + L"IMBOSCATA DEI BLOODCAT", //STR_PB_BLOODCATAMBUSH_HEADER + L"INTRUSIONE NELLA TANA BLOODCAT", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Postazione", + L"Nemici", + L"Mercenari", + L"Esercito", + L"Creature", + L"Bloodcat", + L"Settore", + L"Nessuno", //If there are no uninvolved mercs in this fight. + L"N/A", //Acronym of Not Applicable + L"g", //One letter abbreviation of day + L"o", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Sgombro", + L"Sparsi", + L"In gruppo", + L"Fine", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"|Mostra chiaramente tutte le postazioni dei mercenari, \ne vi permette di rimetterli in gioco manualmente.", + L"A caso |sparge i vostri mercenari \nogni volta che lo premerete.", + L"Vi permette di scegliere dove vorreste |raggruppare i vostri mercenari.", + L"Cliccate su questo pulsante quando avrete \nscelto le postazioni dei vostri mercenari. (|I|n|v|i|o)", + L"Dovete posizionare tutti i vostri mercenari \nprima di iniziare la battaglia.", + + //Various strings (translate word for word) + + L"Settore", + L"Scegliete le postazioni di intervento", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"Non sembra così bello qui. È inacessibile. Provate con una diversa postazione.", + L"Posizionate i vostri mercenari nella sezione illuminata della mappa.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"è arivato nel settore", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"|Automaticamente svolge i combattimenti al vostro posto\nsenza caricare la mappa.", + L"Non è possibile utilizzare l'opzione di risoluzione automatica quando\nil giocatore sta attaccando.", + L"|Entrate nel settore per catturare il nemico.", + L"|Rimandate il gruppo al settore precedente.", //singular version + L"|Rimandate tutti i gruppi ai loro settori precedenti.", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"I nemici attaccano il vostro esercito nel settore %c%d.", + //%c%d is the sector -- ex: A9 + L"Le creature attaccano il vostro esercito nel settore %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Le creature attaccano e uccidono %d civili nel settore %s.", + //%s is the sector location -- ex: A9: Omerta + L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!", + //%s is the sector location -- ex: A9: Omerta + L"I nemici attaccano i vostri mercenari nel settore %s. Nessuno dei vostri mercenari è in grado di combattere!", + + // Flugente: militia movement forbidden due to limited roaming // TODO.Translate + L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", + + L"Robot", //STR_AR_ROBOT_NAME, TODO: translate + L"Tank", //STR_AR_TANK_NAME, + L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"Gg", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Settore trovato:", + L"Giorno trovato:", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"Stato:", + L"Peso:", + L"AP Costs", + L"Git:", // Range + L"Dan:", // Damage + L"Ammontare:", // Number of bullets left in a magazine + L"PA:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Accuracy:", //9 + L"Range:", //10 + L"Damage:", //11 + L"Weight:", //12 + L"Stun Damage:",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + L"Attachments:", //14 // TODO.Translate + L"AUTO/5:", //15 + L"Remaining ammo:", //16 // TODO.Translate + + // TODO.Translate + L"Default:", //17 //WarmSteel - So we can also display default attachments + L"Dirt:", // 18 //added by Flugente // TODO.Translate + L"Space:", // 19 //space left on Molle items // TODO.Translate + L"Spread Pattern:", // 20 // TODO.Translate + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + // TODO.Translate + L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", + L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", + L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", + L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", + L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", + L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", + L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", + L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"", //12 + L"APs to ready", + L"APs to fire Single", + L"APs to fire Burst", + L"APs to fire Auto", + L"APs to Reload", + L"APs to Reload Manually", + L"Burst Penalty (Lower is better)", //19 + L"Bipod Modifier", + L"Autofire shots per 5 AP", + L"Autofire Penalty (Lower is better)", + L"Burst/Auto Penalty (Lower is better)", //23 + L"APs to Throw", + L"APs to Launch", + L"APs to Stab", + L"No Single Shot!", + L"No Burst Mode!", + L"No Auto Mode!", + L"APs to Bash", + L"", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Item Size Modifier (Lower is better)", // 0 + L"Reliability Modifier", + L"Loudness Modifier (Lower is better)", + L"Hides Muzzle Flash", + L"Bipod Modifier", + L"Range Modifier", // 5 + L"To-Hit Modifier", + L"Best Laser Range", + L"Aiming Bonus Modifier", + L"Burst Size Modifier", + L"Burst Penalty Modifier (Higher is better)", // 10 + L"Auto-Fire Penalty Modifier (Higher is better)", + L"AP Modifier", + L"AP to Burst Modifier (Lower is better)", + L"AP to Auto-Fire Modifier (Lower is better)", + L"AP to Ready Modifier (Lower is better)", // 15 + L"AP to Reload Modifier (Lower is better)", + L"Magazine Size Modifier", + L"AP to Attack Modifier (Lower is better)", + L"Damage Modifier", + L"Melee Damage Modifier", // 20 + L"Woodland Camo", + L"Urban Camo", + L"Desert Camo", + L"Snow Camo", + L"Stealth Modifier", // 25 + L"Hearing Range Modifier", + L"Vision Range Modifier", + L"Day Vision Range Modifier", + L"Night Vision Range Modifier", + L"Bright Light Vision Range Modifier", //30 + L"Cave Vision Range Modifier", + L"Tunnel Vision Percentage (Lower is better)", + L"Minimum Range for Aiming Bonus", + L"Hold |C|t|r|l to compare items", // item compare help text + L"Equipment weight: %4.1f kg", // 35 // TODO.Translate +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"In ", + L"PERFECT", + L"EXCELLENT", + L"GOOD", + L"FAIR", + L"POOR", + L"BAD", + L"TERRIBLE", + L" condition." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Ammontare", + L"Rimanenti:", //this is the overall balance + L"Ammontare", + L"Da separare:", // the amount he wants to separate from the overall balance to get two piles of money + + L"Bilancio", + L"corrente:", + L"Ammontare", + L"del prelievo:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"MORENTE", // >= 0 + L"CRITICO", // >= 15 + L"DEBOLE", // >= 30 + L"FERITO", // >= 45 + L"SANO", // >= 60 + L"FORTE", // >= 75 + L"ECCELLENTE", // >= 90 + L"CAPTURED", // added by Flugente TODO.Translate +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"Fine", + L"Separare", + L"Prelevare", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"Vant.:", +}; + +CHAR16 gzConsLabel[10] = +{ + L"Svant.:", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Vuoi ripetere?", //meaning "Repeat yourself" + L"Amichevole", //approach in a friendly + L"Diretto", //approach directly - let's get down to business + L"Minaccioso", //approach threateningly - talk now, or I'll blow your face off + L"Dai", + L"Recluta", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Compra/Vendi", + L"Compra", + L"Vendi", + L"Ripara", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"Fine", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Icecream Truck", + L"Jeep", + L"Carro armato", + L"Elicottero", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Truck", + L"Jeep", + L"Carro", + L"Eli", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Truck", // Ice cream truck + L"Jeep", + L"Carro", + L"Eli", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"You cannot shoot from this seat.", // TODO.Translate + L"You cannot swap those two seats in combat without exiting vehicle first.", // TODO.Translate +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Attacco aereo", + L"Ricorrete al pronto soccorso automaticamente?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s nota ch egli oggetti mancano dall'equipaggiamento.", + + // The %s is a string from pDoorTrapStrings + + L"La serratura ha %s", + L"Non ci sono serrature", + L"Vittoria!", + L"Fallimento", + L"Vittoria!", + L"Fallimento", + L"La serratura non presenta trappole", + L"Vittoria!", + // The %s is a merc name + L"%s non ha la chiave giusta", + L"La serratura non presenta trappole", + L"La serratura non presenta trappole", + L"Serrato", + L"", + L"TRAPPOLE", + L"SERRATO", + L"APERTO", + L"FRACASSATO", + L"C'è un interruttore qui. Lo volete attivare?", + L"Disattivate le trappole?", + L"Prec...", + L"Succ...", + L"Più...", + + // In the next 2 strings, %s is an item name + + L"Il %s è stato posizionato sul terreno.", + L"Il %s è stato dato a %s.", + + // In the next 2 strings, %s is a name + + L"%s è stato pagato completamente.", + L"Bisogna ancora dare %d a %s.", + L"Scegliete la frequenza di detonazione:", //in this case, frequency refers to a radio signal + L"Quante volte finché la bomba non esploderà:", //how much time, in turns, until the bomb blows + L"Stabilite la frequenza remota di detonazione:", //in this case, frequency refers to a radio signal + L"Disattivate le trappole?", + L"Rimuovete la bandiera blu?", + L"Mettete qui la bandiera blu?", + L"Fine del turno", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Siete sicuri di volere attaccare %s ?", + L"Ah, i veicoli non possono cambiare posizione.", + L"Il robot non può cambiare posizione.", + + // In the next 3 strings, %s is a name + + L"%s non può cambiare posizione.", + L"%s non sono ricorsi al pronto soccorso qui.", + L"%s non ha bisogno del pronto soccorso.", + L"Non può muoversi là.", + L"La vostra squadra è al completo. Non c'è spazio per una recluta.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s è stato reclutato.", + + // Here %s is a name and %d is a number + + L"Bisogna dare %d a $%s.", + + // In the next string, %s is a name + + L"Scortate %s?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"Il salario di %s ammonta a %s per giorno?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Volete combattere?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"Comprate %s per %s?", + + // In the next string, %s is a name + + L"%s è scortato dalla squadra %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"INCEPPATA", //weapon is jammed. + L"Il robot ha bisogno di munizioni calibro %s.", //Robot is out of ammo + L"Cosa? Impossibile.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Modalità furtiva (|Z)", + L"Schermata della |mappa", + L"Fine del turno (|D)", + L"Parlato", + L"Muto", + L"Alza (|P|a|g|S|ù)", + L"Livello della vista (|T|a|b)", + L"Scala / Salta", + L"Abbassa (|P|a|g|G|i|ù)", + L"Esamina (|C|t|r|l)", + L"Mercenario precedente", + L"Prossimo mercenario (|S|p|a|z|i|o)", + L"|Opzioni", + L"Modalità a raffica (|B)", + L"Guarda/Gira (|L)", + L"Salute: %d/%d\nEnergia: %d/%d\nMorale: %s", + L"Eh?", //this means "what?" + L"Fermo", //an abbrieviation for "Continued" + L"Audio on per %s.", + L"Audio off per %s.", + L"Salute: %d/%d\nCarburante: %d/%d", + L"Uscita veicoli" , + L"Cambia squadra (|M|a|i|u|s|c |S|p|a|z|i|o)", + L"Guida", + L"N/A", //this is an acronym for "Not Applicable." + L"Usa (Corpo a corpo)", + L"Usa (Arma da fuoco)", + L"Usa (Lama)", + L"Usa (Esplosivo)", + L"Usa (Kit medico)", + L"Afferra", + L"Ricarica", + L"Dai", + L"%s è partito.", + L"%s è arrivato.", + L"%s ha esaurito i Punti Azione.", + L"%s non è disponibile.", + L"%s è tutto bendato.", + L"%s non è provvisto di bende.", + L"Nemico nel settore!", + L"Nessun nemico in vista.", + L"Punti Azione insufficienti.", + L"Nessuno sta utilizzando il comando a distanza.", + L"Il fuoco a raffica ha svuotato il caricatore!", + L"SOLDATO", + L"CREPITUS", + L"ESERCITO", + L"CIVILE", + L"ZOMBIE", // TODO.Translate + L"Settore di uscita", + L"OK", + L"Annulla", + L"Merc. selezionato", + L"Tutta la squadra", + L"Vai nel settore", + L"Vai alla mappa", + L"Non puoi uscire dal settore da questa parte.", + L"You can't leave in turn based mode.", // TODO.Translate + L"%s è troppo lontano.", + L"Rimuovi le fronde degli alberi", + L"Mostra le fronde degli alberi", + L"CORVO", //Crow, as in the large black bird + L"COLLO", + L"TESTA", + L"TORSO", + L"GAMBE", + L"Vuoi dire alla Regina cosa vuole sapere?", + L"Impronta digitale ID ottenuta", + L"Impronta digitale ID non valida. Arma non funzionante", + L"Raggiunto scopo", + L"Sentiero bloccato", + L"Deposita/Preleva soldi", //Help text over the $ button on the Single Merc Panel + L"Nessuno ha bisogno del pronto soccorso.", + L"Bloccato.", // Short form of JAMMED, for small inv slots + L"Non può andare là.", // used ( now ) for when we click on a cliff + L"Il sentiero è bloccato. Vuoi scambiare le posizioni con questa persona?", + L"La persona rifiuta di muoversi.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Sei d'accordo a pagare %s?", + L"Accetti il trattamento medico gratuito?", + L"Vuoi sposare %s?", //Daryl + L"Quadro delle chiavi", + L"Non puoi farlo con un EPC.", + L"Risparmi %s?", //Krott + L"Fuori dalla gittata dell'arma", + L"Minatore", + L"Il veicolo può viaggiare solo tra i settori", + L"Non è in grado di fasciarsi da solo ora", + L"Sentiero bloccato per %s", + L"I mercenari catturati dall'esercito di %s, sono stati imprigionati qui!", //Deidranna + L"Serratura manomessa", + L"Serratura distrutta", + L"Qualcun altro sta provando a utilizzare questa porta.", + L"Salute: %d/%d\nCarburante: %d/%d", + L"%s non riesce a vedere %s.", // Cannot see person trying to talk to + L"Attachment removed", + L"Non può guadagnare un altro veicolo poichè già avete 2", + + // added by Flugente for defusing/setting up trap networks // TODO.Translate + L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", + L"Set defusing frequency:", + L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", + L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", + L"Select tripwire hierarchy (1 - 4) and network (A - D):", + + // added by Flugente to display food status + L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"What do you want to do?", + L"Fill canteens", + L"Clean guns (Merc)", + L"Clean guns (Team)", + L"Take off clothes", + L"Lose disguise", + L"Militia inspection", + L"Militia restock", + L"Test disguise", + L"unused", + + // added by Flugente: decide what to do with the corpses + L"What do you want to do with the body?", + L"Decapitate", + L"Gut", + L"Take Clothes", + L"Take Body", + + // Flugente: weapon cleaning + L"%s cleaned %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Where do you want to send the %d prisoners?", // TODO.Translate + L"Let them go", + L"What do you want to do?", + L"Demand surrender", + L"Offer surrender", + L"Distract", // TODO.Translate + L"Talk", + L"Recruit Turncoat", // TODO: translate + + // TODO.Translate + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Disarm trap", + L"Inspect trap", + L"Remove blue flag", + L"Blow up!", + L"Activate tripwire", + L"Deactivate tripwire", + L"Reveal tripwire", + L"No detonator or remote detonator found!", + L"This bomb is already armed!", + L"Safe", + L"Mostly safe", + L"Risky", + L"Dangerous", + L"High danger!", + + L"Mask", // TODO.Translate + L"NVG", + L"Item", + + L"This feature works only with New Inventory System", + L"No item in your main hand", + L"Nowhere to place item from main hand", + L"No defined item for this quick slot", + L"No free hand for new item", + L"Item not found", + L"Cannot take item to main hand", + + L"Attempting to bandage travelling mercs...", //TODO.Translate + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", // TODO.Translate + + L"%s has stopped chatting with %s", // TODO.Translate +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"Se selezionato, il settore adiacente verrà immediatamente caricato.", + L"Se selezionato, sarete automaticamente posti nella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Questo settore è occupato da nemicie non potete lasciare mercenari qui.\nDovete risolvere questa situazione prima di caricare qualsiasi altro settore.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Rimuovendo i vostri mercenari da questo settore,\nil settore adiacente verrà immediatamente caricato.", + L"Rimuovendo i vostri mercenari da questo settore,\nverrete automaticamente postinella schermata della mappa\nvisto che i vostri mercenari avranno bisogno di tempo per viaggiare.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s ha bisogno di essere scortato dai vostri mercenari e non può lasciare questo settore da solo.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //male singular + L"%s non può lasciare questo settore da solo, perché sta scortando %s.", //female singular + L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //male plural + L"%s non può lasciare questo settore da solo, perché sta scortando altre persone.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Tutti i vostri personaggi devono trovarsi nei paraggi\nin modo da permettere alla squadra di attraversare.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"Se selezionato, %s viaggerà da solo, e\nautomaticamente verrà riassegnato a un'unica squadra.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"Se selezionato, la vostra \nsquadra attualmente selezionata viaggerà, lasciando questo settore.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s è scortato dai vostri mercenari e non può lasciare questo settore da solo. Gli altri vostri mercenari devono trovarsi nelle vicinanze prima che possiate andarvene.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Oggetti", // tell merc to repair items in inventory + L"Sito SAM", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Annulla", // cancel this menu + L"Robot", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"perduto", // the merc has lost a statistic + L"guadagnato", // the merc has gained a statistic + L"punto di", // singular + L"punti di", // plural + L"livello di", // singular + L"livelli di", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"salute.", + L"agilità.", + L"destrezza.", + L"saggezza.", + L"pronto socc.", + L"abilità esplosivi.", + L"abilità meccanica.", + L"mira.", + L"esperienza.", + L"forza.", + L"comando.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"Distanza totale: ", // total distance for helicopter to travel + L"Sicura: ", // distance to travel to destination + L"Insicura: ", // distance to return from destination to airport + L"Costo totale: ", // total cost of trip by helicopter + L"TPA: ", // ETA is an acronym for "estimated time of arrival" + L"L'elicottero ha poco carburante e deve atterrare in territorio nemico!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Passeggeri: ", + L"Seleziona Skyrider o gli Arrivi Drop-off?", + L"Skyrider", + L"Arrivi", + L"Helicopter is seriously damaged and must land in hostile territory!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> // TODO.Translate + L"Helicopter will now return straight to base, do you want to drop down passengers before?", // TODO.Translate + L"Remaining Fuel:", // TODO.Translate + L"Dist. To Refuel Site:", // TODO.Translate +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Do you want %s to start repairs? It will cost $%d, and helicopter will be unavailable for around %d hour(s).", + L"Helicopter is currently disassembled. Wait until repairs are finished.", + L"Repairs completed. Helicopter is available again.", + L"Helicopter is fully refueled.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Sottolivello:", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"Leale", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"non può portare ordini di viaggio sottoterra.", +}; + +STR16 gsTimeStrings[] = +{ + L"h", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"g", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"Nessuno", + L"Ospedale", + L"Factory", // TODO.Translate + L"Prigione", + L"Militare", + L"Aeroporto", + L"Frequenza di fuoco", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Inventario", + L"Uscita", + L"Repair", // TODO.Translate + L"Factories", // TODO.Translate +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Dimensione", // 0 // size of the town in sectors + L"", // blank line, required + L"Controllo", // how much of town is controlled + L"Nessuno", // none of this town + L"Miniera", // mine associated with this town + L"Lealtà", // 5 // the loyalty level of this town + L"Addestrato", // the forces in the town trained by the player + L"", + L"Servizi principali", // main facilities in this town + L"Livello", // the training level of civilians in this town + L"addestramento civili", // 10 // state of civilian training in town + L"Esercito", // the state of the trained civilians in the town + + // Flugente: prisoner texts // TODO.Translate + L"Prisoners", + L"%d (capacity %d)", + L"%d Admins", + L"%d Regulars", + L"%d Elites", + L"%d Officers", + L"%d Generals", + L"%d Civilians", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Miniera", // 0 + L"Argento", + L"Oro", + L"Produzione giornaliera", + L"Produzione possibile", + L"Abbandonata", // 5 + L"Chiudi", + L"Esci", + L"Produci", + L"Stato", + L"Ammontare produzione", + L"Resource", // 10 L"Tipo di minerale", // TODO.Translate + L"Controllo della città", + L"Lealtà della città", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"Forze nemiche", + L"Settore", + L"# di oggetti", + L"Sconosciuto", + + L"Controllato", + L"Sì", + L"No", + L"Status/Software status:", // TODO.Translate + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s non è abbastanza vicino.", //Merc is in sector with item but not close enough + L"Non può selezionare quel mercenario.", //MARK CARTER + L"%s non si trova nel settore per prendere quell'oggetto.", + L"Durante il combattimento, dovrete raccogliere gli oggetti manualmente.", + L"Durante il combattimento, dovrete rilasciare gli oggetti manualmente.", + L"%s non si trova nel settore per rilasciare quell'oggetto.", + L"Durante il combattimento, non potete ricaricare con una cassa del ammo.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"Posizione", // sector these items are in + L"Totale oggetti", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"Per cambiare l'incarico di un mercenario, come, ad esempio, cambiare la squadra, dottore o riparare, cliccate dentro la colonna 'Compito'", + L"Per assegnare a un mercenario una destinazione in un altro settore, cliccate dentro la colonna 'Dest'", + L"Una volta che a un mercenario è stato ordinato di procedere, una compressione di tempo gli permetterà di muoversi.", + L"Cliccando di sinistro, selezionerete il settore. Cliccando di sinistro un'altra volta, darete al mercenario ordini di movimento. Cliccando di destro, darete informazioni sommarie al settore.", + L"Premete 'h' in questo settore di questa schermata ogni volta che vorrete accedere a questa finestra d'aiuto.", + L"Test Text", + L"Test Text", + L"Test Text", + L"Test Text", + L"Non potrete fare molto in questa schermata finché non arriverete ad Arulco. Quando avrete definito la vostra squadra, cliccate sul pulsante Compressione di Tempo in basso a destra. Questo diminuirà il tempo necessario alla vostra squadra per raggiungere Arulco.", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Muovere mercenari nel settore", // title for movement box + L"Rotta spostamento esercito", // done with movement menu, start plotting movement + L"Annulla", // cancel this menu + L"Altro", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads TODO: Translate +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Oops:", // an error has occured + L"Scaduto contratto mercenari:", // this pop up came up due to a merc contract ending + L"Portato a termine incarico mercenari:", // this pop up....due to more than one merc finishing assignments + L"Mercenari di nuovo al lavoro:", // this pop up ....due to more than one merc waking up and returing to work + L"Mercenari a riposo:", // this pop up ....due to more than one merc being tired and going to sleep + L"Contratti in scadenza:", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Mostra città (|w)", + L"Mostra |miniere", + L"Mos|tra squadre & nemici", + L"Mostra spazio |aereo", + L"Mostra oggett|i", + L"Mostra esercito & nemici (|Z)", + L"Show |Disease Data", // TODO.Translate + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Next (|.)", // next page // TODO.Translate + L"Previous (|,)", // previous page // TODO.Translate + L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate + + // TODO.Translate + L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button + L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge + L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items + L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo + L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button + L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate + L"Save Gear Template", // TODO.Translate + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"Portati|le", + L"Tattico (|E|s|c)", + L"|Opzioni", + L"Dilata tempo (|+)", // time compress more + L"Comprime tempo (|-)", // time compress less + L"Messaggio precedente (|S|u)\nIndietro (|P|a|g|S|u)", // previous message in scrollable list + L"Messaggio successivo (|G|i|ù)\nAvanti (|P|a|g|G|i|ù)", // next message in the scrollable list + L"Inizia/Ferma tempo (|S|p|a|z|i|o)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Bilancio attuale", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s è morto.", +}; + + +STR16 pDayStrings[] = +{ + L"Giorno", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Help Desk", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephan", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"Assicurazione M.I.S.", + L"Bobby Ray", + L"Capo", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"Indietro", + L"Avanti", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"Avete una nuova E-mail...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Eliminate l'E-mail?", + L"Eliminate l'E-mail NON LETTA?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"Da:", + L"Sogg.:", + L"Giorno:", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"posta elettronica", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"Contabile aggiuntivo", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Crediti:", // credit (subtract from) to player's account + L"Debiti:", // debit (add to) to player's account + L"Entrate effettive di ieri:", + L"Altri depositi di ieri:", + L"Debiti di ieri:", + L"Bilancio di fine giornata:", + L"Entrate effettive di oggi:", + L"Altri depositi di oggi:", + L"Debiti di oggi:", + L"Bilancio attuale:", + L"Entrate previste:", + L"Bilancio previsto:", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"Giorno", // the day column + L"Crediti", // the credits column (to ADD money to your account) + L"Debiti", // the debits column (to SUBTRACT money from your account) + L"Transazione", // transaction type - see TransactionText below + L"Bilancio", // balance at this point in time + L"Pagina", // page number + L"Giorno(i)", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"Interessi maturati", // interest the player has accumulated so far + L"Deposito anonimo", + L"Tassa di transazione", + L"Assunto", // Merc was hired + L"Acquistato da Bobby Ray", // Bobby Ray is the name of an arms dealer + L"Acconti pagati al M.E.R.C.", + L"Deposito medico per %s", // medical deposit for merc + L"Analisi del profilo I.M.P.", // IMP is the acronym for International Mercenary Profiling + L"Assicurazione acquistata per %s", + L"Assicurazione ridotta per %s", + L"Assicurazione estesa per %s", // johnny contract extended + L"Assicurazione annullata %s", + L"Richiesta di assicurazione per %s", // insurance claim for merc + L"1 giorno", // merc's contract extended for a day + L"1 settimana", // merc's contract extended for a week + L"2 settimane", // ... for 2 weeks + L"Entrata mineraria", + L"", //String nuked + L"Fiori acquistati", + L"Totale rimborso medico per %s", + L"Parziale rimborso medico per %s", + L"Nessun rimborso medico per %s", + L"Pagamento a %s", // %s is the name of the npc being paid + L"Trasferimento fondi a %s", // transfer funds to a merc + L"Trasferimento fondi da %s", // transfer funds from a merc + L"Equipaggiamento esercito in %s", // initial cost to equip a town's militia + L"Oggetti acquistati da%s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s soldi depositati.", + L"Sold Item(s) to the Locals", + L"Facility Use", // HEADROCK HAM 3.6 // TODO.Translate + L"Militia upkeep", // HEADROCK HAM 3.6 // TODO.Translate + L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate + L"WHO data subscription", // Flugente: disease TODO.Translate + L"Payment to Kerberus", // Flugente: PMC + L"SAM site repair", // Flugente: SAM repair // TODO.Translate + L"Trained workers", // Flugente: train workers + L"Drill militia in %s", // Flugente: drill militia // TODO.Translate + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Assicurazione per", // insurance for a merc + L"Est. contratto di %s per 1 giorno.", // entend mercs contract by a day + L"Est. %s contratto per 1 settimana.", + L"Est. %s contratto per 2 settimane.", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"Skyrider è stato pagato $%d", // skyrider was paid an amount of money + L"A Skyrider bisogna ancora dare $%d", // skyrider is still owed an amount of money + L"Skyrider ha finito il carburante", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider è di nuovo pronto a volare.", // Skyrider was grounded but has been freed + L"Skyrider non ha passeggeri. Se avete intenzione di trasportare mercenari in questo settore, assegnateli prima al Veicolo/Elicottero.", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Ottimo", + L"Buono", + L"Medio", + L"Basso", + L"Panico", + L"Cattivo", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"L'equipaggio di %s è ora disponibile a Omerta (A9).", + L"L'equipaggio di %s è ora disponibile a Drassen (B13).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Salute", + L"Energia", + L"Morale", + L"Condizione", // the condition of the current vehicle (its "health") + L"Carburante", // the fuel level of the current vehicle (its "energy") + L"Poison", // TODO.Translate + L"Water", // drink level + L"Food", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Mercenario precedente (|S|i|n)", // previous merc in the list + L"Mercenario successivo (|D|e|s)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"TAP", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"Non lo vedrete mai più. Siete sicuri?", // do you want to continue and lose the item forever + L"Questo oggetto sembra DAVVERO importante. Siete DAVVERO SICURISSIMI di volerlo gettare via?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"La squadra non può muoversi, se un mercenario dorme.", + +//1-5 + L"Muovete la squadra al primo piano.", + L"Ordini di movimento? È un settore nemico!", + L"I mercenari devono essere assegnati a una squadra o a un veicolo per potersi muovere.", + L"Non avete ancora membri nella squadra.", // you have no members, can't do anything + L"I mercenari non possono attenersi agli ordini.", // merc can't comply with your order +//6-10 + L"ha bisogno di una scorta per muoversi. Inseritelo in una squadra che ne è provvista.", // merc can't move unescorted .. for a male + L"ha bisogno di una scorta per muoversi. Inseritela in una squadra che ne è provvista.", // for a female + L"Il mercenario non è ancora arrivato ad %s!", + L"Sembra che ci siano negoziazioni di contratto da stabilire.", + L"", +//11-15 + L"Ordini di movimento? È in corso una battaglia!", + L"Siete stati vittima di un'imboscata da parte dai Bloodcat nel settore %s!", + L"Siete appena entrati in quella che sembra una tana di un Bloodcat nel settore %s!", + L"", + L"La zona SAM in %s è stata assediata.", +//16-20 + L"La miniera di %s è stata assediata. La vostra entrata giornaliera è stata ridotta di %s per giorno.", + L"Il nemico ha assediato il settore %s senza incontrare resistenza.", + L"Almeno uno dei vostri mercenari non ha potuto essere affidato a questo incarico.", + L"%s non ha potuto unirsi alla %s visto che è completamente pieno", + L"%s non ha potuto unirsi alla %s visto che è troppo lontano.", +//21-25 + L"La miniera di %s è stata invasa dalle forze armate di Deidranna!", + L"Le forze armate di Deidranna hanno appena invaso la zona SAM in %s", + L"Le forze armate di Deidranna hanno appena invaso %s", + L"Le forze armate di Deidranna sono appena state avvistate in %s.", + L"Le forze armate di Deidranna sono appena partite per %s.", +//26-30 + L"Almeno uno dei vostri mercenari non può riposarsi.", + L"Almeno uno dei vostri mercenari non è stato svegliato.", + L"L'esercito non si farà vivo finché non avranno finito di esercitarsi.", + L"%s non possono ricevere ordini di movimento adesso.", + L"I militari che non si trovano entro i confini della città non possono essere spostati inquesto settore.", +//31-35 + L"Non potete avere soldati in %s.", + L"Un veicolo non può muoversi se è vuoto!", + L"%s è troppo grave per muoversi!", + L"Prima dovete lasciare il museo!", + L"%s è morto!", +//36-40 + L"%s non può andare a %s perché si sta muovendo", + L"%s non può salire sul veicolo in quel modo", + L"%s non può unirsi alla %s", + L"Non potete comprimere il tempo finché non arruolerete nuovi mercenari!", + L"Questo veicolo può muoversi solo lungo le strade!", +//41-45 + L"Non potete riassegnare i mercenari che sono già in movimento", + L"Il veicolo è privo di benzina!", + L"%s è troppo stanco per muoversi.", + L"Nessuno a bordo è in grado di guidare il veicolo.", + L"Uno o più membri di questa squadra possono muoversi ora.", +//46-50 + L"Uno o più degli altri mercenari non può muoversi ora.", + L"Il veicolo è troppo danneggiato!", + L"Osservate che solo due mercenari potrebbero addestrare i militari in questo settore.", + L"Il robot non può muoversi senza il suo controller. Metteteli nella stessa squadra.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Cliccate di nuovo su una destinazione per confermare la vostra meta finale, oppure cliccate su un altro settore per fissare più tappe.", + L"Rotta di spostamento confermata.", + L"Destinazione immutata.", + L"Rotta di spostamento annullata.", + L"Rotta di spostamento accorciata.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Cliccate sul settore dove desiderate che i mercenari arrivino.", + L"OK. I mercenari che stavano arrivando si sono dileguati a %s", + L"I mercenari non possono essere trasportati, lo spazio aereo non è sicuro!", + L"Annullato. Il settore d'arrivo è immutato", + L"Lo spazio aereo sopra %s non è più sicuro! Il settore d'arrivo è stato spostato a %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Entra nell'inventario (|I|n|v|i|o)", + L"Getta via l'oggetto", + L"Esci dall'inventario (|I|n|v|i|o)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a (%s) dopo aver preso il volo?", + L"%s sta per partire e spedirà il suo equipaggiamento a %s.", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a (%s) dopo aver preso il volo?", + L"%s sta per partire e spedirà il suo equipaggiamento a %s.", +}; + + +STR16 pMercContractOverStrings[] = +{ + L": contratto scaduto. Egli è tornato a casa.", // merc's contract is over and has departed + L": contratto scaduto. Ella è tornata a casa.", // merc's contract is over and has departed + L": contratto terminato. Egli è partito.", // merc's contract has been terminated + L": contratto terminato. Ella è partita.", // merc's contract has been terminated + L"Dovete al M.E.R.C. troppi soldi, così %s è partito.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +STR16 pImpPopUpStrings[] = +{ + L"Codice di autorizzazione non valido", + L"State per riiniziare l'intero processo di profilo. Ne siete certi?", + L"Inserite nome e cognome corretti oltre che al sesso", + L"L'analisi preliminare del vostro stato finanziario mostra che non potete offrire un'analisi di profilo.", + L"Opzione non valida questa volta.", + L"Per completare un profilo accurato, dovete aver spazio per almeno uno dei membri della squadra.", + L"Profilo già completato.", + L"Cannot load I.M.P. character from disk.", + L"You have already reached the maximum number of I.M.P. characters.", + L"You have already three I.M.P characters with the same gender on your team.", + L"You cannot afford the I.M.P character.", // 10 + L"The new I.M.P character has joined your team.", + L"You have already selected the maximum number of traits.", // TODO.Translate + L"No voicesets found.", // TODO.Translate +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"Cosa offriamo", // about the IMP site + L"INIZIO", // begin profiling + L"Personalità", // personality section + L"Attributi", // personal stats/attributes section + L"Appearance", // changed from portrait + L"Voce %d", // the voice selection + L"Fine", // done profiling + L"Ricomincio", // start over profiling + L"Sì, scelgo la risposta evidenziata.", + L"Sì", + L"No", + L"Finito", // finished answering questions + L"Prec.", // previous question..abbreviated form + L"Avanti", // next question + L"SÃŒ, LO SONO.", // yes, I am certain + L"NO, VOGLIO RICOMINCIARE.", // no, I want to start over the profiling process + L"SÃŒ", + L"NO", + L"Indietro", // back one page + L"Annulla", // cancel selection + L"Sì, ne sono certo.", + L"No, lasciami dare un'altra occhiata.", + L"Immatricolazione", // the IMP site registry..when name and gender is selected + L"Analisi", // analyzing your profile results + L"OK", + L"Character", // Change from "Voice" + L"Nessuna", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"With your character traits chosen, it is time to select your skills.", + L"To complete the process, select your attributes.", + L"To commence actual profiling, select portrait, voice and colors.", + L"Now that you have completed your appearence choice, proceed to character analysis.", +}; + +STR16 pFilesTitle[] = +{ + L"Gestione risorse", +}; + +STR16 pFilesSenderList[] = +{ + L"Rapporto", // the recon report sent to the player. Recon is an abbreviation for reconissance + L"Intercetta #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Intercetta #2", // second intercept file + L"Intercetta #3", // third intercept file + L"Intercetta #4", // fourth intercept file + L"Intercetta #5", // fifth intercept file + L"Intercetta #6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"Registro", +}; + +STR16 pHistoryHeaders[] = +{ + L"Giorno", // the day the history event occurred + L"Pagina", // the current page in the history report we are in + L"Giorno", // the days the history report occurs over + L"Posizione", // location (in sector) the event occurred + L"Evento", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s è stato assunto dall'A.I.M.", // merc was hired from the aim site + L"%s è stato assunto dal M.E.R.C.", // merc was hired from the aim site + L"%s morì.", // merc was killed + L"Acconti stanziati al M.E.R.C.", // paid outstanding bills at MERC + L"Assegno accettato da Enrico Chivaldori", + //6-10 + L"Profilo generato I.M.P.", + L"Acquistato contratto d'assicurazione per %s.", // insurance contract purchased + L"Annullato contratto d'assicurazione per %s.", // insurance contract canceled + L"Versamento per richiesta assicurazione per %s.", // insurance claim payout for merc + L"Esteso contratto di %s di 1 giorno.", // Extented "mercs name"'s for a day + //11-15 + L"Esteso contratto di %s di 1 settimana.", // Extented "mercs name"'s for a week + L"Esteso contratto di %s di 2 settimane.", // Extented "mercs name"'s 2 weeks + L"%s è stato congedato.", // "merc's name" was dismissed. + L"%s è partito.", // "merc's name" quit. + L"avventura iniziata.", // a particular quest started + //16-20 + L"avventura completata.", + L"Parlato col capo minatore di %s", // talked to head miner of town + L"Liberato %s", + L"Inganno utilizzato", + L"Il cibo dovrebbe arrivare a Omerta domani", + //21-25 + L"%s ha lasciato la squadra per diventare la moglie di Daryl Hick", + L"contratto di %s scaduto.", + L"%s è stato arruolato.", + L"Enrico si è lamentato della mancanza di progresso", + L"Vinta battaglia", + //26-30 + L"%s miniera ha iniziato a esaurire i minerali", + L"%s miniera ha esaurito i minerali", + L"%s miniera è stata chiusa", + L"%s miniera è stata riaperta", + L"Trovata una prigione chiamata Tixa.", + //31-35 + L"Sentito di una fabbrica segreta di armi chiamata Orta.", + L"Alcuni scienziati a Orta hanno donato una serie di lanciamissili.", + L"La regina Deidranna ha bisogno di cadaveri.", + L"Frank ha parlato di scontri a San Mona.", + L"Un paziente pensa che lui abbia visto qualcosa nella miniera.", + //36-40 + L"Incontrato qualcuno di nome Devin - vende esplosivi.", + L"Imbattutosi nel famoso ex-mercenario dell'A.I.M. Mike!", + L"Incontrato Tony - si occupa di armi.", + L"Preso un lanciamissili dal Sergente Krott.", + L"Concessa a Kyle la licenza del negozio di pelle di Angel.", + //41-45 + L"Madlab ha proposto di costruire un robot.", + L"Gabby può effettuare operazioni di sabotaggio contro sistemi d'allarme.", + L"Keith è fuori dall'affare.", + L"Howard ha fornito cianuro alla regina Deidranna.", + L"Incontrato Keith - si occupa di un po' di tutto a Cambria.", + //46-50 + L"Incontrato Howard - si occupa di farmaceutica a Balime", + L"Incontrato Perko - conduce una piccola impresa di riparazioni.", + L"Incontrato Sam di Balime - ha un negozio di hardware.", + L"Franz si occupa di elettronica e altro.", + L"Arnold possiede un'impresa di riparazioni a Grumm.", + //51-55 + L"Fredo si occupa di elettronica a Grumm.", + L"Donazione ricevuta da un ricco ragazzo a Balime.", + L"Incontrato un rivenditore di un deposito di robivecchi di nome Jake.", + L"Alcuni vagabondi ci hanno dato una scheda elettronica.", + L"Corrotto Walter per aprire la porta del seminterrato.", + //56-60 + L"Se Dave ha benzina, potrà fare il pieno gratis.", + L"Corrotto Pablo.", + L"Kingpin tiene i soldi nella miniera di San Mona.", + L"%s ha vinto il Combattimento Estremo", + L"%s ha perso il Combattimento Estremo", + //61-65 + L"%s è stato squalificato dal Combattimento Estremo", + L"trovati moltissimi soldi nascosti nella miniera abbandonata.", + L"Incontrato assassino ingaggiato da Kingpin.", + L"Perso il controllo del settore", //ENEMY_INVASION_CODE + L"Difeso il settore", + //66-70 + L"Persa la battaglia", //ENEMY_ENCOUNTER_CODE + L"Imboscata fatale", //ENEMY_AMBUSH_CODE + L"Annientata imboscata nemica", + L"Attacco fallito", //ENTERING_ENEMY_SECTOR_CODE + L"Attacco riuscito!", + //71-75 + L"Creature attaccate", //CREATURE_ATTACK_CODE + L"Ucciso dai Bloodcat", //BLOODCAT_AMBUSH_CODE + L"Massacrati dai Bloodcat", + L"%s è stato ucciso", + L"Data a Carmen la testa di un terrorista", + //76-80 + L"Massacro sinistro", + L"Ucciso %s", + L"Met Waldo - aircraft mechanic.", + L"Helicopter repairs started. Estimated time: %d hour(s).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"N/A", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Rete", + L"Finanza", + L"Personale", + L"Cronologia", + L"File", + L"Chiudi", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Bobby Ray", + L"I.M.P", + L"M.E.R.C.", + L"Pompe funebri", + L"Fiorista", + L"Assicurazione", + L"Annulla", + L"Campaign History", // TODO.Translate + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", // TODO.Translate + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Segnalibri", + L"Cliccate con il destro per accedere a questo menu in futuro.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Caricamento", + L"Caricamento", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Prendi", // take money from merc + L"Dai", // give money to merc + L"Annulla", // cancel transaction + L"Pulisci", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Trasferisce $", // transfer money to merc -- short form + L"Stato", // view stats of the merc + L"Inventario", // view the inventory of the merc + L"Impiego", +}; + +STR16 sATMText[ ]= +{ + L"Trasferisci fondi?", // transfer funds to merc? + L"Ok?", // are we certain? + L"Inserisci somma", // enter the amount you want to transfer to merc + L"Seleziona tipo", // select the type of transfer to merc + L"Fondi insufficienti", // not enough money to transfer to merc + L"La somma deve essere un multiplo di $10", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Errore", + L"Il server non ha entrata NSD.", + L"Controlla l'indirizzo LRU e prova di nuovo.", + L"OK", + L"Connessione intermittente all'host. Tempi d'attesa più lunghi per il trasferimento.", +}; + + +STR16 pPersonnelString[] = +{ + L"Mercenari:", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"Membri dell'A.I.M.", + L"Ritratti A.I.M.", // a mug shot is another name for a portrait + L"Categoria A.I.M.", + L"A.I.M.", + L"Membri dell'A.I.M.", + L"Tattiche A.I.M.", + L"Storia A.I.M.", + L"Collegamenti A.I.M.", + L"M.E.R.C.", + L"Conti M.E.R.C.", + L"Registrazione M.E.R.C.", + L"Indice M.E.R.C.", + L"Bobby Ray", + L"Bobby Ray - Armi", + L"Bobby Ray - Munizioni", + L"Bobby Ray - Giubb. A-P", + L"Bobby Ray - Varie", //misc is an abbreviation for miscellaneous + L"Bobby Ray - Usato", + L"Bobby Ray - Ordine Mail", + L"I.M.P.", + L"I.M.P.", + L"Servizio Fioristi Riuniti", + L"Servizio Fioristi Riuniti - Galleria", + L"Servizio Fioristi Riuniti - Ordine", + L"Servizio Fioristi Riuniti - Card Gallery", + L"Agenti assicurativi Malleus, Incus & Stapes", + L"Informazione", + L"Contratto", + L"Commenti", + L"Servizio di pompe funebri di McGillicutty", + L"", + L"URL non ritrovato.", + L"%s Press Council - Conflict Summary", // TODO.Translate + L"%s Press Council - Battle Reports", + L"%s Press Council - Latest News", + L"%s Press Council - About us", + L"Mercs Love or Dislike You - About us", // TODO.Translate + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Militia Overview", + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", // TODO.Translate + L"Bobby Ray's - Recent Shipments", + L"Encyclopedia", + L"Encyclopedia - Data", + L"Briefing Room", + L"Briefing Room - Data", +}; + +STR16 pShowBookmarkString[] = +{ + L"Aiuto", + L"Cliccate su Rete un'altra volta per i segnalibri.", +}; + +STR16 pLaptopTitles[] = +{ + L"Cassetta della posta", + L"Gestione risorse", + L"Personale", + L"Contabile aggiuntivo", + L"Ceppo storico", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Ucciso in azione", + L"Licenziato", + L"Altro", + L"Sposato", + L"Contratto Scaduto", + L"Liberato", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Squadra attuale", + L"Partenze", + L"Costo giornaliero:", + L"Costo più alto:", + L"Costo più basso:", + L"Ucciso in azione:", + L"Licenziato:", + L"Altro:", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Più basso", + L"Normale", + L"Più alto", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"SAL", + L"AGI", + L"DES", + L"FOR", + L"COM", + L"SAG", + L"LIV", + L"TIR", + L"MEC", + L"ESP", + L"PS", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Contratto", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Continua", + L"Fermati", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Siete stati sconfitti in questo settore!", + L"Il nemico, non avendo alcuna pietà delle anime della squadra, divorerà ognuno di voi!", + L"I membri inconscenti della vostra squadra sono stati catturati!", + L"I membri della vostra squadra sono stati fatti prigionieri dal nemico.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Indietro", + L"Avanti", + L"Accetta", + L"Pulisci", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Indietro", + L"Avanti", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Autorizza", + L"Home Page", + L"Conto #:", + L"Merc", + L"Giorni", + L"Tasso", //5 + L"Costo", + L"Totale:", + L"Conferma il pagamento di %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", // TODO.Translate +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Previous", + L"Next", +}; + + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Salute", + L"Agilità", + L"Destrezza", + L"Forza", + L"Comando", + L"Saggezza", + L"Liv. esperienza", + L"Mira", + L"Meccanica", + L"Esplosivi", + L"Pronto socc.", + + L"Indietro", + L"Ricompensa", + L"Successivo", + L"Info. addizionali", + L"Home Page", + L"Assoldato", + L"Salario:", + L"Al giorno", + L"Gear:", // TODO.Translate + L"Totale:", + L"Deceduto", + + L"Avete già una squadra di mercenari.", + L"Compra equip.?", + L"Non disponibile", + L"Unsettled Bills", // TODO.Translate + L"Bio", // TODO.Translate + L"Inv", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Apri conto", + L"Annulla", + L"Non hai alcun conto. Vuoi aprirne uno?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Speck T. Kline, fondatore e proprietario", + L"Per aprire un conto, cliccate qui", + L"Per visualizzare un conto, cliccate qui", + L"Per visualizzare i file, cliccate qui", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Transfer failed. No funds available.", // TODO.Translate +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"Impresa di pompe funebri di McGillicutty: Il dolore delle famiglie che hanno fornito il loro aiuto dal 1983.", + L"Precedentemente mercenario dell'A.I.M. Murray \"Pops\" McGillicutty è un impresario di pompe funebri qualificato e con molta esperienza.", + L"Essendo coinvolto profondamente nella morte e nel lutto per tutta la sua vita, Pops sa quanto sia difficile affrontarli.", + L"L'impresa di pompe funebri di McGillicutty offre una vasta gamma di servizi funebri, da una spalla su cui piangere a ricostruzioni post-mortem per corpi mutilati o sfigurati.", + L"Lasciate che l'impresa di pompe funebri di McGillicutty vi aiuti e i vostri amati riposeranno in pace.", + + // Text for the various links available at the bottom of the page + L"SPEDISCI FIORI", + L"ESPOSIZIONE DI BARE & URNE", + L"SERVIZI DI CREMAZIONE", + L"SERVIZI PRE-FUNEBRI", + L"CERIMONIALE FUNEBRE", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Purtroppo, il resto di questo sito non è stato completato a causa di una morte in famiglia. Aspettando la lettura del testamento e la riscossione dell'eredità, il sito verrà ultimato non appena possibile.", + L"Vi porgiamo, comunque, le nostre condolianze in questo momento di dolore. Contatteci ancora.", +}; + +// Text for the florist Home Page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Galleria", + + //Address of United Florist + + L"\"Ci lanciamo col paracadute ovunque\"", + L"1-555-SCENT-ME", + L"333 Dot. NoseGay, Seedy City, CA USA 90210", + L"http://www.scent-me.com", + + // detail of the florist page + + L"Siamo veloci ed efficienti!", + L"Consegna il giorno successivo in quasi tutto il mondo, garantito. Applicate alcune restrizioni.", + L"I prezzi più bassi in tutto il mondo, garantito!", + L"Mostrateci un prezzo concorrente più basso per qualsiasi progetto, e riceverete una dozzina di rose, gratuitamente.", + L"Flora, fauna & fiori in volo dal 1981.", + L"I nostri paracadutisti decorati ex-bomber lanceranno il vostro bouquet entro un raggio di dieci miglia dalla locazione richiesta. Sempre e ovunque!", + L"Soddisfiamo la vostra fantasia floreale.", + L"Lasciate che Bruce, il nostro esperto in composizioni floreali, selezioni con cura i fiori più freschi e della migliore qualità dalle nostre serre più esclusive.", + L"E ricordate, se non l'abbiamo, possiamo coltivarlo - E subito!", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Indietro", + L"Spedisci", + L"Home", + L"Galleria", + + L"Nome del bouquet:", + L"Prezzo:", //5 + L"Numero ordine:", + L"Data consegna", + L"gior. succ.", + L"arriva quando arriva", + L"Luogo consegna", //10 + L"Servizi aggiuntivi", + L"Bouquet schiacciato ($10)", + L"Rose nere ($20)", + L"Bouquet appassito ($10)", + L"Torta di frutta (se disponibile 10$)", //15 + L"Sentimenti personali:", + L"Il vostro messaggio non può essere più lungo di 75 caratteri.", + L"... oppure sceglietene uno dai nostri", + + L"BIGLIETTI STANDARD", + L"Informazioni sulla fatturazione",//20 + + //The text that goes beside the area where the user can enter their name + + L"Nome:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Prec.", //abbreviation for previous + L"Succ.", //abbreviation for next + + L"Clicca sul modello che vuoi ordinare.", + L"Ricorda: c'è un supplemento di 10$ per tutti i bouquet appassiti o schiacciati.", + + //text on the button + + L"Home", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Cliccate sulla vostra selezione", + L"Indietro", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Ordine", //Title of the page + L"Qta", // The number of items ordered + L"Peso (%s)", // The weight of the item + L"Nome oggetto", // The name of the item + L"Prezzo unit.", // the item's weight + L"Totale", //5 // The total price of all of items of the same type + L"Sotto-totale", // The sub total of all the item totals added + L"S&C (Vedete luogo consegna)", // S&H is an acronym for Shipping and Handling + L"Totale finale", // The grand total of all item totals + the shipping and handling + L"Luogo consegna", + L"Spedizione veloce", //10 // See below + L"Costo (per %s.)", // The cost to ship the items + L"Espresso di notte", // Gets deliverd the next day + L"2 giorni d'affari", // Gets delivered in 2 days + L"Servizio standard", // Gets delivered in 3 days + L"Annulla ordine",//15 // Clears the order page + L"Accetta ordine", // Accept the order + L"Indietro", // text on the button that returns to the previous page + L"Home Page", // Text on the button that returns to the home Page + L"* Indica oggetti usati", // Disclaimer stating that the item is used + L"Non potete permettervi di pagare questo.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is no valid city selected + L"Siete sicuri di volere spedire quest'ordine a %s?", // A popup that asks if the city selected is the correct one + L"peso del pacco**", // Displays the weight of the package + L"** Peso min.", // Disclaimer states that there is a minimum weight for the package + L"Spedizioni", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + L"Heavy W.", + + // Ammo + L"Pistol", + L"M. Pistol", + L"SMG", + L"Rifle", + L"SN Rifle", + L"AS Rifle", + L"MG", + L"Shotgun", + + // Used + L"Guns", + L"Armor", + L"LBE Gear", + L"Misc", + + // Armour + L"Helmets", + L"Vests", + L"Leggings", + L"Plates", + + // Misc + L"Blades", + L"Th. Knives", + L"Blunt W.", + L"Grenades", + L"Bombs", + L"Med. Kits", + L"Kits", + L"Face Items", + L"LBE Gear", + L"Optics", // Madd: new BR filters // TODO.Translate + L"Grip/LAM", + L"Muzzle", + L"Stock", + L"Mag/Trig.", + L"Other Att.", + L"Misc.", +}; + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"Ordini:", // Title + // instructions on how to order + L"Cliccate sull'oggetto. Sinistro per aggiungere pezzi, destro per toglierne. Una volta selezionata la quantità, procedete col nuovo ordine.", + + //Text on the buttons to go the various links + + L"Oggetti prec.", // + L"Armi", //3 + L"Munizioni", //4 + L"Giubb. A-P", //5 + L"Varie", //6 //misc is an abbreviation for miscellaneous + L"Usato", //7 + L"Oggetti succ.", + L"ORDINE", + L"Home Page", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"La vostra squadra ha",//11 + L"arma(i) che usa(no) questo tipo di munizioni", //12 + + //The following lines provide information on the items + + L"Peso:", // Weight of all the items of the same type + L"Cal.:", // the caliber of the gun + L"Mag.:", // number of rounds of ammo the Magazine can hold + L"Git.:", // The range of the gun + L"Dan.:", // Damage of the weapon + L"FFA:", // Weapon's Rate Of Fire, acronym ROF + L"PA:", // Weapon's Action Points, acronym AP + L"Stun:", // Weapon's Stun Damage + L"Protect:", // Armour's Protection + L"Trav.:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Costo:", // Cost of the item + L"Inventario:", // The number of items still in the store's inventory + L"Num. ordine:", // The number of items on order + L"Danneggiato", // If the item is damaged + L"Peso:", // the Weight of the item + L"Totale:", // The total cost of all items on order + L"* funzionale al %%", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Darn! Quest'ordine qui accetterà solo " ,//First part + L" oggetti. Se avete intenzione di ordinare più merce (ed è quello che speriamo), fate un ordine a parte e accettate le nostre scuse.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Ci dispiace. Non disponiamo più di questo articolo. Riprovate più tardi.", + + //A popup that tells the user that the store is temporarily sold out + + L"Ci dispiace, ma siamo momentaneamente sprovvisti di oggetti di questo genere.", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"Questo è il negozio con la fornitura militare e le armi più recenti e potenti!", + L"Possiamo trovare la soluzione perfetta per tutte le vostre esigenze riguardo agli esplosivi.", + L"Oggetti usati e riparati", + + //Text for the various links to the sub pages + + L"Varie", + L"ARMI", + L"MUNIZIONI", //5 + L"GIUBB. A-P", + + //Details on the web site + + L"Se non lo vendiamo, non potrete averlo!", + L"In costruzione", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"Membri dell'A.I.M.", // Title + // Title for the way to sort + L"Ordine per:", + + // sort by... + + L"Prezzo", + L"Esperienza", + L"Mira", + L"Meccanica", + L"Esplosivi", + L"Pronto socc.", + L"Salute", + L"Agilità", + L"Destrezza", + L"Forza", + L"Comando", + L"Saggezza", + L"Nome", + + //Text of the links to other AIM pages + + L"Visualizza le facce dei mercenari disponibili", + L"Rivedi il file di ogni singolo mercenario", + L"Visualizza la galleria degli associati dell'A.I.M.", + + // text to display how the entries will be sorted + + L"Crescente", + L"Decrescente", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Indietro", + L"Home Page", + L"Indice", + L"Avanti", + L"Disaccordo", + L"Accordo", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Clic sinistro", + L"per contattarlo", + L"Clic destro", + L"per i mercenari disponibili.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Salute", + L"Agilità", + L"Destrezza", + L"Forza", + L"Comando", + L"Saggezza", + L"Esperienza", + L"Mira", + L"Meccanica", + L"Esplosivi", + L"Pronto socc.", //10 + + // the contract expenses' area + + L"Paga", + L"Durata", + L"1 giorno", + L"1 settimana", + L"2 settimane", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Indietro", + L"Contratto", + L"Avanti", + + L"Ulteriori informazioni", // Title for the additional info for the merc's bio + L"Membri attivi", //20 // Title of the page + L"Dispositivo opzionale:", // Displays the optional gear cost + L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate + L"Deposito MEDICO richiesto", // If the merc required a medical deposit, this is displayed + L"Kit 1", // Text on Starting Gear Selection Button 1 // TODO.Translate + L"Kit 2", // Text on Starting Gear Selection Button 2 + L"Kit 3", // Text on Starting Gear Selection Button 3 + L"Kit 4", // Text on Starting Gear Selection Button 4 + L"Kit 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Costo del contratto:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"1 giorno", + L"1 settimana", + L"2 settimane", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Nessun equip.", + L"Compra equip.", + + // Text on the Buttons + + L"TRASFERISCI FONDI", // to actually hire the merc + L"ANNULLA", // go back to the previous menu + L"ARRUOLA", // go to menu in which you can hire the merc + L"TACI", // stops talking with the merc + L"OK", + L"LASCIA MESSAGGIO", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Videoconferenza con", + L"Connessione...", + + L"con deposito" // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"TRASFERIMENTO ELETTRONICO FONDI RIUSCITO", // You hired the merc + L"NON IN GRADO DI TRASFERIRE", // Player doesn't have enough money, message 1 + L"FONDI INSUFFICIENTI", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"In missione", + L"Lascia messaggio", + L"Deceduto", + + //If you try to hire more mercs than game can support + + L"Avete già una squadra di mercenari.", + + L"Messaggio già registrato", + L"Messaggio registrato", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"Collegamenti dell'A.I.M.", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"Storia dell'A.I.M.", //Title + + // Text on the buttons at the bottom of the page + + L"Indietro", + L"Home Page", + L"Associati", + L"Avanti", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Prezzo", + L"Esperienza", + L"Mira", + L"Meccanica", + L"Esplosivi", + L"Pronto socc.", + L"Salute", + L"Agilità", + L"Destrezza", + L"Forza", + L"Comando", + L"Saggezza", + L"Nome", + + // The title of the page, the above text gets added at the end of this text + + L"Membri scelti dell'A.I.M. in ordine crescente secondo %s", + L"Membri scelti dell'A.I.M. in ordine decrescente secondo %s", + + // Instructions to the players on what to do + + L"Clic sinistro", + L"Per scegliere un mercenario.", //10 + L"Clic destro", + L"Per selezionare opzioni", + + // Gets displayed on top of the merc's portrait if they are... + + L"Via", + L"Deceduto", //14 + L"In missione", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"PAGINA 1", + L"PAGINA 2", + L"PAGINA 3", + + L"Membri dell'A.I.M.", // Title of the page + + L"FINE", // Stops displaying information on selected merc + L"Next page", // TODO.Translate +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.M. e il logo A.I.M. sono marchi registrati in diversi paesi.", + L"Di conseguenza, non cercate di copiarci.", + L"Copyright 1998-1999 A.I.M., Ltd. Tutti i diritti riservati.", + + //Text for an advertisement that gets displayed on the AIM page + + L"Servizi riuniti floreali", + L"\"Atterriamo col paracadute ovunque\"", //10 + L"Fallo bene", + L"... la prima volta", + L"Se non abbiamo armi e oggetti, non ne avrete bisogno.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Home Page", + L"Membri", + L"Associati", + L"Assicurazioni", + L"Storia", + L"Collegamenti", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"MERCANZIA IN STOCK", //Header for the merchandise available + L"PAGINA", //The current store inventory page being displayed + L"COSTO TOTALE", //The total cost of the the items in the Dealer inventory area + L"VALORE TOTALE", //The total value of items player wishes to sell + L"STIMATO", //Button text for dealer to evaluate items the player wants to sell + L"TRANSAZIONE", //Button text which completes the deal. Makes the transaction. + L"FINE", //Text for the button which will leave the shopkeeper interface. + L"COSTO DI RIPARAZIONE", //The amount the dealer will charge to repair the merc's goods + L"1 ORA", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d ORE", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"RIPARATO", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Non c'è abbastanza spazio nel vostro margine di ordine.", //Message box that tells the user there is no more room to put there stuff + L"%d MINUTI", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Lascia oggetto a terra.", + L"BUDGET", // TODO.Translate +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Prendi", // Take money from the player + L"Dai", // Give money to the player + L"Annulla", // Cancel the transfer + L"Pulisci", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Seleziona tipo", // tells the user to select either to give or take from the merc + L"Inserisci somma", // Enter the amount to transfer + L"Trasferisci fondi al mercenario", // Giving money to the merc + L"Trasferisci fondi dal mercenario", // Taking money from the merc + L"Fondi insufficienti", // Not enough money to transfer + L"Bilancio", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Volete sottrarre %s dal vostro conto principale per coprire la differenza?", + L"Fondi insufficienti. Avete pochi %s", + L"Volete sottrarre %s dal vostro conto principale per coprire la spesa?", + L"Rivolgetevi all'operatore per iniziare la transazione", + L"Rivolgetevi all'operatore per riparare gli oggetti selezionati", + L"Fine conversazione", + L"Bilancio attuale", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Salva partita", + L"Carica partita", + L"Abbandona", + L"Next", + L"Prev", + L"Fine", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Effetti", + L"Parlato", + L"Musica", + + //Confirmation pop when the user selects.. + L"Volete terminare la partita e tornare al menu principale?", + + L"Avete bisogno dell'opzione 'Parlato' o di quella 'Sottotitoli' per poter giocare.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Salva partita", + L"Carica partita", + L"Annulla", + L"Salvamento selezionato", + L"Caricamento selezionato", + + L"Partita salvata con successo", + L"ERRORE durante il salvataggio!", + L"Partita caricata con successo", + L"ERRORE durante il caricamento!", + + L"La versione del gioco nel file della partita salvata è diverso dalla versione attuale. È abbastanza sicuro proseguire. Continuate?", + L"I file della partita salvata potrebbero essere annullati. Volete cancellarli tutti?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"La versionbe salvata è cambiata. Fateci avere un report, se incontrate problemi. Continuate?", +#else + L"Tentativo di caricare una versione salvata più vecchia. Aggiornate e caricate automaticamente quella salvata?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"La versione salvata e la versione della partita sono cambiate. Fateci avere un report, se incontrate problemi. Continuate?", +#else + L"Tentativo di caricare una vecchia versione salvata. Aggiornate e caricate automaticamente quella salvata?", +#endif + L"Siete sicuri di volere sovrascrivere la partita salvata nello slot #%d?", + L"Volete caricare la partita dallo slot #", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"Lo spazio su disco si sta esaurendo. Sono disponibili solo %d MB, mentre per giocare a Jagged dovrebbero esserci almeno %d MB liberi .", + + L"Salvataggio in corso", //When saving a game, a message box with this string appears on the screen + + L"Armi normali", + L"Tonn. di armi", + L"Stile realistico", + L"Stile fantascientifico", + + L"Difficoltà", + L"Platinum Mode", //Placeholder English + L"Bobby Ray Quality", + L"Good", + L"Great", + L"Excellent", + L"Awesome", + + L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.", + L"New Inventory does not work from the default 'Data' folder.", + + L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", + L"Bobby Ray Quantity", // TODO.Translate +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Livello mappa", + L"Non avete soldati. Avete bisogno di addestrare gli abitanti della città per poter disporre di un esercito cittadino.", + L"Entrata giornaliera", + L"Il mercenario ha l'assicurazione sulla vita", + L"%s non è stanco.", + L"%s si sta muovendo e non può riposare", + L"%s è troppo stanco, prova un po' più tardi.", + L"%s sta guidando.", + L"La squadra non può muoversi, se un mercenario dorme.", + + // stuff for contracts + L"Visto che non potete pagare il contratto, non avete neanche i soldi per coprire il premio dell'assicurazione sulla vita di questo nercenario.", + L"%s premio dell'assicurazione costerà %s per %d giorno(i) extra. Volete pagare?", + L"Settore inventario", + L"Il mercenario ha una copertura medica.", + + // other items + L"Medici", // people acting a field medics and bandaging wounded mercs + L"Pazienti", // people who are being bandaged by a medic + L"Fine", // Continue on with the game after autobandage is complete + L"Ferma", // Stop autobandaging of patients by medics now + L"Siamo spiacenti. Questa opzione è stata disabilitata in questo demo.", // informs player this option/button has been disabled in the demo + L"%s non ha un kit di riparazione.", + L"%s non ha un kit di riparazione.", + L"Non ci sono abbastanza persone che vogliono essere addestrate ora.", + L"%s è pieno di soldati.", + L"Il mercenario ha un contratto a tempo determinato.", + L"Il contratto del mercenario non è assicurato", + + // Flugente: disease texts describing what a map view does TODO.Translate + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"La squadra %d ha notato qualcuno nel settore %s", + L"La squadra %s ha notato qualcuno nel settore %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Addestrare una squadra dell'esercito cittadino costerà $", // telling player how much it will cost + L"Approvate la spesa?", // asking player if they wish to pay the amount requested + L"Non potete permettervelo.", // telling the player they can't afford to train this town + L"Continuate ad aeddestrare i soldati in %s (%s %d)?", // continue training this town? + + L"Costo $", // the cost in dollars to train militia + L"(S/N)", // abbreviated yes/no + L"", // unused + L"Addestrare l'esrecito cittadino nei settori di %d costerà $ %d. %s", // cost to train sveral sectors at once + + L"Non potete permettervi il $%d per addestrare l'esercito cittadino qui.", + L"%s ha bisogno di una percentuale di %d affinché possiate continuare ad addestrare i soldati.", + L"Non potete più addestrare i soldati a %s.", + L"liberate more town sectors", // TODO.Translate + + L"liberate new town sectors", // TODO.Translate + L"liberate more towns", // TODO.Translate + L"regain your lost progress", // TODO.Translate + L"progress further", // TODO.Translate + + L"recruit more rebels", // TODO.Translate +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"Potete prelevare solo fino a $20,000 alla volta.", + L"Sieti sicuri di voler depositare il %s sul vostro conto?", +}; + +STR16 gzCopyrightText[] = +{ + L"Copyright (C) 1999 Sir-tech Canada Ltd. Tutti i diritti riservati.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Parlato", + L"Conferme mute", + L"Sottotitoli", + L"Mettete in pausa il testo del dialogo", + L"Fumo dinamico", + L"Sangue e violenza", + L"Non è necessario usare il mouse!", + L"Vecchio metodo di selezione", + L"Mostra il percorso dei mercenari", + L"Mostra traiettoria colpi sbagliati", + L"Conferma in tempo reale", + L"Visualizza gli avvertimenti sveglio/addormentato", + L"Utilizza il sistema metrico", + L"Evidenzia Merc", + L"Sposta il cursore sui mercenari", + L"Sposta il cursore sulle porte", + L"Evidenzia gli oggetti", + L"Mostra le fronde degli alberi", + L"Smart Tree Tops", // TODO. Translate + L"Mostra strutture", + L"Mostra il cursore 3D", + L"Show Chance to Hit on cursor", + L"GL Burst uses Burst cursor", + L"Allow Enemy Taunts", // Changed from "Enemies Drop all Items" - SANDRO + L"High angle Grenade launching", + L"Allow Real Time Sneaking", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Space selects next Squad", + L"Show Item Shadow", + L"Show Weapon Ranges in Tiles", + L"Tracer effect for single shot", + L"Rain noises", + L"Allow crows", + L"Show Soldier Tooltips", + L"Auto save", + L"Silent Skyrider", + L"Enhanced Description Box", + L"Forced Turn Mode", // add forced turn mode + L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map + L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate + L"Logical Bodytypes (WIP)", + L"Show Merc Ranks", // shows mercs ranks // TODO.Translate + L"Show Face gear graphics", // TODO.Translate + L"Show Face gear icons", + L"Disabilita Swap Cursore", // Disable Cursor Swap + L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate + L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate + L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate + L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate + L"Allow Zombies", // Flugente Zombies + L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate + L"Mark Remaining Hostiles", // TODO.Translate + L"Show LBE Content", // TODO.Translate + L"Invert mouse wheel", // TODO.Translate + L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG OPTIONS--", // an example options screen options header (pure text) + L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate + L"Reset ALL game options", // failsafe show/hide option to reset all options + L"Do you really want to reset?", // a do once and reset self option (button like effect) + L"Debug Options in other builds", // allow debugging in release or mapeditor + L"DEBUG Render Option group", // an example option that will show/hide other options + L"Render Mouse Regions", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Attivate questa opzione, se volete ascoltare il dialogo dei personaggi.", + + //Mute Confirmation + L"Attivate o disattivate le conferme verbali dei personaggi.", + + //Subtitles + L"Controllate se il testo su schermo viene visualizzato per il dialogo.", + + //Key to advance speech + L"Se i sottotitoli sono attivati, utilizzate questa opzione per leggere tranquillamente i dialoghi NPC.", + + //Toggle smoke animation + L"Disattivate questa opzione, se il fumo dinamico diminuisce la frequenza d'aggiornamento.", + + //Blood n Gore + L"Disattivate questa opzione, se il sangue vi disturba.", + + //Never move my mouse + L"Disattivate questa opzione per muovere automaticamente il mouse sulle finestre a comparsa di conferma al loro apparire.", + + //Old selection method + L"Attivate questa opzione per selezionare i personaggi e muoverli come nel vecchio JA (dato che la funzione è stata invertita).", + + //Show movement path + L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto |M|a|i|u|s|c).", + + //show misses + L"Attivate per far sì che la partita vi mostri dove finiscono i proiettili quando \"sbagliate\".", + + //Real Time Confirmation + L"Se attivata, sarà richiesto un altro clic su \"salva\" per il movimento in tempo reale.", + + //Sleep/Wake notification + L"Se attivata, verrete avvisati quando i mercenari in \"servizio\" vanno a riposare e quando rientrano in servizio.", + + //Use the metric system + L"Se attivata, utilizza il sistema metrico di misurazione; altrimenti ricorre al sistema britannico.", + + //Highlight Mercs + L"Quando attivato, evidenzia il mercenario (non visibile ai nemici).\nAttiva/disattiva nel gioco con (|G)", + + //Smart cursor + L"Se attivata, muovendo il cursore vicino ai vostri mercenari li evidenzierà automaticamente.", + + //snap cursor to the door + L"Se attivata, muovendo il cursore vicino a una porta farà posizionare automaticamente il cursore sopra di questa.", + + //glow items + L"Se attivata, l'opzione evidenzierà gli Oggetti automaticamente. (|C|t|r|l+|A|l|t+|I)", + + //toggle tree tops + L"Se attivata, mostra le fronde degli alberi. (|T)", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate + + //toggle wireframe + L"Se attivata, visualizza le |Strutture dei muri nascosti. (|C|t|r|l+|A|l|t+|W)", + + L"Se attivata, il cursore di movimento verrà mostrato in 3D. (|H|o|m|e)", + + // Options for 1.13 + L"When ON, the chance to hit is shown on the cursor.", + L"When ON, GL burst uses burst cursor.", + L"When ON, enemies will occasionally comment certain actions.", // Changed from Enemies Drop All Items - SANDRO + L"When ON, grenade launchers fire grenades at higher angles. (|A|l|t+|Q)", + L"When ON, the turn based mode will not be entered when sneaking unnoticed and seeing an enemy unless pressing |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"When ON, |S|p|a|c|e selects next squad automatically.", + L"When ON, item shadows will be shown.", + L"When ON, weapon ranges will be shown in tiles.", + L"When ON, tracer effect will be shown for single shots.", + L"When ON, you will hear rain noises when it is raining.", + L"When ON, the crows are present in game.", + L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.", + L"When ON, game will be saved in 2 alternate save slots after each players turn.", + L"When ON, Skyrider will not talk anymore.", + L"When ON, enhanced descriptions will be shown for items and weapons.", + L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|t|r|l+|T).", // add forced turn mode + L"When ON, the Strategic Map will be colored differently based on exploration.", + L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate + L"When ON, mercenary body graphic can change along with equipped gear.\n(not fully implemented yet, will make mercs invisible if activated)", // TODO.Translate + L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate + L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate + L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", + L"Se attivato, il cursore non si alternerà tra la posizione di scambio e altre azioni. Premere |x per avviare lo scambio rapido.", + L"When ON, mercs will not report progress during training.", + L"When ON, mercs will not report progress during repairing.", // TODO.Translate + L"When ON, mercs will not report progress during doctoring.", // TODO.Translate + L"When ON, AI turns will be much faster.", // TODO.Translate + + L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate + L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate + L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate + L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate + L"When ON, inverts mouse wheel directions.", // TODO.Translate + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate + L"When ON, shows last known enemy location.", //TODO.Translate + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Force all pending Bobby Ray shipments", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", + L"Click me to fix corrupt game settings", // failsafe show/hide option to reset all options + L"Click me to fix corrupt game settings", // a do once and reset self option (button like effect) + L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor + L"Toggle to display debugging render options", // an example option that will show/hide other options + L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + + +STR16 gzGIOScreenText[] = +{ + L"INSTALLAZIONE INIZIALE DEL GIOCO", +#ifdef JA2UB + L"Random Manuel texts", + L"Off", + L"On", +#else + L"Versione del gioco", + L"Realistica", + L"Fantascientifica", +#endif + L"Platinum", //Placeholder English + L"Opzioni delle armi", + L"Available Arsenal", // changed by SANDRO + L"Varietà di armi", + L"Normale", + L"Livello di difficoltà", + L"Principiante", + L"Esperto", + L"Professionista", + L"Start", // TODO.Translate + L"Annulla", + L"Difficoltà extra", + L"Tempo illimitato", + L"Turni a tempo", + L"Disabilitato per Demo", + L"Bobby Ray Quality", + L"Good", + L"Great", + L"Excellent", + L"Awesome", + L"INSANE", + L"Inventory / Attachments", // TODO.Translate + L"NOT USED", + L"NOT USED", + L"Load MP Game", + L"INITIAL GAME SETTINGS (Only the server settings take effect)", + // Added by SANDRO + L"Skill Traits", + L"Old", + L"New", + L"Max IMP Characters", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Enemies Drop All Items", + L"Off", + L"On", +#ifdef JA2UB + L"Tex and John", + L"Random", + L"All", +#else + L"Number of Terrorists", + L"Random", + L"All", +#endif + L"Secret Weapon Caches", + L"Random", + L"All", + L"Progress Speed of Item Choices", + L"Very Slow", + L"Slow", + L"Normal", + L"Fast", + L"Very Fast", + + // TODO.Translate + L"Old / Old", + L"New / Old", + L"New / New", + + // TODO.Translate + // Squad Size + L"Max. Squad Size", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"Inventory Manipulation Costs AP", + + L"New Chance to Hit System", + L"Improved Interrupt System", + L"Merc Story Backgrounds", // TODO.Translate + L"Food System",// TODO.Translate + L"Bobby Ray Quantity", // TODO.Translate + + // anv: extra iron man modes + L"Soft Iron Man", // TODO.Translate + L"Extreme Iron Man", // TODO.Translate +}; + +STR16 gzMPJScreenText[] = +{ + L"MULTIPLAYER", + L"Join", + L"Host", + L"Cancel", + L"Refresh", + L"Player Name", + L"Server IP", + L"Port", + L"Server Name", + L"# Plrs", + L"Version", + L"Game Type", + L"Ping", + L"You must enter a player name.", + L"You must enter a valid server IP address. For example: 84.114.195.239", + L"You must enter a valid Server Port between 1 and 65535.", +}; + +// TODO.Translate +STR16 gzMPJHelpText[] = +{ + L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", + L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate + + L"HOST", + L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", + L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", + L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", + L"Click on 'Host' to host a new Multiplayer Game.", + + L"JOIN", + L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", + L"Enter the external IP and the Port number from the host.", + L"Click on 'Join' to join an already hosted Multiplayer Game.", +}; + +// TODO.Translate +STR16 gzMPHScreenText[] = +{ + L"HOST GAME", + L"Start", + L"Cancel", + L"Server Name", + L"Game Type", + L"Deathmatch", + L"Team-Deathmatch", + L"Co-Operative", + L"Maximum Players", + L"Maximum Mercs", + L"Merc Selection", + L"Merc Hiring", + L"Hired by Player", + L"Starting Cash", + L"Allow Hiring Same Merc", + L"Report Hired Mercs", + L"Bobby Rays", + L"Sector Starting Edge", + L"You must enter a server name", + L"", + L"", + L"Starting Time", + L"", + L"", + L"Weapon Damage", + L"", + L"Timed Turns", + L"", + L"Enable Civilians in CO-OP", + L"", + L"Maximum Enemies in CO-OP", + L"Synchronize Game Directory", + L"MP Sync. Directory", + L"You must enter a file transfer directory.", + L"(Use '/' instead of '\\' for directory delimiters.)", + L"The specified synchronisation directory does not exist.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Yes", + L"No", + // Starting Time + L"Morning", + L"Afternoon", + L"Night", + // Starting Cash + L"Low", + L"Medium", + L"Heigh", + L"Unlimited", + // Time Turns + L"Never", + L"Slow", + L"Medium", + L"Fast", + // Weapon Damage + L"Very low", + L"Low", + L"Normal", + // Merc Hire + L"Random", + L"Normal", + // Sector Edge + L"Random", + L"Selectable", + // Bobby Ray / Hire same merc + L"Disable", + L"Allow", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Baghdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Beirut", //Beirut, Lebanon (Middle East) + L"Londra", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Mosca", //Moscow, USSR + L"New York", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Parigi", //Paris, France + L"Tripoli", //Tripoli, Libya (eastern Mediterranean) + L"Tokyo", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Siete sicuri? Un valore di zero significa NESSUNA abilità.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"(max 8 personaggi)", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"Analisi", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"Grazie, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"Voce", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Ucciso in azione", + L"Licenziato", + L"Altro", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Manager del personale", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Partita in pausa", + L"Riprendi la partita (|P|a|u|s|a)", + L"Metti in pausa la partita (|P|a|u|s|a)", +}; + + +STR16 pMessageStrings[] = +{ + L"Vuoi uscire dalla partita?", + L"OK", + L"SÃŒ", + L"NO", + L"ANNULLA", + L"RIASSUMI", + L"MENTI", + L"Nessuna descrizione", //Save slots that don't have a description. + L"Partita salvata.", + L"Partita salvata.", + L"QuickSave", //The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"Giorno", + L"Mercenari", + L"Slot vuoto", //An empty save game slot + L"Demo", //Demo of JA2 + L"Rimuovi", //State of development of a project (JA2) that is a debug build + L"Abbandona", //Release build for JA2 + L"ppm", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"dm", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"colpi", //Abbreviation for rounds (# of bullets) + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"Home Page", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"n/a", //Lowercase acronym for not applicable. + L"In corso", //Meanwhile + L"%s si trova ora nel settore %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying + //SirTech + L"Versione", + L"Slot di salvataggio rapido vuoto", + L"Questo slot è riservato ai salvataggi rapidi fatti dalle schermate tattiche e dalla mappa utilizzando ALT+S.", + L"Aperto", + L"Chiuso", + L"Lo spazio su disco si sta esaurendo. Avete liberi solo %s MB e Jagged Alliance 2 v1.13 ne richiede %s.", + L"Arruolato %s dall'A.I.M.", + L"%s ha preso %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s ha assunto %s.", //'Merc name' has taken 'item name' + L"%s non ha alcuna abilità medica",//'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"L'integrità del gioco è stata compromessa.", + L"ERRORE: CD-ROM non valido", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Non c'è spazio per sparare da qui.", + + //Can't change stance due to objects in the way... + L"Non potete cambiare posizione questa volta.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Fai cadere", + L"Getta", + L"Passa", + + L"%s è passato a %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"Nessun spazio per passare %s a %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest (Ceramic Plate 'Attached)' + L" compreso )", + + //Cheat modes + L"Raggiunto il livello Cheat UNO", + L"Raggiunto il livello Cheat DUE", + + //Toggling various stealth modes + L"Squadra in modalità furtiva.", + L"Squadra non in modalità furtiva.", + L"%s in modalità furtiva.", + L"%s non in modalità furtiva.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Strutture visibili", + L"Strutture nascoste", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Non potete passare al livello superiore...", + L"Non esiste nessun livello inferiore...", + L"Entra nel seminterrato %d...", + L"Abbandona il seminterrato...", + + L"di", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Modalità segui disattiva.", + L"Modalità segui attiva.", + L"Cursore 3D disattivo.", + L"Cursore 3D attivo.", + L"Squadra %d attiva.", + L"Non potete permettervi di pagare a %s un salario giornaliero di %s", //first %s is the mercs name, the seconds is a string containing the salary + L"Salta", + L"%s non può andarsene da solo.", + L"Un salvataggio è stato chiamato SaveGame249.sav. Se necessario, rinominatelo da SaveGame01 a SaveGame10 e così potrete accedervi nella schermata di caricamento.", + L"%s ha bevuto del %s", + L"Un pacco è arivato a Drassen.", + L"%s dovrebbe arrivare al punto designato di partenza (settore %s) nel giorno %d, approssimativamente alle ore %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"Registro aggiornato.", + L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", + L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", + L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO + L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO + L"Grenade Launchers fire at standard angles", + L"Grenade Launchers fire at higher angles", + // forced turn mode strings + L"Forced Turn Mode", + L"Normal turn mode", + L"Exit combat mode", + L"Forced Turn Mode Active, Entering Combat", + L"Salvataggio riuscito della partita nello slot End Turn Auto Save.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. + L"Client", + + // TODO.Translate + L"You cannot use the Old Inventory and the New Attachment System at the same time.", + + // TODO.Translate + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn Save #", // 95 // The text for the tactical end turn auto save + L"Saving Auto Save #", // 96 // The message box, when doing auto save + L"Saving", // 97 // The message box, when doing end turn auto save + L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save + L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) // TODO.Translate + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", + L"Artificial Merc Light ON", // TODO.Translate + L"Artificial Merc Light OFF", + L"Squad %s active.", //TODO.Translate + L"%s smoked %s.", + L"Activate cheats?", + L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"Scorrimento su", + L"Seleziona tutto", + L"Scorrimento giù", + L"Annulla", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s non è abbstanza vicina per poter esser riparata.", + L"I vostri medici non sono riusciti a bendare completamente tutti.", +}; + +// TODO.Translate +STR16 pMilitiaButtonsHelpText[] = +{ + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", + L"Distribute available militia equally among all sectors", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Andate all'A.I.M. e arruolate alcuni mercenari (*Hint* è nel Laptop)", // to inform the player to hired some mercs to get things going +#ifdef JA2UB + L"Quando sarete pronti per partire per Tracona, cliccate sul pulsante nella parte in basso a destra dello schermo.", // to inform the player to hit time compression to get the game underway +#else + L"Quando sarete pronti per partire per Arulco, cliccate sul pulsante nella parte in basso a destra dello schermo.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Errore. File mancanti o corrotti. Il gioco verrà completato ora.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"Visualizza E-mail", + L"Siti web", + L"Visualizza file e gli attach delle E-mail", + L"Legge il registro degli eventi", + L"Visualizza le informazioni inerenti la squadra", + L"Visualizza la situazione finanziaria e la storia", + L"Chiude laptop", + + //Bottom task bar icons (if they exist): + L"Avete nuove E-mail", + L"Avete nuovi file", + + //Bookmarks: + L"Associazione Internazionale Mercenari", + L"Ordinativi di armi online dal sito di Bobby Ray", + L"Istituto del Profilo del Mercenario", + L"Centro più economico di reclutamento", + L"Impresa di pompe funebri McGillicutty", + L"Servizio Fioristi Riuniti", + L"Contratti assicurativi per agenti A.I.M.", + //New Bookmarks + L"", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", // TODO.Translate + L"Mercenaries Love or Dislike You", // TODO.Translate + L"World Health Organization", + L"Kerberus - Experience In Security", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + + +STR16 gzHelpScreenText[] = +{ + L"Esci dalla schermata di aiuto", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"È in corso una battaglia. Potete solo ritirarvi dalla schermata delle tattiche.", + L"|Entra nel settore per continuare l'attuale battaglia in corso.", + L"|Automaticamente decide l'esito della battaglia in corso.", + L"Non potete decidere l'esito della battaglia in corso automaticamente, se siete voi ad attaccare.", + L"Non potete decidere l'esito della battaglia in corso automaticamente, se subite un'imboscata.", + L"Non potete decidere l'esito della battaglia in corso automaticamente, se state combattendo contro le creature nelle miniere.", + L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono civili nemici.", + L"Non potete decidere l'esito della battaglia in corso automaticamente, se ci sono dei Bloodcat.", + L"BATTAGLIA IN CORSO", + L"Non potete ritirarvi ora.", +}; + +STR16 gzMiscString[] = +{ + L"I vostri soldati continuano a combattere senza l'aiuto dei vostri mercenari...", + L"Il veicolo non ha più bisogno di carburante.", + L"La tanica della benzina è piena %d%%.", + L"L'esercito di Deidrannaha riguadagnato il controllo completo su %s.", + L"Avete perso una stazione di rifornimento.", +}; + +STR16 gzIntroScreen[] = +{ + L"Video introduttivo non trovato", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s sente un %s rumore proveniente da %s.", + L"%s sente un %s rumore di MOVIMENTO proveniente da %s.", + L"%s sente uno %s SCRICCHIOLIO proveniente da %s.", + L"%s sente un %s TONFO NELL'ACQUA proveniente da %s.", + L"%s sente un %s URTO proveniente da %s.", + L"%s hears a %s GUNFIRE coming from %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate + L"%s sente una %s ESPLOSIONE verso %s.", + L"%s sente un %s URLO verso %s.", + L"%s sente un %s IMPATTO verso %s.", + L"%s sente un %s IMPATTO a %s.", + L"%s sente un %s SCHIANTO proveniente da %s.", + L"%s sente un %s FRASTUONO proveniente da %s.", + L"", // anv: placeholder for silent alarm // TODO.Translate + L"%s hears someone's %s VOICE coming from %s.", // anv: report enemy taunt to player // TODO.Translate +}; + +// TODO.Translate +STR16 pTauntUnknownVoice[] = +{ + L"Unknown Voice", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Nome (|F|1)", + L"Assegnato (|F|2)", + L"Tipo di riposo (|F|3)", + L"Postazione (|F|4)", + L"Destinazione (|F|5)", + L"Durata dell'incarico (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Errore 404", + L"Luogo non trovato.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"Spedizioni recenti", + L"Ordine #", + L"Numero di oggetti", + L"Ordinato per", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Programmatore del gioco", // Chris Camfield + L"Co-designer / Autore", // Shaun Lyng + L"Programmatore sistemi strategici & Editor", //Kris Marnes + L"Produttore / Co-designer", // Ian Currie + L"Co-designer / Designer della mappa", // Linda Currie + L"Grafico", // Eric \"WTF\" Cheng + L"Coordinatore beta, supporto", // Lynn Holowka + L"Grafico straordinario", // Norman \"NRG\" Olsen + L"Guru dell'audio", // George Brooks + L"Designer delle schermate / Grafico", // Andrew Stacey + L"Capo grafico / Animatore", // Scot Loving + L"Capo programmatore", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmatore", // Dave French + L"Programmatore sistemi & bilancio di gioco", // Alex Meduna + L"Grafico dei ritratti", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(deve ancora esercitarsi con la punteggiatura)", // Shaun Lyng + L"(\"Fatto. Devo solo perfezionarmi\")", //Kris \"The Cow Rape Man\" Marnes + L"(sta diventando troppo vecchio per questo)", // Ian Currie + L"(sta lavorando a Wizardry 8)", // Linda Currie + L"(obbligato a occuparsi anche del CQ)", // Eric \"WTF\" Cheng + L"(ci ha lasciato per CFSA...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Testa matta e amante del jazz)", // Andrew Stacey + L"(il suo nome vero è Robert)", // Scot Loving + L"(l'unica persona responsabile)", // Andrew \"Big Cheese Doddle\" Emmons + L"(può ora tornare al motocross)", // Dave French + L"(rubato da Wizardry 8)", // Alex Meduna + L"", // Joey \"Joeker\" Whelan", +}; + +STR16 sRepairsDoneString[] = +{ + L"%s ha finito di riparare gli oggetti.", + L"%s ha finito di riparare le armi e i giubbotti antiproiettile di tutti.", + L"%s ha finito di riparare gli oggetti dell'equipaggiamento di tutti.", + L"%s finished repairing everyone's large carried items.", + L"%s finished repairing everyone's medium carried items.", + L"%s finished repairing everyone's small carried items.", + L"%s finished repairing everyone's LBE gear.", + L"%s finished cleaning everyone's guns.", // TODO.Translate +}; + +STR16 zGioDifConfirmText[]= +{ + //L"You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?", + L"Avete selezionato la modalità PRINCIPIANTE. Questo scenario è adatto a chi gioca per la prima volta a Jagged Alliance, a chi prova a giocare per la prima volta in generale o a chi desidera combattere battaglie più brevi nel gioco. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PRINCIPIANTE?", + + //L"You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?", + L"Avete selezionato la modalità ESPERTO. Questo scenario è adatto a chi ha già una certa dimestichezza con Jagged Alliance o con giochi simili. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità ESPERTO?", + + //L"You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?", + L"Avete selezionato la modalità PROFESSIONISTA. Siete avvertiti. Non malediteci, se vi ritroverete a brandelli. La vostra decisione influirà sull'intero corso della partita; scegliete, quindi, con attenzione. Siete sicuri di voler giocare nella modalità PROFESSIONISTA?", + + L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S file di dati della schermata di caricamento non trovato...", + + //1-5 + L"Il robot non può lasciare questo settore, se nessuno sta usando il controller.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"Non potete comprimere il tempo ora. Aspettate le esplosioni!", + + //'Name' refuses to move. + L"%s si rifiuta di muoversi.", + + //%s a merc name + L"%s non ha abbastanza energia per cambiare posizione.", + + //A message that pops up when a vehicle runs out of gas. + L"Il %s ha esaurito la benzina e ora è rimasto a piedi a %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"sopra", + L"sotto", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Nessuno dei vostri mercenari non sa praticare il pronto soccorso.", + L"Non ci sono supporti medici per bendare.", + L"Non ci sono stati supporti medici sufficienti per bendare tutti.", + L"Nessuno dei vostri mercenari ha bisogno di fasciature.", + L"Fascia i mercenari automaticamento.", + L"Tutti i vostri mercenari sono stati bendati.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + L"(tetto)", + + L"Salute: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d contro %d", + + L"Il %s è pieno!", //(ex "The ice cream truck is full") + + L"%s non ha bisogno immediatamente di pronto soccorso o di fasciature, quanto piuttosto di cure mediche più serie e/o riposo.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s è stato colpito alla gamba e collassa!", + //Name can't speak right now. + L"%s non può parlare ora.", + + //22-24 plural versions + L"%d l'esercito verde è stato promosso a veterano.", + L"%d l'esercito verde è stato promosso a regolare.", + L"%d l'esercito regolare è stato promosso a veterano.", + + //25 + L"Interruttore", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s è impazzito!", + + //27-28 + //Messages why a player can't time compress. + L"Non è al momento sicuro comprimere il tempo visto che avete dei mercenari nel settore %s.", + L"Non è al momento sicuro comprimere il tempo quando i mercenari sono nelle miniere infestate dalle creature.", + + //29-31 singular versions + L"1 esercito verde è stato promosso a veterano.", + L"1 esercito verde è stato promosso a regolare.", + L"1 eserciro regolare è stato promosso a veterano.", + + //32-34 + L"%s non dice nulla.", + L"Andate in superficie?", + L"(Squadra %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s ha riparato %s's %s", + + //36 + L"BLOODCAT", + + //37-38 "Name trips and falls" + L"%s trips and falls", + L"Questo oggetto non può essere raccolto qui.", + + //39 + L"Nessuno dei vostri rimanenti mercenari è in grado di combattere. L'esercito combatterà contro le creature da solo.", + + //40-43 + //%s is the name of merc. + L"%s è rimasto sprovvisto di kit medici!", + L"%s non è in grado di curare nessuno!", + L"%s è rimasto sprovvisto di forniture mediche!", + L"%s non è in grado di riparare niente!", + + //44-45 + L"Tempo di riparazione", + L"%s non può vedere questa persona.", + + //46-48 + L"L'estensore della canna dell'arma di %s si è rotto!", + L"No more than %d militia trainers are permitted in this sector.", // TODO.Translate + L"Siete sicuri?", + + //49-50 + L"Compressione del tempo", + L"La tanica della benzina del veicolo è ora piena.", + + //51-52 Fast help text in mapscreen. + L"Continua la compressione del tempo (|S|p|a|z|i|o)", + L"Ferma la compressione del tempo (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s ha sbloccata il %s", + L"%s ha sbloccato il %s di %s", + + //55 + L"Non potete comprimere il tempo mentre visualizzate l'inventario del settore.", + + L"Il CD ddel gioco Jagged Alliance 2 v1.13 non è stato trovato. Il programma verrà terminato.", + + L"Oggetti combinati con successo.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Attuale/Massimo Progresso: %d%%/%d%%", + + //59 + L"Accompagnate John e Mary?", + + L"Interruttore attivato.", + + L"%s's armour attachment has been smashed!", + L"%s fires %d more rounds than intended!", + L"%s fires one more round than intended!", + + L"You need to close the item description box first!", // TODO.Translate + + L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate +}; + +STR16 gzCWStrings[] = +{ + L"Call reinforcements to %s from adjacent sectors?", // TODO.Translate +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Location: %d\n", + L"%s|Brightness: %d / %d\n", + L"%s|Range to |Target: %d\n", + L"%s|I|D: %d\n", + L"%s|Orders: %d\n", + L"%s|Attitude: %d\n", + L"%s|Current |A|Ps: %d\n", + L"%s|Current |Health: %d\n", + L"%s|Current |Breath: %d\n", // TODO.Translate + L"%s|Current |Morale: %d\n", + L"%s|Current |S|hock: %d\n",// TODO.Translate + L"%s|Current |S|uppression Points: %d\n",// TODO.Translate + // Full info + L"%s|Helmet: %s\n", + L"%s|Vest: %s\n", + L"%s|Leggings: %s\n", + // Limited, Basic + L"|Armor: ", + L"Helmet", + L"Vest", + L"Leggings", + L"worn", + L"no Armor", + L"%s|N|V|G: %s\n", + L"no NVG", + L"%s|Gas |Mask: %s\n", + L"no Gas Mask", + L"%s|Head |Position |1: %s\n", + L"%s|Head |Position |2: %s\n", + L"\n(in Backpack) ", + L"%s|Weapon: %s ", + L"no Weapon", + L"Handgun", + L"SMG", + L"Rifle", + L"MG", + L"Shotgun", + L"Knife", + L"Heavy Weapon", + L"no Helmet", + L"no Vest", + L"no Leggings", + L"|Armor: %s\n", + // Added - SANDRO + L"%s|Skill 1: %s\n", + L"%s|Skill 2: %s\n", + L"%s|Skill 3: %s\n", + // Additional suppression effects - sevenfm // TODO.Translate + L"%s|A|Ps lost due to |S|uppression: %d\n", + L"%s|Suppression |Tolerance: %d\n", + L"%s|Effective |S|hock |Level: %d\n", + L"%s|A|I |Morale: %d\n", +}; + +STR16 New113Message[] = +{ + L"Storm started.", + L"Storm ended.", + L"Rain started.", + L"Rain ended.", + L"Watch out for snipers...", + L"Suppression fire!", + L"BRST", + L"AUTO", + L"GL", + L"GL BRST", + L"GL AUTO", + L"UB", + L"UBRST", + L"UAUTO", + L"BAYONET", + L"Sniper!", + L"Unable to split money due to having an item on your cursor.", + L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", + L"Articolo cancellato", + L"Ha cancellato tutti gli articoli di questo tipo", + L"Articolo venduto", + L"Ha venduto tutti gli articoli di questo tipo", + L"You should check your goggles", + // Real Time Mode messages + L"In combat already", + L"No enemies in sight", + L"Real-time sneaking OFF", + L"Real-time sneaking ON", + //L"Enemy spotted! (Ctrl + x to enter turn based)", + L"Enemy spotted!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s was successful on stealing!", + L"%s had not enough action points to steal all selected items.", + L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)", + L"Do you want to make surgery on %s? (You can heal about %i Health.)", + L"Do you wish to make surgeries first? (%i patient(s))", + L"Do you wish to make the surgery on this patient first?", + L"Apply first aid automatically with surgeries or without them?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Surgery on %s finished.", + L"%s is hit in the chest and loses a point of maximum health!", + L"%s is hit in the chest and loses %d points of maximum health!", + L"%s is blinded by the blast!", + L"%s has regained one point of lost %s", + L"%s has regained %d points of lost %s", + L"Your scouting skills prevented you to be ambushed by the enemy!", + L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!", + L"%s is hit to groin and falls down in pain!", + ////////////////////////////////////////////////////////////////////////////////////// + L"Warning: enemy corpse found!!!", + L"%s [%d rnds]\n%s %1.1f %s", + L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate + L"Hint: %s", // TODO.Translate + L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Cannot use skill!", // TODO.Translate + L"Cannot build while enemies are in this sector!", + L"Cannot spot that location!", + L"Incorrect GridNo for firing artillery!", + L"Radio frequencies are jammed. No communication possible!", + L"Radio action failed!", + L"Not enough mortar shells in sector to start a barrage!", + L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", + L"No mortars found, cannot commence barrage!", + L"Already jamming signal, no need to do so again!", + L"Already listening for nearby sounds, no need to do so again!", + L"Already trying to spot, no need to do so again!", + L"Already scanning for jam signals, no need to do so again!", + L"%s could not apply %s to %s.", + L"%s orders reinforcements from %s.", + L"%s radio set is out of energy.", + L"a working radio set", + L"a binocular", + L"patience", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", // TODO.Translate +}; + +// TODO.Translate +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s cowers in fear!", + L"%s is pinned down!", + L"%s fires more rounds than intended!", + L"You cannot train militia in this sector.", + L"Militia picks up %s.", + L"Cannot train militia with enemies present!", + // 6 - 10 + L"%s lacks sufficient Leadership score to train militia.", + L"No more than %d Mobile Militia trainers are permitted in this sector.", + L"No room in %s or around it for new Mobile Militia!", + L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.", + L"Can't staff a facility while enemies are present!", + // 11 - 15 + L"%s lacks sufficient Wisdom to staff this facility.", + L"The %s is already fully-staffed.", + L"It will cost $%d per hour to staff this facility. Do you wish to continue?", + L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.", + L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.", + // 16 - 20 + L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!", + L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.", + L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?", + L"N/A in this sector", + L"Daily Expenses", + // 21 - 25 + L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.", + L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 + L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 + L"To merge two items during combat, you must pick them both up first.", // HAM 5 +}; + +// TODO.Translate +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"No available adjustments", + L"%s was split into several parts.", + L"%s was split into several parts. Check %s's inventory for the resulting items.", + L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", + L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", + L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", + // 6 - 10 + L"Split Crate into Inventory", + L"Split into %d-rd Mags", + L"%s was split into %d Magazines containing %d rounds each.", + L"%s was split into %s's inventory.", + L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", + L"Instant mode", // TODO.Translate + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", + // Biggens: Text from Line 49 in Email.edt + L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", +}; + +// TODO.Translate +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk: Text from Line 58 + L"FW from AIM Server: Message from Victor Kolesnikov", + L"Hello. Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ±", + + // Brain: Text from Line 60 + L"FW from AIM Server: Message from Janno Allik", + L"Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ±", + + // Scream: Text from Line 62 + L"FW from AIM Server: Message from Lennart Vilde", + L"Lennart Vilde now available! ±", + + // Henning: Text from Line 64 + L"FW from AIM Server: Message from Henning von Branitz", + L"Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ±", + + // Luc: Text from Line 66 + L"FW from AIM Server: Message from Luc Fabre", + L"Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you. ±", + + // Laura: Text from Line 68 + L"FW from AIM Server: Message from Dr. Laura Colin", + L"Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ±", + + // Grace: Text from Line 70 + L"FW from AIM Server: Message from Graziella Girelli", + L"You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ±", + + // Rudolf: Text from Line 72 + L"FW from AIM Server: Message from Rudolf Steiger", + L"Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"FW from AIM Server: Message about merc availability", + L"I got your message. Waiting for your call. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Sniper: Occhi di un hawk, potete sparare le ale da un mosca ad cento yarde! ± ", + // Camouflage + L"Camuffamento: Oltre voi persino i cespugli sembrano sintetici! ± ", + // SANDRO - new strings for new traits added + // Ranger + L"Ranger: You are the one from Texas deserts, aren't you! ± ", + // Gunslinger + L"Gunslinger: With a handgun or two, you can be as lethal as the Billy Kid! ± ", + // Squadleader + L"Squadleader: Natural leader and boss, you are the big shot no kidding! ± ", + // Technician + L"Technician: Fixing stuff, removing traps, planting bombs, that's your bussiness! ± ", + // Doctor + L"Doctor: You can make a quick surgery with pocket-knife and chewing gum anywhere! ± ", + // Athletics + L"Athletics: Your speed and vitality is on top of possibilities! ± ", + // Bodybuilding + L"Bodybuilding: That big muscular figure which cannot be overlooked is you actually! ± ", + // Demolitions + L"Demolitions: You can blow up a whole city just by common home stuff! ± ", + // Scouting + L"Scouting: Nothing can escape your notice! ± ", + // Covert ops + L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate + // Radio Operator + L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate + // Survival + L"Survival: Nature is a second home to you. ± ", // TODO.Translate +}; + +STR16 NewInvMessage[] = +{ + L"Non può il fagotto della raccolta attualmente", + L"Nessun posto per mettere fagotto", + L"Fagotto non trovato", + L"La chiusura lampo funziona soltanto nel combattimento", + L"Non può muoversi mentre la chiusura lampo del fagotto attiva", + L"Siete sicuri voi desiderate vendere tutti gli articoli del settore?", + L"Siete sicuri voi desiderate cancellare tutti gli articoli del settore?", + L"Non può arrampicarsi mentre portano uno zaino", + L"All backpacks dropped", // TODO.Translate + L"All owned backpacks picked up", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Initiating RakNet server...", + L"Server started, waiting for connections...", + L"You must now connect with your client to the server by pressing '2'.", + L"Server is already running.", + L"Server failed to start. Terminating.", + // 5 + L"%d/%d clients are ready for realtime-mode.", + L"Server disconnected and shutdown.", + L"Server is not running.", + L"Clients are still loading, please wait...", + L"You cannot change dropzone after the server has started.", + // 10 + L"Sent file '%S' - 100/100", + L"Finished sending files to '%S'.", + L"Started sending files to '%S'.", + L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Initiating RakNet client...", + L"Connecting to IP: %S ...", + L"Received game settings:", + L"You are already connected.", + L"You are already connecting...", + // 5 + L"Client #%d - '%S' has hired '%s'.", + L"Client #%d - '%S' has hired another merc.", + L"You are ready - Total ready = %d/%d.", + L"You are no longer ready - Total ready = %d/%d.", + L"Starting battle...", + // 10 + L"Client #%d - '%S' is ready - Total ready = %d/%d.", + L"Client #%d - '%S' is no longer ready - Total ready = %d/%d", + L"You are ready. Awaiting other clients... Press 'OK' if you are not ready anymore.", + L"Let us the battle begin!", + L"A client must be running for starting the game.", + // 15 + L"Game cannot start. No mercs are hired...", + L"Awaiting 'OK' from server to unlock the laptop...", + L"Interrupted", + L"Finish from interrupt", + L"Mouse Grid Coordinates:", + // 20 + L"X: %d, Y: %d", + L"Grid Number: %d", + L"Server only feature", + L"Choose server manual override stage: ('1' - Enable laptop/hiring) ('2' - Launch/load level) ('3' - Unlock UI) ('4' - Finish placement)", + L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", + // 25 + L"", + L"New connection: Client #%d - '%S'.", + L"Team: %d.",//not used any more + L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')", + L"Kicked client #%d - '%S'", + // 30 + L"Start a new turn for the selected client. #1: , #2: %S, #3: %S, #4: %S", + L"Starting turn for client #%d", + L"Requesting for realtime...", + L"Switched back to realtime.", + L"Error: Something went wrong switching back.", + // 35 + L"Unlock laptop for hiring? (Are all clients connected?)", + L"The server has unlocked the laptop. Begin hiring!", + L"Interruptor.", + L"You cannot change dropzone if you are only the client and not the server.", + L"You declined the offer to surrender, because you are in a multiplayer game.", + // 40 + L"All your mercs are wiped dead!", + L"Spectator mode enabled.", + L"You have been defeated!", + L"Sorry, climbing is disable in MP", + L"You Hired '%s'", + // 45 + L"You cant change the map once purchasing has commenced", + L"Map changed to '%s'", + L"Client '%s' disconnected, removing from game", + L"You were disconnected from the game, returning to the Main Menu", + L"Connection failed, Retrying in 5 seconds, %i retries left...", + //50 + L"Connection failed, giving up...", + L"You cannot start the game until another player has connected", + L"%s : %s", + L"Send to All", + L"Allies only", + // 55 + L"Cannot join game. This game has already started.", + L"%s (team): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Received all files from server.", + L"'%S' finished downloading from server.", + L"'%S' started downloading from server.", + L"Cannot start the game until all clients have finished receiving files", + L"This server requires that you download modified files to play, do you wish to continue?", + // 65 + L"Press 'Ready' to enter tactical screen.", + L"Cannot connect because your version %S is different from the server version %S.", + L"You killed an enemy soldier.", + L"Cannot start the game, because all teams are the same.", + L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", + // 70 // TODO.Translate + L"Could not save received file '%S'", + L"%s's bomb was disarmed by %s", + L"You loose, what a shame", // All over red rover + L"Spectator mode disabled", + L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", + // 75 + L"Team %s is wiped out.", + L"Client failed to start. Terminating.", + L"Client disconnected and shutdown.", + L"Client is not running.", + L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate + // 80 + L"AI's turn - %d left", // TODO.Translate +}; + +STR16 gszMPEdgesText[] = +{ + L"N", + L"E", + L"S", + L"W", + L"C", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"N/A", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Game Type: ", + L"Players: ", + L"Mercs each: ", + L"You cannot change starting edge once Laptop is unlocked.", + L"You cannot change teams once the Laptop is unlocked.", + L"Random Mercs: ", + L"Y", + L"Difficulty:", + L"Server Version:", +}; + +STR16 gzMPSScreenText[] = +{ + L"Scoreboard", + L"Continue", + L"Cancel", + L"Player", + L"Kills", + L"Deaths", + L"Queen's Army", + L"Hits", + L"Misses", + L"Accuracy", + L"Damage Dealt", + L"Damage Taken", + L"Please wait for the server to press 'Continue'." +}; + +STR16 gzMPCScreenText[] = +{ + L"Cancel", + L"Connecting to Server", + L"Getting Server Settings", + L"Downloading custom files", + L"Press 'ESC' to cancel or 'Y' to chat", + L"Press 'ESC' to cancel", + L"Ready" +}; + +STR16 gzMPChatToggleText[] = +{ + L"Send to All", + L"Send to Allies only", +}; + +STR16 gzMPChatboxText[] = +{ + L"Multiplayer Chat", + L"'ENTER' to send, 'ESC' to cancel", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"On the next page, you are going to choose your skill traits according to your proffessional specialization as a mercenary. No more than two different traits or one expert trait can be selected.", + L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", + // For new major/minor traits + L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.", + L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...", +}; +STR16 sgAttributeSelectionText[] = +{ + L"Please adjust your physical attributes according to your true abilities. You cannot raise any score above", + L"I.M.P. Attributes and skills review.", + L"Bonus Pts.:", + L"Starting Level", + // New strings for new traits + L"On the next page you are going to specify your physical attributes and skills. As 'attributes' are called: health, dexterity, agility, strength and wisdom. Attributes cannot go lower than %d.", + L"The rest are called 'skills' and unlike attributes skills can be set to zero, meaning you have absolutely no proficiency in it.", + L"All scores are set to a minimum at the beginning. Note that certain attributes are set to specific values according to skill traits you have selected. You cannot set those attributes lower than that.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"I.M.P. Character Analysis", + L"The analysis of your character is the next step on your profile creation. On the first page you will be shown a list of attitudes to choose. We imagine you could identify yourself with more of them, but here you will be able to pick only one. Choose the one which you feel aligned with mostly. ", + L"The second page enlists possible disabilities you might have. If you suffer from any of these disabilities, choose which one (we believe that everyone has only one such disablement). Be honest, as it is important to inform potential employers of your true condition.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Normal", + L"Friendly", + L"Loner", + L"Optimist", + L"Pessimist", + L"Aggressive", + L"Arrogant", + L"Big Shot", + L"Asshole", + L"Coward", + L"I.M.P. Attitudes", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Normal", + L"Sociable", + L"Loner", + L"Optimist", + L"Assertive", + L"Intellectual", + L"Primitive", + L"Aggressive", + L"Phlegmatic", + L"Dauntless", + L"Pacifist", + L"Malicious", + L"Show-off", + L"Coward", // TODO.Translate + L"I.M.P. Character Traits", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"I.M.P. Colors and Body Type", + L"I.M.P. Colors", + L"Please select the respective colors of your skin, hair and clothing. And select what body type you have.", + L"Please select the respective colors of your skin, hair and clothing.", + L"Toggle this to use alternative rifle holding.", + L"\n(Caution: you will need a big strength for this.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Hair Color", + L"Skin Color", + L"Shirt Color", + L"Pants Color", + L"Normal Body", + L"Big Body", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"No Disability", + L"Heat Intolerant", + L"Nervous", + L"Claustrophobic", + L"Nonswimmer", + L"Fear of Insects", + L"Forgetful", + L"Psychotic", + L"Deaf", + L"Shortsighted", + L"Hemophiliac", // TODO.Translate + L"Fear of Heights", + L"Self-Harming", + L"I.M.P. Disabilities", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate +{ + L"We bet you're glad this isn't voicemail.", + L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"You'll be screwed if you ever lose your glasses.", + L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// TODO.Translate +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s lacks sufficient Strength to perform this task.", + L"%s lacks sufficient Dexterity to perform this task.", + L"%s lacks sufficient Agility to perform this task.", + L"%s is not Healthy enough to perform this task.", + L"%s lacks sufficient Wisdom to perform this task.", + L"%s lacks sufficient Marksmanship to perform this task.", + // 6 - 10 + L"%s lacks sufficient Medical Skill to perform this task.", + L"%s lacks sufficient Mechanical Skill to perform this task.", + L"%s lacks sufficient Leadership to perform this task.", + L"%s lacks sufficient Explosives Skill to perform this task.", + L"%s lacks sufficient Experience to perform this task.", + // 11 - 15 + L"%s lacks sufficient Morale to perform this task.", + L"%s is too exhausted to perform this task.", + L"Insufficient loyalty in %s. The locals refuse to allow you to perform this task.", + L"Too many people are already working at the %s.", + L"Too many people are already performing this task at the %s.", + // 16 - 20 + L"%s can find no items to repair.", + L"%s has lost some %s while working in sector %s!", + L"%s has lost some %s while working at the %s in %s!", + L"%s was injured while working in sector %s, and requires immediate medical attention!", + L"%s was injured while working at the %s in %s, and requires immediate medical attention!", + // 21 - 25 + L"%s was injured while working in sector %s. It doesn't seem too bad though.", + L"%s was injured while working at the %s in %s. It doesn't seem too bad though.", + L"The residents of %s seem upset about %s's presence.", + L"The residents of %s seem upset about %s's work at the %s.", + L"%s's actions in sector %s have caused loyalty loss throughout the region!", + // 26 - 30 + L"%s's actions at the %s in %s have caused loyalty loss throughout the region!", + L"%s is drunk.", // <--- This is a log message string. + L"%s has become severely ill in sector %s, and has been taken off duty.", + L"%s has become severely ill and cannot continue his work at the %s in %s.", + L"%s was injured in sector %s.", // <--- This is a log message string. + // 31 - 35 + L"%s was severely injured in sector %s.", //<--- This is a log message string. + L"There are currently prisoners here who are aware of %s's identity.", // TODO.Translate + L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.", // TODO.Translate + + +}; + +// TODO.Translate +STR16 gzFacilityRiskResultStrings[]= +{ + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Health", + L"Marksmanship", + // 5-10 + L"Leadership", + L"Mechanical skill", + L"Medical skill", + L"Explosives skill", +}; + +// TODO.Translate +STR16 gzFacilityAssignmentStrings[]= +{ + L"AMBIENT", + L"Staff", + L"Eat",// TODO.Translate + L"Rest", + L"Repair Items", + L"Repair %s", // Vehicle name inserted here + L"Repair Robot", + // 6-10 + L"Doctor", + L"Patient", + L"Practice Strength", + L"Practice Dexterity", + L"Practice Agility", + L"Practice Health", + // 11-15 + L"Practice Marksmanship", + L"Practice Medical", + L"Practice Mechanical", + L"Practice Leadership", + L"Practice Explosives", + // 16-20 + L"Student Strength", + L"Student Dexterity", + L"Student Agility", + L"Student Health", + L"Student Marksmanship", + // 21-25 + L"Student Medical", + L"Student Mechanical", + L"Student Leadership", + L"Student Explosives", + L"Trainer Strength", + // 26-30 + L"Trainer Dexterity", + L"Trainer Agility", + L"Trainer Health", + L"Trainer Marksmanship", + L"Trainer Medical", + // 30-35 + L"Trainer Mechanical", + L"Trainer Leadership", + L"Trainer Explosives", + L"Interrogate Prisoners", // added by Flugente TODO.Translate + L"Undercover Snitch", // TODO.Translate + // 36-40 + L"Spread Propaganda", + L"Spread Propaganda", // spread propaganda (globally) + L"Gather Rumours", + L"Command Militia", // militia movement orders +}; + +STR16 Additional113Text[]= +{ + L"Jagged Alliance 2 v1.13 modalità finestra richiede una profondità di colore di 16bpp.", + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate + L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", + // TODO.Translate + // WANNE: Savegame slots validation against INI file + L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", + L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +STR16 sEnemyTauntsFireGun[]= +{ + L"Suck this!", + L"Touch this!", + L"Come get some!", + L"You're mine!", + L"Die!", + L"You scared, motherfucker?", + L"This will hurt!", + L"Come on you bastard!", + L"Come on! I don't got all day!", + L"Come to daddy!", + L"You'll be six feet under in no time!", + L"Will send ya home in a pinebox, loser!", + L"Hey, wanna play?", + L"You should have stayed home, bitch.", + L"Sucker!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"We have a barbecue here.", + L"I got a present for ya.", + L"Bam!", + L"Smile!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Catch!", + L"Here ya go!", + L"Pop goes the weasel.", + L"This one's for you.", + L"Muhehe.", + L"Catch this, swine!", + L"I like this.", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"I'll get your scalp.", + L"Come to papa.", + L"Show me your guts!", + L"I'll rip you to pieces!", + L"Motherfucker!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"We're in some real shit...", + L"They said join the army. Not for this shit!", + L"I have enough.", + L"Oh my God.", + L"They ain't paying us enough for this.", + L"It's just too much for me.", + L"I'll bring some friends.", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"I heard that!", + L"Who's there?", + L"What was that?", + L"Hey! What the...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"They are here!", + L"Now the fun can start.", + L"I hoped this will never happen.", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Ouch!", + L"Ugh!", + L"This.. hurts!", + L"You fuck!", + L"You will regret.. uhh.. this.", + L"What the..!", + L"Now you have.. pissed me off.", + +}; + +// TODO.Translate +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff...!", + L"Oh my God!", + L"Holy crap!", + L"Enemy!!!", + L"Alert! Alert!", + L"There is one!", + L"Attack!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Description", + L"General", + L"Advanced", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Desc", + L"Gen", + L"Adv", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primary", + L"Secondary", + L"AP Costs", + L"Burst / Autofire", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Prop.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", + L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", + L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", + L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", + L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", + L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", + L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", + L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", + L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Property icon (mouse-over to reveal name).", + L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", + L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", + L"Bonus/penalty given while |p|r|o|n|e.", + L"Bonus/penalty given", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y", + L"|D|a|m|a|g|e", + L"|R|a|n|g|e", + L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s", + L"|R|e|l|i|a|b|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", + L"|A|P|s |t|o |R|e|a|d|y", + L"|A|P|s |t|o |A|t|t|a|c|k", + L"|A|P|s |t|o |B|u|r|s|t", + L"|A|P|s |t|o |A|u|t|o|f|i|r|e", + L"|A|P|s |t|o |R|e|l|o|a|d", + L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", + L"", // No longer used! + L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate + L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", + L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", + L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", + L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate + L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", + L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", + L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", + L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", + L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", + L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nThe minimum range at which a scope can provide it's aimBonus.", + L"\n \nTo hit modifier granted by laser sights.", + L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", + L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", + L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", + L"", // No longer used! + L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate + L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", + L"|C|o|v|e|r|a|g|e", + L"|D|e|g|r|a|d|e |R|a|t|e", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", + L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", + L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|A|r|m|o|r |P|i|e|r|c|i|n|g", + L"|B|u|l|l|e|t |T|u|m|b|l|e", + L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", + L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", + L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate + L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|D|a|m|a|g|e", + L"|S|t|u|n |D|a|m|a|g|e", + L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate + L"|B|l|a|s|t |R|a|d|i|u|s", + L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", + L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", + L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", + L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", + L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", + L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", + L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", + L"|F|r|a|g|m|e|n|t |R|a|n|g|e", + // HEADROCK HAM 5: End Fragmentations + L"|L|o|u|d|n|e|s|s", + L"|V|o|l|a|t|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", + L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", + L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate + L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", + L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", + L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", + L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", + L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", + L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", + L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", + L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", + L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|R|e|p|a|i|r |E|a|s|e", + L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", + L"|V|o|l|u|m|e", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", + L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|T|r|a|c|e|r |A|m|m|o", + L"|A|n|t|i|-|T|a|n|k |A|m|m|o", + L"|I|g|n|o|r|e|s |A|r|m|o|r", + L"|A|c|i|d|i|c |A|m|m|o", + L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", + L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", + L"|W|a|t|e|r|p|r|o|o|f", + L"|E|l|e|c|t|r|o|n|i|c", + L"|G|a|s |M|a|s|k", + L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", + L"|C|a|n |P|i|c|k |L|o|c|k|s", + L"|C|a|n |C|u|t |W|i|r|e|s", + L"|C|a|n |S|m|a|s|h |L|o|c|k|s", + L"|M|e|t|a|l |D|e|t|e|c|t|o|r", + L"|R|e|m|o|t|e |T|r|i|g|g|e|r", + L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", + L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", + L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", + L"|T|o|o|l |K|i|t", + L"|T|h|e|r|m|a|l |O|p|t|i|c|s", + L"|X|-|R|a|y |D|e|v|i|c|e", + L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", + L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", + L"|F|i|r|s|t |A|i|d |K|i|t", + L"|M|e|d|i|c|a|l |K|i|t", + L"|L|o|c|k |B|o|m|b", + L"|D|r|i|n|k",// TODO.Translate + L"|M|e|a|l", + L"|A|m|m|o |B|e|l|t", + L"|A|m|m|o |V|e|s|t", + L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate + L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate + L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", + L"|M|a|d|e |o|f |M|e|t|a|l", + L"|S|i|n|k|s", + L"|T|w|o|-|H|a|n|d|e|d", + L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|h|i|e|l|d", // TODO.Translate + L"|C|a|m|e|r|a", // TODO.Translate + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", + L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", + L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", + L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", + L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", + L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", + L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", + L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", + L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", + L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", + L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate + L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", + L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate + L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", + L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", + L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", + L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate + L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", + L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", + L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", + L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", + L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", + L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", + L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", + L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate + L"\n \nThis item will still your hunger\nif you eat it.", + L"\n \nWith this ammo belt you can\nfeed someone else's MG.", + L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", + L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate + L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate + L"\n \nThis item cannot be damaged.", + L"\n \nThis item is made of metal.\nIt takes less damage than other items.", + L"\n \nThis item sinks when put in water.", + L"\n \nThis item requires both hands to be used.", + L"\n \nThis item will block your iron sights\nso you cannot use them.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate + L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", + L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", + L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", + L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", + L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", + L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", + L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", + L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", + L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", + L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", + L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", + L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", + L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", + L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", + L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", + L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", + L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", + L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|T|u|n|n|e|l |V|i|s|i|o|n", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", + L"|T|o|-|H|i|t |B|o|n|u|s", + L"|A|i|m |B|o|n|u|s", + L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate + L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", + L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate + L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate + L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate + L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate + L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate + L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate + L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate + L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", + L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", + L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", + L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", + L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", + L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate + L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate + L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate + L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate + L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate + L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate + L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate + L"", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", + L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", + L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", + L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", + L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", + L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"SINGLE", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// TODO.Translate +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Finished sorting ammo into crates in sector %c%d.", + L"Finished removing attachments from items in sector %c%d.", + L"Finished ejecting ammo from weapons in sector %c%d.", + L"Finished stacking and merging all items in sector %c%d.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Show all", + L"Guns", + L"Ammo", + L"Explosives", + L"Melee Weapons", + L"Armor", + L"LBE", + L"Kits", + L"Misc. Items", + L"Hide all", +}; + +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", // TODO.Translate +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = // TODO.Translate +{ + L"Temperature is ", + L"very low", + L"low", + L"medium", + L"high", + L"very high", + L"dangerous", + L"CRITICAL", + L"DRAMATIC", + L"unknown", + L"." +}; + +// TODO.Translate +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Food is ", + L"fresh", + L"good", + L"ok", + L"stale", + L"shabby", + L"rotting", + L"." +}; + +// TODO.Translate +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Pvt. ", //ExpLevel 1 + L"Pfc. ", //ExpLevel 2 + L"Cpl. ", //ExpLevel 3 + L"Sgt. ", //ExpLevel 4 + L"Lt. ", //ExpLevel 5 + L"Cpt. ", //ExpLevel 6 + L"Maj. ", //ExpLevel 7 + L"Lt.Col. ", //ExpLevel 8 + L"Col. ", //ExpLevel 9 + L"Gen. " //ExpLevel 10 +}; + +STR16 gzNewLaptopMessages[]= +{ + L"Ask about our special offer!", + L"Temporarily Unavailable", + L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"Distanza dal bersaglio: %d caselle, Luminosità: %d/%d", + L"Colleghi il trasmettitore al tuo computer portatile.", + L"Non puoi permetterti di ingaggiare %s", + L"Per un periodo limitato, la tariffa qui sopra includerà i costi dell'intera missione, oltre all'equipaggiamento indicato sotto.", + L"Assolda %s adesso e approfitta della nostra nuova tariffa 'tutto incluso'. Compreso in questa incredibile offerta anche l'equipaggiamento personale del mercenario, senza alcun costo aggiuntivo.", + L"Tariffa", + L"C'è qualcun altro nel settore...", + //L"Gittata dell'arma: %d caselle, Probabilità di colpire: %d percent", + L"Mostra nascondigli", + L"Linea di Vista", + L"Le nuove reclute non possono arrivare qui.", + L"Poiché il tuo portatile non ha un trasmettitore, non potrai assoldare nuovi mercenari. Forse questo sarebbe un buon momento per caricare una partita salvata o ricominciare daccapo!", + L"%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.", //the %s is the name of a merc. + L"Dopo aver dato un'occhiata al biglietto lasciato dal Vice Comandante Morris, %s vede una possibilità. La nota contiene le coordinate per il lancio di missili contro diverse città ad Arulco. C'è anche la locazione della base di lancio: la fabbrica di missili.", + L"Guardando il pannello di controllo %s immagina che i numeri possano essere invertiti, cosicché il missile distrugga proprio questa fabbrica. %s deve trovare una via di fuga. L'ascensore sembra offrire la soluzione più rapida...", + L"Questa è una partita a livello IRON MAN: non puoi salvare quando ci sono nemici nei dintorni.", + L"(Non puoi salvare durante il combattimento.)", + L"Il nome della campagna è più grande di 30 caratteri", + L"Campagna non trovata.", + L"Campagna: Default ( %S )", + L"Campagna: %S", + L"Hai selezionato la campagna %S. Questa campagna è una versione amatoriale della campagna originale di Unfinished Business. Sei sicuro di voler giocare la campagna %S?", + L"Per usare l'editor, selezionare una campagna diversa da quella di default.", + // anv: extra iron man modes + L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.", // TODO.Translate + L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.", // TODO.Translate +}; + +// The_bob : pocket popup text defs // TODO.Translate +STR16 gszPocketPopupText[]= +{ + L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN + L"- no matching ammo -", //POCKET_POPUP_NO_AMMO + L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS + L"more...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features // TODO.Translate +STR16 szCovertTextStr[]= +{ + L"%s has camo!", + L"%s has a backpack!", + L"%s is seen carrying a corpse!", + L"%s's %s is suspicious!", + L"%s's %s is considered military hardware!", + L"%s carries too many guns!", + L"%s's %s is too advanced for an %s soldier!", + L"%s's %s has too many attachments!", + L"%s was seen performing suspicious activities!", + L"%s does not look like a civilian!", + L"%s bleeding was discovered!", + L"%s is drunk and doesn't behave like a soldier!", + L"On closer inspection, %s's disguise does not hold!", + L"%s isn't supposed to be here!", + L"%s isn't supposed to be here at this time!", + L"%s was seen near a fresh corpse!", + L"%s equipment raises a few eyebrows!", + L"%s is seen targetting %s!", + L"%s has seen through %s's disguise!", + L"No clothes item found in Items.xml!", + L"This does not work with the old trait system!", + L"Not enough APs!", + L"Bad palette found!", + L"You need the covert skill to do this!", + L"No uniform found!", + L"%s is now disguised as a civilian.", + L"%s is now disguised as a soldier.", + L"%s wears a disorderly uniform!", + L"In retrospect, asking for surrender in disguise wasn't the best idea...", + L"%s was uncovered!", + L"%s's disguise seems to be ok...", + L"%s's disguise will not hold.", + L"%s was caught stealing!", + L"%s tried to manipulate %s's inventory.", + L"An elite soldier did not recognize %s!", // TODO.Translate + L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"No head item found in Items.xml!", + L"Corpse cannot be decapitated!", + L"No meat item found in Items.xml!", + L"Not possible, you sick, twisted individual!", + L"No clothes to take!", + L"%s cannot take clothes off of this corpse!", + L"This corpse cannot be taken!", + L"No free hand to carry corpse!", + L"No corpse item found in Items.xml!", + L"Invalid corpse ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s does not want to eat %s", + L"%s does not want to drink %s", + L"%s ate %s", + L"%s drank %s", + L"%s's strength was damaged due to being overfed!", + L"%s's strength was damaged due to lack of nutrition!", + L"%s's health was damaged due to being overfed!", + L"%s's health was damaged due to lack of nutrition!", + L"%s's strength was damaged due to excessive drinking!", + L"%s's strength was damaged due to lack of water!", + L"%s's health was damaged due to excessive drinking!", + L"%s's health was damaged due to lack of water!", + L"Sectorwide canteen filling not possible, Food System is off!" +}; + +// TODO.Translate +STR16 szPrisonerTextStr[]= +{ + L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate + L"Gained $%d as ransom money.", // TODO.Translate + L"%d prisoners revealed enemy positions.", + L"%d officers, %d elites, %d regulars and %d admins joined our cause.", + L"Prisoners start a massive riot in %s!", + L"%d prisoners were sent to %s!", + L"Prisoners have been released!", + L"The army now occupies the prison in %s, the prisoners were freed!", + L"The enemy refuses to surrender!", + L"The enemy refuses to take you as prisoners - they prefer you dead!", + L"This behaviour is set OFF in your ini settings.", + L"%s has freed %s!", + L"A high-ranking army officer in %s has been revealed!", // TODO.Translate + L"The enemy leader refuses to even consider surrender!", + L"%d prisoners volunteered to join our forces.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= // TODO.Translate +{ + L"nothing", + L"building a fortification", + L"removing a fortification", + L"hacking", // TODO.Translate + L"%s had to stop %s.", + L"The selected barricade cannot be built in this sector", // TODO.Translate +}; + +// TODO.Translate +STR16 szInventoryArmTextStr[]= // TODO.Translate +{ + L"Blow up (%d AP)", + L"Blow up", + L"Arm (%d AP)", + L"Arm", + L"Disarm (%d AP)", + L"Disarm", +}; + +// TODO.Translate +STR16 szBackgroundText_Flags[]= +{ + L" might consume drugs in inventory\n", + L" disregard for all other backgrounds\n", + L" +1 level in underground sectors\n", + L" steals money from the locals sometimes\n", // TODO.Translate + + L" +1 traplevel to planted bombs\n", + L" spreads corruption to nearby mercs\n", + L" female only", // won't show up, text exists for compatibility reasons + L" male only", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", // TODO.Translate + + L" refuses to attack animals\n", // TODO.Translate + L" refuses to attack members of the same group\n", // TODO.Translate +}; + +// TODO.Translate +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% APs in polar sectors\n", + L" %s%d%% APs in desert sectors\n", + L" %s%d%% APs in swamp sectors\n", + L" %s%d%% APs in urban sectors\n", + L" %s%d%% APs in forest sectors\n", + L" %s%d%% APs in plain sectors\n", + L" %s%d%% APs in river sectors\n", + L" %s%d%% APs in tropical sectors\n", + L" %s%d%% APs in coastal sectors\n", + L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% leadership stat\n", + L" %s%d%% marksmanship stat\n", + L" %s%d%% mechanical stat\n", + L" %s%d%% explosives stat\n", + L" %s%d%% medical stat\n", + L" %s%d%% wisdom stat\n", + + L" %s%d%% APs on rooftops\n", + L" %s%d%% APs needed to swim\n", + L" %s%d%% APs needed for fortification actions\n", + L" %s%d%% APs needed for mortars\n", + L" %s%d%% APs needed to access inventory\n", + L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%% travel speed on foot\n", + L" %s%d%% travel speed on land vehicles\n", + L" %s%d%% travel speed on air vehicles\n", + L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%% fear resistance\n", + L" %s%d%% suppression resistance\n", + L" %s%d%% physical resistance\n", + L" %s%d%% alcohol resistance\n", + L" %s%d%% disease resistance\n", // TODO.Translate + + L" %s%d%% interrogation effectiveness\n", + L" %s%d%% prison guard strength\n", + L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%% faster running\n", + L" %s%d%% bandaging speed\n", + L" %s%d%% breath regeneration\n", // TODO.Translate + L" %s%d%% strength to carry items\n", + L" %s%d%% food consumption\n", + L" %s%d%% water consumption\n", + L" %s%d need for sleep\n", + L" %s%d%% melee damage\n", + L" %s%d%% cth with blades\n", + L" %s%d%% camo effectiveness\n", + L" %s%d%% stealth\n", + L" %s%d%% max CTH\n", + L" %s%d hearing range during the night\n", + L" %s%d hearing range during the day\n", + L" %s%d effectivity at disarming traps\n", // TODO.Translate + L" %s%d%% CTH with SAMs\n", // TODO.Translate + + L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%% effectiveness to direct approach\n", + L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%% cth with firearms against creatures\n", + L" %s%d%% insurance cost\n", + L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate + L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", // TODO.Translate + + L" dislikes some other backgrounds\n", // TODO.Translate + L"Smoker", + L"Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", // TODO.Translate + L" %s%d%% burial speed\n", // TODO.Translate + L" %s%d%% administration effectiveness\n", // TODO.Translate + L" %s%d%% exploration effectiveness\n", // TODO.Translate +}; + +STR16 szBackgroundTitleText[] = // TODO.Translate +{ + L"I.M.P. Background", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = // TODO.Translate +{ + L"I.M.P. Prejudices", +}; + +STR16 szPersonalityDisplayText[]= // TODO.Translate +{ + L"You look", + L"and appearance is", + L"important to you.", + L"You have", + L"and care", + L"about that.", + L"You are", + L"and hate everyone", + L".", + L"racist against non-", + L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"How do you look?", + L"How important are the looks of others to you?", + L"What are your manners?", + L"How important are the manners of other people to you?", + L"What is your nationality?", + L"What nation o you dislike?", + L"How much do you dislike that nation?", + L"How racist are you?", + L"What is your race? You will be\nracist against all other races.", + L"How sexist are you against the other gender?", +}; + +STR16 szRaceText[]= +{ + L"white", + L"black", + L"asian", + L"eskimo", + L"hispanic", +}; + +STR16 szAppearanceText[]= +{ + L"average", + L"ugly", + L"homely", + L"attractive", + L"like a babe", +}; + +STR16 szRefinementText[]= +{ + L"average manners", + L"manners of a slob", + L"manners of a snob", +}; + +STR16 szRefinementTextTypes[] = // TODO.Translate +{ + L"normal people", + L"slobs", + L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"American", // 0 + L"Arab", + L"Australian", + L"British", + L"Canadian", + L"Cuban", // 5 + L"Danish", + L"French", + L"Russian", + L"Nigerian", + L"Swiss", // 10 + L"Jamaican", + L"Polish", + L"Chinese", + L"Irish", + L"South African", // 15 + L"Hungarian", + L"Scottish", + L"Arulcan", + L"German", + L"African", // 20 + L"Italian", + L"Dutch", + L"Romanian", + L"Metaviran", + + // newly added from here on + L"Greek", // 25 + L"Estonian", + L"Venezuelan", + L"Japanese", + L"Turkish", + L"Indian", // 30 + L"Mexican", + L"Norwegian", + L"Spanish", + L"Brasilian", + L"Finnish", // 35 + L"Iranian", + L"Israeli", + L"Bulgarian", + L"Swedish", + L"Iraqi", // 40 + L"Syrian", + L"Belgian", + L"Portoguese", + L"Belarusian", // TODO.Translate + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = // TODO.Translate +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusian", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"and do not hate any other nationality.", // used in personnel.cpp + L"of no origin", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"not", + L"somewhat", + L"extremely", +}; + +STR16 szRacistText[]= +{ + L"not", + L"somewhat", + L"very", +}; + +STR16 szSexistText[]= +{ + L"no sexist", + L"somewhat sexist", + L"very sexist", + L"a Gentleman", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"Batteries are ", + L"full", + L"good", + L"at half", + L"low", + L"depleted", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= // TODO.Translate +{ + L"Mercenary", + L"Green militia", + L"Regular militia", + L"Elite militia", + + L"Civilian", + + L"Administrator", + L"Army Soldier", + L"Elite Soldier", + L"Tank", + + L"Creature", + L"Zombie", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s Press Council", + L"Ministry for %s Information Distribution", + L"%s Revolutionary Movement", + L"The Times International", + L"International Times", + L"R.I.S. (Recon Intelligence Service)", + + L"A collection of press sources from %s", + L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", + + L"Conflict Summary", + L"Battle reports", + L"News", + L"About us", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s in %s.", + + L"rebel forces", + L"the army", + + L"attacked", + L"ambushed", + L"airdropped", + + L"The attack came from %s.", + L"%s were reinforced from %s.", + L"The attack came from %s, %s were reinforced from %s.", + L"north", + L"east", + L"south", + L"west", + L"and", + L"an unknown location", // TODO.Translate + + L"Buildings in the sector were damaged.", // TODO.Translate + L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", + L"During the attack, %s and %s called reinforcements.", + L"During the attack, %s called reinforcements.", + L"Eyewitnesses report the use of chemical weapons from both sides.", + L"Chemical weapons were used by %s.", + L"In a serious escalation of the conflict, both sides deployed tanks.", + L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", + L"Both sides are said to have used snipers.", + L"Unverified reports indicate %s snipers were involved in the firefight.", + L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", + L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", + L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Deep in the night", // 23 - 3 + L"At dawn", // 3 - 6 + L"Early in the morning", // 6 - 8 + L"In the morning hours", // 8 - 11 + L"At noon", // 11 - 14 + L"On the afternoon", // 14 - 18 + L"On the evening", // 18 - 21 + L"During the night", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Initial funding", + L"Mine income", + L"Trade", + L"Other sources", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Ammunition", + L"Explosives", + L"Food", + L"Medical gear", + L"Item maintenance", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"In an extremely one-sided battle, the army force was wiped out without much resistance.", + + L"The rebels easily defeated the army, inflicting heavy losses.", + L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", + + L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", + L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", + + L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", + + L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", + L"Despite the high number of rebels in this sector, the army easily dispatched them.", + + L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", + L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", + + L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", + L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", + + L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Irrelevant", + L"Insignificant", + L"Notable", + L"Noteworthy", + L"Significant", + L"Interesting", + L"Important", + L"Very important", + L"Grave", + L"Major", + L"Momentous", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Killed", + L"Wounded", + L"Prisoners", + L"Shots fired", + + L"Money earned", + L"Consumption", + L"Losses", + L"Participants", + + L"Promotions", + L"Summary", + L"Detail", + L"Previous", + + L"Next", + L"Incident", + L"Day", +}; + +STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail the %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okay-ish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", // TODO.Translate + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", // TODO.Translate + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = // TODO.Translate +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Experience In Security", + + // links to other pages + L"What is Kerberus?", + L"Team Contracts", + L"Individual Contracts", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Inventory Manipulations", + + L"NVG", + L"Reload All", + L"Move", // TODO.Translate + L"", + + L"Sort", + L"Merge", + L"Separate", + L"Organize", + + L"Crates", + L"Boxes", + L"Drop B/P", + L"Pickup B/P", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Cover Display Mode", + + L"Off", + L"Enemy", + L"Merc", + L"", + + L"Roles", // TODO.Translate + L"Fortification", // TODO.Translate + L"Tracker", + L"CTH mode", + + L"Traps", + L"Network", + L"Detector", + L"", + + L"Net A", + L"Net B", + L"Net C", + L"Net D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Turning off cover/traps display", + L"Showing danger zones", + L"Showing merc view", + L"", + + L"Display enemy role symbols", // TODO.Translate + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Display trap network", + L"Display trap network colouring", + L"Display nearby traps", + L"", + + L"Display trap network A", + L"Display trap network B", + L"Display trap network C", + L"Display trap network D", +}; + +// TODO.Translate +STR16 szDynamicDialogueText[40][17] = // TODO.Translate +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"he", + L"she", + L"him", + L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", // TODO.Translate + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate + + L"High amount of distress can cause a personality split\n", // TODO.Translate + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", // TODO.Translate + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", // TODO.Translate + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = // TODO.Translate +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate +}; + +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select pants", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = // TODO.Translate +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = // TODO.Translate +{ + L"normal", + L"rain", + L"thunderstorm", + L"sandstorm", + + L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%s evaded a snake attack!", + L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", // TODO.Translate +}; + +STR16 szLaptopStatText[] = // TODO.Translate +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = // TODO.Translate +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +// TODO.Translate +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //ITALIAN diff --git a/Utils/_Ja25ChineseText.cpp b/i18n/_Ja25ChineseText.cpp similarity index 98% rename from Utils/_Ja25ChineseText.cpp rename to i18n/_Ja25ChineseText.cpp index 919f2d14..86dc418c 100644 --- a/Utils/_Ja25ChineseText.cpp +++ b/i18n/_Ja25ChineseText.cpp @@ -1,529 +1,528 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("CHINESE") - - #include "Language Defines.h" - #ifdef CHINESE - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25ChineseText_public_symbol(void){;} - -#ifdef CHINESE - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - // made this more elegant - L"å¼€é”", //"Lock picking", - L"格斗", //"Hand to hand combat", - L"电å­", //"Electronics", - L"夜战", //"Night operations", - L"投掷", //"Throwing", - L"教学", //"Teaching", - L"釿­¦å™¨", //"Heavy Weapons", - L"自动武器", //"Auto Weapons", - L"潜行", //"Stealth", - L"åŒæŒ", //"Ambidextrous", - L"刀技", //"Knifing", - L"狙击", //"Sniper", - L"伪装", //"Camouflage", - L"武术", //"Martial Arts", - - L"æ— ", //"None", - L"I.M.P 专属技能", //"I.M.P. Specialties", - L"(专家)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"自动武器",// L"Auto Weapons", - L"釿­¦å™¨",// L"Heavy Weapons", - L"神枪手",// L"Marksman", - L"猎兵",// L"Hunter", - L"快枪手",// L"Gunslinger", - L"格斗家",// L"Hand to Hand", - L"ç­å‰¯",// L"Deputy", - L"技师",// L"Technician", - L"救护员",// L"Paramedic", - L"特工",// L"Covert Ops", - - L"æ— ",// L"None", - L"I.M.P 主è¦ç‰¹æ®ŠæŠ€èƒ½",// L"I.M.P. Major Traits", - // second names - L"机枪手",// L"Machinegunner", - L"枪炮专家",// L"Bombardier", - L"狙击手",// L"Sniper", - L"游骑兵",// L"Ranger", - L"枪斗术",// L"Gunfighter", - L"武术家",// L"Martial Arts", - L"ç­é•¿",// L"Squadleader", - L"工兵",// L"Engineer", - L"军医",// L"Doctor", - L"é—´è°",// L"Spy", -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"åŒæŒ",// L"Ambidextrous", - L"近战",// L"Melee", - L"投掷",// L"Throwing", - L"夜战",// L"Night Ops", - L"潜行",// L"Stealthy", - L"è¿åŠ¨å‘˜",// L"Athletics", - L"å¥èº«",// L"Bodybuilding", - L"爆破",// L"Demolitions", - L"教学",// L"Teaching", - L"侦察",// L"Scouting", - L"无线电æ“作员", //L"Radio Operator", - L"å‘导", //L"Survival", - - L"æ— ",// L"None", - L"I.M.P 副技能",// L"I.M.P. Minor Traits", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"çªå‡»æ­¥æžªå‘½ä¸­çއ +%d%s\n",// L"+%d%s Chance to Hit with Assault Rifles\n", - L"冲锋枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with SMGs\n", - L"轻机枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with LMGs\n", - L"轻机枪射击所需行动点 -%d%s\n",//L"-%d%s APs needed to fire with LMGs\n", - L"端起轻机枪所需行动点 -%d%s\n",//L"-%d%s APs needed to ready light machine guns\n", - L"自动或点射命中率惩罚 -%d%s\n",//L"Auto fire/burst chance to hit penalty is reduced by %d%s\n", - L"é™ä½Žæµªè´¹å­å¼¹çš„几率 \n",//L"Reduced chance for shooting unwanted bullets on autofire\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"å‘射榴弹所需行动点 -%d%s\n",// L"-%d%s APs needed to fire grenade launchers\n", - L"å‘å°„ç«ç®­æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to fire rocket launchers\n", - L"榴弹命中率 +%d%s\n",// L"+%d%s chance to hit with grenade launchers\n", - L"ç«ç®­å‘½ä¸­çއ +%d%s\n",// L"+%d%s chance to hit with rocket launchers\n", - L"å‘射迫击炮所需行动点 -%d%s\n",// L"-%d%s APs needed to fire mortar\n", - L"迫击炮命中率惩罚修正 -%d%s\n",// L"Reduce penalty for mortar CtH by %d%s\n", - L"爆破物, æ‰‹æ¦´å¼¹å’Œé‡æ­¦å™¨å¯¹å¦å…‹çš„é¢å¤–伤害 +%d%s\n",// L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", - L"釿­¦å™¨å¯¹å…¶ä»–目标的伤害 +%d%s\n",// L"+%d%s damage to other targets with heavy weapons\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"步枪命中率 +%d%s\n", - L"狙击步枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Sniper Rifles\n", - L"所有武器的有效è·ç¦» -%d%s\n",// L"-%d%s effective range to target with all weapons\n", - L"æ¯æ¬¡ç²¾ç¡®çž„准的加æˆ(手枪除外) +%d%s\n",// L"+%d%s aiming bonus per aim click (except for handguns)\n", - L"+%d%s 精确瞄准伤害",// L"+%d%s damage on shot", - L"加上",// L" plus", - L"在",// L" per every aim click", - L"第一次",// L" after first", - L"第二次",// L" after second", - L"第三次",// L" after third", - L"第四次",// L" after fourth", - L"第五次",// L" after fifth", - L"第六次",// L" after sixth", - L"第七次",// L" after seventh", - L"栓动步枪拉栓所需行动点 -%d%s \n",// L"-%d%s APs needed to chamber a round with bolt-action rifles \n", - L"步枪精确瞄准次数增加1次\n",// L"Adds one more aim click for rifle-type guns\n", - L"步枪精确瞄准次数增加%d次\n",// L"Adds %d more aim clicks for rifle-type guns\n", - L"迅速瞄准:步枪精确瞄准次数加快(å³å‡å°‘)1次\n",//L"Makes aiming faster with rifle-type guns by one aim click\n", - L"迅速瞄准:步枪精确瞄准次数加快(å³å‡å°‘)%d次\n",//L"Makes aiming faster with rifle-type guns by %d aim clicks\n", - L"专注技能:在标记区域内中断率 +%d \n", //L"Focus skill: +%d interrupt modifier in marked area\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"步枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Rifles\n", - L"霰弹枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Shotguns\n", - L"泵动å¼éœ°å¼¹ä¸Šè†›æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed to pump Shotguns\n", - L"使用散弹枪时行动点 -%d%s\n", //L"-%d%s APs to fire Shotguns\n", - L"使用散弹枪精确瞄准次数增加%d次 \n", //L"Adds %d more aim click for Shotguns\n", - L"使用散弹枪精确瞄准次数增加%d次 \n", //L"Adds %d more aim clicks for Shotguns\n", - L"散弹枪的有效范围 +%d%s\n", //L"+%d%s effective range with Shotguns\n", - L"散弹枪上膛的行动点消耗 -%d%s\n", //L"-%d%s APs to reload single Shotgun shells\n", - L"使用步枪精瞄次数增加%d次\n", //L"Adds %d more aim click for Rifles\n", - L"使用步枪精瞄次数增加%d次\n", //L"Adds %d more aim clicks for Rifles\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"å‘射手枪ã€å·¦è½®æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to fire with pistols and revolvers\n", - L"手枪ã€å·¦è½®çš„æœ‰æ•ˆå°„程 +%d%s\n",// L"+%d%s effective range with pistols and revolvers\n", - L"手枪ã€å·¦è½®çš„命中率 +%d%s\n",// L"+%d%s chance to hit with pistols and revolvers\n", - L"冲锋手枪的命中率 +%d%s",// L"+%d%s chance to hit with machine pistols", - L"(åªé™å•å‘)",// L" (on single shots only)", - L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªæ¯æ¬¡ç²¾ç¡®çž„å‡†çš„åŠ æˆ +%d%s \n",// L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", - L"手枪和左轮抬枪瞄准所需行动点 -%d%s\n",// L"-%d%s APs needed to raise pistols and revolvers\n", - L"手枪ã€å†²é”‹æ‰‹æžªå’Œå·¦è½®è£…å¡«å¼¹è¯æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n", - L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªçš„精确瞄准次数增加%d次 \n",// L"Adds %d more aim click for pistols, machine pistols and revolvers\n", - L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªçš„精确瞄准次数增加%d次 \n",// L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", - L"å¯ä»¥æŽ°å‡»é”¤æ¥å‘射左轮枪\n", //L"Can fan the hammer with revolvers\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"格斗攻击所需行动点 -%d%s(空手或戴铜指套) \n",// L"-%d%s AP cost of hand to hand attacks (bare hands or with brass knuckles)\n", - L"格斗命中率 +%d%s\n",// L"+%d%s chance to hit with hand to hand attacks with bare hands\n", - L"铜指套命中率 +%d%s\n",// L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n", - L"格斗攻击伤害 +%d%s(空手或戴指拳套)\n",// L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"格斗攻击的体力伤害 +%d%s(空手或戴指拳套) \n",// L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"被你徒手击倒的敌人è¦å–˜æ¯ç‰‡åˆ»æ‰èƒ½ç«™èµ·æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", - L"被你徒手击倒的敌人è¦ä¼‘æ¯ç‰‡åˆ»æ‰èƒ½å›žè¿‡ç¥žæ¥ \n",// L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", - L"被你徒手击倒的敌人è¦ä¸€æ³¡å°¿çš„功夫æ‰èƒ½çˆ¬èµ·æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", - L"被你徒手击倒的敌人è¦ä¸€ç›èŒ¶çš„功夫æ‰èƒ½æ¢å¤çŸ¥è§‰ \n",// L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", - L"被你徒手击倒的敌人è¦ä¸€é¡¿é¥­çš„功夫æ‰èƒ½æ¸…é†’è¿‡æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", - L"è¢«ä½ å¾’æ‰‹å‡»å€’çš„æ•Œäººè¦æ˜è¿·ä¸Šå‡ ä¸ªå°æ—¶\n",// L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", - L"被你徒手击倒的敌人下åŠè¾ˆå­å°±æ˜¯æ¤ç‰©äºº\n",// L"Enemy knocked out due to your HtH attacks probably never stand up\n", - L"格斗攻击精确瞄准åŽé€ æˆä¼¤å®³ +%d%s\n",// L"Focused (aimed) punch deals +%d%s more damage\n", - L"独门腿功造æˆä¼¤å®³ +%d%s\n",// L"Your special spinning kick deals +%d%s more damage\n", - L"èº²é¿æ ¼æ–—攻击的几率 +%d%s\n",// L"+%d%s change to dodge hand to hand attacks\n", - L"空手状æ€ä¸‹èŽ·å¾—é¢å¤–的躲é¿å‡ çއ +%d%s",// L"+%d%s on top chance to dodge HtH attacks with bare hands", - L"æˆ–åªæˆ´æŒ‡æ‹³å¥—",// L" or brass knuckles", - L"(戴铜指套时 +%d%s)",// L" (+%d%s with brass knuckles)", - L"戴铜指套时获得é¢å¤–的躲é¿å‡ çއ +%d%s\n",// L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n", - L"躲é¿å†·å…µå™¨æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by any melee weapon\n", - L"从敌人手里夺枪所需行动点 -%d%s\n",// L"-%d%s APs needed to steal weapon from enemy hands\n", - L"站立ã€ä¸‹è¹²ã€å§å€’ã€è½¬èº«ã€çˆ¬ä¸Šçˆ¬ä¸‹å’Œè¶Šè¿‡éšœç¢æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", - L"站立ã€ä¸‹è¹²å’Œå§å€’所需行动点 -%d%s\n",// L"-%d%s APs needed to change state (stand, crouch, lie down)\n", - L"转身所需行动点 -%d%s\n",// L"-%d%s APs needed to turn around\n", - L"上/下房顶所需行动点 -%d%s\n",// L"-%d%s APs needed to climb on/off roof and jump obstacles\n", - L"踢门æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s chance to kick doors\n", - L"你的格斗攻击将有特殊的动画效果 \n",// L"You gain special animations for hand to hand combat\n", - L"移动时被中断的几率é™ä½Ž -%d%s\n", // L"-%d%s chance to be interrupted when moving\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"所在区域内雇佣兵的最大行动点 +%d%s \n",// L"+%d%s APs per round of other mercs in vicinity\n", - L"+%d等级,所在区域雇佣兵等级高于%s \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", - L"+%d等级,所在区域雇佣兵ç«åŠ›åŽ‹åˆ¶å¥–åŠ± \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", - L"+%d%s 所在区域内雇佣兵和%s最高ç«åŠ›åŽ‹åˆ¶æ‰¿å—力 \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n", - L"所在区域内雇佣兵的士气增加速度 +%d \n",// L"+%d morale gain of other mercs in vicinity\n", - L"所在区域内雇佣兵的士气é™ä½Žé€Ÿåº¦ -%d \n",// L"-%d morale loss of other mercs in vicinity\n", - L"奖励范围是%dæ ¼",// L"The vicinity for bonuses is %d tiles", - L"(装备电å­è€³æœºåŽå¥–励范围增加到%dæ ¼)",// L" (%d tiles with extended ears)", - L"(å åŠ æ•ˆæžœæœ€å¤šæ˜¯%d次)\n",// L"(Max simultaneous bonuses for one soldier is %d)\n", - L"+%d%s %sçš„ææƒ§æŠµæŠ—力 \n",// (程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s fear resistence of %s\n", - L"缺陷: 会给其他人造æˆ%då€çš„士气下é™ï¼Œå¦‚æžœ%sé˜µäº¡çš„è¯ \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"Drawback: %dx morale loss for %s's death for all other mercs\n", - L"触å‘å°é˜Ÿé›†ä½“中断几率 +%d%s \n", // L"+%d%s chance to trigger collective interrupts\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"维修速度 +%d%s \n",// L"+%d%s to repairing speed\n", - L"开锿ˆåŠŸçŽ‡ +%d%s(普通/电å­é”)\n",// L"+%d%s to lockpicking (normal/electronic locks)\n", - L"电å­é™·é˜±è§£é™¤å‡ çއ +%d%s\n",// L"+%d%s to disarming electronic traps\n", - L"组装物å“和组åˆç‰¹æ®Šç‰©å“æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to attaching special items and combining things\n", - L"战斗中排除枪械故障的æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to unjamming a gun in combat\n", - L"ä¿®ç†ç”µå­ç‰©å“的惩罚 -%d%s\n",// L"Reduce penalty to repair electronic items by %d%s\n", - L"增加å‘现陷阱和地雷的几率(洞察等级 +%d) \n",// L"Increased chance to detect traps and mines (+%d detect level)\n", - L"机器人命中率 +%d%s(ç”±%s控制时) \n",//(翻译注:程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s CtH of robot controlled by the %s\n", - L"åªæœ‰%så¯ä»¥ä¿®ç†æœºå™¨äºº\n",// L"%s trait grants you the ability to repair the robot\n", - L"ä¿®ç†æœºå™¨äººçš„速度惩罚 -%d%s\n",// L"Reduced penalty to repair speed of the robot by %d%s\n", - L"å¯ä»¥å°†ç‰©å“ä¿®å¤åˆ°100%%的状æ€\n", //L"Able to restore item threshold to 100%% during repair\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"使用医疗包进行包扎时å¯ä»¥ç»™ä¼¤è€…进行手术 \n",// L"Has ability to make surgical intervention by using medical bag on wounded soldier\n", - L"手术会立å³å›žå¤å—æŸç”Ÿå‘½å€¼çš„%d%s",// L"Surgery instantly returns %d%s of lost health back.", - L"(åŒæ—¶å¤§é‡æ¶ˆè€—医疗包)",// L" (This drains the medical bag a lot.)", - L"坿²»ç–—è‡´å‘½ä¸€å‡»é€ æˆæŸå¤±çš„属性点, 通过",// L"Can heal lost stats (from critical hits) by the", - L"手术",// L" surgery or", - L"或指派医生治疗 \n",// L" doctor assignment.\n", - L"疗伤效率 +%d%s\n",// L"+%d%s effectiveness on doctor-patient assignment\n", - L"包扎速度 +%d%s\n",// L"+%d%s bandaging speed\n", - L"所在区域自然回å¤ç”Ÿå‘½å€¼é€Ÿåº¦ +%d%s",// L"+%d%s natural regeneration speed of all soldiers in the same sector", - L"(è¿™ç§æ•ˆæžœæœ€å¤šå åŠ %d次)",// L" (max %d these bonuses per sector)", - L"使用血袋时,å¯ä»¥é¢å¤–æ¢å¤%d%s的生命值。\n", //L"Returned health can be boosted an additional %d%s by using blood bags.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"å¯åœ¨æ•ŒåŽä¼ªè£…æˆå¸‚民或敌军士兵 \n",//L"Can disguise as a civilian or soldier to slip behind enemy lines.\n", - L"以下情况会暴露身份:å¯ç–‘动作ã€å¯ç–‘装备或者接近新鲜尸体 \n",//L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", - L"在é è¿‘敌人%d格内伪装æˆå£«å…µä¼šè¢«è‡ªåЍå‘现而暴露 \n",//L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", - L"在é è¿‘尸体%d格内伪装æˆå£«å…µä¼šè¢«è‡ªåЍå‘现而暴露 \n",//L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", - L"伪装状æ€ä¸‹ä½¿ç”¨è¿‘战武器攻击时,命中率增加 +%d%s \n",//L"+%d%s CTH with covert melee weapons\n", - L"伪装状æ€ä¸‹ä½¿ç”¨è¿‘战武器攻击时,秒æ€å‡ çŽ‡å¢žåŠ  +%d%s \n",//L"+%d%s chance of instakill with covert melee weapons\n", - L"伪装动作消耗的行动点 -%d%s \n",//L"Disguise AP cost lowered by %d%s.\n", - L"èƒ½å¤Ÿè¯´æœæ•Œå†›å£«å…µæˆä¸ºæˆ‘æ–¹å§åº•。\n", //L"Can convince enemy soldiers to secretly change sides.\n", TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= -{ - L"å¯ä»¥ä½¿ç”¨é€šè®¯è®¾å¤‡ \n", //L"Can use communications equipment\n", - L"å¯ä»¥å‘¼å«ä¸´åŒºç›Ÿå‹è¿›è¡Œç«ç‚®æ”»å‡» \n", //L"Can call in artillery strikes from allies in neighbouring sectors.\n", - L"å¯ä»¥é€šè¿‡é€šè®¯é¢‘率扫æä»»åŠ¡å®šä½æ•Œå†›å·¡é€»é˜Ÿ \n", //L"Via Frequency Scan assignment, enemy patrols can be located.\n", - L"å¯ä»¥åœ¨åˆ†åŒºèŒƒå›´å†…干扰通讯设备 \n", //L"Communications can be jammed sector-wide.\n", - L"如果通讯å—到干扰,æ“作员å¯ä»¥æ‰«æåˆ°é‚£ä¸ªå¹²æ‰°è®¾å¤‡ \n", //L"If communications are jammed, an operator can scan for the jamming device.\n", - L"å¯ä»¥å‘¼å«ä¸´åŒºå†›é˜Ÿè¿›è¡Œæ”¯æ´ \n", //L"Can call in militia reinforcements from neighbouring sectors.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"无奖励",// L"No bonuses", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"副手有装备时命中率惩罚 -%d%s \n", //L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", - L"弹匣类武器装填速度 +%d%s\n",// L"+%d%s speed of reloading guns with magazines\n", - L"零散弹è¯è£…填速度 +%d%s\n",// L"+%d%s speed of reloading guns with loose rounds\n", - L"æ‹¾ç‰©å“æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to pickup items\n", - L"使用大背包所需行动点 -%d%s\n",// L"-%d%s APs needed to work backpack\n", - L"开门或关门所需行动点 -%d%s\n",// L"-%d%s APs needed to handle doors\n", - L"安置/拆除炸弹和地雷所需行动点 -%d%s \n",// L"-%d%s APs needed to plant/remove bombs and mines\n", - L"ç»„è£…ç‰©å“æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"刀具攻击所需行动点 -%d%s\n",// L"-%d%s APs needed to attack by blades\n", - L"刀具命中率 +%d%s\n",// L"+%d%s chance to hit with blades\n", - L"é’器命中率 +%d%s\n",// L"+%d%s chance to hit with blunt melee weapons\n", - L"刀具的æ€ä¼¤åŠ› +%d%s\n",// L"+%d%s damage of blades\n", - L"é’器的æ€ä¼¤åŠ› +%d%s\n",// L"+%d%s damage of blunt melee weapons\n", - L"è¿‘æˆ˜æ­¦å™¨ç²¾ç¡®çž„å‡†åŽæ”»å‡»ä¼¤å®³ +%d%s \n",// L"Aimed attack by any melee weapon deals +%d%s damage\n", - L"躲é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attack by melee blades\n", - L"æŒåˆ€çжæ€ä¸‹é¢å¤–刀具攻击的几率 +%d%s \n",// L"+%d%s on top chance to dodge melee blades if having a blade in hands\n", - L"躲é¿é’器攻击的几率 +%d%s\n",// L"+%d%s chance to dodge attack by blunt melee weapons\n", - L"æŒåˆ€çжæ€ä¸‹é¢å¤–躲é¿é’器攻击的几率 +%d%s \n",// L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"投掷飞刀所需基础行动点 -%d%s\n",// L"-%d%s basic APs needed to throw blades\n", - L"飞刀的投掷最远è·ç¦» +%d%s\n",// L"+%d%s max range when throwing blades\n", - L"飞刀的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing blades\n", - L"æŠ•æŽ·é£žåˆ€æ—¶æ¯æ¬¡ç²¾ç¡®çž„准的命中率 +%d%s \n",// L"+%d%s chance to hit when throwing blades per aim click\n", - L"飞刀的伤害 +%d%s\n",// L"+%d%s damage of throwing blades\n", - L"æŠ•æŽ·é£žåˆ€æ—¶æ¯æ¬¡ç²¾ç¡®çž„准的伤害 +%d%s \n",// L"+%d%s damage of throwing blades per aim click\n", - L"未被å‘现时飞刀的致命一击率 +%d%s\n",// L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n", - L"飞刀致命一击的é¢å¤–伤害å€çއ +%d\n",// L"+%d critical hit by throwing blade multiplier\n", - L"飞刀的最大精瞄次数 +%d\n",// L"Adds %d more aim click for throwing blades\n", - L"飞刀的最大精瞄次数 +%d\n",// L"Adds %d more aim clicks for throwing blades\n", - L"投掷手榴弹所需行动点 -%d%s\n",// L"-%d%s APs needed to throw grenades\n", - L"手榴弹最远投掷è·ç¦» +%d%s\n",// L"+%d%s max range when throwing grenades\n", - L"手榴弹的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing grenades\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"é»‘æš—ä¸­è§†è· +%d\n",// L"+%d to effective sight range in dark\n", - L"综åˆå¬åŠ›èŒƒå›´ +%d\n",// L"+%d to general effective hearing range\n", - L"黑暗中é¢å¤–å¬åŠ›èŒƒå›´ +%d \n",// L"+%d to effective hearing range in dark on top\n", - L"黑暗中中断率 +%d\n",// L"+%d to interrupts modifier in dark\n", - L"ç¡çœ éœ€æ±‚ -%d\n",// L"-%d need to sleep\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"潜行所需行动点 -%d%s\n",// L"-%d%s APs needed to move quietly\n", - L"æ½œè¡Œä¿æŒæ— å£°çš„几率 +%d%s\n",// L"+%d%s chance to move quietly\n", - L"éšè”½æ€§ +%d%s (未å‘现时判定为“éšå½¢â€) \n",// L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"移动对éšè”½ç¨‹åº¦çš„æƒ©ç½š -%d%s\n",// L"Reduced cover penalty for movement by %d%s\n", - L"被敌人中断几率 -%d%s\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"è·‘ã€èµ°ã€è¹²èµ°ã€çˆ¬ã€æ¸¸æ³³ç­‰åŠ¨ä½œæ‰€éœ€çš„è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n", - L"è·³è·ƒã€æ¸¸æ³³ã€ç¿»å¢™ç­‰åŠ¨ä½œæ‰€æ¶ˆè€—çš„ä½“èƒ½ -%d%s\n",// L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"伤害抵抗力 %d%s\n",// L"Has %d%s damage resistance\n", - L"è´Ÿé‡ä¸Šé™çš„æœ‰æ•ˆåŠ›é‡ +%d%s\n",// L"+%d%s effective strength for carrying weight capacity \n", - L"被徒手攻击造æˆçš„体力æŸå¤± -%d%s\n",// L"Reduced energy lost when hit by HtH attack by %d%s\n", - L"被击中腿部致使倒地所需的伤害阈值 +%d%s \n",// L"Increased damage needed to fall down if hit to legs by %d%s\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"安置的炸弹和地雷的伤害 +%d%s\n",// L"+%d%s damage of set bombs and mines\n", - L"组åˆç‚¸å¼¹çš„æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to attaching detonators check\n", - L"安置/拆除炸弹æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to planting/removing bombs check\n", - L"é™ä½Žæ•Œäººå‘现你的炸弹和地雷的几率(炸弹等级+%d) \n",// L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n", - L"æé«˜å®šå‘爆破破门几率(伤害x%d)\n",// L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"训练民兵速度 +%d%s\n",// L"+%d%s bonus to militia training speed\n", - L"è®­ç»ƒæ°‘å…µæ—¶é¢†å¯¼å€¼åŠ æˆ +%d%s\n",// L"+%d%s bonus to effective leadership for determining militia training\n", - L"训练其他雇佣兵的效率 +%d%s\n",// L"+%d%s bonus to teaching other mercs\n", - L"训练其他人属性时, 教官自身的该项能力有效值 +%d \n",// L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n", - L"自我锻炼效率 +%d%s\n",// L"+%d%s bonus to train stats through self-practising assignment\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"æ­¦å™¨ä¸Šçš„çž„å‡†é•œæœ‰æ•ˆè§†è· +%d%s \n",// L"+%d%% to effective sight range with scopes on weapons\n", - L"望远镜和拆å¸ä¸‹æ¥çš„çž„å‡†é•œæœ‰æ•ˆè§†è· +%d%s \n",// L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", - L"远镜和拆å¸ä¸‹æ¥çš„瞄准镜的狭隘视野 -%d%s \n",// L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", - L"显示邻近区域敌人的准确数é‡\n",// L"If in sector, adjacent sectors will show exact number of enemies\n", - L"显示邻近区域敌人的存在\n",// L"If in sector, adjacent sectors will show presence of enemies if any\n", - L"防止敌人å·è¢­ä½ çš„队ä¼\n",// L"Prevents the enemy to ambush your squad\n", - L"防止血猫å·è¢­ä½ çš„队ä¼\n",// L"Prevents the bloodcats to ambush your squad\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"å¶å°”会通知你在队ä¼ä¸­å¬åˆ°çš„æ„è§ã€‚\n", - L"阻止队员的失常行为(æœç”¨è¯ç‰©ã€é…—酒或å·ä¸œè¥¿ï¼‰ã€‚\n", - L"å¯ä»¥åœ¨åŸŽé•‡æ´¾å‘ä¼ å•。\n", - L"å¯ä»¥åœ¨åŸŽé•‡æœé›†è°£è¨€ã€‚\n", - L"å¯ä»¥åœ¨ç›‘狱当å§åº•。\n", - L"如果士气好的è¯å¯ä»¥æ¯å¤©ä¸ºä½ å¢žåŠ %d声誉。\n", - L"有效å¬è§‰èŒƒå›´ +%d。\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = -{ - L"队ä¼åœ¨åŒºåŸŸé—´æ­¥è¡Œç§»åŠ¨çš„é€Ÿåº¦ +%d%s \n",// L"+%d%s group travelling speed between sectors if traveling by foot\n", - L"队ä¼åœ¨åŒºåŸŸé—´ä¹˜è½¦ç§»åŠ¨çš„é€Ÿåº¦ +%d%s \n",// L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n", - L"区域间移动时体力消耗 -%d%s\n",// L"-%d%s less energy spent for travelling between sectors\n", - L"天气效果惩罚 -%d%s\n",// L"-%d%s weather penalties\n", - L"迷彩涂装退色的速度 -%d%s\n",// L"-%d%s worn out speed of camouflage by water or time\n", - L"能够å‘现%dæ ¼ä¹‹å†…çš„è„šå° \n", //L"Can spot tracks up to %d tiles away\n", - - L"疾病抗性 %s%d%%\n",//L" %s%d%% disease resistance\n", - L"食物消耗 %s%d%%\n",//L" %s%d%% food consumption\n", - L"æ°´ 消 耗 %s%d%%\n",//L" %s%d%% water consumption\n", - L"回é¿å‡ çއ +%d%%\n", //L"+%d%% snake evasion\n", - L"迷彩涂装效果 +%d%%\n",// L"+%d%s camouflage effectiveness\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"无奖励",// L"No bonuses", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"开锿ˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s bonus to lockpicking\n", // 0 - L"格斗命中率 +%d%s\n",// L"+%d%s hand to hand chance to hit\n", - L"格斗伤害 +%d%s\n",// L"+%d%s hand to hand damage\n", - L"格斗攻击躲é¿çއ +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks\n", - L"消除修ç†å’Œä½¿ç”¨ç”µå­è®¾å¤‡çš„æƒ©ç½šï¼ˆé”ã€é™·é˜±ã€é¥æŽ§å¼•çˆ†å™¨ã€æœºå™¨äººç­‰ï¼‰\n",// L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", - L"é»‘æš—ä¸­è§†è· +%d\n",// L"+%d to effective sight range in dark\n", - L"综åˆå¬åŠ›èŒƒå›´ +%d\n",// L"+%d to general effective hearing range\n", - L"黑暗中é¢å¤–å¬åŠ›èŒƒå›´ +%d\n",// L"+%d to effective hearing range in dark on top\n", - L"黑暗中中断率 +%d\n",// L"+%d to interrupts modifier in dark\n", - L"ç¡çœ çš„需求 -%d\n",// L"-%d need to sleep\n", - L"投掷任何物体的最远è·ç¦» +%d%s\n",// L"+%d%s max range when throwing anything\n", // 10 - L"投掷任何物体的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing anything\n", - L"未被察觉时飞刀的一击必æ€çއ +%d%s\n",// L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", - L"训练民兵和其他佣兵的速度 +%d%s\n",// L"+%d%s bonus to militia training and other mercs instructing speed\n", - L"训练民兵时的有效领导能力 +%d%s\n",// L"+%d%s effective leadership for militia training calculations\n", - L"ç«ç®­ã€æ¦´å¼¹å’Œè¿«å‡»ç‚®çš„命中率 +%d%s\n",// L"+%d%s chance to hit with rocket/greande launchers and mortar\n", - L"自动/点射模å¼å‘½ä¸­æƒ©ç½šé™¤ä»¥%d\n",// L"Auto fire/burst chance to hit penalty is divided by %d\n", - L"é™ä½Žæµªè´¹å­å¼¹çš„几率\n",// L"Reduced chance for shooting unwanted bullets on autofire\n", - L"æ½œè¡Œä¿æŒæ— å£°çš„几率 +%d%s\n",// L"+%d%s chance to move quietly\n", - L"éšè”½æ€§ +%d%s(没被å‘现判定为“éšèº«â€)\n",// L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"æ¶ˆé™¤åŒæŒæ­¦å™¨æ—¶çš„命中惩罚\n",// L"Eliminates the CtH penalty when firing two weapons at once\n", // 20 - L"刀具攻击的命中率 +%d%s\n",// L"+%d%s chance to hit with melee blades\n", - L"æŒåˆ€çжæ€ä¸‹èº²é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", - L"æŒå…¶ä»–éžåˆ€å…·ç‰©å“状æ€ä¸‹èº²é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s \n",// L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", - L"æŒåˆ€çжæ€ä¸‹èº²é¿æ ¼æ–—攻击的几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", - L"所有武器的有效射程 -%d%s\n",// L"-%d%s effective range to target with all weapons\n", - L"æ¯æ¬¡ç²¾çž„çž„å‡†åŠ æˆ +%d%s\n",// L"+%d%s aiming bonus per aim click\n", - L"æä¾›æ°¸ä¹…的迷彩涂装\n",// L"Provides permanent camouflage\n", - L"格斗命中率 +%d%s\n",// L"+%d%s hand to hand chance to hit\n", - L"格斗伤害 +%d%s\n",// L"+%d%s hand to hand damage\n", - L"空手状æ€ä¸‹èº²é¿æ ¼æ–—攻击几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 - L"éžç©ºæ‰‹çжæ€ä¸‹èº²é¿æ ¼æ–—攻击几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", - L"躲é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by melee blades\n", - L"å¯å‘虚弱的敌人施展回旋踢, 造æˆåŒå€çš„æ ¼æ–—伤害 \n",// L"Can perform spinning kick attack on weakened enemies to deal double damage\n", - L"你将得到特别的格斗æå‡»åŠ¨ç”»æ•ˆæžœ\n",// L"You gain special animations for hand to hand combat\n", - L"无奖励",// L"No bonuses", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"优点:无。\n缺点:无。",// L"A: No advantage.\nD: No disadvantage.", - L"优点:身边有多个佣兵时表现最佳。\n缺点:孤å•一人时士气ä¸ä¼šä¸Šå‡ã€‚",// L"A: Has better performance when couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", - L"优点:独自行动时表现最好。\n缺点:在团队中士气ä¸ä¼šä¸Šå‡ã€‚",// L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.", - L"优点:士气上å‡å¾—快,下é™å¾—慢。\n缺点:å‘现地雷和陷阱的几率é™ä½Žäº†ã€‚",// L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.", - L"优点:更善于训练民兵和跟别人交æµã€‚\n缺点:士气ä¸ä¼šå› ä¸ºå…¶ä»–队员的行为而上å‡ã€‚",// L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.", - L"优点:自我锻炼或学习效率略微æé«˜ã€‚\n缺点:å‡å°‘å¯¹ææƒ§å’Œç«åŠ›åŽ‹åˆ¶çš„æ‰¿å—力。",// L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.", - L"优点:å‡å°‘一切行动的体能消耗(除了医疗ã€ä¿®ç†ã€è®­ç»ƒæ°‘兵和学习æŸç§æŠ€èƒ½ï¼‰ã€‚\n缺点:智力ã€é¢†å¯¼èƒ½åŠ›ã€çˆ†ç ´ã€ä¿®ç†å’ŒåŒ»ç–—技术æé«˜å¾—慢一些。",// L"A: His energy goes down a bit slower except on assignments as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", - L"优点:点射/自动模å¼ä¸‹å‘½ä¸­çŽ‡ï¼Œè¿‘æˆ˜æ€ä¼¤åŠ›å’Œæ¶ˆç­æ•Œäººæ‰€å¾—的期望更高。\n缺点:需è¦è€å¿ƒçš„行为会得到效率惩罚,比如修ç†ã€å¼€é”ã€è§£é™¤é™·é˜±ã€åŒ»æ²»å’Œè®­ç»ƒæ°‘兵。",// L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.", - L"优点:需è¦è€å¿ƒçš„工作会得到效率奖励,比如修ç†ã€æ’¬é”ã€è§£é™¤é™·é˜±ã€åŒ»æ²»å’Œè®­ç»ƒæ°‘兵。\n缺点:略微é™ä½Žä¸­æ–­çŽ‡ã€‚",// L"A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupts chance is slightly lowered.", - L"优点:增加对ç«åŠ›åŽ‹åˆ¶å’Œææƒ§çš„æ‰¿å—力。\n负伤其他佣兵阵亡对他的士气影å“的也比较å°ã€‚\n缺点:容易æˆä¸ºæ•Œäººçš„移动é¶ã€‚",// L"A: Incresed resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.", - L"ä¼˜ç‚¹ï¼šè¿›è¡Œéžæˆ˜æ–—任务时士气会æå‡ï¼ˆé™¤äº†è®­ç»ƒæ°‘兵)。\n缺点:æ€äººä¸å¢žåŠ å£«æ°”ã€‚",// L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.", - L"优点:攻击有更高的几率能造æˆå—害者属性值é™ä½Žï¼Œå’Œæ›´ä¸¥é‡çš„åˆ›ä¼¤ï¼ŒåŒæ—¶æé«˜è‡ªå·±çš„士气。\nç¼ºç‚¹ï¼šä¸Žå…¶ä»–äººäº¤æµæ˜¯ä¸ªé—®é¢˜ï¼Œè„±ç¦»æˆ˜æ–—åŽå£«æ°”也会快速下沉。",// L"A: Has bigger chance for inflicting stat loss and can inflict special painful wounds when able to\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.", - L"优点:附近有异性佣兵时表现更佳。\nç¼ºç‚¹ï¼šé™„è¿‘æ‰€æœ‰åŒæ€§ä½£å…µå£«æ°”æå‡å¾—慢。",// L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.", - L"优点:撤退时士气增加。\n缺点:敌众我寡时,会é™ä½Žå£«æ°”。", //L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"没有其它附加效果。",// L"No effects.", - L"在热带或沙漠区域,会出现呼å¸é—®é¢˜é™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.", - L"独自一人时å¯èƒ½ä¼šæ„Ÿåˆ°ææ…Œã€‚",// L"Can suffer panic attack if left alone in certain situations.", - L"在å°é—­ç©ºé—´æˆ–地下时会é™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"His overall performance is reduced if underground.", - L"在游泳时会轻易的溺水。",// L"If trying to swim he can easily drown.", - L"看到大虫å­åŽä¼šå…­ç¥žæ— ä¸»ï¼Œä¹Ÿä¼šåœ¨çƒ­å¸¦åœ°åŒºé™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"A look at large insects can make a big problems\nand being in tropical sectors also reduce his performance a bit.", - L"å¶å°”会忘记手头的任务,也会在战斗中æŸå¤±äº›è¡ŒåŠ¨ç‚¹ã€‚",// L"Sometimes forgets what orders he got and therefore loses some APs if in combat.", - L"å¶å°”会å‘疯并把手里的武器设为自动乱喷。\n如果武器ä¸èƒ½è‡ªåŠ¨å°„å‡»å°†ä¼šæ‰“å‡»è‡ªèº«å£«æ°”ã€‚",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.", - L"大大å‡å°‘å¬åŠ›èŒƒå›´ã€‚", // L"Drastically reduced hearing.", - L"å‡å°‘视力范围。", // L"Reduced sight range.", - L"大大增加æµè¡€é€Ÿåº¦ã€‚", //L"Drastically increased bleeding.", - L"在房顶作战时会é™ä½Žæˆ˜æ–—力。", //L"Performance suffers while on a rooftop.", - L"æ—¶ä¸æ—¶è‡ªæ®‹ã€‚", //L"Occasionally harms self.", -}; - -STR16 gzIMPProfileCostText[]= -{ - L"客户您消费$%d。确认并付款?",//L"The profile cost is $%d. Do you authorize the payment?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"你在PROFEX组件被关闭的情况下无法选择新技能系统。请在JA2_Options.ini中检查READ_PROFILE_DATA_FROM_XML设定。", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"你选择了é“人模å¼ã€‚这将会游æˆå˜å¾—ç›¸å½“æœ‰æŒ‘æˆ˜æ€§ï¼Œå› ä¸ºä½ æ— æ³•åœ¨æ•Œäººå æ®çš„分区存档。 è¿™ä¸ªè®¾ç½®ä¼šå½±å“æ¸¸æˆçš„æ•´ä¸ªè¿›ç¨‹ã€‚你确认你è¦åœ¨é“人模å¼ä¸‹è¿›è¡Œæ¸¸æˆå—?", - L"你选择了“å‡é“äººâ€æ¨¡å¼ï¼Œè¿™ä¸ªè®¾å®šä¼šç¨å¾®åŠ å¤§å¯¹æ¸¸æˆçš„æŒ‘战性。因为你ä¸å¯ä»¥åœ¨å›žåˆåˆ¶çš„æ¨¡å¼ä¸‹å­˜æ¡£ï¼Œè€Œä¸”这个设定会在整个游æˆè¿‡ç¨‹ç”Ÿæ•ˆï¼Œä½ ç¡®å®šè¦åœ¨â€œå‡é“äººâ€æ¨¡å¼ä¸‹è¿›è¡Œæ¸¸æˆï¼Ÿ", //L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?", - L"你选择了“真é“äººâ€æ¨¡å¼ï¼Œè¿™ä¸ªè®¾å®šä¼šåŠ å¤§æ¸¸æˆçš„æŒ‘战性。因为你åªèƒ½åœ¨æ¯å¤©çš„%02d:00存档,而且这个设定会在整个游æˆçš„过程生效,你确定è¦åœ¨â€œçœŸé“äººâ€æ¨¡å¼ä¸‹è¿›è¡Œæ¸¸æˆï¼Ÿ", //L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?", -}; - -STR16 gzDisplayCoverText[]= -{ - L"éšè”½ç¨‹åº¦: %d/100 %s, 光亮度: %d/100", - L"武器射程: %d/%d æ ¼, 命中率: %d/100", - L"武器射程: %d/%d æ ¼, 枪å£ç¨³å®šæ€§: %d/100", - L"关闭éšè”½ç¨‹åº¦æ˜¾ç¤º", - L"显示佣兵的视线", - L"显示佣兵的éšè”½ç¨‹åº¦", - L"丛林", //wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"城市", - L"沙漠", - L"雪地", - L"树林和沙漠", - L"树林和城市", - L"树林和雪地", - L"沙漠和城市", - L"沙漠和雪地", - L"城市和雪地", - L"-", // yes empty for now - L"覆盖: %d/100, 亮度: %d/100", //L"Cover: %d/100, Brightness: %d/100", - L"æ­¥è·", //L"Footstep volume", - L"éšè”½éš¾åº¦", //L"Stealth difficulty", - L"陷阱等级", //L"Trap level", -}; - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("CHINESE") + + #ifdef CHINESE + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25ChineseText_public_symbol(void){;} + +#ifdef CHINESE + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + // made this more elegant + L"å¼€é”", //"Lock picking", + L"格斗", //"Hand to hand combat", + L"电å­", //"Electronics", + L"夜战", //"Night operations", + L"投掷", //"Throwing", + L"教学", //"Teaching", + L"釿­¦å™¨", //"Heavy Weapons", + L"自动武器", //"Auto Weapons", + L"潜行", //"Stealth", + L"åŒæŒ", //"Ambidextrous", + L"刀技", //"Knifing", + L"狙击", //"Sniper", + L"伪装", //"Camouflage", + L"武术", //"Martial Arts", + + L"æ— ", //"None", + L"I.M.P 专属技能", //"I.M.P. Specialties", + L"(专家)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"自动武器",// L"Auto Weapons", + L"釿­¦å™¨",// L"Heavy Weapons", + L"神枪手",// L"Marksman", + L"猎兵",// L"Hunter", + L"快枪手",// L"Gunslinger", + L"格斗家",// L"Hand to Hand", + L"ç­å‰¯",// L"Deputy", + L"技师",// L"Technician", + L"救护员",// L"Paramedic", + L"特工",// L"Covert Ops", + + L"æ— ",// L"None", + L"I.M.P 主è¦ç‰¹æ®ŠæŠ€èƒ½",// L"I.M.P. Major Traits", + // second names + L"机枪手",// L"Machinegunner", + L"枪炮专家",// L"Bombardier", + L"狙击手",// L"Sniper", + L"游骑兵",// L"Ranger", + L"枪斗术",// L"Gunfighter", + L"武术家",// L"Martial Arts", + L"ç­é•¿",// L"Squadleader", + L"工兵",// L"Engineer", + L"军医",// L"Doctor", + L"é—´è°",// L"Spy", +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"åŒæŒ",// L"Ambidextrous", + L"近战",// L"Melee", + L"投掷",// L"Throwing", + L"夜战",// L"Night Ops", + L"潜行",// L"Stealthy", + L"è¿åŠ¨å‘˜",// L"Athletics", + L"å¥èº«",// L"Bodybuilding", + L"爆破",// L"Demolitions", + L"教学",// L"Teaching", + L"侦察",// L"Scouting", + L"无线电æ“作员", //L"Radio Operator", + L"å‘导", //L"Survival", + + L"æ— ",// L"None", + L"I.M.P 副技能",// L"I.M.P. Minor Traits", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"çªå‡»æ­¥æžªå‘½ä¸­çއ +%d%s\n",// L"+%d%s Chance to Hit with Assault Rifles\n", + L"冲锋枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with SMGs\n", + L"轻机枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with LMGs\n", + L"轻机枪射击所需行动点 -%d%s\n",//L"-%d%s APs needed to fire with LMGs\n", + L"端起轻机枪所需行动点 -%d%s\n",//L"-%d%s APs needed to ready light machine guns\n", + L"自动或点射命中率惩罚 -%d%s\n",//L"Auto fire/burst chance to hit penalty is reduced by %d%s\n", + L"é™ä½Žæµªè´¹å­å¼¹çš„几率 \n",//L"Reduced chance for shooting unwanted bullets on autofire\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"å‘射榴弹所需行动点 -%d%s\n",// L"-%d%s APs needed to fire grenade launchers\n", + L"å‘å°„ç«ç®­æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to fire rocket launchers\n", + L"榴弹命中率 +%d%s\n",// L"+%d%s chance to hit with grenade launchers\n", + L"ç«ç®­å‘½ä¸­çއ +%d%s\n",// L"+%d%s chance to hit with rocket launchers\n", + L"å‘射迫击炮所需行动点 -%d%s\n",// L"-%d%s APs needed to fire mortar\n", + L"迫击炮命中率惩罚修正 -%d%s\n",// L"Reduce penalty for mortar CtH by %d%s\n", + L"爆破物, æ‰‹æ¦´å¼¹å’Œé‡æ­¦å™¨å¯¹å¦å…‹çš„é¢å¤–伤害 +%d%s\n",// L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", + L"釿­¦å™¨å¯¹å…¶ä»–目标的伤害 +%d%s\n",// L"+%d%s damage to other targets with heavy weapons\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"步枪命中率 +%d%s\n", + L"狙击步枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Sniper Rifles\n", + L"所有武器的有效è·ç¦» -%d%s\n",// L"-%d%s effective range to target with all weapons\n", + L"æ¯æ¬¡ç²¾ç¡®çž„准的加æˆ(手枪除外) +%d%s\n",// L"+%d%s aiming bonus per aim click (except for handguns)\n", + L"+%d%s 精确瞄准伤害",// L"+%d%s damage on shot", + L"加上",// L" plus", + L"在",// L" per every aim click", + L"第一次",// L" after first", + L"第二次",// L" after second", + L"第三次",// L" after third", + L"第四次",// L" after fourth", + L"第五次",// L" after fifth", + L"第六次",// L" after sixth", + L"第七次",// L" after seventh", + L"栓动步枪拉栓所需行动点 -%d%s \n",// L"-%d%s APs needed to chamber a round with bolt-action rifles \n", + L"步枪精确瞄准次数增加1次\n",// L"Adds one more aim click for rifle-type guns\n", + L"步枪精确瞄准次数增加%d次\n",// L"Adds %d more aim clicks for rifle-type guns\n", + L"迅速瞄准:步枪精确瞄准次数加快(å³å‡å°‘)1次\n",//L"Makes aiming faster with rifle-type guns by one aim click\n", + L"迅速瞄准:步枪精确瞄准次数加快(å³å‡å°‘)%d次\n",//L"Makes aiming faster with rifle-type guns by %d aim clicks\n", + L"专注技能:在标记区域内中断率 +%d \n", //L"Focus skill: +%d interrupt modifier in marked area\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"步枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Rifles\n", + L"霰弹枪命中率 +%d%s\n",// L"+%d%s Chance to Hit with Shotguns\n", + L"泵动å¼éœ°å¼¹ä¸Šè†›æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed to pump Shotguns\n", + L"使用散弹枪时行动点 -%d%s\n", //L"-%d%s APs to fire Shotguns\n", + L"使用散弹枪精确瞄准次数增加%d次 \n", //L"Adds %d more aim click for Shotguns\n", + L"使用散弹枪精确瞄准次数增加%d次 \n", //L"Adds %d more aim clicks for Shotguns\n", + L"散弹枪的有效范围 +%d%s\n", //L"+%d%s effective range with Shotguns\n", + L"散弹枪上膛的行动点消耗 -%d%s\n", //L"-%d%s APs to reload single Shotgun shells\n", + L"使用步枪精瞄次数增加%d次\n", //L"Adds %d more aim click for Rifles\n", + L"使用步枪精瞄次数增加%d次\n", //L"Adds %d more aim clicks for Rifles\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"å‘射手枪ã€å·¦è½®æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to fire with pistols and revolvers\n", + L"手枪ã€å·¦è½®çš„æœ‰æ•ˆå°„程 +%d%s\n",// L"+%d%s effective range with pistols and revolvers\n", + L"手枪ã€å·¦è½®çš„命中率 +%d%s\n",// L"+%d%s chance to hit with pistols and revolvers\n", + L"冲锋手枪的命中率 +%d%s",// L"+%d%s chance to hit with machine pistols", + L"(åªé™å•å‘)",// L" (on single shots only)", + L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªæ¯æ¬¡ç²¾ç¡®çž„å‡†çš„åŠ æˆ +%d%s \n",// L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", + L"手枪和左轮抬枪瞄准所需行动点 -%d%s\n",// L"-%d%s APs needed to raise pistols and revolvers\n", + L"手枪ã€å†²é”‹æ‰‹æžªå’Œå·¦è½®è£…å¡«å¼¹è¯æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n", + L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªçš„精确瞄准次数增加%d次 \n",// L"Adds %d more aim click for pistols, machine pistols and revolvers\n", + L"手枪ã€å·¦è½®å’Œå†²é”‹æ‰‹æžªçš„精确瞄准次数增加%d次 \n",// L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", + L"å¯ä»¥æŽ°å‡»é”¤æ¥å‘射左轮枪\n", //L"Can fan the hammer with revolvers\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"格斗攻击所需行动点 -%d%s(空手或戴铜指套) \n",// L"-%d%s AP cost of hand to hand attacks (bare hands or with brass knuckles)\n", + L"格斗命中率 +%d%s\n",// L"+%d%s chance to hit with hand to hand attacks with bare hands\n", + L"铜指套命中率 +%d%s\n",// L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n", + L"格斗攻击伤害 +%d%s(空手或戴指拳套)\n",// L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"格斗攻击的体力伤害 +%d%s(空手或戴指拳套) \n",// L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"被你徒手击倒的敌人è¦å–˜æ¯ç‰‡åˆ»æ‰èƒ½ç«™èµ·æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", + L"被你徒手击倒的敌人è¦ä¼‘æ¯ç‰‡åˆ»æ‰èƒ½å›žè¿‡ç¥žæ¥ \n",// L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", + L"被你徒手击倒的敌人è¦ä¸€æ³¡å°¿çš„功夫æ‰èƒ½çˆ¬èµ·æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", + L"被你徒手击倒的敌人è¦ä¸€ç›èŒ¶çš„功夫æ‰èƒ½æ¢å¤çŸ¥è§‰ \n",// L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", + L"被你徒手击倒的敌人è¦ä¸€é¡¿é¥­çš„功夫æ‰èƒ½æ¸…é†’è¿‡æ¥ \n",// L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", + L"è¢«ä½ å¾’æ‰‹å‡»å€’çš„æ•Œäººè¦æ˜è¿·ä¸Šå‡ ä¸ªå°æ—¶\n",// L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", + L"被你徒手击倒的敌人下åŠè¾ˆå­å°±æ˜¯æ¤ç‰©äºº\n",// L"Enemy knocked out due to your HtH attacks probably never stand up\n", + L"格斗攻击精确瞄准åŽé€ æˆä¼¤å®³ +%d%s\n",// L"Focused (aimed) punch deals +%d%s more damage\n", + L"独门腿功造æˆä¼¤å®³ +%d%s\n",// L"Your special spinning kick deals +%d%s more damage\n", + L"èº²é¿æ ¼æ–—攻击的几率 +%d%s\n",// L"+%d%s change to dodge hand to hand attacks\n", + L"空手状æ€ä¸‹èŽ·å¾—é¢å¤–的躲é¿å‡ çއ +%d%s",// L"+%d%s on top chance to dodge HtH attacks with bare hands", + L"æˆ–åªæˆ´æŒ‡æ‹³å¥—",// L" or brass knuckles", + L"(戴铜指套时 +%d%s)",// L" (+%d%s with brass knuckles)", + L"戴铜指套时获得é¢å¤–的躲é¿å‡ çއ +%d%s\n",// L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n", + L"躲é¿å†·å…µå™¨æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by any melee weapon\n", + L"从敌人手里夺枪所需行动点 -%d%s\n",// L"-%d%s APs needed to steal weapon from enemy hands\n", + L"站立ã€ä¸‹è¹²ã€å§å€’ã€è½¬èº«ã€çˆ¬ä¸Šçˆ¬ä¸‹å’Œè¶Šè¿‡éšœç¢æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", + L"站立ã€ä¸‹è¹²å’Œå§å€’所需行动点 -%d%s\n",// L"-%d%s APs needed to change state (stand, crouch, lie down)\n", + L"转身所需行动点 -%d%s\n",// L"-%d%s APs needed to turn around\n", + L"上/下房顶所需行动点 -%d%s\n",// L"-%d%s APs needed to climb on/off roof and jump obstacles\n", + L"踢门æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s chance to kick doors\n", + L"你的格斗攻击将有特殊的动画效果 \n",// L"You gain special animations for hand to hand combat\n", + L"移动时被中断的几率é™ä½Ž -%d%s\n", // L"-%d%s chance to be interrupted when moving\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"所在区域内雇佣兵的最大行动点 +%d%s \n",// L"+%d%s APs per round of other mercs in vicinity\n", + L"+%d等级,所在区域雇佣兵等级高于%s \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", + L"+%d等级,所在区域雇佣兵ç«åŠ›åŽ‹åˆ¶å¥–åŠ± \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", + L"+%d%s 所在区域内雇佣兵和%s最高ç«åŠ›åŽ‹åˆ¶æ‰¿å—力 \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n", + L"所在区域内雇佣兵的士气增加速度 +%d \n",// L"+%d morale gain of other mercs in vicinity\n", + L"所在区域内雇佣兵的士气é™ä½Žé€Ÿåº¦ -%d \n",// L"-%d morale loss of other mercs in vicinity\n", + L"奖励范围是%dæ ¼",// L"The vicinity for bonuses is %d tiles", + L"(装备电å­è€³æœºåŽå¥–励范围增加到%dæ ¼)",// L" (%d tiles with extended ears)", + L"(å åŠ æ•ˆæžœæœ€å¤šæ˜¯%d次)\n",// L"(Max simultaneous bonuses for one soldier is %d)\n", + L"+%d%s %sçš„ææƒ§æŠµæŠ—力 \n",// (程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s fear resistence of %s\n", + L"缺陷: 会给其他人造æˆ%då€çš„士气下é™ï¼Œå¦‚æžœ%sé˜µäº¡çš„è¯ \n",//(程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"Drawback: %dx morale loss for %s's death for all other mercs\n", + L"触å‘å°é˜Ÿé›†ä½“中断几率 +%d%s \n", // L"+%d%s chance to trigger collective interrupts\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"维修速度 +%d%s \n",// L"+%d%s to repairing speed\n", + L"开锿ˆåŠŸçŽ‡ +%d%s(普通/电å­é”)\n",// L"+%d%s to lockpicking (normal/electronic locks)\n", + L"电å­é™·é˜±è§£é™¤å‡ çއ +%d%s\n",// L"+%d%s to disarming electronic traps\n", + L"组装物å“和组åˆç‰¹æ®Šç‰©å“æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to attaching special items and combining things\n", + L"战斗中排除枪械故障的æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to unjamming a gun in combat\n", + L"ä¿®ç†ç”µå­ç‰©å“的惩罚 -%d%s\n",// L"Reduce penalty to repair electronic items by %d%s\n", + L"增加å‘现陷阱和地雷的几率(洞察等级 +%d) \n",// L"Increased chance to detect traps and mines (+%d detect level)\n", + L"机器人命中率 +%d%s(ç”±%s控制时) \n",//(翻译注:程åºå‚数问题åªèƒ½ç”¨è¿™ä¸ªè¯­åº) L"+%d%s CtH of robot controlled by the %s\n", + L"åªæœ‰%så¯ä»¥ä¿®ç†æœºå™¨äºº\n",// L"%s trait grants you the ability to repair the robot\n", + L"ä¿®ç†æœºå™¨äººçš„速度惩罚 -%d%s\n",// L"Reduced penalty to repair speed of the robot by %d%s\n", + L"å¯ä»¥å°†ç‰©å“ä¿®å¤åˆ°100%%的状æ€\n", //L"Able to restore item threshold to 100%% during repair\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"使用医疗包进行包扎时å¯ä»¥ç»™ä¼¤è€…进行手术 \n",// L"Has ability to make surgical intervention by using medical bag on wounded soldier\n", + L"手术会立å³å›žå¤å—æŸç”Ÿå‘½å€¼çš„%d%s",// L"Surgery instantly returns %d%s of lost health back.", + L"(åŒæ—¶å¤§é‡æ¶ˆè€—医疗包)",// L" (This drains the medical bag a lot.)", + L"坿²»ç–—è‡´å‘½ä¸€å‡»é€ æˆæŸå¤±çš„属性点, 通过",// L"Can heal lost stats (from critical hits) by the", + L"手术",// L" surgery or", + L"或指派医生治疗 \n",// L" doctor assignment.\n", + L"疗伤效率 +%d%s\n",// L"+%d%s effectiveness on doctor-patient assignment\n", + L"包扎速度 +%d%s\n",// L"+%d%s bandaging speed\n", + L"所在区域自然回å¤ç”Ÿå‘½å€¼é€Ÿåº¦ +%d%s",// L"+%d%s natural regeneration speed of all soldiers in the same sector", + L"(è¿™ç§æ•ˆæžœæœ€å¤šå åŠ %d次)",// L" (max %d these bonuses per sector)", + L"使用血袋时,å¯ä»¥é¢å¤–æ¢å¤%d%s的生命值。\n", //L"Returned health can be boosted an additional %d%s by using blood bags.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"å¯åœ¨æ•ŒåŽä¼ªè£…æˆå¸‚民或敌军士兵 \n",//L"Can disguise as a civilian or soldier to slip behind enemy lines.\n", + L"以下情况会暴露身份:å¯ç–‘动作ã€å¯ç–‘装备或者接近新鲜尸体 \n",//L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", + L"在é è¿‘敌人%d格内伪装æˆå£«å…µä¼šè¢«è‡ªåЍå‘现而暴露 \n",//L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", + L"在é è¿‘尸体%d格内伪装æˆå£«å…µä¼šè¢«è‡ªåЍå‘现而暴露 \n",//L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", + L"伪装状æ€ä¸‹ä½¿ç”¨è¿‘战武器攻击时,命中率增加 +%d%s \n",//L"+%d%s CTH with covert melee weapons\n", + L"伪装状æ€ä¸‹ä½¿ç”¨è¿‘战武器攻击时,秒æ€å‡ çŽ‡å¢žåŠ  +%d%s \n",//L"+%d%s chance of instakill with covert melee weapons\n", + L"伪装动作消耗的行动点 -%d%s \n",//L"Disguise AP cost lowered by %d%s.\n", + L"èƒ½å¤Ÿè¯´æœæ•Œå†›å£«å…µæˆä¸ºæˆ‘æ–¹å§åº•。\n", //L"Can convince enemy soldiers to secretly change sides.\n", TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= +{ + L"å¯ä»¥ä½¿ç”¨é€šè®¯è®¾å¤‡ \n", //L"Can use communications equipment\n", + L"å¯ä»¥å‘¼å«ä¸´åŒºç›Ÿå‹è¿›è¡Œç«ç‚®æ”»å‡» \n", //L"Can call in artillery strikes from allies in neighbouring sectors.\n", + L"å¯ä»¥é€šè¿‡é€šè®¯é¢‘率扫æä»»åŠ¡å®šä½æ•Œå†›å·¡é€»é˜Ÿ \n", //L"Via Frequency Scan assignment, enemy patrols can be located.\n", + L"å¯ä»¥åœ¨åˆ†åŒºèŒƒå›´å†…干扰通讯设备 \n", //L"Communications can be jammed sector-wide.\n", + L"如果通讯å—到干扰,æ“作员å¯ä»¥æ‰«æåˆ°é‚£ä¸ªå¹²æ‰°è®¾å¤‡ \n", //L"If communications are jammed, an operator can scan for the jamming device.\n", + L"å¯ä»¥å‘¼å«ä¸´åŒºå†›é˜Ÿè¿›è¡Œæ”¯æ´ \n", //L"Can call in militia reinforcements from neighbouring sectors.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"无奖励",// L"No bonuses", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"副手有装备时命中率惩罚 -%d%s \n", //L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", + L"弹匣类武器装填速度 +%d%s\n",// L"+%d%s speed of reloading guns with magazines\n", + L"零散弹è¯è£…填速度 +%d%s\n",// L"+%d%s speed of reloading guns with loose rounds\n", + L"æ‹¾ç‰©å“æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to pickup items\n", + L"使用大背包所需行动点 -%d%s\n",// L"-%d%s APs needed to work backpack\n", + L"开门或关门所需行动点 -%d%s\n",// L"-%d%s APs needed to handle doors\n", + L"安置/拆除炸弹和地雷所需行动点 -%d%s \n",// L"-%d%s APs needed to plant/remove bombs and mines\n", + L"ç»„è£…ç‰©å“æ‰€éœ€è¡ŒåŠ¨ç‚¹ -%d%s\n",// L"-%d%s APs needed to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"刀具攻击所需行动点 -%d%s\n",// L"-%d%s APs needed to attack by blades\n", + L"刀具命中率 +%d%s\n",// L"+%d%s chance to hit with blades\n", + L"é’器命中率 +%d%s\n",// L"+%d%s chance to hit with blunt melee weapons\n", + L"刀具的æ€ä¼¤åŠ› +%d%s\n",// L"+%d%s damage of blades\n", + L"é’器的æ€ä¼¤åŠ› +%d%s\n",// L"+%d%s damage of blunt melee weapons\n", + L"è¿‘æˆ˜æ­¦å™¨ç²¾ç¡®çž„å‡†åŽæ”»å‡»ä¼¤å®³ +%d%s \n",// L"Aimed attack by any melee weapon deals +%d%s damage\n", + L"躲é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attack by melee blades\n", + L"æŒåˆ€çжæ€ä¸‹é¢å¤–刀具攻击的几率 +%d%s \n",// L"+%d%s on top chance to dodge melee blades if having a blade in hands\n", + L"躲é¿é’器攻击的几率 +%d%s\n",// L"+%d%s chance to dodge attack by blunt melee weapons\n", + L"æŒåˆ€çжæ€ä¸‹é¢å¤–躲é¿é’器攻击的几率 +%d%s \n",// L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"投掷飞刀所需基础行动点 -%d%s\n",// L"-%d%s basic APs needed to throw blades\n", + L"飞刀的投掷最远è·ç¦» +%d%s\n",// L"+%d%s max range when throwing blades\n", + L"飞刀的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing blades\n", + L"æŠ•æŽ·é£žåˆ€æ—¶æ¯æ¬¡ç²¾ç¡®çž„准的命中率 +%d%s \n",// L"+%d%s chance to hit when throwing blades per aim click\n", + L"飞刀的伤害 +%d%s\n",// L"+%d%s damage of throwing blades\n", + L"æŠ•æŽ·é£žåˆ€æ—¶æ¯æ¬¡ç²¾ç¡®çž„准的伤害 +%d%s \n",// L"+%d%s damage of throwing blades per aim click\n", + L"未被å‘现时飞刀的致命一击率 +%d%s\n",// L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n", + L"飞刀致命一击的é¢å¤–伤害å€çއ +%d\n",// L"+%d critical hit by throwing blade multiplier\n", + L"飞刀的最大精瞄次数 +%d\n",// L"Adds %d more aim click for throwing blades\n", + L"飞刀的最大精瞄次数 +%d\n",// L"Adds %d more aim clicks for throwing blades\n", + L"投掷手榴弹所需行动点 -%d%s\n",// L"-%d%s APs needed to throw grenades\n", + L"手榴弹最远投掷è·ç¦» +%d%s\n",// L"+%d%s max range when throwing grenades\n", + L"手榴弹的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing grenades\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"é»‘æš—ä¸­è§†è· +%d\n",// L"+%d to effective sight range in dark\n", + L"综åˆå¬åŠ›èŒƒå›´ +%d\n",// L"+%d to general effective hearing range\n", + L"黑暗中é¢å¤–å¬åŠ›èŒƒå›´ +%d \n",// L"+%d to effective hearing range in dark on top\n", + L"黑暗中中断率 +%d\n",// L"+%d to interrupts modifier in dark\n", + L"ç¡çœ éœ€æ±‚ -%d\n",// L"-%d need to sleep\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"潜行所需行动点 -%d%s\n",// L"-%d%s APs needed to move quietly\n", + L"æ½œè¡Œä¿æŒæ— å£°çš„几率 +%d%s\n",// L"+%d%s chance to move quietly\n", + L"éšè”½æ€§ +%d%s (未å‘现时判定为“éšå½¢â€) \n",// L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"移动对éšè”½ç¨‹åº¦çš„æƒ©ç½š -%d%s\n",// L"Reduced cover penalty for movement by %d%s\n", + L"被敌人中断几率 -%d%s\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"è·‘ã€èµ°ã€è¹²èµ°ã€çˆ¬ã€æ¸¸æ³³ç­‰åŠ¨ä½œæ‰€éœ€çš„è¡ŒåŠ¨ç‚¹ -%d%s \n",// L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n", + L"è·³è·ƒã€æ¸¸æ³³ã€ç¿»å¢™ç­‰åŠ¨ä½œæ‰€æ¶ˆè€—çš„ä½“èƒ½ -%d%s\n",// L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"伤害抵抗力 %d%s\n",// L"Has %d%s damage resistance\n", + L"è´Ÿé‡ä¸Šé™çš„æœ‰æ•ˆåŠ›é‡ +%d%s\n",// L"+%d%s effective strength for carrying weight capacity \n", + L"被徒手攻击造æˆçš„体力æŸå¤± -%d%s\n",// L"Reduced energy lost when hit by HtH attack by %d%s\n", + L"被击中腿部致使倒地所需的伤害阈值 +%d%s \n",// L"Increased damage needed to fall down if hit to legs by %d%s\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"安置的炸弹和地雷的伤害 +%d%s\n",// L"+%d%s damage of set bombs and mines\n", + L"组åˆç‚¸å¼¹çš„æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to attaching detonators check\n", + L"安置/拆除炸弹æˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s to planting/removing bombs check\n", + L"é™ä½Žæ•Œäººå‘现你的炸弹和地雷的几率(炸弹等级+%d) \n",// L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n", + L"æé«˜å®šå‘爆破破门几率(伤害x%d)\n",// L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"训练民兵速度 +%d%s\n",// L"+%d%s bonus to militia training speed\n", + L"è®­ç»ƒæ°‘å…µæ—¶é¢†å¯¼å€¼åŠ æˆ +%d%s\n",// L"+%d%s bonus to effective leadership for determining militia training\n", + L"训练其他雇佣兵的效率 +%d%s\n",// L"+%d%s bonus to teaching other mercs\n", + L"训练其他人属性时, 教官自身的该项能力有效值 +%d \n",// L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n", + L"自我锻炼效率 +%d%s\n",// L"+%d%s bonus to train stats through self-practising assignment\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"æ­¦å™¨ä¸Šçš„çž„å‡†é•œæœ‰æ•ˆè§†è· +%d%s \n",// L"+%d%% to effective sight range with scopes on weapons\n", + L"望远镜和拆å¸ä¸‹æ¥çš„çž„å‡†é•œæœ‰æ•ˆè§†è· +%d%s \n",// L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", + L"远镜和拆å¸ä¸‹æ¥çš„瞄准镜的狭隘视野 -%d%s \n",// L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", + L"显示邻近区域敌人的准确数é‡\n",// L"If in sector, adjacent sectors will show exact number of enemies\n", + L"显示邻近区域敌人的存在\n",// L"If in sector, adjacent sectors will show presence of enemies if any\n", + L"防止敌人å·è¢­ä½ çš„队ä¼\n",// L"Prevents the enemy to ambush your squad\n", + L"防止血猫å·è¢­ä½ çš„队ä¼\n",// L"Prevents the bloodcats to ambush your squad\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"å¶å°”会通知你在队ä¼ä¸­å¬åˆ°çš„æ„è§ã€‚\n", + L"阻止队员的失常行为(æœç”¨è¯ç‰©ã€é…—酒或å·ä¸œè¥¿ï¼‰ã€‚\n", + L"å¯ä»¥åœ¨åŸŽé•‡æ´¾å‘ä¼ å•。\n", + L"å¯ä»¥åœ¨åŸŽé•‡æœé›†è°£è¨€ã€‚\n", + L"å¯ä»¥åœ¨ç›‘狱当å§åº•。\n", + L"如果士气好的è¯å¯ä»¥æ¯å¤©ä¸ºä½ å¢žåŠ %d声誉。\n", + L"有效å¬è§‰èŒƒå›´ +%d。\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = +{ + L"队ä¼åœ¨åŒºåŸŸé—´æ­¥è¡Œç§»åŠ¨çš„é€Ÿåº¦ +%d%s \n",// L"+%d%s group travelling speed between sectors if traveling by foot\n", + L"队ä¼åœ¨åŒºåŸŸé—´ä¹˜è½¦ç§»åŠ¨çš„é€Ÿåº¦ +%d%s \n",// L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n", + L"区域间移动时体力消耗 -%d%s\n",// L"-%d%s less energy spent for travelling between sectors\n", + L"天气效果惩罚 -%d%s\n",// L"-%d%s weather penalties\n", + L"迷彩涂装退色的速度 -%d%s\n",// L"-%d%s worn out speed of camouflage by water or time\n", + L"能够å‘现%dæ ¼ä¹‹å†…çš„è„šå° \n", //L"Can spot tracks up to %d tiles away\n", + + L"疾病抗性 %s%d%%\n",//L" %s%d%% disease resistance\n", + L"食物消耗 %s%d%%\n",//L" %s%d%% food consumption\n", + L"æ°´ 消 耗 %s%d%%\n",//L" %s%d%% water consumption\n", + L"回é¿å‡ çއ +%d%%\n", //L"+%d%% snake evasion\n", + L"迷彩涂装效果 +%d%%\n",// L"+%d%s camouflage effectiveness\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"无奖励",// L"No bonuses", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"开锿ˆåŠŸçŽ‡ +%d%s\n",// L"+%d%s bonus to lockpicking\n", // 0 + L"格斗命中率 +%d%s\n",// L"+%d%s hand to hand chance to hit\n", + L"格斗伤害 +%d%s\n",// L"+%d%s hand to hand damage\n", + L"格斗攻击躲é¿çއ +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks\n", + L"消除修ç†å’Œä½¿ç”¨ç”µå­è®¾å¤‡çš„æƒ©ç½šï¼ˆé”ã€é™·é˜±ã€é¥æŽ§å¼•çˆ†å™¨ã€æœºå™¨äººç­‰ï¼‰\n",// L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", + L"é»‘æš—ä¸­è§†è· +%d\n",// L"+%d to effective sight range in dark\n", + L"综åˆå¬åŠ›èŒƒå›´ +%d\n",// L"+%d to general effective hearing range\n", + L"黑暗中é¢å¤–å¬åŠ›èŒƒå›´ +%d\n",// L"+%d to effective hearing range in dark on top\n", + L"黑暗中中断率 +%d\n",// L"+%d to interrupts modifier in dark\n", + L"ç¡çœ çš„需求 -%d\n",// L"-%d need to sleep\n", + L"投掷任何物体的最远è·ç¦» +%d%s\n",// L"+%d%s max range when throwing anything\n", // 10 + L"投掷任何物体的命中率 +%d%s\n",// L"+%d%s chance to hit when throwing anything\n", + L"未被察觉时飞刀的一击必æ€çއ +%d%s\n",// L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", + L"训练民兵和其他佣兵的速度 +%d%s\n",// L"+%d%s bonus to militia training and other mercs instructing speed\n", + L"训练民兵时的有效领导能力 +%d%s\n",// L"+%d%s effective leadership for militia training calculations\n", + L"ç«ç®­ã€æ¦´å¼¹å’Œè¿«å‡»ç‚®çš„命中率 +%d%s\n",// L"+%d%s chance to hit with rocket/greande launchers and mortar\n", + L"自动/点射模å¼å‘½ä¸­æƒ©ç½šé™¤ä»¥%d\n",// L"Auto fire/burst chance to hit penalty is divided by %d\n", + L"é™ä½Žæµªè´¹å­å¼¹çš„几率\n",// L"Reduced chance for shooting unwanted bullets on autofire\n", + L"æ½œè¡Œä¿æŒæ— å£°çš„几率 +%d%s\n",// L"+%d%s chance to move quietly\n", + L"éšè”½æ€§ +%d%s(没被å‘现判定为“éšèº«â€)\n",// L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"æ¶ˆé™¤åŒæŒæ­¦å™¨æ—¶çš„命中惩罚\n",// L"Eliminates the CtH penalty when firing two weapons at once\n", // 20 + L"刀具攻击的命中率 +%d%s\n",// L"+%d%s chance to hit with melee blades\n", + L"æŒåˆ€çжæ€ä¸‹èº²é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", + L"æŒå…¶ä»–éžåˆ€å…·ç‰©å“状æ€ä¸‹èº²é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s \n",// L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", + L"æŒåˆ€çжæ€ä¸‹èº²é¿æ ¼æ–—攻击的几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", + L"所有武器的有效射程 -%d%s\n",// L"-%d%s effective range to target with all weapons\n", + L"æ¯æ¬¡ç²¾çž„çž„å‡†åŠ æˆ +%d%s\n",// L"+%d%s aiming bonus per aim click\n", + L"æä¾›æ°¸ä¹…的迷彩涂装\n",// L"Provides permanent camouflage\n", + L"格斗命中率 +%d%s\n",// L"+%d%s hand to hand chance to hit\n", + L"格斗伤害 +%d%s\n",// L"+%d%s hand to hand damage\n", + L"空手状æ€ä¸‹èº²é¿æ ¼æ–—攻击几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 + L"éžç©ºæ‰‹çжæ€ä¸‹èº²é¿æ ¼æ–—攻击几率 +%d%s\n",// L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", + L"躲é¿åˆ€å…·æ”»å‡»çš„几率 +%d%s\n",// L"+%d%s chance to dodge attacks by melee blades\n", + L"å¯å‘虚弱的敌人施展回旋踢, 造æˆåŒå€çš„æ ¼æ–—伤害 \n",// L"Can perform spinning kick attack on weakened enemies to deal double damage\n", + L"你将得到特别的格斗æå‡»åŠ¨ç”»æ•ˆæžœ\n",// L"You gain special animations for hand to hand combat\n", + L"无奖励",// L"No bonuses", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"优点:无。\n缺点:无。",// L"A: No advantage.\nD: No disadvantage.", + L"优点:身边有多个佣兵时表现最佳。\n缺点:孤å•一人时士气ä¸ä¼šä¸Šå‡ã€‚",// L"A: Has better performance when couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", + L"优点:独自行动时表现最好。\n缺点:在团队中士气ä¸ä¼šä¸Šå‡ã€‚",// L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.", + L"优点:士气上å‡å¾—快,下é™å¾—慢。\n缺点:å‘现地雷和陷阱的几率é™ä½Žäº†ã€‚",// L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.", + L"优点:更善于训练民兵和跟别人交æµã€‚\n缺点:士气ä¸ä¼šå› ä¸ºå…¶ä»–队员的行为而上å‡ã€‚",// L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.", + L"优点:自我锻炼或学习效率略微æé«˜ã€‚\n缺点:å‡å°‘å¯¹ææƒ§å’Œç«åŠ›åŽ‹åˆ¶çš„æ‰¿å—力。",// L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.", + L"优点:å‡å°‘一切行动的体能消耗(除了医疗ã€ä¿®ç†ã€è®­ç»ƒæ°‘兵和学习æŸç§æŠ€èƒ½ï¼‰ã€‚\n缺点:智力ã€é¢†å¯¼èƒ½åŠ›ã€çˆ†ç ´ã€ä¿®ç†å’ŒåŒ»ç–—技术æé«˜å¾—慢一些。",// L"A: His energy goes down a bit slower except on assignments as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", + L"优点:点射/自动模å¼ä¸‹å‘½ä¸­çŽ‡ï¼Œè¿‘æˆ˜æ€ä¼¤åŠ›å’Œæ¶ˆç­æ•Œäººæ‰€å¾—的期望更高。\n缺点:需è¦è€å¿ƒçš„行为会得到效率惩罚,比如修ç†ã€å¼€é”ã€è§£é™¤é™·é˜±ã€åŒ»æ²»å’Œè®­ç»ƒæ°‘兵。",// L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.", + L"优点:需è¦è€å¿ƒçš„工作会得到效率奖励,比如修ç†ã€æ’¬é”ã€è§£é™¤é™·é˜±ã€åŒ»æ²»å’Œè®­ç»ƒæ°‘兵。\n缺点:略微é™ä½Žä¸­æ–­çŽ‡ã€‚",// L"A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupts chance is slightly lowered.", + L"优点:增加对ç«åŠ›åŽ‹åˆ¶å’Œææƒ§çš„æ‰¿å—力。\n负伤其他佣兵阵亡对他的士气影å“的也比较å°ã€‚\n缺点:容易æˆä¸ºæ•Œäººçš„移动é¶ã€‚",// L"A: Incresed resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.", + L"ä¼˜ç‚¹ï¼šè¿›è¡Œéžæˆ˜æ–—任务时士气会æå‡ï¼ˆé™¤äº†è®­ç»ƒæ°‘兵)。\n缺点:æ€äººä¸å¢žåŠ å£«æ°”ã€‚",// L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.", + L"优点:攻击有更高的几率能造æˆå—害者属性值é™ä½Žï¼Œå’Œæ›´ä¸¥é‡çš„åˆ›ä¼¤ï¼ŒåŒæ—¶æé«˜è‡ªå·±çš„士气。\nç¼ºç‚¹ï¼šä¸Žå…¶ä»–äººäº¤æµæ˜¯ä¸ªé—®é¢˜ï¼Œè„±ç¦»æˆ˜æ–—åŽå£«æ°”也会快速下沉。",// L"A: Has bigger chance for inflicting stat loss and can inflict special painful wounds when able to\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.", + L"优点:附近有异性佣兵时表现更佳。\nç¼ºç‚¹ï¼šé™„è¿‘æ‰€æœ‰åŒæ€§ä½£å…µå£«æ°”æå‡å¾—慢。",// L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.", + L"优点:撤退时士气增加。\n缺点:敌众我寡时,会é™ä½Žå£«æ°”。", //L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"没有其它附加效果。",// L"No effects.", + L"在热带或沙漠区域,会出现呼å¸é—®é¢˜é™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.", + L"独自一人时å¯èƒ½ä¼šæ„Ÿåˆ°ææ…Œã€‚",// L"Can suffer panic attack if left alone in certain situations.", + L"在å°é—­ç©ºé—´æˆ–地下时会é™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"His overall performance is reduced if underground.", + L"在游泳时会轻易的溺水。",// L"If trying to swim he can easily drown.", + L"看到大虫å­åŽä¼šå…­ç¥žæ— ä¸»ï¼Œä¹Ÿä¼šåœ¨çƒ­å¸¦åœ°åŒºé™ä½Žç»¼åˆè¡¨çŽ°ã€‚",// L"A look at large insects can make a big problems\nand being in tropical sectors also reduce his performance a bit.", + L"å¶å°”会忘记手头的任务,也会在战斗中æŸå¤±äº›è¡ŒåŠ¨ç‚¹ã€‚",// L"Sometimes forgets what orders he got and therefore loses some APs if in combat.", + L"å¶å°”会å‘疯并把手里的武器设为自动乱喷。\n如果武器ä¸èƒ½è‡ªåŠ¨å°„å‡»å°†ä¼šæ‰“å‡»è‡ªèº«å£«æ°”ã€‚",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.", + L"大大å‡å°‘å¬åŠ›èŒƒå›´ã€‚", // L"Drastically reduced hearing.", + L"å‡å°‘视力范围。", // L"Reduced sight range.", + L"大大增加æµè¡€é€Ÿåº¦ã€‚", //L"Drastically increased bleeding.", + L"在房顶作战时会é™ä½Žæˆ˜æ–—力。", //L"Performance suffers while on a rooftop.", + L"æ—¶ä¸æ—¶è‡ªæ®‹ã€‚", //L"Occasionally harms self.", +}; + +STR16 gzIMPProfileCostText[]= +{ + L"客户您消费$%d。确认并付款?",//L"The profile cost is $%d. Do you authorize the payment?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"你在PROFEX组件被关闭的情况下无法选择新技能系统。请在JA2_Options.ini中检查READ_PROFILE_DATA_FROM_XML设定。", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"你选择了é“人模å¼ã€‚这将会游æˆå˜å¾—ç›¸å½“æœ‰æŒ‘æˆ˜æ€§ï¼Œå› ä¸ºä½ æ— æ³•åœ¨æ•Œäººå æ®çš„分区存档。 è¿™ä¸ªè®¾ç½®ä¼šå½±å“æ¸¸æˆçš„æ•´ä¸ªè¿›ç¨‹ã€‚你确认你è¦åœ¨é“人模å¼ä¸‹è¿›è¡Œæ¸¸æˆå—?", + L"你选择了“å‡é“äººâ€æ¨¡å¼ï¼Œè¿™ä¸ªè®¾å®šä¼šç¨å¾®åŠ å¤§å¯¹æ¸¸æˆçš„æŒ‘战性。因为你ä¸å¯ä»¥åœ¨å›žåˆåˆ¶çš„æ¨¡å¼ä¸‹å­˜æ¡£ï¼Œè€Œä¸”这个设定会在整个游æˆè¿‡ç¨‹ç”Ÿæ•ˆï¼Œä½ ç¡®å®šè¦åœ¨â€œå‡é“äººâ€æ¨¡å¼ä¸‹è¿›è¡Œæ¸¸æˆï¼Ÿ", //L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?", + L"你选择了“真é“äººâ€æ¨¡å¼ï¼Œè¿™ä¸ªè®¾å®šä¼šåŠ å¤§æ¸¸æˆçš„æŒ‘战性。因为你åªèƒ½åœ¨æ¯å¤©çš„%02d:00存档,而且这个设定会在整个游æˆçš„过程生效,你确定è¦åœ¨â€œçœŸé“äººâ€æ¨¡å¼ä¸‹è¿›è¡Œæ¸¸æˆï¼Ÿ", //L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?", +}; + +STR16 gzDisplayCoverText[]= +{ + L"éšè”½ç¨‹åº¦: %d/100 %s, 光亮度: %d/100", + L"武器射程: %d/%d æ ¼, 命中率: %d/100", + L"武器射程: %d/%d æ ¼, 枪å£ç¨³å®šæ€§: %d/100", + L"关闭éšè”½ç¨‹åº¦æ˜¾ç¤º", + L"显示佣兵的视线", + L"显示佣兵的éšè”½ç¨‹åº¦", + L"丛林", //wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"城市", + L"沙漠", + L"雪地", + L"树林和沙漠", + L"树林和城市", + L"树林和雪地", + L"沙漠和城市", + L"沙漠和雪地", + L"城市和雪地", + L"-", // yes empty for now + L"覆盖: %d/100, 亮度: %d/100", //L"Cover: %d/100, Brightness: %d/100", + L"æ­¥è·", //L"Footstep volume", + L"éšè”½éš¾åº¦", //L"Stealth difficulty", + L"陷阱等级", //L"Trap level", +}; + +#endif diff --git a/Utils/_Ja25DutchText.cpp b/i18n/_Ja25DutchText.cpp similarity index 97% rename from Utils/_Ja25DutchText.cpp rename to i18n/_Ja25DutchText.cpp index a2234862..ab4b7dc2 100644 --- a/Utils/_Ja25DutchText.cpp +++ b/i18n/_Ja25DutchText.cpp @@ -1,531 +1,530 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("DUTCH") - - #include "Language Defines.h" - #ifdef DUTCH - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25DutchText_public_symbol(void){;} - -#ifdef DUTCH - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - // made this more elegant - L"Lock Picking", - L"Hand to Hand", - L"Electronics", - L"Night Operations", - L"Throwing", - L"Teaching", - L"Heavy Weapons", - L"Auto Weapons", - L"Stealth", - L"Ambidextrous", - L"Knifing", - L"Sniper", - L"Camouflaged", - L"Martial Arts", - - L"None", - L"I.M.P. Specialties", - L"(Expert)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Auto Weapons", - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", - L"Covert Ops", // TODO.Translate - - L"None", - L"I.M.P. Major Traits", - // second names - L"Machinegunner", - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - L"Spy", // TODO.Translate -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Ambidextrous", - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", - L"Radio Operator", - L"Survival", //TODO.Translate - - L"None", - L"I.M.P. Minor Traits", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s CtH with Assault Rifles\n", - L"+%d%s CtH with SMGs\n", - L"+%d%s CtH with LMGs\n", - L"-%d%s APs to fire LMGs on autofire or burst mode\n", - L"-%d%s APs to ready LMGs\n", - L"Auto fire/burst CtH penalty reduced by %d%s\n", - L"Reduced chance for shooting extra bullets on autofire\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s APs to fire grenade launchers\n", - L"-%d%s APs to fire rocket launchers\n", - L"+%d%s CtH with grenade launchers\n", - L"+%d%s CtH with rocket launchers\n", - L"-%d%s APs to fire mortar\n", - L"Reduced penalty for mortar CtH by %d%s\n", - L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", - L"+%d%s damage to other targets with heavy weapons\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Sniper Rifles\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click (except for handguns)\n", - L"+%d%s damage on shot", - L" plus", - L" per every aim click", - L" after first", - L" after second", - L" after third", - L" after fourth", - L" after fifth", - L" after sixth", - L" after seventh", - L"-%d%s APs to chamber a round with bolt-action rifles \n", - L"Adds one more aim click for rifle-type guns\n", - L"Adds %d more aim clicks for rifle-type guns\n", - L"Makes aiming faster with rifle-type guns by one aim click\n", - L"Makes aiming faster with rifle-type guns by %d aim clicks\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Shotguns\n", - L"-%d%s APs needed to pump Shotguns\n", - L"-%d%s APs to fire Shotguns\n", - L"Adds %d more aim click for Shotguns\n", - L"Adds %d more aim clicks for Shotguns\n", - L"+%d%s effective range with Shotguns\n", - L"-%d%s APs to reload single Shotgun shells\n", - L"Adds %d more aim click for Rifles\n", - L"Adds %d more aim clicks for Rifles\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s APs to fire with pistols and revolvers\n", - L"+%d%s effective range with pistols and revolvers\n", - L"+%d%s CtH with pistols and revolvers\n", - L"+%d%s CtH with machine pistols", - L" (on single shots only)", - L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", - L"-%d%s APs to ready pistols and revolvers\n", - L"-%d%s APs to reload pistols, machine pistols and revolvers\n", - L"Adds %d more aim click for pistols, machine pistols and revolvers\n", - L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s CtH with hand to hand attacks with bare hands\n", - L"+%d%s CtH with hand to hand attacks with brass knuckles\n", - L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", - L"Enemy knocked out due to your HtH attacks probably never stand up\n", - L"Focused (aimed) punch deals +%d%s more damage\n", - L"Special spinning kick deals +%d%s more damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"+%d%s additional chance to dodge HtH attacks with bare hands", - L" or brass knuckles", - L" (+%d%s with brass knuckles)", - L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", - L"+%d%s chance to dodge attacks by any melee weapon\n", - L"-%d%s APs to steal weapon from enemy hands\n", - L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", - L"-%d%s APs to change stance (stand, crouch, lie down)\n", - L"-%d%s APs to turn around\n", - L"-%d%s APs to climb on/off roof and jump obstacles\n", - L"+%d%s chance to kick open doors\n", - L"Gains special animations for hand to hand combat\n", - L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s APs per round of other mercs in vicinity\n", - L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", - L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", - L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", - L"+%d morale gain for other mercs in the vicinity\n", - L"-%d morale loss for other mercs in the vicinity\n", - L"The vicinity for bonuses is %d tiles", - L" (%d tiles with extended ears)", - L"(Max simultaneous bonuses for one soldier is %d)\n", - L"+%d%s fear resistence of %s\n", - L"Drawback: %dx morale loss for %s's death for all other mercs\n", - L"+%d%s chance to trigger collective interrupts\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s to repair speed\n", - L"+%d%s to lockpick (normal/electronic locks)\n", - L"+%d%s to disarm electronic traps\n", - L"+%d%s to attach special items and combining things\n", - L"+%d%s to unjamm a gun in combat\n", - L"Reduced penalty to repair electronic items by %d%s\n", - L"Increased chance to detect traps and mines (+%d detect level)\n", - L"+%d%s robot's CtH controlled by the %s\n", - L"%s trait grants ability to repair the robot\n", - L"Reduced penalty to repair speed of the robot by %d%s\n", - L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Able to use medical bag to perform surgical intervention on wounded soldier\n", - L"Surgery instantly returns %d%s of lost health back.", - L" (This will deplete the medical bag.)", - L"Able to heal lost stats (from critical hits) by", - L" surgery or", - L" doctor assignment.\n", - L"+%d%s effectiveness on doctor-patient assignment\n", - L"+%d%s bandaging speed\n", - L"+%d%s natural regeneration speed for all soldiers in the same sector", - L" (max %d of these bonuses per sector stack)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", - L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", - L"+%d%s CtH with covert melee weapons\n", - L"+%d%s chance of instakill with covert melee weapons\n", - L"Disguise AP cost lowered by %d%s.\n", - L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate -{ - L"Can use communications equipment.\n", - L"Can call in artillery strikes from allies in neighbouring sectors.\n", - L"Via Frequency Scan assignment, enemy patrols can be located.\n", - L"Communications can be jammed sector-wide.\n", - L"If communications are jammed, an operator can scan for the jamming device.\n", - L"Can call in militia reinforcements from neighbouring sectors.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s speed on reloading guns with magazines\n", - L"+%d%s speed on reloading guns with loose rounds\n", - L"-%d%s APs to pickup items\n", - L"-%d%s APs to work backpack\n", - L"-%d%s APs to handle doors\n", - L"-%d%s APs to plant/remove bombs and mines\n", - L"-%d%s APs to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s APs to attack with blades\n", - L"+%d%s CtH with blades\n", - L"+%d%s CtH with blunt melee weapons\n", - L"+%d%s damage with blades\n", - L"+%d%s damage with blunt melee weapons\n", - L"Aimed attack with any melee weapon deals +%d%s damage\n", - L"+%d%s chance to dodge attack from melee blades\n", - L"+%d%s additional chance to dodge melee blades if holding a blade\n", - L"+%d%s chance to dodge attack from blunt melee weapons\n", - L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s basic APs to throw blades\n", - L"+%d%s max range when throwing blades\n", - L"+%d%s CtH when throwing blades\n", - L"+%d%s CtH when throwing blades per aim click\n", - L"+%d%s damage with throwing blades\n", - L"+%d%s damage with throwing blades per aim click\n", - L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", - L"+%d critical hit with throwing blade multiplier\n", - L"Adds %d more aim click for throwing blades\n", - L"Adds %d more aim clicks for throwing blades\n", - L"-%d%s APs to throw grenades\n", - L"+%d%s max range when throwing grenades\n", - L"+%d%s CtH when throwing grenades\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d additional hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s APs to move quietly\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Reduced cover penalty for movement by %d%s\n", - L"-%d%s chance to be interrupted\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", - L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"%d%s damage resistance\n", - L"+%d%s effective strength for carrying weight capacity\n", - L"Reduced energy lost when hit by HtH attack by %d%s\n", - L"Increased damage needed to fall down by %d%s if hit on legs\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s damage for set bombs and mines\n", - L"+%d%s to attaching detonators check\n", - L"+%d%s to planting/removing bombs check\n", - L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", - L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s bonus to militia training speed\n", - L"+%d%s bonus to effective leadership for determining militia training\n", - L"+%d%s bonus to teach other mercs\n", - L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", - L"+%d%s bonus to train stats through self-practice assignment\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% to effective sight range with scopes on weapons\n", - L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", - L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", - L"If in sector, adjacent sectors will show exact number of enemies\n", - L"If in sector, adjacent sectors will show presence of enemies, if any\n", - L"Prevents enemy ambushes on your squad\n", - L"Prevents bloodcat ambushes on your squad\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate - L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate - L"Can spread propaganda in towns.\n", // TODO.Translate - L"Can gather rumours in towns.\n", // TODO.Translate - L"Can be put undercover in prisons.\n", // TODO.Translate - L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate - L"+%d to effective hearing range\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate -{ - L"-%d%s travel time needed between sectors if traveling by foot\n", - L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", - L"-%d%s less energy spent for travelling between sectors\n", - L"-%d%s weather penalties\n", - L"-%d%s worn out speed of camouflage by water or time\n", - L"Can spot tracks up to %d tiles away\n", - - L"%s%d%% disease resistance\n", - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", // TODO.Translate - L"+%d%% camouflage effectiveness\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s bonus to lockpicking\n", // 0 - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d extra hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", - L"+%d%s max range when throwing anything\n", // 10 - L"+%d%s chance to hit when throwing anything\n", - L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", - L"+%d%s bonus to militia training and other mercs instructing speed\n", - L"+%d%s effective leadership for militia training calculations\n", - L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", - L"Auto fire/burst chance to hit penalty is divided by %d\n", - L"Reduced chance for shooting unwanted bullets on autofire\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Eliminates CtH penalty when firing two weapons at once\n", // 20 - L"+%d%s chance to hit with melee blades\n", - L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", - L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", - L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click\n", - L"Provides permanent camouflage\n", - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 - L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", - L"+%d%s chance to dodge attacks by melee blades\n", - L"Can perform spinning kick attack on weakened enemies to deal double damage\n", - L"Gains special animations for hand to hand combat\n", - L"No bonuses", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"A: No advantage.\nD: No disadvantage.", - L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", - L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", - L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", - L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", - L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", - L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", - L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", - L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", - L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", - L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", - L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", - L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"No effects.", - L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", - L"Will suffer panic attack if left alone in certain situations.", - L"Overall performance is reduced when underground.", - L"Will drown easily if attempt to swim.", - L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", - L"Sometimes forgets orders given and will lose some APs if it happens in combat.", - L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", - L"Drastically reduced hearing.", - L"Reduced sight range.", - L"Drastically increased bleeding.", // TODO.Translate - L"Performance suffers while on a rooftop.", // TODO.Translate - L"Occasionally harms self.", -}; - - -STR16 gzIMPProfileCostText[]= -{ - L"The profile cost is $%d. Authorize payment?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?", - L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate - L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate -}; - -STR16 gzDisplayCoverText[]= -{ - L"Cover: %d/100 %s, Brightness: %d/100", - L"Gun Range: %d/%d tiles, Chance to hit: %d/100", - L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100", - L"Disabling cover display", - L"Showing mercenary view", - L"Showing danger zones for mercenary", - L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Urban", - L"Desert", - L"Snow", - L"Wood and Desert", - L"Wood and Urban", - L"Wood and Snow", - L"Desert and Urban", - L"Desert and Snow", - L"Urban and Snow", - L"-", // yes empty for now // TODO.Translate - L"Cover: %d/100, Brightness: %d/100", - L"Footstep volume", - L"Stealth difficulty", - L"Trap level", -}; - - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("DUTCH") + + #ifdef DUTCH + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25DutchText_public_symbol(void){;} + +#ifdef DUTCH + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + // made this more elegant + L"Lock Picking", + L"Hand to Hand", + L"Electronics", + L"Night Operations", + L"Throwing", + L"Teaching", + L"Heavy Weapons", + L"Auto Weapons", + L"Stealth", + L"Ambidextrous", + L"Knifing", + L"Sniper", + L"Camouflaged", + L"Martial Arts", + + L"None", + L"I.M.P. Specialties", + L"(Expert)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Auto Weapons", + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", + L"Covert Ops", // TODO.Translate + + L"None", + L"I.M.P. Major Traits", + // second names + L"Machinegunner", + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + L"Spy", // TODO.Translate +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Ambidextrous", + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", + L"Radio Operator", + L"Survival", //TODO.Translate + + L"None", + L"I.M.P. Minor Traits", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s CtH with Assault Rifles\n", + L"+%d%s CtH with SMGs\n", + L"+%d%s CtH with LMGs\n", + L"-%d%s APs to fire LMGs on autofire or burst mode\n", + L"-%d%s APs to ready LMGs\n", + L"Auto fire/burst CtH penalty reduced by %d%s\n", + L"Reduced chance for shooting extra bullets on autofire\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s APs to fire grenade launchers\n", + L"-%d%s APs to fire rocket launchers\n", + L"+%d%s CtH with grenade launchers\n", + L"+%d%s CtH with rocket launchers\n", + L"-%d%s APs to fire mortar\n", + L"Reduced penalty for mortar CtH by %d%s\n", + L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", + L"+%d%s damage to other targets with heavy weapons\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Sniper Rifles\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click (except for handguns)\n", + L"+%d%s damage on shot", + L" plus", + L" per every aim click", + L" after first", + L" after second", + L" after third", + L" after fourth", + L" after fifth", + L" after sixth", + L" after seventh", + L"-%d%s APs to chamber a round with bolt-action rifles \n", + L"Adds one more aim click for rifle-type guns\n", + L"Adds %d more aim clicks for rifle-type guns\n", + L"Makes aiming faster with rifle-type guns by one aim click\n", + L"Makes aiming faster with rifle-type guns by %d aim clicks\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Shotguns\n", + L"-%d%s APs needed to pump Shotguns\n", + L"-%d%s APs to fire Shotguns\n", + L"Adds %d more aim click for Shotguns\n", + L"Adds %d more aim clicks for Shotguns\n", + L"+%d%s effective range with Shotguns\n", + L"-%d%s APs to reload single Shotgun shells\n", + L"Adds %d more aim click for Rifles\n", + L"Adds %d more aim clicks for Rifles\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s APs to fire with pistols and revolvers\n", + L"+%d%s effective range with pistols and revolvers\n", + L"+%d%s CtH with pistols and revolvers\n", + L"+%d%s CtH with machine pistols", + L" (on single shots only)", + L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", + L"-%d%s APs to ready pistols and revolvers\n", + L"-%d%s APs to reload pistols, machine pistols and revolvers\n", + L"Adds %d more aim click for pistols, machine pistols and revolvers\n", + L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s CtH with hand to hand attacks with bare hands\n", + L"+%d%s CtH with hand to hand attacks with brass knuckles\n", + L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", + L"Enemy knocked out due to your HtH attacks probably never stand up\n", + L"Focused (aimed) punch deals +%d%s more damage\n", + L"Special spinning kick deals +%d%s more damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"+%d%s additional chance to dodge HtH attacks with bare hands", + L" or brass knuckles", + L" (+%d%s with brass knuckles)", + L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", + L"+%d%s chance to dodge attacks by any melee weapon\n", + L"-%d%s APs to steal weapon from enemy hands\n", + L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", + L"-%d%s APs to change stance (stand, crouch, lie down)\n", + L"-%d%s APs to turn around\n", + L"-%d%s APs to climb on/off roof and jump obstacles\n", + L"+%d%s chance to kick open doors\n", + L"Gains special animations for hand to hand combat\n", + L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s APs per round of other mercs in vicinity\n", + L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", + L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", + L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", + L"+%d morale gain for other mercs in the vicinity\n", + L"-%d morale loss for other mercs in the vicinity\n", + L"The vicinity for bonuses is %d tiles", + L" (%d tiles with extended ears)", + L"(Max simultaneous bonuses for one soldier is %d)\n", + L"+%d%s fear resistence of %s\n", + L"Drawback: %dx morale loss for %s's death for all other mercs\n", + L"+%d%s chance to trigger collective interrupts\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s to repair speed\n", + L"+%d%s to lockpick (normal/electronic locks)\n", + L"+%d%s to disarm electronic traps\n", + L"+%d%s to attach special items and combining things\n", + L"+%d%s to unjamm a gun in combat\n", + L"Reduced penalty to repair electronic items by %d%s\n", + L"Increased chance to detect traps and mines (+%d detect level)\n", + L"+%d%s robot's CtH controlled by the %s\n", + L"%s trait grants ability to repair the robot\n", + L"Reduced penalty to repair speed of the robot by %d%s\n", + L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Able to use medical bag to perform surgical intervention on wounded soldier\n", + L"Surgery instantly returns %d%s of lost health back.", + L" (This will deplete the medical bag.)", + L"Able to heal lost stats (from critical hits) by", + L" surgery or", + L" doctor assignment.\n", + L"+%d%s effectiveness on doctor-patient assignment\n", + L"+%d%s bandaging speed\n", + L"+%d%s natural regeneration speed for all soldiers in the same sector", + L" (max %d of these bonuses per sector stack)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", + L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", + L"+%d%s CtH with covert melee weapons\n", + L"+%d%s chance of instakill with covert melee weapons\n", + L"Disguise AP cost lowered by %d%s.\n", + L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate +{ + L"Can use communications equipment.\n", + L"Can call in artillery strikes from allies in neighbouring sectors.\n", + L"Via Frequency Scan assignment, enemy patrols can be located.\n", + L"Communications can be jammed sector-wide.\n", + L"If communications are jammed, an operator can scan for the jamming device.\n", + L"Can call in militia reinforcements from neighbouring sectors.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s speed on reloading guns with magazines\n", + L"+%d%s speed on reloading guns with loose rounds\n", + L"-%d%s APs to pickup items\n", + L"-%d%s APs to work backpack\n", + L"-%d%s APs to handle doors\n", + L"-%d%s APs to plant/remove bombs and mines\n", + L"-%d%s APs to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s APs to attack with blades\n", + L"+%d%s CtH with blades\n", + L"+%d%s CtH with blunt melee weapons\n", + L"+%d%s damage with blades\n", + L"+%d%s damage with blunt melee weapons\n", + L"Aimed attack with any melee weapon deals +%d%s damage\n", + L"+%d%s chance to dodge attack from melee blades\n", + L"+%d%s additional chance to dodge melee blades if holding a blade\n", + L"+%d%s chance to dodge attack from blunt melee weapons\n", + L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s basic APs to throw blades\n", + L"+%d%s max range when throwing blades\n", + L"+%d%s CtH when throwing blades\n", + L"+%d%s CtH when throwing blades per aim click\n", + L"+%d%s damage with throwing blades\n", + L"+%d%s damage with throwing blades per aim click\n", + L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", + L"+%d critical hit with throwing blade multiplier\n", + L"Adds %d more aim click for throwing blades\n", + L"Adds %d more aim clicks for throwing blades\n", + L"-%d%s APs to throw grenades\n", + L"+%d%s max range when throwing grenades\n", + L"+%d%s CtH when throwing grenades\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d additional hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s APs to move quietly\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Reduced cover penalty for movement by %d%s\n", + L"-%d%s chance to be interrupted\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", + L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"%d%s damage resistance\n", + L"+%d%s effective strength for carrying weight capacity\n", + L"Reduced energy lost when hit by HtH attack by %d%s\n", + L"Increased damage needed to fall down by %d%s if hit on legs\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s damage for set bombs and mines\n", + L"+%d%s to attaching detonators check\n", + L"+%d%s to planting/removing bombs check\n", + L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", + L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s bonus to militia training speed\n", + L"+%d%s bonus to effective leadership for determining militia training\n", + L"+%d%s bonus to teach other mercs\n", + L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", + L"+%d%s bonus to train stats through self-practice assignment\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% to effective sight range with scopes on weapons\n", + L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", + L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", + L"If in sector, adjacent sectors will show exact number of enemies\n", + L"If in sector, adjacent sectors will show presence of enemies, if any\n", + L"Prevents enemy ambushes on your squad\n", + L"Prevents bloodcat ambushes on your squad\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate + L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate + L"Can spread propaganda in towns.\n", // TODO.Translate + L"Can gather rumours in towns.\n", // TODO.Translate + L"Can be put undercover in prisons.\n", // TODO.Translate + L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate + L"+%d to effective hearing range\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate +{ + L"-%d%s travel time needed between sectors if traveling by foot\n", + L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", + L"-%d%s less energy spent for travelling between sectors\n", + L"-%d%s weather penalties\n", + L"-%d%s worn out speed of camouflage by water or time\n", + L"Can spot tracks up to %d tiles away\n", + + L"%s%d%% disease resistance\n", + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", // TODO.Translate + L"+%d%% camouflage effectiveness\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s bonus to lockpicking\n", // 0 + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d extra hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", + L"+%d%s max range when throwing anything\n", // 10 + L"+%d%s chance to hit when throwing anything\n", + L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", + L"+%d%s bonus to militia training and other mercs instructing speed\n", + L"+%d%s effective leadership for militia training calculations\n", + L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", + L"Auto fire/burst chance to hit penalty is divided by %d\n", + L"Reduced chance for shooting unwanted bullets on autofire\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Eliminates CtH penalty when firing two weapons at once\n", // 20 + L"+%d%s chance to hit with melee blades\n", + L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", + L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", + L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click\n", + L"Provides permanent camouflage\n", + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 + L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", + L"+%d%s chance to dodge attacks by melee blades\n", + L"Can perform spinning kick attack on weakened enemies to deal double damage\n", + L"Gains special animations for hand to hand combat\n", + L"No bonuses", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"A: No advantage.\nD: No disadvantage.", + L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", + L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", + L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", + L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", + L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", + L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", + L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", + L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", + L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", + L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", + L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", + L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"No effects.", + L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", + L"Will suffer panic attack if left alone in certain situations.", + L"Overall performance is reduced when underground.", + L"Will drown easily if attempt to swim.", + L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", + L"Sometimes forgets orders given and will lose some APs if it happens in combat.", + L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", + L"Drastically reduced hearing.", + L"Reduced sight range.", + L"Drastically increased bleeding.", // TODO.Translate + L"Performance suffers while on a rooftop.", // TODO.Translate + L"Occasionally harms self.", +}; + + +STR16 gzIMPProfileCostText[]= +{ + L"The profile cost is $%d. Authorize payment?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?", + L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate + L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate +}; + +STR16 gzDisplayCoverText[]= +{ + L"Cover: %d/100 %s, Brightness: %d/100", + L"Gun Range: %d/%d tiles, Chance to hit: %d/100", + L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100", + L"Disabling cover display", + L"Showing mercenary view", + L"Showing danger zones for mercenary", + L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Urban", + L"Desert", + L"Snow", + L"Wood and Desert", + L"Wood and Urban", + L"Wood and Snow", + L"Desert and Urban", + L"Desert and Snow", + L"Urban and Snow", + L"-", // yes empty for now // TODO.Translate + L"Cover: %d/100, Brightness: %d/100", + L"Footstep volume", + L"Stealth difficulty", + L"Trap level", +}; + + +#endif diff --git a/Utils/_Ja25EnglishText.cpp b/i18n/_Ja25EnglishText.cpp similarity index 97% rename from Utils/_Ja25EnglishText.cpp rename to i18n/_Ja25EnglishText.cpp index b58a080d..8fe19473 100644 --- a/Utils/_Ja25EnglishText.cpp +++ b/i18n/_Ja25EnglishText.cpp @@ -1,529 +1,528 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("ENGLISH") - - #include "Language Defines.h" - #ifdef ENGLISH - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25EnglishText_public_symbol(void); - -#ifdef ENGLISH - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - // made this more elegant - L"Lock Picking", - L"Hand to Hand", - L"Electronics", - L"Night Operations", - L"Throwing", - L"Teaching", - L"Heavy Weapons", - L"Auto Weapons", - L"Stealth", - L"Ambidextrous", - L"Knifing", - L"Sniper", - L"Camouflaged", - L"Martial Arts", - - L"None", - L"I.M.P. Specialties", - L"(Expert)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Auto Weapons", - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", - L"Covert Ops", - - L"None", - L"I.M.P. Major Traits", - // second names - L"Machinegunner", - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - L"Spy", -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Ambidextrous", - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", - L"Radio Operator", - L"Survival", - - L"None", - L"I.M.P. Minor Traits", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s CtH with Assault Rifles\n", - L"+%d%s CtH with SMGs\n", - L"+%d%s CtH with LMGs\n", - L"-%d%s APs to fire LMGs on autofire or burst mode\n", - L"-%d%s APs to ready LMGs\n", - L"Auto fire/burst CtH penalty reduced by %d%s\n", - L"Reduced chance for shooting extra bullets on autofire\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s APs to fire grenade launchers\n", - L"-%d%s APs to fire rocket launchers\n", - L"+%d%s CtH with grenade launchers\n", - L"+%d%s CtH with rocket launchers\n", - L"-%d%s APs to fire mortar\n", - L"Reduced penalty for mortar CtH by %d%s\n", - L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", - L"+%d%s damage to other targets with heavy weapons\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Sniper Rifles\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click (except for handguns)\n", - L"+%d%s damage on shot", - L" plus", - L" per every aim click", - L" after first", - L" after second", - L" after third", - L" after fourth", - L" after fifth", - L" after sixth", - L" after seventh", - L"-%d%s APs to chamber a round with bolt-action rifles \n", - L"Adds one more aim click for rifle-type guns\n", - L"Adds %d more aim clicks for rifle-type guns\n", - L"Makes aiming faster with rifle-type guns by one aim click\n", - L"Makes aiming faster with rifle-type guns by %d aim clicks\n", - L"Focus skill: +%d interrupt modifier in marked area\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Shotguns\n", - L"-%d%s APs needed to pump Shotguns\n", - L"-%d%s APs to fire Shotguns\n", - L"Adds %d more aim click for Shotguns\n", - L"Adds %d more aim clicks for Shotguns\n", - L"+%d%s effective range with Shotguns\n", - L"-%d%s APs to reload single Shotgun shells\n", - L"Adds %d more aim click for Rifles\n", - L"Adds %d more aim clicks for Rifles\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s APs to fire with pistols and revolvers\n", - L"+%d%s effective range with pistols and revolvers\n", - L"+%d%s CtH with pistols and revolvers\n", - L"+%d%s CtH with machine pistols", - L" (on single shots only)", - L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", - L"-%d%s APs to ready pistols and revolvers\n", - L"-%d%s APs to reload pistols, machine pistols and revolvers\n", - L"Adds %d more aim click for pistols, machine pistols and revolvers\n", - L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", - L"Can fan the hammer with revolvers\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s CtH with hand to hand attacks with bare hands\n", - L"+%d%s CtH with hand to hand attacks with brass knuckles\n", - L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", - L"Enemy knocked out due to your HtH attacks probably never stand up\n", - L"Focused (aimed) punch deals +%d%s more damage\n", - L"Special spinning kick deals +%d%s more damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"+%d%s additional chance to dodge HtH attacks with bare hands", - L" or brass knuckles", - L" (+%d%s with brass knuckles)", - L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", - L"+%d%s chance to dodge attacks by any melee weapon\n", - L"-%d%s APs to steal weapon from enemy hands\n", - L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", - L"-%d%s APs to change stance (stand, crouch, lie down)\n", - L"-%d%s APs to turn around\n", - L"-%d%s APs to climb on/off roof and jump obstacles\n", - L"+%d%s chance to kick open doors\n", - L"Gains special animations for hand to hand combat\n", - L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s APs per round of other mercs in vicinity\n", - L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", - L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", - L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", - L"+%d morale gain for other mercs in the vicinity\n", - L"-%d morale loss for other mercs in the vicinity\n", - L"The vicinity for bonuses is %d tiles", - L" (%d tiles with extended ears)", - L"(Max simultaneous bonuses for one soldier is %d)\n", - L"+%d%s fear resistence of %s\n", - L"Drawback: %dx morale loss for %s's death for all other mercs\n", - L"+%d%s chance to trigger collective interrupts\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s to repair speed\n", - L"+%d%s to lockpick (normal/electronic locks)\n", - L"+%d%s to disarm electronic traps\n", - L"+%d%s to attach special items and combining things\n", - L"+%d%s to unjamm a gun in combat\n", - L"Reduced penalty to repair electronic items by %d%s\n", - L"Increased chance to detect traps and mines (+%d detect level)\n", - L"+%d%s robot's CtH controlled by the %s\n", - L"%s trait grants ability to repair the robot\n", - L"Reduced penalty to repair speed of the robot by %d%s\n", - L"Able to restore item threshold to 100%% during repair\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Able to use medical bag to perform surgical intervention on wounded soldier\n", - L"Surgery instantly returns %d%s of lost health back.", - L" (This will deplete the medical bag.)", - L"Able to heal lost stats (from critical hits) by", - L" surgery or", - L" doctor assignment.\n", - L"+%d%s effectiveness on doctor-patient assignment\n", - L"+%d%s bandaging speed\n", - L"+%d%s natural regeneration speed for all soldiers in the same sector", - L" (max %d of these bonuses per sector stack)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", - L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", - L"+%d%s CtH with covert melee weapons\n", - L"+%d%s chance of instakill with covert melee weapons\n", - L"Disguise AP cost lowered by %d%s.\n", - L"Can convince enemy soldiers to secretly change sides.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= -{ - L"Can use communications equipment.\n", - L"Can call in artillery strikes from allies in neighbouring sectors.\n", - L"Via Frequency Scan assignment, enemy patrols can be located.\n", - L"Communications can be jammed sector-wide.\n", - L"If communications are jammed, an operator can scan for the jamming device.\n", - L"Can call in militia reinforcements from neighbouring sectors.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", - L"+%d%s speed on reloading guns with magazines\n", - L"+%d%s speed on reloading guns with loose rounds\n", - L"-%d%s APs to pickup items\n", - L"-%d%s APs to work backpack\n", - L"-%d%s APs to handle doors\n", - L"-%d%s APs to plant/remove bombs and mines\n", - L"-%d%s APs to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s APs to attack with blades\n", - L"+%d%s CtH with blades\n", - L"+%d%s CtH with blunt melee weapons\n", - L"+%d%s damage with blades\n", - L"+%d%s damage with blunt melee weapons\n", - L"Aimed attack with any melee weapon deals +%d%s damage\n", - L"+%d%s chance to dodge attack from melee blades\n", - L"+%d%s additional chance to dodge melee blades if holding a blade\n", - L"+%d%s chance to dodge attack from blunt melee weapons\n", - L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s basic APs to throw blades\n", - L"+%d%s max range when throwing blades\n", - L"+%d%s CtH when throwing blades\n", - L"+%d%s CtH when throwing blades per aim click\n", - L"+%d%s damage with throwing blades\n", - L"+%d%s damage with throwing blades per aim click\n", - L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", - L"+%d critical hit with throwing blade multiplier\n", - L"Adds %d more aim click for throwing blades\n", - L"Adds %d more aim clicks for throwing blades\n", - L"-%d%s APs to throw grenades\n", - L"+%d%s max range when throwing grenades\n", - L"+%d%s CtH when throwing grenades\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d additional hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s APs to move quietly\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Reduced cover penalty for movement by %d%s\n", - L"-%d%s chance to be interrupted\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", - L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"%d%s damage resistance\n", - L"+%d%s effective strength for carrying weight capacity\n", - L"Reduced energy lost when hit by HtH attack by %d%s\n", - L"Increased damage needed to fall down by %d%s if hit on legs\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s damage for set bombs and mines\n", - L"+%d%s to attaching detonators check\n", - L"+%d%s to planting/removing bombs check\n", - L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", - L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s bonus to militia training speed\n", - L"+%d%s bonus to effective leadership for determining militia training\n", - L"+%d%s bonus to teach other mercs\n", - L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", - L"+%d%s bonus to train stats through self-practice assignment\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% to effective sight range with scopes on weapons\n", - L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", - L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", - L"If in sector, adjacent sectors will show exact number of enemies\n", - L"If in sector, adjacent sectors will show presence of enemies, if any\n", - L"Prevents enemy ambushes on your squad\n", - L"Prevents bloodcat ambushes on your squad\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Will occasionally inform you about his teammates' opinions.\n", - L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", - L"Can spread propaganda in towns.\n", - L"Can gather rumours in towns.\n", - L"Can be put undercover in prisons.\n", - L"Increases your reputation by %d every day if in good morale.\n", - L"+%d to effective hearing range\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = -{ - L"-%d%s travel time needed between sectors if traveling by foot\n", - L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", - L"-%d%s less energy spent for travelling between sectors\n", - L"-%d%s weather penalties\n", - L"-%d%s worn out speed of camouflage by water or time\n", - L"Can spot tracks up to %d tiles away\n", - - L"%s%d%% disease resistance\n", - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", - L"+%d%% camouflage effectiveness\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s bonus to lockpicking\n", // 0 - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d extra hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", - L"+%d%s max range when throwing anything\n", // 10 - L"+%d%s chance to hit when throwing anything\n", - L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", - L"+%d%s bonus to militia training and other mercs instructing speed\n", - L"+%d%s effective leadership for militia training calculations\n", - L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", - L"Auto fire/burst chance to hit penalty is divided by %d\n", - L"Reduced chance for shooting unwanted bullets on autofire\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Eliminates CtH penalty when firing two weapons at once\n", // 20 - L"+%d%s chance to hit with melee blades\n", - L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", - L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", - L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click\n", - L"Provides permanent camouflage\n", - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 - L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", - L"+%d%s chance to dodge attacks by melee blades\n", - L"Can perform spinning kick attack on weakened enemies to deal double damage\n", - L"Gains special animations for hand to hand combat\n", - L"No bonuses", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"A: No advantage.\nD: No disadvantage.", - L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", - L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", - L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", - L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", - L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", - L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", - L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", - L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", - L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", - L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", - L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", - L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"No effects.", - L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", - L"Will suffer panic attack if left alone in certain situations.", - L"Overall performance is reduced when underground.", - L"Will drown easily if attempt to swim.", - L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", - L"Sometimes forgets orders given and will lose some APs if it happens in combat.", - L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", - L"Drastically reduced hearing.", - L"Reduced sight range.", - L"Drastically increased bleeding.", - L"Performance suffers while on a rooftop.", - L"Occasionally harms self.", -}; - -STR16 gzIMPProfileCostText[]= -{ - L"The profile cost is $%d. Authorize payment?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?", - L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?", - L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?", -}; - -STR16 gzDisplayCoverText[]= -{ - L"Cover: %d/100 %s, Brightness: %d/100", - L"Gun Range: %d/%d tiles, Chance to hit: %d/100", - L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100", - L"Disabling cover display", - L"Showing mercenary view", - L"Showing danger zones for mercenary", - L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Urban", - L"Desert", - L"Snow", - L"Wood and Desert", - L"Wood and Urban", - L"Wood and Snow", - L"Desert and Urban", - L"Desert and Snow", - L"Urban and Snow", - L"-", // yes empty for now - L"Cover: %d/100, Brightness: %d/100", - L"Footstep volume", - L"Stealth difficulty", - L"Trap level", -}; - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("ENGLISH") + + #ifdef ENGLISH + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25EnglishText_public_symbol(void); + +#ifdef ENGLISH + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + // made this more elegant + L"Lock Picking", + L"Hand to Hand", + L"Electronics", + L"Night Operations", + L"Throwing", + L"Teaching", + L"Heavy Weapons", + L"Auto Weapons", + L"Stealth", + L"Ambidextrous", + L"Knifing", + L"Sniper", + L"Camouflaged", + L"Martial Arts", + + L"None", + L"I.M.P. Specialties", + L"(Expert)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Auto Weapons", + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", + L"Covert Ops", + + L"None", + L"I.M.P. Major Traits", + // second names + L"Machinegunner", + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + L"Spy", +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Ambidextrous", + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", + L"Radio Operator", + L"Survival", + + L"None", + L"I.M.P. Minor Traits", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s CtH with Assault Rifles\n", + L"+%d%s CtH with SMGs\n", + L"+%d%s CtH with LMGs\n", + L"-%d%s APs to fire LMGs on autofire or burst mode\n", + L"-%d%s APs to ready LMGs\n", + L"Auto fire/burst CtH penalty reduced by %d%s\n", + L"Reduced chance for shooting extra bullets on autofire\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s APs to fire grenade launchers\n", + L"-%d%s APs to fire rocket launchers\n", + L"+%d%s CtH with grenade launchers\n", + L"+%d%s CtH with rocket launchers\n", + L"-%d%s APs to fire mortar\n", + L"Reduced penalty for mortar CtH by %d%s\n", + L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", + L"+%d%s damage to other targets with heavy weapons\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Sniper Rifles\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click (except for handguns)\n", + L"+%d%s damage on shot", + L" plus", + L" per every aim click", + L" after first", + L" after second", + L" after third", + L" after fourth", + L" after fifth", + L" after sixth", + L" after seventh", + L"-%d%s APs to chamber a round with bolt-action rifles \n", + L"Adds one more aim click for rifle-type guns\n", + L"Adds %d more aim clicks for rifle-type guns\n", + L"Makes aiming faster with rifle-type guns by one aim click\n", + L"Makes aiming faster with rifle-type guns by %d aim clicks\n", + L"Focus skill: +%d interrupt modifier in marked area\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Shotguns\n", + L"-%d%s APs needed to pump Shotguns\n", + L"-%d%s APs to fire Shotguns\n", + L"Adds %d more aim click for Shotguns\n", + L"Adds %d more aim clicks for Shotguns\n", + L"+%d%s effective range with Shotguns\n", + L"-%d%s APs to reload single Shotgun shells\n", + L"Adds %d more aim click for Rifles\n", + L"Adds %d more aim clicks for Rifles\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s APs to fire with pistols and revolvers\n", + L"+%d%s effective range with pistols and revolvers\n", + L"+%d%s CtH with pistols and revolvers\n", + L"+%d%s CtH with machine pistols", + L" (on single shots only)", + L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", + L"-%d%s APs to ready pistols and revolvers\n", + L"-%d%s APs to reload pistols, machine pistols and revolvers\n", + L"Adds %d more aim click for pistols, machine pistols and revolvers\n", + L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", + L"Can fan the hammer with revolvers\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s CtH with hand to hand attacks with bare hands\n", + L"+%d%s CtH with hand to hand attacks with brass knuckles\n", + L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", + L"Enemy knocked out due to your HtH attacks probably never stand up\n", + L"Focused (aimed) punch deals +%d%s more damage\n", + L"Special spinning kick deals +%d%s more damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"+%d%s additional chance to dodge HtH attacks with bare hands", + L" or brass knuckles", + L" (+%d%s with brass knuckles)", + L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", + L"+%d%s chance to dodge attacks by any melee weapon\n", + L"-%d%s APs to steal weapon from enemy hands\n", + L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", + L"-%d%s APs to change stance (stand, crouch, lie down)\n", + L"-%d%s APs to turn around\n", + L"-%d%s APs to climb on/off roof and jump obstacles\n", + L"+%d%s chance to kick open doors\n", + L"Gains special animations for hand to hand combat\n", + L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s APs per round of other mercs in vicinity\n", + L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", + L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", + L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", + L"+%d morale gain for other mercs in the vicinity\n", + L"-%d morale loss for other mercs in the vicinity\n", + L"The vicinity for bonuses is %d tiles", + L" (%d tiles with extended ears)", + L"(Max simultaneous bonuses for one soldier is %d)\n", + L"+%d%s fear resistence of %s\n", + L"Drawback: %dx morale loss for %s's death for all other mercs\n", + L"+%d%s chance to trigger collective interrupts\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s to repair speed\n", + L"+%d%s to lockpick (normal/electronic locks)\n", + L"+%d%s to disarm electronic traps\n", + L"+%d%s to attach special items and combining things\n", + L"+%d%s to unjamm a gun in combat\n", + L"Reduced penalty to repair electronic items by %d%s\n", + L"Increased chance to detect traps and mines (+%d detect level)\n", + L"+%d%s robot's CtH controlled by the %s\n", + L"%s trait grants ability to repair the robot\n", + L"Reduced penalty to repair speed of the robot by %d%s\n", + L"Able to restore item threshold to 100%% during repair\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Able to use medical bag to perform surgical intervention on wounded soldier\n", + L"Surgery instantly returns %d%s of lost health back.", + L" (This will deplete the medical bag.)", + L"Able to heal lost stats (from critical hits) by", + L" surgery or", + L" doctor assignment.\n", + L"+%d%s effectiveness on doctor-patient assignment\n", + L"+%d%s bandaging speed\n", + L"+%d%s natural regeneration speed for all soldiers in the same sector", + L" (max %d of these bonuses per sector stack)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", + L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", + L"+%d%s CtH with covert melee weapons\n", + L"+%d%s chance of instakill with covert melee weapons\n", + L"Disguise AP cost lowered by %d%s.\n", + L"Can convince enemy soldiers to secretly change sides.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= +{ + L"Can use communications equipment.\n", + L"Can call in artillery strikes from allies in neighbouring sectors.\n", + L"Via Frequency Scan assignment, enemy patrols can be located.\n", + L"Communications can be jammed sector-wide.\n", + L"If communications are jammed, an operator can scan for the jamming device.\n", + L"Can call in militia reinforcements from neighbouring sectors.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", + L"+%d%s speed on reloading guns with magazines\n", + L"+%d%s speed on reloading guns with loose rounds\n", + L"-%d%s APs to pickup items\n", + L"-%d%s APs to work backpack\n", + L"-%d%s APs to handle doors\n", + L"-%d%s APs to plant/remove bombs and mines\n", + L"-%d%s APs to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s APs to attack with blades\n", + L"+%d%s CtH with blades\n", + L"+%d%s CtH with blunt melee weapons\n", + L"+%d%s damage with blades\n", + L"+%d%s damage with blunt melee weapons\n", + L"Aimed attack with any melee weapon deals +%d%s damage\n", + L"+%d%s chance to dodge attack from melee blades\n", + L"+%d%s additional chance to dodge melee blades if holding a blade\n", + L"+%d%s chance to dodge attack from blunt melee weapons\n", + L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s basic APs to throw blades\n", + L"+%d%s max range when throwing blades\n", + L"+%d%s CtH when throwing blades\n", + L"+%d%s CtH when throwing blades per aim click\n", + L"+%d%s damage with throwing blades\n", + L"+%d%s damage with throwing blades per aim click\n", + L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", + L"+%d critical hit with throwing blade multiplier\n", + L"Adds %d more aim click for throwing blades\n", + L"Adds %d more aim clicks for throwing blades\n", + L"-%d%s APs to throw grenades\n", + L"+%d%s max range when throwing grenades\n", + L"+%d%s CtH when throwing grenades\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d additional hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s APs to move quietly\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Reduced cover penalty for movement by %d%s\n", + L"-%d%s chance to be interrupted\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", + L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"%d%s damage resistance\n", + L"+%d%s effective strength for carrying weight capacity\n", + L"Reduced energy lost when hit by HtH attack by %d%s\n", + L"Increased damage needed to fall down by %d%s if hit on legs\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s damage for set bombs and mines\n", + L"+%d%s to attaching detonators check\n", + L"+%d%s to planting/removing bombs check\n", + L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", + L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s bonus to militia training speed\n", + L"+%d%s bonus to effective leadership for determining militia training\n", + L"+%d%s bonus to teach other mercs\n", + L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", + L"+%d%s bonus to train stats through self-practice assignment\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% to effective sight range with scopes on weapons\n", + L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", + L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", + L"If in sector, adjacent sectors will show exact number of enemies\n", + L"If in sector, adjacent sectors will show presence of enemies, if any\n", + L"Prevents enemy ambushes on your squad\n", + L"Prevents bloodcat ambushes on your squad\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Will occasionally inform you about his teammates' opinions.\n", + L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", + L"Can spread propaganda in towns.\n", + L"Can gather rumours in towns.\n", + L"Can be put undercover in prisons.\n", + L"Increases your reputation by %d every day if in good morale.\n", + L"+%d to effective hearing range\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = +{ + L"-%d%s travel time needed between sectors if traveling by foot\n", + L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", + L"-%d%s less energy spent for travelling between sectors\n", + L"-%d%s weather penalties\n", + L"-%d%s worn out speed of camouflage by water or time\n", + L"Can spot tracks up to %d tiles away\n", + + L"%s%d%% disease resistance\n", + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", + L"+%d%% camouflage effectiveness\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s bonus to lockpicking\n", // 0 + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d extra hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", + L"+%d%s max range when throwing anything\n", // 10 + L"+%d%s chance to hit when throwing anything\n", + L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", + L"+%d%s bonus to militia training and other mercs instructing speed\n", + L"+%d%s effective leadership for militia training calculations\n", + L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", + L"Auto fire/burst chance to hit penalty is divided by %d\n", + L"Reduced chance for shooting unwanted bullets on autofire\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Eliminates CtH penalty when firing two weapons at once\n", // 20 + L"+%d%s chance to hit with melee blades\n", + L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", + L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", + L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click\n", + L"Provides permanent camouflage\n", + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 + L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", + L"+%d%s chance to dodge attacks by melee blades\n", + L"Can perform spinning kick attack on weakened enemies to deal double damage\n", + L"Gains special animations for hand to hand combat\n", + L"No bonuses", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"A: No advantage.\nD: No disadvantage.", + L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", + L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", + L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", + L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", + L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", + L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", + L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", + L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", + L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", + L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", + L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", + L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"No effects.", + L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", + L"Will suffer panic attack if left alone in certain situations.", + L"Overall performance is reduced when underground.", + L"Will drown easily if attempt to swim.", + L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", + L"Sometimes forgets orders given and will lose some APs if it happens in combat.", + L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", + L"Drastically reduced hearing.", + L"Reduced sight range.", + L"Drastically increased bleeding.", + L"Performance suffers while on a rooftop.", + L"Occasionally harms self.", +}; + +STR16 gzIMPProfileCostText[]= +{ + L"The profile cost is $%d. Authorize payment?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?", + L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?", + L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?", +}; + +STR16 gzDisplayCoverText[]= +{ + L"Cover: %d/100 %s, Brightness: %d/100", + L"Gun Range: %d/%d tiles, Chance to hit: %d/100", + L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100", + L"Disabling cover display", + L"Showing mercenary view", + L"Showing danger zones for mercenary", + L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Urban", + L"Desert", + L"Snow", + L"Wood and Desert", + L"Wood and Urban", + L"Wood and Snow", + L"Desert and Urban", + L"Desert and Snow", + L"Urban and Snow", + L"-", // yes empty for now + L"Cover: %d/100, Brightness: %d/100", + L"Footstep volume", + L"Stealth difficulty", + L"Trap level", +}; + +#endif diff --git a/Utils/_Ja25FrenchText.cpp b/i18n/_Ja25FrenchText.cpp similarity index 97% rename from Utils/_Ja25FrenchText.cpp rename to i18n/_Ja25FrenchText.cpp index f20af04a..c6e62514 100644 --- a/Utils/_Ja25FrenchText.cpp +++ b/i18n/_Ja25FrenchText.cpp @@ -1,531 +1,530 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("FRENCH") - - #include "Language Defines.h" - #ifdef FRENCH - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25FrenchText_public_symbol(void){;} - -#ifdef FRENCH - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - L"Crochetage", - L"Corps à corps", - L"Électronique", - L"Opérations de nuit", - L"Lancer", - L"Instructeur", - L"Armes lourdes", - L"Armes automatiques", - L"Discrétion", - L"Ambidextre", - L"Couteau", - L"Tireur isolé", - L"Camouflage", - L"Arts martiaux", - - L"aucune", - L"IMP : Spécialtés", - L"(Expert)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Armes automatiques", - L"Armes lourdes", - L"Tireur d'élite", - L"Éclaireur", - L"Flingueur", - L"Arts martiaux", - L"Meneur", - L"Technicien", - L"Médecin", - L"Déguisement", - - L"Personne", - L"IMP : Traits pincipaux", - // second names - L"Mitrailleur", - L"Bombardier", - L"Sniper", - L"Chasseur", - L"Combattant", - L"Arts martiaux", - L"Commandant", - L"Ingénieur", - L"Chirurgien", - L"Espion", -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Ambidextre", - L"Mêlée", - L"Le lancer", - L"Opérations de nuit", - L"Discrétion", - L"Athlétique", - L"Culturiste", - L"Sabotage", - L"Instructeur", - L"Reconnaissance", - L"Opérateur radio", - L"Survival", //TODO.Translate - - L"Personne", - L"IMP : Traits mineurs", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s de chance de toucher avec un fusil d'assaut\n", - L"+%d%s de chance de toucher avec un pistolet mitrailleur\n", - L"+%d%s de chance de toucher avec une mitrailleuse légère\n", - L"-%d%s du nombre de PA nécessaire pour tirer avec une mitrailleuse légère\n", - L"-%d%s du nombre de PA nécessaire pour préparer une arme automatique légère\n", - L"La pénalité due au mode rafale/auto, est réduite de %d%s\n", - L"Réduire la probabilité de tirer plus de balles que prévu en mode auto\n", - -}; -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s du nombre de PA nécessaire pour lancer une grenade\n", - L"-%d%s du nombre de PA nécessaire pour tirer une roquette\n", - L"+%d%s de chance de toucher avec une grenade\n", - L"+%d%s de chance de toucher avec une roquette\n", - L"-%d%s du nombre de PA nécessaire pour tirer au mortier\n", - L"Réduit la pénalité de chance de toucher du mortier de %d%s\n", - L"+%d%s dégâts fait à un char avec une arme lourde, grenades ou explosifs\n", - L"+%d%s dégâts fait sur les autres cibles avec une arme lourde\n", - -}; -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s de chance de toucher avec un fusil\n", - L"+%d%s de chance de toucher avec une arme de précision\n", - L"-%d%s de la distance effective de toutes les armes pour viser\n", - L"+%d%s de bonus par niveau de visée (excepté pour les pistolets)\n", - L"+%d%s de dégâts sur tir", - L" plus", - L" pour chaque niveau", - L" après le premier", - L" après le deuxième", - L" après le troisième", - L" après le quatrième", - L" après le cinquième", - L" après le sixième", - L" après le septième", - L"-%d%s du nombre de PA nécessaire pour recharger avec un fusil à action manuelle\n", - L"Ajoute un niveau de visée en plus pour chaque fusil\n", - L"Ajoute %d niveau(x) de visée pour chaque fusil\n", - - L"Fait viser plus rapidement avec un : réduit d'un niveau de visée\n", - L"Fait viser plus rapidement avec un fusil : réduit de %d niveau(x) de visée\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate - -}; -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s de chance de toucher avec un fusil\n", - L"+%d%s de chance de toucher avec un fusil à pompe\n", - L"-%d%s du nombre de PA nécessaire pour recharger le fusil à pompe\n", - L"-%d%s PA pour tirer avec les fusils à pompe\n", - L"Ajoute un niveau de visée pour les fusils à pompe\n", - L"Ajoute %d niveaux de visée pour les fusils à pompe\n", - L"+%d%s effective range with Shotguns\n", // TODO.Translate - L"-%d%s APs to reload single Shotgun shells\n", // TODO.Translate - L"Adds %d more aim click for Rifles\n", // TODO.Translate - L"Adds %d more aim clicks for Rifles\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s du nombre de PA nécessaire pour tirer avec un pistolet ou un revolver\n", - L"+%d%s de la distance effective avec un pistolet ou un revolver pour viser\n", - L"+%d%s de chance de toucher avec un pistolet ou un revolver\n", - L"+%d%s de chance de toucher avec un pistolet automatique", - L" (en tir manuel seulement)", - L"+%d%s de bonus par niveau de visée avec un pistolet, pistolet automatique ou un revolver\n", - L"-%d%s du nombre de PA nécessaire pour dégainer un pistolet, pistolet automatique ou un revolver\n", - L"-%d%s du nombre de PA nécessaire pour recharger un pistolet, pistolet automatique ou un revolver\n", - L"Ajoute un niveau de visée pour les pistolets, les pistolets automatiques ou les revolvers\n", - L"Ajoute %d niveaux de visée pour les pistolets, les pistolets automatiques ou les revolvers\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate - -}; -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s du nombre de PA nécessaire pour les attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", - L"+%d%s de chance de toucher avec les mains nues\n", - L"+%d%s de chance de toucher avec un coup de poing américain\n", - L"+%d%s de dégâts des attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", - L"+%d%s de dégâts sur le souffle des attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend en peu de temps à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend un peu plus de temps à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend plus de temps à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend beaucoup plus de temps à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend énormément de temps à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et met des heures à récupérer\n", - L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et va sûrement ne pas se relever\n", - L"Le coups de poing va faire +%d%s de dégâts en plus\n", - L"Votre coup de pied spécial va faire +%d%s de dégâts en plus\n", - L"+%d%s de chance d'esquiver une attaque au corps à corps\n", - L"+%d%s de chance d'esquiver une attaque au corps à corps à mains nues", - L" ou avec le coup de poing américain", - L" (+%d%s avec le coup de poing américain)", - L"+%d%s de chance d'esquiver une attaque au corps à corps avec un coup de poing américain\n", - L"+%d%s de chance d'esquiver une attaque de n'importe quelle arme de mêlée\n", - L"-%d%s du nombre de PA nécessaire pour voler l'arme de son ennemi\n", - L"-%d%s du nombre de PA nécessaire pour changer de posture (debout, accroupie, coucher), se retourner, monter/descendre du toit et sauter les obstacles\n", - L"-%d%s du nombre de PA nécessaire pour changer de posture (debout, accroupie, coucher)\n", - L"-%d%s du nombre de PA nécessaire pour se retourner\n", - L"-%d%s du nombre de PA nécessaire pour monter/descendre du toit et sauter les obstacles\n", - L"+%d%s de chance d'ouvrir la porte\n", - L"Vous obtenez une animation spéciale pour votre combat au corps à corps\n", - L"-%d%s de chance d'être interrompu quand vous bougez\n", - -}; -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s de PA par tour pour les mercenaires aux alentours\n", - L"+%d d'expérience effective pour les mercenaires aux alentours possédant un niveau plus bas que : %s\n", - L"+%d d'expérience effective pour le calcul de l'aide apportée à un coéquipier avec un tir de couverture\n", - L"+%d%s de tolérance aux tirs de couverture pour les mercenaires aux alentours et %s pour soi\n", - L"+%d de gain de moral pour les mercenaires aux alentours\n", - L"-%d de perte de moral pour les mercenaires aux alentours\n", - L"Bonus valables pour %d cases aux alentours", - L" (%d cases pour en encadrement élargi)", - L"(Le maximum de bonus simultané pour un joueur est de %d)\n", - L"+%d%s de résistance à la peur du %s\n", - L"Inconvénient : %dx perte de moral à la mort du %s pour les autres mercenaires\n", - L"+%d%s chance de déclencher des interruptions de groupe\n", - -}; -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s de vitesse de réparation\n", - L"+%d%s pour le crochetage (serrure normale/électronique)\n", - L"+%d%s pour désactiver un piège électronique\n", - L"+%d%s pour attacher un objet spécial ou combiner différents objets\n", - L"+%d%s pour débloquer une arme en plein combat\n", - L"Réduit la pénalité pour réparer les objets électroniques de %d%s\n", - L"Augmente la chance de repérer les mines et les pièges (+%d par niveau de détection)\n", - L"+%d%s de chance de toucher avec le robot contrôlé par %s\n", - L"%s vous accorde la capacité de réparer le robot\n", - L"Pénalité réduite sur la vitesse à réparer le robot de %d%s\n", - L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate -}; -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"A les talents pour faire une opération chirurgicale, en utilisant une trousse médicale, sur le soldat blessé\n", - L"La chirurgie rend immédiatement %d%s de santé perdue.", - L" (Cela consomme une grande partie de la trousse médicale.)", - L"Peut guérir des stats perdues par les coups critiques par le", - L" chirurgien ou", - L" le docteur assigné.\n", - L"+%d%s de l'efficacité du docteur assigné\n", - L"+%d%s de vitesse de bandage\n", - L"+%d%s de la vitesse de régénération naturelle de tous soldats présent dans le même secteur", - L" (un maximum de %d bonus par secteur)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate - -}; -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Peut se déguiser en civil ou en soldat pour se glisser derrière les lignes ennemies\n", - L"Sera détecté(e) par des actions suspectes ou un paquetage douteux\nou d'être près d'un cadavre encore chaud\n", - L"Sera automatiquement détecté(e) avec un\ndéguisement de soldat à %d cases d'un ennemi\n", - L"Sera automatiquement détecté(e) avec un déguisement de soldat à %d cases d'un cadavre encore chaud\n", - L"+%d%s de chance de toucher avec une arme d'espion\n", - L"+%d%s de chance de tuer un ennemi instantanément avec une arme d'espion\n", - L"Le nombre de PA pour se déguiser, est réduit de %d%s\n", - L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= -{ - L"Peut utiliser du matériel de communication\n", - L"Peut demander des tirs d'artillerie alliés des secteurs voisins.\n", - L"Via l'assignation 'Balayer les fréquences', les patrouilles ennemies seront localisées.\n", - L"Les communications peuvent être brouillées à l'échelle d'un secteur.\n", - L"Si les communications sont brouillées, l'opérateur peut rechercher la source du brouillage.\n", - L"Peut appeler la milice des secteurs voisins en renfort.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"Pas de bonus", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s de vitesse de rechargement d'une arme avec un chargeur\n", - L"+%d%s de vitesse de rechargement d'une arme avec des cartouches\n", - L"-%d%s du nombre de PA nécessaire pour prendre un objet\n", - L"-%d%s du nombre de PA nécessaire pour utiliser le sac à dos\n", - L"-%d%s du nombre de PA nécessaire pour ouvrir une porte\n", - L"-%d%s du nombre de PA nécessaire pour poser/retirer un explosif ou une mine\n", - L"-%d%s du nombre de PA nécessaire pour attacher des objets entre eux\n", -}; -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s du nombre de PA nécessaire pour attaquer avec une arme blanche\n", - L"+%d%s de chance de toucher avec une arme blanche\n", - L"+%d%s de chance de toucher avec une arme de mêlée\n", - L"+%d%s de dégâts par une arme blanche\n", - L"+%d%s de dégâts par une arme de mêlée\n", - L"L'attaque visée par n'importe quelle arme de mêlée cause +%d%s de dégâts\n", - L"+%d%s de chance d'esquiver des attaques avec une arme blanche\n", - L"+%d%s de chance d'esquiver une attaque avec une arme blanche, si vous avez une arme blanche à la main\n", - L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée\n", - L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée, si vous avez une arme de mêlée à la main\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s du nombre de PA nécessaire pour lancer un couteau\n", - L"+%d%s de distance maximum quand vous lancez un couteau\n", - L"+%d%s de chance de toucher votre cible en lançant un couteau\n", - L"+%d%s de chance de toucher votre cible par niveau de visée en lançant un couteau\n", - L"+%d%s de dégâts avec votre lancer de couteau\n", - L"+%d%s de dégâts avec votre lancer de couteau par niveau de visée\n", - L"+%d%s de chance d'infliger des dégâts critiques en lançant un couteau, si vous n'êtes pas vue ou entendu\n", - L"+%d de dégâts critiques, si vous lancez plusieurs couteaux\n", - L"Ajoute %d niveau(x) de visée pour lancer un couteau\n", - L"Ajoute %d niveau(x) de visée pour lancer un couteau\n", - L"-%d%s du nombre de PA nécessaire pour lancer une grenade\n", - L"+%d%s de la portée maximale d'une grenade\n", - L"+%d%s de chance de toucher votre cible avec une grenade\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"Vue effective augmentée de +%d pendant la nuit\n", - L"Audition augmentée de +%d\n", - L"Audition augmentée de +%d lorsque vous êtes en hauteur\n", - L"+%d de chance d'interrompre une action d'un ennemi pendant la nuit\n", - L"Le besoin de dormir est réduit de -%d\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s du nombre de PA nécessaire pour bouger silencieusement\n", - L"+%d%s de chance de bouger silencieusement\n", - L"+%d%s en discrétion (étant invisible, si inaperçu)\n", - L"Réduit la pénalité due au déplacement discrétion de %d%s\n", - L"-%d%s de chances d'être interrompu\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s du nombre de PA nécessaire pour bouger (courir, marcher, s'accroupir, ramper, nager, etc.)\n", - L"-%d%s d'énergie dépensée pour les mouvements, monter sur les toits, sauter les obstacles, etc.\n", -}; -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"A %d%s de résistance aux dégâts\n", - L"+%d%s de force effective pour porter de lourdes charges\n", - L"Réduit la perte d'énergie lorsque vous êtes touché au corps à corps de %d%s\n", - L"Augmente de %d%s les dégâts nécessaires pour tomber à terre quand vous êtes touché aux jambes\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s de dégâts causés par un explosif ou une mine\n", - L"+%d%s pour contrôler un détonateur\n", - L"+%d%s pour placer/retirer un contrôleur d'explosif\n", - L"Diminue la chance que l'ennemi puisse détecter vos explosifs/mines (+%d par niveau d'explosif)\n", - L"Augmente la chance de former une plus grosse détonation quand l'ennemi ouvrira une porte piégée (dégâts multipliés par %d)\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s de bonus pour entraîner la milice\n", - L"+%d%s de bonus en commandement pour entraîner la milice\n", - L"+%d%s de bonus pour entraîner d'autres mercenaires\n", - L"Il faut que votre compétence soit supérieure à +%d pour être capable d'enseigner cette habilité à un autre mercenaire\n", - L"+%d%s de bonus lorsque vous vous entraînez tout seul\n", - -}; -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% de distance effective avec une lunette de visée sur votre arme\n", - L"+%d%% de distance effective avec vos jumelles (et la lunette de visée séparée de votre arme)\n", - L"-%d%% de vues étroites avec vos jumelles (et la lunette de visée séparée de votre arme)\n", - L"Si vous êtes dans le secteur, vous saurez le nombre exact d'ennemis présents dans les secteurs alentours\n", - L"Si vous êtes dans le secteur, vous saurez la présence au non d'ennemis dans les secteurs alentours\n", - L"Empêche l'ennemi de prendre en embuscade votre escouade\n", - L"Empêche les chats sauvages de prendre en embuscade votre escouade\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Vous informera à l'occasion sur les opinions de ses coéquipiers.\n", - L"Dénoncer la mauvaise conduite de ses équipiers (drogue, alcool et chapardage).\n", - L"Peut faire de la propagande dans les villes.\n", - L"Peut recueillir les rumeurs dans les villes.\n", - L"Peut infiltrer les prisons.\n", - L"Augmente votre réputation de %d tous les jours si le moral est bon.\n", - L"+ %d de portée auditive\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate -{ - L"+%d%s de vitesse de déplacement du groupe entre les secteurs, s'ils sont à pied\n", - L"+%d%s de vitesse de déplacement du groupe entre les secteurs, s'ils sont dans un véhicule (sauf l'hélicoptère)\n", - L"-%d%s d'énergies nécessaire pour traverser les secteurs\n", - L"-%d%s de pénalités du temps\n", - L"-%d%s de l'usure du camouflage due au temps ou à l'eau\n", - L"Can spot tracks up to %d tiles away\n", // TODO.Translate - - L"%s%d%% disease resistance\n", - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", // TODO.Translate - L"+%d%% d'efficacité du camouflage\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"Pas de bonus", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s de bonus de crochetage\n", // 0 - L"+%d%s de chance de toucher au corps à corps\n", - L"+%d%s de dégâts au corps à corps\n", - L"+%d%s de chance d'esquiver une attaque au corps à corps\n", - L"Élimine la pénalité due à la réparation et à la manipulation\nd'objets électriques (serrures, pièges, détonateurs, etc.)\n", - L"+%d de vision effective pendant la nuit\n", - L"+%d d'audition effective pendant la nuit\n", - L"+%d d'audition effective pendant la nuit sur un toit\n", - L"+%d de chance d'interrompre un ennemi pendant la nuit\n", - L"Le besoin de dormir est réduit de -%d\n", - L"+%d%s de distance maximale lors d'un lancer quelconque\n", // 10 - L"+%d%s de chance de toucher lors d'un lancer quelconque\n", - L"+%d%s de chance de tuer instantanément en lançant un couteau, si vous n'êtes pas vu ou entendu\n", - L"+%d%s de bonus pour entraîner la milice et enseigner les autres mercenaires\n", - L"+%d%s en commandement lors de l'entraînement de la milice mobile\n", - L"+%d%s de chance de toucher votre cible avec une roquette/grenade ou un mortier\n", - L"La pénalité due au tir en mode automatique est réduite de %d\n", - L"Réduit la probabilité d'un tir en mode automatique non voulu\n", - L"+%d%s de chance de bouger silencieusement\n", - L"+%d%s en ruse (étant invisible, si inaperçu)\n", - L"Élimine la pénalité lorsque vous tirez avec une arme dans chaque main à la suite\n", // 20 - L"+%d%s de chance de toucher avec une arme de mêlée\n", - L"+%d%s de chance d'esquiver une attaque de mêlée, si vous avez une arme blanche dans la main\n", - L"+%d%s de chance d'esquiver une attaque de mêlée, si vous avez quelque chose d'autre dans la main\n", - L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous avez une arme blanche dans la main\n", - L"-%d%s de distance effective nécessaire pour viser votre cible avec n'importe quelle arme\n", - L"+%d%s de bonus par niveau de visée\n", - L"Fournit un camouflage permanent\n", - L"+%d%s de chance de toucher au corps à corps\n", - L"+%d%s de dégâts au corps à corps\n", - L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous avez les mains vides\n", // 30 - L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous n'avez pas les mains vides\n", - L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée\n", - L"Peut faire un coup de pied à des ennemis affaiblis qui fera le double de dégâts\n", - L"Vous obtenez une animation spéciale pour votre combat au corps à corps\n", - L"Pas de bonus", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"+ : Pas d'avantages.\n- : Pas de désavantages.", - L"+ : A de meilleures performances lorsque deux ou trois mercenaires sont proches.\n- : Ne gagne aucun moral quand aucun mercenaire est proche de lui.", - L"+ : A de meilleures performances quand il est tout seul.\n- : Ne gagne aucun moral quand il est en groupe.", - L"+ : Son moral diminue plus doucement et remonte plus rapidement que la normale.\n- : A moins de chance de détecter les mines et les pièges.", - L"+ : Obtiens un bonus lorsqu'il entraîne la milice et à une meilleure communication.\n- : Ne gagne aucun moral pour les actions des autres mercenaires.", - L"+ : Apprend plus rapidement en étant le professeur ou l'élève.\n- : A moins de résistance à la peur lors d'un tir de couverture.", - L"+ : Son énergie descend un peu plus lentement sauf lorsqu'il est docteur, qu'il répare, qu'il entraîne ou qu'il apprend.\n- : Ses compétences en sagesse, commandement, explosifs, mécanique et médecine s'améliorent légèrement plus lentement.", - L"+ : A un peu plus de chance de toucher lors d'un tir automatique et inflige plus de dégâts au corps à corps.\n Obtiens un peu plus de morale lors d'un décès.\n- : A une pénalité lorsqu'il faut de la patience comme réparer des objets, déverrouiller une serrure, enlever des pièges, entraîner la milice.", - L"+ : A un bonus lorsqu'il faut de la patience comme réparer des objets, déverrouiller une serrure, enlever des pièges, entraîner la milice.\n- : Sa chance d'interrompre une action ennemie est légèrement diminuée.", - L"+ : Augmente la résistance à la peur lors d'un tir de couverture.\n La perte de moral due aux dégâts reçus et à la mort d'un mercenaire est moindre.\n- : Vous êtes plus facilement vulnérable et l'ennemi a sa pénalité due à votre mouvement, réduite.", - L"+ : Gagne du moral lorsque vous faites une mission qui n'est pas liée au combat (excepté l'entraînement de milice).\n- : Pas de gains lorsque vous tuez quelqu'un.", - L"+ : A plus de chance d'infliger des pertes de stats sur l'ennemi, qui peut aussi infliger de lourds dégâts.\n Gagne du moral lorsque vous infligez des pertes de stats sur l'ennemi.\n- : A une pénalité pour la communication et son moral baisse plus rapidement lorsqu'il ne combat pas.", - L"+ : A de meilleures performances lorsqu'un certain type d'ennemi est opposé à lui.\n- : Les mercenaires qui possèdent le même type que l'ennemi gagne moins de moral.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate - -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"Pas d'effets.", - L"A des problèmes de souffle/respiration et ses performances globales\nsont diminuées lorsqu'il est dans des zones tropicales ou désertiques.", - L"Peut souffrir de panique, s'il est laissé seul dans certaines situations.", - L"Ses performances globales sont réduites, s'il se trouve dans un sous-sol.", - L"Peut facilement se noyer, s'il essaye de nager.", - L"La vue de gros insectes, peut lui poser de gros problèmes\net être dans une zone tropicale lui réduit aussi\nlégèrement ses performances globales.", - L"Peut parfois perdre les ordres donnés et ainsi perdre des PA lors d'un combat.", - L"Il peut devenir psychopathe et tirer comme un fou de temps en temps\net peut perdre du moral, s'il n'est pas capable d'utiliser son arme.", - L"Audition considérablement réduite.", - L"Distance de vision réduit.", - L"Drastically increased bleeding.", // TODO.Translate - L"Performance suffers while on a rooftop.", // TODO.Translate - L"Occasionally harms self.", -}; - - - -STR16 gzIMPProfileCostText[]= -{ - L"Ce profil coûte %d$. Voulez-vous autoriser ce paiement ? ", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"Vous ne pouvez pas choisir le nouveau système de compétences avec l'outil PROFEX désactivé. Regardez votre fichier JA2_Options.ini avec l'entrée : READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"Vous avez choisi le mode IRON MAN. La difficulté du jeu s'en trouvera considérablement augmentée du fait de l'impossibilité de sauvegarder en territoire ennemi. Ce paramètre prendra effet tout au long de la partie. Êtes-vous vraiment sûr de vouloir jouer en mode IRON MAN ?", - L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate - L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate -}; - -STR16 gzDisplayCoverText[]= -{ - L"Contraste : %d/100 %s, Luminosité : %d/100", - L"Distance de tir : %d/%d cases, chance de toucher : %d/100", - L"Distance de tir : %d/%d cases, stabilité du canon : %d/100", - L"Désactivation de la couverture de l'affichage", - L"Afficher le champ de vision du mercenaire sélectionné.", - L"Afficher les zones de danger du(es) mercenaire(s)", - L"Bois", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Urbain", - L"Désert", - L"Neige", - L"Bois et désert", - L"Bois et urbain", - L"Bois et neige", - L"Désert et urbain", - L"Désert et neige", - L"Urbain et neige", - L"-", // yes empty for now // TODO.Translate - L"Cover: %d/100, Brightness: %d/100", - L"Footstep volume", - L"Stealth difficulty", - L"Trap level", -}; - - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("FRENCH") + + #ifdef FRENCH + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25FrenchText_public_symbol(void){;} + +#ifdef FRENCH + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + L"Crochetage", + L"Corps à corps", + L"Électronique", + L"Opérations de nuit", + L"Lancer", + L"Instructeur", + L"Armes lourdes", + L"Armes automatiques", + L"Discrétion", + L"Ambidextre", + L"Couteau", + L"Tireur isolé", + L"Camouflage", + L"Arts martiaux", + + L"aucune", + L"IMP : Spécialtés", + L"(Expert)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Armes automatiques", + L"Armes lourdes", + L"Tireur d'élite", + L"Éclaireur", + L"Flingueur", + L"Arts martiaux", + L"Meneur", + L"Technicien", + L"Médecin", + L"Déguisement", + + L"Personne", + L"IMP : Traits pincipaux", + // second names + L"Mitrailleur", + L"Bombardier", + L"Sniper", + L"Chasseur", + L"Combattant", + L"Arts martiaux", + L"Commandant", + L"Ingénieur", + L"Chirurgien", + L"Espion", +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Ambidextre", + L"Mêlée", + L"Le lancer", + L"Opérations de nuit", + L"Discrétion", + L"Athlétique", + L"Culturiste", + L"Sabotage", + L"Instructeur", + L"Reconnaissance", + L"Opérateur radio", + L"Survival", //TODO.Translate + + L"Personne", + L"IMP : Traits mineurs", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s de chance de toucher avec un fusil d'assaut\n", + L"+%d%s de chance de toucher avec un pistolet mitrailleur\n", + L"+%d%s de chance de toucher avec une mitrailleuse légère\n", + L"-%d%s du nombre de PA nécessaire pour tirer avec une mitrailleuse légère\n", + L"-%d%s du nombre de PA nécessaire pour préparer une arme automatique légère\n", + L"La pénalité due au mode rafale/auto, est réduite de %d%s\n", + L"Réduire la probabilité de tirer plus de balles que prévu en mode auto\n", + +}; +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s du nombre de PA nécessaire pour lancer une grenade\n", + L"-%d%s du nombre de PA nécessaire pour tirer une roquette\n", + L"+%d%s de chance de toucher avec une grenade\n", + L"+%d%s de chance de toucher avec une roquette\n", + L"-%d%s du nombre de PA nécessaire pour tirer au mortier\n", + L"Réduit la pénalité de chance de toucher du mortier de %d%s\n", + L"+%d%s dégâts fait à un char avec une arme lourde, grenades ou explosifs\n", + L"+%d%s dégâts fait sur les autres cibles avec une arme lourde\n", + +}; +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s de chance de toucher avec un fusil\n", + L"+%d%s de chance de toucher avec une arme de précision\n", + L"-%d%s de la distance effective de toutes les armes pour viser\n", + L"+%d%s de bonus par niveau de visée (excepté pour les pistolets)\n", + L"+%d%s de dégâts sur tir", + L" plus", + L" pour chaque niveau", + L" après le premier", + L" après le deuxième", + L" après le troisième", + L" après le quatrième", + L" après le cinquième", + L" après le sixième", + L" après le septième", + L"-%d%s du nombre de PA nécessaire pour recharger avec un fusil à action manuelle\n", + L"Ajoute un niveau de visée en plus pour chaque fusil\n", + L"Ajoute %d niveau(x) de visée pour chaque fusil\n", + + L"Fait viser plus rapidement avec un : réduit d'un niveau de visée\n", + L"Fait viser plus rapidement avec un fusil : réduit de %d niveau(x) de visée\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate + +}; +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s de chance de toucher avec un fusil\n", + L"+%d%s de chance de toucher avec un fusil à pompe\n", + L"-%d%s du nombre de PA nécessaire pour recharger le fusil à pompe\n", + L"-%d%s PA pour tirer avec les fusils à pompe\n", + L"Ajoute un niveau de visée pour les fusils à pompe\n", + L"Ajoute %d niveaux de visée pour les fusils à pompe\n", + L"+%d%s effective range with Shotguns\n", // TODO.Translate + L"-%d%s APs to reload single Shotgun shells\n", // TODO.Translate + L"Adds %d more aim click for Rifles\n", // TODO.Translate + L"Adds %d more aim clicks for Rifles\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s du nombre de PA nécessaire pour tirer avec un pistolet ou un revolver\n", + L"+%d%s de la distance effective avec un pistolet ou un revolver pour viser\n", + L"+%d%s de chance de toucher avec un pistolet ou un revolver\n", + L"+%d%s de chance de toucher avec un pistolet automatique", + L" (en tir manuel seulement)", + L"+%d%s de bonus par niveau de visée avec un pistolet, pistolet automatique ou un revolver\n", + L"-%d%s du nombre de PA nécessaire pour dégainer un pistolet, pistolet automatique ou un revolver\n", + L"-%d%s du nombre de PA nécessaire pour recharger un pistolet, pistolet automatique ou un revolver\n", + L"Ajoute un niveau de visée pour les pistolets, les pistolets automatiques ou les revolvers\n", + L"Ajoute %d niveaux de visée pour les pistolets, les pistolets automatiques ou les revolvers\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate + +}; +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s du nombre de PA nécessaire pour les attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", + L"+%d%s de chance de toucher avec les mains nues\n", + L"+%d%s de chance de toucher avec un coup de poing américain\n", + L"+%d%s de dégâts des attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", + L"+%d%s de dégâts sur le souffle des attaques au corps à corps (mains nues ou avec un coup de poing américain)\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend en peu de temps à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend un peu plus de temps à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend plus de temps à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend beaucoup plus de temps à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et prend énormément de temps à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et met des heures à récupérer\n", + L"L'ennemi est abasourdi en raison de votre attaque au corps à corps et va sûrement ne pas se relever\n", + L"Le coups de poing va faire +%d%s de dégâts en plus\n", + L"Votre coup de pied spécial va faire +%d%s de dégâts en plus\n", + L"+%d%s de chance d'esquiver une attaque au corps à corps\n", + L"+%d%s de chance d'esquiver une attaque au corps à corps à mains nues", + L" ou avec le coup de poing américain", + L" (+%d%s avec le coup de poing américain)", + L"+%d%s de chance d'esquiver une attaque au corps à corps avec un coup de poing américain\n", + L"+%d%s de chance d'esquiver une attaque de n'importe quelle arme de mêlée\n", + L"-%d%s du nombre de PA nécessaire pour voler l'arme de son ennemi\n", + L"-%d%s du nombre de PA nécessaire pour changer de posture (debout, accroupie, coucher), se retourner, monter/descendre du toit et sauter les obstacles\n", + L"-%d%s du nombre de PA nécessaire pour changer de posture (debout, accroupie, coucher)\n", + L"-%d%s du nombre de PA nécessaire pour se retourner\n", + L"-%d%s du nombre de PA nécessaire pour monter/descendre du toit et sauter les obstacles\n", + L"+%d%s de chance d'ouvrir la porte\n", + L"Vous obtenez une animation spéciale pour votre combat au corps à corps\n", + L"-%d%s de chance d'être interrompu quand vous bougez\n", + +}; +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s de PA par tour pour les mercenaires aux alentours\n", + L"+%d d'expérience effective pour les mercenaires aux alentours possédant un niveau plus bas que : %s\n", + L"+%d d'expérience effective pour le calcul de l'aide apportée à un coéquipier avec un tir de couverture\n", + L"+%d%s de tolérance aux tirs de couverture pour les mercenaires aux alentours et %s pour soi\n", + L"+%d de gain de moral pour les mercenaires aux alentours\n", + L"-%d de perte de moral pour les mercenaires aux alentours\n", + L"Bonus valables pour %d cases aux alentours", + L" (%d cases pour en encadrement élargi)", + L"(Le maximum de bonus simultané pour un joueur est de %d)\n", + L"+%d%s de résistance à la peur du %s\n", + L"Inconvénient : %dx perte de moral à la mort du %s pour les autres mercenaires\n", + L"+%d%s chance de déclencher des interruptions de groupe\n", + +}; +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s de vitesse de réparation\n", + L"+%d%s pour le crochetage (serrure normale/électronique)\n", + L"+%d%s pour désactiver un piège électronique\n", + L"+%d%s pour attacher un objet spécial ou combiner différents objets\n", + L"+%d%s pour débloquer une arme en plein combat\n", + L"Réduit la pénalité pour réparer les objets électroniques de %d%s\n", + L"Augmente la chance de repérer les mines et les pièges (+%d par niveau de détection)\n", + L"+%d%s de chance de toucher avec le robot contrôlé par %s\n", + L"%s vous accorde la capacité de réparer le robot\n", + L"Pénalité réduite sur la vitesse à réparer le robot de %d%s\n", + L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate +}; +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"A les talents pour faire une opération chirurgicale, en utilisant une trousse médicale, sur le soldat blessé\n", + L"La chirurgie rend immédiatement %d%s de santé perdue.", + L" (Cela consomme une grande partie de la trousse médicale.)", + L"Peut guérir des stats perdues par les coups critiques par le", + L" chirurgien ou", + L" le docteur assigné.\n", + L"+%d%s de l'efficacité du docteur assigné\n", + L"+%d%s de vitesse de bandage\n", + L"+%d%s de la vitesse de régénération naturelle de tous soldats présent dans le même secteur", + L" (un maximum de %d bonus par secteur)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate + +}; +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Peut se déguiser en civil ou en soldat pour se glisser derrière les lignes ennemies\n", + L"Sera détecté(e) par des actions suspectes ou un paquetage douteux\nou d'être près d'un cadavre encore chaud\n", + L"Sera automatiquement détecté(e) avec un\ndéguisement de soldat à %d cases d'un ennemi\n", + L"Sera automatiquement détecté(e) avec un déguisement de soldat à %d cases d'un cadavre encore chaud\n", + L"+%d%s de chance de toucher avec une arme d'espion\n", + L"+%d%s de chance de tuer un ennemi instantanément avec une arme d'espion\n", + L"Le nombre de PA pour se déguiser, est réduit de %d%s\n", + L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= +{ + L"Peut utiliser du matériel de communication\n", + L"Peut demander des tirs d'artillerie alliés des secteurs voisins.\n", + L"Via l'assignation 'Balayer les fréquences', les patrouilles ennemies seront localisées.\n", + L"Les communications peuvent être brouillées à l'échelle d'un secteur.\n", + L"Si les communications sont brouillées, l'opérateur peut rechercher la source du brouillage.\n", + L"Peut appeler la milice des secteurs voisins en renfort.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"Pas de bonus", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s de vitesse de rechargement d'une arme avec un chargeur\n", + L"+%d%s de vitesse de rechargement d'une arme avec des cartouches\n", + L"-%d%s du nombre de PA nécessaire pour prendre un objet\n", + L"-%d%s du nombre de PA nécessaire pour utiliser le sac à dos\n", + L"-%d%s du nombre de PA nécessaire pour ouvrir une porte\n", + L"-%d%s du nombre de PA nécessaire pour poser/retirer un explosif ou une mine\n", + L"-%d%s du nombre de PA nécessaire pour attacher des objets entre eux\n", +}; +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s du nombre de PA nécessaire pour attaquer avec une arme blanche\n", + L"+%d%s de chance de toucher avec une arme blanche\n", + L"+%d%s de chance de toucher avec une arme de mêlée\n", + L"+%d%s de dégâts par une arme blanche\n", + L"+%d%s de dégâts par une arme de mêlée\n", + L"L'attaque visée par n'importe quelle arme de mêlée cause +%d%s de dégâts\n", + L"+%d%s de chance d'esquiver des attaques avec une arme blanche\n", + L"+%d%s de chance d'esquiver une attaque avec une arme blanche, si vous avez une arme blanche à la main\n", + L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée\n", + L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée, si vous avez une arme de mêlée à la main\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s du nombre de PA nécessaire pour lancer un couteau\n", + L"+%d%s de distance maximum quand vous lancez un couteau\n", + L"+%d%s de chance de toucher votre cible en lançant un couteau\n", + L"+%d%s de chance de toucher votre cible par niveau de visée en lançant un couteau\n", + L"+%d%s de dégâts avec votre lancer de couteau\n", + L"+%d%s de dégâts avec votre lancer de couteau par niveau de visée\n", + L"+%d%s de chance d'infliger des dégâts critiques en lançant un couteau, si vous n'êtes pas vue ou entendu\n", + L"+%d de dégâts critiques, si vous lancez plusieurs couteaux\n", + L"Ajoute %d niveau(x) de visée pour lancer un couteau\n", + L"Ajoute %d niveau(x) de visée pour lancer un couteau\n", + L"-%d%s du nombre de PA nécessaire pour lancer une grenade\n", + L"+%d%s de la portée maximale d'une grenade\n", + L"+%d%s de chance de toucher votre cible avec une grenade\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"Vue effective augmentée de +%d pendant la nuit\n", + L"Audition augmentée de +%d\n", + L"Audition augmentée de +%d lorsque vous êtes en hauteur\n", + L"+%d de chance d'interrompre une action d'un ennemi pendant la nuit\n", + L"Le besoin de dormir est réduit de -%d\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s du nombre de PA nécessaire pour bouger silencieusement\n", + L"+%d%s de chance de bouger silencieusement\n", + L"+%d%s en discrétion (étant invisible, si inaperçu)\n", + L"Réduit la pénalité due au déplacement discrétion de %d%s\n", + L"-%d%s de chances d'être interrompu\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s du nombre de PA nécessaire pour bouger (courir, marcher, s'accroupir, ramper, nager, etc.)\n", + L"-%d%s d'énergie dépensée pour les mouvements, monter sur les toits, sauter les obstacles, etc.\n", +}; +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"A %d%s de résistance aux dégâts\n", + L"+%d%s de force effective pour porter de lourdes charges\n", + L"Réduit la perte d'énergie lorsque vous êtes touché au corps à corps de %d%s\n", + L"Augmente de %d%s les dégâts nécessaires pour tomber à terre quand vous êtes touché aux jambes\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s de dégâts causés par un explosif ou une mine\n", + L"+%d%s pour contrôler un détonateur\n", + L"+%d%s pour placer/retirer un contrôleur d'explosif\n", + L"Diminue la chance que l'ennemi puisse détecter vos explosifs/mines (+%d par niveau d'explosif)\n", + L"Augmente la chance de former une plus grosse détonation quand l'ennemi ouvrira une porte piégée (dégâts multipliés par %d)\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s de bonus pour entraîner la milice\n", + L"+%d%s de bonus en commandement pour entraîner la milice\n", + L"+%d%s de bonus pour entraîner d'autres mercenaires\n", + L"Il faut que votre compétence soit supérieure à +%d pour être capable d'enseigner cette habilité à un autre mercenaire\n", + L"+%d%s de bonus lorsque vous vous entraînez tout seul\n", + +}; +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% de distance effective avec une lunette de visée sur votre arme\n", + L"+%d%% de distance effective avec vos jumelles (et la lunette de visée séparée de votre arme)\n", + L"-%d%% de vues étroites avec vos jumelles (et la lunette de visée séparée de votre arme)\n", + L"Si vous êtes dans le secteur, vous saurez le nombre exact d'ennemis présents dans les secteurs alentours\n", + L"Si vous êtes dans le secteur, vous saurez la présence au non d'ennemis dans les secteurs alentours\n", + L"Empêche l'ennemi de prendre en embuscade votre escouade\n", + L"Empêche les chats sauvages de prendre en embuscade votre escouade\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Vous informera à l'occasion sur les opinions de ses coéquipiers.\n", + L"Dénoncer la mauvaise conduite de ses équipiers (drogue, alcool et chapardage).\n", + L"Peut faire de la propagande dans les villes.\n", + L"Peut recueillir les rumeurs dans les villes.\n", + L"Peut infiltrer les prisons.\n", + L"Augmente votre réputation de %d tous les jours si le moral est bon.\n", + L"+ %d de portée auditive\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate +{ + L"+%d%s de vitesse de déplacement du groupe entre les secteurs, s'ils sont à pied\n", + L"+%d%s de vitesse de déplacement du groupe entre les secteurs, s'ils sont dans un véhicule (sauf l'hélicoptère)\n", + L"-%d%s d'énergies nécessaire pour traverser les secteurs\n", + L"-%d%s de pénalités du temps\n", + L"-%d%s de l'usure du camouflage due au temps ou à l'eau\n", + L"Can spot tracks up to %d tiles away\n", // TODO.Translate + + L"%s%d%% disease resistance\n", + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", // TODO.Translate + L"+%d%% d'efficacité du camouflage\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"Pas de bonus", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s de bonus de crochetage\n", // 0 + L"+%d%s de chance de toucher au corps à corps\n", + L"+%d%s de dégâts au corps à corps\n", + L"+%d%s de chance d'esquiver une attaque au corps à corps\n", + L"Élimine la pénalité due à la réparation et à la manipulation\nd'objets électriques (serrures, pièges, détonateurs, etc.)\n", + L"+%d de vision effective pendant la nuit\n", + L"+%d d'audition effective pendant la nuit\n", + L"+%d d'audition effective pendant la nuit sur un toit\n", + L"+%d de chance d'interrompre un ennemi pendant la nuit\n", + L"Le besoin de dormir est réduit de -%d\n", + L"+%d%s de distance maximale lors d'un lancer quelconque\n", // 10 + L"+%d%s de chance de toucher lors d'un lancer quelconque\n", + L"+%d%s de chance de tuer instantanément en lançant un couteau, si vous n'êtes pas vu ou entendu\n", + L"+%d%s de bonus pour entraîner la milice et enseigner les autres mercenaires\n", + L"+%d%s en commandement lors de l'entraînement de la milice mobile\n", + L"+%d%s de chance de toucher votre cible avec une roquette/grenade ou un mortier\n", + L"La pénalité due au tir en mode automatique est réduite de %d\n", + L"Réduit la probabilité d'un tir en mode automatique non voulu\n", + L"+%d%s de chance de bouger silencieusement\n", + L"+%d%s en ruse (étant invisible, si inaperçu)\n", + L"Élimine la pénalité lorsque vous tirez avec une arme dans chaque main à la suite\n", // 20 + L"+%d%s de chance de toucher avec une arme de mêlée\n", + L"+%d%s de chance d'esquiver une attaque de mêlée, si vous avez une arme blanche dans la main\n", + L"+%d%s de chance d'esquiver une attaque de mêlée, si vous avez quelque chose d'autre dans la main\n", + L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous avez une arme blanche dans la main\n", + L"-%d%s de distance effective nécessaire pour viser votre cible avec n'importe quelle arme\n", + L"+%d%s de bonus par niveau de visée\n", + L"Fournit un camouflage permanent\n", + L"+%d%s de chance de toucher au corps à corps\n", + L"+%d%s de dégâts au corps à corps\n", + L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous avez les mains vides\n", // 30 + L"+%d%s de chance d'esquiver une attaque au corps à corps, si vous n'avez pas les mains vides\n", + L"+%d%s de chance d'esquiver une attaque avec une arme de mêlée\n", + L"Peut faire un coup de pied à des ennemis affaiblis qui fera le double de dégâts\n", + L"Vous obtenez une animation spéciale pour votre combat au corps à corps\n", + L"Pas de bonus", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"+ : Pas d'avantages.\n- : Pas de désavantages.", + L"+ : A de meilleures performances lorsque deux ou trois mercenaires sont proches.\n- : Ne gagne aucun moral quand aucun mercenaire est proche de lui.", + L"+ : A de meilleures performances quand il est tout seul.\n- : Ne gagne aucun moral quand il est en groupe.", + L"+ : Son moral diminue plus doucement et remonte plus rapidement que la normale.\n- : A moins de chance de détecter les mines et les pièges.", + L"+ : Obtiens un bonus lorsqu'il entraîne la milice et à une meilleure communication.\n- : Ne gagne aucun moral pour les actions des autres mercenaires.", + L"+ : Apprend plus rapidement en étant le professeur ou l'élève.\n- : A moins de résistance à la peur lors d'un tir de couverture.", + L"+ : Son énergie descend un peu plus lentement sauf lorsqu'il est docteur, qu'il répare, qu'il entraîne ou qu'il apprend.\n- : Ses compétences en sagesse, commandement, explosifs, mécanique et médecine s'améliorent légèrement plus lentement.", + L"+ : A un peu plus de chance de toucher lors d'un tir automatique et inflige plus de dégâts au corps à corps.\n Obtiens un peu plus de morale lors d'un décès.\n- : A une pénalité lorsqu'il faut de la patience comme réparer des objets, déverrouiller une serrure, enlever des pièges, entraîner la milice.", + L"+ : A un bonus lorsqu'il faut de la patience comme réparer des objets, déverrouiller une serrure, enlever des pièges, entraîner la milice.\n- : Sa chance d'interrompre une action ennemie est légèrement diminuée.", + L"+ : Augmente la résistance à la peur lors d'un tir de couverture.\n La perte de moral due aux dégâts reçus et à la mort d'un mercenaire est moindre.\n- : Vous êtes plus facilement vulnérable et l'ennemi a sa pénalité due à votre mouvement, réduite.", + L"+ : Gagne du moral lorsque vous faites une mission qui n'est pas liée au combat (excepté l'entraînement de milice).\n- : Pas de gains lorsque vous tuez quelqu'un.", + L"+ : A plus de chance d'infliger des pertes de stats sur l'ennemi, qui peut aussi infliger de lourds dégâts.\n Gagne du moral lorsque vous infligez des pertes de stats sur l'ennemi.\n- : A une pénalité pour la communication et son moral baisse plus rapidement lorsqu'il ne combat pas.", + L"+ : A de meilleures performances lorsqu'un certain type d'ennemi est opposé à lui.\n- : Les mercenaires qui possèdent le même type que l'ennemi gagne moins de moral.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate + +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"Pas d'effets.", + L"A des problèmes de souffle/respiration et ses performances globales\nsont diminuées lorsqu'il est dans des zones tropicales ou désertiques.", + L"Peut souffrir de panique, s'il est laissé seul dans certaines situations.", + L"Ses performances globales sont réduites, s'il se trouve dans un sous-sol.", + L"Peut facilement se noyer, s'il essaye de nager.", + L"La vue de gros insectes, peut lui poser de gros problèmes\net être dans une zone tropicale lui réduit aussi\nlégèrement ses performances globales.", + L"Peut parfois perdre les ordres donnés et ainsi perdre des PA lors d'un combat.", + L"Il peut devenir psychopathe et tirer comme un fou de temps en temps\net peut perdre du moral, s'il n'est pas capable d'utiliser son arme.", + L"Audition considérablement réduite.", + L"Distance de vision réduit.", + L"Drastically increased bleeding.", // TODO.Translate + L"Performance suffers while on a rooftop.", // TODO.Translate + L"Occasionally harms self.", +}; + + + +STR16 gzIMPProfileCostText[]= +{ + L"Ce profil coûte %d$. Voulez-vous autoriser ce paiement ? ", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"Vous ne pouvez pas choisir le nouveau système de compétences avec l'outil PROFEX désactivé. Regardez votre fichier JA2_Options.ini avec l'entrée : READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"Vous avez choisi le mode IRON MAN. La difficulté du jeu s'en trouvera considérablement augmentée du fait de l'impossibilité de sauvegarder en territoire ennemi. Ce paramètre prendra effet tout au long de la partie. Êtes-vous vraiment sûr de vouloir jouer en mode IRON MAN ?", + L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate + L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate +}; + +STR16 gzDisplayCoverText[]= +{ + L"Contraste : %d/100 %s, Luminosité : %d/100", + L"Distance de tir : %d/%d cases, chance de toucher : %d/100", + L"Distance de tir : %d/%d cases, stabilité du canon : %d/100", + L"Désactivation de la couverture de l'affichage", + L"Afficher le champ de vision du mercenaire sélectionné.", + L"Afficher les zones de danger du(es) mercenaire(s)", + L"Bois", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Urbain", + L"Désert", + L"Neige", + L"Bois et désert", + L"Bois et urbain", + L"Bois et neige", + L"Désert et urbain", + L"Désert et neige", + L"Urbain et neige", + L"-", // yes empty for now // TODO.Translate + L"Cover: %d/100, Brightness: %d/100", + L"Footstep volume", + L"Stealth difficulty", + L"Trap level", +}; + + +#endif diff --git a/Utils/_Ja25GermanText.cpp b/i18n/_Ja25GermanText.cpp similarity index 97% rename from Utils/_Ja25GermanText.cpp rename to i18n/_Ja25GermanText.cpp index b402f410..af025f61 100644 --- a/Utils/_Ja25GermanText.cpp +++ b/i18n/_Ja25GermanText.cpp @@ -1,532 +1,531 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("GERMAN") - - #include "Language Defines.h" - #ifdef GERMAN - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25GermanText_public_symbol(void){;} - -#ifdef GERMAN - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - L"Schlösser knacken", - L"Nahkampf", - L"Elektronik", - L"Nachteinsatz", - L"Werfen", - L"Lehren", - L"Schwere Waffen", - L"Autom. Waffen", - L"Schleichen", - L"Beidhändig geschickt", - L"Messer", - L"Dach-Treffer Bonus", - L"Getarnt", - L"Kampfsport", - - L"Keine", - L"B.S.E. - Spezialisierungen", - L"(Experte)", -}; - -//added another set of skill texts for new major traits -//Da es mittlerweile einen beruflichen Background für Söldner gibt, habe ich die "Tätigkeitsbezeichnungen" der Traits wieder an das ursprüngliche System angeglichen. -//Die Traits sagen nun aus, in welchem Bereich ein Söldner besondere Fertigkeiten erworben hat. Sie stellen kein Berufsbild dar. Das bleibt dem Background überlassen. -//Vorschläge in alten Kommentaren berücksichtigt. [Leonidas] -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Automatische Waffen", // - L"Granatwaffen", // Vanilla: Schwere Waffen/Heavy Weapons [Leonidas] - L"Scharfschützengewehre", // (Schlechte) Alternative: Präzisionsgewehre [Leonidas] - L"Jagd", // Alternative: Überlebenstraining [Leonidas] – Die Mischung aus/von Flintenboni, Bewegungsboni und Tarnboni ist ungünstig [Leonidas] - L"Pistolen", // - L"Faustkampf", // - L"Teamführung", // - L"Feinmechanik", // - L"Erste Hilfe", // Alternativen: Sanitätsausbildung; Medizin. Versorgung [Leonidas] - L"Verdeckte Operationen", // - - L"Nichts", - L"B.S.E. Hauptfertigkeiten", - - // second names - L"Automatische Waffen\n(Experte)", // (Schlechte) Alternative: Maschinengewehre [Leonidas] - L"Granatwaffen (Experte)", // - L"Scharfschützengewehre\n(Experte)", // - L"Jagd (Experte)", // Alternative: Jagd – Die Mischung aus/von Flintenboni, Bewegungsboni und Tarnboni ist ungünstig [Leonidas] - L"Pistolen (Experte)", // - L"Kampfsport", // - L"Truppenführung", // - L"Feinwerktechnik", // Alternative: Mechatronik [Leonidas] - L"Notfallmedizin", // - L"Geheimoperationen", // -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Beidhändigkeit", // alt. "Beidhändig geschickt" - L"Bewaffneter Nahkampf", // alt. "Hieb- und Stichwaffen" - L"Wurfwaffen", // alt. "Wurfwaffen" - L"Nachteinsätze", // alt. "Nachteinsatz" - L"Schleichen", // alt. "Schleichen" - L"Leichtathletik", // alt. "Athletisch" - L"Kraftsport", // alt. "Bodybuilding" - L"Sprengtechnik", // alt. "Kampfmittel" - L"Ausbilden", // alt. "Lehren" - L"Aufklären", // alt. "Spähen" - L"Funktechnik", // Alternative: Funk, Funkkommunikation [Leonidas] - L"Survival", //TODO.Translate - - L"Keine", - L"B.S.E. Nebenfertigkeiten", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s Trefferchance mit Sturmgewehren\n", - L"+%d%s Trefferchance mit Maschinenpistolen\n", - L"+%d%s Trefferchance mit Maschinengewehren\n", - L"-%d%s APs benötigt für MG-Feuerstöße (Burst/Auto) abzugeben\n", - L"-%d%s APs benötigt um Maschinengewehre auszurichten\n", - L"Trefferratenabzug bei Feuerstößen um %d%s reduziert\n", - L"Geringere Wahrscheinlichkeit bei Feuerstößen ungewollt mehr Schüsse abzugeben\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s APs benötigt um Granatwerfer abzufeuern\n", - L"-%d%s APs benötigt um Raketenwaffen abzufeuern\n", - L"+%d%s Trefferchance mit Granatwerfern\n", - L"+%d%s Trefferchance mit Raketenwaffen\n", - L"-%d%s APs für den Abschuss von Mörsergranaten benötigt\n", - L"Trefferchancenreduktion für Mörser gesenkt um %d%s\n", - L"+%d%s Schaden an Panzern mit Granatwaffen, Granaten und Bomben\n", - L"+%d%s Schaden an allen anderen Zielen mit Granatwaffen\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s Trefferchance mit Büchsen\n", - L"+%d%s Trefferchance mit Scharfschützengewehren\n", - L"-%d%s effektive Reichweite zum Ziel mit allen Waffen\n", - L"+%d%s Zielbonus pro Zielerfassungs-Klick (außer für Faustfeuerwaffen)\n", - L"+%d%s Schaden pro Schuss", - L" plus", - L" für jeden Zielerfassungs-Klick", - L" nach dem ersten", - L" nach dem zweiten", - L" nach dem dritten", - L" nach dem vierten", - L" nach dem fünften", - L" nach dem sechsten", - L" nach dem siebenten", - L"-%d%s APs benötigt um ein Repetiergewehr erneut fertigzuladen.\n", - L"Gibt einen weiteren Ziel-Klick für gewehrartige Waffen\n", - L"Gibt weitere %d Ziel-Klicks für gewehrartige Waffen\n", - L"Schnelleres Zielen mit Gewehren bei genau einem Zielgenauigkeit-Klick\n", - L"Schnelleres Zielen mit Gewehren bei %d Zielgenauigkeit-Klicks\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate - -}; -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s Trefferchance mit Gewehren\n", - L"+%d%s Trefferchance mit Schrotflinten\n", - L"-%d%s APs benötigt, um Schrotflinten zu repetieren\n", - L"-%d%s APs benötigt, um Schrotflinten abzufeuern\n", - L"Gibt Schrotflinten einen weiteren Zielklick\n", - L"%d weitere Zielklicks für Schrotflinten\n", - L"+%d%s effektive Reichweite mit Schrotflinten\n", - L"-%d%s APs benötigt, um einzelne Schrotpatronen zu laden\n", - L"Gibt Gewehren einen weiteren Zielklick\n", - L"%d weitere Zielklicks für Gewehre\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s APs benötigt um mit Pistolen oder Revolvern zu schießen\n", - L"+%d%s effektive Reichweite mit Pistolen und Revolvern\n", - L"+%d%s Trefferchance mit mit halbautomatischen Pistolen und Revolvern\n", - L"+%d%s Trefferchance mit vollautomatischen Pistolen", - L" (nur bei Einzelfeuer)", - L"+%d%s Zielbonus pro Klick mit halb- und vollautomatischen Pistolen sowie Revolvern\n", - L"-%d%s APs benötigt um Pistolen und Revolver in Vorhalte zu bringe\n", - L"-%d%s APs benötigt um halb- und vollautomatische Pistolen sowie Revolver nachzuladen\n", - L"Gibt für halb- und vollautomatische Pistolen sowie Revolver einen weiteren Zielklick\n", - L"%d weiteren Zielklick für halb- und vollautomatische Pistolen sowie Revolver\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s AP-Kosten für den Nahkampf (bloße Hände oder mit Schlagring)\n", - L"+%d%s Trefferchance im Nahkampf mit bloßen Händen\n", - L"+%d%s Trefferchance im Nahkampf mit dem Schlagring\n", - L"+%d%s Schaden im Nahkampf (bloße Hände oder mit Schlagring)\n", - L"+%d%s Ausdauerschaden im Nahkampf (bloße Hände oder mit Schlagring)\n", - L"Ein im Nahkampf niedergestreckter Gegner braucht etwas länger um sich zu erholen\n", - L"Ein im Nahkampf niedergestreckter Gegner braucht länger um sich zu erholen\n", - L"Ein im Nahkampf niedergestreckter Gegner braucht deutlich länger um sich zu erholen\n", - L"Ein im Nahkampf niedergestreckter Gegner braucht viel länger um sich zu erholen\n", - L"Ein im Nahkampf niedergestreckter Gegner braucht sehr viel länger um sich zu erholen\n", - L"Ein im Nahkampf niedergestreckter Gegner schläft wie ein Baby bevor er sich erholt\n", - L"Ein im Nahkampf niedergestreckter Gegner steht vermutlich erstmal gar nicht mehr auf\n", - L"Ein gezielter Schlag richtet +%d%s mehr Schaden an\n", - L"Ein gezielter Tritt richtet +%d%s mehr Schaden an\n", - L"+%d%s Chance, Schlägen und Tritten auszuweichen\n", - L"Dazu +%d%s Chance mit freien Händen", - L" oder nur mit Schlagring", - L" (+%d%s mit Schlagring)", - L"+Dazu %d%s Chance, Schlägen und Tritten mit ausgerüstetem Schlagring auszuweichen\n", - L"+%d%s Chance einem Angriff mit einer beliebigen Nahkampfwaffe auszuweichen\n", - L"-%d%s APs benötigt um einen Gegner zu entwaffnen\n", - L"-%d%s APs benötigt um die Körperhaltung zu ändern, sich umzudrehen, auf oder von Dächern zu klettern und Hindernisse zu überspringen\n", - L"-%d%s APs benötigt um die Körperhaltung zu ändern (stehen, ducken, liegen)\n", - L"-%d%s APs benötigt um sich umzudrehen\n", - L"-%d%s APs benötigt um auf oder von Dächern zu klettern und Hindernisse zu überspringen\n", - L"+%d%s Chance eine Tür erfolgreich einzutreten\n", - L"Besondere Animationen für den Nahkampf\n", - L"-%d%s Wahrscheinlichkeit bei einem Nahkampfangriff unterbrochen zu werden\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s APs pro Runde für andere Söldner im Einflussbereich\n", - L"+%d Erfahrung für umgebende Söldner im Einflussbereich mit weniger Erfahrung als der %s\n", - L"+%d Erfahrung beim Berechnen des Gruppeneffekts auf Unterdrückungsfeuer\n", - L"+%d%s Resistenz gegen Unterdrückungsfeuer für den %s und andere Söldner im Einflussbereich\n", - L"+%d Moralgewinn für andere Söldner im Einflussbereich\n", - L"-%d Moralverlust für andere Söldner im Einflussbereich\n", - L"Der Einflussbereich hat einen Radius von %d Feldern", - L"(%d Felder mit Kopfhörer-Funkgerät)", - L"(Gleichzeitig wirksame Boni für einen Söldner begrenzt auf: %d)\n", - L"+%d%s Widerstand gegen Furcht für den %s\n", - L"Nachteil: %dx Moralverlust bei Tod des %ss für alle anderen Söldner\n", - L"+%d%s Wahrscheinlichkeit für gemeinsame Unterbrechungen\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s schnellere Reparaturen\n", - L"+%d%s mehr Erfolg beim Knacken normaler und elektronischer Schlösser\n", - L"+%d%s mehr Erfolg beim Entschärfen elektronischer Fallen\n", - L"+%d%s mehr Erfolg beim Anbringen besonderer Gegenstände und beim Zusammenbau von Einzelteilen\n", - L"+%d%s mehr Erfolg beim Beheben von Waffenstörungen im Gefecht\n", - L"Der Malus beim Reparieren elektronischer Gegenstände wird um %d%s gesenkt\n", - L"Erhöhte Chance, Fallen und Minen zu entdecken (+%d zum Erkennungslevel)\n", - L"+%d%s Trefferchance des Roboters, wenn vom %s gesteuert\n", - L"Der %s kann den Roboter reparieren\n", - L"%d%s Reduzierung des Geschwindigkeitsabzugs beim Reparieren des Roboters\n", - L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Kann Patienten operieren (bei Verwendung eines Arztkoffers)\n", - L"Die Operation stellt sofort %d%s der verlorenen Lebenspunkte wieder her.", - L" (Dieser Vorgang verbraucht einen Großteil des Arztkoffers.)", - L"Kann verlorene Attributpunkte (durch kritische Treffer) mittels", - L" einer sofortigen Operation oder", - L" der Einteilung als Arzt (Sektorübersicht) wiederherstellen.\n", - L"+%d%s bessere Heilungsrate der Patienten\n", - L"+%d%s schnelleres Anlegen von Wundverbänden\n", - L"+%d%s natürliche Regenerationsrate aller Söldner im selben Sektor", - L" (maximal %d Instanzen dieses Bonus pro Sektor)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Kann sich als Zivilist oder feindlicher Soldat ausgeben, um hinter die feindlichen Linien zu gelangen\n", - L"Wird bei verdächtigen Aktionen, verdächtiger Ausrüstung oder in der Nähe frischer Leichen immer erkannt\n", - L"Wird in feindlicher Uniform erkannt, wenn der Feind näher als %d Felder entfernt ist\n", - L"Wird in feindlicher Uniform erkannt, wenn eine frische Leiche näher als %d Felder entfernt ist.\n", - L"+%d%s Trefferwahrscheinlichkeit mit verdeckten Nahkampfwaffen (z.B. Garotte)\n", - L"+%d%s Wahrscheinlichkeit für einen tödlichen Angriff mit verdeckten Nahkampfwaffen (z.B. Garotte)\n", - L"Um %d%s verringerte AP-Kosten zum Verkleiden\n", - L"Kann feindliche Soldaten zum Überlaufen überreden.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= -{ - L"Kann Funkausrüstung nutzen\n", - L"Kann Artillerieunterstützung von Verbündeten in Nachbarsektoren anfordern\n", - L"Kann Funkfrequenzen abhören und feindliche Truppen aufspüren\n", - L"Kann den Funkverkehr im ganzen Sektor stören\n", - L"Kann nach feindlichen Störsendern suchen, wenn solche aktiv sind\n", - L"Kann Unterstützung durch Milizen aus Nachbarsektoren anfordern\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"Keine Boni", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s schnelleres Nachladen mit Magazinen\n", - L"+%d%s schnelleres Nachladen mit einzelnen Patronen\n", - L"-%d%s APs benötigt um Gegenstände aufzuheben\n", - L"-%d%s APs benötigt für die Handhabe des Rucksacks\n", - L"-%d%s APs benötigt um mit Türen zu interagieren\n", - L"-%d%s APs benötigt um Bomben und Minen zu legen oder zu entschärfen\n", - L"-%d%s APs needed to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s APs benötigt für den Angriff mit Klingenwaffen\n", - L"+%d%s Trefferchance mit Klingenwaffen\n", - L"+%d%s Trefferchance mit Schlagwaffen\n", - L"+%d%s Schaden mit Klingenwaffen\n", - L"+%d%s Schaden mit Schlagwaffen\n", - L"Angriffe mit Nahkampfwaffen richten %d%s mehr Schaden an\n", - L"+%d%s Chance Angriffen durch Klingenwaffen auszuweichen\n", - L"Dazu +%d%s Chance Klingenwaffen auszuweichen wenn man selber eine in der Hand hat\n", - L"+%d%s Chance Angriffen durch Schlagwaffen auszuweichen\n", - L"Dazu +%d%s Chance Schlagwaffen auszuweichen wenn man eine Klingenwaffe führt\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s Basis-APs benötigt für den Angriff mit Wurfwaffen\n", - L"+%d%s maximale Reichweite beim Einsatz von Wurfwaffen\n", - L"+%d%s Trefferchance mit Wurfwaffen\n", - L"+%d%s Trefferchance mit Wurfwaffen für jeden Ziel-Klick\n", - L"+%d%s Schaden geworfener Klingen\n", - L"+%d%s Schaden geworfener Klingen für jeden Ziel-Klick\n", - L"+%d%s Chance auf kritischen Treffer beim Angriff mit Wurfwaffen, falls das Ziel den Werfer nicht bemerkt hat\n", - L"+%d Multiplikator für kritische Treffer durch Wurfwaffen\n", - L"Gibt einen weiteren Zielklick beim Einsatz von Wurfwaffen\n", - L"Gibt %d weitere Zielklicks beim Einsatz von Wurfwaffen\n", - L"-%d%s APs benötigt um Handgranaten (und ähnliche Objekte) zu werfen\n", - L"+%d%s höhere Reichweite beim Werfen von Handgranaten (und ähnliche Objekten)\n", - L"+%d%s höhere Trefferwahrscheinlichkeit beim Werfen von Handgranaten (und ähnlichen Objekten)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d zur effektiven Sichtweite im Dunkeln\n", - L"+%d zum allgemeinen effektiven Hörweite\n", - L"Dazu +%d zum effektive Hörweite in der Dunkelheit\n", - L"+%d zum Unterbrechungs-Modifikator in der Dunkelheit\n", - L"-%d weniger Schlafbedarf\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s APs zum Schleichen nötig\n", - L"+%d%s Chance beim Schleichen kein Geräusch zu erzeugen zu sein\n", - L"+%d%s Chance, 'unsichtbar' zu sein wenn man sich nicht verrät (schleichen)\n", - L"Der Abzug der berechneten Sichtdeckung beim Bewegen ist %d%s geringer\n", - L"-%d%s Wahrscheinlichkeit um unterbrochen zu werden\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s APs benötigt für Bewegung (rennen, aufrecht oder geduckt gehen, gleiten, schwimmen, usw.)\n", - L"-%d%s weniger Ausdauerverbrauch für für Bewegung, Dachklettern, Hindernisse Überwinden, usw.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"Hat eine Schadensresistenz von %d%s\n", - L"+%d%s effektive Stärke für das Berechnen der maximalen Traglast\n", - L"%d%s weniger Energieverlust beim Erleiden von Schlägen und Tritten\n", - L"Fällt bei Beintreffern weniger leicht um durch um %d%s erhöhte Schadenstoleranz\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s höherer Schaden für gelegte Bomben und Minen\n", - L"+%d%s mehr Erfolg beim Anbringen von Zündern\n", - L"+%d%s mehr Erfolg beim Legen und Entschärfen von Bomben\n", - L"Geringere Wahrscheinlichkeit, dass Gegner gelegte Bomben und Minen entdecken (%d zum Bombenlevel)\n", - L"Höhere Wahrscheinlichkeit Türen mit einer Sprengladung öffnen zu können (Schaden wird mit %d multipliziert)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"Bei der Ausbildung von Milizen +%d%s schneller\n", - L"Bei der Ausbildung von Milizen +%d%s Bonus zur effektiven Führungsfähigkeit\n", - L"Beim Ausbilden von Söldnern +%d%s schneller\n", - L"Beim Ausbilden von Söldnern +d% zum effektiven Fähigkeitslevel des Ausbilders\n", - L"Beim eigenständigen Lernen +%d%s schneller\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% zur effektiven Sichtweite mit Zielfernrohren an Waffen\n", - L"+%d%% zur effektiven Sichtweite mit Doppelfernrohren und losen Zielfernrohren\n", - L"-%d%% Tunnelblick mit Doppelfernrohren und losen Zielfernrohren\n", - L"Auf der Weltkarte wird in angrenzenden Sektoren die genaue Feindstärke (Anzahl) bestimmt\n", - L"Auf der Weltkarte wird in angrenzenden Sektoren die Präsenz von vorhandenem Feind enthüllt\n", - L"Verhindert, dass der Feind die Gruppe in den Hinterhalt lockt\n", - L"Verhindert, das Umzingeln der Gruppe durch Bloodcats\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Informiert täglich über die Ansichten der Teammitglieder\n", - L"Verhindert mögliches Fehlverhalten der Teammitglieder (Alkohol- und Drogenkonsum, Diebstahl)\n", - L"Kann in Städten Propaganda verbreiten\n", - L"Kann in Städten Gerüchten nachgehen\n", - L"Kann als Informant in Gefängnisse eingeschleust werden\n", - L"Kann bei guter Moral den allgemeinen Ruf jeden Tag um %d verbessern\n", - L"Erhält +%d auf die Hörweite", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = -{ - L"-%d%s Reisezeit der Gruppe zwischen Sektoren zu Fuß\n", - L"-%d%s Reisezeit der Gruppe zwischen Sektoren bei Benutzung von Fahrzeugen (außer dem Helikopter)\n", - L"-%d%s weniger Energieverlust beim Reisen zwischen Sektoren\n", - L"-%d%s Einfluss durch schlechtes Wetter\n", - L"-%d%s Abnutzung von Tarnfarbe durch Wasser oder Zeit\n", - L"Kann Spuren bis zu %d Felder weit erkennen\n", - - L"%s%d%% disease resistance\n", //TODO.Translate - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", // TODO.Translate - L"+%d%% Tarnungs-Effektivität\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"Keine Boni", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s Bonus zum Schlösser Knacken\n", // 0 - L"+%d%s Trefferchance im Faustkampf\n", - L"+%d%s Schaden im Faustkampf\n", - L"+%d%s Chance Schlägen auszuweichen\n", - L"Bei der Reparatur und Bedienung von Elektrotechnik\n(Schlösser, Fallen, Fernzünder, Roboter...) kein Abzug\n", - L"+%d zur effektiven Sichtweite im Dunkeln\n", - L"+%d zur allgemeinen effektiven Hörweite\n", - L"Dazu +%d zur effektiven Hörweite in der Dunkelheit\n", - L"+%d zum Unterbrechungsmodifikator in der Dunkelheit\n", - L"-%d weniger Schlafbedarf\n", - L"+%d%s maximale Reichweite beim Werfen\n", // 10 - L"+%d%s Trefferchance beim Werfen\n", - L"+%d%s Chance auf sofortige Tötung mit Wurfmesser wenn unbemerkt\n", - L"+%d%s Bonus zum Trainieren von Milizen und anderen Söldnern\n", - L"+%d%s effektive Führungsfertigkeit beim Ausbilden von Milizen\n", - L"+%d%s Trefferchance mit Raketen-/Granatwerfern und Mörsern\n", - L"Trefferchancenabzug bei Dauerfeuer und Feuerstoß wird durch %d geteilt\n", - L"Das Verschießen von zu viel Munition bei Dauerfeuer wird unwahrscheinlicher\n", - L"+%d%s Chance sich leise zu bewegen\n", - L"+%d%s stealth (unsichtbar sein, wenn man sich nicht verrät)\n", - L"Beim Schießen mit zwei Waffen mit jeder so präzise wie mit nur einer\n", // 20 - L"+%d%s Trefferchance mit Stichwaffen\n", - L"+%d%s Chance, Stichwaffen auszuweichen, wenn man selber eine führt\n", - L"+%d%s Chance, Stichwaffen auszuweichen, wenn man etwas anderes in der Hand hat\n", - L"+%d%s Chance Schlägen auszuweichen, wenn man eine Stichwaffe hält\n", - L"-%d%s effektive Reichweite zum Ziel mit allen Waffen\n", - L"+%d%s Bonus zum Zielen pro Mausklick\n", - L"Immer vollständig getarnt sein\n", - L"+%d%s Trefferchance im Faustkampf\n", - L"+%d%s Schaden im Faustkampf\n", - L"+%d%s Chance, Schläge mit leeren Händen zu blocken\n", // 30 - L"+%d%s Chance, Schläge mit etwas in der Hand zu blocken\n", - L"+%d%s Chance, Stichwaffenangriffen auszuweichen\n", - L"Kann angeschlagenen Gegnern einen Tornadotritt verpassen, der doppelten Schaden anrichtet\n", - L"Sie erhalten besondere Animationen für den Faustkampf (etwas fernöstlicher)\n", - L"Keine Boni", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"V: Keine Vorteile.\nN: Keine Nachteile.", - L"V: Ist leistungsfähiger, wenn andere Söldner in der Nähe sind.\nN: Erhält keinen Moralzuwachs, wenn niemand in der Nähe ist.", - L"V: Ist leistungsfähiger, wenn niemand in der Nähe ist.\nN: Erhält keinen Moralzuwachs, wenn andere Söldner in der Nähe sind.", - L"V: Die Moral sinkt etwas langsamer und steigt schneller als normal.\nN: Hat eine geringere Chance, Fallen und Minen zu entdecken.", - L"V: Erhält Boni beim Ausbilden von Milizen und kann besser mit Menschen reden.\nN: Erhält keinen Moralzuwachs für Aktionen anderer Söldner.", - L"V: Lernt durch eigenes Training und Ausbildung etwas schneller.\nN: Hat weniger Unterdrückungs- und Angstresistenz.", - L"V: Verbraucht etwas weniger Energie, außer bei medizinischen und technischen Aufgaben sowie einer anspruchsvollen Ausbildung.\nN: Weisheit, Führungskraft, Sprengstoff-, Mechanik- und Medizinkenntnisse entwickeln sich langsamer.", - L"V: Hat eine leicht erhöhte Trefferchance bei Feuerstößen und richtet etwas mehr Schaden im Nahkampf an.\n Erhält ein wenig mehr Moralzuwachs beim Töten.\nN: Erledigt Aufgaben, die Geduld erfordern schlechter (Reparatur, Schlösser knacken, Fallen entschärfen, Patientenversorgung und Milizausbildung).", - L"V: Erhält Boni für Aufgaben, die Geduld erfordern (Reparatur, Schlösser knacken, Fallen entschärfen, Patientenversorgung und Milizausbildung).\nN: Erhält seltener Unterbrechungen im Kampf.", - L"V: Erhöhte Resistenz gegenüber Unterdrückungsfeuer und Panikanfällen.\nVerliert weniger Moral durch Verwundung oder Todesfälle im Team.\nN: Wird leichter getroffen, und kann seltener Feindfeuer durch schnelle Bewegung ausweichen.", - L"V: Erhält Moralzuwachs für nichtkämpferische Tätigkeiten (Außnahme: Milizausbildung).\nN: Erhält keinen Moralzuwachs für das Töten von Gegnern.", - L"V: Hat eine höhere Chance, Statusschäden anzurichten, und kann besonders fiese Wunden verursachen.\n Erhält mehr Moral für erfolgreiche Statusschäden.\nN: Kann schlechter mit Leuten reden. Die Moral sinkt ohne Kampf schneller.", - L"V: Ist leistungsfähiger, wenn Söldner des anderen Geschlechts in der Nähe sind.\nN: Die Moral anderer naher Söldner des gleichen Geschlechts steigt langsamer.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"Keine besonderen Einschränkungen.", - L"Leidet an Atemproblemen und zeigt allgemein schlechtere Leistung in tropischen und Wüstensektoren.", - L"Erleidet allein in schwierigen Situationen Panikattacken.", - L"Zeigt schlechtere Leistung unter Tage.", - L"Kann bei Schwimmversuchen leicht ertrinken.", - L"Erträgt den Anblick großer Insekten nicht und\nzeigt etwas schlechtere Leistung in Wüsten- oder tropischen oder Sektoren.", - L"Vergisst manchmal seine Befehle und verliert dadurch im Kampf einen Teil seiner APs.", - L"Dreht manchmal durch und schießt dabei hin und wieder wild um sich.\nVerliert Moral, wenn das mit der ausgerüsteten Waffe nicht möglich ist.", - L"Deutlich geringere Hörweite.", - L"Geringere Sichtweite.", - L"Drastically increased bleeding.", // TODO.Translate - L"Performance suffers while on a rooftop.", // TODO.Translate - L"Occasionally harms self.", -}; - -STR16 gzIMPProfileCostText[]= -{ - L"Ein Profil kostet $%d. Genehmigen Sie die Zahlung?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"Sie können das neue Fertigkeitensystem nicht ohne aktiviertem PROFEX-Utility benutzen. Suchen Sie in Ihrer ja2_options.ini den Eintrag: READ_PROFILE_DATA_FROM_XML.", -}; -////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"Sie haben sich für den IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nicht speichern, wenn Feinde im Sektor sind. Sind Sie sicher, dass Sie im IRONMAN-Modus spielen wollen?", - L"Sie haben sich für den SOFT IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nicht speichern, wenn der Rundenmodus im taktischen Kampf aktiv ist. Sind Sie sicher, dass Sie im SOFT IRONMAN-Modus spielen wollen?", - L"Sie haben sich für den EXTREME IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nur einmal am Tag speichern, um %02d:00. Sind Sie sicher, dass Sie im EXTREME IRONMAN-Modus spielen wollen?", -}; - -STR16 gzDisplayCoverText[]= -{ - L"Deckung: %d/100 %s, Helligkeit: %d/100", - L"Waffen-Reichweite: %d/%d Felder, Trefferwahrscheinlichkeit: %d/100", - L"Waffen-Reichweite: %d/%d Felder, Lauf-Genauigkeit: %d/100", - L"Deckungsanzeige ausschalten", - L"Zeige Ansicht für Söldner", - L"Zeige Gefahrenbereich für Söldner", - L"Wald", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Stadt", - L"Wüste", - L"Schnee", // NOT USED!!! - L"Wald und Wüste", - L"Wald und Stadt", - L"Wald und Schnee", - L"Wüste und Stadt", - L"Wüste und Schnee", - L"Stadt und Schnee", - L"-", // yes empty for now - L"Deckung: %d/100, Helligkeit: %d/100", - L"Footstep volume", // TODO.Translate - L"Stealth difficulty", - L"Trap level", -}; - - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("GERMAN") + + #ifdef GERMAN + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25GermanText_public_symbol(void){;} + +#ifdef GERMAN + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + L"Schlösser knacken", + L"Nahkampf", + L"Elektronik", + L"Nachteinsatz", + L"Werfen", + L"Lehren", + L"Schwere Waffen", + L"Autom. Waffen", + L"Schleichen", + L"Beidhändig geschickt", + L"Messer", + L"Dach-Treffer Bonus", + L"Getarnt", + L"Kampfsport", + + L"Keine", + L"B.S.E. - Spezialisierungen", + L"(Experte)", +}; + +//added another set of skill texts for new major traits +//Da es mittlerweile einen beruflichen Background für Söldner gibt, habe ich die "Tätigkeitsbezeichnungen" der Traits wieder an das ursprüngliche System angeglichen. +//Die Traits sagen nun aus, in welchem Bereich ein Söldner besondere Fertigkeiten erworben hat. Sie stellen kein Berufsbild dar. Das bleibt dem Background überlassen. +//Vorschläge in alten Kommentaren berücksichtigt. [Leonidas] +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Automatische Waffen", // + L"Granatwaffen", // Vanilla: Schwere Waffen/Heavy Weapons [Leonidas] + L"Scharfschützengewehre", // (Schlechte) Alternative: Präzisionsgewehre [Leonidas] + L"Jagd", // Alternative: Überlebenstraining [Leonidas] – Die Mischung aus/von Flintenboni, Bewegungsboni und Tarnboni ist ungünstig [Leonidas] + L"Pistolen", // + L"Faustkampf", // + L"Teamführung", // + L"Feinmechanik", // + L"Erste Hilfe", // Alternativen: Sanitätsausbildung; Medizin. Versorgung [Leonidas] + L"Verdeckte Operationen", // + + L"Nichts", + L"B.S.E. Hauptfertigkeiten", + + // second names + L"Automatische Waffen\n(Experte)", // (Schlechte) Alternative: Maschinengewehre [Leonidas] + L"Granatwaffen (Experte)", // + L"Scharfschützengewehre\n(Experte)", // + L"Jagd (Experte)", // Alternative: Jagd – Die Mischung aus/von Flintenboni, Bewegungsboni und Tarnboni ist ungünstig [Leonidas] + L"Pistolen (Experte)", // + L"Kampfsport", // + L"Truppenführung", // + L"Feinwerktechnik", // Alternative: Mechatronik [Leonidas] + L"Notfallmedizin", // + L"Geheimoperationen", // +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Beidhändigkeit", // alt. "Beidhändig geschickt" + L"Bewaffneter Nahkampf", // alt. "Hieb- und Stichwaffen" + L"Wurfwaffen", // alt. "Wurfwaffen" + L"Nachteinsätze", // alt. "Nachteinsatz" + L"Schleichen", // alt. "Schleichen" + L"Leichtathletik", // alt. "Athletisch" + L"Kraftsport", // alt. "Bodybuilding" + L"Sprengtechnik", // alt. "Kampfmittel" + L"Ausbilden", // alt. "Lehren" + L"Aufklären", // alt. "Spähen" + L"Funktechnik", // Alternative: Funk, Funkkommunikation [Leonidas] + L"Survival", //TODO.Translate + + L"Keine", + L"B.S.E. Nebenfertigkeiten", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s Trefferchance mit Sturmgewehren\n", + L"+%d%s Trefferchance mit Maschinenpistolen\n", + L"+%d%s Trefferchance mit Maschinengewehren\n", + L"-%d%s APs benötigt für MG-Feuerstöße (Burst/Auto) abzugeben\n", + L"-%d%s APs benötigt um Maschinengewehre auszurichten\n", + L"Trefferratenabzug bei Feuerstößen um %d%s reduziert\n", + L"Geringere Wahrscheinlichkeit bei Feuerstößen ungewollt mehr Schüsse abzugeben\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s APs benötigt um Granatwerfer abzufeuern\n", + L"-%d%s APs benötigt um Raketenwaffen abzufeuern\n", + L"+%d%s Trefferchance mit Granatwerfern\n", + L"+%d%s Trefferchance mit Raketenwaffen\n", + L"-%d%s APs für den Abschuss von Mörsergranaten benötigt\n", + L"Trefferchancenreduktion für Mörser gesenkt um %d%s\n", + L"+%d%s Schaden an Panzern mit Granatwaffen, Granaten und Bomben\n", + L"+%d%s Schaden an allen anderen Zielen mit Granatwaffen\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s Trefferchance mit Büchsen\n", + L"+%d%s Trefferchance mit Scharfschützengewehren\n", + L"-%d%s effektive Reichweite zum Ziel mit allen Waffen\n", + L"+%d%s Zielbonus pro Zielerfassungs-Klick (außer für Faustfeuerwaffen)\n", + L"+%d%s Schaden pro Schuss", + L" plus", + L" für jeden Zielerfassungs-Klick", + L" nach dem ersten", + L" nach dem zweiten", + L" nach dem dritten", + L" nach dem vierten", + L" nach dem fünften", + L" nach dem sechsten", + L" nach dem siebenten", + L"-%d%s APs benötigt um ein Repetiergewehr erneut fertigzuladen.\n", + L"Gibt einen weiteren Ziel-Klick für gewehrartige Waffen\n", + L"Gibt weitere %d Ziel-Klicks für gewehrartige Waffen\n", + L"Schnelleres Zielen mit Gewehren bei genau einem Zielgenauigkeit-Klick\n", + L"Schnelleres Zielen mit Gewehren bei %d Zielgenauigkeit-Klicks\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate + +}; +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s Trefferchance mit Gewehren\n", + L"+%d%s Trefferchance mit Schrotflinten\n", + L"-%d%s APs benötigt, um Schrotflinten zu repetieren\n", + L"-%d%s APs benötigt, um Schrotflinten abzufeuern\n", + L"Gibt Schrotflinten einen weiteren Zielklick\n", + L"%d weitere Zielklicks für Schrotflinten\n", + L"+%d%s effektive Reichweite mit Schrotflinten\n", + L"-%d%s APs benötigt, um einzelne Schrotpatronen zu laden\n", + L"Gibt Gewehren einen weiteren Zielklick\n", + L"%d weitere Zielklicks für Gewehre\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s APs benötigt um mit Pistolen oder Revolvern zu schießen\n", + L"+%d%s effektive Reichweite mit Pistolen und Revolvern\n", + L"+%d%s Trefferchance mit mit halbautomatischen Pistolen und Revolvern\n", + L"+%d%s Trefferchance mit vollautomatischen Pistolen", + L" (nur bei Einzelfeuer)", + L"+%d%s Zielbonus pro Klick mit halb- und vollautomatischen Pistolen sowie Revolvern\n", + L"-%d%s APs benötigt um Pistolen und Revolver in Vorhalte zu bringe\n", + L"-%d%s APs benötigt um halb- und vollautomatische Pistolen sowie Revolver nachzuladen\n", + L"Gibt für halb- und vollautomatische Pistolen sowie Revolver einen weiteren Zielklick\n", + L"%d weiteren Zielklick für halb- und vollautomatische Pistolen sowie Revolver\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s AP-Kosten für den Nahkampf (bloße Hände oder mit Schlagring)\n", + L"+%d%s Trefferchance im Nahkampf mit bloßen Händen\n", + L"+%d%s Trefferchance im Nahkampf mit dem Schlagring\n", + L"+%d%s Schaden im Nahkampf (bloße Hände oder mit Schlagring)\n", + L"+%d%s Ausdauerschaden im Nahkampf (bloße Hände oder mit Schlagring)\n", + L"Ein im Nahkampf niedergestreckter Gegner braucht etwas länger um sich zu erholen\n", + L"Ein im Nahkampf niedergestreckter Gegner braucht länger um sich zu erholen\n", + L"Ein im Nahkampf niedergestreckter Gegner braucht deutlich länger um sich zu erholen\n", + L"Ein im Nahkampf niedergestreckter Gegner braucht viel länger um sich zu erholen\n", + L"Ein im Nahkampf niedergestreckter Gegner braucht sehr viel länger um sich zu erholen\n", + L"Ein im Nahkampf niedergestreckter Gegner schläft wie ein Baby bevor er sich erholt\n", + L"Ein im Nahkampf niedergestreckter Gegner steht vermutlich erstmal gar nicht mehr auf\n", + L"Ein gezielter Schlag richtet +%d%s mehr Schaden an\n", + L"Ein gezielter Tritt richtet +%d%s mehr Schaden an\n", + L"+%d%s Chance, Schlägen und Tritten auszuweichen\n", + L"Dazu +%d%s Chance mit freien Händen", + L" oder nur mit Schlagring", + L" (+%d%s mit Schlagring)", + L"+Dazu %d%s Chance, Schlägen und Tritten mit ausgerüstetem Schlagring auszuweichen\n", + L"+%d%s Chance einem Angriff mit einer beliebigen Nahkampfwaffe auszuweichen\n", + L"-%d%s APs benötigt um einen Gegner zu entwaffnen\n", + L"-%d%s APs benötigt um die Körperhaltung zu ändern, sich umzudrehen, auf oder von Dächern zu klettern und Hindernisse zu überspringen\n", + L"-%d%s APs benötigt um die Körperhaltung zu ändern (stehen, ducken, liegen)\n", + L"-%d%s APs benötigt um sich umzudrehen\n", + L"-%d%s APs benötigt um auf oder von Dächern zu klettern und Hindernisse zu überspringen\n", + L"+%d%s Chance eine Tür erfolgreich einzutreten\n", + L"Besondere Animationen für den Nahkampf\n", + L"-%d%s Wahrscheinlichkeit bei einem Nahkampfangriff unterbrochen zu werden\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s APs pro Runde für andere Söldner im Einflussbereich\n", + L"+%d Erfahrung für umgebende Söldner im Einflussbereich mit weniger Erfahrung als der %s\n", + L"+%d Erfahrung beim Berechnen des Gruppeneffekts auf Unterdrückungsfeuer\n", + L"+%d%s Resistenz gegen Unterdrückungsfeuer für den %s und andere Söldner im Einflussbereich\n", + L"+%d Moralgewinn für andere Söldner im Einflussbereich\n", + L"-%d Moralverlust für andere Söldner im Einflussbereich\n", + L"Der Einflussbereich hat einen Radius von %d Feldern", + L"(%d Felder mit Kopfhörer-Funkgerät)", + L"(Gleichzeitig wirksame Boni für einen Söldner begrenzt auf: %d)\n", + L"+%d%s Widerstand gegen Furcht für den %s\n", + L"Nachteil: %dx Moralverlust bei Tod des %ss für alle anderen Söldner\n", + L"+%d%s Wahrscheinlichkeit für gemeinsame Unterbrechungen\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s schnellere Reparaturen\n", + L"+%d%s mehr Erfolg beim Knacken normaler und elektronischer Schlösser\n", + L"+%d%s mehr Erfolg beim Entschärfen elektronischer Fallen\n", + L"+%d%s mehr Erfolg beim Anbringen besonderer Gegenstände und beim Zusammenbau von Einzelteilen\n", + L"+%d%s mehr Erfolg beim Beheben von Waffenstörungen im Gefecht\n", + L"Der Malus beim Reparieren elektronischer Gegenstände wird um %d%s gesenkt\n", + L"Erhöhte Chance, Fallen und Minen zu entdecken (+%d zum Erkennungslevel)\n", + L"+%d%s Trefferchance des Roboters, wenn vom %s gesteuert\n", + L"Der %s kann den Roboter reparieren\n", + L"%d%s Reduzierung des Geschwindigkeitsabzugs beim Reparieren des Roboters\n", + L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Kann Patienten operieren (bei Verwendung eines Arztkoffers)\n", + L"Die Operation stellt sofort %d%s der verlorenen Lebenspunkte wieder her.", + L" (Dieser Vorgang verbraucht einen Großteil des Arztkoffers.)", + L"Kann verlorene Attributpunkte (durch kritische Treffer) mittels", + L" einer sofortigen Operation oder", + L" der Einteilung als Arzt (Sektorübersicht) wiederherstellen.\n", + L"+%d%s bessere Heilungsrate der Patienten\n", + L"+%d%s schnelleres Anlegen von Wundverbänden\n", + L"+%d%s natürliche Regenerationsrate aller Söldner im selben Sektor", + L" (maximal %d Instanzen dieses Bonus pro Sektor)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Kann sich als Zivilist oder feindlicher Soldat ausgeben, um hinter die feindlichen Linien zu gelangen\n", + L"Wird bei verdächtigen Aktionen, verdächtiger Ausrüstung oder in der Nähe frischer Leichen immer erkannt\n", + L"Wird in feindlicher Uniform erkannt, wenn der Feind näher als %d Felder entfernt ist\n", + L"Wird in feindlicher Uniform erkannt, wenn eine frische Leiche näher als %d Felder entfernt ist.\n", + L"+%d%s Trefferwahrscheinlichkeit mit verdeckten Nahkampfwaffen (z.B. Garotte)\n", + L"+%d%s Wahrscheinlichkeit für einen tödlichen Angriff mit verdeckten Nahkampfwaffen (z.B. Garotte)\n", + L"Um %d%s verringerte AP-Kosten zum Verkleiden\n", + L"Kann feindliche Soldaten zum Überlaufen überreden.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= +{ + L"Kann Funkausrüstung nutzen\n", + L"Kann Artillerieunterstützung von Verbündeten in Nachbarsektoren anfordern\n", + L"Kann Funkfrequenzen abhören und feindliche Truppen aufspüren\n", + L"Kann den Funkverkehr im ganzen Sektor stören\n", + L"Kann nach feindlichen Störsendern suchen, wenn solche aktiv sind\n", + L"Kann Unterstützung durch Milizen aus Nachbarsektoren anfordern\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"Keine Boni", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s schnelleres Nachladen mit Magazinen\n", + L"+%d%s schnelleres Nachladen mit einzelnen Patronen\n", + L"-%d%s APs benötigt um Gegenstände aufzuheben\n", + L"-%d%s APs benötigt für die Handhabe des Rucksacks\n", + L"-%d%s APs benötigt um mit Türen zu interagieren\n", + L"-%d%s APs benötigt um Bomben und Minen zu legen oder zu entschärfen\n", + L"-%d%s APs needed to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s APs benötigt für den Angriff mit Klingenwaffen\n", + L"+%d%s Trefferchance mit Klingenwaffen\n", + L"+%d%s Trefferchance mit Schlagwaffen\n", + L"+%d%s Schaden mit Klingenwaffen\n", + L"+%d%s Schaden mit Schlagwaffen\n", + L"Angriffe mit Nahkampfwaffen richten %d%s mehr Schaden an\n", + L"+%d%s Chance Angriffen durch Klingenwaffen auszuweichen\n", + L"Dazu +%d%s Chance Klingenwaffen auszuweichen wenn man selber eine in der Hand hat\n", + L"+%d%s Chance Angriffen durch Schlagwaffen auszuweichen\n", + L"Dazu +%d%s Chance Schlagwaffen auszuweichen wenn man eine Klingenwaffe führt\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s Basis-APs benötigt für den Angriff mit Wurfwaffen\n", + L"+%d%s maximale Reichweite beim Einsatz von Wurfwaffen\n", + L"+%d%s Trefferchance mit Wurfwaffen\n", + L"+%d%s Trefferchance mit Wurfwaffen für jeden Ziel-Klick\n", + L"+%d%s Schaden geworfener Klingen\n", + L"+%d%s Schaden geworfener Klingen für jeden Ziel-Klick\n", + L"+%d%s Chance auf kritischen Treffer beim Angriff mit Wurfwaffen, falls das Ziel den Werfer nicht bemerkt hat\n", + L"+%d Multiplikator für kritische Treffer durch Wurfwaffen\n", + L"Gibt einen weiteren Zielklick beim Einsatz von Wurfwaffen\n", + L"Gibt %d weitere Zielklicks beim Einsatz von Wurfwaffen\n", + L"-%d%s APs benötigt um Handgranaten (und ähnliche Objekte) zu werfen\n", + L"+%d%s höhere Reichweite beim Werfen von Handgranaten (und ähnliche Objekten)\n", + L"+%d%s höhere Trefferwahrscheinlichkeit beim Werfen von Handgranaten (und ähnlichen Objekten)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d zur effektiven Sichtweite im Dunkeln\n", + L"+%d zum allgemeinen effektiven Hörweite\n", + L"Dazu +%d zum effektive Hörweite in der Dunkelheit\n", + L"+%d zum Unterbrechungs-Modifikator in der Dunkelheit\n", + L"-%d weniger Schlafbedarf\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s APs zum Schleichen nötig\n", + L"+%d%s Chance beim Schleichen kein Geräusch zu erzeugen zu sein\n", + L"+%d%s Chance, 'unsichtbar' zu sein wenn man sich nicht verrät (schleichen)\n", + L"Der Abzug der berechneten Sichtdeckung beim Bewegen ist %d%s geringer\n", + L"-%d%s Wahrscheinlichkeit um unterbrochen zu werden\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s APs benötigt für Bewegung (rennen, aufrecht oder geduckt gehen, gleiten, schwimmen, usw.)\n", + L"-%d%s weniger Ausdauerverbrauch für für Bewegung, Dachklettern, Hindernisse Überwinden, usw.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"Hat eine Schadensresistenz von %d%s\n", + L"+%d%s effektive Stärke für das Berechnen der maximalen Traglast\n", + L"%d%s weniger Energieverlust beim Erleiden von Schlägen und Tritten\n", + L"Fällt bei Beintreffern weniger leicht um durch um %d%s erhöhte Schadenstoleranz\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s höherer Schaden für gelegte Bomben und Minen\n", + L"+%d%s mehr Erfolg beim Anbringen von Zündern\n", + L"+%d%s mehr Erfolg beim Legen und Entschärfen von Bomben\n", + L"Geringere Wahrscheinlichkeit, dass Gegner gelegte Bomben und Minen entdecken (%d zum Bombenlevel)\n", + L"Höhere Wahrscheinlichkeit Türen mit einer Sprengladung öffnen zu können (Schaden wird mit %d multipliziert)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"Bei der Ausbildung von Milizen +%d%s schneller\n", + L"Bei der Ausbildung von Milizen +%d%s Bonus zur effektiven Führungsfähigkeit\n", + L"Beim Ausbilden von Söldnern +%d%s schneller\n", + L"Beim Ausbilden von Söldnern +d% zum effektiven Fähigkeitslevel des Ausbilders\n", + L"Beim eigenständigen Lernen +%d%s schneller\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% zur effektiven Sichtweite mit Zielfernrohren an Waffen\n", + L"+%d%% zur effektiven Sichtweite mit Doppelfernrohren und losen Zielfernrohren\n", + L"-%d%% Tunnelblick mit Doppelfernrohren und losen Zielfernrohren\n", + L"Auf der Weltkarte wird in angrenzenden Sektoren die genaue Feindstärke (Anzahl) bestimmt\n", + L"Auf der Weltkarte wird in angrenzenden Sektoren die Präsenz von vorhandenem Feind enthüllt\n", + L"Verhindert, dass der Feind die Gruppe in den Hinterhalt lockt\n", + L"Verhindert, das Umzingeln der Gruppe durch Bloodcats\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Informiert täglich über die Ansichten der Teammitglieder\n", + L"Verhindert mögliches Fehlverhalten der Teammitglieder (Alkohol- und Drogenkonsum, Diebstahl)\n", + L"Kann in Städten Propaganda verbreiten\n", + L"Kann in Städten Gerüchten nachgehen\n", + L"Kann als Informant in Gefängnisse eingeschleust werden\n", + L"Kann bei guter Moral den allgemeinen Ruf jeden Tag um %d verbessern\n", + L"Erhält +%d auf die Hörweite", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = +{ + L"-%d%s Reisezeit der Gruppe zwischen Sektoren zu Fuß\n", + L"-%d%s Reisezeit der Gruppe zwischen Sektoren bei Benutzung von Fahrzeugen (außer dem Helikopter)\n", + L"-%d%s weniger Energieverlust beim Reisen zwischen Sektoren\n", + L"-%d%s Einfluss durch schlechtes Wetter\n", + L"-%d%s Abnutzung von Tarnfarbe durch Wasser oder Zeit\n", + L"Kann Spuren bis zu %d Felder weit erkennen\n", + + L"%s%d%% disease resistance\n", //TODO.Translate + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", // TODO.Translate + L"+%d%% Tarnungs-Effektivität\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"Keine Boni", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s Bonus zum Schlösser Knacken\n", // 0 + L"+%d%s Trefferchance im Faustkampf\n", + L"+%d%s Schaden im Faustkampf\n", + L"+%d%s Chance Schlägen auszuweichen\n", + L"Bei der Reparatur und Bedienung von Elektrotechnik\n(Schlösser, Fallen, Fernzünder, Roboter...) kein Abzug\n", + L"+%d zur effektiven Sichtweite im Dunkeln\n", + L"+%d zur allgemeinen effektiven Hörweite\n", + L"Dazu +%d zur effektiven Hörweite in der Dunkelheit\n", + L"+%d zum Unterbrechungsmodifikator in der Dunkelheit\n", + L"-%d weniger Schlafbedarf\n", + L"+%d%s maximale Reichweite beim Werfen\n", // 10 + L"+%d%s Trefferchance beim Werfen\n", + L"+%d%s Chance auf sofortige Tötung mit Wurfmesser wenn unbemerkt\n", + L"+%d%s Bonus zum Trainieren von Milizen und anderen Söldnern\n", + L"+%d%s effektive Führungsfertigkeit beim Ausbilden von Milizen\n", + L"+%d%s Trefferchance mit Raketen-/Granatwerfern und Mörsern\n", + L"Trefferchancenabzug bei Dauerfeuer und Feuerstoß wird durch %d geteilt\n", + L"Das Verschießen von zu viel Munition bei Dauerfeuer wird unwahrscheinlicher\n", + L"+%d%s Chance sich leise zu bewegen\n", + L"+%d%s stealth (unsichtbar sein, wenn man sich nicht verrät)\n", + L"Beim Schießen mit zwei Waffen mit jeder so präzise wie mit nur einer\n", // 20 + L"+%d%s Trefferchance mit Stichwaffen\n", + L"+%d%s Chance, Stichwaffen auszuweichen, wenn man selber eine führt\n", + L"+%d%s Chance, Stichwaffen auszuweichen, wenn man etwas anderes in der Hand hat\n", + L"+%d%s Chance Schlägen auszuweichen, wenn man eine Stichwaffe hält\n", + L"-%d%s effektive Reichweite zum Ziel mit allen Waffen\n", + L"+%d%s Bonus zum Zielen pro Mausklick\n", + L"Immer vollständig getarnt sein\n", + L"+%d%s Trefferchance im Faustkampf\n", + L"+%d%s Schaden im Faustkampf\n", + L"+%d%s Chance, Schläge mit leeren Händen zu blocken\n", // 30 + L"+%d%s Chance, Schläge mit etwas in der Hand zu blocken\n", + L"+%d%s Chance, Stichwaffenangriffen auszuweichen\n", + L"Kann angeschlagenen Gegnern einen Tornadotritt verpassen, der doppelten Schaden anrichtet\n", + L"Sie erhalten besondere Animationen für den Faustkampf (etwas fernöstlicher)\n", + L"Keine Boni", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"V: Keine Vorteile.\nN: Keine Nachteile.", + L"V: Ist leistungsfähiger, wenn andere Söldner in der Nähe sind.\nN: Erhält keinen Moralzuwachs, wenn niemand in der Nähe ist.", + L"V: Ist leistungsfähiger, wenn niemand in der Nähe ist.\nN: Erhält keinen Moralzuwachs, wenn andere Söldner in der Nähe sind.", + L"V: Die Moral sinkt etwas langsamer und steigt schneller als normal.\nN: Hat eine geringere Chance, Fallen und Minen zu entdecken.", + L"V: Erhält Boni beim Ausbilden von Milizen und kann besser mit Menschen reden.\nN: Erhält keinen Moralzuwachs für Aktionen anderer Söldner.", + L"V: Lernt durch eigenes Training und Ausbildung etwas schneller.\nN: Hat weniger Unterdrückungs- und Angstresistenz.", + L"V: Verbraucht etwas weniger Energie, außer bei medizinischen und technischen Aufgaben sowie einer anspruchsvollen Ausbildung.\nN: Weisheit, Führungskraft, Sprengstoff-, Mechanik- und Medizinkenntnisse entwickeln sich langsamer.", + L"V: Hat eine leicht erhöhte Trefferchance bei Feuerstößen und richtet etwas mehr Schaden im Nahkampf an.\n Erhält ein wenig mehr Moralzuwachs beim Töten.\nN: Erledigt Aufgaben, die Geduld erfordern schlechter (Reparatur, Schlösser knacken, Fallen entschärfen, Patientenversorgung und Milizausbildung).", + L"V: Erhält Boni für Aufgaben, die Geduld erfordern (Reparatur, Schlösser knacken, Fallen entschärfen, Patientenversorgung und Milizausbildung).\nN: Erhält seltener Unterbrechungen im Kampf.", + L"V: Erhöhte Resistenz gegenüber Unterdrückungsfeuer und Panikanfällen.\nVerliert weniger Moral durch Verwundung oder Todesfälle im Team.\nN: Wird leichter getroffen, und kann seltener Feindfeuer durch schnelle Bewegung ausweichen.", + L"V: Erhält Moralzuwachs für nichtkämpferische Tätigkeiten (Außnahme: Milizausbildung).\nN: Erhält keinen Moralzuwachs für das Töten von Gegnern.", + L"V: Hat eine höhere Chance, Statusschäden anzurichten, und kann besonders fiese Wunden verursachen.\n Erhält mehr Moral für erfolgreiche Statusschäden.\nN: Kann schlechter mit Leuten reden. Die Moral sinkt ohne Kampf schneller.", + L"V: Ist leistungsfähiger, wenn Söldner des anderen Geschlechts in der Nähe sind.\nN: Die Moral anderer naher Söldner des gleichen Geschlechts steigt langsamer.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"Keine besonderen Einschränkungen.", + L"Leidet an Atemproblemen und zeigt allgemein schlechtere Leistung in tropischen und Wüstensektoren.", + L"Erleidet allein in schwierigen Situationen Panikattacken.", + L"Zeigt schlechtere Leistung unter Tage.", + L"Kann bei Schwimmversuchen leicht ertrinken.", + L"Erträgt den Anblick großer Insekten nicht und\nzeigt etwas schlechtere Leistung in Wüsten- oder tropischen oder Sektoren.", + L"Vergisst manchmal seine Befehle und verliert dadurch im Kampf einen Teil seiner APs.", + L"Dreht manchmal durch und schießt dabei hin und wieder wild um sich.\nVerliert Moral, wenn das mit der ausgerüsteten Waffe nicht möglich ist.", + L"Deutlich geringere Hörweite.", + L"Geringere Sichtweite.", + L"Drastically increased bleeding.", // TODO.Translate + L"Performance suffers while on a rooftop.", // TODO.Translate + L"Occasionally harms self.", +}; + +STR16 gzIMPProfileCostText[]= +{ + L"Ein Profil kostet $%d. Genehmigen Sie die Zahlung?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"Sie können das neue Fertigkeitensystem nicht ohne aktiviertem PROFEX-Utility benutzen. Suchen Sie in Ihrer ja2_options.ini den Eintrag: READ_PROFILE_DATA_FROM_XML.", +}; +////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"Sie haben sich für den IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nicht speichern, wenn Feinde im Sektor sind. Sind Sie sicher, dass Sie im IRONMAN-Modus spielen wollen?", + L"Sie haben sich für den SOFT IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nicht speichern, wenn der Rundenmodus im taktischen Kampf aktiv ist. Sind Sie sicher, dass Sie im SOFT IRONMAN-Modus spielen wollen?", + L"Sie haben sich für den EXTREME IRONMAN-Modus entschieden. Mit dieser Einstellung können Sie das Spiel nur einmal am Tag speichern, um %02d:00. Sind Sie sicher, dass Sie im EXTREME IRONMAN-Modus spielen wollen?", +}; + +STR16 gzDisplayCoverText[]= +{ + L"Deckung: %d/100 %s, Helligkeit: %d/100", + L"Waffen-Reichweite: %d/%d Felder, Trefferwahrscheinlichkeit: %d/100", + L"Waffen-Reichweite: %d/%d Felder, Lauf-Genauigkeit: %d/100", + L"Deckungsanzeige ausschalten", + L"Zeige Ansicht für Söldner", + L"Zeige Gefahrenbereich für Söldner", + L"Wald", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Stadt", + L"Wüste", + L"Schnee", // NOT USED!!! + L"Wald und Wüste", + L"Wald und Stadt", + L"Wald und Schnee", + L"Wüste und Stadt", + L"Wüste und Schnee", + L"Stadt und Schnee", + L"-", // yes empty for now + L"Deckung: %d/100, Helligkeit: %d/100", + L"Footstep volume", // TODO.Translate + L"Stealth difficulty", + L"Trap level", +}; + + +#endif diff --git a/Utils/_Ja25ItalianText.cpp b/i18n/_Ja25ItalianText.cpp similarity index 97% rename from Utils/_Ja25ItalianText.cpp rename to i18n/_Ja25ItalianText.cpp index 4ffb9454..87d1f0ab 100644 --- a/Utils/_Ja25ItalianText.cpp +++ b/i18n/_Ja25ItalianText.cpp @@ -1,529 +1,528 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("ITALIAN") - - #include "Language Defines.h" - #ifdef ITALIAN - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25ItalianText_public_symbol(void){;} - -#ifdef ITALIAN - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - L"Scassinare", - L"Lottare", - L"Elettronica", - L"Operazioni Notturne", - L"Lanciare", - L"Insegnare", - L"Armi Pesanti", - L"Armi Automatiche", - L"Muoversi Silenziosamente", - L"Ambidestro", - L"Combattimento con il coltello", - L"Cecchino", - L"Mimetismo", - L"Arti Marziali", - - L"Nessuna", - L"Specialità I.M.P.", - L"(Expert)", -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Auto Weapons", - L"Heavy Weapons", - L"Marksman", - L"Hunter", - L"Gunslinger", - L"Hand to Hand", - L"Deputy", - L"Technician", - L"Paramedic", - L"Covert Ops", // TODO.Translate - - L"None", - L"I.M.P. Major Traits", - // second names - L"Machinegunner", - L"Bombardier", - L"Sniper", - L"Ranger", - L"Gunfighter", - L"Martial Arts", - L"Squadleader", - L"Engineer", - L"Doctor", - L"Spy", // TODO.Translate -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Ambidextrous", - L"Melee", - L"Throwing", - L"Night Ops", - L"Stealthy", - L"Athletics", - L"Bodybuilding", - L"Demolitions", - L"Teaching", - L"Scouting", - L"Radio Operator", - L"Survival", //TODO.Translate - - L"None", - L"I.M.P. Minor Traits", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s CtH with Assault Rifles\n", - L"+%d%s CtH with SMGs\n", - L"+%d%s CtH with LMGs\n", - L"-%d%s APs to fire LMGs on autofire or burst mode\n", - L"-%d%s APs to ready LMGs\n", - L"Auto fire/burst CtH penalty reduced by %d%s\n", - L"Reduced chance for shooting extra bullets on autofire\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s APs to fire grenade launchers\n", - L"-%d%s APs to fire rocket launchers\n", - L"+%d%s CtH with grenade launchers\n", - L"+%d%s CtH with rocket launchers\n", - L"-%d%s APs to fire mortar\n", - L"Reduced penalty for mortar CtH by %d%s\n", - L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", - L"+%d%s damage to other targets with heavy weapons\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Sniper Rifles\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click (except for handguns)\n", - L"+%d%s damage on shot", - L" plus", - L" per every aim click", - L" after first", - L" after second", - L" after third", - L" after fourth", - L" after fifth", - L" after sixth", - L" after seventh", - L"-%d%s APs to chamber a round with bolt-action rifles \n", - L"Adds one more aim click for rifle-type guns\n", - L"Adds %d more aim clicks for rifle-type guns\n", - L"Makes aiming faster with rifle-type guns by one aim click\n", - L"Makes aiming faster with rifle-type guns by %d aim clicks\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Shotguns\n", - L"-%d%s APs needed to pump Shotguns\n", - L"-%d%s APs to fire Shotguns\n", - L"Adds %d more aim click for Shotguns\n", - L"Adds %d more aim clicks for Shotguns\n", - L"+%d%s effective range with Shotguns\n", - L"-%d%s APs to reload single Shotgun shells\n", - L"Adds %d more aim click for Rifles\n", - L"Adds %d more aim clicks for Rifles\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s APs to fire with pistols and revolvers\n", - L"+%d%s effective range with pistols and revolvers\n", - L"+%d%s CtH with pistols and revolvers\n", - L"+%d%s CtH with machine pistols", - L" (on single shots only)", - L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", - L"-%d%s APs to ready pistols and revolvers\n", - L"-%d%s APs to reload pistols, machine pistols and revolvers\n", - L"Adds %d more aim click for pistols, machine pistols and revolvers\n", - L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s CtH with hand to hand attacks with bare hands\n", - L"+%d%s CtH with hand to hand attacks with brass knuckles\n", - L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", - L"Enemy knocked out due to your HtH attacks probably never stand up\n", - L"Focused (aimed) punch deals +%d%s more damage\n", - L"Special spinning kick deals +%d%s more damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"+%d%s additional chance to dodge HtH attacks with bare hands", - L" or brass knuckles", - L" (+%d%s with brass knuckles)", - L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", - L"+%d%s chance to dodge attacks by any melee weapon\n", - L"-%d%s APs to steal weapon from enemy hands\n", - L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", - L"-%d%s APs to change stance (stand, crouch, lie down)\n", - L"-%d%s APs to turn around\n", - L"-%d%s APs to climb on/off roof and jump obstacles\n", - L"+%d%s chance to kick open doors\n", - L"Gains special animations for hand to hand combat\n", - L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s APs per round of other mercs in vicinity\n", - L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", - L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", - L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", - L"+%d morale gain for other mercs in the vicinity\n", - L"-%d morale loss for other mercs in the vicinity\n", - L"The vicinity for bonuses is %d tiles", - L" (%d tiles with extended ears)", - L"(Max simultaneous bonuses for one soldier is %d)\n", - L"+%d%s fear resistence of %s\n", - L"Drawback: %dx morale loss for %s's death for all other mercs\n", - L"+%d%s chance to trigger collective interrupts\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s to repair speed\n", - L"+%d%s to lockpick (normal/electronic locks)\n", - L"+%d%s to disarm electronic traps\n", - L"+%d%s to attach special items and combining things\n", - L"+%d%s to unjamm a gun in combat\n", - L"Reduced penalty to repair electronic items by %d%s\n", - L"Increased chance to detect traps and mines (+%d detect level)\n", - L"+%d%s robot's CtH controlled by the %s\n", - L"%s trait grants ability to repair the robot\n", - L"Reduced penalty to repair speed of the robot by %d%s\n", - L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Able to use medical bag to perform surgical intervention on wounded soldier\n", - L"Surgery instantly returns %d%s of lost health back.", - L" (This will deplete the medical bag.)", - L"Able to heal lost stats (from critical hits) by", - L" surgery or", - L" doctor assignment.\n", - L"+%d%s effectiveness on doctor-patient assignment\n", - L"+%d%s bandaging speed\n", - L"+%d%s natural regeneration speed for all soldiers in the same sector", - L" (max %d of these bonuses per sector stack)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", - L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", - L"+%d%s CtH with covert melee weapons\n", - L"+%d%s chance of instakill with covert melee weapons\n", - L"Disguise AP cost lowered by %d%s.\n", - L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate -{ - L"Can use communications equipment.\n", - L"Can call in artillery strikes from allies in neighbouring sectors.\n", - L"Via Frequency Scan assignment, enemy patrols can be located.\n", - L"Communications can be jammed sector-wide.\n", - L"If communications are jammed, an operator can scan for the jamming device.\n", - L"Can call in militia reinforcements from neighbouring sectors.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s speed on reloading guns with magazines\n", - L"+%d%s speed on reloading guns with loose rounds\n", - L"-%d%s APs to pickup items\n", - L"-%d%s APs to work backpack\n", - L"-%d%s APs to handle doors\n", - L"-%d%s APs to plant/remove bombs and mines\n", - L"-%d%s APs to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s APs to attack with blades\n", - L"+%d%s CtH with blades\n", - L"+%d%s CtH with blunt melee weapons\n", - L"+%d%s damage with blades\n", - L"+%d%s damage with blunt melee weapons\n", - L"Aimed attack with any melee weapon deals +%d%s damage\n", - L"+%d%s chance to dodge attack from melee blades\n", - L"+%d%s additional chance to dodge melee blades if holding a blade\n", - L"+%d%s chance to dodge attack from blunt melee weapons\n", - L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s basic APs to throw blades\n", - L"+%d%s max range when throwing blades\n", - L"+%d%s CtH when throwing blades\n", - L"+%d%s CtH when throwing blades per aim click\n", - L"+%d%s damage with throwing blades\n", - L"+%d%s damage with throwing blades per aim click\n", - L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", - L"+%d critical hit with throwing blade multiplier\n", - L"Adds %d more aim click for throwing blades\n", - L"Adds %d more aim clicks for throwing blades\n", - L"-%d%s APs to throw grenades\n", - L"+%d%s max range when throwing grenades\n", - L"+%d%s CtH when throwing grenades\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d additional hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s APs to move quietly\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Reduced cover penalty for movement by %d%s\n", - L"-%d%s chance to be interrupted\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", - L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"%d%s damage resistance\n", - L"+%d%s effective strength for carrying weight capacity\n", - L"Reduced energy lost when hit by HtH attack by %d%s\n", - L"Increased damage needed to fall down by %d%s if hit on legs\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s damage for set bombs and mines\n", - L"+%d%s to attaching detonators check\n", - L"+%d%s to planting/removing bombs check\n", - L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", - L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s bonus to militia training speed\n", - L"+%d%s bonus to effective leadership for determining militia training\n", - L"+%d%s bonus to teach other mercs\n", - L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", - L"+%d%s bonus to train stats through self-practice assignment\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% to effective sight range with scopes on weapons\n", - L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", - L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", - L"If in sector, adjacent sectors will show exact number of enemies\n", - L"If in sector, adjacent sectors will show presence of enemies, if any\n", - L"Prevents enemy ambushes on your squad\n", - L"Prevents bloodcat ambushes on your squad\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate - L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate - L"Can spread propaganda in towns.\n", // TODO.Translate - L"Can gather rumours in towns.\n", // TODO.Translate - L"Can be put undercover in prisons.\n", // TODO.Translate - L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate - L"+%d to effective hearing range\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate -{ - L"-%d%s travel time needed between sectors if traveling by foot\n", - L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", - L"-%d%s less energy spent for travelling between sectors\n", - L"-%d%s weather penalties\n", - L"-%d%s worn out speed of camouflage by water or time\n", - L"Can spot tracks up to %d tiles away\n", - - L"%s%d%% disease resistance\n", - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", // TODO.Translate - L"+%d%% camouflage effectiveness\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s bonus to lockpicking\n", // 0 - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d extra hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", - L"+%d%s max range when throwing anything\n", // 10 - L"+%d%s chance to hit when throwing anything\n", - L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", - L"+%d%s bonus to militia training and other mercs instructing speed\n", - L"+%d%s effective leadership for militia training calculations\n", - L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", - L"Auto fire/burst chance to hit penalty is divided by %d\n", - L"Reduced chance for shooting unwanted bullets on autofire\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Eliminates CtH penalty when firing two weapons at once\n", // 20 - L"+%d%s chance to hit with melee blades\n", - L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", - L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", - L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click\n", - L"Provides permanent camouflage\n", - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 - L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", - L"+%d%s chance to dodge attacks by melee blades\n", - L"Can perform spinning kick attack on weakened enemies to deal double damage\n", - L"Gains special animations for hand to hand combat\n", - L"No bonuses", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"A: No advantage.\nD: No disadvantage.", - L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", - L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", - L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", - L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", - L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", - L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", - L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", - L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", - L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", - L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", - L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", - L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"No effects.", - L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", - L"Will suffer panic attack if left alone in certain situations.", - L"Overall performance is reduced when underground.", - L"Will drown easily if attempt to swim.", - L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", - L"Sometimes forgets orders given and will lose some APs if it happens in combat.", - L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", - L"Drastically reduced hearing.", - L"Reduced sight range.", - L"Drastically increased bleeding.", // TODO.Translate - L"Performance suffers while on a rooftop.", // TODO.Translate - L"Occasionally harms self.", -}; - - -STR16 gzIMPProfileCostText[]= -{ - L"The profile cost is $%d. Authorize payment?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"Hai scelto la modalità IRON MAN. Questa impostazione rende il gioco notevolmente più impegnativo, poiché non potrai salvare la partita in un settore occupato da nemici. Non potrai cambiare questa decisione nel corso della partita. Sei sicuro di voler giocare al livello IRON MAN?", - L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate - L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate -}; - -STR16 gzDisplayCoverText[]= -{ - L"Copertura: %d/100 %s, Luminosità: %d/100", - L"Gittata dell'arma: %d/%d tiles, Probabilità di colpire: %d/100", - L"Gittata dell'arma: %d/%d tiles, Muzzle Stability: %d/100", - L"Disabilita visualizzazione copertura", - L"Mostra visuale del mercenario", - L"Mostra zone di pericolo per il mercenario", - L"Bosco", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Urbano", - L"Deserto", - L"Neve", - L"Bosco e deserto", - L"Bosco e urbano", - L"Bosco e neve", - L"Deserto e urbano", - L"Deserto e neve", - L"Urbano e neve", - L"-", // yes empty for now // TODO.Translate - L"Cover: %d/100, Brightness: %d/100", - L"Footstep volume", - L"Stealth difficulty", - L"Trap level", -}; - - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("ITALIAN") + + #ifdef ITALIAN + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25ItalianText_public_symbol(void){;} + +#ifdef ITALIAN + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + L"Scassinare", + L"Lottare", + L"Elettronica", + L"Operazioni Notturne", + L"Lanciare", + L"Insegnare", + L"Armi Pesanti", + L"Armi Automatiche", + L"Muoversi Silenziosamente", + L"Ambidestro", + L"Combattimento con il coltello", + L"Cecchino", + L"Mimetismo", + L"Arti Marziali", + + L"Nessuna", + L"Specialità I.M.P.", + L"(Expert)", +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Auto Weapons", + L"Heavy Weapons", + L"Marksman", + L"Hunter", + L"Gunslinger", + L"Hand to Hand", + L"Deputy", + L"Technician", + L"Paramedic", + L"Covert Ops", // TODO.Translate + + L"None", + L"I.M.P. Major Traits", + // second names + L"Machinegunner", + L"Bombardier", + L"Sniper", + L"Ranger", + L"Gunfighter", + L"Martial Arts", + L"Squadleader", + L"Engineer", + L"Doctor", + L"Spy", // TODO.Translate +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Ambidextrous", + L"Melee", + L"Throwing", + L"Night Ops", + L"Stealthy", + L"Athletics", + L"Bodybuilding", + L"Demolitions", + L"Teaching", + L"Scouting", + L"Radio Operator", + L"Survival", //TODO.Translate + + L"None", + L"I.M.P. Minor Traits", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s CtH with Assault Rifles\n", + L"+%d%s CtH with SMGs\n", + L"+%d%s CtH with LMGs\n", + L"-%d%s APs to fire LMGs on autofire or burst mode\n", + L"-%d%s APs to ready LMGs\n", + L"Auto fire/burst CtH penalty reduced by %d%s\n", + L"Reduced chance for shooting extra bullets on autofire\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s APs to fire grenade launchers\n", + L"-%d%s APs to fire rocket launchers\n", + L"+%d%s CtH with grenade launchers\n", + L"+%d%s CtH with rocket launchers\n", + L"-%d%s APs to fire mortar\n", + L"Reduced penalty for mortar CtH by %d%s\n", + L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", + L"+%d%s damage to other targets with heavy weapons\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Sniper Rifles\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click (except for handguns)\n", + L"+%d%s damage on shot", + L" plus", + L" per every aim click", + L" after first", + L" after second", + L" after third", + L" after fourth", + L" after fifth", + L" after sixth", + L" after seventh", + L"-%d%s APs to chamber a round with bolt-action rifles \n", + L"Adds one more aim click for rifle-type guns\n", + L"Adds %d more aim clicks for rifle-type guns\n", + L"Makes aiming faster with rifle-type guns by one aim click\n", + L"Makes aiming faster with rifle-type guns by %d aim clicks\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Shotguns\n", + L"-%d%s APs needed to pump Shotguns\n", + L"-%d%s APs to fire Shotguns\n", + L"Adds %d more aim click for Shotguns\n", + L"Adds %d more aim clicks for Shotguns\n", + L"+%d%s effective range with Shotguns\n", + L"-%d%s APs to reload single Shotgun shells\n", + L"Adds %d more aim click for Rifles\n", + L"Adds %d more aim clicks for Rifles\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s APs to fire with pistols and revolvers\n", + L"+%d%s effective range with pistols and revolvers\n", + L"+%d%s CtH with pistols and revolvers\n", + L"+%d%s CtH with machine pistols", + L" (on single shots only)", + L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", + L"-%d%s APs to ready pistols and revolvers\n", + L"-%d%s APs to reload pistols, machine pistols and revolvers\n", + L"Adds %d more aim click for pistols, machine pistols and revolvers\n", + L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s CtH with hand to hand attacks with bare hands\n", + L"+%d%s CtH with hand to hand attacks with brass knuckles\n", + L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", + L"Enemy knocked out due to your HtH attacks probably never stand up\n", + L"Focused (aimed) punch deals +%d%s more damage\n", + L"Special spinning kick deals +%d%s more damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"+%d%s additional chance to dodge HtH attacks with bare hands", + L" or brass knuckles", + L" (+%d%s with brass knuckles)", + L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", + L"+%d%s chance to dodge attacks by any melee weapon\n", + L"-%d%s APs to steal weapon from enemy hands\n", + L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", + L"-%d%s APs to change stance (stand, crouch, lie down)\n", + L"-%d%s APs to turn around\n", + L"-%d%s APs to climb on/off roof and jump obstacles\n", + L"+%d%s chance to kick open doors\n", + L"Gains special animations for hand to hand combat\n", + L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s APs per round of other mercs in vicinity\n", + L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", + L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", + L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", + L"+%d morale gain for other mercs in the vicinity\n", + L"-%d morale loss for other mercs in the vicinity\n", + L"The vicinity for bonuses is %d tiles", + L" (%d tiles with extended ears)", + L"(Max simultaneous bonuses for one soldier is %d)\n", + L"+%d%s fear resistence of %s\n", + L"Drawback: %dx morale loss for %s's death for all other mercs\n", + L"+%d%s chance to trigger collective interrupts\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s to repair speed\n", + L"+%d%s to lockpick (normal/electronic locks)\n", + L"+%d%s to disarm electronic traps\n", + L"+%d%s to attach special items and combining things\n", + L"+%d%s to unjamm a gun in combat\n", + L"Reduced penalty to repair electronic items by %d%s\n", + L"Increased chance to detect traps and mines (+%d detect level)\n", + L"+%d%s robot's CtH controlled by the %s\n", + L"%s trait grants ability to repair the robot\n", + L"Reduced penalty to repair speed of the robot by %d%s\n", + L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Able to use medical bag to perform surgical intervention on wounded soldier\n", + L"Surgery instantly returns %d%s of lost health back.", + L" (This will deplete the medical bag.)", + L"Able to heal lost stats (from critical hits) by", + L" surgery or", + L" doctor assignment.\n", + L"+%d%s effectiveness on doctor-patient assignment\n", + L"+%d%s bandaging speed\n", + L"+%d%s natural regeneration speed for all soldiers in the same sector", + L" (max %d of these bonuses per sector stack)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", + L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", + L"+%d%s CtH with covert melee weapons\n", + L"+%d%s chance of instakill with covert melee weapons\n", + L"Disguise AP cost lowered by %d%s.\n", + L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate +{ + L"Can use communications equipment.\n", + L"Can call in artillery strikes from allies in neighbouring sectors.\n", + L"Via Frequency Scan assignment, enemy patrols can be located.\n", + L"Communications can be jammed sector-wide.\n", + L"If communications are jammed, an operator can scan for the jamming device.\n", + L"Can call in militia reinforcements from neighbouring sectors.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s speed on reloading guns with magazines\n", + L"+%d%s speed on reloading guns with loose rounds\n", + L"-%d%s APs to pickup items\n", + L"-%d%s APs to work backpack\n", + L"-%d%s APs to handle doors\n", + L"-%d%s APs to plant/remove bombs and mines\n", + L"-%d%s APs to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s APs to attack with blades\n", + L"+%d%s CtH with blades\n", + L"+%d%s CtH with blunt melee weapons\n", + L"+%d%s damage with blades\n", + L"+%d%s damage with blunt melee weapons\n", + L"Aimed attack with any melee weapon deals +%d%s damage\n", + L"+%d%s chance to dodge attack from melee blades\n", + L"+%d%s additional chance to dodge melee blades if holding a blade\n", + L"+%d%s chance to dodge attack from blunt melee weapons\n", + L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s basic APs to throw blades\n", + L"+%d%s max range when throwing blades\n", + L"+%d%s CtH when throwing blades\n", + L"+%d%s CtH when throwing blades per aim click\n", + L"+%d%s damage with throwing blades\n", + L"+%d%s damage with throwing blades per aim click\n", + L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", + L"+%d critical hit with throwing blade multiplier\n", + L"Adds %d more aim click for throwing blades\n", + L"Adds %d more aim clicks for throwing blades\n", + L"-%d%s APs to throw grenades\n", + L"+%d%s max range when throwing grenades\n", + L"+%d%s CtH when throwing grenades\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d additional hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s APs to move quietly\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Reduced cover penalty for movement by %d%s\n", + L"-%d%s chance to be interrupted\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", + L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"%d%s damage resistance\n", + L"+%d%s effective strength for carrying weight capacity\n", + L"Reduced energy lost when hit by HtH attack by %d%s\n", + L"Increased damage needed to fall down by %d%s if hit on legs\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s damage for set bombs and mines\n", + L"+%d%s to attaching detonators check\n", + L"+%d%s to planting/removing bombs check\n", + L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", + L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s bonus to militia training speed\n", + L"+%d%s bonus to effective leadership for determining militia training\n", + L"+%d%s bonus to teach other mercs\n", + L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", + L"+%d%s bonus to train stats through self-practice assignment\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% to effective sight range with scopes on weapons\n", + L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", + L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", + L"If in sector, adjacent sectors will show exact number of enemies\n", + L"If in sector, adjacent sectors will show presence of enemies, if any\n", + L"Prevents enemy ambushes on your squad\n", + L"Prevents bloodcat ambushes on your squad\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate + L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate + L"Can spread propaganda in towns.\n", // TODO.Translate + L"Can gather rumours in towns.\n", // TODO.Translate + L"Can be put undercover in prisons.\n", // TODO.Translate + L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate + L"+%d to effective hearing range\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate +{ + L"-%d%s travel time needed between sectors if traveling by foot\n", + L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", + L"-%d%s less energy spent for travelling between sectors\n", + L"-%d%s weather penalties\n", + L"-%d%s worn out speed of camouflage by water or time\n", + L"Can spot tracks up to %d tiles away\n", + + L"%s%d%% disease resistance\n", + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", // TODO.Translate + L"+%d%% camouflage effectiveness\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s bonus to lockpicking\n", // 0 + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d extra hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", + L"+%d%s max range when throwing anything\n", // 10 + L"+%d%s chance to hit when throwing anything\n", + L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", + L"+%d%s bonus to militia training and other mercs instructing speed\n", + L"+%d%s effective leadership for militia training calculations\n", + L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", + L"Auto fire/burst chance to hit penalty is divided by %d\n", + L"Reduced chance for shooting unwanted bullets on autofire\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Eliminates CtH penalty when firing two weapons at once\n", // 20 + L"+%d%s chance to hit with melee blades\n", + L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", + L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", + L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click\n", + L"Provides permanent camouflage\n", + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 + L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", + L"+%d%s chance to dodge attacks by melee blades\n", + L"Can perform spinning kick attack on weakened enemies to deal double damage\n", + L"Gains special animations for hand to hand combat\n", + L"No bonuses", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"A: No advantage.\nD: No disadvantage.", + L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", + L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", + L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", + L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", + L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", + L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", + L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", + L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", + L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", + L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", + L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", + L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"No effects.", + L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", + L"Will suffer panic attack if left alone in certain situations.", + L"Overall performance is reduced when underground.", + L"Will drown easily if attempt to swim.", + L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", + L"Sometimes forgets orders given and will lose some APs if it happens in combat.", + L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", + L"Drastically reduced hearing.", + L"Reduced sight range.", + L"Drastically increased bleeding.", // TODO.Translate + L"Performance suffers while on a rooftop.", // TODO.Translate + L"Occasionally harms self.", +}; + + +STR16 gzIMPProfileCostText[]= +{ + L"The profile cost is $%d. Authorize payment?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"Hai scelto la modalità IRON MAN. Questa impostazione rende il gioco notevolmente più impegnativo, poiché non potrai salvare la partita in un settore occupato da nemici. Non potrai cambiare questa decisione nel corso della partita. Sei sicuro di voler giocare al livello IRON MAN?", + L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate + L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate +}; + +STR16 gzDisplayCoverText[]= +{ + L"Copertura: %d/100 %s, Luminosità: %d/100", + L"Gittata dell'arma: %d/%d tiles, Probabilità di colpire: %d/100", + L"Gittata dell'arma: %d/%d tiles, Muzzle Stability: %d/100", + L"Disabilita visualizzazione copertura", + L"Mostra visuale del mercenario", + L"Mostra zone di pericolo per il mercenario", + L"Bosco", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Urbano", + L"Deserto", + L"Neve", + L"Bosco e deserto", + L"Bosco e urbano", + L"Bosco e neve", + L"Deserto e urbano", + L"Deserto e neve", + L"Urbano e neve", + L"-", // yes empty for now // TODO.Translate + L"Cover: %d/100, Brightness: %d/100", + L"Footstep volume", + L"Stealth difficulty", + L"Trap level", +}; + + +#endif diff --git a/Utils/_Ja25PolishText.cpp b/i18n/_Ja25PolishText.cpp similarity index 97% rename from Utils/_Ja25PolishText.cpp rename to i18n/_Ja25PolishText.cpp index 9446a5b2..bb1d53d3 100644 --- a/Utils/_Ja25PolishText.cpp +++ b/i18n/_Ja25PolishText.cpp @@ -1,531 +1,530 @@ -// WANNE: This pragma should not be needed anymore for Polish version, after we set the encoding to UTF8 -// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions. -//#pragma setlocale("POLISH") - - #include "Language Defines.h" - #ifdef POLISH - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25PolishText_public_symbol(void){;} - -#ifdef POLISH - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - L"Otwieranie zamków", - L"Walka wrÄ™cz", - L"Elektronika", - L"Operacje nocne", - L"Rzucanie", - L"Szkolenie", - L"Broñ ciężka", - L"Broñ automatyczna", - L"Skradanie siÄ™", - L"OburÄ™czność", - L"Broñ biaÅ‚a", - L"Snajper", - L"Kamuflaż", - L"Sztuki walki", - - L"Brak", - L"UmiejÄ™tnoÅ›ci", - L"(Ekspert)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Broñ automatyczna", - L"Broñ ciężka", - L"Strzelec wyborowy", - L"£owca", - L"Rewolwerowiec", - L"Walka wrÄ™cz", - L"ZastÄ™pca szeryfa", - L"Technik", - L"Paramedyk", - L"Covert Ops", // TODO.Translate - - L"None", - L"Główne cechy I.M.P", - // second names - L"Strzelec CKM", - L"Bombardier", - L"Snajper", - L"LeÅ›niczy", - L"Rewolwerowiec", - L"Walka wrÄ™cz", - L"Dowódca drużyny", - L"Inżynier", - L"Doktor", - L"Spy", // TODO.Translate -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"OburÄ™czność", - L"Walka wrÄ™cz", - L"Rzucanie", - L"Operacje nocne", - L"Cichy", - L"Atletyka", - L"Bodybuilding", - L"£adunki wybuchowe", - L"Nauczanie", - L"Zwiad", - L"Radio Operator", - L"Survival", //TODO.Translate - - L"Brak", - L"Pomniejsze cechy I.M.P", -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s do szansy trafienia karabinem szturmowym\n", - L"+%d%s do szansy trafienia pistoletem maszynowym\n", - L"+%d%s do szansy trafienia erkaemem\n", - L"-%d%s do liczby PA potrzebnych do strzaÅ‚u erkaemem w trybie automatycznym lub seriÄ…\n", - L"-%d%s do liczby PA potrzebnych do przygotowania erkaemu\n", - L"Kara do szansy trafienia ogniem automatycznym/seriÄ… jest zmniejszona o %d%s\n", - L"Zmniejszona szansa na wystrzelenie przez przypadek wiÄ™kszej liczby pocisków w ogniu automatycznym o -%d%s\n", - -}; -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z granatnika\n", - L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z wyrzutni rakiet\n", - L"+%d%s do szansy trafienia grantnikiem\n", - L"+%d%s do szansy trafienia wyrzutniÄ… rakiet\n", - L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z moździerza\n", - L"Reduced penalty for mortar CtH by %d%s\n", - L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", - L"+%d%s damage to other targets with heavy weapons\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Sniper Rifles\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click (except for handguns)\n", - L"+%d%s damage on shot", - L" plus", - L" per every aim click", - L" after first", - L" after second", - L" after third", - L" after fourth", - L" after fifth", - L" after sixth", - L" after seventh", - L"-%d%s APs to chamber a round with bolt-action rifles \n", - L"Adds one more aim click for rifle-type guns\n", - L"Adds %d more aim clicks for rifle-type guns\n", - L"Makes aiming faster with rifle-type guns by one aim click\n", - L"Makes aiming faster with rifle-type guns by %d aim clicks\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s CtH with Rifles\n", - L"+%d%s CtH with Shotguns\n", - L"-%d%s APs needed to pump Shotguns\n", - L"-%d%s APs to fire Shotguns\n", - L"Adds %d more aim click for Shotguns\n", - L"Adds %d more aim clicks for Shotguns\n", - L"+%d%s effective range with Shotguns\n", - L"-%d%s APs to reload single Shotgun shells\n", - L"Adds %d more aim click for Rifles\n", - L"Adds %d more aim clicks for Rifles\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s APs to fire with pistols and revolvers\n", - L"+%d%s effective range with pistols and revolvers\n", - L"+%d%s CtH with pistols and revolvers\n", - L"+%d%s CtH with machine pistols", - L" (on single shots only)", - L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", - L"-%d%s APs to ready pistols and revolvers\n", - L"-%d%s APs to reload pistols, machine pistols and revolvers\n", - L"Adds %d more aim click for pistols, machine pistols and revolvers\n", - L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s CtH with hand to hand attacks with bare hands\n", - L"+%d%s CtH with hand to hand attacks with brass knuckles\n", - L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", - L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", - L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", - L"Enemy knocked out due to your HtH attacks probably never stand up\n", - L"Focused (aimed) punch deals +%d%s more damage\n", - L"Special spinning kick deals +%d%s more damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"+%d%s additional chance to dodge HtH attacks with bare hands", - L" or brass knuckles", - L" (+%d%s with brass knuckles)", - L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", - L"+%d%s chance to dodge attacks by any melee weapon\n", - L"-%d%s APs to steal weapon from enemy hands\n", - L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", - L"-%d%s APs to change stance (stand, crouch, lie down)\n", - L"-%d%s APs to turn around\n", - L"-%d%s APs to climb on/off roof and jump obstacles\n", - L"+%d%s chance to kick open doors\n", - L"Gains special animations for hand to hand combat\n", - L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s APs per round of other mercs in vicinity\n", - L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", - L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", - L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", - L"+%d morale gain for other mercs in the vicinity\n", - L"-%d morale loss for other mercs in the vicinity\n", - L"The vicinity for bonuses is %d tiles", - L" (%d tiles with extended ears)", - L"(Max simultaneous bonuses for one soldier is %d)\n", - L"+%d%s fear resistence of %s\n", - L"Drawback: %dx morale loss for %s's death for all other mercs\n", - L"+%d%s chance to trigger collective interrupts\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s to repair speed\n", - L"+%d%s to lockpick (normal/electronic locks)\n", - L"+%d%s to disarm electronic traps\n", - L"+%d%s to attach special items and combining things\n", - L"+%d%s to unjamm a gun in combat\n", - L"Reduced penalty to repair electronic items by %d%s\n", - L"Increased chance to detect traps and mines (+%d detect level)\n", - L"+%d%s robot's CtH controlled by the %s\n", - L"%s trait grants ability to repair the robot\n", - L"Reduced penalty to repair speed of the robot by %d%s\n", - L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Able to use medical bag to perform surgical intervention on wounded soldier\n", - L"Surgery instantly returns %d%s of lost health back.", - L" (This will deplete the medical bag.)", - L"Able to heal lost stats (from critical hits) by", - L" surgery or", - L" doctor assignment.\n", - L"+%d%s effectiveness on doctor-patient assignment\n", - L"+%d%s bandaging speed\n", - L"+%d%s natural regeneration speed for all soldiers in the same sector", - L" (max %d of these bonuses per sector stack)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", - L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", - L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", - L"+%d%s CtH with covert melee weapons\n", - L"+%d%s chance of instakill with covert melee weapons\n", - L"Disguise AP cost lowered by %d%s.\n", - L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate -{ - L"Can use communications equipment.\n", - L"Can call in artillery strikes from allies in neighbouring sectors.\n", - L"Via Frequency Scan assignment, enemy patrols can be located.\n", - L"Communications can be jammed sector-wide.\n", - L"If communications are jammed, an operator can scan for the jamming device.\n", - L"Can call in militia reinforcements from neighbouring sectors.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s speed on reloading guns with magazines\n", - L"+%d%s speed on reloading guns with loose rounds\n", - L"-%d%s APs to pickup items\n", - L"-%d%s APs to work backpack\n", - L"-%d%s APs to handle doors\n", - L"-%d%s APs to plant/remove bombs and mines\n", - L"-%d%s APs to attach items\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s APs to attack with blades\n", - L"+%d%s CtH with blades\n", - L"+%d%s CtH with blunt melee weapons\n", - L"+%d%s damage with blades\n", - L"+%d%s damage with blunt melee weapons\n", - L"Aimed attack with any melee weapon deals +%d%s damage\n", - L"+%d%s chance to dodge attack from melee blades\n", - L"+%d%s additional chance to dodge melee blades if holding a blade\n", - L"+%d%s chance to dodge attack from blunt melee weapons\n", - L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s basic APs to throw blades\n", - L"+%d%s max range when throwing blades\n", - L"+%d%s CtH when throwing blades\n", - L"+%d%s CtH when throwing blades per aim click\n", - L"+%d%s damage with throwing blades\n", - L"+%d%s damage with throwing blades per aim click\n", - L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", - L"+%d critical hit with throwing blade multiplier\n", - L"Adds %d more aim click for throwing blades\n", - L"Adds %d more aim clicks for throwing blades\n", - L"-%d%s APs to throw grenades\n", - L"+%d%s max range when throwing grenades\n", - L"+%d%s CtH when throwing grenades\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d additional hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s APs to move quietly\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Reduced cover penalty for movement by %d%s\n", - L"-%d%s chance to be interrupted\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", - L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"%d%s damage resistance\n", - L"+%d%s effective strength for carrying weight capacity\n", - L"Reduced energy lost when hit by HtH attack by %d%s\n", - L"Increased damage needed to fall down by %d%s if hit on legs\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s damage for set bombs and mines\n", - L"+%d%s to attaching detonators check\n", - L"+%d%s to planting/removing bombs check\n", - L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", - L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s bonus to militia training speed\n", - L"+%d%s bonus to effective leadership for determining militia training\n", - L"+%d%s bonus to teach other mercs\n", - L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", - L"+%d%s bonus to train stats through self-practice assignment\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% to effective sight range with scopes on weapons\n", - L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", - L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", - L"If in sector, adjacent sectors will show exact number of enemies\n", - L"If in sector, adjacent sectors will show presence of enemies, if any\n", - L"Prevents enemy ambushes on your squad\n", - L"Prevents bloodcat ambushes on your squad\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Okazyjnie poinformuje ciÄ™ o opiniach kolegów z oddziaÅ‚u.\n", - L"Zapobiega zÅ‚emu zachowaniu kolegów z oddziaÅ‚u (narkotyki, alkohol, kradzieże).\n", - L"Może szerzyć propagandÄ™ w miastach.\n", - L"Może zbierać plotki w miastach.\n", - L"Może zostać umieszczony w wiÄ™zieniu jako tajniak.\n", - L"Jeżeli w dobrym nastroju, poprawia twojÄ… reputacjÄ™ o %d każdego dnia.\n", - L"+%d zasiÄ™g sÅ‚uchu\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate -{ - L"-%d%s travel time needed between sectors if traveling by foot\n", - L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", - L"-%d%s less energy spent for travelling between sectors\n", - L"-%d%s weather penalties\n", - L"-%d%s worn out speed of camouflage by water or time\n", - L"Can spot tracks up to %d tiles away\n", - - L"%s%d%% disease resistance\n", - L"%s%d%% food consumption\n", - L"%s%d%% water consumption\n", - L"+%d%% snake evasion\n", // TODO.Translate - L"+%d%% camouflage effectiveness\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"No bonuses", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s bonus to lockpicking\n", // 0 - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks\n", - L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", - L"+%d to effective sight range in the dark\n", - L"+%d to general effective hearing range\n", - L"+%d extra hearing range in the dark\n", - L"+%d to interrupts modifier in the dark\n", - L"-%d need to sleep\n", - L"+%d%s max range when throwing anything\n", // 10 - L"+%d%s chance to hit when throwing anything\n", - L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", - L"+%d%s bonus to militia training and other mercs instructing speed\n", - L"+%d%s effective leadership for militia training calculations\n", - L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", - L"Auto fire/burst chance to hit penalty is divided by %d\n", - L"Reduced chance for shooting unwanted bullets on autofire\n", - L"+%d%s chance to move quietly\n", - L"+%d%s stealth (being 'invisible' if unnoticed)\n", - L"Eliminates CtH penalty when firing two weapons at once\n", // 20 - L"+%d%s chance to hit with melee blades\n", - L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", - L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", - L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", - L"-%d%s effective range to target with all weapons\n", - L"+%d%s aiming bonus per aim click\n", - L"Provides permanent camouflage\n", - L"+%d%s hand to hand chance to hit\n", - L"+%d%s hand to hand damage\n", - L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 - L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", - L"+%d%s chance to dodge attacks by melee blades\n", - L"Can perform spinning kick attack on weakened enemies to deal double damage\n", - L"Gains special animations for hand to hand combat\n", - L"No bonuses", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"A: No advantage.\nD: No disadvantage.", - L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", - L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", - L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", - L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", - L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", - L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", - L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", - L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", - L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", - L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", - L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", - L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", - L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"No effects.", - L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", - L"Will suffer panic attack if left alone in certain situations.", - L"Overall performance is reduced when underground.", - L"Will drown easily if attempt to swim.", - L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", - L"Sometimes forgets orders given and will lose some APs if it happens in combat.", - L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", - L"Drastically reduced hearing.", - L"Reduced sight range.", - L"Drastically increased bleeding.", // TODO.Translate - L"Performance suffers while on a rooftop.", // TODO.Translate - L"Occasionally harms self.", -}; - - -STR16 gzIMPProfileCostText[]= -{ - L"The profile cost is $%d. Authorize payment?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"WybraÅ‚eÅ› tryb CZÅOWIEKA Z Å»ELAZA. Opcja ta sprawi, że gra bÄ™dzie dużo trudniejsza, ponieważ nie bÄ™dzie możliwoÅ›ci zapisywania gry podczas walki. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. Czy na pewno chcesz grać w trybie CZÅOWIEKA Z Å»ELAZA?", - L"WybraÅ‚eÅ› tryb CZÅOWIEKA Z Å»ELIWA. Opcja ta sprawi, że gra bÄ™dzie nieco trudniejsza, gdyż nie bÄ™dziesz miaÅ‚ możliwoÅ›ci zapisywania gry podczas walki w trybie turowym. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. Czy na pewno chcesz grać w trybie CZÅOWIEKA Z Å»ELIWA?", - L"WybraÅ‚eÅ› tryb CZÅOWIEKA ZE STALI. Opcja ta sprawi, że gra bÄ™dzie znacznie trudniejsza, gdyż bÄ™dziesz mógÅ‚ zapisać grÄ™ zaledwie raz dziennie, o %02d:00. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. JesteÅ› pewien, że gra w trybie CZÅOWIEKA ZE STALI to dobry pomysÅ‚?", -}; - -STR16 gzDisplayCoverText[]= -{ - L"OsÅ‚ona: %d/100 %s, OÅ›wietlenie: %d/100", - L"ZasiÄ™g broni: %d/%d pól, Szansa trafienia: %d/100", - L"ZasiÄ™g broni: %d/%d pól, Stabilność broni: %d/100", - L"Ukryj wyÅ›wietlani informacji o osÅ‚onie", - L"Pokaż zasiÄ™g wzroku postaci", - L"Pokaż stefy zagrożenia postaci", - L"Las", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Miasto", - L"Pustynia", - L"Åšnieg", - L"Las i pustynia", - L"Las i miasto", - L"Las i Å›nieg", - L"Pustynia i miasto", - L"Pustynia i Å›nieg", - L"Miasto i Å›nieg", - L"-", // yes empty for now // TODO.Translate - L"Cover: %d/100, Brightness: %d/100", - L"Footstep volume", - L"Stealth difficulty", - L"Trap level", -}; - - -#endif +// WANNE: This pragma should not be needed anymore for Polish version, after we set the encoding to UTF8 +// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions. +//#pragma setlocale("POLISH") + + #ifdef POLISH + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25PolishText_public_symbol(void){;} + +#ifdef POLISH + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + L"Otwieranie zamków", + L"Walka wrÄ™cz", + L"Elektronika", + L"Operacje nocne", + L"Rzucanie", + L"Szkolenie", + L"Broñ ciężka", + L"Broñ automatyczna", + L"Skradanie siÄ™", + L"OburÄ™czność", + L"Broñ biaÅ‚a", + L"Snajper", + L"Kamuflaż", + L"Sztuki walki", + + L"Brak", + L"UmiejÄ™tnoÅ›ci", + L"(Ekspert)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Broñ automatyczna", + L"Broñ ciężka", + L"Strzelec wyborowy", + L"£owca", + L"Rewolwerowiec", + L"Walka wrÄ™cz", + L"ZastÄ™pca szeryfa", + L"Technik", + L"Paramedyk", + L"Covert Ops", // TODO.Translate + + L"None", + L"Główne cechy I.M.P", + // second names + L"Strzelec CKM", + L"Bombardier", + L"Snajper", + L"LeÅ›niczy", + L"Rewolwerowiec", + L"Walka wrÄ™cz", + L"Dowódca drużyny", + L"Inżynier", + L"Doktor", + L"Spy", // TODO.Translate +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"OburÄ™czność", + L"Walka wrÄ™cz", + L"Rzucanie", + L"Operacje nocne", + L"Cichy", + L"Atletyka", + L"Bodybuilding", + L"£adunki wybuchowe", + L"Nauczanie", + L"Zwiad", + L"Radio Operator", + L"Survival", //TODO.Translate + + L"Brak", + L"Pomniejsze cechy I.M.P", +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s do szansy trafienia karabinem szturmowym\n", + L"+%d%s do szansy trafienia pistoletem maszynowym\n", + L"+%d%s do szansy trafienia erkaemem\n", + L"-%d%s do liczby PA potrzebnych do strzaÅ‚u erkaemem w trybie automatycznym lub seriÄ…\n", + L"-%d%s do liczby PA potrzebnych do przygotowania erkaemu\n", + L"Kara do szansy trafienia ogniem automatycznym/seriÄ… jest zmniejszona o %d%s\n", + L"Zmniejszona szansa na wystrzelenie przez przypadek wiÄ™kszej liczby pocisków w ogniu automatycznym o -%d%s\n", + +}; +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z granatnika\n", + L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z wyrzutni rakiet\n", + L"+%d%s do szansy trafienia grantnikiem\n", + L"+%d%s do szansy trafienia wyrzutniÄ… rakiet\n", + L"-%d%s do liczby PA potrzebnych do strzaÅ‚u z moździerza\n", + L"Reduced penalty for mortar CtH by %d%s\n", + L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n", + L"+%d%s damage to other targets with heavy weapons\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Sniper Rifles\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click (except for handguns)\n", + L"+%d%s damage on shot", + L" plus", + L" per every aim click", + L" after first", + L" after second", + L" after third", + L" after fourth", + L" after fifth", + L" after sixth", + L" after seventh", + L"-%d%s APs to chamber a round with bolt-action rifles \n", + L"Adds one more aim click for rifle-type guns\n", + L"Adds %d more aim clicks for rifle-type guns\n", + L"Makes aiming faster with rifle-type guns by one aim click\n", + L"Makes aiming faster with rifle-type guns by %d aim clicks\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s CtH with Rifles\n", + L"+%d%s CtH with Shotguns\n", + L"-%d%s APs needed to pump Shotguns\n", + L"-%d%s APs to fire Shotguns\n", + L"Adds %d more aim click for Shotguns\n", + L"Adds %d more aim clicks for Shotguns\n", + L"+%d%s effective range with Shotguns\n", + L"-%d%s APs to reload single Shotgun shells\n", + L"Adds %d more aim click for Rifles\n", + L"Adds %d more aim clicks for Rifles\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s APs to fire with pistols and revolvers\n", + L"+%d%s effective range with pistols and revolvers\n", + L"+%d%s CtH with pistols and revolvers\n", + L"+%d%s CtH with machine pistols", + L" (on single shots only)", + L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n", + L"-%d%s APs to ready pistols and revolvers\n", + L"-%d%s APs to reload pistols, machine pistols and revolvers\n", + L"Adds %d more aim click for pistols, machine pistols and revolvers\n", + L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s AP for hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s CtH with hand to hand attacks with bare hands\n", + L"+%d%s CtH with hand to hand attacks with brass knuckles\n", + L"+%d%s damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"+%d%s breath damage of hand to hand attacks (bare hands or with brass knuckles)\n", + L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n", + L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n", + L"Enemy knocked out due to your HtH attacks probably never stand up\n", + L"Focused (aimed) punch deals +%d%s more damage\n", + L"Special spinning kick deals +%d%s more damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"+%d%s additional chance to dodge HtH attacks with bare hands", + L" or brass knuckles", + L" (+%d%s with brass knuckles)", + L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n", + L"+%d%s chance to dodge attacks by any melee weapon\n", + L"-%d%s APs to steal weapon from enemy hands\n", + L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", + L"-%d%s APs to change stance (stand, crouch, lie down)\n", + L"-%d%s APs to turn around\n", + L"-%d%s APs to climb on/off roof and jump obstacles\n", + L"+%d%s chance to kick open doors\n", + L"Gains special animations for hand to hand combat\n", + L"-%d%s chance to be interrupted when charging towards an enemy on close range\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s APs per round of other mercs in vicinity\n", + L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n", + L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n", + L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", + L"+%d morale gain for other mercs in the vicinity\n", + L"-%d morale loss for other mercs in the vicinity\n", + L"The vicinity for bonuses is %d tiles", + L" (%d tiles with extended ears)", + L"(Max simultaneous bonuses for one soldier is %d)\n", + L"+%d%s fear resistence of %s\n", + L"Drawback: %dx morale loss for %s's death for all other mercs\n", + L"+%d%s chance to trigger collective interrupts\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s to repair speed\n", + L"+%d%s to lockpick (normal/electronic locks)\n", + L"+%d%s to disarm electronic traps\n", + L"+%d%s to attach special items and combining things\n", + L"+%d%s to unjamm a gun in combat\n", + L"Reduced penalty to repair electronic items by %d%s\n", + L"Increased chance to detect traps and mines (+%d detect level)\n", + L"+%d%s robot's CtH controlled by the %s\n", + L"%s trait grants ability to repair the robot\n", + L"Reduced penalty to repair speed of the robot by %d%s\n", + L"Able to restore item threshold to 100%% during repair\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Able to use medical bag to perform surgical intervention on wounded soldier\n", + L"Surgery instantly returns %d%s of lost health back.", + L" (This will deplete the medical bag.)", + L"Able to heal lost stats (from critical hits) by", + L" surgery or", + L" doctor assignment.\n", + L"+%d%s effectiveness on doctor-patient assignment\n", + L"+%d%s bandaging speed\n", + L"+%d%s natural regeneration speed for all soldiers in the same sector", + L" (max %d of these bonuses per sector stack)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n", + L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n", + L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n", + L"+%d%s CtH with covert melee weapons\n", + L"+%d%s chance of instakill with covert melee weapons\n", + L"Disguise AP cost lowered by %d%s.\n", + L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate +{ + L"Can use communications equipment.\n", + L"Can call in artillery strikes from allies in neighbouring sectors.\n", + L"Via Frequency Scan assignment, enemy patrols can be located.\n", + L"Communications can be jammed sector-wide.\n", + L"If communications are jammed, an operator can scan for the jamming device.\n", + L"Can call in militia reinforcements from neighbouring sectors.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s speed on reloading guns with magazines\n", + L"+%d%s speed on reloading guns with loose rounds\n", + L"-%d%s APs to pickup items\n", + L"-%d%s APs to work backpack\n", + L"-%d%s APs to handle doors\n", + L"-%d%s APs to plant/remove bombs and mines\n", + L"-%d%s APs to attach items\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s APs to attack with blades\n", + L"+%d%s CtH with blades\n", + L"+%d%s CtH with blunt melee weapons\n", + L"+%d%s damage with blades\n", + L"+%d%s damage with blunt melee weapons\n", + L"Aimed attack with any melee weapon deals +%d%s damage\n", + L"+%d%s chance to dodge attack from melee blades\n", + L"+%d%s additional chance to dodge melee blades if holding a blade\n", + L"+%d%s chance to dodge attack from blunt melee weapons\n", + L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s basic APs to throw blades\n", + L"+%d%s max range when throwing blades\n", + L"+%d%s CtH when throwing blades\n", + L"+%d%s CtH when throwing blades per aim click\n", + L"+%d%s damage with throwing blades\n", + L"+%d%s damage with throwing blades per aim click\n", + L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", + L"+%d critical hit with throwing blade multiplier\n", + L"Adds %d more aim click for throwing blades\n", + L"Adds %d more aim clicks for throwing blades\n", + L"-%d%s APs to throw grenades\n", + L"+%d%s max range when throwing grenades\n", + L"+%d%s CtH when throwing grenades\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d additional hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s APs to move quietly\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Reduced cover penalty for movement by %d%s\n", + L"-%d%s chance to be interrupted\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n", + L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"%d%s damage resistance\n", + L"+%d%s effective strength for carrying weight capacity\n", + L"Reduced energy lost when hit by HtH attack by %d%s\n", + L"Increased damage needed to fall down by %d%s if hit on legs\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s damage for set bombs and mines\n", + L"+%d%s to attaching detonators check\n", + L"+%d%s to planting/removing bombs check\n", + L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n", + L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s bonus to militia training speed\n", + L"+%d%s bonus to effective leadership for determining militia training\n", + L"+%d%s bonus to teach other mercs\n", + L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n", + L"+%d%s bonus to train stats through self-practice assignment\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% to effective sight range with scopes on weapons\n", + L"+%d%% to effective sight range with binoculars (and scopes separated from weapons)\n", + L"-%d%% tunnel vision with binoculars (and scopes separated from weapons)\n", + L"If in sector, adjacent sectors will show exact number of enemies\n", + L"If in sector, adjacent sectors will show presence of enemies, if any\n", + L"Prevents enemy ambushes on your squad\n", + L"Prevents bloodcat ambushes on your squad\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Okazyjnie poinformuje ciÄ™ o opiniach kolegów z oddziaÅ‚u.\n", + L"Zapobiega zÅ‚emu zachowaniu kolegów z oddziaÅ‚u (narkotyki, alkohol, kradzieże).\n", + L"Może szerzyć propagandÄ™ w miastach.\n", + L"Może zbierać plotki w miastach.\n", + L"Może zostać umieszczony w wiÄ™zieniu jako tajniak.\n", + L"Jeżeli w dobrym nastroju, poprawia twojÄ… reputacjÄ™ o %d każdego dnia.\n", + L"+%d zasiÄ™g sÅ‚uchu\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = // TODO.Translate +{ + L"-%d%s travel time needed between sectors if traveling by foot\n", + L"-%d%s travel time needed between sectors if traveling in vehicle (except helicopter)\n", + L"-%d%s less energy spent for travelling between sectors\n", + L"-%d%s weather penalties\n", + L"-%d%s worn out speed of camouflage by water or time\n", + L"Can spot tracks up to %d tiles away\n", + + L"%s%d%% disease resistance\n", + L"%s%d%% food consumption\n", + L"%s%d%% water consumption\n", + L"+%d%% snake evasion\n", // TODO.Translate + L"+%d%% camouflage effectiveness\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"No bonuses", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s bonus to lockpicking\n", // 0 + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks\n", + L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n", + L"+%d to effective sight range in the dark\n", + L"+%d to general effective hearing range\n", + L"+%d extra hearing range in the dark\n", + L"+%d to interrupts modifier in the dark\n", + L"-%d need to sleep\n", + L"+%d%s max range when throwing anything\n", // 10 + L"+%d%s chance to hit when throwing anything\n", + L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n", + L"+%d%s bonus to militia training and other mercs instructing speed\n", + L"+%d%s effective leadership for militia training calculations\n", + L"+%d%s chance to hit with rocket/grenade launchers and mortar\n", + L"Auto fire/burst chance to hit penalty is divided by %d\n", + L"Reduced chance for shooting unwanted bullets on autofire\n", + L"+%d%s chance to move quietly\n", + L"+%d%s stealth (being 'invisible' if unnoticed)\n", + L"Eliminates CtH penalty when firing two weapons at once\n", // 20 + L"+%d%s chance to hit with melee blades\n", + L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n", + L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n", + L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n", + L"-%d%s effective range to target with all weapons\n", + L"+%d%s aiming bonus per aim click\n", + L"Provides permanent camouflage\n", + L"+%d%s hand to hand chance to hit\n", + L"+%d%s hand to hand damage\n", + L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30 + L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n", + L"+%d%s chance to dodge attacks by melee blades\n", + L"Can perform spinning kick attack on weakened enemies to deal double damage\n", + L"Gains special animations for hand to hand combat\n", + L"No bonuses", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"A: No advantage.\nD: No disadvantage.", + L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.", + L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.", + L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.", + L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.", + L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.", + L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.", + L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.", + L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.", + L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.", + L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.", + L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.", + L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.", + L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.", // TODO.Translate +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"No effects.", + L"Problems with breathing and reduced overall performance when in tropical or desert sectors.", + L"Will suffer panic attack if left alone in certain situations.", + L"Overall performance is reduced when underground.", + L"Will drown easily if attempt to swim.", + L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.", + L"Sometimes forgets orders given and will lose some APs if it happens in combat.", + L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.", + L"Drastically reduced hearing.", + L"Reduced sight range.", + L"Drastically increased bleeding.", // TODO.Translate + L"Performance suffers while on a rooftop.", // TODO.Translate + L"Occasionally harms self.", +}; + + +STR16 gzIMPProfileCostText[]= +{ + L"The profile cost is $%d. Authorize payment?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"WybraÅ‚eÅ› tryb CZÅOWIEKA Z Å»ELAZA. Opcja ta sprawi, że gra bÄ™dzie dużo trudniejsza, ponieważ nie bÄ™dzie możliwoÅ›ci zapisywania gry podczas walki. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. Czy na pewno chcesz grać w trybie CZÅOWIEKA Z Å»ELAZA?", + L"WybraÅ‚eÅ› tryb CZÅOWIEKA Z Å»ELIWA. Opcja ta sprawi, że gra bÄ™dzie nieco trudniejsza, gdyż nie bÄ™dziesz miaÅ‚ możliwoÅ›ci zapisywania gry podczas walki w trybie turowym. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. Czy na pewno chcesz grać w trybie CZÅOWIEKA Z Å»ELIWA?", + L"WybraÅ‚eÅ› tryb CZÅOWIEKA ZE STALI. Opcja ta sprawi, że gra bÄ™dzie znacznie trudniejsza, gdyż bÄ™dziesz mógÅ‚ zapisać grÄ™ zaledwie raz dziennie, o %02d:00. BÄ™dzie to miaÅ‚o wpÅ‚yw na caÅ‚y przebieg rozgrywki. JesteÅ› pewien, że gra w trybie CZÅOWIEKA ZE STALI to dobry pomysÅ‚?", +}; + +STR16 gzDisplayCoverText[]= +{ + L"OsÅ‚ona: %d/100 %s, OÅ›wietlenie: %d/100", + L"ZasiÄ™g broni: %d/%d pól, Szansa trafienia: %d/100", + L"ZasiÄ™g broni: %d/%d pól, Stabilność broni: %d/100", + L"Ukryj wyÅ›wietlani informacji o osÅ‚onie", + L"Pokaż zasiÄ™g wzroku postaci", + L"Pokaż stefy zagrożenia postaci", + L"Las", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Miasto", + L"Pustynia", + L"Åšnieg", + L"Las i pustynia", + L"Las i miasto", + L"Las i Å›nieg", + L"Pustynia i miasto", + L"Pustynia i Å›nieg", + L"Miasto i Å›nieg", + L"-", // yes empty for now // TODO.Translate + L"Cover: %d/100, Brightness: %d/100", + L"Footstep volume", + L"Stealth difficulty", + L"Trap level", +}; + + +#endif diff --git a/Utils/_Ja25RussianText.cpp b/i18n/_Ja25RussianText.cpp similarity index 98% rename from Utils/_Ja25RussianText.cpp rename to i18n/_Ja25RussianText.cpp index 8ce7b35f..65cd4f5d 100644 --- a/Utils/_Ja25RussianText.cpp +++ b/i18n/_Ja25RussianText.cpp @@ -1,529 +1,528 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("RUSSIAN") - - #include "Language Defines.h" - #ifdef RUSSIAN - #include "text.h" - #include "Fileman.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_Ja25RussianText_public_symbol(void){;} - -#ifdef RUSSIAN - -// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SANDRO - New STOMP laptop strings -//these strings match up with the defines in IMP Skill trait.cpp -STR16 gzIMPSkillTraitsText[]= -{ - // made this more elegant - L"Взлом замков", - L"Рукопашный бой", - L"Электроника", - L"Ðочник", - L"Метание", - L"ИнÑтруктор", - L"ТÑжелое оружие", - L"ÐвтоматичеÑкое оружие", - L"СкрытноÑть", - L"Ловкач", - L"Холодное оружие", - L"Снайпер", - L"КамуфлÑж", - L"Боевые иÑкуÑÑтва", - - L"Ðет", - L"I.M.P.: СпециализациÑ", - L"(ÑкÑперт)", - -}; - -//added another set of skill texts for new major traits -STR16 gzIMPSkillTraitsTextNewMajor[]= -{ - L"Ðвтоматчик", //Auto Weapons - L"Гренадёр", //Heavy Weapons - L"Стрелок", //Marksman - L"Охотник", //Hunter - L"Ковбой", //Gunslinger - L"БокÑёр", //Hand to Hand - L"Старшина", //Deputy - L"Техник", //Technician - L"Санитар", //Paramedic - L"ДиверÑант", //Covert Ops - - L"Ðет", - L"I.M.P.: ОÑновные навыки", //I.M.P. Major Traits - // second names - L"Пулемётчик", //Machinegunner - L"ÐртиллериÑÑ‚", //Bombardier - L"Снайпер", //Sniper - L"Егерь", //Ranger - L"ПиÑтолетчик", //Gunfighter - L"КаратиÑÑ‚", //Martial Arts - L"Командир", //Squadleader - L"Инженер", //Engineer - L"Доктор", //Doctor - L"Шпион", //Spy -}; - -//added another set of skill texts for new minor traits -STR16 gzIMPSkillTraitsTextNewMinor[]= -{ - L"Ловкач", //Ambidextrous - L"МаÑтер клинка", //Melee - L"МаÑтер по метанию", //Throwing - L"Ðочник", //Night Ops - L"БеÑшумный убийца", //Stealthy - L"СпортÑмен", //Athletics - L"КультуриÑÑ‚", //Bodybuilding - L"Подрывник", //Demolitions - L"ИнÑтруктор", //Teaching - L"Разведчик", //Scouting - L"РадиÑÑ‚", //Radio Operator - L"Спец по выживанию", //Survival - - L"Ðет", - L"I.M.P.: Дополнительные навыки", //I.M.P. Minor Traits -}; - -//these texts are for help popup windows, describing trait properties -STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= -{ - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· автомата\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· пиÑтолет-пулемёта\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· ручного пулемёта\n", - L"-%d%s ОД на Ñтрельбу из ручного пулемёта в\nрежиме автоматичеÑкой Ñтрельбы или очередью Ñ Ð¾Ñ‚Ñечкой\n", - L"-%d%s ОД на вÑкидывание ручного пулемёта\n", - L"Штраф на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² автоматичеÑком\nрежиме Ð¾Ð³Ð½Ñ Ð¸ в режиме очереди понижен на %d%s\n", - L"Понижен ÑˆÐ°Ð½Ñ Ð»Ð¸ÑˆÐ½Ð¸Ñ… выÑтрелов при автоматичеÑкой Ñтрельбе\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= -{ - L"-%d%s ОД на Ñтрельбу из гранатомёта\n", - L"-%d%s ОД на Ñтрельбу из реактивного гранатомёта\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· гранатомёта\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· реактивного гранатомёта\n", - L"-%d%s ОД на залп из миномёта\n", - L"Понижен штраф на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ Ñтрельбе Ñ Ð¼Ð¸Ð½Ð¾Ð¼Ñ‘Ñ‚Ð° на %d%s\n", - L"+%d%s к урону танкам от Ñ‚Ñжёлого оружиÑ, гранат и взрывчатки\n", - L"+%d%s к урону иным целÑм из Ñ‚Ñжёлого оружиÑ\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSniper[]= -{ - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· винтовки\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· ÑнайперÑкой винтовки\n", - L"-%d%s Ñффективной дальноÑти до цели Ð´Ð»Ñ Ð²Ñего вида оружиÑ\n", //-%d%s effective range to target with all weapons - L"+%d%s к бонуÑу Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° каждый клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ (за иÑключением пиÑтолетов)\n", - L"+%d%s к повреждению от выÑтрела", //+%d%s damage on shot - L" плюÑ", - L" Ñ ÐºÐ°Ð¶Ð´Ñ‹Ð¼ кликом", - L" поÑле первого", - L" поÑле второго", - L" поÑле третьего", - L" поÑле четвёртого", - L" поÑле пÑтого", - L" поÑле шеÑтого", - L" поÑле Ñедьмого", - L"-%d%s ОД на доÑылание патрона в винтовки Ñо ÑкользÑщим затвором\n", - L"+1 клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок\n", - L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок\n", - L"Прицеливание Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок быÑтрее на один клик прицеливаниÑ\n", - L"Прицеливание Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок быÑтрее на %d кликов прицеливаниÑ\n", - L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRanger[]= -{ - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· винтовки\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· дробовика\n", - L"-%d%s ОД на перезарÑдку помпового дробовика\n", - L"-%d%s ОД на выÑтрел из дробовика\n", - L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð´Ñ€Ð¾Ð±Ð¾Ð²Ð¸ÐºÐ¾Ð²\n", - L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð´Ñ€Ð¾Ð±Ð¾Ð²Ð¸ÐºÐ¾Ð²\n", - L"+%d%s к Ñффективной дальноÑти дробовиков\n", - L"-%d%s ОД на перезарÑдку однозарÑдного дробовика\n", - L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²Ð¾Ðº\n", - L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²Ð¾Ðº\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= -{ - L"-%d%s ОД на выÑтрел из пиÑтолетов и револьверов\n", - L"+%d%s к Ñффективной дальноÑти пиÑтолетов и револьверов\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· пиÑтолетов и револьверов\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· автоматичеÑких пиÑтолетов", - L" (только Ð´Ð»Ñ Ð¾Ð´Ð¸Ð½Ð¾Ñ‡Ð½Ð¾Ð³Ð¾ выÑтрела)", - L"+%d%s бонуÑа на один клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов,\nавтоматичеÑких пиÑтолетов и револьверов\n", - L"-%d%s ОД на вÑкидывание пиÑтолетов и револьверов\n", - L"-%d%s ОД на перезарÑдку пиÑтолетов, автоматичеÑких пиÑтолетов и револьверов\n", - L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов, автоматичеÑких пиÑтолетов и револьверов", - L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов, автоматичеÑких пиÑтолетов и револьверов\n", - L"Can fan the hammer with revolvers\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= -{ - L"-%d%s ОД на рукопашные атаки (кулаками и каÑтетом)\n", - L"+%d%s к шанÑу на результативный удар рукой\n", - L"+%d%s к шанÑу на результативный удар каÑтетом\n", - L"+%d%s к урону в рукопашных атаках (кулаками и каÑтетом)\n", - L"+%d%s к урону выноÑливоÑти в рукопашных атаках (кулаками и каÑтетом)\n", - L"Враг, Ñваленный вашими ударами, немного дольше приходит в ÑебÑ\n", - L"Враг, Ñваленный вашими ударами, дольше приходит в ÑебÑ\n", - L"Враг, Ñваленный вашими ударами, намного дольше приходит в ÑебÑ\n", - L"Враг, Ñваленный вашими ударами, очень долго приходит в ÑебÑ\n", - L"Враг, Ñваленный вашими ударами, надолго терÑет Ñознание\n", - L"Враг, Ñваленный вашими ударами, терÑет Ñознание на много чаÑов\n", - L"Враг, Ñваленный вашими ударами, вероÑтно, больше не очнётÑÑ\n", - L"Прицельный удар наноÑит на %d%s больше урона\n", - L"Удар ногой Ñ Ñ€Ð°Ð·Ð²Ð¾Ñ€Ð¾Ñ‚Ð° наноÑит на %d%s больше урона\n", - L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ атаки в рукопашном бою\n", - L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ удара рукой", - L" или каÑтетом", - L" (+%d%s Ñ ÐºÐ°Ñтетом)", - L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ удара каÑтетом\n", - L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ атаки любым оружием ближнего боÑ\n", - L"Ðужно на %d%s ОД меньше, чтобы выхватить оружие из рук противника\n", - L"Ðужно на %d%s ОД меньше, чтобы Ñменить положение (ÑтоÑ, ÑидÑ, лежа), повернутьÑÑ, Ñлезть/залезть на крышу и перепрыгнуть препÑÑ‚Ñтвие\n", - L"Ðужно на %d%s ОД меньше, чтобы Ñменить положение (ÑтоÑ, ÑидÑ, лежа)\n", - L"Ðужно на %d%s ОД меньше, чтобы повернутьÑÑ\n", - L"Ðужно на %d%s ОД меньше, чтобы Ñлезть/залезть на крышу и перепрыгнуть препÑÑ‚Ñтвие\n", - L"+%d%s к шанÑу выбить дверь ногой\n", - L"Ð’Ñ‹ получаете Ñпециальные Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð°Ñ‚Ð°Ðº ближнего боÑ\n", - L"-%d%s к шанÑу перехвата вашего хода во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ\n", //chance to be interrupted when moving -}; - -STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= -{ - L"+%d%s ОД на каждый ход Ñ€Ñдом находÑщимÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ°Ð¼\n", - L"+%d к фактичеÑкому уровню Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð², у которых уровень ниже, чем у %s\n", - L"+%d к фактичеÑкому уровню опыта Ñоюзников при подÑчете бонуÑа Ð¿Ð¾Ð´Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð¸Ñ… огнÑ\n", - L"Ðа +%d%s труднее подавить %s и наёмников Ñ€Ñдом Ñ Ð½Ð¸Ð¼\n", - L"+%d к боевому духу Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²\n", - L"-%d к потере боевого духа Ð´Ð»Ñ Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²\n", - L"Ð Ð°Ð´Ð¸ÑƒÑ Ð²Ð»Ð¸ÑÐ½Ð¸Ñ Ð½Ð° других наёмников ÑоÑтавлÑет %d тайлов", - L" (%d тайлов Ñ ÑƒÑилителем звука)", - L"(МакÑимальное количеÑтво одновременных бонуÑов Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ Ñолдата %d)\n", - L"+%d%s Ñопротивление Ñтраху у %s\n", - L"ÐедоÑтаток: %dx кратное ухудшение боевого духа у наёмников, еÑли погибает %s\n", - L"+%d%s к шанÑу получить перехват вÑем отрÑдом\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsTechnician[]= -{ - L"+%d%s к ÑкороÑти ремонта\n", - L"+%d%s к умению взлома замков (обычных/Ñлектронных)\n", - L"+%d%s к умению отключать Ñлектронные ловушки\n", - L"+%d%s к умению Ñборки вещей и приÑоединению оÑобых деталей\n", - L"+%d%s к умению уÑтранить оÑечку Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² бою\n", - L"Понижен штраф на ремонт Ñлектронных предметов на %d%s\n", - L"Повышен ÑˆÐ°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶Ð¸Ñ‚ÑŒ Ñлектронные ловушки и мины (+%d к уровню обнаружениÑ)\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ цели роботу, управлÑемому %s\n", - L"%s даёт возможноÑть ремонтировать робота\n", - L"Понижен штраф на ÑкороÑть ремонта робота на %d%s\n", - L"ВозможноÑть воÑÑтановить вещь при ремонте на вÑе 100%%\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsDoctor[]= -{ - L"Может выполнÑть хирургичеÑкие операции при наличии медицинÑкой Ñумки\n", - L"ХирургичеÑÐºÐ°Ñ Ð¾Ð¿ÐµÑ€Ð°Ñ†Ð¸Ñ Ð²Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°ÐµÑ‚ %d%s единиц потерÑнного здоровьÑ.", - L" (Требует значительного раÑхода Ñодержимого мед. Ñумки.)", - L"Может вернуть ухудшившиеÑÑ Ð½Ð°Ð²Ñ‹ÐºÐ¸ (вÑледÑтвие критичеÑкого ранениÑ) путём", - L" хирургичеÑкого вмешательÑтва или", - L" обычным лечением.\n", - L"+%d%s к ÑффективноÑти при ÑвÑзке доктор-пациент\n", - L"+%d%s к ÑкороÑти перевÑзки\n", - L"+%d%s к природной ÑкороÑти регенерации Ð´Ð»Ñ Ð²Ñех Ñолдат в том же квадрате", - L" (макÑимум %d бонуÑа на находÑщихÑÑ Ð² квадрате)", - L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= -{ - L"Может переодеватьÑÑ Ð² гражданÑкого или Ñолдата, \nчтобы проникать в тыл врага.\n", - L"Будет раÑкрыт, еÑли Ñовершает подозрительные дейÑтвиÑ, \nимеет подозрительное ÑнарÑжение или заÑтигнут над оÑтывающим трупом.\n", - L"Будет моментально раÑкрыт, еÑли переодет в Ñолдата \nи находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ %d тайлов к врагу.\n", - L"Будет моментально раÑкрыт, еÑли переодет в Ñолдата \nи находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ %d тайлов к оÑтывающему трупу.\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñкрытным оружием ближнего боÑ.\n", - L"+%d%s к шанÑу на Ñмертельный удар Ñкрытным оружием ближнего боÑ.\n", - L"ОД на переодевание Ñнижены на %d%s.\n", - L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate -}; - -STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= -{ - L"Может иÑпользовать оборудование ÑвÑзи.\n", - L"Может запрашивать артиллерийÑкие удары у Ñоюзников в ÑоÑедних квадратах.\n", - L"Может обнаруживать вражеÑкие патрули при Ñканировании чаÑтот.\n", - L"Радиопереговоры могут быть подавлены во вÑем квадрате.\n", - L"ЕÑли радиопереговоры подавлены, то радиÑÑ‚ может иÑкать подавлÑющее уÑтройÑтво.\n", - L"Может вызывать подкрепление ополченцев из ÑоÑедних квадратов.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsNone[]= -{ - L"Ðет преимущеÑтв", -}; - -STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= -{ - L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate - L"+%d%s к ÑкороÑти на перезарÑдку Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¼Ð°Ð³Ð°Ð·Ð¸Ð½Ð¾Ð¼\n", - L"+%d%s к ÑкороÑти на дозарÑдку магазина оружиÑ\n", - L"-%d%s ОД, чтобы поднÑть предмет\n", - L"-%d%s ОД на манипулÑции Ñ Ñ€ÑŽÐºÐ·Ð°ÐºÐ¾Ð¼\n", - L"-%d%s ОД на дейÑÑ‚Ð²Ð¸Ñ Ñ Ð´Ð²ÐµÑ€ÑŒÑŽ\n", - L"-%d%s ОД, необходимых Ð´Ð»Ñ ÑƒÑтановки/Ð¾Ð±ÐµÐ·Ð²Ñ€ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð±Ð¾Ð¼Ð± и мин\n", - L"-%d%s ОД, необходимых на приÑоединение навеÑки\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsMelee[]= -{ - L"-%d%s ОД на атаку клинковым оружием\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐºÐ»Ð¸Ð½ÐºÐ¾Ð²Ñ‹Ð¼ холодным оружием\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð´Ñ€Ð¾Ð±Ñщим холодным оружием\n", - L"+%d%s к урону от клинкового холодного оружиÑ\n", - L"+%d%s к урону от дробÑщего холодного оружиÑ\n", - L"Урон от прицельной атаки любым холодным оружием повышаетÑÑ Ð½Ð° %d%s\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием, еÑли в руках нож\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки дробÑщим холодным оружием\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки дробÑщим холодным оружием, еÑли в руках нож\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsThrowing[]= -{ - L"-%d%s базовых ОД, нужных Ð´Ð»Ñ Ð±Ñ€Ð¾Ñка ножа\n", - L"+%d%s к макÑимальной Ñффективной дальноÑти броÑка ножа\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² цель при метании ножа\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² цель при метании ножа на каждый клик прицеливаниÑ\n", - L"+%d%s к урону от метательного ножа\n", - L"+%d%s к урону от метательного ножа при на каждый клик прицеливаниÑ\n", - L"+%d%s к шанÑу нанеÑти критичеÑкий урон при броÑке ножа, еÑли Ð²Ð°Ñ Ð½Ðµ Ñлышали и не видели\n", - L"+%d к множителю критичеÑкого урона при броÑке ножа\n", - L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¼ÐµÑ‚Ð°Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ… ножей\n", - L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¼ÐµÑ‚Ð°Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ… ножей\n", - L"-%d%s ОД Ð´Ð»Ñ Ð±Ñ€Ð¾Ñка гранаты\n", - L"+%d%s к макÑимальной дальноÑти броÑка гранаты\n", - L"+%d%s к точноÑти броÑка гранаты\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNightOps[]= -{ - L"+%d к зрению в темноте\n", - L"+%d к дальноÑти Ñлуха\n", - L"+%d дополнительно к Ñлуху в темноте\n", - L"+%d к вероÑтноÑти перехвата хода в ночи\n", - L"-%d к нужде во Ñне\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsStealthy[]= -{ - L"-%d%s ОД, необходимых Ð´Ð»Ñ Ð±ÐµÑшумного передвижениÑ\n", - L"+%d%s к шанÑу двигатьÑÑ Ð±ÐµÑшумно\n", - L"+%d%s к ÑкрытноÑти (быть 'невидимым', еÑли Ð²Ð°Ñ Ð½Ðµ обнаружили)\n", - L"Штраф ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¿Ñ€Ð¸ передвижении уменьшен на %d%s\n", - L"-%d%s к шанÑу быть перехваченным\n", //chance to be interrupted -}; - -STR16 gzIMPMinorTraitsHelpTextsAthletics[]= -{ - L"-%d%s ОД на передвижение (бег, шаг, шаг вприÑÑдку, переползание, плавание и Ñ‚.д.)\n", - L"-%d%s на затраты Ñнергии при движении, вÑкарабкивание на крышу, прыжки через препÑÑ‚ÑтвиÑ, плавание и Ñ‚.д.\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= -{ - L"Имеет %d%s уÑтойчивоÑти к повреждениÑм\n", - L"+%d%s к Ñиле Ð´Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð¼Ð°ÐºÑимально допуÑтимого веÑа\n", - L"ÐŸÐ¾Ñ‚ÐµÑ€Ñ Ñил при пропущенных ударах в ближнем бою уменьшена на %d%s\n", - L"Урон при ранении в ногу, при котором вы падаете на землю, должен быть больше на %d%s\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= -{ - L"+%d%s к урону Ð´Ð»Ñ ÑƒÑтановленных бомб и мин\n", - L"+%d%s к умению уÑтанавливать детонатор\n", - L"+%d%s к уÑтановке/разминированию бомб\n", - L"Уменьшает ÑˆÐ°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð½Ð¸ÐºÐ¾Ð¼ уÑтановленных вами бомб и мин (+%d к уровню бомб)\n", - L"Повышает вероÑтноÑть вÑÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð·Ð°Ð¼ÐºÐ° формовым зарÑдом (урон увеличен на %d)\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsTeaching[]= -{ - L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ\n", - L"+%d%s к фактичеÑкому навыку лидерÑтва при обучении ополчениÑ\n", - L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… наёмников\n", - L"Значение ÑƒÑ€Ð¾Ð²Ð½Ñ ÑƒÐ¼ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ выше на +%d при обучении другого бойца Ñтому умению\n", - L"+%d%s к ÑкороÑти ÑамоÑтоÑтельного обучениÑ/тренировке\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsScouting[]= -{ - L"+%d%% к Ñффективной прицельной видимоÑти Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ Ð¾Ð¿Ñ‚Ð¸Ñ‡ÐµÑкими прицелами\n", - L"+%d%% к Ñффективной дальноÑти видимоÑти Ð´Ð»Ñ Ð±Ð¸Ð½Ð¾ÐºÐ»ÐµÐ¹ (и оптичеÑких прицелов, отÑоединённых от оружиÑ)\n", - L"-%d%% от туннельного Ð·Ñ€ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð±Ð¸Ð½Ð¾ÐºÐ»ÐµÐ¹ (и оптичеÑких прицелов, отÑоединённых от оружиÑ)\n", - L"Ð’ квадратах, Ñмежных Ñ Ð²Ð°ÑˆÐ¸Ð¼, будет показано точное количеÑтво врагов\n", - L"Ð’ квадратах, Ñмежных Ñ Ð²Ð°ÑˆÐ¸Ð¼, будет показано наличие врагов\n", - L"Предотвращает попадание отрÑда во вражеÑкие заÑады\n", - L"Предотвращает попадание отрÑда в заÑады кошек-убийц\n", -}; -STR16 gzIMPMinorTraitsHelpTextsSnitch[]= -{ - L"Иногда будет оповещать Ð²Ð°Ñ Ð¾ мнениÑÑ… членов команды.\n", - L"Предотвращает плохое поведение членов команды (наркотики, алкоголь, воровÑтво).\n", - L"Может заниматьÑÑ Ð¿Ñ€Ð¾Ð¿Ð°Ð³Ð°Ð½Ð´Ð¾Ð¹ в городах.\n", - L"Может Ñобирать Ñлухи в городах.\n", - L"Можно заÑылать в качеÑтве доноÑчика в тюрьмы.\n", - L"Увеличивает вашу репутацию на %d каждый день, еÑли его боевой дух выÑок.\n", - L"+%d фактичеÑкой дальноÑти Ñлуха.\n", -}; - -STR16 gzIMPMajorTraitsHelpTextsSurvival[] = -{ - L"+%d%s к ÑкороÑти Ð¿ÐµÑ€ÐµÐ´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ñ€ÑƒÐ¿Ð¿Ñ‹ пешком между квадратами\n", - L"+%d%s к ÑкороÑти Ð¿ÐµÑ€ÐµÐ´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ñ€ÑƒÐ¿Ð¿Ñ‹ на транÑпорте между квадратами (кроме вертолёта)\n", - L"-%d%s к потере Ñил при переходе в другой квадрат\n", - L"-%d%s к погодным трудноÑÑ‚Ñм\n", - L"-%d%s к изноÑу камуфлÑжного Ð¿Ð¾ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¸Ð·-за воды и времени\n", - L"Может заметить Ñледы за %d метров\n", - - L"%s%d%% к ÑопротивлÑемоÑти заболеваниÑм\n", - L"%s%d%% к потреблению еды\n", - L"%s%d%% к потреблению воды\n", - L"+%d%% к уклонению от атак змей\n", - L"+%d%% к ÑффективноÑти камуфлÑжа\n", -}; - -STR16 gzIMPMinorTraitsHelpTextsNone[]= -{ - L"Ðет преимущеÑтв", -}; - -STR16 gzIMPOldSkillTraitsHelpTexts[]= -{ - L"+%d%s Ð±Ð¾Ð½ÑƒÑ ÐºÐ¾ взлому замков\n", - L"+%d%s к точноÑти удара в рукопашной Ñхватке\n", - L"+%d%s к повреждениÑм в рукопашной Ñхватке\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара кулака в рукопашной Ñхватке\n", - L"Ðет штрафа Ð´Ð»Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð° и иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñлектронных уÑтройÑтв \n(замков, ловушек, детонаторов, робота и Ñ‚.д.)\n", - L"+%d к зрению в темноте\n", - L"+%d к дальноÑти Ñлуха\n", - L"+%d дополнительно к Ñлуху в темноте\n", - L"+%d к вероÑтноÑти перехвата хода в ночи\n", - L"-%d к нужде во Ñне\n", - L"+%d%s к макÑимальной дальноÑти при метании чего угодно\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ метании чего угодно\n", - L"+%d%s к шанÑу мгновенно убить метательным ножом, еÑли Ð²Ð°Ñ Ð½Ð¸ÐºÑ‚Ð¾ не заметил и не уÑлышал\n", - L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ других наёмников\n", - L"+%d%s к фактичеÑкому навыку лидерÑтва при обучении ополчениÑ\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· гранатомёта, реактивного гранатомёта и миномёта\n", - L"Штраф на вероÑтноÑть Ð¿Ð¾Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ñ†ÐµÐ»Ð¸ при Ñтрельбе очередью понижен на %d\n", - L"Понижен ÑˆÐ°Ð½Ñ Ð»Ð¸ÑˆÐ½Ð¸Ñ… выÑтрелов при автоматичеÑкой Ñтрельбе\n", - L"+%d%s к беÑшумному передвижению\n", - L"+%d%s к ÑкрытноÑти (быть 'невидимым', еÑли Ð²Ð°Ñ Ð½Ðµ обнаружили)\n", - L"Ðет штарафа на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ цели при Ñтрельбе Ñ Ð´Ð²ÑƒÑ… рук\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐºÐ»Ð¸Ð½ÐºÐ¾Ð²Ñ‹Ð¼ холодным оружием\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара клинковым холодным оружием, еÑли в руках еÑть нож\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара клинковым холодным оружием, еÑли в руках не нож\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара оружием ближнего боÑ, еÑли в руках еÑть нож\n", - L"-%d%s к Ñффективной дальноÑти до цели Ð´Ð»Ñ Ð²Ñего вида оружиÑ\n", - L"+%d%s к бонуÑу Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° каждый клик прицеливаниÑ\n", - L"ÐеÑмываемый камуфлÑж.\n", - L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² ближнем бою\n", - L"+%d%s к урону в ближнем бою\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки в ближнем бою, еÑли в руках ничего нет\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки в ближнем бою, еÑли руки занÑты\n", - L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием\n", - L"СпоÑобен нанеÑти удар ногой Ñ Ñ€Ð°Ð·Ð²Ð¾Ñ€Ð¾Ñ‚Ð° по оÑлабленному противнику Ñ Ð½Ð°Ð½ÐµÑением двойного урона\n", - L"У Ð²Ð°Ñ Ð±ÑƒÐ´ÐµÑ‚ оÑÐ¾Ð±Ð°Ñ Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ ÑƒÐ´Ð°Ñ€Ð¾Ð² в ближнем бою.\n", - L"Ðет преимущеÑтв", -}; - -STR16 gzIMPNewCharacterTraitsHelpTexts[]= -{ - L"плюÑÑ‹: Ðет преимущеÑтв.\n \nминуÑÑ‹: Без изъÑнов.", //Neutral - L"плюÑÑ‹: Лучше работает в команде.\n \nминуÑÑ‹: Боевой дух не раÑтёт, когда наёмник работает один.", //Sociable - L"плюÑÑ‹: Лучше работает в одиночеÑтве.\n \nминуÑÑ‹: Боевой дух не раÑтёт в приÑутÑтвии других бойцов.", //Loner - L"плюÑÑ‹: Боевой дух раÑтет быÑтрее, а ÑнижаетÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ обычного.\n \nминуÑÑ‹: Ð¨Ð°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶Ð¸Ñ‚ÑŒ мины и ловушки ниже Ñреднего.", //Optimist - L"плюÑÑ‹: Лучше ладит Ñ Ð»ÑŽÐ´ÑŒÐ¼Ð¸ и тренирует ополчение.\n \nминуÑÑ‹: ДейÑÑ‚Ð²Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… бойцов не влиÑÑŽÑ‚ на его боевой дух.", //Assertive - L"плюÑÑ‹: Ðемного быÑтрее обучаетÑÑ Ð¿Ñ€Ð¸ Ñамоподготовке или в качеÑтве ученика.\n \nминуÑÑ‹: Обладает меньшим Ñопротивлением Ñтраху и подавлению.", //Intellectual - L"плюÑÑ‹: УÑтаёт медленнее других, еÑли работает не как врач, ремонтник, тренер или ученик.\n \nминуÑÑ‹: Его мудроÑть, лидерÑтво, взрывное дело, механика и медицина раÑтут медленнее обычного.", //Primitive - L"плюÑÑ‹: Ðемного большие ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ Ñтрельбе очередÑми и урон в рукопашной. \nПри убийÑтве врага боевой дух раÑтёт больше, чем у других.\n \nминуÑÑ‹: Хуже иÑполнÑет обÑзанноÑти, Ð´Ð»Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… требуетÑÑ Ñ‚ÐµÑ€Ð¿ÐµÐ½Ð¸Ðµ: \nремонт, вÑкрытие замков, ÑнÑтие ловушек, лечение, тренировка ополчениÑ.", //Aggressive - L"плюÑÑ‹: Лучше иÑполнÑет обÑзанноÑти, требующие терпениÑ: \nремонт, вÑкрытие замков, ÑнÑтие ловушек, лечение, тренировка ополчениÑ.\n \nминуÑÑ‹: Имеет меньший ÑˆÐ°Ð½Ñ Ð¿ÐµÑ€ÐµÑ…Ð²Ð°Ñ‚Ð¸Ñ‚ÑŒ ход врага.", //Phlegmatic - L"плюÑÑ‹: Имеет повышенное Ñопротивление подавлению и Ñтраху. \nБоевой дух при ранениÑÑ… и гибели товарищей понижаетÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, чем у других.\n \nминуÑÑ‹: Может быть Ñ Ð±Ð¾Ð»ÑŒÑˆÐµÐ¹ вероÑтноÑтью поражен во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ.", //Dauntless - L"плюÑÑ‹: Боевой дух повышаетÑÑ Ð¿Ñ€Ð¸ выполнении небоевых заданий (кроме тренировки ополчениÑ).\n \nминуÑÑ‹: УбийÑтво врагов не повышает боевой дух.", //Pacifist - L"плюÑÑ‹: Имеет больший ÑˆÐ°Ð½Ñ Ð½Ð°Ð½ÐµÑти болезненные раны и травмы, приводÑщие к ухудшению параметров.\nБоевой дух повышаетÑÑ Ð¿Ñ€Ð¸ нанеÑении таких ран.\n \nминуÑÑ‹: Имеет проблемы в общении и быÑтро терÑет боевой дух, еÑли не ÑражаетÑÑ.", //Malicious - L"плюÑÑ‹: Лучше работает в компании предÑтавителей противоположного пола.\n \nминуÑÑ‹: Боевой дух бойцов того же пола в его приÑутÑтвии раÑтёт медленнее.", //Show-off - L"плюÑÑ‹: При отÑтуплении боевой дух повышаетÑÑ.\n \nминуÑÑ‹: Боевой дух падает при вÑтрече Ñ Ð¿Ñ€ÐµÐ²Ð¾ÑходÑщими Ñилами противника.", -}; - -STR16 gzIMPDisabilitiesHelpTexts[]= -{ - L"Ðикакого влиÑниÑ.", - L"УменьшаетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð¾ÑпоÑобноÑть и возникают проблемы Ñ Ð´Ñ‹Ñ…Ð°Ð½Ð¸ÐµÐ¼, \nеÑли находитÑÑ Ð² пуÑтынной или тропичеÑкой меÑтноÑти.", - L"Может впаÑть в панику, еÑли оÑтавить одного в определённых ÑитуациÑÑ….", - L"ПонижаетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð¾ÑпоÑобноÑть в подземельÑÑ….", - L"При попытке плыть может Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью утонуть.", - L"При виде больших наÑекомых может впаÑть в крайноÑти и наворотить дел... \nÐахождение в тропичеÑких леÑах также Ñлегка понижает его работоÑпоÑобноÑть.", - L"Иногда забывает приказы, из-за чего терÑет \nнекоторое количеÑтво ОД во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", - L"Иногда бывают приÑтупы Ð¿Ð¾Ð¼ÑƒÑ‚Ð½ÐµÐ½Ð¸Ñ Ñ€Ð°ÑÑудка. \nÐ’ такие моменты он раÑÑтреливает веÑÑŒ магазин до поÑледней пули. \nПадает духом, еÑли его оружие Ñтого не позволÑет.", - L"Значительно пониженный Ñлух.", - L"Ð¡Ð½Ð¸Ð¶ÐµÐ½Ð½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть видимоÑти.", - L"Значительно большие кровопотери.", - L"СнижаютÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾Ñти при нахождении наёмника на крышах.", - L"Иногда наноÑит Ñебе раны.", -}; - -STR16 gzIMPProfileCostText[]= -{ - L"СоÑтавление вашей харрактериÑтики Ñтоит $%d. Подтвердить оплату?", -}; - -STR16 zGioNewTraitsImpossibleText[]= -{ - L"ÐÐµÐ»ÑŒÐ·Ñ Ð²Ñ‹Ð±Ñ€Ð°Ñ‚ÑŒ новые ÑƒÐ¼ÐµÐ½Ð¸Ñ IMP перÑонажа Ñ Ð¾Ñ‚ÐºÐ»ÑŽÑ‡ÐµÐ½Ð½Ñ‹Ð¼ PROFEX. Проверьте значение файла наÑтроек JA2_Options.ini, ключ: READ_PROFILE_DATA_FROM_XML.", -}; -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -//@@@: New string as of March 3, 2000. -STR16 gzIronManModeWarningText[]= -{ - L"Ð’Ñ‹ выбрали Ñохранение \"между боÑми\". Проходить игру Ñтанет гораздо Ñложнее, так как ÑохранÑтьÑÑ Ð¼Ð¾Ð¶Ð½Ð¾ будет только когда противника нет в Ñекторе. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", - L"Ð’Ñ‹ выбрали Ñохранение \"между переÑтрелками\". Проходить игру Ñтанет немного Ñложнее, так как Ð½ÐµÐ»ÑŒÐ·Ñ Ð±ÑƒÐ´ÐµÑ‚ ÑохранÑтьÑÑ Ð² пошаговом режиме. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", - L"Ð’Ñ‹ выбрали Ñохранение \"один раз в день\". Проходить игру Ñтанет значительно Ñложнее, так как ÑохранÑтьÑÑ Ð¼Ð¾Ð¶Ð½Ð¾ будет только раз в день - в %02d:00. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", -}; - -STR16 gzDisplayCoverText[]= -{ - L"Укрытие: %d/100 %s, оÑвещённоÑть: %d/100", - L"ДальнобойноÑть оружиÑ: %d/%d тайлов, ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ: %d/100", - L"ДальнобойноÑть оружиÑ: %d/%d тайлов, твердоÑть руки: %d/100", - L"Отключено выделение видимых зон наёмника и врага", - L"Видимые зоны наёмника", - L"ОпаÑные зоны Ð´Ð»Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ°", - L"ЛеÑ", //Wood //wanted to use jungle , but wood is shorter in german too (dschungel vs wald) - L"Город", - L"ПуÑтынÑ", - L"Снег", //NOT USED!!! - L"Ð›ÐµÑ Ð¸ пуÑтынÑ", - L"Ð›ÐµÑ Ð¸ город", - L"Ð›ÐµÑ Ð¸ Ñнег", - L"ПуÑÑ‚Ñ‹Ð½Ñ Ð¸ город", - L"ПуÑÑ‚Ñ‹Ð½Ñ Ð¸ Ñнег", - L"Город и Ñнег", - L"-", // yes empty for now - L"Укрытие: %d/100, оÑвещённоÑть: %d/100", - L"ГромкоÑть шагов", - L"СложноÑть оÑтатьÑÑ Ð½ÐµÐ·Ð°Ð¼ÐµÑ‚Ð½Ñ‹Ð¼", //Stealth difficulty - L"Уровень ловушки", -}; - -#endif +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("RUSSIAN") + + #ifdef RUSSIAN + #include "text.h" + #include "Fileman.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_Ja25RussianText_public_symbol(void){;} + +#ifdef RUSSIAN + +// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// SANDRO - New STOMP laptop strings +//these strings match up with the defines in IMP Skill trait.cpp +STR16 gzIMPSkillTraitsText[]= +{ + // made this more elegant + L"Взлом замков", + L"Рукопашный бой", + L"Электроника", + L"Ðочник", + L"Метание", + L"ИнÑтруктор", + L"ТÑжелое оружие", + L"ÐвтоматичеÑкое оружие", + L"СкрытноÑть", + L"Ловкач", + L"Холодное оружие", + L"Снайпер", + L"КамуфлÑж", + L"Боевые иÑкуÑÑтва", + + L"Ðет", + L"I.M.P.: СпециализациÑ", + L"(ÑкÑперт)", + +}; + +//added another set of skill texts for new major traits +STR16 gzIMPSkillTraitsTextNewMajor[]= +{ + L"Ðвтоматчик", //Auto Weapons + L"Гренадёр", //Heavy Weapons + L"Стрелок", //Marksman + L"Охотник", //Hunter + L"Ковбой", //Gunslinger + L"БокÑёр", //Hand to Hand + L"Старшина", //Deputy + L"Техник", //Technician + L"Санитар", //Paramedic + L"ДиверÑант", //Covert Ops + + L"Ðет", + L"I.M.P.: ОÑновные навыки", //I.M.P. Major Traits + // second names + L"Пулемётчик", //Machinegunner + L"ÐртиллериÑÑ‚", //Bombardier + L"Снайпер", //Sniper + L"Егерь", //Ranger + L"ПиÑтолетчик", //Gunfighter + L"КаратиÑÑ‚", //Martial Arts + L"Командир", //Squadleader + L"Инженер", //Engineer + L"Доктор", //Doctor + L"Шпион", //Spy +}; + +//added another set of skill texts for new minor traits +STR16 gzIMPSkillTraitsTextNewMinor[]= +{ + L"Ловкач", //Ambidextrous + L"МаÑтер клинка", //Melee + L"МаÑтер по метанию", //Throwing + L"Ðочник", //Night Ops + L"БеÑшумный убийца", //Stealthy + L"СпортÑмен", //Athletics + L"КультуриÑÑ‚", //Bodybuilding + L"Подрывник", //Demolitions + L"ИнÑтруктор", //Teaching + L"Разведчик", //Scouting + L"РадиÑÑ‚", //Radio Operator + L"Спец по выживанию", //Survival + + L"Ðет", + L"I.M.P.: Дополнительные навыки", //I.M.P. Minor Traits +}; + +//these texts are for help popup windows, describing trait properties +STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]= +{ + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· автомата\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· пиÑтолет-пулемёта\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· ручного пулемёта\n", + L"-%d%s ОД на Ñтрельбу из ручного пулемёта в\nрежиме автоматичеÑкой Ñтрельбы или очередью Ñ Ð¾Ñ‚Ñечкой\n", + L"-%d%s ОД на вÑкидывание ручного пулемёта\n", + L"Штраф на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² автоматичеÑком\nрежиме Ð¾Ð³Ð½Ñ Ð¸ в режиме очереди понижен на %d%s\n", + L"Понижен ÑˆÐ°Ð½Ñ Ð»Ð¸ÑˆÐ½Ð¸Ñ… выÑтрелов при автоматичеÑкой Ñтрельбе\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]= +{ + L"-%d%s ОД на Ñтрельбу из гранатомёта\n", + L"-%d%s ОД на Ñтрельбу из реактивного гранатомёта\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· гранатомёта\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· реактивного гранатомёта\n", + L"-%d%s ОД на залп из миномёта\n", + L"Понижен штраф на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ Ñтрельбе Ñ Ð¼Ð¸Ð½Ð¾Ð¼Ñ‘Ñ‚Ð° на %d%s\n", + L"+%d%s к урону танкам от Ñ‚Ñжёлого оружиÑ, гранат и взрывчатки\n", + L"+%d%s к урону иным целÑм из Ñ‚Ñжёлого оружиÑ\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSniper[]= +{ + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· винтовки\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· ÑнайперÑкой винтовки\n", + L"-%d%s Ñффективной дальноÑти до цели Ð´Ð»Ñ Ð²Ñего вида оружиÑ\n", //-%d%s effective range to target with all weapons + L"+%d%s к бонуÑу Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° каждый клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ (за иÑключением пиÑтолетов)\n", + L"+%d%s к повреждению от выÑтрела", //+%d%s damage on shot + L" плюÑ", + L" Ñ ÐºÐ°Ð¶Ð´Ñ‹Ð¼ кликом", + L" поÑле первого", + L" поÑле второго", + L" поÑле третьего", + L" поÑле четвёртого", + L" поÑле пÑтого", + L" поÑле шеÑтого", + L" поÑле Ñедьмого", + L"-%d%s ОД на доÑылание патрона в винтовки Ñо ÑкользÑщим затвором\n", + L"+1 клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок\n", + L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок\n", + L"Прицеливание Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок быÑтрее на один клик прицеливаниÑ\n", + L"Прицеливание Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‚Ð¸Ð¿Ð° винтовок быÑтрее на %d кликов прицеливаниÑ\n", + L"Focus skill: +%d interrupt modifier in marked area\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRanger[]= +{ + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· винтовки\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· дробовика\n", + L"-%d%s ОД на перезарÑдку помпового дробовика\n", + L"-%d%s ОД на выÑтрел из дробовика\n", + L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð´Ñ€Ð¾Ð±Ð¾Ð²Ð¸ÐºÐ¾Ð²\n", + L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð´Ñ€Ð¾Ð±Ð¾Ð²Ð¸ÐºÐ¾Ð²\n", + L"+%d%s к Ñффективной дальноÑти дробовиков\n", + L"-%d%s ОД на перезарÑдку однозарÑдного дробовика\n", + L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²Ð¾Ðº\n", + L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²Ð¾Ðº\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsGunslinger[]= +{ + L"-%d%s ОД на выÑтрел из пиÑтолетов и револьверов\n", + L"+%d%s к Ñффективной дальноÑти пиÑтолетов и револьверов\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· пиÑтолетов и револьверов\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· автоматичеÑких пиÑтолетов", + L" (только Ð´Ð»Ñ Ð¾Ð´Ð¸Ð½Ð¾Ñ‡Ð½Ð¾Ð³Ð¾ выÑтрела)", + L"+%d%s бонуÑа на один клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов,\nавтоматичеÑких пиÑтолетов и револьверов\n", + L"-%d%s ОД на вÑкидывание пиÑтолетов и револьверов\n", + L"-%d%s ОД на перезарÑдку пиÑтолетов, автоматичеÑких пиÑтолетов и револьверов\n", + L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов, автоматичеÑких пиÑтолетов и револьверов", + L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¿Ð¸Ñтолетов, автоматичеÑких пиÑтолетов и револьверов\n", + L"Can fan the hammer with revolvers\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsMartialArts[]= +{ + L"-%d%s ОД на рукопашные атаки (кулаками и каÑтетом)\n", + L"+%d%s к шанÑу на результативный удар рукой\n", + L"+%d%s к шанÑу на результативный удар каÑтетом\n", + L"+%d%s к урону в рукопашных атаках (кулаками и каÑтетом)\n", + L"+%d%s к урону выноÑливоÑти в рукопашных атаках (кулаками и каÑтетом)\n", + L"Враг, Ñваленный вашими ударами, немного дольше приходит в ÑебÑ\n", + L"Враг, Ñваленный вашими ударами, дольше приходит в ÑебÑ\n", + L"Враг, Ñваленный вашими ударами, намного дольше приходит в ÑебÑ\n", + L"Враг, Ñваленный вашими ударами, очень долго приходит в ÑебÑ\n", + L"Враг, Ñваленный вашими ударами, надолго терÑет Ñознание\n", + L"Враг, Ñваленный вашими ударами, терÑет Ñознание на много чаÑов\n", + L"Враг, Ñваленный вашими ударами, вероÑтно, больше не очнётÑÑ\n", + L"Прицельный удар наноÑит на %d%s больше урона\n", + L"Удар ногой Ñ Ñ€Ð°Ð·Ð²Ð¾Ñ€Ð¾Ñ‚Ð° наноÑит на %d%s больше урона\n", + L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ атаки в рукопашном бою\n", + L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ удара рукой", + L" или каÑтетом", + L" (+%d%s Ñ ÐºÐ°Ñтетом)", + L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ удара каÑтетом\n", + L"+%d%s к шанÑу увернутьÑÑ Ð¾Ñ‚ атаки любым оружием ближнего боÑ\n", + L"Ðужно на %d%s ОД меньше, чтобы выхватить оружие из рук противника\n", + L"Ðужно на %d%s ОД меньше, чтобы Ñменить положение (ÑтоÑ, ÑидÑ, лежа), повернутьÑÑ, Ñлезть/залезть на крышу и перепрыгнуть препÑÑ‚Ñтвие\n", + L"Ðужно на %d%s ОД меньше, чтобы Ñменить положение (ÑтоÑ, ÑидÑ, лежа)\n", + L"Ðужно на %d%s ОД меньше, чтобы повернутьÑÑ\n", + L"Ðужно на %d%s ОД меньше, чтобы Ñлезть/залезть на крышу и перепрыгнуть препÑÑ‚Ñтвие\n", + L"+%d%s к шанÑу выбить дверь ногой\n", + L"Ð’Ñ‹ получаете Ñпециальные Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð°Ñ‚Ð°Ðº ближнего боÑ\n", + L"-%d%s к шанÑу перехвата вашего хода во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ\n", //chance to be interrupted when moving +}; + +STR16 gzIMPMajorTraitsHelpTextsSquadleader[]= +{ + L"+%d%s ОД на каждый ход Ñ€Ñдом находÑщимÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ°Ð¼\n", + L"+%d к фактичеÑкому уровню Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð², у которых уровень ниже, чем у %s\n", + L"+%d к фактичеÑкому уровню опыта Ñоюзников при подÑчете бонуÑа Ð¿Ð¾Ð´Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð¸Ñ… огнÑ\n", + L"Ðа +%d%s труднее подавить %s и наёмников Ñ€Ñдом Ñ Ð½Ð¸Ð¼\n", + L"+%d к боевому духу Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²\n", + L"-%d к потере боевого духа Ð´Ð»Ñ Ñ€Ñдом находÑщихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²\n", + L"Ð Ð°Ð´Ð¸ÑƒÑ Ð²Ð»Ð¸ÑÐ½Ð¸Ñ Ð½Ð° других наёмников ÑоÑтавлÑет %d тайлов", + L" (%d тайлов Ñ ÑƒÑилителем звука)", + L"(МакÑимальное количеÑтво одновременных бонуÑов Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ Ñолдата %d)\n", + L"+%d%s Ñопротивление Ñтраху у %s\n", + L"ÐедоÑтаток: %dx кратное ухудшение боевого духа у наёмников, еÑли погибает %s\n", + L"+%d%s к шанÑу получить перехват вÑем отрÑдом\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsTechnician[]= +{ + L"+%d%s к ÑкороÑти ремонта\n", + L"+%d%s к умению взлома замков (обычных/Ñлектронных)\n", + L"+%d%s к умению отключать Ñлектронные ловушки\n", + L"+%d%s к умению Ñборки вещей и приÑоединению оÑобых деталей\n", + L"+%d%s к умению уÑтранить оÑечку Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² бою\n", + L"Понижен штраф на ремонт Ñлектронных предметов на %d%s\n", + L"Повышен ÑˆÐ°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶Ð¸Ñ‚ÑŒ Ñлектронные ловушки и мины (+%d к уровню обнаружениÑ)\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ цели роботу, управлÑемому %s\n", + L"%s даёт возможноÑть ремонтировать робота\n", + L"Понижен штраф на ÑкороÑть ремонта робота на %d%s\n", + L"ВозможноÑть воÑÑтановить вещь при ремонте на вÑе 100%%\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsDoctor[]= +{ + L"Может выполнÑть хирургичеÑкие операции при наличии медицинÑкой Ñумки\n", + L"ХирургичеÑÐºÐ°Ñ Ð¾Ð¿ÐµÑ€Ð°Ñ†Ð¸Ñ Ð²Ð¾Ð·Ð²Ñ€Ð°Ñ‰Ð°ÐµÑ‚ %d%s единиц потерÑнного здоровьÑ.", + L" (Требует значительного раÑхода Ñодержимого мед. Ñумки.)", + L"Может вернуть ухудшившиеÑÑ Ð½Ð°Ð²Ñ‹ÐºÐ¸ (вÑледÑтвие критичеÑкого ранениÑ) путём", + L" хирургичеÑкого вмешательÑтва или", + L" обычным лечением.\n", + L"+%d%s к ÑффективноÑти при ÑвÑзке доктор-пациент\n", + L"+%d%s к ÑкороÑти перевÑзки\n", + L"+%d%s к природной ÑкороÑти регенерации Ð´Ð»Ñ Ð²Ñех Ñолдат в том же квадрате", + L" (макÑимум %d бонуÑа на находÑщихÑÑ Ð² квадрате)", + L"Returned health can be boosted an additional %d%s by using blood bags.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= +{ + L"Может переодеватьÑÑ Ð² гражданÑкого или Ñолдата, \nчтобы проникать в тыл врага.\n", + L"Будет раÑкрыт, еÑли Ñовершает подозрительные дейÑтвиÑ, \nимеет подозрительное ÑнарÑжение или заÑтигнут над оÑтывающим трупом.\n", + L"Будет моментально раÑкрыт, еÑли переодет в Ñолдата \nи находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ %d тайлов к врагу.\n", + L"Будет моментально раÑкрыт, еÑли переодет в Ñолдата \nи находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ %d тайлов к оÑтывающему трупу.\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñкрытным оружием ближнего боÑ.\n", + L"+%d%s к шанÑу на Ñмертельный удар Ñкрытным оружием ближнего боÑ.\n", + L"ОД на переодевание Ñнижены на %d%s.\n", + L"Can convince enemy soldiers to secretly change sides.\n", // TODO.Translate +}; + +STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= +{ + L"Может иÑпользовать оборудование ÑвÑзи.\n", + L"Может запрашивать артиллерийÑкие удары у Ñоюзников в ÑоÑедних квадратах.\n", + L"Может обнаруживать вражеÑкие патрули при Ñканировании чаÑтот.\n", + L"Радиопереговоры могут быть подавлены во вÑем квадрате.\n", + L"ЕÑли радиопереговоры подавлены, то радиÑÑ‚ может иÑкать подавлÑющее уÑтройÑтво.\n", + L"Может вызывать подкрепление ополченцев из ÑоÑедних квадратов.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsNone[]= +{ + L"Ðет преимущеÑтв", +}; + +STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]= +{ + L"Reduced penalty to shoot if offhand item is equipped by %d%s\n", // TODO.Translate + L"+%d%s к ÑкороÑти на перезарÑдку Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¼Ð°Ð³Ð°Ð·Ð¸Ð½Ð¾Ð¼\n", + L"+%d%s к ÑкороÑти на дозарÑдку магазина оружиÑ\n", + L"-%d%s ОД, чтобы поднÑть предмет\n", + L"-%d%s ОД на манипулÑции Ñ Ñ€ÑŽÐºÐ·Ð°ÐºÐ¾Ð¼\n", + L"-%d%s ОД на дейÑÑ‚Ð²Ð¸Ñ Ñ Ð´Ð²ÐµÑ€ÑŒÑŽ\n", + L"-%d%s ОД, необходимых Ð´Ð»Ñ ÑƒÑтановки/Ð¾Ð±ÐµÐ·Ð²Ñ€ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð±Ð¾Ð¼Ð± и мин\n", + L"-%d%s ОД, необходимых на приÑоединение навеÑки\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsMelee[]= +{ + L"-%d%s ОД на атаку клинковым оружием\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐºÐ»Ð¸Ð½ÐºÐ¾Ð²Ñ‹Ð¼ холодным оружием\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð´Ñ€Ð¾Ð±Ñщим холодным оружием\n", + L"+%d%s к урону от клинкового холодного оружиÑ\n", + L"+%d%s к урону от дробÑщего холодного оружиÑ\n", + L"Урон от прицельной атаки любым холодным оружием повышаетÑÑ Ð½Ð° %d%s\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием, еÑли в руках нож\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки дробÑщим холодным оружием\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки дробÑщим холодным оружием, еÑли в руках нож\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsThrowing[]= +{ + L"-%d%s базовых ОД, нужных Ð´Ð»Ñ Ð±Ñ€Ð¾Ñка ножа\n", + L"+%d%s к макÑимальной Ñффективной дальноÑти броÑка ножа\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² цель при метании ножа\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² цель при метании ножа на каждый клик прицеливаниÑ\n", + L"+%d%s к урону от метательного ножа\n", + L"+%d%s к урону от метательного ножа при на каждый клик прицеливаниÑ\n", + L"+%d%s к шанÑу нанеÑти критичеÑкий урон при броÑке ножа, еÑли Ð²Ð°Ñ Ð½Ðµ Ñлышали и не видели\n", + L"+%d к множителю критичеÑкого урона при броÑке ножа\n", + L"+%d клик Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¼ÐµÑ‚Ð°Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ… ножей\n", + L"+%d кликов Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ Ð¼ÐµÑ‚Ð°Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ñ… ножей\n", + L"-%d%s ОД Ð´Ð»Ñ Ð±Ñ€Ð¾Ñка гранаты\n", + L"+%d%s к макÑимальной дальноÑти броÑка гранаты\n", + L"+%d%s к точноÑти броÑка гранаты\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNightOps[]= +{ + L"+%d к зрению в темноте\n", + L"+%d к дальноÑти Ñлуха\n", + L"+%d дополнительно к Ñлуху в темноте\n", + L"+%d к вероÑтноÑти перехвата хода в ночи\n", + L"-%d к нужде во Ñне\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsStealthy[]= +{ + L"-%d%s ОД, необходимых Ð´Ð»Ñ Ð±ÐµÑшумного передвижениÑ\n", + L"+%d%s к шанÑу двигатьÑÑ Ð±ÐµÑшумно\n", + L"+%d%s к ÑкрытноÑти (быть 'невидимым', еÑли Ð²Ð°Ñ Ð½Ðµ обнаружили)\n", + L"Штраф ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¿Ñ€Ð¸ передвижении уменьшен на %d%s\n", + L"-%d%s к шанÑу быть перехваченным\n", //chance to be interrupted +}; + +STR16 gzIMPMinorTraitsHelpTextsAthletics[]= +{ + L"-%d%s ОД на передвижение (бег, шаг, шаг вприÑÑдку, переползание, плавание и Ñ‚.д.)\n", + L"-%d%s на затраты Ñнергии при движении, вÑкарабкивание на крышу, прыжки через препÑÑ‚ÑтвиÑ, плавание и Ñ‚.д.\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]= +{ + L"Имеет %d%s уÑтойчивоÑти к повреждениÑм\n", + L"+%d%s к Ñиле Ð´Ð»Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð¸Ñ Ð¼Ð°ÐºÑимально допуÑтимого веÑа\n", + L"ÐŸÐ¾Ñ‚ÐµÑ€Ñ Ñил при пропущенных ударах в ближнем бою уменьшена на %d%s\n", + L"Урон при ранении в ногу, при котором вы падаете на землю, должен быть больше на %d%s\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsDemolitions[]= +{ + L"+%d%s к урону Ð´Ð»Ñ ÑƒÑтановленных бомб и мин\n", + L"+%d%s к умению уÑтанавливать детонатор\n", + L"+%d%s к уÑтановке/разминированию бомб\n", + L"Уменьшает ÑˆÐ°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð½Ð¸ÐºÐ¾Ð¼ уÑтановленных вами бомб и мин (+%d к уровню бомб)\n", + L"Повышает вероÑтноÑть вÑÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð·Ð°Ð¼ÐºÐ° формовым зарÑдом (урон увеличен на %d)\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsTeaching[]= +{ + L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ\n", + L"+%d%s к фактичеÑкому навыку лидерÑтва при обучении ополчениÑ\n", + L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… наёмников\n", + L"Значение ÑƒÑ€Ð¾Ð²Ð½Ñ ÑƒÐ¼ÐµÐ½Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ выше на +%d при обучении другого бойца Ñтому умению\n", + L"+%d%s к ÑкороÑти ÑамоÑтоÑтельного обучениÑ/тренировке\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsScouting[]= +{ + L"+%d%% к Ñффективной прицельной видимоÑти Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ Ð¾Ð¿Ñ‚Ð¸Ñ‡ÐµÑкими прицелами\n", + L"+%d%% к Ñффективной дальноÑти видимоÑти Ð´Ð»Ñ Ð±Ð¸Ð½Ð¾ÐºÐ»ÐµÐ¹ (и оптичеÑких прицелов, отÑоединённых от оружиÑ)\n", + L"-%d%% от туннельного Ð·Ñ€ÐµÐ½Ð¸Ñ Ð´Ð»Ñ Ð±Ð¸Ð½Ð¾ÐºÐ»ÐµÐ¹ (и оптичеÑких прицелов, отÑоединённых от оружиÑ)\n", + L"Ð’ квадратах, Ñмежных Ñ Ð²Ð°ÑˆÐ¸Ð¼, будет показано точное количеÑтво врагов\n", + L"Ð’ квадратах, Ñмежных Ñ Ð²Ð°ÑˆÐ¸Ð¼, будет показано наличие врагов\n", + L"Предотвращает попадание отрÑда во вражеÑкие заÑады\n", + L"Предотвращает попадание отрÑда в заÑады кошек-убийц\n", +}; +STR16 gzIMPMinorTraitsHelpTextsSnitch[]= +{ + L"Иногда будет оповещать Ð²Ð°Ñ Ð¾ мнениÑÑ… членов команды.\n", + L"Предотвращает плохое поведение членов команды (наркотики, алкоголь, воровÑтво).\n", + L"Может заниматьÑÑ Ð¿Ñ€Ð¾Ð¿Ð°Ð³Ð°Ð½Ð´Ð¾Ð¹ в городах.\n", + L"Может Ñобирать Ñлухи в городах.\n", + L"Можно заÑылать в качеÑтве доноÑчика в тюрьмы.\n", + L"Увеличивает вашу репутацию на %d каждый день, еÑли его боевой дух выÑок.\n", + L"+%d фактичеÑкой дальноÑти Ñлуха.\n", +}; + +STR16 gzIMPMajorTraitsHelpTextsSurvival[] = +{ + L"+%d%s к ÑкороÑти Ð¿ÐµÑ€ÐµÐ´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ñ€ÑƒÐ¿Ð¿Ñ‹ пешком между квадратами\n", + L"+%d%s к ÑкороÑти Ð¿ÐµÑ€ÐµÐ´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð³Ñ€ÑƒÐ¿Ð¿Ñ‹ на транÑпорте между квадратами (кроме вертолёта)\n", + L"-%d%s к потере Ñил при переходе в другой квадрат\n", + L"-%d%s к погодным трудноÑÑ‚Ñм\n", + L"-%d%s к изноÑу камуфлÑжного Ð¿Ð¾ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð¸Ð·-за воды и времени\n", + L"Может заметить Ñледы за %d метров\n", + + L"%s%d%% к ÑопротивлÑемоÑти заболеваниÑм\n", + L"%s%d%% к потреблению еды\n", + L"%s%d%% к потреблению воды\n", + L"+%d%% к уклонению от атак змей\n", + L"+%d%% к ÑффективноÑти камуфлÑжа\n", +}; + +STR16 gzIMPMinorTraitsHelpTextsNone[]= +{ + L"Ðет преимущеÑтв", +}; + +STR16 gzIMPOldSkillTraitsHelpTexts[]= +{ + L"+%d%s Ð±Ð¾Ð½ÑƒÑ ÐºÐ¾ взлому замков\n", + L"+%d%s к точноÑти удара в рукопашной Ñхватке\n", + L"+%d%s к повреждениÑм в рукопашной Ñхватке\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара кулака в рукопашной Ñхватке\n", + L"Ðет штрафа Ð´Ð»Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð° и иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñлектронных уÑтройÑтв \n(замков, ловушек, детонаторов, робота и Ñ‚.д.)\n", + L"+%d к зрению в темноте\n", + L"+%d к дальноÑти Ñлуха\n", + L"+%d дополнительно к Ñлуху в темноте\n", + L"+%d к вероÑтноÑти перехвата хода в ночи\n", + L"-%d к нужде во Ñне\n", + L"+%d%s к макÑимальной дальноÑти при метании чего угодно\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ метании чего угодно\n", + L"+%d%s к шанÑу мгновенно убить метательным ножом, еÑли Ð²Ð°Ñ Ð½Ð¸ÐºÑ‚Ð¾ не заметил и не уÑлышал\n", + L"+%d%s к ÑкороÑти Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ других наёмников\n", + L"+%d%s к фактичеÑкому навыку лидерÑтва при обучении ополчениÑ\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð· гранатомёта, реактивного гранатомёта и миномёта\n", + L"Штраф на вероÑтноÑть Ð¿Ð¾Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ñ†ÐµÐ»Ð¸ при Ñтрельбе очередью понижен на %d\n", + L"Понижен ÑˆÐ°Ð½Ñ Ð»Ð¸ÑˆÐ½Ð¸Ñ… выÑтрелов при автоматичеÑкой Ñтрельбе\n", + L"+%d%s к беÑшумному передвижению\n", + L"+%d%s к ÑкрытноÑти (быть 'невидимым', еÑли Ð²Ð°Ñ Ð½Ðµ обнаружили)\n", + L"Ðет штарафа на ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ цели при Ñтрельбе Ñ Ð´Ð²ÑƒÑ… рук\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐºÐ»Ð¸Ð½ÐºÐ¾Ð²Ñ‹Ð¼ холодным оружием\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара клинковым холодным оружием, еÑли в руках еÑть нож\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара клинковым холодным оружием, еÑли в руках не нож\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ удара оружием ближнего боÑ, еÑли в руках еÑть нож\n", + L"-%d%s к Ñффективной дальноÑти до цели Ð´Ð»Ñ Ð²Ñего вида оружиÑ\n", + L"+%d%s к бонуÑу Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° каждый клик прицеливаниÑ\n", + L"ÐеÑмываемый камуфлÑж.\n", + L"+%d%s к шанÑу Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð² ближнем бою\n", + L"+%d%s к урону в ближнем бою\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки в ближнем бою, еÑли в руках ничего нет\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки в ближнем бою, еÑли руки занÑты\n", + L"+%d%s к шанÑу уклонитьÑÑ Ð¾Ñ‚ атаки клинковым холодным оружием\n", + L"СпоÑобен нанеÑти удар ногой Ñ Ñ€Ð°Ð·Ð²Ð¾Ñ€Ð¾Ñ‚Ð° по оÑлабленному противнику Ñ Ð½Ð°Ð½ÐµÑением двойного урона\n", + L"У Ð²Ð°Ñ Ð±ÑƒÐ´ÐµÑ‚ оÑÐ¾Ð±Ð°Ñ Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ ÑƒÐ´Ð°Ñ€Ð¾Ð² в ближнем бою.\n", + L"Ðет преимущеÑтв", +}; + +STR16 gzIMPNewCharacterTraitsHelpTexts[]= +{ + L"плюÑÑ‹: Ðет преимущеÑтв.\n \nминуÑÑ‹: Без изъÑнов.", //Neutral + L"плюÑÑ‹: Лучше работает в команде.\n \nминуÑÑ‹: Боевой дух не раÑтёт, когда наёмник работает один.", //Sociable + L"плюÑÑ‹: Лучше работает в одиночеÑтве.\n \nминуÑÑ‹: Боевой дух не раÑтёт в приÑутÑтвии других бойцов.", //Loner + L"плюÑÑ‹: Боевой дух раÑтет быÑтрее, а ÑнижаетÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ обычного.\n \nминуÑÑ‹: Ð¨Ð°Ð½Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶Ð¸Ñ‚ÑŒ мины и ловушки ниже Ñреднего.", //Optimist + L"плюÑÑ‹: Лучше ладит Ñ Ð»ÑŽÐ´ÑŒÐ¼Ð¸ и тренирует ополчение.\n \nминуÑÑ‹: ДейÑÑ‚Ð²Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… бойцов не влиÑÑŽÑ‚ на его боевой дух.", //Assertive + L"плюÑÑ‹: Ðемного быÑтрее обучаетÑÑ Ð¿Ñ€Ð¸ Ñамоподготовке или в качеÑтве ученика.\n \nминуÑÑ‹: Обладает меньшим Ñопротивлением Ñтраху и подавлению.", //Intellectual + L"плюÑÑ‹: УÑтаёт медленнее других, еÑли работает не как врач, ремонтник, тренер или ученик.\n \nминуÑÑ‹: Его мудроÑть, лидерÑтво, взрывное дело, механика и медицина раÑтут медленнее обычного.", //Primitive + L"плюÑÑ‹: Ðемного большие ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¸ Ñтрельбе очередÑми и урон в рукопашной. \nПри убийÑтве врага боевой дух раÑтёт больше, чем у других.\n \nминуÑÑ‹: Хуже иÑполнÑет обÑзанноÑти, Ð´Ð»Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… требуетÑÑ Ñ‚ÐµÑ€Ð¿ÐµÐ½Ð¸Ðµ: \nремонт, вÑкрытие замков, ÑнÑтие ловушек, лечение, тренировка ополчениÑ.", //Aggressive + L"плюÑÑ‹: Лучше иÑполнÑет обÑзанноÑти, требующие терпениÑ: \nремонт, вÑкрытие замков, ÑнÑтие ловушек, лечение, тренировка ополчениÑ.\n \nминуÑÑ‹: Имеет меньший ÑˆÐ°Ð½Ñ Ð¿ÐµÑ€ÐµÑ…Ð²Ð°Ñ‚Ð¸Ñ‚ÑŒ ход врага.", //Phlegmatic + L"плюÑÑ‹: Имеет повышенное Ñопротивление подавлению и Ñтраху. \nБоевой дух при ранениÑÑ… и гибели товарищей понижаетÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, чем у других.\n \nминуÑÑ‹: Может быть Ñ Ð±Ð¾Ð»ÑŒÑˆÐµÐ¹ вероÑтноÑтью поражен во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ.", //Dauntless + L"плюÑÑ‹: Боевой дух повышаетÑÑ Ð¿Ñ€Ð¸ выполнении небоевых заданий (кроме тренировки ополчениÑ).\n \nминуÑÑ‹: УбийÑтво врагов не повышает боевой дух.", //Pacifist + L"плюÑÑ‹: Имеет больший ÑˆÐ°Ð½Ñ Ð½Ð°Ð½ÐµÑти болезненные раны и травмы, приводÑщие к ухудшению параметров.\nБоевой дух повышаетÑÑ Ð¿Ñ€Ð¸ нанеÑении таких ран.\n \nминуÑÑ‹: Имеет проблемы в общении и быÑтро терÑет боевой дух, еÑли не ÑражаетÑÑ.", //Malicious + L"плюÑÑ‹: Лучше работает в компании предÑтавителей противоположного пола.\n \nминуÑÑ‹: Боевой дух бойцов того же пола в его приÑутÑтвии раÑтёт медленнее.", //Show-off + L"плюÑÑ‹: При отÑтуплении боевой дух повышаетÑÑ.\n \nминуÑÑ‹: Боевой дух падает при вÑтрече Ñ Ð¿Ñ€ÐµÐ²Ð¾ÑходÑщими Ñилами противника.", +}; + +STR16 gzIMPDisabilitiesHelpTexts[]= +{ + L"Ðикакого влиÑниÑ.", + L"УменьшаетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð¾ÑпоÑобноÑть и возникают проблемы Ñ Ð´Ñ‹Ñ…Ð°Ð½Ð¸ÐµÐ¼, \nеÑли находитÑÑ Ð² пуÑтынной или тропичеÑкой меÑтноÑти.", + L"Может впаÑть в панику, еÑли оÑтавить одного в определённых ÑитуациÑÑ….", + L"ПонижаетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð¾ÑпоÑобноÑть в подземельÑÑ….", + L"При попытке плыть может Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью утонуть.", + L"При виде больших наÑекомых может впаÑть в крайноÑти и наворотить дел... \nÐахождение в тропичеÑких леÑах также Ñлегка понижает его работоÑпоÑобноÑть.", + L"Иногда забывает приказы, из-за чего терÑет \nнекоторое количеÑтво ОД во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", + L"Иногда бывают приÑтупы Ð¿Ð¾Ð¼ÑƒÑ‚Ð½ÐµÐ½Ð¸Ñ Ñ€Ð°ÑÑудка. \nÐ’ такие моменты он раÑÑтреливает веÑÑŒ магазин до поÑледней пули. \nПадает духом, еÑли его оружие Ñтого не позволÑет.", + L"Значительно пониженный Ñлух.", + L"Ð¡Ð½Ð¸Ð¶ÐµÐ½Ð½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть видимоÑти.", + L"Значительно большие кровопотери.", + L"СнижаютÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾Ñти при нахождении наёмника на крышах.", + L"Иногда наноÑит Ñебе раны.", +}; + +STR16 gzIMPProfileCostText[]= +{ + L"СоÑтавление вашей харрактериÑтики Ñтоит $%d. Подтвердить оплату?", +}; + +STR16 zGioNewTraitsImpossibleText[]= +{ + L"ÐÐµÐ»ÑŒÐ·Ñ Ð²Ñ‹Ð±Ñ€Ð°Ñ‚ÑŒ новые ÑƒÐ¼ÐµÐ½Ð¸Ñ IMP перÑонажа Ñ Ð¾Ñ‚ÐºÐ»ÑŽÑ‡ÐµÐ½Ð½Ñ‹Ð¼ PROFEX. Проверьте значение файла наÑтроек JA2_Options.ini, ключ: READ_PROFILE_DATA_FROM_XML.", +}; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//@@@: New string as of March 3, 2000. +STR16 gzIronManModeWarningText[]= +{ + L"Ð’Ñ‹ выбрали Ñохранение \"между боÑми\". Проходить игру Ñтанет гораздо Ñложнее, так как ÑохранÑтьÑÑ Ð¼Ð¾Ð¶Ð½Ð¾ будет только когда противника нет в Ñекторе. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", + L"Ð’Ñ‹ выбрали Ñохранение \"между переÑтрелками\". Проходить игру Ñтанет немного Ñложнее, так как Ð½ÐµÐ»ÑŒÐ·Ñ Ð±ÑƒÐ´ÐµÑ‚ ÑохранÑтьÑÑ Ð² пошаговом режиме. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", + L"Ð’Ñ‹ выбрали Ñохранение \"один раз в день\". Проходить игру Ñтанет значительно Ñложнее, так как ÑохранÑтьÑÑ Ð¼Ð¾Ð¶Ð½Ð¾ будет только раз в день - в %02d:00. ПоÑле Ñтарта игры изменить Ñту наÑтройку нельзÑ. Ð’Ñ‹ уверены, что Ñможете играть в таком режиме?", +}; + +STR16 gzDisplayCoverText[]= +{ + L"Укрытие: %d/100 %s, оÑвещённоÑть: %d/100", + L"ДальнобойноÑть оружиÑ: %d/%d тайлов, ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ: %d/100", + L"ДальнобойноÑть оружиÑ: %d/%d тайлов, твердоÑть руки: %d/100", + L"Отключено выделение видимых зон наёмника и врага", + L"Видимые зоны наёмника", + L"ОпаÑные зоны Ð´Ð»Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ°", + L"ЛеÑ", //Wood //wanted to use jungle , but wood is shorter in german too (dschungel vs wald) + L"Город", + L"ПуÑтынÑ", + L"Снег", //NOT USED!!! + L"Ð›ÐµÑ Ð¸ пуÑтынÑ", + L"Ð›ÐµÑ Ð¸ город", + L"Ð›ÐµÑ Ð¸ Ñнег", + L"ПуÑÑ‚Ñ‹Ð½Ñ Ð¸ город", + L"ПуÑÑ‚Ñ‹Ð½Ñ Ð¸ Ñнег", + L"Город и Ñнег", + L"-", // yes empty for now + L"Укрытие: %d/100, оÑвещённоÑть: %d/100", + L"ГромкоÑть шагов", + L"СложноÑть оÑтатьÑÑ Ð½ÐµÐ·Ð°Ð¼ÐµÑ‚Ð½Ñ‹Ð¼", //Stealth difficulty + L"Уровень ловушки", +}; + +#endif diff --git a/Utils/_PolishText.cpp b/i18n/_PolishText.cpp similarity index 97% rename from Utils/_PolishText.cpp rename to i18n/_PolishText.cpp index 3285ad37..bda8837e 100644 --- a/Utils/_PolishText.cpp +++ b/i18n/_PolishText.cpp @@ -1,12256 +1,12257 @@ -// WANNE: This pragma should not be needed anymore for Polish version, after we set the encoding to UTF8 -// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions. -//#pragma setlocale("POLISH") - - #include "Language Defines.h" - #if defined( POLISH ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_PolishText_public_symbol(void){;} - -#ifdef POLISH - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|j|a) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"Lokalizacje", //0 - L"Postacie", - L"Przedmioty", - L"Zadania", - L"Menu 5", - L"Menu 6", //5 - L"Menu 7", - L"Menu 8", - L"Menu 9", - L"Menu 10", - L"Menu 11", //10 - L"Menu 12", - L"Menu 13", - L"Menu 14", - L"Menu 15", - L"Menu 15", // 15 - - //Briefing Room - L"Enter", // TODO.Translate -}; - -STR16 pOtherButtonsText[] = -{ - L"Odprawa", - L"Akceptuj", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"Odprawa", - L"Akceptuj misje", -}; - - -STR16 pLocationPageText[] = -{ - L"Poprzednia str.", - L"ZdjÄ™cia", - L"NastÄ™pna str.", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Strona główna", - L">>", - L"Typ: ", - L"Brak danych", - L"Brak zdefiniowanych misji. Dodaj misje do pliku TableData\\BriefingRoom\\BriefingRoom.xml. Pierwsza misja ma byæ widoczna. Ustaw Hidden = 0", - L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"Nieznane",// 0 - unknown - L"Miasto", //1 - cities - L"Wyrzutnia rakiet", //2 - SAM Site - L"Inna lokacja", //3 - other location - L"Kopalnia", //4 - mines - L"Kompleks militarny", //5 - military complex - L"Laboratorium", //6 - laboratory complex - L"Fabryka", //7 - factory complex - L"Szpital", //8 - hospital - L"WiÄ™zienie", //9 - prison - L"Port lotniczy", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Pokaż wszystko", - L"Pokaż AIM", - L"Pokaż MERC", - L"Pokaż RPC", - L"Pokaż NPC", - L"Pokaż Pojazd", - L"Pokaż IMP", - L"Pokaż EPC", - L"Filtr", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"Wszy.", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"Pojazd", - L"IMP", - L"EPC", - L"Filtr", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Pokaż wszystko", - L"Pokaż miasta", - L"Pokaż wyrzutnie rakiet", - L"Pokaż inne lokacje", - L"Pokaż kopalnie", - L"Pokaż lokacje militarne", - L"Pokaż laboratoria", - L"Pokaż fabryki", - L"Pokaż szpitale", - L"Pokaż wiÄ™zienie", - L"Pokaż porty lotnicze", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"Wszy.", - L"Miasta", - L"W-R", - L"Inne", - L"Kop.", - L"Kom.M.", - L"Lab.", - L"Fabry.", - L"Szpit.", - L"WiÄ™z.", - L"Por.L.", -}; - -// TODO.Translate -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"All",//0 - L"City", - L"SAM", - L"Mine", - L"Airport", - L"Wilder.", - L"Underg.", - L"Facil.", - L"Other", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//facility index + 1 - L"Show Cities", - L"Show SAM sites", - L"Show mines", - L"Show airports", - L"Show sectors in wilderness", - L"Show underground sectors", - L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", - L"Show Other sectors", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"All",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Other",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//Other index + 1 - L"Show A.I.M. members", - L"Show M.E.R.C staff", - L"Show Rebels", - L"Show Non-hirable Characters", - L"Show Player created Characters", - L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"Vehic.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; -// TODO.Translate -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"All",//0 - L"Gun", - L"Ammo", - L"Armor", - L"LBE", - L"Attach.", - L"Misc",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", - L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", -}; -// TODO.Translate -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"Pistol", - L"M.Pist.", - L"SMG", - L"Rifle", - L"SN Rif.", - L"AS Rif.", - L"MG", - L"Shotgun", - L"H.Weap.", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Helmet", - L"Vest", - L"Pant", - L"Plate", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Tight", - L"Vest", - L"Combat", - L"Backp.", - L"Pocket", - L"Other", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Optic", - L"Side", - L"Muzzle", - L"Extern.", - L"Intern.", - L"Other", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Blade", - L"T.Knife", - L"Punch", - L"Grenade", - L"Bomb", - L"Medikit", - L"Kit", - L"Face", - L"Other", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; -// TODO.Translate -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"All", - L"Active", - L"Compl.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Show All",//misc index + 1 - L"Show Active Quests", - L"Show Completed Quests", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"Wszystko", //0 - L"BroÅ„", - L"Amu.", - L"Oporz.", - L"Różne", - - L"Wszystko", //5 - L"BroÅ„", - L"Amunicja", - L"Oporz¹dzenie", - L"Różne", -}; - - -STR16 BoxFilter[] = -{ - // Guns - L"Inny", //0 - L"Pist.", - L"P.masz.", - L"K.masz.", - L"Kar.", - L"K.snaj.", - L"K.boj.", - L"L.k.m.", - L"Strz.", //8 - - // Ammo - L"Pist.", - L"P.masz.", - L"K.masz.", - L"Kar.", - L"K.snaj.", - L"K.boj.", - L"L.k.masz.", - L"Strz.", //16 - - // Used - L"BroÅ„", - L"Panc.", - L"Oporz.", - L"Różne", //20 - - // Armour - L"HeÅ‚my", - L"Kami.", - L"G.ochr.", - L"P.cer.", - - // Misc - L"Ostrza", - L"N.do.rzu.", - L"Punch.W.", - L"Gr.", - L"Bomby", - L"Apt.", - L"Ekwi.", - L"N.twa.", - L"Oporz.", //LBE Gear - L"Inne", -}; - -// TODO.Translate -STR16 QuestDescText[] = -{ - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", - - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", - - - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", - L"No 23 Yet", - L"No 24 Yet", - L"Kill Deidranna", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -// TODO.Translate -STR16 FactDescText[] = -{ - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", - - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", - - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", - - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", - - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", - - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", - - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", - - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", - - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", - - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"UsuÅ„", - L"Przedmiot usuÅ„ (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Przełącz wyÅ“wietlanie graczy", //0 - L"Przełącz wyÅ“wietlanie wrogów", - L"Przełącz wyÅ“wietlanie zwierzÄ…t", - L"Przełącz wyÅ“wietlanie rebeliantów", - L"Przełącz wyÅ“wietlanie cywili", - - L"Gracz", - L"Wróg", - L"Stworzenia", - L"Rebelianci", - L"Cywile", - - L"Szczegóły", //10 - L"Tryb informacji ogólnych", - L"Tryb fizyczny", - L"Tryb atrybutów", - L"Tryb wyposażenia", - L"Tryb profilu", - L"Tryb planowania", - L"Tryb planowania", - L"UsuÅ„", - L"UsuÅ„ zaznaczonego najemnika (|D|e|l)", - L"Kolejny", //20 - L"Znajdź nastÄ™pnego najemnika (|S|p|a|c|j|a)\nZnajdź poprzedniego najemnika ((|C|t|r|l+|S|p|a|c|j|a)", - L"Włącz priorytet egzystencji", - L"Postać ma dostÄ™p do wszystkich zamkniÄ™tych drzwi", - - //Orders - L"STACJONARNY", - L"CZUJNY", - L"NA STRA¯Y", - L"SZUKAJ WROGA", - L"BLISKI PATROL", - L"DALEKI PATROL", - L"PKT PATROL.",//30 - L"LOS PKT PATR.", - - //Attitudes - L"OBRONA", - L"DZIELNY SOLO", - L"DZIELNY POMOC", - L"AGRESYWNA", - L"SPRYTNY SOLO", - L"SPRYTNY POMOC", - - L"Set merc to face %s", - - L"Znaj", - - L"MARNE", //40 - L"SÅABE", - L"ÅšREDNIE", - L"DOBRE", - L"ÅšWIETNE", - - L"MARNE", - L"SÅABE", - L"ÅšREDNIE", - L"DOBRE", - L"ÅšWIETNE", - - L"Poprzedni zbiór kolorów",//"Previous color set", //50 - L"NastÄ™pny zbiór kolorów",//"Next color set", - - L"Poprzednia budowa ciaÅ‚a",//"Previous body type", - L"NastÄ™pna budowa ciaÅ‚a",//"Next body type", - - L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", - L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", - L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", - L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", - - L"Brak akcji", - L"Brak akcji", - L"Brak akcji", //60 - L"Brak akcji", - - L"CzyŚć zadanie", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"DACHY", //0 - L"ÅšCIANY", - L"DANE POM.", - - L"RozmieŚć Åšciany, używajÄ…c metody wyboru", - L"RozmieŚć drzwi, używajÄ…c metody wyboru", - L"RozmieŚć dachy, używajÄ…c metody wyboru", - L"RozmieŚć okna, używajÄ…c metody wyboru", - L"RozmieŚć uszkodzone Åšciany, używajÄ…c metody wyboru", - L"RozmieŚć meble, używajÄ…c metody wyboru", - L"RozmieŚć tekstury Åšcian, używajÄ…c metody wyboru", - L"RozmieŚć podÅ‚ogi, używajÄ…c metody wyboru", //10 - L"RozmieŚć generyczne meble, używajÄ…c metody wyboru", - L"RozmieŚć Åšciany, używajÄ…c metody domyÅšlnej", - L"RozmieŚć drzwi, używajÄ…c metody domyÅšlnej", - L"RozmieŚć okna, używajÄ…c metody domyÅšlnej", - L"RozmieŚć uszkodzone Åšciany, używajÄ…c metody domyÅšlnej", - L"Zablokuj drzwi, lub umieŚć puÅ‚apkÄ™ na drzwiach", - - L"Dodaj nowe pomieszczenie", - L"Edytuj Åšciany jaskini.", - L"UsuÅ„ obszar z istniejÄ…cego budynku.", - L"UsuÅ„ budynek", //20 - L"Dodaj/zastÄ…p dach budynku nowym pÅ‚askim dachem.", - L"kopiuj budynek", - L"PrzesuÅ„ budynek", - L"Rysuj numer pomieszczenia\n(Hold |S|h|i|f|t to reuse room number)", // TODO.Translate - L"UsuÅ„ numer pomieszczenia", - - L"Przełącz tryb wymazywania (|E)", - L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", - L"Wybierz rozmiar pÄ™dzla (|A/|Z)", - L"Dachy (|H)", - L"Åšciany (|W)", //30 - L"Dane Pom. (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"BroÅ„", //0 - L"Amun.", - L"Pancerz", - L"LBE", - L"Mat.Wyb.", - L"E1", - L"E2", - L"E3", - L"Włączniki", - L"Klucze", - L"Rnd", //10 // TODO.Translate - L"Previous (|,)", // previous page // TODO.Translate - L"Next (|.)", // next page // TODO.Translate -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Dodaj źródÅ‚o ÅšwiatÅ‚a z otoczenia", //0 - L"Przełącz faÅ‚szywe ÅšwiatÅ‚a z otoczenia.", - L"Dodaj pola wyjÅšcia (p-klik, aby usunąć istniejÄ…ce).", - L"Wybierz rozmiar pÄ™dzla (|A/|Z)", - L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", - L"Przełącz tryb wymazywania (|E)", - L"OkreÅšl punkt północny dla celów potwierdzenia.", - L"OkreÅšl punkt zachodu dla celów potwierdzenia.", - L"OkreÅšl punkt wschodu dla celów potwierdzenia.", - L"OkreÅšl punkt poÅ‚udnia dla celów potwierdzenia.", - L"OkreÅšl punkt Åšrodka dla celów potwierdzenia.", //10 - L"OkreÅšl odosobniony punkt dla celów potwierdzenia.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"Nowa na wolnym powietrzu", //0 - L"Nowa piwnica", - L"Nowy poziom jaskini", - L"Zapisz mapÄ™ (|C|t|r|l+|S)", - L"Wczytaj mapÄ™ (|C|t|r|l+|L)", - L"Wybierz zestaw", - L"Wyjdź z trybu edycji do trybu gry", - L"Wyjdź z trybu edycji (|A|l|t+|X)", - L"Utwórz mapÄ™ radaru", - L"Kiedy zaznaczone, mapa bÄ™dzie zapisana w oryginalnym formacie JA2. Items with ID > 350 will be lost.\nTa opcja jest ważna przy normalnych wielkoÅšciach map, których numery siatki nie sÄ… (siatki wyjÅšcia) > 25600.", // TODO.Translate - L"Kiedy zaznaczone, wczytana mapa lub nowa, bÄ™dzie powiÄ™kszona automatycznie do wybranych rozmiarów.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Rysuj tekstury terenu (|G)", //0 - L"Ustaw tekstury terenu mapy", - L"UmieŚć brzegi i urwiska (|C)", - L"Rysuj drogi (|P)", - L"Rysuj gruzy (|D)", - L"UmieŚć drzewa i krzewy (|T)", - L"UmieŚć skaÅ‚y (|R)", - L"UmieŚć beczki i inne Åšmieci (|O)", - L"WypeÅ‚nij teren", - L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", - L"Przełącz tryb wymazywania (|E)", //10 - L"Wybierz rozmiar pÄ™dzla (|A/|Z)", - L"ZwiÄ™ksz gÄ™stoŚć pÄ™dzla (|])", - L"Zmniejsz gÄ™stoŚć pÄ™dzla (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Teren", //0 - L"Budynki", - L"Przedmioty", - L"Najemnicy", - L"Dane mapy", - L"Opcje", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text // TODO.Translate - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text // TODO.Translate - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"Północny pkt wejÅšcja", //0 - L"Zachodni pkt wejÅšcja", - L"Wschodni pkt wejÅšcja", - L"PoÅ‚udniowy pkt wejÅšcja", - L"Åšrodkowy pkt wejÅšcja", - L"Odizolowany pkt wejÅšcja", - - L"Brzask", - L"Noc", - L"24h", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Włącznik Paniki1", //0 - L"Włącznik Paniki2", - L"Włącznik Paniki3", - L"Włącznik%d", - - L"Akcja nacisku", - L"Akcja Paniki1", - L"Akcja Paniki2", - L"Akcja Paniki3", - L"Akcja%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"Niezablokowane (ID)", //0 - L"PuÅ‚apka eksplodujÄ…ca", - L"PuÅ‚apka elektryczna", - L"Cicha puÅ‚apka", - L"Cichy alarm", - L"Super-Elektryczna PuÅ‚apka", //5 - L"Alarm domu publicznego", - L"Poziom puÅ‚apki %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Zapisz stary format mapy JA2 (v1.12) Version: 5.00 / 25", //0 - L"Brak mapy.", - L"Plik: %S, Aktualny zestaw: %s", - L"PowiÄ™ksz istniejÄ…cÄ… mapÄ™ lub nowÄ….", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"PRZEÅÂ¥CZ", //0 - L"WIDOKI", - L"METODA WYBORU", - L"METODA DOMYÅšLNA", - L"METODA BUDOWANIA", - L"Pomieszczenia", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Edytuj atrybuty zamka na mapie (siatka) %d.", - L"Typ blokady (ID)", - L"Typ puÅ‚apki", - L"Poziom puÅ‚apki", - L"Zablokowane", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Akcja nacisku", //0 - L"Akcja Paniki1", - L"Akcja Paniki2", - L"Akcja Paniki3", - L"Akcja%d", - - L"Włącznik Paniki1", //5 - L"Włącznik Paniki2", - L"Włącznik Paniki3", - L"Włącznik%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Brzask", - L"Noc", - L"24h", //5 - - L"PromieÅ„", - - L"Pod ziemiÄ…", - L"Poziom ÅšwiatÅ‚a", - - L"Ter. Otw.", - L"Piwnica", //10 - L"Jaskinia", - - L"Ograniczenie", - L"Scroll ID", - - L"Cel", - L"Sektor", //15 - L"Cel", - L"Poziom piw.", - L"Cel", - L"Åšiatka", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"Brak akcji", - L"Zablokuj drzwi", - L"Odblokuj drzwi", - L"Otwórz drzwi", - L"Zamknij drzwi", - L"Idź do siatki", - L"OpóŚć sektor", - L"Wejdź do sektora", - L"PozostaÅ„ w sektorze", - L"Idź spać", - L"Zignoruj to!" -}; - -STR16 zDiffNames[5] = -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Zdrowie", - L"Akt. zdrowie", - L"SiÅ‚a", - L"ZwinnoŚć", - L"SprawnoŚć", - L"Charyzma", - L"MÄ…droŚć", - L"CelnoŚć", - L"Mat. Wybuchowe", - L"Medycyna", - L"Scientific", - L"Poz. doÅšw.", -}; - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Nazwa najemnika:", //0 - L"Rozkaz:", - L"Postawa walki:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Kolor najemnika", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Losowy", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE CzoÅ‚g", //5 - L"NW CzoÅ‚g", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Nieuzbrojony robot", - L"Larwa", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Dziki kot", - L"Humvee", // TODO.Translate -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ROZKAZY=-- ", //0 - L"--=POSTAWA=--", - - L"RELATIVE", - L"ATRYBUTY", - - L"RELATIVE", - L"WYPOSA¯ENIA", - - L"RELATIVE", - L"ATRYBUTY", - - L"Armia", - L"Admin.", - L"Gwardia", //10 - - L"Poz. doÅšw.", - L"Zdrowie", - L"Akt. zdrowie", - L"CelnoŚć", - L"SiÅ‚a", - L"ZwinnoŚć", - L"SprawnoŚć", - L"Inteligencja", - L"Zdol. dowodzenia", - L"Mat. wybuchowe", //20 - L"Zdol. medyczne", - L"Zdol. mechaniczne", - L"Morale", - - L"Kolor wÅ‚osów:", - L"Kolor skóry:", - L"Kolor kamizelki:", - L"Kolor spodni:", - - L"LOSOWY", - L"LOSOWY", - L"LOSOWY", //30 - L"LOSOWY", - - L"Podaj index profilu i naciÅšnij ENTER. ", - L"Wszystkie informacje (statystyki, itd.) bÄ™dÄ… pobrane z pliku Prof.dat lub MercStartingGear.xml. ", - L"JeÅšli nie chcesz użyć profilu, to zostaw pole puste i naciÅšnij ENTER. ", - L"Nie podawaj wartoÅšci '200'! WartoŚć '200' nie może być profilem! ", - L"Wybierz profil od 0 do ", - - L"Aktualny Profil: brak ", - L"Aktualny Profil: %s", - - L"STACJONARNY", - L"CZUJNY", //40 - L"NA STRA¯Y", - L"SZUKAJ WROGA", - L"BLISKI PATROL", - L"DALEKI PATROL", - L"PKT PATROL.", - L"LOS PKT PATR.", - - L"Akcja", - L"Czas", - L"V", - L"Siatka 1", //50 - L"Siatka 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"zablokuj", - L"odblokuj", - L"otwórz", - L"zamknij", - - L"Kliknij na siatkÄ™ przylegajÄ…cÄ… do drzwi (%s).", //60 - L"Kliknij na siatkÄ™, gdzie chcesz siÄ™ przemieÅšcić gdy drzwi sÄ… otwarte\\zamkniÄ™te (%s).", - L"Kliknij na siatkÄ™, gdzie chciaÅ‚byÅš siÄ™ przemieÅšcić.", - L"Kliknij na siatkÄ™, gdzie chciaÅ‚byÅš spać. Postać po obudzeniu siÄ™ automatycznie wróci do oryginalnej pozycji.", - L" NaciÅšnij ESC, by wyjŚć z trybu edycji planu.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Rozkaz patrolu bez punktów poÅšrednich", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"Brak akcji", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Umiejscowienie nie zostaÅ‚o skopiowane, gdyż żadne nie zostaÅ‚o wybrane.", - L"Umiejscowienie skopiowane.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Umiejscowienie nie zostaÅ‚o wklejone, gdyż żadne umiejscowienie nie jest zapisane w buforze.", - L"Umiejscowienie wklejone.", - L"Umiejscowienie nie zostaÅ‚o wklejone, gdyż maksymalna liczba umiejscowieÅ„ dla tej drużyny jest już wykorzystana.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Czy chcesz wyjŚć z trybu edytora do trybu gry ?", - L"Czy chcesz zakoÅ„czyć pracÄ™ edytora ?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Czy jesteÅš pewny, że chcesz usunąć wszystkie ÅšwiatÅ‚a?", //0 - L"Czy jesteÅš pewny, że chcesz cofnąć plany?", - L"Czy jesteÅš pewny, że chcesz usunąć wszystkie plany?", - - L"Włączono rozmieszczanie elementów przez kilkniÄ™cie", - L"Wyłączono rozmieszczanie elementów przez kilkniÄ™cie", - - L"Włączono rysowanie wysokiego podÅ‚oża", //5 - L"Wyłączono rysowanie wysokiego podÅ‚oża", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Włączono losowe rozmieszczanie", - L"Wyłączono losowe rozmieszczanie", - - L"UsuÅ„ korony drzew", //10 - L"Pokaż korony drzew", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Utworzono mape radaru dla %S", //0 - - L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom piwnicy ?", - L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom jaskini ?", - L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom na wolnym powietrzu ?", - - L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Przełącz faÅ‚szywe ÅšwiatÅ‚a z otoczenia ON/OFF", - - L"INSERT", - L"Przełącz tryb wypeÅ‚nienia ON/OFF", - - L"BKSPC", - L"UsuÅ„ ostatniÄ… zmianÄ™", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Wyjdź z edytora", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"WyÅšwietl ekran pomocy", - - L"F10", - L"Zapisz mapÄ™", - - L"F11", - L"Wczytaj mapÄ™", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Wybierz wielkoŚć pÄ™dzla", - - L"d", - L"Rysuj Åšmieci", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Rysuj skaÅ‚y", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Rysuj tekstury ziemi", - - L"w", - L"Rysuj Åšciany budunków", - - L"e", - L"Przełącz tryb wymazywania ON/OFF", - - L"h", //40 - L"Przełącz tryb dachów ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/* -CHAR16 gszActionItemDesc[ 34 ][ 30 ] = -{ - L"Mina klaksonowa", - L"Mina oÅ›wietlajÄ…ca", - L"Eksplozja gazu Åzaw.", - L"Eksplozja granatu OszaÅ‚am.", - L"Eksplozja granatu dymnego", - L"Gaz musztardowy", - L"Mina przeciwpiechotna", - L"Otwórz drzwi", - L"Zamknij drzwi", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"MaÅ‚a eksplozja", - L"Å›rednia eksplozja", - L"Duża eksplozja", - L"Otwórz/Zamknij drzwi", - L"Przełącz wszystkie Akcje1", - L"Przełącz wszystkie Akcje2", - L"Przełącz wszystkie Akcje3", - L"Przełącz wszystkie Akcje4", - L"WejÅ›cie do burdelu", - L"WyjÅ›cie z burdelu", - L"Alarm Kingpin'a", - L"Seks z prostytutkÄ…", - L"Pokaż pokój", - L"Alarm lokalny", - L"Alarm globalny", - L"DźwiÄ™k klaksonu", - L"Odbezpiecz drzwi", - L"Przełącz blokadÄ™ (drzwi)", - L"UsuÅ„ puÅ‚apkÄ™ (drzwi)", - L"Tog pressure items", - L"Alarm w Museum", - L"Alarm dzikich kotów", - L"Duży gaz Å‚zawiÄ…cy", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"Chowanie flagi", //0 - L"Brak wybranego przedmiotu.", - L"Slot dostÄ™pny dla", - L"losowej generacji.", - L"Nie można edytować kluczy.", - L"Profil identifikacyjny wÅ‚aÅšciciela", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Stan", - L"Naboje", - L"Poziom puÅ‚apki", //10 - L"IloŚć", - L"Poziom puÅ‚apki", - L"Stan", - L"Poziom puÅ‚apki", - L"Stan", - L"IloŚć", - L"Poziom puÅ‚apki", - L"Dolary", - L"Stan", - L"Poziom puÅ‚apki", //20 - L"Poziom puÅ‚apki", - L"Tolerancja", - L"Wyzwalacz alarmu", - L"Istn. szansa", - L"B", - L"R", - L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Przedmiot bÄ™dzie wyÅšwietlany w trybie Sci-Fi i realistycznym", //0 - L"Przedmiot bÄ™dzie wyÅšwietlany tylko w trybie realistycznym", - L"Przedmiot bÄ™dzie wyÅšwietlany tylko w trybie Sci-Fi", -}; - -STR16 pSetupGunGUIText[] = -{ - L"TÅUMIK", //0 - L"CEL. SNAJP", - L"CEL. LSER.", - L"DWÓJNÓG", - L"KACZY DZIÓB", - L"GRANATNIK", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"PÅYTKI CERAM.", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Ok", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"WCZYTAJ", - L"ZAPISZ", - L"Aktual.", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Zestaw: %s", //0 - L"Wersja: Podsumowanie: 1.%02d, Map: %1.2f / %02d", - L"IloŚć przedmiotów: %d", - L"IloŚć ÅšwiateÅ‚: %d", - L"IloŚć punktów wyjÅšcia: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"IloŚć pomieszczeÅ„: %d", - L"CaÅ‚kowita populacja : %d", - L"Wróg: %d", - L"Admin.: %d", - - L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", - L"¯oÅ‚nierze: %d", - - L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", - L"Gwardia: %d", - - L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", - L"Cywile: %d", //20 - - L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", - - L"Ludzie: %d", - L"Krowy: %d", - L"Dzikie koty: %d", - - L"ZwierzÄ™ta: %d", - - L"Stworzenia: %d", - L"Dzikie koty: %d", - - L"IloŚć zablokowanych drzwi oraz puÅ‚apki zamontowane na drzwiach: %d", - L"Zablokowane: %d", - L"PuÅ‚apki: %d", //30 - L"Zablokowane i puÅ‚apki: %d", - - L"Cywile z planami: %d", - - L"Zbyt wiele wyjŚć (siatki) (wiÄ™cej niż 4)...", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : %d (%d dalekie miejsce docelowe)", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : brak", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 1 używane miejsca %d siatki", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 2 -- 1) Qty: %d, 2) Qty: %d", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d marne, %d sÅ‚abe, %d Åšrednie, %d dobre, %d Åšwietne (%+d CaÅ‚kowity)", //40 - L"Enemy Relative Equipment: %d marne, %d sÅ‚abe, %d Åšrednie, %d dobre, %d Åšwietne (%+d CaÅ‚kowity)", - L"%d umiejscowienie majÄ… rozkazy patrolu bez żadnego zdefiniowanego punktu poÅšredniego.", - L"%d umiejscowienia majÄ… punkty poÅšrednie, ale bez żadnych rozkazów.", - L"%d siatki majÄ… niejasne numery pokoju.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Wróg", - - L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", - - L"Paniki1", - L"Paniki2", - L"Paniki3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Akcje nacisku", - - L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"Nic", - - L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", - L"NORMAL ENEMY DROPPED ITEMS", - L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", - L"Nic", - L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", - L"BÅÂ¥D: Nie można wczytać przedmiotów dla tej mapy. Powód nieznany.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"EDYTOR KAMPANII -- %s Version 1.%02d", //0 - L"(NIE WCZYTANO MAPY).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"Aktualnie nie ma wybranego sektora.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", poziom na powietrzu", - L", podziemny poziom 1", - L", podziemny poziom 2", - L", podziemny poziom 3", - L", alternatywny poziom G", - L", alternatywny poziom 1", - L", alternatywny poziom 2", - L", alternatywny poziom 3", - - L"SZCZEGÓÅY PRZEDMIOTÓW -- sektor %s", - L"Podsumowanie informacji dla sektora %s:", //20 - - L"Podsumowanie informacji dla sektora %s", - L"nie egzystujÄ….", - - L"Podsumowanie informacji dla sektora %s", - L"nie egzystujÄ….", - - L"Brak informacji o egzystencji dla sektora %s.", - - L"Brak informacji o egzystencji dla sektora %s.", - - L"PLIK: %s", - - L"PLIK: %s", - - L"Override READONLY", - L"Nadpisz plik", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Czy chcesz to teraz zrobić (y/n)?", - - L"Brak informacji o podsumowaniu. Anulowano tworzenie.", - - L"Siatka", - L"PostÄ™p", //40 - L"Use Alternate Maps", - - L"Podsumowanie", - L"Przedmioty", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"AnalizujÄ™ mapÄ™: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"WczytujÄ™ mapÄ™: %s", -}; - -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generuje informacjÄ™ o mapiÄ™", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"GenerujÄ™ podsumowanie mapy", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] z domyÅšlnego zestawu %s (%d, %S)", - L"Plik: %S, podindeks: %d (%d, %S)", - L"Zestaw: %s", -}; -// TODO.Translate -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"MaÅ‚y", - L"Åšredni", - L"Duży", - L"B.Duży", - L"SzerokoŚć: xx", - L"Obszar" - }; - -//--- - -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"Str. 1/2", //0 - L"Str. 2/2", - - L"Str. 1/3", - L"Str. 2/3", - L"Str. 3/3", - - L"Str. 1/1", //5 -}; - -// by Jazz: TODO.Translate -CHAR16 zGrod[][500] = -{ - L"Robot", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;JA2 v1.13 Development Team", - L"@T,C144,R134,{;Kodowanie", - L"@T,C144,R134,{;Grafika i dźwiÄ™ki", - L"@};(Różne inne mody!)", - L"@T,C144,R134,{;Przedmioty", - L"@T,C144,R134,{;Pozostali autorzy", - L"@};(Wszyscy pozostali czÅ‚onkowie sceny JA którzy nas wsparli!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm NATO", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monstrum", -// L"Rakiety", -// L"strzaÅ‚ka", // dart -// L"", // flame -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 cal", -// L"9mm", -// L".45 cal", -// L".357 cal", -// L"12 gauge", -// L"CAWS", -// L"5.45mm", -// L"5.56mm", -// L"7.62mm N.", -// L"7.62mm WP", -// L"4.7mm", -// L"5.7mm", -// L"Monstrum", -// L"Rakiety", -// L"strzaÅ‚ka", // dart -// L"", // flamethrower -// L".50 cal", // barrett -// L"9mm Hvy", // Val silent -//}; - - -CHAR16 WeaponType[MAXITEMS][30] = -{ - L"Inny", - L"Pistolet", - L"Pistolet maszynowy", - L"Karabin maszynowy", - L"Karabin", - L"Karabin snajperski", - L"Karabin bojowy", - L"Lekki karabin maszynowy", - L"Strzelba" -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Tura gracza", // player's turn - L"Tura przeciwnika", - L"Tura stworzeÅ„", - L"Tura samoobrony", - L"Tura cywili" - L"Player_Plan",// planning turn - L"Client #1",//hayden - L"Client #2",//hayden - L"Client #3",//hayden - L"Client #4",//hayden -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s dostaÅ‚(a) w gÅ‚owÄ™ i traci 1 punkt inteligencji!", - L"%s dostaÅ‚(a) w ramiÄ™ i traci 1 punkt zrÄ™cznoÅ›ci!", - L"%s dostaÅ‚(a) w klatkÄ™ piersiowÄ… i traci 1 punkt siÅ‚y!", - L"%s dostaÅ‚(a) w nogi i traci 1 punkt zwinnoÅ›ci!", - L"%s dostaÅ‚(a) w gÅ‚owÄ™ i traci %d pkt. inteligencji!", - L"%s dostaÅ‚(a) w ramiÄ™ i traci %d pkt. zrÄ™cznoÅ›ci!", - L"%s dostaÅ‚(a) w klatkÄ™ piersiowÄ… i traci %d pkt. siÅ‚y!", - L"%s dostaÅ‚(a) w nogi i traci %d pkt. zwinnoÅ›ci!", - L"Przerwanie!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"DotarÅ‚y twoje posiÅ‚ki!", - - // In the following four lines, all %s's are merc names - - L"%s przeÅ‚adowuje.", - L"%s posiada za maÅ‚o Punktów Akcji!", - L"%s udziela pierwszej pomocy. (NaciÅ›nij dowolny klawisz aby przerwać.)", - L"%s i %s udzielajÄ… pierwszej pomocy. (NaciÅ›nij dowolny klawisz aby przerwać.)", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"niezawodna", - L"zawodna", - L"Å‚atwa w naprawie", - L"trudna do naprawy", - L"solidna", - L"niesolidna", - L"szybkostrzelna", - L"wolno strzelajÄ…ca", - L"daleki zasiÄ™g", - L"krótki zasiÄ™g", - L"maÅ‚a waga", - L"duża waga", - L"niewielkie rozmiary", - L"szybki ciÄ…gÅ‚y ogieÅ„", - L"brak możliwoÅ›ci strzelania seriÄ…", - L"duży magazynek", - L"maÅ‚y magazynek", - - // In the following two lines, all %s's are merc names - - L"%s: kamuflaż siÄ™ starÅ‚.", - L"%s: kamuflaż siÄ™ zmyÅ‚.", - - // The first %s is a merc name and the second %s is an item name - - L"Brak amunicji w dodatkowej broni!", - L"%s ukradÅ‚(a): %s.", - - // The %s is a merc name - - L"%s ma broÅ„ bez funkcji ciÄ…gÅ‚ego ognia.", - - L"Już masz coÅ› takiego dołączone.", - L"Połączyć przedmioty?", - - // Both %s's are item names - - L"%s i %s nie pasujÄ… do siebie.", - - L"Brak", - L"Wyjmij amunicjÄ™", - L"Dodatki", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L" %s i %s nie mogÄ… być używane jednoczeÅ›nie.", - - L"Element, który masz na kursorze myszy może być dołączony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów.", - L"Element, który masz na kursorze myszy może być dołączony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów. (Jednak w tym przypadku, przedmioty do siebie nie pasujÄ….)", - L"Ten sektor nie zostaÅ‚ oczyszczony z wrogów!", - L"Wciąż musisz dać %s %s", - L"%s dostaÅ‚(a) w gÅ‚owÄ™!", - L"Przerwać walkÄ™?", - L"Ta zmiana bÄ™dzie trwaÅ‚a. Kontynuować?", - L"%s ma wiÄ™cej energii!", - L"%s poÅ›lizgnÄ…Å‚(nęła) siÄ™ na kulkach!", - L"%s nie chwyciÅ‚(a) - %s!", - L"%s naprawiÅ‚(a) %s", - L"Przerwanie dla: ", - L"Poddać siÄ™?", - L"Ta osoba nie chce twojej pomocy.", - L"NIE SÄ„DZĘ!", - L"Aby podróżować helikopterem Skyridera, musisz najpierw zmienić przydziaÅ‚ najemników na POJAZD/HELIKOPTER.", - L"%s miaÅ‚(a) czas by przeÅ‚adować tylko jednÄ… broÅ„", - L"Tura dzikich kotów", - L"ogieÅ„ ciÄ…gÅ‚y", - L"brak ognia ciÄ…gÅ‚ego", - L"celna", - L"niecelna", - L"broÅ„ samoczynna", - L"Wróg nie ma przedmiotów, które można ukraść!", - L"Wróg nie ma żadnego przedmiotu w rÄ™ce!", - - //add new camo string - L"%s: kamuflaż pustynny siÄ™ starÅ‚.", - L"%s: kamuflaż pustynny siÄ™ zmyÅ‚.", - - L"%s: kamuflaż leÅ›ny siÄ™ starÅ‚.", - L"%s: kamuflaż leÅ›ny siÄ™ zmyÅ‚.", - - L"%s: kamuflaż miejski siÄ™ starÅ‚.", - L"%s: kamuflaż miejski siÄ™ zmyÅ‚.", - - L"%s: kamuflaż zimowy siÄ™ starÅ‚.", - L"%s: kamuflaż zimowy siÄ™ zmyÅ‚.", - - L"Niemożesz przydzielić %s do tego slotu.", - L"The %s will not fit in any open slots.", - L"There's not enough space for this pocket.", //TODO:Translate - - L"%s has repaired the %s as much as possible.", // TODO.Translate - L"%s has repaired %s's %s as much as possible.", - - L"%s has cleaned the %s.", // TODO.Translate - L"%s has cleaned %s's %s.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", // TODO.Translate -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Tracony", - L"Traconian", -#else - L"Arulco", - L"Arulcan", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Omerta", - L"Drassen", - L"Alma", - L"Grumm", - L"Tixa", - L"Cambria", - L"San Mona", - L"Estoni", - L"Orta", - L"Balime", - L"Meduna", - L"Chitzena", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Pauza", - L"Normalna", - L"5 min.", - L"30 min.", - L"60 min.", - L"6 godz.", //NEW -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"Oddz. 1", - L"Oddz. 2", - L"Oddz. 3", - L"Oddz. 4", - L"Oddz. 5", - L"Oddz. 6", - L"Oddz. 7", - L"Oddz. 8", - L"Oddz. 9", - L"Oddz. 10", - L"Oddz. 11", - L"Oddz. 12", - L"Oddz. 13", - L"Oddz. 14", - L"Oddz. 15", - L"Oddz. 16", - L"Oddz. 17", - L"Oddz. 18", - L"Oddz. 19", - L"Oddz. 20", - L"Oddz. 21", - L"Oddz. 22", - L"Oddz. 23", - L"Oddz. 24", - L"Oddz. 25", - L"Oddz. 26", - L"Oddz. 27", - L"Oddz. 28", - L"Oddz. 29", - L"Oddz. 30", - L"Oddz. 31", - L"Oddz. 32", - L"Oddz. 33", - L"Oddz. 34", - L"Oddz. 35", - L"Oddz. 36", - L"Oddz. 37", - L"Oddz. 38", - L"Oddz. 39", - L"Oddz. 40", - L"SÅ‚użba", // on active duty - L"Lekarz", // administering medical aid - L"Pacjent", // getting medical aid - L"Pojazd", // in a vehicle - L"Podróż", // in transit - abbreviated form - L"Naprawa", // repairing - L"Radio Scan", // scanning for nearby patrols // TODO.Translate - L"Praktyka", // training themselves - L"Samoobr.", // training a town to revolt - L"R.Samoobr.", //training moving militia units - L"Instruk.", // training a teammate - L"UczeÅ„", // being trained by someone else - L"Get Item", // get items // TODO.Translate - L"Staff", // operating a strategic facility // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Rest", // Resting at a facility // TODO.Translate - L"Prison", // Flugente: interrogate prisoners - L"Nie żyje", // dead - L"ObezwÅ‚.", // abbreviation for incapacitated - L"Jeniec", // Prisoner of war - captured - L"Szpital", // patient in a hospital - L"Pusty", // Vehicle is empty - L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate - L"Propag.", // facility: spread propaganda - L"Propag.", // facility: spread propaganda (globally) - L"Rumours", // facility: gather information - L"Propag.", // spread propaganda - L"Rumours", // gather information - L"Command", // militia movement orders - L"Diagnose", // disease diagnosis //TODO.Translate - L"Treat D.", // treat disease among the population - L"Lekarz", // administering medical aid - L"Pacjent", // getting medical aid - L"Naprawa", // repairing - L"Fortify", // build structures according to external layout // TODO.Translate - L"Train W.", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Samoobrona", // the title of the militia box - L"Bez przydziaÅ‚u", //the number of unassigned militia troops - L"Nie możesz przemieszczać oddziałów samoobrony gdy nieprzyjaciel jest w sektorze!", - L"Część samoobrony nie zostaÅ‚a przydzielona do sektoru. Czy chcesz ich rozwiÄ…zać?", -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Automatyczne", // auto place the militia troops for the player - L"OK", // done placing militia troops - L"Rozwiąż", // HEADROCK HAM 3.6: Disband militia - L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate -}; - -STR16 pConditionStrings[] = -{ - L"DoskonaÅ‚y", //the state of a soldier .. excellent health - L"Dobry", // good health - L"Dość dobry", // fair health - L"Ranny", // wounded health - L"ZmÄ™czony",//L"Wyczerpany", // tired - L"Krwawi", // bleeding to death - L"Nieprzyt.", // knocked out - L"UmierajÄ…cy", // near death - L"Nie żyje", // dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"SÅ‚użba", // set merc on active duty - L"Pacjent", // set as a patient to receive medical aid - L"Pojazd", // tell merc to enter vehicle - L"Wypuść", // let the escorted character go off on their own - L"Anuluj", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"Oddz. 1", - L"Oddz. 2", - L"Oddz. 3", - L"Oddz. 4", - L"Oddz. 5", - L"Oddz. 6", - L"Oddz. 7", - L"Oddz. 8", - L"Oddz. 9", - L"Oddz. 10", - L"Oddz. 11", - L"Oddz. 12", - L"Oddz. 13", - L"Oddz. 14", - L"Oddz. 15", - L"Oddz. 16", - L"Oddz. 17", - L"Oddz. 18", - L"Oddz. 19", - L"Oddz. 20", - L"Oddz. 21", - L"Oddz. 22", - L"Oddz. 23", - L"Oddz. 24", - L"Oddz. 25", - L"Oddz. 26", - L"Oddz. 27", - L"Oddz. 28", - L"Oddz. 29", - L"Oddz. 30", - L"Oddz. 31", - L"Oddz. 32", - L"Oddz. 33", - L"Oddz. 34", - L"Oddz. 35", - L"Oddz. 36", - L"Oddz. 37", - L"Oddz. 38", - L"Oddz. 39", - L"Oddz. 40", - L"SÅ‚użba", - L"Lekarz", - L"Pacjent", - L"Pojazd", - L"Podróż", - L"Naprawa", - L"Radio Scan", // radio scan // TODO.Translate - L"Praktyka", - L"Trenuje samoobronÄ™", - L"Training Mobile Militia", // TODO.Translate - L"Instruktor", - L"UczeÅ„", - L"Get Item", // get items // TODO.Translate - L"Facility Staff", // TODO.Translate - L"Eat", // eating at a facility (cantina etc.) // TODO.Translate - L"Resting at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Nie żyje", - L"ObezwÅ‚adniony", - L"Jeniec", - L"Szpital", - L"Pusty", // Vehicle is empty - L"WiÄ™zienny kapuÅ›", // facility: undercover prisoner (snitch) - L"Szerzy propagandÄ™", // facility: spread propaganda - L"Szerzy propagandÄ™", // facility: spread propaganda (globally) - L"Zbiera plotki", // facility: gather rumours - L"Szerzy propagandÄ™", // spread propaganda - L"Zbiera plotki", // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Lekarz", - L"Pacjent", - L"Naprawa", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"OddziaÅ‚ 1", - L"OddziaÅ‚ 2", - L"OddziaÅ‚ 3", - L"OddziaÅ‚ 4", - L"OddziaÅ‚ 5", - L"OddziaÅ‚ 6", - L"OddziaÅ‚ 7", - L"OddziaÅ‚ 8", - L"OddziaÅ‚ 9", - L"OddziaÅ‚ 10", - L"OddziaÅ‚ 11", - L"OddziaÅ‚ 12", - L"OddziaÅ‚ 13", - L"OddziaÅ‚ 14", - L"OddziaÅ‚ 15", - L"OddziaÅ‚ 16", - L"OddziaÅ‚ 17", - L"OddziaÅ‚ 18", - L"OddziaÅ‚ 19", - L"OddziaÅ‚ 20", - L"OddziaÅ‚ 21", - L"OddziaÅ‚ 22", - L"OddziaÅ‚ 23", - L"OddziaÅ‚ 24", - L"OddziaÅ‚ 25", - L"OddziaÅ‚ 26", - L"OddziaÅ‚ 27", - L"OddziaÅ‚ 28", - L"OddziaÅ‚ 29", - L"OddziaÅ‚ 30", - L"OddziaÅ‚ 31", - L"OddziaÅ‚ 32", - L"OddziaÅ‚ 33", - L"OddziaÅ‚ 34", - L"OddziaÅ‚ 35", - L"OddziaÅ‚ 36", - L"OddziaÅ‚ 37", - L"OddziaÅ‚ 38", - L"OddziaÅ‚ 39", - L"OddziaÅ‚ 40", - L"SÅ‚użba", - L"Lekarz", - L"Pacjent", - L"Pojazd", - L"W podróży", - L"Naprawa", - L"Radio Scan", // radio scan // TODO.Translate - L"Praktyka", - L"Trenuj samoobronÄ™", - L"Train Mobiles", // TODO.Translate - L"Trenuj oddziaÅ‚", - L"UczeÅ„", - L"Get Item", // get items // TODO.Translate - L"Staff Facility", // TODO.Translate - L"Rest at Facility", // TODO.Translate - L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate - L"Nie żyje", - L"ObezwÅ‚adniony", - L"Jeniec", - L"W szpitalu", // patient in a hospital - L"Pusty", // Vehicle is empty - L"WiÄ™zienny kapuÅ›", // facility: undercover prisoner (snitch) - L"Szerz propagandÄ™", // facility: spread propaganda - L"Szerz propagandÄ™", // facility: spread propaganda (globally) - L"Zbieraj plotki", // facility: gather rumours - L"Szerz propagandÄ™", // spread propaganda - L"Zbieraj plotki", // gather information - L"Commanding Militia", // militia movement orders // TODO.Translate - L"Diagnose", // disease diagnosis - L"Treat Population disease", // treat disease among the population - L"Lekarz", - L"Pacjent", - L"Naprawa", - L"Fortify sector", // build structures according to external layout // TODO.Translate - L"Train workers", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Opcje kontraktu:", - L"", // a blank line, required - L"Zaproponuj 1 dzieÅ„", // offer merc a one day contract extension - L"Zaproponuj 1 tydzieÅ„", // 1 week - L"Zaproponuj 2 tygodnie", // 2 week - L"Zwolnij", // end merc's contract - L"Anuluj", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"Jeniec", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"SIÅA", //The merc's strength attribute. Others below represent the other attributes. - L"ZRĘCZNOŚĆ", - L"ZWINNOŚĆ", - L"INTELIGENCJA", - L"UMIEJĘTNOÅšCI STRZELECKIE", - L"WIEDZA MEDYCZNA", - L"ZNAJOMOŚĆ MECHANIKI", - L"UMIEJĘTNOŚĆ DOWODZENIA", - L"ZNAJOMOŚĆ MATERIAÅÓW WYBUCHOWYCH", - L"POZIOM DOÅšWIADCZENIA", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"OsÅ‚ona", // the armor rating of the merc - L"Ekwip.", // the weight the merc is carrying - L"Kamuf.", // the merc's camouflage rating - L"Kamuflaż:", - L"Ochrona:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Zwn", // the abbreviated version of : agility - L"Zrc", // dexterity - L"SiÅ‚", // strength - L"Dow", // leadership - L"Int", // wisdom - L"DoÅ›", // experience level - L"Str", // marksmanship skill - L"Mec", // mechanical skill - L"Wyb", // explosive skill - L"Med", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"PrzydziaÅ‚", // the mercs current assignment - L"Kontrakt", // the contract info about the merc - L"Zdrowie", // the health level of the current merc - L"Morale", // the morale of the current merc - L"Stan", // the condition of the current vehicle - L"Paliwo", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Praktyka", // tell merc to train self - L"Samoobrona", // tell merc to train town - L"Instruktor", // tell merc to act as trainer - L"UczeÅ„", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Limit ognia:", // the allowable rate of fire for a merc who is guarding - L" Agresywny ogieÅ„", // the merc can be aggressive in their choice of fire rates - L" OszczÄ™dzaj amunicjÄ™", // conserve ammo - L" Strzelaj w ostatecznoÅ›ci", // fire only when the merc needs to - L"Inne opcje:", // other options available to merc - L" Może siÄ™ wycofać", // merc can retreat - L" Może szukać schronienia", // merc is allowed to seek cover - L" Może pomagać partnerom", // merc can assist teammates - L"OK", // done with this menu - L"Anuluj", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Limit ognia:", - L" *Agresywny ogieÅ„*", - L" *OszczÄ™dzaj amunicjÄ™*", - L" *Strzelaj w ostatecznoÅ›ci*", - L"Inne opcje:", - L" *Może siÄ™ wycofać*", - L" *Może szukać schronienia*", - L" *Może pomagać partnerom*", - L"OK", - L"Anuluj", -}; - -STR16 pAssignMenuStrings[] = -{ - L"SÅ‚użba", // merc is on active duty - L"Lekarz", // the merc is acting as a doctor - L"Disease", // merc is a doctor doing diagnosis TODO.Translate - L"Pacjent", // the merc is receiving medical attention - L"Pojazd", // the merc is in a vehicle - L"Naprawa", // the merc is repairing items - L"NasÅ‚uch", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"KapuÅ›", // anv: snitch actions - L"Szkolenie", // the merc is training - L"Militia", // all things militia - L"Get Item", // get items // TODO.Translate - L"Fortify", // fortify sector // TODO.Translate - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"Facility", // the merc is using/staffing a facility // TODO.Translate - L"Anuluj", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Atakuj", // set militia to aggresive - L"Utrzymaj pozycjÄ™", // set militia to stationary - L"Wycofaj siÄ™", // retreat militia - L"Chodź do mnie", // retreat militia - L"Padnij", // retreat militia - L"Crouch", // TODO.Translate - L"Kryj siÄ™", - L"Move to", // TODO.Translate - L"Wszyscy: Atakujcie", - L"Wszyscy: Utrzymajcie pozycje", - L"Wszyscy: Wycofajcie siÄ™", - L"Wszyscy: Chodźcie do mnie", - L"Wszyscy: Rozproszcie siÄ™", - L"Wszyscy: Padnijcie", - L"All: Crouch", // TODO.Translate - L"Wszyscy: Kryjcie siÄ™", - //L"Wszyscy: Szukajcie przedmiotów", - L"Anuluj", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = // TODO.Translate -{ - // radio operator - L"Artillery Strike", - L"Jam communications", - L"Scan frequencies", - L"Eavesdrop", - L"Call reinforcements", - L"Switch off radio set", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", // TODO.Translate - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Spotter", // TODO.Translate - L"Focus", // TODO.Translate - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Order an artillery strike from sector...", - L"Fill all radio frequencies with white noise, making communications impossible.", - L"Scan for jamming signals.", - L"Use your radio equipment to continously listen for enemy movement.", - L"Call in reinforcements from neighbouring sectors.", - L"Turn off radio set.", // TODO.Translate - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"Requires:\n", - L" - %d AP\n", - L" - %s\n", - L" - %s or higher\n", - L" - %s or higher or\n", - L" - %d minutes to be ready\n", - L" - mortar positions in neighbouring sectors\n", - L" - %s |o|r %s |a|n|d %s or %s or higher\n", - L" - possession by a demon", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = // TODO.Translate -{ - L"Militia", - L"Other Squads", - L"Cancel", - L"%d Militia", - L"All Militia", - - L"More", // TODO.Translate - L"Corpse: %s", // TODO.Translate -}; - -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"Drużynowy kapuÅ›", - L"Zlecenie w mieÅ›cie", - L"Anuluj", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"Przedyskutuj zachowanie kapusia wzglÄ™dem jego kolegów.", - L"Podejmij zlecenie w sektorze miejskim.", - L"Anuluj", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"ZgÅ‚aszaj skargi", - L"Nie zgÅ‚aszaj skarg", - L"Zapobiegaj zÅ‚emu zachowaniu", - L"Nie zapobiegaj zÅ‚emu zachowaniu", - L"Anuluj", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"ZgÅ‚aszaj swojemu dowódcy wszelkie skargi jakie usÅ‚yszysz ze strony pozostaÅ‚ych najemników.", - L"Niczego nie zgÅ‚aszaj.", - L"Próbuj powstrzymywać pozostaÅ‚ych najemników przed pijaÅ„stwem czy kradzieżami.", - L"Nie zwracaj uwagi na zachowanie pozostaÅ‚ych najemników.", - L"Anuluj", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"Szerz propagandÄ™", - L"Zbieraj plotki", - L"Anuluj", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"Wychwalaj postÄ™powanie najemników aby podnieść lojalność miasta i zaprzeczaj wszelkim negatywnym doniesieniom.", - L"NasÅ‚uchuj wszelkich pogÅ‚osek o wrogiej aktywnoÅ›ci.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = // TODO.Translate -{ - L"Interrogate admins", - L"Interrogate troops", - L"Interrogate elites", - L"Interrogate officers", - L"Interrogate generals", - L"Interrogate civilians", - L"Cancel", -}; - -STR16 pPrisonerMenuDescStrings[] = -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Cancel", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale w porÄ™ to spostrzegÅ‚ i zdoÅ‚aÅ‚ ujść z życiem.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale zdoÅ‚aÅ‚ zaÅ‚agodzić sytuacjÄ™ i ujść z życiem.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale zdoÅ‚aÅ‚ uniknąć próby zamachu.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale strażnicy zdoÅ‚ali zapobiec wybuchowi agresji wÅ›ród więźniów.", - - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal utopiony przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal pobity na Å›mierć przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal zasztyletowany przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal uduszony przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", - - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i utopiony w kiblu przez współwięźniów.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i pobity na Å›mierć przez współwięźniów.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i zasztyletowany przez współwięźniów.", - L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i uduszony przez współwięźniów.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s sÅ‚yszaÅ‚ pogÅ‚oski o aktywnośći wroga w %d sektorach.", - -}; - -STR16 pRemoveMercStrings[] = -{ - L"UsuÅ„ najemnika", // remove dead merc from current team - L"Anuluj", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Zdrowie", - L"Zwinność", - L"ZrÄ™czność", - L"SiÅ‚a", - L"Um. dowodzenia", - L"Um. strzeleckie", - L"Zn. mechaniki", - L"Zn. mat. wyb.", - L"Wiedza med.", - L"Anuluj", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Praktyka", // train yourself - L"Train workers", // TODO.Translate - L"Instruktor", // train your teammates - L"UczeÅ„", // be trained by an instructor - L"Anuluj", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"OddziaÅ‚ 1", - L"OddziaÅ‚ 2", - L"OddziaÅ‚ 3", - L"OddziaÅ‚ 4", - L"OddziaÅ‚ 5", - L"OddziaÅ‚ 6", - L"OddziaÅ‚ 7", - L"OddziaÅ‚ 8", - L"OddziaÅ‚ 9", - L"OddziaÅ‚ 10", - L"OddziaÅ‚ 11", - L"OddziaÅ‚ 12", - L"OddziaÅ‚ 13", - L"OddziaÅ‚ 14", - L"OddziaÅ‚ 15", - L"OddziaÅ‚ 16", - L"OddziaÅ‚ 17", - L"OddziaÅ‚ 18", - L"OddziaÅ‚ 19", - L"OddziaÅ‚ 20", - L"OddziaÅ‚ 21", - L"OddziaÅ‚ 22", - L"OddziaÅ‚ 23", - L"OddziaÅ‚ 24", - L"OddziaÅ‚ 25", - L"OddziaÅ‚ 26", - L"OddziaÅ‚ 27", - L"OddziaÅ‚ 28", - L"OddziaÅ‚ 29", - L"OddziaÅ‚ 30", - L"OddziaÅ‚ 31", - L"OddziaÅ‚ 32", - L"OddziaÅ‚ 33", - L"OddziaÅ‚ 34", - L"OddziaÅ‚ 35", - L"OddziaÅ‚ 36", - L"OddziaÅ‚ 37", - L"OddziaÅ‚ 38", - L"OddziaÅ‚ 39", - L"OddziaÅ‚ 40", - L"Anuluj", -}; - -STR16 pPersonnelTitle[] = -{ - L"Personel", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Zdrowie: ", // health of merc - L"Zwinność: ", - L"ZrÄ™czność: ", - L"SiÅ‚a: ", - L"Um. dowodzenia: ", - L"Inteligencja: ", - L"Poziom doÅ›w.: ", // experience level - L"Um. strzeleckie: ", - L"Zn. mechaniki: ", - L"Zn. mat. wybuchowych: ", - L"Wiedza medyczna: ", - L"Zastaw na życie: ", // amount of medical deposit put down on the merc - L"Bieżący kontrakt: ", // cost of current contract - L"Liczba zabójstw: ", // number of kills by merc - L"Liczba asyst: ", // number of assists on kills by merc - L"Dzienny koszt:", // daily cost of merc - L"Ogólny koszt:", // total cost of merc - L"Wartość kontraktu:", // cost of current contract - L"UsÅ‚ugi ogółem", // total service rendered by merc - L"ZalegÅ‚a kwota", // amount left on MERC merc to be paid - L"Celność:", // percentage of shots that hit target - L"Ilość walk:", // number of battles fought - L"Ranny(a):", // number of times merc has been wounded - L"UmiejÄ™tnoÅ›ci:", - L"Brak umiÄ™jÄ™tnoÅ›ci", - L"OsiÄ…gniÄ™cia:", // added by SANDRO -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Elitarni: %d\n", - L"Regularni: %d\n", - L"Administratorzy: %d\n", - L"Wrodzy Cywile: %d\n", - L"Stworzenia: %d\n", - L"CzoÅ‚gi: %d\n", - L"Inne: %d\n", - - L"Do najemników: %d\n", - L"Milicja: %d\n", - L"Inni: %d\n", - - L"Strzałów: %d\n", - L"Wystrzelonych Pocisków: %d\n", - L"Rzuconych Granatów: %d\n", - L"Rzuconych Noży: %d\n", - L"Ataków Nożem: %d\n", - L"Ataków WrÄ™cz: %d\n", - L"Udanych TrafieÅ„: %d\n", - - L"Zamki Otwarte Wytrychem: %d\n", - L"Zamki WyÅ‚amane: %d\n", - L"UsuniÄ™te PuÅ‚apka: %d\n", - L"Zdetonowane Åadunki: %d\n", - L"Naprawione Przedmioty: %d\n", - L"Połączone Przedmioty: %d\n", - L"Ukradzione Przedmioty: %d\n", - L"Wytrenowana Milicja: %d\n", - L"Zabandażowani Najemnicy: %d\n", - L"Wykonane Operacje Chirurgiczne: %d\n", - L"Spotkani NPC: %d\n", - L"Odkryte Sektory: %d\n", - L"UnikniÄ™te Zasadzki: %d\n", - L"Wykonane Zadania: %d\n", - - L"Bitwy Taktyczne: %d\n", - L"Bitwy AutorozstrzygniÄ™te: %d\n", - L"Wykonane Odwroty: %d\n", - L"Napotkanych Zasadzek: %d\n", - L"NajwiÄ™ksza Walka: %d Wrogów\n", - - L"Postrzelony: %d\n", - L"Ugodzony Nożem: %d\n", - L"Uderzony: %d\n", - L"Wysadzony W Powietrze: %d\n", - L"Uszkodzonych Atrybutów: %d\n", - L"Poddany Zabiegom Chirurgicznym: %d\n", - L"Wypadków Przy Pracy: %d\n", - - L"Charakter:", - L"NiepeÅ‚nosprawność:", - - L"Attitudes:", // WANNE: For old traits display instead of "Character:"! - - L"Zombies: %d\n", // TODO.Translate - - L"Background:", // TODO.Translate - L"Personality:", // TODO.Translate - - L"Prisoners interrogated: %d\n", // TODO.Translate - L"Diseases caught: %d\n", - L"Total damage received: %d\n", - L"Total damage caused: %d\n", - L"Total healing: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - L"Brak umiejÄ™tnoÅ›ci", - L"Otwieranie zamków", - L"Walka wrÄ™cz", //JA25: modified - L"Elektronika", - L"Nocne operacje", //JA25: modified - L"Rzucanie", - L"Szkolenie", - L"Ciężka broÅ„", - L"BroÅ„ automatyczna", - L"Skradanie siÄ™", - L"OburÄ™czność", - L"Kradzież", - L"Sztuki walki", - L"BroÅ„ biaÅ‚a", - L"Snajper", //JA25: modified - L"Kamuflaż", //JA25: modified - L"(Eksp.)", -}; - -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"Brak UmiejÄ™tnoÅ›ci", - L"BroÅ„ Automatyczna", - L"BroÅ„ Ciężka", - L"Strzelec Wyborowy", - L"MyÅ›liwy", - L"Pistolero", - L"Walka WrÄ™cz", - L"ZastÄ™pca Szeryfa", - L"Technik", - L"Paramedyk", - // Minor traits - L"OburÄ™czność", - L"Walka WrÄ™cz", - L"Rzucanie", - L"Operacje Nocne", - L"Ukradkowość", - L"Atletyka", - L"Bodybuilding", - L"Åadunki Wybuchowe", - L"Uczenie", - L"Zwiad", - // covert ops is a major trait that was added later - L"Tajne Operacje", // 20 - // new minor traits - L"Radiooperator", // 21 - L"KapuÅ›", // 22 - L"Survival", - - // second names for major skills - L"Strzelec RKMu", // 24 - L"Bombardier", - L"Snajper", - L"MyÅ›liwy", - L"Pistolero", - L"Sztuki Walki", - L"Dowódca Drużyny", - L"Inżynier", - L"Doktor", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Szpieg", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch(minor trait) - L"Placeholder", // for survival (minor trait) - L"WiÄ™cej...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"różne", // for VARIOUSSKILLS - L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate -}; -////////////////////////////////////////////////////////// - - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"W|staÅ„/Idź", - L"S|chyl siÄ™/Idź", - L"WstaÅ„/Biegnij (|R)", - L"|Padnij/CzoÅ‚gaj siÄ™", - L"Patrz (|L)", - L"Akcja", - L"Rozmawiaj", - L"Zbadaj (|C|t|r|l)", - - // Pop up door menu - L"Otwórz", - L"Poszukaj puÅ‚apek", - L"Użyj wytrychów", - L"Wyważ", - L"UsuÅ„ puÅ‚apki", - L"Zamknij na klucz", - L"Otwórz kluczem", - L"Użyj Å‚adunku wybuchowego", - L"Użyj Å‚omu", - L"Anuluj (|E|s|c)", - L"Zamknij" -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"nie posiada żadnych puÅ‚apek", - L"ma zaÅ‚ożony Å‚adunek wybuchowy", - L"jest pod napiÄ™ciem", - L"posiada syrenÄ™ alarmowÄ…", - L"posiada dyskretny alarm" -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"dzieÅ„", - L"tydzieÅ„", - L"dwa tygodnie", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Wybór postaci", - L"PrzydziaÅ‚ najemnika", - L"NanieÅ› trasÄ™ podróży", - L"Kontrakt najemnika", - L"UsuÅ„ najemnika", - L"Åšpij", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"CICHY", - L"WYRAŹNY", - L"GÅOÅšNY", - L"BARDZO GÅOÅšNY" -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"NIEOKREÅšLONY DŹWIĘK", - L"ODGÅOS RUCHU", - L"ODGÅOS SKRZYPNIĘCIA", - L"PLUSK", - L"ODGÅOS UDERZENIA", - L"STRZAÅ", - L"WYBUCH", - L"KRZYK", - L"ODGÅOS UDERZENIA", - L"ODGÅOS UDERZENIA", - L"ÅOMOT", - L"TRZASK" -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"PÅN-WSCH", - L"WSCH", - L"PÅD-WSCH", - L"PÅD", - L"PÅD-ZACH", - L"ZACH", - L"PÅN-ZACH", - L"PÅN" -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Miasto", - L"Droga", - L"Otwarty teren", - L"Pustynia", - L"Las", - L"Las", - L"Bagno", - L"Woda", - L"Wzgórza", - L"Teren nieprzejezdny", - L"Rzeka", //river from north to south - L"Rzeka", //river from east to west - L"Terytorium innego kraju", - //NONE of the following are used for directional travel, just for the sector description. - L"Tropiki", - L"Pola uprawne", - L"Otwarty teren, droga", - L"Las, droga", - L"Las, droga", - L"Tropiki, droga", - L"Las, droga", - L"Wybrzeże", - L"Góry, droga", - L"Wybrzeże, droga", - L"Pustynia, droga", - L"Bagno, droga", - L"Las, Rakiety Z-P", - L"Pustynia, Rakiety Z-P", - L"Tropiki, Rakiety Z-P", - L"Meduna, Rakiety Z-P", - - //These are descriptions for special sectors - L"Szpital w Cambrii", - L"Lotnisko w Drassen", - L"Lotnisko w Medunie", - L"Rakiety Z-P", - L"Refuel site", // TODO.Translate - L"Kryjówka rebeliantów", //The rebel base underground in sector A10 - L"Tixa - Lochy", //The basement of the Tixa Prison (J9) - L"Gniazdo stworzeÅ„", //Any mine sector with creatures in it - L"Orta - Piwnica", //The basement of Orta (K4) - L"Tunel", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Schron", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s wykryto w sektorze %c%d, a inny oddziaÅ‚ jest w drodze.", //STR_DETECTED_SINGULAR - L"%s wykryto w sektorze %c%d, a inne oddziaÅ‚y sÄ… w drodze.", //STR_DETECTED_PLURAL - L"Chcesz skoordynować jednoczesne przybycie?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"Wróg daje ci szansÄ™ siÄ™ poddać.", //STR_ENEMY_SURRENDER_OFFER - L"Wróg schwytaÅ‚ resztÄ™ twoich nieprzytomnych najemników.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"Odwrót", //The retreat button //STR_AR_RETREAT_BUTTON - L"OK", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"OBRONA", //STR_AR_DEFEND_HEADER - L"ATAK", //STR_AR_ATTACK_HEADER - L"STARCIE", //STR_AR_ENCOUNTER_HEADER - L"Sektor", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"ZWYCIĘSTWO!", //STR_AR_OVER_VICTORY - L"PORAÅ»KA!", //STR_AR_OVER_DEFEAT - L"KAPITULACJA!", //STR_AR_OVER_SURRENDERED - L"NIEWOLA!", //STR_AR_OVER_CAPTURED - L"ODWRÓT!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Samoobrona", //STR_AR_MILITIA_NAME, - L"Elity", //STR_AR_ELITE_NAME, - L"Å»oÅ‚nierze", //STR_AR_TROOP_NAME, - L"Administrator", //STR_AR_ADMINISTRATOR_NAME, - L"Stworzenie", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Czas trwania", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"WYCOFAÅ(A) SIĘ", //STR_AR_MERC_RETREATED, - L"WYCOFUJE SIĘ", //STR_AR_MERC_RETREATING, - L"WYCOFAJ SIĘ", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Rozst. autom.", //STR_PB_AUTORESOLVE_BTN, - L"Idź do sektora", //STR_PB_GOTOSECTOR_BTN, - L"Wycof. ludzi", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"STARCIE Z WROGIEM", //STR_PB_ENEMYENCOUNTER_HEADER, - L"INWAZJA WROGA", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"ZASADZKA WROGA", //STR_PB_ENEMYAMBUSH_HEADER - L"WEJÅšCIE DO WROGIEGO SEKTORA", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER - L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER - L"WEJÅšCIE DO LEGOWISKA DZIKICH KOTÓW", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"PoÅ‚ożenie", - L"Wrogowie", - L"Najemnicy", - L"Samoobrona", - L"Stwory", - L"Dzikie koty", - L"Sektor", - L"Brak", //If there are no uninvolved mercs in this fight. - L"N/D", //Acronym of Not Applicable - L"d", //One letter abbreviation of day - L"g", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Wyczyść", - L"Rozprosz", - L"Zgrupuj", - L"OK", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"Kasuje wszystkie pozy|cje najemników, \ni pozwala ponownie je wprowadzić.", - L"Po każdym naciÅ›niÄ™ciu rozmie|szcza\nlosowo twoich najemników.", - L"|Grupuje najemników w wybranym miejscu.", - L"Kliknij ten klawisz gdy już rozmieÅ›cisz \nswoich najemników. (|E|n|t|e|r)", - L"Musisz rozmieÅ›cić wszystkich najemników \nzanim rozpoczniesz walkÄ™.", - - //Various strings (translate word for word) - - L"Sektor", - L"Wybierz poczÄ…tkowe pozycje", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"To miejsce nie jest zbyt dobre. Jest niedostÄ™pne. Spróbuj gdzie indziej.", - L"Rozmieść swoich najemników na podÅ›wietlonej części mapy.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"przybyÅ‚(a) do sektora", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"Automatycznie prowadzi walkÄ™ za ciebie, \nnie Å‚adujÄ…c planszy. (|A)", - L"AtakujÄ…c sektor wroga \nnie można automatycznie rozstrzygnąć walki.", - L"WejÅ›cie do sektora \nby nawiÄ…zać walkÄ™ z wrogiem. (|E)", - L"Wycofuje oddziaÅ‚ \ndo sÄ…siedniego sektora. (|R)", //singular version - L"Wycofuje wszystkie oddziaÅ‚y \ndo sÄ…siedniego sektora. (|R)", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"Nieprzyjaciel zatakowaÅ‚ oddziaÅ‚y samoobrony w sektorze %c%d.", - //%c%d is the sector -- ex: A9 - L"Stworzenia zaatakowaÅ‚y oddziaÅ‚y samoobrony w sektorze %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Stworzenia zatakowaÅ‚y i zabiÅ‚y %d cywili w sektorze %s.", - //%c%d is the sector -- ex: A9 - L"Nieprzyjaciel zatakowaÅ‚ twoich najemników w sektorze %s. Å»aden z twoich najemników nie może walczyć!", - //%c%d is the sector -- ex: A9 - L"Stworzenia zatakowaÅ‚y twoich najemników w sektorze %s. Å»aden z twoich najemników nie może walczyć!", - - // Flugente: militia movement forbidden due to limited roaming // TODO.Translate - L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", - - L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate - L"Tank", //STR_AR_TANK_NAME, - L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate - - L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"DzieÅ„", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Zn. w sektorze:", - L"Zn. w dniu:", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"Stan:", - L"Waga:", - L"PA Koszty", - L"Zas.:", // Range - L"SiÅ‚a:", // Damage - L"Ilość:", // Number of bullets left in a magazine - L"PA:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"Celność:", //9 - L"ZasiÄ™g:", //10 - L"SiÅ‚a:", //11 - L"Waga:", //12 - L"OgÅ‚uszenie:",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - L"Attachments:", //14 // TODO.Translate - L"AUTO/5:", //15 - L"Remaining ammo:", //16 // TODO.Translate - - L"DomyÅ›lne:", //17 //WarmSteel - So we can also display default attachments - L"Dirt:", // 18 //added by Flugente // TODO.Translate - L"Space:", // 19 //space left on Molle items // TODO.Translate - L"Spread Pattern:", // 20 // TODO.Translate - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - // TODO.Translate - L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", - L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", - L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", - L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", - L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", - L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", - L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", - L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"", //12 - L"AP/przygot.", - L"AP za 1 strzaÅ‚", - L"AP za seriÄ™", - L"AP za Auto", - L"AP/przeÅ‚aduj", - L"AP/przeÅ‚aduj rÄ™cznie", - L"Burst Penalty (Lower is better)", //19 - L"Modf. dwójnogu", - L"Auto/5AP", - L"Autofire Penalty (Lower is better)", - L"PA: (mniej - lepiej)", //23 - L"AP za rzut", - L"AP za strzaÅ‚", - L"AP/cios-nóż", - L"WyÅ‚. 1 strzaÅ‚!", - L"WyÅ‚. seriÄ™!", - L"WyÅ‚. auto!", - L"AP/cios-Å‚om", - L"", - L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Modyf. rozmiaru (mniej - lepiej)", // 0 - L"Modyf. sprawnoÅ›ci", - L"Modyf. gÅ‚oÅ›noÅ›ci (mniej - lepiej)", - L"Ukrywa bÅ‚ysk", - L"Modf. dwójnogu", - L"Modyf. zasiÄ™gu", // 5 - L"Modyf. trafieÅ„", - L"Max zasg. lasera", - L"Modf bonusu celowania", - L"Modyf. dÅ‚ug. serii", - L"Modyf. kary za seriÄ™ (wiÄ™cej - lepiej)", // 10 - L"Modyf. kary za ogieÅ„ auto (wiÄ™cej - lepiej)", - L"Modyf. AP", - L"Modyf. AP za seriÄ™ (mniej - lepiej)", - L"Modyf. AP za ogieÅ„ auto (mniej - lepiej)", - L"Modf AP/przygotwanie (mniej - lepiej)", // 15 - L"Modf AP/przeÅ‚adowanie (mniej - lepiej)", - L"Modyf. wlk. magazynka", - L"Modyf. AP/atak (mniej - lepiej)", - L"Modyf. obrażeÅ„", - L"Modf obr. walki wrÄ™cz", // 20 - L"Kam leÅ›ny", - L"Kam miasto", - L"Kam pustyn.", - L"Kam Å›nieg", - L"Modyf. skradania", // 25 - L"Modyf. zasg. sÅ‚uchu", - L"Modyf. zasg. wzroku", - L"Modyf. zasg. wzroku/dzieÅ„", - L"Modyf. zasg. wzroku/noc", - L"Modyf. zasg. wzroku/jasne Å›wiatÅ‚o", //30 - L"Modyf. zasg. wzr./jaskinia", - L"Widzenie tunelowe w % (mniej - lepiej)", - L"Min. zasg. dla bonusu cel.", - L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate - L"Equipment weight: %4.1f kg", // 35 // TODO.Translate -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"In ", - L"PERFECT", - L"EXCELLENT", - L"GOOD", - L"FAIR", - L"POOR", - L"BAD", - L"TERRIBLE", - L" condition." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Kwota", - L"PozostaÅ‚o:", //this is the overall balance - L"Kwota", - L"Wydzielić:", // the amount he wants to separate from the overall balance to get two piles of money - - L"Bieżące", - L"Saldo:", - L"Kwota", - L"do podjÄ™cia:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"UMIERAJÄ„CY", // >= 0 - L"KRYTYCZNY", // >= 15 - L"KIEPSKI", // >= 30 - L"RANNY", // >= 45 - L"ZDROWY", // >= 60 - L"SILNY", // >= 75 - L"DOSKONAÅY", // >= 90 - L"CAPTURED", // added by Flugente TODO.Translate -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"$1000", - L"$100", - L"$10", - L"OK", - L"Wydziel", - L"Podejmij", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"Zalety:", -}; - -CHAR16 gzConsLabel[10] = -{ - L"Wady:", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Powtórz", //meaning "Repeat yourself" - L"Przyjaźnie", //approach in a friendly - L"BezpoÅ›rednio", //approach directly - let's get down to business - L"Groźnie", //approach threateningly - talk now, or I'll blow your face off - L"Daj", - L"Rekrutuj", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Kup/Sprzedaj", - L"Kup", - L"Sprzedaj", - L"Napraw", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"OK", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Eldorado", - L"Hummer", // a hummer jeep/truck -- military vehicle - L"Furgonetka z lodami", - L"Jeep", - L"CzoÅ‚g", - L"Helikopter", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Eldor.", - L"Hummer", // the HMVV - L"Furg.", - L"Jeep", - L"CzoÅ‚g", - L"Heli.", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Eldorado", - L"Hummer", //a military jeep. This is a brand name. - L"Furg.", // Ice cream truck - L"Jeep", - L"CzoÅ‚g", - L"Heli.", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"Nie jesteÅ› w stanie strzelać z tego miejsca.", - L"Nie możesz sie przesiąść miÄ™dzy tymi dwoma miejscami bez opuszczania pojazdu.", -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Nalot", - L"Udzielić automatycznie pierwszej pomocy?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s zauważyÅ‚(a) że dostawa jest niekompletna.", - - // The %s is a string from pDoorTrapStrings - - L"Zamek %s.", - L"Brak zamka.", - L"Sukces!", - L"Niepowodzenie.", - L"Sukces!", - L"Niepowodzenie.", - L"Zamek nie ma puÅ‚apek.", - L"Sukces!", - // The %s is a merc name - L"%s nie posiada odpowiedniego klucza.", - L"Zamek zostaÅ‚ rozbrojony.", - L"Zamek nie ma puÅ‚apek.", - L"ZamkniÄ™te.", - L"DRZWI", - L"ZABEZP.", - L"ZAMKNIĘTE", - L"OTWARTE", - L"ROZWALONE", - L"Tu jest przełącznik. Włączyć go?", - L"Rozbroić puÅ‚apkÄ™?", - L"Poprz...", - L"Nast...", - L"WiÄ™cej...", - - // In the next 2 strings, %s is an item name - - L"%s - poÅ‚ożono na ziemi.", - L"%s - przekazano do - %s.", - - // In the next 2 strings, %s is a name - - L"%s otrzymaÅ‚(a) całą zapÅ‚atÄ™.", - L"%s - należność wobec niej/niego wynosi jeszcze %d.", - L"Wybierz czÄ™stotliwość sygnaÅ‚u detonujÄ…cego:", //in this case, frequency refers to a radio signal - L"Ile tur do eksplozji:", //how much time, in turns, until the bomb blows - L"Ustaw czÄ™stotliwość zdalnego detonatora:", //in this case, frequency refers to a radio signal - L"Rozbroić puÅ‚apkÄ™?", - L"Usunąć niebieskÄ… flagÄ™?", - L"UmieÅ›cić tutaj niebieskÄ… flagÄ™?", - L"KoÅ„czÄ…ca tura", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Na pewno chcesz zaatakować - %s?", - L"Pojazdy nie mogÄ… zmieniać pozycji.", - L"Robot nie może zmieniać pozycji.", - - // In the next 3 strings, %s is a name - - L"%s nie może zmienić pozycji w tym miejscu.", - L"%s nie może tu otrzymać pierwszej pomocy.", - L"%s nie potrzebuje pierwszej pomocy.", - L"Nie można ruszyć w to miejsce.", - L"OddziaÅ‚ jest już kompletny. Nie ma miejsca dla nowych rekrutów.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s pracuje już dla ciebie.", - - // Here %s is a name and %d is a number - - L"%s - należność wobec niej/niego wynosi %d$.", - - // In the next string, %s is a name - - L"%s - Eskortować tÄ… osobÄ™?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"%s - Zatrudnić tÄ… osobÄ™ za %s dziennie?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Chcesz walczyć?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"%s - Kupić to za %s?", - - // In the next string, %s is a name - - L"%s jest pod eskortÄ… oddziaÅ‚u %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"ZACIĘTA", //weapon is jammed. - L"Robot potrzebuje amunicji kaliber %s.", //Robot is out of ammo - L"Rzucić tam? To niemożliwe.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Skradanie siÄ™ (|Z)", - L"Ekran |Mapy", - L"Koniec tury (|D)", - L"Rozmowa", - L"Wycisz", - L"Pozycja do góry (|P|g|U|p)", - L"Poziom kursora (|T|a|b)", - L"Wspinaj siÄ™ / Zeskocz (|J)", - L"Pozycja w dół (|P|g|D|n)", - L"Badać (|C|t|r|l)", - L"Poprzedni najemnik", - L"NastÄ™pny najemnik (|S|p|a|c|j|a)", - L"|Opcje", - L"CiÄ…gÅ‚y ogieÅ„ (|B)", - L"Spójrz/Obróć siÄ™ (|L)", - L"Zdrowie: %d/%d\nEnergia: %d/%d\nMorale: %s", - L"Co?", //this means "what?" - L"Kont", //an abbrieviation for "Continued" - L"%s ma włączone potwierdzenia gÅ‚osowe.", - L"%s ma wyłączone potwierdzenia gÅ‚osowe.", - L"Stan: %d/%d\nPaliwo: %d/%d", - L"WysiÄ…dź z pojazdu" , - L"ZmieÅ„ oddziaÅ‚ ( |S|h|i|f|t |S|p|a|c|j|a )", - L"Prowadź", - L"N/D", //this is an acronym for "Not Applicable." - L"Użyj ( Walka wrÄ™cz )", - L"Użyj ( Broni palnej )", - L"Użyj ( Broni biaÅ‚ej )", - L"Użyj ( Mat. wybuchowych )", - L"Użyj ( Apteczki )", - L"(Åap)", - L"(PrzeÅ‚aduj)", - L"(Daj)", - L"%s - puÅ‚apka zostaÅ‚a uruchomiona.", - L"%s przybyÅ‚(a) na miejsce.", - L"%s straciÅ‚(a) wszystkie Punkty Akcji.", - L"%s jest nieosiÄ…galny(na).", - L"%s ma już zaÅ‚ożone opatrunki.", - L"%s nie ma bandaży.", - L"Wróg w sektorze!", - L"Nie ma wroga w zasiÄ™gu wzroku.", - L"Zbyt maÅ‚o Punktów Akcji.", - L"Nikt nie używa zdalnego sterowania.", - L"CiÄ…gÅ‚y ogieÅ„ opróżniÅ‚ magazynek!", - L"Å»OÅNIERZ", - L"STWÓR", - L"SAMOOBRONA", - L"CYWIL", - L"ZOMBIE", // TODO.Translate - L"PRISONER",// TODO.Translate - L"WyjÅ›cie z sektora", - L"OK", - L"Anuluj", - L"Wybrany najemnik", - L"Wszyscy najemnicy w oddziale", - L"Idź do sektora", - L"Otwórz mapÄ™", - L"Nie można opuÅ›cić sektora z tej strony.", - L"You can't leave in turn based mode.", // TODO.Translate - L"%s jest zbyt daleko.", - L"UsuÅ„ korony drzew", - L"Pokaż korony drzew", - L"WRONA", //Crow, as in the large black bird - L"SZYJA", - L"GÅOWA", - L"TUÅÓW", - L"NOGI", - L"Powiedzieć królowej to, co chce wiedzieć?", - L"Wzór odcisku palca pobrany", - L"NiewÅ‚aÅ›ciwy wzór odcisku palca. BroÅ„ bezużyteczna.", - L"Cel osiÄ…gniÄ™ty", - L"Droga zablokowana", - L"WpÅ‚ata/PodjÄ™cie pieniÄ™dzy", //Help text over the $ button on the Single Merc Panel - L"Nikt nie potrzebuje pierwszej pomocy.", - L"Zac.", // Short form of JAMMED, for small inv slots - L"Nie można siÄ™ tam dostać.", // used ( now ) for when we click on a cliff - L"PrzejÅ›cie zablokowane. Czy chcesz zamienić siÄ™ miejscami z tÄ… osobÄ…?", - L"Osoba nie chce siÄ™ przesunąć.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Zgadzasz siÄ™ zapÅ‚acić %s?", - L"Zgadzasz siÄ™ na darmowe leczenie?", - L"Zgadasz siÄ™ na małżeÅ„stwo z %s?", //Darylem - L"Kółko na klucze", - L"Nie możesz tego zrobić z eskortowanÄ… osobÄ….", - L"OszczÄ™dzić %s?", //Krotta - L"Poza zasiÄ™giem broni", - L"Górnik", - L"Pojazdem można podróżować tylko pomiÄ™dzy sektorami", - L"Teraz nie można automatycznie udzielić pierwszej pomocy", - L"PrzejÅ›cie zablokowane dla - %s", - L"Twoi najemnicy, schwytani przez żoÅ‚nierzy %s, sÄ… tutaj uwiÄ™zieni!", //Deidranny - L"Zamek zostaÅ‚ trafiony", - L"Zamek zostaÅ‚ zniszczony", - L"KtoÅ› inny majstruje przy tych drzwiach.", - L"Stan: %d/%d\nPaliwo: %d/%d", - L"%s nie widzi - %s.", // Cannot see person trying to talk to - L"Dodatek usuniÄ™ty", - L"Nie możesz zdobyć kolejnego pojazdu, ponieważ posiadasz już 2", - - // added by Flugente for defusing/setting up trap networks // TODO.Translate - L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", - L"Set defusing frequency:", - L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", - L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", - L"Select tripwire hierarchy (1 - 4) and network (A - D):", - - // added by Flugente to display food status - L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"What do you want to do?", - L"Fill canteens", - L"Clean guns (Merc)", - L"Clean guns (Team)", - L"Take off clothes", - L"Lose disguise", - L"Militia inspection", - L"Militia restock", - L"Test disguise", - L"unused", - - // added by Flugente: decide what to do with the corpses - L"What do you want to do with the body?", - L"Decapitate", - L"Gut", - L"Take Clothes", - L"Take Body", - - // Flugente: weapon cleaning - L"%s cleaned %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Where do you want to send the %d prisoners?", // TODO.Translate - L"Let them go", - L"What do you want to do?", - L"Demand surrender", - L"Offer surrender", - L"Distract", // TODO.Translate - L"Talk", - L"Recruit Turncoat", // TODO: translate - - // TODO.Translate - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Disarm trap", - L"Inspect trap", - L"Remove blue flag", - L"Blow up!", - L"Activate tripwire", - L"Deactivate tripwire", - L"Reveal tripwire", - L"No detonator or remote detonator found!", - L"This bomb is already armed!", - L"Safe", - L"Mostly safe", - L"Risky", - L"Dangerous", - L"High danger!", - - L"Mask", // TODO.Translate - L"NVG", - L"Item", - - L"This feature works only with New Inventory System", - L"No item in your main hand", - L"Nowhere to place item from main hand", - L"No defined item for this quick slot", - L"No free hand for new item", - L"Item not found", - L"Cannot take item to main hand", - - L"Attempting to bandage travelling mercs...", //TODO.Translate - - L"Improve gear", - L"%s changed %s for superior version", - L"%s picked up %s", // TODO.Translate - - L"%s has stopped chatting with %s", // TODO.Translate -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, to sÄ…siedni sektor zostanie natychmiast zaÅ‚adowany.", - L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, to na czas podróży pojawi siÄ™ automatycznie ekran mapy.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Ten sektor jest okupowany przez wroga i nie możesz tu zostawić najemników.\nMusisz uporać siÄ™ z tÄ… sytuacjÄ… zanim zaÅ‚adujesz inny sektor.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Gdy wyprowadzisz swoich pozostaÅ‚ych najemników z tego sektora,\nsÄ…siedni sektor zostanie automatycznie zaÅ‚adowany.", - L"Gdy wyprowadzisz swoich pozostaÅ‚ych najemników z tego sektora,\nto na czas podróży pojawi siÄ™ automatycznie ekran mapy.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s jest pod eskortÄ… twoich najemników i nie może bez nich opuÅ›cić tego sektora.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s nie może sam opuÅ›cić tego sektora, gdyż %s jest pod jego eskortÄ….", //male singular - L"%s nie może sama opuÅ›cić tego sektora, gdyż %s jest pod jej eskortÄ….", //female singular - L"%s nie może sam opuÅ›cić tego sektora, gdyż eskortuje inne osoby.", //male plural - L"%s nie może sama opuÅ›cić tego sektora, gdyż eskortuje inne osoby.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Wszyscy twoi najemnicy muszÄ… być w pobliżu,\naby oddziaÅ‚ mógÅ‚ siÄ™ przemieszczać.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, %s bÄ™dzie podróżować w pojedynkÄ™\ni automatycznie znajdzie siÄ™ w osobnym oddziale.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, aktualnie\nwybrany oddziaÅ‚ opuÅ›ci ten sektor.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s jest pod eskortÄ… twoich najemników i nie może bez nich opuÅ›cić tego sektora. Aby opuÅ›cić sektor twoi najemnicy muszÄ… być w pobliżu.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Wyposażenie", // tell merc to repair items in inventory - L"Baza rakiet Z-P", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Anuluj", // cancel this menu - L"Robot", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"traci", // the merc has lost a statistic - L"zyskuje", // the merc has gained a statistic - L"pkt.", // singular - L"pkt.", // plural - L"pkt.", // singular - L"pkt.", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"zdrowia.", - L"zwinnoÅ›ci.", - L"zrÄ™cznoÅ›ci.", - L"inteligencji.", - L"umiejÄ™tnoÅ›ci medycznych.", - L"umiejÄ™tnoÅ›ci w dziedzinie materiałów wybuchowych.", - L"umiejÄ™tnoÅ›ci w dziedzinie mechaniki.", - L"umiejÄ™tnoÅ›ci strzeleckich.", - L"doÅ›wiadczenia.", - L"siÅ‚y.", - L"umiejÄ™tnoÅ›ci dowodzenia.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"CaÅ‚kowita trasa: ",// total distance for helicopter to travel - L" Bezp.: ", // distance to travel to destination - L" Niebezp.:", // distance to return from destination to airport - L"CaÅ‚kowity koszt: ", // total cost of trip by helicopter - L"PCP: ", // ETA is an acronym for "estimated time of arrival" - L"Helikopter ma maÅ‚o paliwa i musi wylÄ…dować na terenie wroga.", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Pasażerowie: ", - L"Wybór Skyridera lub pasażerów?", - L"Skyrider", - L"Pasażerowie", - L"Helikopter zostaÅ‚ poważnie uszkodzony i musi wylÄ…dować na terenie wroga!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Helikopter powróci teraz wprost do bazy, czy chcesz najpierw wysadzić pasażerów?", - L"Remaining Fuel:", // TODO.Translate - L"Dist. To Refuel Site:", // TODO.Translate -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Czy chcesz aby %s rozpoczÄ…Å‚ naprawÄ™? BÄ™dzie to kosztować %d$, a helikopter pozostanie niedostÄ™pny przez okoÅ‚o %d godzin(y).", - L"Helikopter jest obecnie rozmontowany. Zaczekaj aż naprawa zostanie ukoÅ„czona.", - L"Helikopter jest znów dostÄ™pny do lotu.", - L"Helicopter jest zatankowany do peÅ‚na.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Poziom:", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"LojalnoÅ›ci", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"nie można wydawać rozkazów podróży pod ziemiÄ….", -}; - -STR16 gsTimeStrings[] = -{ - L"g", // hours abbreviation - L"m", // minutes abbreviation - L"s", // seconds abbreviation - L"d", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"Brak", - L"Szpital", - L"Factory", // TODO.Translate - L"WiÄ™zienie", - L"Baza wojskowa", - L"Lotnisko", - L"Strzelnica", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Inwentarz", - L"Zamknij", - L"Repair", // TODO.Translate - L"Factories", // TODO.Translate -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Rozmiar", // 0 // size of the town in sectors - L"", // blank line, required - L"Pod kontrolÄ…", // how much of town is controlled - L"Brak", // none of this town - L"Przynależna kopalnia", // mine associated with this town - L"Lojalność", // 5 // the loyalty level of this town - L"Wyszkolonych", // the forces in the town trained by the player - L"", - L"Główne obiekty", // main facilities in this town - L"Poziom", // the training level of civilians in this town - L"Szkolenie cywili", // 10 // state of civilian training in town - L"Samoobrona", // the state of the trained civilians in the town - - // Flugente: prisoner texts // TODO.Translate - L"Prisoners", - L"%d (capacity %d)", - L"%d Admins", - L"%d Regulars", - L"%d Elites", - L"%d Officers", - L"%d Generals", - L"%d Civilians", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Kopalnia", // 0 - L"Srebro", - L"ZÅ‚oto", - L"Dzienna produkcja", - L"Możliwa produkcja", - L"Opuszczona", // 5 - L"ZamkniÄ™ta", - L"Na wyczerpaniu", - L"Produkuje", - L"Stan", - L"Tempo produkcji", - L"Resource", // 10 L"Typ zÅ‚oża", // TODO.Translate - L"Kontrola miasta", - L"Lojalność miasta", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"SiÅ‚y wroga", - L"Sektor", - L"Przedmiotów", - L"Nieznane", - - L"Pod kontrolÄ…", - L"Tak", - L"Nie", - L"Status/Software status:", // TODO.Translate - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s jest zbyt daleko.", //Merc is in sector with item but not close enough - L"Nie można wybrać tego najemnika.", //MARK CARTER - L"%s nie może stÄ…d zabrać tego przedmiotu, gdyż nie jest w tym sektorze.", - L"Podczas walki nie można korzystać z tego panelu.", - L"Podczas walki nie można korzystać z tego panelu.", - L"%s nie może tu zostawić tego przedmiotu, gdyż nie jest w tym sektorze.", - L"W trakcie walki nie możesz doÅ‚adowywać magazynka.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"PoÅ‚ożenie", // sector these items are in - L"Razem przedmiotów", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"Kliknij w kolumnie 'Przydz.', aby przydzielić najemnika do innego oddziaÅ‚u lub wybranego zadania.", - L"Aby wyznaczyć najemnikowi cel w innym sektorze, kliknij pole w kolumnie 'Cel'.", - L"Gdy najemnicy otrzymajÄ… już rozkaz przemieszczenia siÄ™, kompresja czasu pozwala im szybciej dotrzeć na miejsce.", - L"Kliknij lewym klawiszem aby wybrać sektor. Kliknij ponownie aby wydać najemnikom rozkazy przemieszczenia, lub kliknij prawym klawiszem by uzyskać informacje o sektorze.", - L"NaciÅ›nij w dowolnym momencie klawisz 'H' by wyÅ›wietlić okienko pomocy.", - L"Próbny tekst", - L"Próbny tekst", - L"Próbny tekst", - L"Próbny tekst", - L"Niewiele możesz tu zrobić, dopóki najemnicy nie przylecÄ… do Arulco. Gdy już zbierzesz swój oddziaÅ‚, kliknij przycisk Kompresji Czasu, w prawym dolnym rogu. W ten sposób twoi najemnicy szybciej dotrÄ… na miejsce.", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Przemieść najemników", // title for movement box - L"NanieÅ› trasÄ™ podróży", // done with movement menu, start plotting movement - L"Anuluj", // cancel this menu - L"Inni", // title for group of mercs not on squads nor in vehicles - L"Select all", // Select all squads TODO: Translate -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Oj:", // an error has occured - L"WygasÅ‚ kontrakt najemników:", // this pop up came up due to a merc contract ending - L"Najemnicy wypeÅ‚nili zadanie:", // this pop up....due to more than one merc finishing assignments - L"Najemnicy wrócili do pracy:", // this pop up ....due to more than one merc waking up and returing to work - L"OdpoczywajÄ…cy najemnicy:", // this pop up ....due to more than one merc being tired and going to sleep - L"Wkrótce wygasnÄ… kontrakty:", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"Pokaż miasta (|W)", - L"Pokaż kopalnie (|M)", - L"Pokaż oddziaÅ‚y i wrogów (|T)", - L"Pokaż przestrzeÅ„ powietrznÄ… (|A)", - L"Pokaż przedmioty (|I)", - L"Pokaż samoobronÄ™ i wrogów (|Z)", - L"Show |Disease Data", // TODO.Translate - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Next (|.)", // next page // TODO.Translate - L"Previous (|,)", // previous page // TODO.Translate - L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate - - // TODO.Translate - L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button - L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge - L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items - L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo - L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button - L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button - L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate - L"Save Gear Template", // TODO.Translate - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"|Laptop", - L"Ekran taktyczny (|E|s|c)", - L"|Opcje", - L"Kompresja czasu (|+)", // time compress more - L"Kompresja czasu (|-)", // time compress less - L"Poprzedni komunikat (|S|t|r|z|a|Å‚|k|a |w |g|ó|r|Ä™)\nPoprzednia strona (|P|g|U|p)", // previous message in scrollable list - L"NastÄ™pny komunikat (|S|t|r|z|a|Å‚|k|a |w |d|ó|Å‚)\nNastÄ™pna strona (|P|g|D|n)", // next message in the scrollable list - L"Włącz/Wyłącz kompresjÄ™ czasu (|S|p|a|c|j|a)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Saldo dostÄ™pne", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s nie żyje.", -}; - - -STR16 pDayStrings[] = -{ - L"DzieÅ„", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Enrico", - L"Psych Pro Inc", - L"Pomoc", - L"Psych Pro Inc", - L"Speck", - L"R.I.S.", //5 - L"Barry", - L"Blood", - L"Lynx", - L"Grizzly", - L"Vicki", //10 - L"Trevor", - L"Grunty", - L"Ivan", - L"Steroid", - L"Igor", //15 - L"Shadow", - L"Red", - L"Reaper", - L"Fidel", - L"Fox", //20 - L"Sidney", - L"Gus", - L"Buns", - L"Ice", - L"Spider", //25 - L"Cliff", - L"Bull", - L"Hitman", - L"Buzz", - L"Raider", //30 - L"Raven", - L"Static", - L"Len", - L"Danny", - L"Magic", - L"Stephen", - L"Scully", - L"Malice", - L"Dr.Q", - L"Nails", - L"Thor", - L"Scope", - L"Wolf", - L"MD", - L"Meltdown", - //---------- - L"M.I.S. Ubezpieczenia", - L"Bobby Rays", - L"Kingpin", - L"John Kulba", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"Poprzedni", - L"NastÄ™pny", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"Masz nowÄ… pocztÄ™...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Usunąć wiadomość?", - L"Usunąć wiadomość?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"Od:", - L"Temat:", - L"DzieÅ„:", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"Skrzynka odbiorcza", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"KsiÄ™gowy Plus", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"WypÅ‚ata:", // credit (subtract from) to player's account - L"WpÅ‚ata:", // debit (add to) to player's account - L"Wczorajsze wpÅ‚ywy:", - L"Wczorajsze dodatkowe wpÅ‚ywy:", - L"Wczorajsze wydatki:", - L"Saldo na koniec dnia:", - L"Dzisiejsze wpÅ‚ywy:", - L"Dzisiejsze dodatkowe wpÅ‚ywy:", - L"Dzisiejsze wydatki:", - L"Saldo dostÄ™pne:", - L"Przewidywane wpÅ‚ywy:", - L"Przewidywane saldo:", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"DzieÅ„", // the day column - L"Ma", // the credits column - L"Winien", // the debits column - L"Transakcja", // transaction type - see TransactionText below - L"Saldo", // balance at this point in time - L"Strona", // page number - L"DzieÅ„ (dni)", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"NarosÅ‚e odsetki", // interest the player has accumulated so far - L"Anonimowa wpÅ‚ata", - L"Koszt transakcji", - L"WynajÄ™to -", // Merc was hired - L"Zakupy u Bobby'ego Ray'a", // Bobby Ray is the name of an arms dealer - L"Uregulowanie rachunków w M.E.R.C.", - L"Zastaw na życie dla - %s", // medical deposit for merc - L"Analiza profilu w IMP", // IMP is the acronym for International Mercenary Profiling - L"Ubezpieczneie dla - %s", - L"Redukcja ubezp. dla - %s", - L"PrzedÅ‚. ubezp. dla - %s", // johnny contract extended - L"Anulowano ubezp. dla - %s", - L"Odszkodowanie za - %s", // insurance claim for merc - L"1 dzieÅ„", // merc's contract extended for a day - L"1 tydzieÅ„", // merc's contract extended for a week - L"2 tygodnie", // ... for 2 weeks - L"Przychód z kopalni", - L"", //String nuked - L"Zakup kwiatów", - L"PeÅ‚ny zwrot zastawu za - %s", - L"Częściowy zwrot zastawu za - %s", - L"Brak zwrotu zastawu za - %s", - L"ZapÅ‚ata dla - %s", // %s is the name of the npc being paid - L"Transfer funduszy do - %s", // transfer funds to a merc - L"Transfer funduszy od - %s", // transfer funds from a merc - L"Samoobrona w - %s", // initial cost to equip a town's militia - L"Zakupy u - %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s wpÅ‚aciÅ‚(a) pieniÄ…dze.", - L"Sprzedano rzecz(y) miejscowym", - L"Wykorzystanie Placówki", // HEADROCK HAM 3.6 - L"Utrzymanie Samoobr.", // HEADROCK HAM 3.6 - L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate - L"WHO data subscription", // Flugente: disease TODO.Translate - L"Payment to Kerberus", // Flugente: PMC - L"SAM site repair", // Flugente: SAM repair // TODO.Translate - L"Trained workers", // Flugente: train workers - L"Drill militia in %s", // Flugente: drill militia // TODO.Translate - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Ubezpieczenie dla -", // insurance for a merc - L"PrzedÅ‚. kontrakt z - %s o 1 dzieÅ„.", // entend mercs contract by a day - L"PrzedÅ‚. kontrakt z - %s o 1 tydzieÅ„.", - L"PrzedÅ‚. kontrakt z - %s o 2 tygodnie.", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"Skyriderowi zapÅ‚acono %d$", // skyrider was paid an amount of money - L"Skyriderowi trzeba jeszcze zapÅ‚acić %d$", // skyrider is still owed an amount of money - L"Skyrider zatankowaÅ‚", // skyrider has finished refueling - L"",//unused - L"",//unused - L"Skyrider jest gotów do kolejnego lotu.", // Skyrider was grounded but has been freed - L"Skyrider nie ma pasażerów. JeÅ›li chcesz przetransportować najemników, zmieÅ„ ich przydziaÅ‚ na POJAZD/HELIKOPTER.", -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Åšwietne", - L"Dobre", - L"Stabilne", - L"SÅ‚abe", - L"Panika", - L"ZÅ‚e", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"%s - jego/jej sprzÄ™t jest już w Omercie( A9 ).", - L"%s - jego/jej sprzÄ™t jest już w Drassen( B13 ).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Zdrowie", - L"Energia", - L"Morale", - L"Stan", // the condition of the current vehicle (its "health") - L"Paliwo", // the fuel level of the current vehicle (its "energy") - L"Poison", // TODO.Translate - L"Water", // drink level - L"Food", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Poprzedni najemnik (|S|t|r|z|a|Å‚|k|a |w |l|e|w|o)", // previous merc in the list - L"NastÄ™pny najemnik (|S|t|r|z|a|Å‚|k|a |w |p|r|a|w|o)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"PCP:", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"WiÄ™cej tego nie zobaczysz. Czy na pewno chcesz to zrobić?", // do you want to continue and lose the item forever - L"To wyglÄ…da na coÅ› NAPRAWDĘ ważnego. Czy NA PEWNO chcesz to zniszczyć?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"OddziaÅ‚ nie może siÄ™ przemieszczać, jeÅ›li któryÅ› z najemników Å›pi.", - -//1-5 - L"Najpierw wyprowadź oddziaÅ‚ na powierzchniÄ™.", - L"Rozkazy przemieszczenia? To jest sektor wroga!", - L"Aby podróżować najemnicy muszÄ… być przydzieleni do oddziaÅ‚u lub pojazdu.", - L"Nie masz jeszcze ludzi.", // you have no members, can't do anything - L"Najemnik nie może wypeÅ‚nić tego rozkazu.", // merc can't comply with your order -//6-10 - L"musi mieć eskortÄ™, aby siÄ™ przemieszczać. Umieść go w oddziale z eskortÄ….", // merc can't move unescorted .. for a male - L"musi mieć eskortÄ™, aby siÄ™ przemieszczać. Umieść jÄ… w oddziale z eskortÄ….", // for a female - L"Najemnik nie przybyÅ‚ jeszcze do %s!", - L"WyglÄ…da na to, że trzeba wpierw uregulować sprawy kontraktu.", - L"Nie można przemieÅ›cić najemnika. Trwa nalot powietrzny.", -//11-15 - L"Rozkazy przemieszczenia? Trwa walka!", - L"ZaatakowaÅ‚y ciÄ™ dzikie koty, w sektorze %s!", - L"W sektorze %s znajduje siÄ™ coÅ›, co wyglÄ…da na legowisko dzikich kotów!", - L"", - L"Baza rakiet Ziemia-Powietrze zostaÅ‚a przejÄ™ta.", -//16-20 - L"%s - kopalnia zostaÅ‚a przejÄ™ta. Twój dzienny przychód zostaÅ‚ zredukowany do %s.", - L"Nieprzyjaciel bezkonfliktowo przejÄ…Å‚ sektor %s.", - L"Przynajmniej jeden z twoich najemników nie zostaÅ‚ do tego przydzielony.", - L"%s nie może siÄ™ przyłączyć, ponieważ %s jest peÅ‚ny", - L"%s nie może siÄ™ przyłączyć, ponieważ %s jest zbyt daleko.", -//21-25 - L"%s - kopalnia zostaÅ‚a przejÄ™ta przez siÅ‚y Deidranny!", - L"SiÅ‚y wroga wÅ‚aÅ›nie zaatakowaÅ‚y bazÄ™ rakiet Ziemia-Powietrze w - %s.", - L"SiÅ‚y wroga wÅ‚aÅ›nie zaatakowaÅ‚y - %s.", - L"WÅ‚aÅ›nie zauważono siÅ‚y wroga w - %s.", - L"SiÅ‚y wroga wÅ‚aÅ›nie przejęły - %s.", -//26-30 - L"Przynajmniej jeden z twoich najemników nie mógÅ‚ siÄ™ poÅ‚ożyć spać.", - L"Przynajmniej jeden z twoich najemników nie mógÅ‚ wstać.", - L"OddziaÅ‚y samoobrony nie pojawiÄ… siÄ™ dopóki nie zostanÄ… wyszkolone.", - L"%s nie może siÄ™ w tej chwili przemieszczać.", - L"Å»oÅ‚nierze samoobrony, którzy znajdujÄ… siÄ™ poza granicami miasta, nie mogÄ… być przeniesieni do innego sektora.", -//31-35 - L"Nie możesz trenować samoobrony w - %s.", - L"Pusty pojazd nie może siÄ™ poruszać!", - L"%s ma zbyt wiele ran by podróżować!", - L"Musisz wpierw opuÅ›cić muzeum!", - L"%s nie żyje!", -//36-40 - L"%s nie może siÄ™ zamienić z - %s, ponieważ siÄ™ porusza", - L"%s nie może w ten sposób wejÅ›c do pojazdu", - L"%s nie może siÄ™ dołączyć do - %s", - L"Nie możesz kompresować czasu dopóki nie zatrudnisz sobie kilku nowych najemników!", - L"Ten pojazd może siÄ™ poruszać tylko po drodze!", -//41-45 - L"Nie można zmieniać przydziaÅ‚u najemników, którzy sÄ… w drodze", - L"Pojazd nie ma paliwa!", - L"%s jest zbyt zmÄ™czony(na) by podróżować.", - L"Å»aden z pasażerów nie jest w stanie kierować tym pojazdem.", - L"Jeden lub wiÄ™cej czÅ‚onków tego oddziaÅ‚u nie może siÄ™ w tej chwili przemieszczać.", -//46-50 - L"Jeden lub wiÄ™cej INNYCH czÅ‚onków tego oddziaÅ‚u nie może siÄ™ w tej chwili przemieszczać.", - L"Pojazd jest uszkodzony!", - L"PamiÄ™taj, że w jednym sektorze tylko dwóch najemników może trenować żoÅ‚nierzy samoobrony.", - L"Robot nie może siÄ™ poruszać bez operatora. Umieść ich razem w jednym oddziale.", - L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Kliknij ponownie sektor docelowy, aby zatwierdzić trasÄ™ podróży, lub kliknij inny sektor, aby jÄ… wydÅ‚użyć.", - L"Trasa podróży zatwierdzona.", - L"Cel podróży nie zostaÅ‚ zmieniony.", - L"Trasa podróży zostaÅ‚a anulowana.", - L"Trasa podróży zostaÅ‚a skrócona.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Kliknij sektor, do którego majÄ… przylatywać najemnicy.", - L"Dobrze. PrzylatujÄ…cy najemnicy bÄ™dÄ… zrzucani w %s", - L"Najemnicy nie mogÄ… tu przylatywać. PrzestrzeÅ„ powietrzna nie jest zabezpieczona!", - L"Anulowano. Sektor zrzutu nie zostaÅ‚ zmieniony.", - L"PrzestrzeÅ„ powietrzna nad %s nie jest już bezpieczna! Sektor zrzutu zostaÅ‚ przesuniÄ™ty do %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Otwórz wyposażenie (|E|n|t|e|r)", - L"Zniszcz przedmiot", - L"Zamknij wyposażenie (|E|n|t|e|r)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Czy %s ma zostawić swój sprzÄ™t w sektorze, w którym siÄ™ obecnie znajduje (%s), czy w (%s), skÄ…d odlatuje?", - L"%s wkrótce odchodzi i zostawi swój sprzÄ™t w (%s).", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Czy %s ma zostawić swój sprzÄ™t w sektorze, w którym siÄ™ obecnie znajduje (%s), czy w (%s), skÄ…d odlatuje? ", - L"%s wkrótce odchodzi i zostawi swój sprzÄ™t w (%s.", -}; - - -STR16 pMercContractOverStrings[] = -{ - L" zakoÅ„czyÅ‚ kontrakt wiÄ™c wyjechaÅ‚.", // merc's contract is over and has departed - L" zakoÅ„czyÅ‚a kontrakt wiÄ™c wyjechaÅ‚a.", // merc's contract is over and has departed - L" - jego kontrakt zostaÅ‚ zerwany wiÄ™c odszedÅ‚.", // merc's contract has been terminated - L" - jej kontrakt zostaÅ‚ zerwany wiÄ™c odeszÅ‚a.", // merc's contract has been terminated - L"Masz za duży dÅ‚ug wobec M.E.R.C. wiÄ™c %s odchodzi.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -// WDS: Allow flexible numbers of IMPs of each sex -// note: I only updated the English text to remove "three" below -STR16 pImpPopUpStrings[] = -{ - L"NieprawidÅ‚owy kod dostÄ™pu", - L"Czy na pewno chcesz wznowić proces okreÅ›lenia profilu?", - L"Wprowadź nazwisko oraz pÅ‚eć", - L"WstÄ™pna kontrola stanu twoich finansów wykazaÅ‚a, że nie stać ciÄ™ na analizÄ™ profilu.", - L"Opcja tym razem nieaktywna.", - L"Aby wykonać profil, musisz mieć miejsce dla przynajmniej jednego czÅ‚onka zaÅ‚ogi.", - L"Profil zostaÅ‚ już wykonany.", - L"Nie można zaÅ‚adować postaci I.M.P. z dysku.", - L"WykorzystaÅ‚eÅ› już maksymalnÄ… liczbÄ™ postaci I.M.P.", - L"Masz już w oddziale trzy postacie I.M.P. tej samej pÅ‚ci.", //L"You have already the maximum number of I.M.P characters with that gender on your team.", BYÅo ->>L"You have already three I.M.P characters with the same gender on your team.", - L"Nie stać ciÄ™ na postać I.M.P.", // 10 - L"Nowa postać I.M.P. dołączyÅ‚a do oddziaÅ‚u.", - L"You have already selected the maximum number of traits.", // TODO.Translate - L"No voicesets found.", // TODO.Translate -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"O Nas", // about the IMP site - L"ZACZNIJ", // begin profiling - L"UmiejÄ™tnoÅ›ci", // personality section - L"Atrybuty", // personal stats/attributes section - L"Appearance", // changed from portrait - L"GÅ‚os %d", // the voice selection - L"Gotowe", // done profiling - L"Zacznij od poczÄ…tku", // start over profiling - L"Tak, wybieram tÄ… odpowiedź.", - L"Tak", - L"Nie", - L"SkoÅ„czone", // finished answering questions - L"Poprz.", // previous question..abbreviated form - L"Nast.", // next question - L"TAK, JESTEM.", // yes, I am certain - L"NIE, CHCĘ ZACZĄĆ OD NOWA.", // no, I want to start over the profiling process - L"TAK", - L"NIE", - L"Wstecz", // back one page - L"Anuluj", // cancel selection - L"Tak.", - L"Nie, ChcÄ™ spojrzeć jeszcze raz.", - L"Rejestr", // the IMP site registry..when name and gender is selected - L"AnalizujÄ™...", // analyzing your profile results - L"OK", - L"Postać", // Change from "Voice" - L"Brak", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"Po wybraniu twoich cech pora wybrać twoje umiejÄ™tnoÅ›ci.", - L"Wybierz twoje atrybuty.", - L"Aby dokonać prawdziwego profilowania wybież portret, gÅ‚os i kolory.", - L"Teraz, po wybraniu wyglÄ…du, przejdź do analizy postaci.", -}; - -STR16 pFilesTitle[] = -{ - L"PrzeglÄ…darka plików", -}; - -STR16 pFilesSenderList[] = -{ - L"Raport Rozp.", // the recon report sent to the player. Recon is an abbreviation for reconissance - L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Intercept #2", // second intercept file - L"Intercept #3", // third intercept file - L"Intercept #4", // fourth intercept file - L"Intercept #5", // fifth intercept file - L"Intercept #6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"Historia", -}; - -STR16 pHistoryHeaders[] = -{ - L"DzieÅ„", // the day the history event occurred - L"Strona", // the current page in the history report we are in - L"DzieÅ„", // the days the history report occurs over - L"PoÅ‚ożenie", // location (in sector) the event occurred - L"Zdarzenie", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"%s najÄ™ty(ta) w A.I.M.", // merc was hired from the aim site - L"%s najÄ™ty(ta) w M.E.R.C.", // merc was hired from the aim site - L"%s ginie.", // merc was killed - L"Uregulowano rachunki w M.E.R.C.", // paid outstanding bills at MERC - L"PrzyjÄ™to zlecenie od Enrico Chivaldori", - //6-10 - L"Profil IMP wygenerowany", - L"Podpisano umowÄ™ ubezpieczeniowÄ… dla %s.", // insurance contract purchased - L"Anulowano umowÄ™ ubezpieczeniowÄ… dla %s.", // insurance contract canceled - L"WypÅ‚ata ubezpieczenia za %s.", // insurance claim payout for merc - L"PrzedÅ‚użono kontrakt z: %s o 1 dzieÅ„.", // Extented "mercs name"'s for a day - //11-15 - L"PrzedÅ‚użono kontrakt z: %s o 1 tydzieÅ„.", // Extented "mercs name"'s for a week - L"PrzedÅ‚użono kontrakt z: %s o 2 tygodnie.", // Extented "mercs name"'s 2 weeks - L"%s zwolniony(na).", // "merc's name" was dismissed. - L"%s odchodzi.", // "merc's name" quit. - L"przyjÄ™to zadanie.", // a particular quest started - //16-20 - L"zadanie wykonane.", - L"Rozmawiano szefem kopalni %s", // talked to head miner of town - L"Wyzwolono - %s", - L"Użyto kodu Cheat", - L"Å»ywność powinna być jutro w Omercie", - //21-25 - L"%s odchodzi, aby wziąć Å›lub z Darylem Hickiem", - L"WygasÅ‚ kontrakt z - %s.", - L"%s zrekrutowany(na).", - L"Enrico narzeka na brak postÄ™pów", - L"Walka wygrana", - //26-30 - L"%s - w kopalni koÅ„czy siÄ™ ruda", - L"%s - w kopalni skoÅ„czyÅ‚a siÄ™ ruda", - L"%s - kopalnia zostaÅ‚a zamkniÄ™ta", - L"%s - kopalnia zostaÅ‚a otwarta", - L"Informacja o wiÄ™zieniu zwanym Tixa.", - //31-35 - L"Informacja o tajnej fabryce broni zwanej Orta.", - L"Naukowiec w Orcie ofiarowaÅ‚ kilka karabinów rakietowych.", - L"Królowa Deidranna robi użytek ze zwÅ‚ok.", - L"Frank opowiedziaÅ‚ o walkach w San Monie.", - L"Pewien pacjent twierdzi, że widziaÅ‚ coÅ› w kopalni.", - //36-40 - L"Gość o imieniu Devin sprzedaje materiaÅ‚y wybuchowe.", - L"Spotkanie ze sÅ‚awynm eks-najemnikiem A.I.M. - Mike'iem!", - L"Tony handluje broniÄ….", - L"Otrzymano karabin rakietowy od sierżanta Krotta.", - L"Dano Kyle'owi akt wÅ‚asnoÅ›ci sklepu Angela.", - //41-45 - L"Madlab zaoferowaÅ‚ siÄ™ zbudować robota.", - L"Gabby potrafi zrobić miksturÄ™ chroniÄ…cÄ… przed robakami.", - L"Keith wypadÅ‚ z interesu.", - L"Howard dostarczaÅ‚ cyjanek królowej Deidrannie.", - L"Spotkanie z handlarzem Keithem w Cambrii.", - //46-50 - L"Spotkanie z aptekarzem Howardem w Balime", - L"Spotkanie z Perko, prowadzÄ…cym maÅ‚y warsztat.", - L"Spotkanie z Samem z Balime - prowadzi sklep z narzÄ™dziami.", - L"Franz handluje sprzÄ™tem elektronicznym.", - L"Arnold prowadzi warsztat w Grumm.", - //51-55 - L"Fredo naprawia sprzÄ™t elektroniczny w Grumm.", - L"Otrzymano darowiznÄ™ od bogatego goÅ›cia w Balime.", - L"Spotkano Jake'a, który prowadzi zÅ‚omowisko.", - L"JakiÅ› włóczÄ™ga daÅ‚ nam elektronicznÄ… kartÄ™ dostÄ™pu.", - L"Przekupiono Waltera, aby otworzyÅ‚ drzwi do piwnicy.", - //56-60 - L"Dave oferuje darmowe tankowania, jeÅ›li bÄ™dzie miaÅ‚ paliwo.", - L"Greased Pablo's palms.", - L"Kingpin trzyma pieniÄ…dze w kopalni w San Mona.", - L"%s wygraÅ‚(a) walkÄ™", - L"%s przegraÅ‚(a) walkÄ™", - //61-65 - L"%s zdyskwalifikowany(na) podczas walki", - L"Znaleziono dużo pieniÄ™dzy w opuszczonej kopalni.", - L"Spotkano zabójcÄ™ nasÅ‚anego przez Kingpina.", - L"Utrata kontroli nad sektorem", //ENEMY_INVASION_CODE - L"Sektor obroniony", - //66-70 - L"Przegrana bitwa", //ENEMY_ENCOUNTER_CODE - L"Fatalna zasadzka", //ENEMY_AMBUSH_CODE - L"Usunieto zasadzkÄ™ wroga", - L"Nieudany atak", //ENTERING_ENEMY_SECTOR_CODE - L"Udany atak!", - //71-75 - L"Stworzenia zaatakowaÅ‚y", //CREATURE_ATTACK_CODE - L"Zabity(ta) przez dzikie koty", //BLOODCAT_AMBUSH_CODE - L"WyrżniÄ™to dzikie koty", - L"%s zabity(ta)", - L"Przekazano Carmenowi gÅ‚owÄ™ terrorysty", - //76-80 - L"Slay odszedÅ‚", - L"Zabito: %s", - L"Spotkanie z Waldo - mechanikiem lotniczym.", - L"RozpoczÄ™to naprawÄ™ helikoptera. Szacowany czas: %d godzin(y).", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"N/D", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"E-mail", - L"Sieć", - L"Finanse", - L"Personel", - L"Historia", - L"Pliki", - L"Zamknij", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Bobby Ray's", - L"I.M.P", - L"M.E.R.C.", - L"Pogrzeby", - L"Kwiaty", - L"Ubezpieczenia", - L"Anuluj", - L"Encyclopedia", - L"Briefing Room", - L"Campaign History", // TODO.Translate - L"MeLoDY", - L"WHO", - L"Kerberus", - L"Militia Overview", // TODO.Translate - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Ulubione", - L"Aby w przyszÅ‚oÅ›ci otworzyć to menu, kliknij prawym klawiszem myszy.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Åadowanie strony...", - L"Otwieranie strony...", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"Weź", // take money from merc - L"Daj", // give money to merc - L"Anuluj", // cancel transaction - L"Skasuj", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Transfer $", // transfer money to merc -- short form - L"Atrybuty", // view stats of the merc - L"Wyposażenie", // view the inventory of the merc - L"Zatrudnienie", -}; - -STR16 sATMText[ ]= -{ - L"PrzesÅ‚ać fundusze?", // transfer funds to merc? - L"OK?", // are we certain? - L"Wprowadź kwotÄ™", // enter the amount you want to transfer to merc - L"Wybierz typ", // select the type of transfer to merc - L"Brak Å›rodków", // not enough money to transfer to merc - L"Kwota musi być podzielna przez $10", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Błąd", - L"Serwer nie posiada DNS.", - L"Sprawdź adres URL i spróbuj ponownie.", - L"OK", - L"Niestabilne połączenie z Hostem. Transfer może trwać dÅ‚użej.", -}; - - -STR16 pPersonnelString[] = -{ - L"Najemnicy:", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"A.I.M. CzÅ‚onkowie", - L"A.I.M. Portrety", // a mug shot is another name for a portrait - L"A.I.M. Lista", - L"A.I.M.", - L"A.I.M. Weterani", - L"A.I.M. Polisy", - L"A.I.M. Historia", - L"A.I.M. Linki", - L"M.E.R.C.", - L"M.E.R.C. Konta", - L"M.E.R.C. Rejestracja", - L"M.E.R.C. Indeks", - L"Bobby Ray's", - L"Bobby Ray's - BroÅ„", - L"Bobby Ray's - Amunicja", - L"Bobby Ray's - Pancerz", - L"Bobby Ray's - Różne", //misc is an abbreviation for miscellaneous - L"Bobby Ray's - Używane", - L"Bobby Ray's - Zamówienie pocztowe", - L"I.M.P.", - L"I.M.P.", - L"United Floral Service", - L"United Floral Service - Galeria", - L"United Floral Service - Zamówienie", - L"United Floral Service - Galeria kartek", - L"Malleus, Incus & Stapes - Brokerzy ubezpieczeniowi", - L"Informacja", - L"Kontrakt", - L"Uwagi", - L"McGillicutty - ZakÅ‚ad pogrzebowy", - L"", - L"Nie odnaleziono URL.", - L"%s Press Council - Conflict Summary", // TODO.Translate - L"%s Press Council - Battle Reports", - L"%s Press Council - Latest News", - L"%s Press Council - About us", - L"Mercs Love or Dislike You - About us", // TODO.Translate - L"Mercs Love or Dislike You - Analyze a team", - L"Mercs Love or Dislike You - Pairwise comparison", - L"Mercs Love or Dislike You - Personality", - L"WHO - About WHO", - L"WHO - Disease in Arulco", - L"WHO - Helpful Tips", - L"Kerberus - About Us", - L"Kerberus - Hire a Team", - L"Kerberus - Individual Contracts", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", // TODO.Translate - L"Bobby Ray's - Ostatnie dostawy", - L"Encyclopedia", - L"Encyclopedia - Dane", - L"Briefing Room", - L"Briefing Room - Dane", -}; - -STR16 pShowBookmarkString[] = -{ - L"Sir-Pomoc", - L"Kliknij ponownie Sieć by otworzyć menu Ulubione.", -}; - -STR16 pLaptopTitles[] = -{ - L"Poczta", - L"PrzeglÄ…darka plików", - L"Personel", - L"KsiÄ™gowy Plus", - L"Historia", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Åšmierć w akcji", - L"Zwolnienie", - L"Inny", - L"MałżeÅ„stwo", - L"Koniec kontraktu", - L"Rezygnacja", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Bieżący oddziaÅ‚", - L"Wyjazdy", - L"Koszt dzienny:", - L"Najwyższy koszt:", - L"Najniższy koszt:", - L"Åšmierć w akcji:", - L"Zwolnienie:", - L"Inny:", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Najniższy", - L"Åšredni", - L"Najwyższy", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"ZDR", - L"ZWN", - L"ZRCZ", - L"SIÅA", - L"DOW", - L"INT", - L"DOÅšW", - L"STRZ", - L"MECH", - L"WYB", - L"MED", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Kontrakt", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Dalej", - L"Stop", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Pokonano ciÄ™ w tym sektorze!", - L"Wróg nie zna litoÅ›ci i pożera was wszystkich!", - L"Nieprzytomni czÅ‚onkowie twojego oddziaÅ‚u zostali pojmani!", - L"CzÅ‚onkowie twojego oddziaÅ‚u zostali uwiÄ™zieni.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Wstecz", - L"Dalej", - L"AkceptujÄ™", - L"Skasuj", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Wstecz", - L"Dalej" -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"Autoryzacja", - L"Strona główna", - L"Konto #:", - L"Najemnik", - L"Dni", - L"Stawka", //5 - L"OpÅ‚ata", - L"Razem:", - L"Czy na pewno chcesz zatwierdzić pÅ‚atność: %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+gear)", // TODO.Translate -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Wstecz", - L"Dalej", -}; - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Zdrowie", - L"Zwinność", - L"Sprawność", - L"SiÅ‚a", - L"Um. dowodz.", - L"Inteligencja", - L"Poz. doÅ›wiadczenia", - L"Um. strzeleckie", - L"Zn. mechaniki", - L"Mat. wybuchowe", - L"Wiedza medyczna", - - L"Poprzedni", - L"Najmij", - L"NastÄ™pny", - L"Dodatkowe informacje", - L"Strona główna", - L"NajÄ™ty", - L"Koszt:", - L"Dziennie", - L"Gear:", // TODO.Translate - L"Razem:", - L"Nie żyje", - - L"You have a full team of mercs already.", // TODO.Translate - L"Weź sprzÄ™t?", - L"NiedostÄ™pny", - L"Unsettled Bills", // TODO.Translate - L"Bio", // TODO.Translate - L"Inv", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Otwórz konto", - L"Anuluj", - L"Nie posiadasz konta. Czy chcesz sobie zaÅ‚ożyć?" -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Speck T. Kline, zaÅ‚ożyciel i wÅ‚aÅ›ciciel", - L"Aby otworzyć konto naciÅ›nij tu", - L"Aby zobaczyć konto naciÅ›nij tu", - L"Aby obejrzeć akta naciÅ›nij tu", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Transfer failed. No funds available.", // TODO.Translate -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"ZakÅ‚ad pogrzebowy McGillicutty, pomaga rodzinom pogrążonym w smutku od 1983.", - L"Kierownik, byÅ‚y najemnik A.I.M. Murray \'Pops\' McGillicutty jest doÅ›wiadczonym pracownikiem zakÅ‚adu pogrzebowego.", - L"Przez caÅ‚e życie obcowaÅ‚ ze Å›mierciÄ…, 'Pops' wie jak trudne sÄ… te chwile.", - L"ZakÅ‚ad pogrzebowy McGillicutty oferuje szeroki zakres usÅ‚ug, od duchowego wsparcia po rekonstrukcjÄ™ silnie znieksztaÅ‚conych zwÅ‚ok.", - L"Pozwól by McGillicutty ci pomógÅ‚ a twój ukochany bÄ™dzie spoczywaÅ‚ w pokoju.", - - // Text for the various links available at the bottom of the page - L"WYÅšLIJ KWIATY", - L"KOLEKCJA TRUMIEN I URN", - L"USÅUGI KREMA- CYJNE", - L"USÅUGI PLANOWANIA POGRZEBU", - L"KARTKI POGRZE- BOWE", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"Niestety, z powodu Å›mierci w rodzinie, nie dziaÅ‚ajÄ… jeszcze wszystkie elementy tej strony.", - L"Przepraszamy za powyższe uniedogodnienie." -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"Galeria", - - //Address of United Florist - - L"\"Zrzucamy z samolotu w dowolnym miejscu\"", - L"1-555-POCZUJ-MNIE", - L"333 Dr Nos, Miasto Nasion, CA USA 90210", - L"http://www.poczuj-mnie.com", - - // detail of the florist page - - L"DziaÅ‚amy szybko i sprawnie!", - L"Gwarantujemy dostawÄ™ w dowolny punkt na Ziemi, nastÄ™pnego dnia po zÅ‚ożeniu zamówienia!", - L"Oferujemy najniższe ceny na Å›wiecie!", - L"Pokaż nam ofertÄ™ z niższÄ… cenÄ…, a dostaniesz w nagrodÄ™ tuzin róż, za darmo!", - L"LatajÄ…ca flora, fauna i kwiaty od 1981.", - L"Nasz ozdobiony bombowiec zrzuci twój bukiet w promieniu co najwyżej dziesiÄ™ciu mil od żądanego miejsca. Kiedy tylko zechcesz!", - L"Pozwól nam zaspokoić twoje kwieciste fantazje.", - L"Bruce, nasz Å›wiatowej renomy projektant bukietów, zerwie dla ciebie najÅ›wieższe i najwspanialsze kwiaty z naszej szklarni.", - L"I pamiÄ™taj, jeÅ›li czegoÅ› nie mamy, możemy to szybko zasadzić!" -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Powrót", - L"WyÅ›lij", - L"Skasuj", - L"Galeria", - - L"Nazwa bukietu:", - L"Cena:", //5 - L"Zamówienie numer:", - L"Czas dostawy", - L"nast. dnia", - L"dostawa gdy to bÄ™dzie możliwe", - L"Miejsce dostawy", //10 - L"Dodatkowe usÅ‚ugi", - L"Zgnieciony bukiet($10)", - L"Czarne Róże($20)", - L"ZwiÄ™dniÄ™ty bukiet($10)", - L"Ciasto owocowe (jeżeli bÄ™dzie)($10)", //15 - L"Osobiste kondolencje:", - L"Ze wzglÄ™du na rozmiar karteczek, tekst nie może zawierać wiÄ™cej niż 75 znaków.", - L"...możesz też przejrzeć nasze", - - L"STANDARDOWE KARTKI", - L"Informacja o rachunku",//20 - - //The text that goes beside the area where the user can enter their name - - L"Nazwisko:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Poprz.", //abbreviation for previous - L"Nast.", //abbreviation for next - - L"Kliknij wybranÄ… pozycjÄ™ aby zÅ‚ożyć zamówienie.", - L"Uwaga: $10 dodatkowej opÅ‚aty za zwiÄ™dniÄ™ty lub zgnieciony bukiet.", - - //text on the button - - L"Główna", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Kliknij swój wybór", - L"Wstecz" -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Formularz zamówienia", //Title of the page - L"Ilość", // The number of items ordered - L"Waga (%s)", // The weight of the item - L"Nazwa", // The name of the item - L"Cena", // the item's weight - L"Wartość", //5 // The total price of all of items of the same type - L"W sumie", // The sub total of all the item totals added - L"Transport", // S&H is an acronym for Shipping and Handling - L"Razem", // The grand total of all item totals + the shipping and handling - L"Miejsce dostawy", - L"Czas dostawy", //10 // See below - L"Koszt (za %s.)", // The cost to ship the items - L"Ekspres - 24h", // Gets deliverd the next day - L"2 dni robocze", // Gets delivered in 2 days - L"Standardowa dostawa", // Gets delivered in 3 days - L" Wyczyść",//15 // Clears the order page - L" AkceptujÄ™", // Accept the order - L"Wstecz", // text on the button that returns to the previous page - L"Strona główna", // Text on the button that returns to the home page - L"* oznacza używane rzeczy", // Disclaimer stating that the item is used - L"Nie stać ciÄ™ na to.", //20 // A popup message that to warn of not enough money - L"", // Gets displayed when there is no valid city selected - L"Miejsce docelowe przesyÅ‚ki: %s. Potwierdzasz?", // A popup that asks if the city selected is the correct one - L"Waga przesyÅ‚ki*", // Displays the weight of the package - L"* Min. Waga", // Disclaimer states that there is a minimum weight for the package - L"Dostawy", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"Pistolet", - L"Pistolet maszynowy", - L"Karabin maszynowy", - L"Karabin", - L"Karabin snajperski", - L"Karabin bojowy", - L"Lekki karabin maszynowy", - L"Strzelba", - L"Inny", - - // Ammo - L"Pistolet", - L"Pistolet maszynowy", - L"Karabin maszynowy", - L"Karabin", - L"Karabin snajperski", - L"Karabin bojowy", - L"Lekki karabin maszynowy", - L"Strzelba", - - // Used - L"BroÅ„", - L"Pancerz", - L"OporzÄ…dzenie", - L"Różne", - - // Armour - L"HeÅ‚my", - L"Kamizelki", - L"Getry ochronne", - L"PÅ‚ytki ceramiczne", - - // Misc - L"Ostrza", - L"Noże do rzucania", - L"Blunt W.", // TODO.Translate - L"Granaty", - L"Bomby", - L"Apteczki", - L"Ekwipunek", - L"Na twarz", - L"OporzÄ…dzenie", //LBE Gear - L"Optics", // Madd: new BR filters // TODO.Translate - L"Grip/LAM", - L"Muzzle", - L"Stock", - L"Mag/Trig.", - L"Other Att.", - L"Inne", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"Zamów", // Title - // instructions on how to order - L"Kliknij wybrane towary. Lewym klawiszem zwiÄ™kszasz ilość towaru, a prawym zmniejszasz. Gdy już skompletujesz swoje zakupy przejdź do formularza zamówienia.", - - //Text on the buttons to go the various links - - L"Poprzednia", // - L"BroÅ„", //3 - L"Amunicja", //4 - L"Ochraniacze", //5 - L"Różne", //6 //misc is an abbreviation for miscellaneous - L"Używane", //7 - L"NastÄ™pna", - L"FORMULARZ", - L"Strona główna", //10 - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"Twój zespół posiada",//11 - L"szt. broni do której pasuje amunicja tego typu", //12 - - //The following lines provide information on the items - - L"Waga:", // Weight of all the items of the same type - L"Kal:", // the caliber of the gun - L"Mag:", // number of rounds of ammo the Magazine can hold - L"Zas:", // The range of the gun - L"SiÅ‚a:", // Damage of the weapon - L"CS:", // Weapon's Rate Of Fire, acronym ROF - L"PA:", // Weapon's Action Points, acronym AP - L"OgÅ‚uszenie:", // Weapon's Stun Damage - L"Ochrona:", // Armour's Protection - L"Kamuf.:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Koszt:", // Cost of the item - L"Na stanie:", // The number of items still in the store's inventory - L"Ilość na zamów.:", // The number of items on order - L"Uszkodz.", // If the item is damaged - L"Waga:", // the Weight of the item - L"Razem:", // The total cost of all items on order - L"* Stan: %%", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Przepraszamy za to utrudnienie, ale na jednym zamówieniu może siÄ™ znajdować tylko " ,//First part - L" pozycji! JeÅ›li potrzebujesz wiÄ™cej, złóż kolejne zamówienie.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Przykro nam. Chwilowo nie mamy tego wiÄ™cej na magazynie. ProszÄ™ spróbować później.", - - //A popup that tells the user that the store is temporarily sold out - - L"Przykro nam, ale chwilowo nie mamy tego towaru na magazynie", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"Tu znajdziesz nowoÅ›ci z dziedziny broni i osprzÄ™tu wojskowego", - L"Zaspokoimy wszystkie twoje potrzeby w dziedzinie materiałów wybuchowych", - L"UÅ»YWANE RZECZY", - - //Text for the various links to the sub pages - - L"RÓŻNE", - L"BROŃ", - L"AMUNICJA", //5 - L"OCHRANIACZE", - - //Details on the web site - - L"JeÅ›li MY tego nie mamy, to znaczy, że nigdzie tego nie dostaniesz!", - L"W trakcie budowy", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"CzÅ‚onkowie A.I.M.", // Title - // Title for the way to sort - L"Sortuj wg:", - - // sort by... - - L"Ceny", - L"DoÅ›wiadczenia", - L"Um. strzeleckich", - L"Zn. mechaniki", - L"Zn. mat. wyb.", - L"Um. med.", - L"Zdrowie", - L"Zwinność", - L"Sprawność", - L"SiÅ‚a", - L"Um. dowodzenia", - L"Inteligencja", - L"Nazwisko", - - //Text of the links to other AIM pages - - L"Portrety najemników", - L"Akta najemnika", - L"Pokaż galeriÄ™ byÅ‚ych czÅ‚onków A.I.M.", - - // text to display how the entries will be sorted - - L"RosnÄ…co", - L"MalejÄ…co", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Poprzednia str.", - L"Strona główna", - L"Przepisy", - L"NastÄ™pna str.", - L"RezygnujÄ™", - L"AkceptujÄ™", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Lewy klawisz myszy", - L"kontakt z najemnikiem", - L"Prawy klawisz myszy", - L"lista portretów", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Zdrowie", - L"Zwinność", - L"Sprawność", - L"SiÅ‚a", - L"Um. dowodzenia", - L"Inteligencja", - L"Poziom doÅ›w.", - L"Um. strzeleckie", - L"Zn. mechaniki", - L"Zn. mat. wyb.", - L"Wiedza med.", //10 - - // the contract expenses' area - - L"ZapÅ‚ata", - L"Czas", - L"1 dzieÅ„", - L"1 tydzieÅ„", - L"2 tygodnie", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"Poprzedni", - L"Kontakt", - L"NastÄ™pny", - - L"Dodatkowe informacje", // Title for the additional info for the merc's bio - L"Aktywni czÅ‚onkowie", //20 // Title of the page - L"Opcjonalne wyposażenie:", // Displays the optional gear cost - L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate - L"Wymagany jest zastaw na życie", // If the merc required a medical deposit, this is displayed - L"Zestaw nr 1", // Text on Starting Gear Selection Button 1 - L"Zestaw nr 2", // Text on Starting Gear Selection Button 2 - L"Zestaw nr 3", // Text on Starting Gear Selection Button 3 - L"Zestaw nr 4", // Text on Starting Gear Selection Button 4 - L"Zestaw nr 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Wartość kontraktu:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"Jeden dzieÅ„", - L"Jeden tydzieÅ„", - L"Dwa tygodnie", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Bez sprzÄ™tu", - L"Weź sprzÄ™t", - - // Text on the Buttons - - L"TRANSFER", // to actually hire the merc - L"ANULUJ", // go back to the previous menu - L"WYNAJMIJ", // go to menu in which you can hire the merc - L"ROZÅÄ„CZ", // stops talking with the merc - L"OK", - L"NAGRAJ SIĘ", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Wideo konferencja z - ", - L"ÅÄ…czÄ™. . .", - - L"z zastawem" // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"TRANSFER ZAKOŃCZONY POMYÅšLNIE", // You hired the merc - L"PRZEPROWADZENIE TRANSFERU NIE MOÅ»LIWE", // Player doesn't have enough money, message 1 - L"BRAK ÅšRODKÓW", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"WynajÄ™to", - L"ProszÄ™ zostaw wiadomość", - L"Nie żyje", - - //If you try to hire more mercs than game can support - - L"You have a full team of mercs already.", // TODO.Translate - - L"Nagrana wiadomość", - L"Wiadomość zapisana", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"A.I.M. Linki", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"A.I.M. Historia", //Title - - // Text on the buttons at the bottom of the page - - L"Poprzednia str.", - L"Strona główna", - L"Byli czÅ‚onkowie", - L"NastÄ™pna str." -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Ceny", - L"DoÅ›wiadczenia", - L"Um. strzeleckich", - L"Zn. mechaniki", - L"Zn. mat. wyb.", - L"Um. med.", - L"Zdrowie", - L"Zwinność", - L"Sprawność", - L"SiÅ‚a", - L"Um. dowodzenia", - L"Inteligencja", - L"Nazwisko", - - // The title of the page, the above text gets added at the end of this text - - L"CzÅ‚onkowie A.I.M. posortowani rosnÄ…co wg %s", - L"CzÅ‚onkowie A.I.M. posortowani malejÄ…co wg %s", - - // Instructions to the players on what to do - - L"Lewy klawisz", - L"Wybór najemnika", //10 - L"Prawy klawisz", - L"Opcje sortowania", - - // Gets displayed on top of the merc's portrait if they are... - - L"WyjechaÅ‚(a)", - L"Nie żyje", //14 - L"WynajÄ™to", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"STRONA 1", - L"STRONA 2", - L"STRONA 3", - - L"Byli czÅ‚onkowie A.I.M.", // Title of the page - - - L"OK", // Stops displaying information on selected merc - L"Next page", // TODO.Translate -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"Znaki A.I.M. i logo A.I.M. sÄ… prawnie chronione w wiÄ™kszoÅ›ci krajów.", - L"WiÄ™c nawet nie myÅ›l o próbie ich podrobienia.", - L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.", - - //Text for an advertisement that gets displayed on the AIM page - - L"United Floral Service", - L"\"Zrzucamy gdziekolwiek\"", //10 - L"Zrób to jak należy...", - L"...za pierwszym razem", - L"BroÅ„ i akcesoria, jeÅ›li czegoÅ› nie mamy, to tego nie potrzebujesz.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Strona główna", - L"CzÅ‚onkowie", - L"Byli czÅ‚onkowie", - L"Przepisy", - L"Historia", - L"Linki", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"TOWARY NA STANIE", //Header for the merchandise available - L"STRONA", //The current store inventory page being displayed - L"KOSZT OGÓÅEM", //The total cost of the the items in the Dealer inventory area - L"WARTOŚĆ OGÓÅEM", //The total value of items player wishes to sell - L"WYCENA", //Button text for dealer to evaluate items the player wants to sell - L"TRANSAKCJA", //Button text which completes the deal. Makes the transaction. - L"OK", //Text for the button which will leave the shopkeeper interface. - L"KOSZT NAPRAWY", //The amount the dealer will charge to repair the merc's goods - L"1 GODZINA", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d GODZIN(Y)", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"NAPRAWIONO", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Brak miejsca by zaoferować wiÄ™cej rzeczy.", //Message box that tells the user there is no more room to put there stuff - L"%d MINUT(Y)", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"Upuść przedmiot na ziemiÄ™.", - L"BUDGET", // TODO.Translate -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"Weź", // Take money from the player - L"Daj", // Give money to the player - L"Anuluj", // Cancel the transfer - L"Skasuj", // Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Wybierz", // tells the user to select either to give or take from the merc - L"Wprowadź kwotÄ™", // Enter the amount to transfer - L"Transfer gotówki do najemnika", // Giving money to the merc - L"Transfer gotówki od najemnika", // Taking money from the merc - L"Brak Å›rodków", // Not enough money to transfer - L"Saldo", // Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Czy chcesz doÅ‚ożyć %s ze swojego konta, aby pokryć różnicÄ™?", - L"Brak Å›rodków. Brakuje ci %s", - L"Czy chcesz przeznaczyć %s ze swojego konta, aby pokryć koszty?", - L"PoproÅ› o rozpoczÄ™cie transakscji", - L"PoproÅ› o naprawÄ™ wybranych przedmiotów", - L"ZakoÅ„cz rozmowÄ™", - L"Saldo dostÄ™pne", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Zapisz grÄ™", - L"Odczytaj grÄ™", - L"WyjÅ›cie", - L">>", - L"<<", - L"OK", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Efekty", - L"Dialogi", - L"Muzyka", - - //Confirmation pop when the user selects.. - L"ZakoÅ„czyć grÄ™ i wrócić do głównego menu?", - - L"Musisz włączyć opcjÄ™ dialogów lub napisów.", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Zapisz grÄ™", - L"Odczytaj grÄ™", - L"Anuluj", - L"Zapisz wybranÄ…", - L"Odczytaj wybranÄ…", - - L"Gra zostaÅ‚a pomyÅ›lnie zapisana", - L"BÅÄ„D podczas zapisu gry!", - L"Gra zostaÅ‚a pomyÅ›lnie odczytana", - L"BÅÄ„D podczas odczytu gry!", - - L"Wersja gry w zapisanym pliku różni siÄ™ od bieżącej. Prawdopodobnie można bezpiecznie kontynuować. Kontynuować?", - L"Zapisane pliki gier mogÄ… być uszkodzone. Czy chcesz je usunąć?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"NieprawidÅ‚owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuować?", -#else - L"Próba odczytu starszej wersji zapisu gry. Zaktualizować ten zapis i odczytać grÄ™?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"NieprawidÅ‚owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuować?", -#else - L"Próba odczytu starszej wersji zapisu gry. Zaktualizować ten zapis i odczytać grÄ™?", -#endif - - L"Czy na pewno chcesz nadpisać grÄ™ na pozycji %d?", - L"Chcesz odczytać grÄ™ z pozycji", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"Brak miejsca na dysku twardym. Na dysku wolne jest %d MB, a wymagane jest przynajmniej %d MB.", - - L"ZapisujÄ™", //When saving a game, a message box with this string appears on the screen - - L"Standardowe uzbrojenie", - L"CaÅ‚e mnóstwo broni", - L"Realistyczna gra", - L"Elementy S-F", - - L"StopieÅ„ trudnoÅ›ci", - L"Platynowy tryb", //Placeholder English - - L"Bobby Ray Quality",// TODO.Translate - L"Normalne", - L"Åšwietne", - L"WyÅ›mienite", - L"Niewiarygodne", - - L"Nowy inwentarz nie dziaÅ‚a w rozdzielczoÅ›ci 640x480. Aby z niego korzystać zmieÅ„ rozdzielczość i spróbuj ponownie.", - L"Nowy inwentarz nie korzysta z domyÅ›lnego folderu 'Data'.", - - L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate - L"Bobby Ray Quantity", // TODO.Translate -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Poziom mapy", - L"Nie masz jeszcze żoÅ‚nierzy samoobrony. Musisz najpierw wytrenować mieszkaÅ„ców miast.", - L"Dzienny przychód", - L"Najmemnik ma polisÄ™ ubezpieczeniowÄ…", - L"%s nie potrzebuje snu.", - L"%s jest w drodze i nie może spać", - L"%s jest zbyt zmÄ™czony(na), spróbuj trochÄ™ później.", - L"%s prowadzi.", - L"OddziaÅ‚ nie może siÄ™ poruszać jeżeli jeden z najemników Å›pi.", - - // stuff for contracts - L"Mimo, że możesz opÅ‚acić kontrakt, to jednak nie masz gotówki by opÅ‚acić skÅ‚adkÄ™ ubezpieczeniowÄ… za najemnika.", - L"%s - skÅ‚adka ubezpieczeniowa najemnika bÄ™dzie kosztować %s za %d dzieÅ„(dni). Czy chcesz jÄ… opÅ‚acić?", - L"Inwentarz sektora", - L"Najemnik posiada zastaw na życie.", - - // other items - L"Lekarze", // people acting a field medics and bandaging wounded mercs - L"Pacjenci", // people who are being bandaged by a medic - L"Gotowe", // Continue on with the game after autobandage is complete - L"Przerwij", // Stop autobandaging of patients by medics now - L"Przykro nam, ale ta opcja jest wyłączona w wersji demo.", // informs player this option/button has been disabled in the demo - L"%s nie ma zestawu narzÄ™dzi.", - L"%s nie ma apteczki.", - L"Brak chÄ™tnych ludzi do szkolenia, w tej chwili.", - L"%s posiada już maksymalnÄ… liczbÄ™ oddziałów samoobrony.", - L"Najemnik ma kontrakt na okreÅ›lony czas.", - L"Kontrakt najemnika nie jest ubezpieczony", - L"Mapa", // 24 - - // Flugente: disease texts describing what a map view does TODO.Translate - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"OddziaÅ‚ %d zauważyÅ‚ kogoÅ› w sektorze %s", - L"OddziaÅ‚ %s zauważyÅ‚ kogoÅ› w sektorze %s", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Szkolenie oddziaÅ‚u samoobrony bÄ™dzie kosztowaÅ‚o $", // telling player how much it will cost - L"Zatwierdzasz wydatek?", // asking player if they wish to pay the amount requested - L"Nie stać ciÄ™ na to.", // telling the player they can't afford to train this town - L"Kontynuować szkolenie samoobrony w - %s (%s %d)?", // continue training this town? - - L"Koszt $", // the cost in dollars to train militia - L"( T/N )", // abbreviated yes/no - L"", // unused - L"Szkolenie samoobrony w %d sektorach bÄ™dzie kosztowaÅ‚o $ %d. %s", // cost to train sveral sectors at once - - L"Nie masz %d$, aby wyszkolić samoobronÄ™ w tym mieÅ›cie.", - L"%s musi mieć %d% lojalnoÅ›ci, aby można byÅ‚o kontynuować szkolenie samoobrony.", - L"Nie możesz już dÅ‚użej szkolić samoobrony w mieÅ›cie %s.", - L"liberate more town sectors", // TODO.Translate - - L"liberate new town sectors", // TODO.Translate - L"liberate more towns", // TODO.Translate - L"regain your lost progress", // TODO.Translate - L"progress further", // TODO.Translate - - L"recruit more rebels", // TODO.Translate -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"Jednorazowo możesz wypÅ‚acić do 20,000$.", - L"Czy na pewno chcesz wpÅ‚acić %s na swoje konto?", -}; - -STR16 gzCopyrightText[] = -{ - L"Prawa autorskie należą do (C) 1999 Sir-tech Canada Ltd. Wszelkie prawa zastrzeżone.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Dialogi", - L"Wycisz potwierdzenia", - L"Napisy", - L"Wstrzymuj napisy", - L"Animowany dym", - L"Drastyczne sceny", - L"Nigdy nie ruszaj mojej myszki!", - L"Stara metoda wyboru", - L"Pokazuj trasÄ™ ruchu", - L"Pokazuj chybione strzaÅ‚y", - L"Potwierdzenia Real-Time", - L"Najemnik Å›pi/budzi siÄ™", - L"Używaj systemu metrycznego", - L"Wyróżnij najemników", - L"PrzyciÄ…gaj kursor do najemników", - L"PrzyciÄ…gaj kursor do drzwi", - L"PulsujÄ…ce przedmioty", - L"Pokazuj korony drzew", - L"Smart Tree Tops", // TODO. Translate - L"Pokazuj siatkÄ™", - L"Pokazuj kursor 3D", - L"Pokazuj szansÄ™ na trafienie", - L"Zamiana kursora granatnika", - L"Pozwól na przechwaÅ‚ki wrogów", // Changed from "Enemies Drop all Items" - SANDRO - L"Wysoki kÄ…t strzałów z granatnika", - L"Pozwól na skradanie siÄ™ w czasie rzeczywistym", // Changed from "Restrict extra Aim Levels" - SANDRO - L"Spacja = nastÄ™pny oddziaÅ‚", - L"Pokazuj cienie przedmiotów", - L"Pokazuj zasiÄ™g broni w polach", - L"Efekt smugowy dla poj. strzaÅ‚u", - L"OdgÅ‚osy padajÄ…cego deszczu", - L"Pokazuj wrony", - L"Show Soldier Tooltips", - L"Automatyczny zapis", - L"Cichy Skyrider", - L"Rozszerzone Okno Opisu (EDB)", //Enhanced Description Box - L"WymuÅ› tryb turowy", // add forced turn mode - L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map - L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate - L"Logical Bodytypes", - L"Show Merc Ranks", // shows mercs ranks // TODO.Translate - L"Show Face gear graphics", // TODO.Translate - L"Show Face gear icons", - L"Disable Cursor Swap", // Disable Cursor Swap // TODO.Translate - L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate - L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate - L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate - L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate - - L"Allow Zombies", // Flugente Zombies - L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate - L"Mark Remaining Hostiles", // TODO.Translate - L"Show LBE Content", // TODO.Translate - L"Invert mouse wheel", // TODO.Translate - L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate - L"Show enemy location", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--DEBUG OPTIONS--", // an example options screen options header (pure text) - L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate - L"Reset ALL game options", // failsafe show/hide option to reset all options - L"Do you really want to reset?", // a do once and reset self option (button like effect) - L"Debug Options in other builds", // allow debugging in release or mapeditor - L"DEBUG Render Option group", // an example option that will show/hide other options - L"Render Mouse Regions", // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"JeÅ›li WÅÄ„CZONE, w grze pojawiać siÄ™ bÄ™dÄ… dialogi.", - - //Mute Confirmation - L"JeÅ›li WÅÄ„CZONE, gÅ‚osowe potwierdzenia postaci zostanÄ… wyciszone.", - - //Subtitles - L"JeÅ›li WÅÄ„CZONE, pojawiać siÄ™ bÄ™dÄ… napisy podczas rozmów z innymi postaciami.", - - //Key to advance speech - L"JeÅ›li WÅÄ„CZONE, napisy pojawiajÄ…ce siÄ™ podczas dialogów bÄ™dÄ… znikaÅ‚y dopiero po klikniÄ™ciu.", - - //Toggle smoke animation - L"JeÅ›li WÅÄ„CZONE, dym z granatów bÄ™dzie animowany. Może spowolnić dziaÅ‚anie gry.", - - //Blood n Gore - L"JeÅ›li WÅÄ„CZONE, pokazywane bÄ™dÄ… bardzo drastyczne sceny.", - - //Never move my mouse - L"JeÅ›li WÅÄ„CZONE, kursor nie bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ nad pojawiajÄ…cymi siÄ™ okienkami dialogowymi.", - - //Old selection method - L"JeÅ›li WÅÄ„CZONE, wybór postaci bÄ™dzie dziaÅ‚aÅ‚ tak jak w poprzednich częściach gry.", - - //Show movement path - L"JeÅ›li WÅÄ„CZONE, bÄ™dziesz widziaÅ‚ trasÄ™ ruchu w trybie Real-Time.", - - //show misses - L"JeÅ›li WÅÄ„CZONE, bÄ™dzie mógÅ‚ obserwować w co trafiajÄ… twoje kule gdy spudÅ‚ujesz.", - - //Real Time Confirmation - L"JeÅ›li WÅÄ„CZONE, każdy ruch najemnika w trybie Real-Time bÄ™dzie wymagaÅ‚ dodatkowego, potwierdzajÄ…cego klikniÄ™cia.", - - //Sleep/Wake notification - L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlana bÄ™dzie informacja, że najemnik poÅ‚ożyÅ‚ siÄ™ spać lub wstaÅ‚ i wróciÅ‚ do pracy.", - - //Use the metric system - L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie używaÅ‚a systemu metrycznego.", - - //Highlight Mercs - L"Gdy jest włączony, podÅ›wietla najemnika (niewidoczny dla wrogów).\nPrzełącz w grze za pomocÄ… (|G)", - - //Smart cursor - L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ na najemnikach gdy znajdzie siÄ™ w ich pobliżu.", - - //snap cursor to the door - L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ na drzwiach gdy znajdzie siÄ™ w ich pobliżu.", - - //glow items - L"JeÅ›li WÅÄ„CZONE, przedmioty bÄ™dÄ… pulsować. ( |C|t|r|l+|A|l|t+|I )", - - //toggle tree tops - L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlane bÄ™dÄ… korony drzew. ( |T )", - - //smart tree tops - L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate - - //toggle wireframe - L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlane bÄ™dÄ… zarysy niewidocznych Å›cian. ( |C|t|r|l+|A|l|t+|W )", - - L"JeÅ›li WÅÄ„CZONE, kursor ruchu wyÅ›wietlany bÄ™dzie w 3D. (|H|o|m|e)", - - // Options for 1.13 - L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie pokazywaÅ‚ szansÄ™ na trafienie.", - L"JeÅ›li WÅÄ„CZONE, seria z granatnika bÄ™dzie używaÅ‚a kursora serii z broni palnej.", - L"JeÅ›li WÅÄ„CZONE, to wrogowie bÄ™dÄ… czasami komentować pewne akcje.", // Changed from Enemies Drop All Items - SANDRO - L"JeÅ›li WÅÄ„CZONE, granatniki bÄ™dÄ… strzelaÅ‚y pod wysokim kÄ…tem. (|A|l|t+|Q)", - L"JeÅ›li WÅÄ„CZONE, zapobiega przejÅ›ciu do trybu turowego po zauważeniu wroga podczas skradania. Aby wymusić tryb turowy z tÄ… opcjÄ… aktywnÄ… naciÅ›nij |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO - L"JeÅ›li WÅÄ„CZONE, |S|p|a|c|j|a wybiera kolejny oddziaÅ‚.", - L"JeÅ›li WÅÄ„CZONE, pokazywane bÄ™dÄ… cienie przedmiotów.", - L"JeÅ›li WÅÄ„CZONE, zasiÄ™g broni bÄ™dzie wyÅ›wietlany w polach.", - L"JeÅ›li WÅÄ„CZONE, pojedynczy strzaÅ‚ bÄ™dzie z efektem pocisku smugowego", - L"JeÅ›li WÅÄ„CZONE, bÄ™dziesz sÅ‚yszaÅ‚ padajÄ…cy deszcz.", - L"JeÅ›li WÅÄ„CZONE, w grze pojawiać siÄ™ bÄ™dÄ… wrony.", - L"JeÅ›li WÅÄ„CZONE, wskazanie postaci wroga kursorem i naciÅ›niÄ™cie A|l|t ukaże okienko informacji dodatkowych.", - L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie zapisywana każdorazowo po zakoÅ„czeniu tury gracza.", - L"JeÅ›li WÅÄ„CZONE, Skyrider nie bÄ™dzie nic mówiÅ‚.", - L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie obciążaÅ‚a procesor w mniejszym stopniu.", - L"JeÅ›li WÅÄ„CZONE i wróg jest obecny, \ntryb turowy jest włączony, \ndopóki sektor nie zostanie oczyszczony (|C|t|r|l+|T).", // add forced turn mode - L"When ON, the Strategic Map will be colored differently based on exploration.", - L"JeÅ›li WÅÄ„CZONE, zastÄ™puje starÄ… animacjÄ™ pocisku nowÄ….", - L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate - L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate - L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate - L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", - L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.", // TODO.Translate - L"When ON, mercs will not report progress during training.", - L"When ON, mercs will not report progress during repairing.", // TODO.Translate - L"When ON, mercs will not report progress during doctoring.", // TODO.Translate - L"When ON, AI turns will be much faster.", // TODO.Translate - - L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate - L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate - L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate - L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate - L"When ON, inverts mouse wheel directions.", // TODO.Translate - L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate - L"When ON, shows last known enemy location.", //TODO.Translate - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"WymuÅ› wszystkie oczekiwane dostawy od Bobby Ray's.", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", - L"Kliknij by naprawić błędy w ustawieniach gry.", // failsafe show/hide option to reset all options - L"Kliknij by naprawić błędy w ustawieniach gry.", // a do once and reset self option (button like effect) - L"UdostÄ™pnia tryb debugowania w edytorze map oraz wersji koÅ„cowej.", // allow debugging in release or mapeditor - L"Przełącz na tryb wyÅ›wietlania/ukrycia opcji renderowania debugowego.", // an example option that will show/hide other options - L"WyÅ›wietl wymiary wokół kursora myszy.", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"TOPTION_LAST_OPTION", -}; - -STR16 gzGIOScreenText[] = -{ - L"POCZÄ„TKOWE USTAWIENIA GRY", -#ifdef JA2UB - L"Dialogi Manuela", - L"WyÅ‚.", - L"WÅ‚.", -#else - L"Styl gry", - L"Realistyczny", - L"S-F", -#endif - L"Platynowy", //Placeholder English - L"DostÄ™pny arsenaÅ‚", - L"Mnóstwo", - L"Standardowo", - L"StopieÅ„ trudnoÅ›ci", - L"Nowicjusz", - L"DoÅ›wiadczony", - L"Ekspert", - L"SZALONY", - L"Start", // TODO.Translate - L"Anuluj", - L"Zapis gry", - L"W dowolny momencie", - L"CzÅ‚owiek z żelaza", - L"Nie dziaÅ‚a w wersji demo", - L"Jakość zasobów Bobby'ego Ray'a", - L"Normalna", - L"Åšwietna", - L"WyÅ›mienita", - L"Niewiarygodna", - L"System ekwipunku / dodatków", - L"Nieużywane", - L"Nieużywane", - L"Wczytaj grÄ™ MP", - L"POCZÄ„TKOWE USTAWIENIA GRY (Tylko te po stronie serwera bÄ™dÄ… w użyciu)", - // Added by SANDRO - L"System zdolnoÅ›ci", - L"Stary", - L"Nowy", - L"Maks. liczba IMP", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Polegli wrogowie pozostawiajÄ… caÅ‚y ekwipunek", - L"WyÅ‚.", - L"WÅ‚.", -#ifdef JA2UB - L"Tex i John", - L"Losowo", - L"Obaj", -#else - L"Liczba terrorystów", - L"Losowo", - L"Wszyscy", -#endif - L"Ukryte skÅ‚adowiska broni", - L"Losowe", - L"Wszystkie", - L"Przyrost dostÄ™pnoÅ›ci przedmiotów", - L"Bardzo wolny", - L"Wolny", - L"Normalny", - L"Szybki", - L"Bardzo szybki", - - L"Stary / Stary", - L"Nowy / Stary", - L"Nowy / Nowy", - - // Squad Size - L"Maks. liczebność oddziaÅ‚u", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"Manipulacja ekwipunkiem kosztuje punkty akcji", - - L"Nowy system szans trafienia", - L"Ulepszony system przerwaÅ„", - L"Historie najemników", - L"System pożywienia", - L"Wielkość zasobów Bobby'ego Ray'a", - - // anv: extra iron man modes - L"CzÅ‚owiek z żeliwa", - L"CzÅ‚owiek ze stali", -}; - -STR16 gzMPJScreenText[] = -{ - L"MULTIPLAYER", - L"Dołącz", - L"Uruchom serwer", - L"Anuluj", - L"OdÅ›wież", - L"Nazwa gracza", - L"IP Serwera", - L"Port", - L"Nazwa serwera", - L"# Plrs", // ?? if plrs=players then "# graczy" - L"Wersja", - L"Typ rozgrywki", - L"Ping", - L"Musisz podać nazwÄ™ gracza", - L"Musisz podać odpowiedni numer IP serwera. (np. 84.114.195.239).", - L"Musisz podać odpowiedni port serwera pomiÄ™dzy 1 i 65535.", -}; - -// TODO.Translate -STR16 gzMPJHelpText[] = -{ - L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", - L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate - - L"HOST", - L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", - L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", - L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", - L"Click on 'Host' to host a new Multiplayer Game.", - - L"JOIN", - L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", - L"Enter the external IP and the Port number from the host.", - L"Click on 'Join' to join an already hosted Multiplayer Game.", -}; - -// TODO.Translate -STR16 gzMPHScreenText[] = -{ - L"HOST GAME", - L"Start", - L"Cancel", - L"Server Name", - L"Game Type", - L"Deathmatch", - L"Team-Deathmatch", - L"Co-Operative", - L"Maximum Players", - L"Maximum Mercs", - L"Merc Selection", - L"Merc Hiring", - L"Hired by Player", - L"Starting Cash", - L"Allow Hiring Same Merc", - L"Report Hired Mercs", - L"Bobby Rays", - L"Sector Starting Edge", - L"You must enter a server name", - L"", - L"", - L"Starting Time", - L"", - L"", - L"Weapon Damage", - L"", - L"Timed Turns", - L"", - L"Enable Civilians in CO-OP", - L"", - L"Maximum Enemies in CO-OP", - L"Synchronize Game Directory", - L"MP Sync. Directory", - L"You must enter a file transfer directory.", - L"(Use '/' instead of '\\' for directory delimiters.)", - L"The specified synchronisation directory does not exist.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"Yes", - L"No", - // Starting Time - L"Morning", - L"Afternoon", - L"Night", - // Starting Cash - L"Low", - L"Medium", - L"Heigh", - L"Unlimited", - // Time Turns - L"Never", - L"Slow", - L"Medium", - L"Fast", - // Weapon Damage - L"Very low", - L"Low", - L"Normal", - // Merc Hire - L"Random", - L"Normal", - // Sector Edge - L"Random", - L"Selectable", - // Bobby Ray / Hire same merc - L"Disable", - L"Allow", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"Austin", //Austin, Texas, USA - L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) - L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Hong Kong", //Hong Kong, Hong Kong - L"Bejrut", //Beirut, Lebanon (Middle East) - L"Londyn", //London, England - L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) - L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. - L"Metavira", //The island of Metavira was the fictional location used by JA1 - L"Miami", //Miami, Florida, USA (SE corner of USA) - L"Moskwa", //Moscow, USSR - L"Nowy Jork", //New York, New York, USA - L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Paryż", //Paris, France - L"Trypolis", //Tripoli, Libya (eastern Mediterranean) - L"Tokio", //Tokyo, Japan - L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Na pewno? Wartość zero oznacza brak jakichkolwiek umiejÄ™tnoÅ›ci w tej dziedzinie.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"( Maks. 8 znaków )", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"AnalizujÄ™", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"DziÄ™kujemy, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"GÅ‚os", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Åšmierć w akcji", - L"Zwolnienie", - L"Inny", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"Personel", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Gra wstrzymana", - L"Wznów grÄ™ (|P|a|u|s|e)", - L"Wstrzymaj grÄ™ (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"ZakoÅ„czyć grÄ™?", - L"OK", - L"TAK", - L"NIE", - L"ANULUJ", - L"NAJMIJ", - L"LIE", - L"Brak opisu", //Save slots that don't have a description. - L"Gra zapisana.", - L"Gra zapisana.", - L"QuickSave", //10 The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"DzieÅ„", - L"Najemn.", - L"Wolna pozycja", //An empty save game slot - L"Demo", //Demo of JA2 - L"Debug", //State of development of a project (JA2) that is a debug build - L"", //Release build for JA2 - L"strz/min", //20 Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"min", //Abbreviation for minute. - L"m", //One character abbreviation for meter (metric distance measurement unit). - L"kul", //Abbreviation for rounds (# of bullets) - L"kg", //Abbreviation for kilogram (metric weight measurement unit) - L"lb", //Abbreviation for pounds (Imperial weight measurement unit) - L"Strona główna", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"N/D", //Lowercase acronym for not applicable. - L"Tymczasem", //Meanwhile - L"%s przybyÅ‚(a) do sektora %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying - //SirTech - L"Wersja", - L"Wolna pozycja na szybki zapis", - L"Ta pozycja zarezerwowana jest na szybkie zapisy wykonywane podczas gry kombinacjÄ… klawiszy ALT+S.", - L"Otwarte", - L"ZamkniÄ™te", - L"Brak miejsca na dysku twardym. Na dysku wolne jest %s MB, a wymagane jest przynajmniej %s MB.", - L"NajÄ™to - %s z A.I.M.", - L"%s zÅ‚apaÅ‚(a) %s", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s has taken %s.", // TODO.Translate - L"%s nie posiada wiedzy medycznej",//40 'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"Integralność gry zostaÅ‚a narażona na szwank.", - L"BÅÄ„D: WyjÄ™to pÅ‚ytÄ™ CD", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Nie ma miejsca, żeby stÄ…d oddać strzaÅ‚.", - - //Can't change stance due to objects in the way... - L"Nie można zmienić pozycji w tej chwili.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Upuść", - L"Rzuć", - L"Podaj", - - L"%s przekazano do - %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"Brak wolnego miejsca, by przekazać %s do - %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" dołączono]", // 50 - - //Cheat modes - L"Pierwszy poziom lamerskich zagrywek osiÄ…gniÄ™ty", - L"Drugi poziom lamerskich zagrywek osiÄ…gniÄ™ty", - - //Toggling various stealth modes - L"OddziaÅ‚ ma włączony tryb skradania siÄ™.", - L"OddziaÅ‚ ma wyłączony tryb skradania siÄ™.", - L"%s ma włączony tryb skradania siÄ™.", - L"%s ma wyłączony tryb skradania siÄ™.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"Dodatkowe siatki włączone.", - L"Dodatkowe siatki wyłączone.", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"Nie można wyjść do góry z tego poziomu...", - L"Nie ma już niższych poziomów...", // 60 - L"WejÅ›cie na %d poziom pod ziemiÄ…...", - L"WyjÅ›cie z podziemii...", - - L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Automatyczne centrowanie ekranu wyłączone.", - L"Automatyczne centrowanie ekranu włączone.", - L"Kursor 3D wyłączony.", - L"Kursor 3D włączony.", - L"OddziaÅ‚ %d aktywny.", - L"%s - Nie stać ciÄ™ by wypÅ‚acić jej/jemu dziennÄ… pensjÄ™ w wysokoÅ›ci %s.", //first %s is the mercs name, the seconds is a string containing the salary - L"PomiÅ„", // 70 - L"%s nie może odejść sam(a).", - L"Utworzono zapis gry o nazwie SaveGame249.sav. W razie potrzeby zmieÅ„ jego nazwÄ™ na SaveGame01..10. Wtedy bÄ™dzie można go odczytać ze standardowego okna odczytu gry.", - L"%s wypiÅ‚(a) trochÄ™ - %s", - L"PrzesyÅ‚ka dotarÅ‚a do Drassen.", - L"%s przybÄ™dzie do wyznaczonego punktu zrzutu (sektor %s) w dniu %d, okoÅ‚o godziny %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"Lista historii zaktualizowana.", - L"Seria z granatnika używa kursora celowania (dostÄ™pny ogieÅ„ rozproszony)", //L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", BYÅO -->>L"Grenade Bursts - Using Targeting Cursor (Spread fire enabled)", - L"Seria z granatnika używa kursora trajektorii (dostÄ™pny ogieÅ„ rozproszony)", //L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", BYÅO -->L"Grenade Bursts - Using Trajectory Cursor (Spread fire disabled)", - L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO - L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO - L"Granatniki strzelajÄ… pod standardowymi kÄ…tami", //L"Grenade Launchers fire at standard angles", BYÅo->>L"Grenade Launchers - Fire at standard angles", - L"Granatniki strzelajÄ… pod wysokimi kÄ…tami", //L"Grenade Launchers fire at higher angles", BYÅo-->>L"Grenade Launchers - Fire at high angles", - // forced turn mode strings - L"Forced Turn Mode", - L"Normal turn mode", - L"Exit combat mode", - L"Forced Turn Mode Active, Entering Combat", - L"Automatyczny zapis zostaÅ‚ pomyÅ›lnie wykonany.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. - L"Client", - - L"Nie możesz używać nowego trybu wyposażenia i nowego systemu dodatków jednoczeÅ›nie.", - - // TODO.Translate - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn Save #", // 95 // The text for the tactical end turn auto save - L"Saving Auto Save #", // 96 // The message box, when doing auto save - L"Saving", // 97 // The message box, when doing end turn auto save - L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save - L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Lock mouse cursor within game window boundary.", // 104 - L"Release mouse cursor from game window boundary.", // 105 - L"Move in Formation ON", // TODO.Translate - L"Move in Formation OFF", - L"Artificial Merc Light ON", // TODO.Translate - L"Artificial Merc Light OFF", - L"Squad %s active.", //TODO.Translate - L"%s smoked %s.", - L"Activate cheats?", - L"Deactivate cheats?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"OK", - L"W górÄ™", - L"Wybierz wszystko", - L"W dół", - L"Anuluj", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s jest za daleko, aby poddać siÄ™ leczeniu.", - L"Lekarze nie mogli opatrzyć wszystkich rannych.", -}; - -// TODO.Translate -STR16 pMilitiaButtonsHelpText[] = -{ - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", - L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", - L"Distribute available militia equally among all sectors", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"Zajrzyj do A.I.M. i zatrudnij kilku najemników (*Wskazówka* musisz otworzyć laptopa)", // to inform the player to hired some mercs to get things going -#ifdef JA2UB - L"JeÅ›li chcesz już udać siÄ™ do Tracony, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway -#else - L"JeÅ›li chcesz już udać siÄ™ do Arulco, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Błąd. Brakuje pliku, lub jest on uszkodzony. Gra zostanie przerwana.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"PrzeglÄ…danie poczty", - L"PrzeglÄ…danie stron internetowych", - L"PrzeglÄ…danie plików i załączników pocztowych", - L"Rejestr zdarzeÅ„", - L"Informacje o czÅ‚onkach oddziaÅ‚u", - L"Finanse i rejestr transakcji", - L"Koniec pracy z laptopem", - - //Bottom task bar icons (if they exist): - L"Masz nowÄ… pocztÄ™", - L"Masz nowe pliki", - - //Bookmarks: - L"MiÄ™dzynarodowe Stowarzyszenie Najemników", - L"Bobby Ray's - Internetowy sklep z broniÄ…", - L"Instytut BadaÅ„ Najemników", - L"Bardziej Ekonomiczne Centrum Rekrutacyjne", - L"McGillicutty's - ZakÅ‚ad pogrzebowy", - L"United Floral Service", - L"Brokerzy ubezpieczeniowi", - //New Bookmarks - L"", - L"Encyklopedia", - L"Briefing Room", - L"Campaign History", // TODO.Translate - L"Mercenaries Love or Dislike You", // TODO.Translate - L"World Health Organization", - L"Kerberus - Experience In Security", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - - -STR16 gzHelpScreenText[] = -{ - L"Zamknij okno pomocy", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"Trwa walka. Najemników można wycofać tylko na ekranie taktycznym.", - L"W|ejdź do sektora, aby kontynuować walkÄ™.", - L"|Automatycznie rozstrzyga walkÄ™.", - L"Nie można automatycznie rozstrzygnąć walki, gdy atakujesz.", - L"Nie można automatycznie rozstrzygnąć walki, gdy wpadasz w puÅ‚apkÄ™.", - L"Nie można automatycznie rozstrzygnąć walki, gdy walczysz ze stworzeniami w kopalni.", - L"Nie można automatycznie rozstrzygnąć walki, gdy w sektorze sÄ… wrodzy cywile.", - L"Nie można automatycznie rozstrzygnąć walki, gdy w sektorze sÄ… dzikie koty.", - L"TRWA WALKA", - L"W tym momencie nie możesz siÄ™ wycofać.", -}; - -STR16 gzMiscString[] = -{ - L"Å»oÅ‚nierze samoobrony kontynuujÄ… walkÄ™ bez pomocy twoich najemników...", - L"W tym momencie tankowanie nie jest konieczne.", - L"W baku jest %d%% paliwa.", - L"Å»oÅ‚nierze Deidranny przejÄ™li caÅ‚kowitÄ… kontrolÄ™ nad - %s.", - L"Nie masz już gdzie zatankować.", -}; - -STR16 gzIntroScreen[] = -{ - L"Nie odnaleziono filmu wprowadzajÄ…cego", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s sÅ‚yszy %s DŹWIĘK dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS RUCHU dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS SKRZYPNIĘCIA dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s PLUSK dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS STRZAÅU dochodzÄ…cy z %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate - L"%s sÅ‚yszy %s WYBUCH dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s KRZYK dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s ÅOMOT dochodzÄ…cy z %s.", - L"%s sÅ‚yszy %s TRZASK dochodzÄ…cy z %s.", - L"", // anv: placeholder for silent alarm // TODO.Translate - L"%s sÅ‚yszy czyjÅ› %s GÅOS dochodzÄ…cy z %s.", // anv: report enemy taunt to player // TODO.Translate -}; - -// TODO.Translate -STR16 pTauntUnknownVoice[] = -{ - L"Nieznany gÅ‚os", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Sortuj wedÅ‚ug kolumny ImiÄ™ (|F|1)", - L"Sortuj wedÅ‚ug kolumny PrzydziaÅ‚ (|F|2)", - L"Sortuj wedÅ‚ug kolumny Sen (|F|3)", - L"Sortuj wedÅ‚ug kolumny Lokalizacja (|F|4)", - L"Sortuj wedÅ‚ug kolumny Cel podróży (|F|5)", - L"Sortuj wedÅ‚ug kolumny Wyjazd (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Błąd 404", - L"Nie odnaleziono strony.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"Ostatnie dostawy", - L"Zamówienie nr ", - L"Ilość przedmiotów", - L"Zamówiono:", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Game Internals Programmer", // Chris Camfield - L"Co-designer/Writer", // Shaun Lyng - L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes - L"Producer/Co-designer", // Ian Currie - L"Co-designer/Map Designer", // Linda Currie - L"Artist", // Eric \"WTF\" Cheng - L"Beta Coordinator, Support", // Lynn Holowka - L"Artist Extraordinaire", // Norman \"NRG\" Olsen - L"Sound Guru", // George Brooks - L"Screen Designer/Artist", // Andrew Stacey - L"Lead Artist/Animator", // Scot Loving - L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons - L"Programmer", // Dave French - L"Strategic Systems & Game Balance Programmer", // Alex Meduna - L"Portraits Artist", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(wciąż uczy siÄ™ interpunkcji)", // Shaun Lyng - L"(\"SkoÅ„czone, tylko to poskÅ‚adam\")", //Kris \"The Cow Rape Man\" Marnes - L"(robiÄ™ siÄ™ na to za stary)", // Ian Currie - L"(i pracuje nad Wizardry 8)", // Linda Currie - L"(zmuszony pod broniÄ… do koÅ„cowych testów jakoÅ›ci produktu)", // Eric \"WTF\" Cheng - L"(OpuÅ›ciÅ‚ nas dla Stowarzyszenia na Rzecz RozsÄ…dnych WynagrodzeÅ„. Ciekawe czemu... )", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(miÅ‚oÅ›nik zespoÅ‚u Dead Head i jazzu)", // Andrew Stacey - L"(tak naprawdÄ™ na imiÄ™ ma Robert)", // Scot Loving - L"(jedyna odpowiedzialna osoba)", // Andrew \"Big Cheese Doddle\" Emmons - L"(teraz może wrócić do motocrossu)", // Dave French - L"(ukradziony z projektu Wizardry 8)", // Alex Meduna - L"(zrobiÅ‚ przedmioty i ekrany wczytywania!!)", // Joey \"Joeker\" Whelan", -}; - -STR16 sRepairsDoneString[] = -{ - L"%s skoÅ„czyÅ‚(a) naprawiać wÅ‚asne wyposażenie", - L"%s skoÅ„czyÅ‚(a) naprawiać broÅ„ i ochraniacze wszystkich czÅ‚onków oddziaÅ‚u", - L"%s skoÅ„czyÅ‚(a) naprawiać wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", - L"%s skoÅ„czyÅ‚(a) naprawiać ciężkie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", - L"%s skoÅ„czyÅ‚(a) naprawiać Å›rednie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", - L"%s skoÅ„czyÅ‚(a) naprawiać lekkie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", - L"%s skoÅ„czyÅ‚(a) naprawiać strój LBE wszystkich czÅ‚onków oddziaÅ‚u", - L"%s finished cleaning everyone's guns.", // TODO.Translate -}; - -STR16 zGioDifConfirmText[]= -{ - L"Wybrano opcjÄ™ NOWICJUSZ. Opcja ta jest przeznaczona dla niedoÅ›wiadczonych graczy, lub dla tych, którzy nie majÄ… ochoty na dÅ‚ugie i ciężkie walki. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie Nowicjusz?", - L"Wybrano opcjÄ™ DOÅšWIADCZONY. Opcja ta jest przenaczona dla graczy posiadajÄ…cych już pewne doÅ›wiadczenie w grach tego typu. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie DoÅ›wiadczony?", - L"Wybrano opcjÄ™ EKSPERT. Jakby co, to ostrzegaliÅ›my ciÄ™. Nie obwiniaj nas, jeÅ›li wrócisz w plastikowym worku. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie Ekspert?", - L"Wybrano opcjÄ™ SZALONY. OSTRZEÅ»ENIE: Nie obwiniaj nas, jeÅ›li wrócisz w malutkich kawaÅ‚eczkach... Deidranna NAPRAWDÄ™ skopie ci tyÅ‚ek. Mocno. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie SZALONY?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S - nie odnaleziono pliku...", - - //1-5 - L"Robot nie może opuÅ›cić sektora bez operatora.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"Nie można teraz kompresować czasu. Poczekaj na fajerwerki!", - - //'Name' refuses to move. - L"%s nie chce siÄ™ przesunąć.", - - //%s a merc name - L"%s ma zbyt maÅ‚o energii, aby zmienić pozycjÄ™.", - - //A message that pops up when a vehicle runs out of gas. - L"%s nie ma paliwa i stoi w sektorze %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"GÓRY", - L"DOÅU", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Å»aden z twoich najemników nie posiada wiedzy medycznej.", - L"Brak Å›rodków medycznych, aby zaÅ‚ożyć rannym opatrunki.", - L"ZabrakÅ‚o Å›rodków medycznych, aby zaÅ‚ożyć wszystkim rannym opatrunki.", - L"Å»aden z twoich najemników nie potrzebuje pomocy medycznej.", - L"Automatyczne zakÅ‚adanie opatrunków rannym najemnikom.", - L"Wszystkim twoim najemnikom zaÅ‚ożono opatrunki.", - - //14 -#ifdef JA2UB - L"Tracona", -#else - L"Arulco", -#endif - - L"(dach)", - - L"Zdrowie: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d vs. %d", - - L"%s - brak wolnych miejsc!", //(ex "The ice cream truck is full") - - L"%s nie potrzebuje pierwszej pomocy lecz opieki lekarza lub dÅ‚uższego odpoczynku.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"%s dostaÅ‚(a) w nogi i upadÅ‚(a)!", - //Name can't speak right now. - L"%s nie może teraz mówić.", - - //22-24 plural versions - L"%d zielonych żoÅ‚nierzy samoobrony awansowaÅ‚o na weteranów.", - L"%d zielonych żoÅ‚nierzy samoobrony awansowaÅ‚o na regularnych żoÅ‚nierzy.", - L"%d regularnych żoÅ‚nierzy samoobrony awansowaÅ‚o na weteranów.", - - //25 - L"Przełącznik", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"%s dostaje Å›wira!", - - //27-28 - //Messages why a player can't time compress. - L"Niebezpiecznie jest kompresować teraz czas, gdyż masz najemników w sektorze %s.", - L"Niebezpiecznie jest kompresować teraz czas, gdyż masz najemników w kopalni zaatakowanej przez robale.", - - //29-31 singular versions - L"1 zielony żoÅ‚nierz samoobrony awansowaÅ‚ na weterana.", - L"1 zielony żoÅ‚nierz samoobrony awansowaÅ‚ na regularnego żoÅ‚nierza.", - L"1 regularny żoÅ‚nierz samoobrony awansowaÅ‚ na weterana.", - - //32-34 - L"%s nic nie mówi.", - L"Wyjść na powierzchniÄ™?", - L"(OddziaÅ‚ %d)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s naprawiÅ‚(a) najemnikowi - %s, jego/jej - %s", - - //36 - L"DZIKI KOT", - - //37-38 "Name trips and falls" - L"%s potyka siÄ™ i upada", - L"Nie można stÄ…d podnieść tego przedmiotu.", - - //39 - L"Å»aden z twoich najemników nie jest w stanie walczyć. Å»oÅ‚nierze samoobrony sami bÄ™dÄ… walczyć z robalami.", - - //40-43 - //%s is the name of merc. - L"%s nie ma Å›rodków medycznych!", - L"%s nie posiada odpowiedniej wiedzy, aby kogokolwiek wyleczyć!", - L"%s nie ma narzÄ™dzi!", - L"%s nie posiada odpowiedniej wiedzy, aby cokolwiek naprawić!", - - //44-45 - L"Czas naprawy", - L"%s nie widzi tej osoby.", - - //46-48 - L"%s - przedÅ‚użka lufy jego/jej broni odpada!", - L"W tym sektorze może być maks. %d instruktorów szkolÄ…cych samoobronÄ™.", - L"Na pewno?", - - //49-50 - L"Kompresja czasu", - L"Pojazd ma peÅ‚ny zbiornik paliwa.", - - //51-52 Fast help text in mapscreen. - L"Kontynuuj kompresjÄ™ czasu (|S|p|a|c|j|a)", - L"Zatrzymaj kompresjÄ™ czasu (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s odblokowaÅ‚(a) - %s", - L"%s odblokowaÅ‚(a) najemnikowi - %s, jego/jej - %s", - - //55 - L"Nie można kompresować czasu, gdy otwarty jest inwentarz sektora.", - - L"Nie odnaleziono pÅ‚yty nr 2 Jagged Alliance 2.", - - L"Przedmioty zostaÅ‚y pomyÅ›lnie połączone.", - - //58 - //Displayed with the version information when cheats are enabled. - L"Bieżący/Maks. postÄ™p: %d%%/%d%%", - - L"Eskortować Johna i Mary?", - - // 60 - L"Przełącznik aktywowany.", - - L"%s: dodatki do pancerza zostaÅ‚y zniszczone!", - L"%s wystrzeliÅ‚(a) %d pocisk(ów) wiÄ™cej niż to byÅ‚o zamierzone!", - L"%s wystrzeliÅ‚(a) 1 pocisk(ów) wiÄ™cej niż to byÅ‚o zamierzone!", - - L"You need to close the item description box first!", // TODO.Translate - - L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate -}; - -STR16 gzCWStrings[] = -{ - L"Wezwać posiÅ‚ki do %s z przylegÅ‚ych sektorów?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|Miejsce: %d\n", - L"%s|Jasność: %d / %d\n", - L"%s|OdlegÅ‚ość do |Celu: %d\n", - L"%s|I|D: %d\n", - L"%s|Rozkazy: %d\n", - L"%s|Postawa: %d\n", - L"%s|Aktualne |P|A: %d\n", - L"%s|Aktualne |Zdrowie: %d\n", - L"%s|Current |Breath: %d\n", // TODO.Translate - L"%s|Current |Morale: %d\n", - L"%s|Current |S|hock: %d\n",// TODO.Translate - L"%s|Current |S|uppression Points: %d\n",// TODO.Translate - // Full info - L"%s|HeÅ‚m: %s\n", - L"%s|Kamizelka: %s\n", - L"%s|Getry ochronne: %s\n", - // Limited, Basic - L"|Pancerz: ", - L"heÅ‚m", - L"kamizelka", - L"getry ochronne", - L"używane", - L"brak pancerza", - L"%s|N|V|G: %s\n", - L"brak NVG", - L"%s|Maska |Gazowa: %s\n", - L"brak maski gazowej", - L"%s|Pozycja |GÅ‚owy |1: %s\n", - L"%s|Pozycja |Głów |2: %s\n", - L"\n(w plecaku) ", - L"%s|BroÅ„: %s ", - L"brak broni", - L"rewolwer", - L"SMG", - L"karabin", - L"MG", - L"strzelba", - L"nóż", - L"broÅ„ Ciężka", - L"brak heÅ‚mu", - L"brak kamizelki", - L"brak getrów ochronnych", - L"|Pancerz: %s\n", - // Added - SANDRO - L"%s|UmiejÄ™tność 1: %s\n", - L"%s|UmiejÄ™tność 2: %s\n", - L"%s|UmiejÄ™tność 3: %s\n", - // Additional suppression effects - sevenfm // TODO.Translate - L"%s|A|Ps lost due to |S|uppression: %d\n", - L"%s|Suppression |Tolerance: %d\n", - L"%s|Effective |S|hock |Level: %d\n", - L"%s|A|I |Morale: %d\n", -}; - -STR16 New113Message[] = -{ - L"NadeszÅ‚a burza.", - L"Burza skoÅ„czyÅ‚a siÄ™.", - L"RozpadaÅ‚ siÄ™ deszcz.", - L"Deszcz przestaÅ‚ padać.", - L"Uważaj na snajperów...", - L"OgieÅ„ dÅ‚awiÄ…cy!", - L"BRST", - L"AUTO", - L"GL", - L"GL BRST", - L"GL AUTO", - L"UB", // TODO.Translate - L"UBRST", - L"UAUTO", - L"BAYONET", - L"Snajper!", - L"Nie można podzielić pieniÄ™dzy z powodu przedmiotu na kursorze.", - L"Przybycie nowych rekrutów zostaÅ‚o przekierowane do sektora %s , z uwagi na to, że poprzedni punkt zrzutu w sektorze %s jest zajÄ™ty przez wroga.", - L"Przedmiot usuniÄ™ty", - L"UsuniÄ™to wszystkie przedmioty tego typu", - L"Przedmiot sprzedany", - L"Wszystkie przedmioty tego typu sprzedane", - L"Sprawdź swoje gogle", - // Real Time Mode messages - L"W trakcie walki", - L"Brak wrogów w zasiÄ™gu wzroku", - L"Wyłączone skradanie w czasie rzeczywistym", - L"Włączone skradanie w czasie rzeczywistym", - //L"Spotkano wroga! (Ctrl + x by uruchomić tryb turowy)", - L"Spotkano wroga!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s dokonaÅ‚(a) udanej kradzieży!", - L"%s nie posiada wystarczajÄ…cej liczby PA by ukraść wszystkie zaznaczone przedmioty.", - L"Chcesz operować %s zanim użyjesz bandaży? (możesz przywrócić okoÅ‚o %i punktów zdrowia.)", - L"Chcesz operować %s zanim użyjesz bandaży? (możesz przywrócić okoÅ‚o %i punktów zdrowia.)", - L"Do you wish to perform surgeries first? (%i patient(s))", // TODO.Translate - L"Czy chcesz najpierw operować pacjenta?", - L"Apply first aid automatically with surgeries or without them?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"operacja na %s zakoÅ„czona.", - L"%s otrzymuje trafienie w korpus i traci punkt maksymalnego zdrowia!", - L"%s otrzymuje trafienie w korpus i traci %d punktów maksymalnego zdrowia!", - L"%s is blinded by the blast!", // TODO.Translate - L"%s odzyskaÅ‚(a) utracony punkt %s", - L"%s odzyskaÅ‚(a) %d utraconych punktów %s", - L"Twoja umiejÄ™tność zwiadowcy uchroniÅ‚a ciÄ™ przed zasadzkÄ…!", - L"Twoja umiejÄ™tność zwiadowcy pozwoliÅ‚a ci ominąć stado krwawych kotów!", - L"%s zostaÅ‚ trafiony w pachwinÄ™ i pada na ziemiÄ™!", - ////////////////////////////////////////////////////////////////////////////// - L"Warning: enemy corpse found!!!", - L"%s [%d rnds]\n%s %1.1f %s", - L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate - L"Hint: %s", // TODO.Translate - L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE - - L"Cannot use skill!", // TODO.Translate - L"Cannot build while enemies are in this sector!", - L"Cannot spot that location!", - L"Incorrect GridNo for firing artillery!", - L"Radio frequencies are jammed. No communication possible!", - L"Radio action failed!", - L"Not enough mortar shells in sector to start a barrage!", - L"No signal shell item found in Items.xml!", - L"No High-Explosive shell item found in Items.xml!", - L"No mortars found, cannot commence barrage!", - L"Already jamming signal, no need to do so again!", - L"Already listening for nearby sounds, no need to do so again!", - L"Already trying to spot, no need to do so again!", - L"Already scanning for jam signals, no need to do so again!", - L"%s could not apply %s to %s.", - L"%s orders reinforcements from %s.", - L"%s radio set is out of energy.", - L"a working radio set", - L"a binocular", - L"patience", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", // TODO.Translate -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s kuli siÄ™ ze strachu!", - L"%s zostaÅ‚ przyparty do muru!", - L"%s oddaÅ‚(a) wiÄ™cej strzałów niż zamierzaÅ‚(a)!", - L"Nie możesz szkolić samoobrony w tym sektorze.", - L"Samoobrona znajduje %s.", - L"Nie można szkolić samoobrony, gdy wróg jest w sektorze!", - // 6 - 10 - L"%s Brak odpowiednich umiejÄ™tnoÅ›ci dowodzenia do szkolenia samoobrony.", - L"W tym sektorze jest dozwolonych nie wiÄ™cej niż %d instruktorów samoobrony.", - L"W %s oraz okolicy nie ma miejsca dla nowych oddziałów samoobrony!", - L"Musisz mieć conajmniej %d jednostek samoobrony w każdym z %s wyzwolonych sektorów zanim bÄ™dziesz mógÅ‚ szkolić tu nowe oddziaÅ‚y.", - L"Nie możesz obsadzić fabryki dopóki w okolicy sÄ… wrogie jednostki!", // not sure - // 11 - 15 - L"%s zbyt niska inteligencja do obsadzenia tej fabryki.", - L"%s posiada już maksymalnÄ… liczbÄ™ personelu.", - L"Obsadzenie tej fabryki bÄ™dzie kosztować $%d za godzinÄ™. Chcesz kontynuować?", - L"Nie posiadasz funduszy potrzebnych na opÅ‚acenie wszystkich fabryk. ZapÅ‚acono $%d, ale wciąż pozostaÅ‚o $%d do zapÅ‚aty. Tubylcy sÄ… zaniepokojeni.", - L"Nie posiadasz funduszy potrzebnych na opÅ‚acenie wszystkich fabryk. PozostaÅ‚o $%d do zapÅ‚aty. Tubylcy sÄ… zaniepokojeni.", - // 16 - 20 - L"Zalegasz $%d dla Fabryki i nie posiadasz funduszy umożliwiajÄ…cych spÅ‚atÄ™ dÅ‚ugu!", - L"Zalegasz $%d dla Fabryki!. Nie możesz przydzielić tego najemnika do fabryki do momentu spÅ‚aty dÅ‚ugu.", - L"Zalegasz $%d dla Fabryki!. Czy chcesz spÅ‚acić ten dÅ‚ug?", - L"NiedostÄ™pny w tym sektorze", - L"Dzienne wydatki", - // 21 - 25 - L"Brak funduszy do opÅ‚acenia wykazanych jednostek samoobrony! %d jednostek opuszcza oddziaÅ‚y i wraca do domu.", - L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 - L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 - L"To merge two items during combat, you must pick them both up first.", // HAM 5 -}; - -// TODO.Translate -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"No available adjustments", - L"%s was split into several parts.", - L"%s was split into several parts. Check %s's inventory for the resulting items.", - L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", - L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", - L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", - // 6 - 10 - L"Split Crate into Inventory", - L"Split into %d-rd Mags", - L"%s was split into %d Magazines containing %d rounds each.", - L"%s was split into %s's inventory.", - L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", - L"Instant mode", // TODO.Translate - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"Niniejszym informujÄ™, iż w zwiÄ…zku z dotychczasowymi osiÄ…gniÄ™ciami Gastona, opÅ‚ata za jego usÅ‚ugi zostaÅ‚a podniesiona. OsobiÅ›cie, nie jestem tymfaktem zaskoczony. ± ± Speck T. Kline ± ", - // Stogie: Text from Line 43 in Email.edt - L"Informujemy, iż od chwili obecnej cena za usÅ‚ugi Å›wiadczone przez pana Stoggiego wzrosÅ‚a w zwiÄ…zku ze wzrostem jego umiejÄ™tnoÅ›ci. ± ± Speck T. Kline ± ", - // Tex: Text from Line 45 in Email.edt - L"Informujemy, iż nabyte przez Texa doÅ›wiadczenie upoważnia go do wyższego wynagrodzenia, z tego wzglÄ™du jego wynagrodzenie zostaÅ‚o zwiÄ™kszone w celu lepszego odzwierciedlenia jego wartoÅ›ci. ± ± Speck T. Kline ± ", - // Biggens: Text from Line 49 in Email.edt - L"ProszÄ™ o zwrócenie uwagi, iż w zwiÄ…zku ze wzrostem jakoÅ›ci usÅ‚ug Å›wiadczonych przez pana Biggens`a jego pensja także ulegÅ‚a podwyższeniu. ± ± Speck T. Kline ± ", -}; - -// TODO.Translate -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk - L"PD z Serwera AIM: Wiadomość od - Victor Kolesnikov", - L"Hej, tu Monk. DostaÅ‚em TwojÄ… wiadomość. Już jestem z powrotem - jeÅ›li chcesz siÄ™ skontaktować. ± ± ZadzwoÅ„. ±", - - // Brain - L"PD z Serwera AIM: Wiadomość od - Janno Allik", - L"Jestem już gotów do przyjÄ™cia nowego zadania. Wszystko musi mieć swojÄ… porÄ™. ± ± Janno Allik ±", - - // Scream - L"PD z Serwera AIM: Wiadomość od - Lennart Vilde", - L"Lennart Vilde jest obecnie dostÄ™pny! ±", - - // Henning - L"PD z Serwera AIM: Wiadomość od - Henning von Branitz", - L"OtrzymaÅ‚em TwojÄ… wiadomość, dziÄ™kujÄ™. JeÅ›li chcesz omówić możliwość zatrudnienia, skontaktuj siÄ™ ze mnÄ… za poÅ›rednictwem strony AIM . ± ± Na razie! ± ± Henning von Branitz ±", - - // Luc - L"PD z Serwera AIM: Wiadomość od - Luc Fabre", - L"OtrzymaÅ‚em wiadomość, merci! ChÄ™tnie rozważę Twoje propozycje. Wiesz, gdzie mnie znaleźć. ± ± OczekujÄ™ odpowiedzi ±", - - // Laura - L"PD z Serwera AIM: Wiadomość od - Laura Colin", - L"Pozdrowienia! Dobrze, że zostawiÅ‚eÅ› wiadomość. Sprawa wyglÄ…da interesujÄ…co. ± ± Zajrzyj jeszcze raz do AIM. ChÄ™tnie poznam wiÄ™cej informacji. ± ± Wyrazy szacunku ± ± Dr Laura Colin ±", - - // Grace - L"PD z Serwera AIM: Wiadomość od - Graziella Girelli", - L"ChciaÅ‚eÅ› siÄ™ ze mnÄ… skontaktować, ale Ci siÄ™ nie udaÅ‚o.± ± MiaÅ‚am spotkanie rodzinne, na pewno to rozumiesz. Teraz mam już dość swojej rodziny i bardzo siÄ™ ucieszÄ™, jeÅ›li skontaktujesz siÄ™ ze mnÄ… ponownie za poÅ›rednictwem witryny AIM . ± ± Ciao! ±", - - // Rudolf - L"PD z Serwera AIM: Wiadomość od - Rudolf Steiger", - L"Wiesz, ile telefonów odbieram każdego dnia? Co drugi baran myÅ›li, że może do mnie wydzwaniać. ± ± W każdym razie już jestem, jeÅ›li masz dla mnie coÅ› ciekawego. ±", - - // TODO.Translate - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"FW from AIM Server: Message about merc availability", - L"I got your message. Waiting for your call. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Snajper: Sokole oczy! Możesz odstrzelić skrzydÅ‚a muszce ze stu jardów. ± ", - // Camouflage - L"Kamuflaż: Przy tobie nawet krzaki wyglÄ…dajÄ… na sztuczne! ± ", - // SANDRO - new strings for new traits added - // Ranger - L"Strażnik: To ty jesteÅ› tym z pustyni Teksasu! ± ", - // Gunslinger - L"Rewolwerowiec: Z pistoletem lub dwoma, możesz być tak Å›miercionoÅ›ny jak Billy Kid! ± ", - // Squadleader - L"Przywódca: Urodzony dowódca i szef, jesteÅ› naprawdÄ™ grubÄ… rybÄ… bez kitu! ± ", - // Technician - L"Mechanik: Naprawa sprzÄ™tu, rozbrajanie puÅ‚apek, podkÅ‚adanie bomb, to twoja dziaÅ‚ka! ± ", - // Doctor - L"Chirurg: Możesz przeprowadzić skomplikowanÄ… operacjÄ™ przy użyciu scyzoryka i gumy do żucia! ± ", - // Athletics - L"Atleta: Kondycji mógÅ‚by ci pozazdroÅ›cić niejeden maratoÅ„czyk! ± ", - // Bodybuilding - L"Budowa ciaÅ‚a: Ta ogromna muskularna postać, której nie sposób przeoczyć, to w rzeczy samej ty! ± ", - // Demolitions - L"MateriaÅ‚y wybuchowe: Potrafisz wysadzić miasto przy użyciu standardowego wyposażenia kuchni! ± ", - // Scouting - L"Zwiadowca: Nic nie umknie twej uwadze! ± ", - // Covert ops - L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate - // Radio Operator - L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate - // Survival - L"Survival: Nature is a second home to you. ± ", // TODO.Translate -}; - -STR16 NewInvMessage[] = -{ - L"Nie możesz teraz podnieść plecaka.", - L"Nie ma miejsca, aby poÅ‚ożyć tutaj plecak", - L"Nie znaleziono plecaka", - L"Zamek bÅ‚yskawiczny dziaÅ‚a tylko podczas walki.", - L"Nie możesz siÄ™ przemieszczać, gdy zamek plecaka jest aktywny.", - L"Na pewno chcesz sprzedać wszystkie przedmioty z tego sektora?", - L"Na pewno chcesz skasować wszystkie przedmioty z tego sektora?", - L"Nie można wspinać siÄ™ z plecakiem", - L"All backpacks dropped", // TODO.Translate - L"All owned backpacks picked up", - L"%s drops backpack", - L"%s picks up backpack", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"Inicjacja serwera RakNet...", - L"Serwer wÅ‚., oczekiwanie na połączenie", - L"Musisz teraz połączyć swojego klienta z serwerem, wciskajÄ…c 2", - L"Serwer już dziaÅ‚a", - L"WÅ‚. nie powiodÅ‚o siÄ™. Przerwanie.", - // 5 - L"%d/%d klientów gotowych na tryb realtime.", - L"Serwer rozłączony i wyÅ‚.", - L"Serwer nie dziaÅ‚a", - L"Åadowanie klientów, czekaj.", - L"Nie można zmieniać miejsc zrzutu po starcie serwera.", - // 10 - L"WysÅ‚ano '%S' pliku - 100/100", - L"ZakoÅ„czono wysyÅ‚anie plików do '%S'.", - L"RozpoczÄ™to wysyÅ‚anie plików do '%S'.", - L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"Inicjacja klienta RakNet…", - L"ÅÄ…czenie z IP: %S ...", - L"Otrzymano ustawienia:", - L"JesteÅ› już połączony.", - L"JesteÅ› już w trakcie łączenia", - // 5 - L"Klient #%d - '%S' wynajÄ…Å‚ '%s'.", - L"Klient #%d - '%S' has hired another merc.", - L"Gotowy! Wszystkich gotowych - %d/%d.", - L"Nie jesteÅ› już gotowy. Gotowych - %d/%d.", - L"PoczÄ…tek bitwy...", - // 10 - L"Klient #%d - '%S' jest gotów. Gotowych - %d/%d.", - L"Klient #%d - '%S' nie jest już gotowy. Gotowych - %d/%d", - L"JesteÅ› gotów. Czekanie na pozostaÅ‚ych… NaciÅ›nij OK., jeÅ›li już nie jesteÅ› gotów.", - L"Zaczynajmy już!", - L"Klient A musi dziaÅ‚ać, by zacząć grÄ™.", - // 15 - L"Nie można zacząć. Brak najemników.", - L"Czekaj na zgodÄ™ serwera, by odblokować laptopa…", - L"Przerwano", - L"Koniec przerwania", - L"PoÅ‚ożenie siatki myszy:", - // 20 - L"X: %d, Y: %d", - L"Numer siatki %d", - L"WÅ‚aÅ›ciwoÅ›ci serwera", - L"Ustaw rÄ™cznie stopieÅ„ nadrzÄ™dnoÅ›ci serwera: ‘1’ – wÅ‚.laptop/rekrut.; ‘2’- wÅ‚./Å‚aduj poziom; ‘3’ – odblok. UI; ‘4’ – koÅ„czy rozmieszczanie", - L"Sektor=%s, MaxKlientów=%d, Max Najem=%d, Tryb_Gry=%d, TenSamNaj=%d, Mnożnik obraż.=%f, TuryCzas=%d, Sek/ruch=%d, Dis BobbyRay=%d, WyÅ‚ Aim/Merc Ekwip=%d, WyÅ‚ morale=%d, Test=%d", - // 25 - L"", - L"Nowe połączenie Client #%d - '%S'.", - L"Drużyna: %d.",//not used any more - L"'%s' (klient %d - '%S') zabity przez '%s' (client %d - '%S')", - L"Wyrzucono #%d - '%S'", - // 30 - L"Zacząć turÄ™ dla klientów. #1: , #2: %S, #3: %S, #4: %S", - L"PoczÄ…tek tury dla #%d", - L"Żądanie trybu realtime…", - L"Zmieniono w tryb realtime.", - L"Błąd. CoÅ› poszÅ‚o nie tak przy przełączaniu.", - // 35 - L"Odblokować laptopy? (Czy gracze sÄ… już podłączeni?)", - L"Serwer odblokowaÅ‚ laptopa. Zaczynaj rekrutować!", - L"PrzerywajÄ…cy", - L"Nie możesz zmieniać strefy zrzutu, jeÅ›li nie jesteÅ› serwerem gry.", - L"OdrzuciÅ‚eÅ› ofertÄ™ poddania siÄ™, gdyż grasz w trybie Multiplayer.", - // 40 - L"Wszyscy twoi ludzie sÄ… martwi!", - L"Tryb obserwatora wÅ‚..", - L"ZostaÅ‚eÅ› pokonany!", - L"Wspinanie wyłączone w MP", - L"WynajÄ™to '%s'", - // 45 - L"Nie możesz zmienić mapy w trakcie dokonywania zakupu", - L"Mapa zmieniona na '%s'", - L"Klient '%s' rozłączony, usuwanie z gry", - L"ZostaÅ‚eÅ› rozłączony, powrót do głównego menu", - L"Próba połączenia zakoÅ„czona niepowodzeniem, kolejna poróba za 5 sekund, %i prób pozostaÅ‚o...", - //50 - L"Próba połączenia zakoÅ„czona niepowodzeniem, rezygnacja z kolejnych prób...", - L"Nie możesz rozpocząć gry dopóki nie sÄ… podłączeni inni gracze", - L"%s : %s", - L"WyÅ›lij do wszystkich", - L"WyÅ›lij do sprzymierzeÅ„ców", - // 55 - L"Nie można dołączyć do gry. Ta gra już siÄ™ rozpoczęła", - L"%s (drużyna): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"Pobrano wszystkie pliki z serwera.", - L"Pobrano '%S' z serwera", - L"RozpoczÄ™to pobieranie '%s' z serwera", - L"Nie można rozpocząć gry dopóki wszyscy nie zakoÅ„czÄ… pobierania plików z serwera", - L"Ten serwer przed rozpoczÄ™ciem gry wymaga pobrania zmodyfikowanych plików, czy chcesz kontynuować", - // 65 - L"NaciÅ›nij 'Gotowe' aby przejść do ekranu taktycznego", - L"Nie można siÄ™ połączyć ponieważ twoja wersja %S różni siÄ™ od wersji %S na serwerze.", - L"ZabiÅ‚eÅ› wrogÄ… jednostkÄ™", - L"Nie można dołączyć do gry. Ta gra już siÄ™ rozpoczęła", - L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", - // 70 // TODO.Translate - L"Could not save received file '%S'", - L"%s's bomb was disarmed by %s", - L"You loose, what a shame", // All over red rover - L"Spectator mode disabled", - L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", - // 75 - L"Team %s is wiped out.", - L"Client failed to start. Terminating.", - L"Client disconnected and shutdown.", - L"Client is not running.", - L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate - // 80 - L"AI's turn - %d left", // TODO.Translate -}; - -STR16 gszMPEdgesText[] = -{ - L"Pn", //- Północ - L"W", //- Wschód - L"Pd", //- PoÅ‚udnie - L"Z", //- Zachód - L"C", // "C" - Centralny -}; - -STR16 gszMPTeamNames[] = -{ - L"Foxtrot", - L"Bravo", - L"Delta", - L"Charlie", - L"N/D", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Tryb gry: ", - L"Gracze: ", - L"Mercs each: ", - L"Nie możesz zmienić poczÄ…tkowego wierzchoÅ‚ka dopóki laptop jest odblokowany.", - L"Nie możesz zmieniać drużyn dopóki laptop jest odblokowany.", - L"Losowi najemnicy: ", - L"T", //if "Y" means Yes here - L"Poziom trudnoÅ›ci:", - L"Wersja serwera:", -}; - -STR16 gzMPSScreenText[] = -{ - L"Tabela punktów", - L"Kontynuuj", - L"Anuluj", - L"Gracz", - L"Zabitych", - L"Liczba zgonów", - L"Armia królowej", - L"Trafienia", - L"StrzaÅ‚y chybione", - L"Celność", - L"Obrażenia zadane", - L"Obrażenia otrzymane", - L"Czekaj na połączenie z serwerem aby nacisnąć 'Kontynuuj'", -}; - -STR16 gzMPCScreenText[] = -{ - L"Anuluj", - L"ÅÄ…czenie z serwerem", - L"Pobieranie ustawieÅ„ serwera", - L"Pobieranie plików", - L"NaciÅ›nij 'ESC' aby anulować lub 'Y' aby wejść na chat", - L"NaciÅ›nij 'ESC'aby anuować", - L"Gotowe", -}; - -STR16 gzMPChatToggleText[] = -{ - L"WyÅ›lij do wszystkich", - L"WyÅ›lij do sprzymierzeÅ„ców", -}; - -STR16 gzMPChatboxText[] = -{ - L"Multiplayer Chat", - L"Chat: NaciÅ›nij 'ENTER' aby wysÅ‚ać lub 'ESC' by anulować", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // OdnoÅ›nie starych umiejÄ™tnoÅ›ci - L"Na nastÄ™pnej stronie, wybierzesz umiejÄ™tnoÅ›ci dotyczÄ…ce twojej specjalizacji jako najemnika. Nie można wybrać wiÄ™cej niż dwóch różnych umiejÄ™tnoÅ›ci, albo jednej w stopniu eksperta.", - - //L"Możesz także wybrać jednÄ…, albo nawet nie wybrać żadnej umiejÄ™tnoÅ›ci, co da ci bonus do liczby punktów atrybutów. Zauważ, że elektronika i oburÄ™czność nie mogÄ… być wybrane w stopniu eksperta.", - - // TODO.Translate (added Camouflage) - L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", - - // OdnoÅ›nie nowych/pomniejszych umiejÄ™tnoÅ›ci - L"NastÄ™pny etap dotyczy wybierania umiejÄ™tnoÅ›ci dotyczÄ…cych twojej specjalizacji jako najemnika. Na pierwszej stronie, możesz wybrać do %d głównych umiejÄ™tnoÅ›ci, które reprezentujÄ… twojÄ… rolÄ™ w zespole. Druga strona to lista pomniejszych cech, które reprezentujÄ… twojÄ… osobowość.", - L"Wybranie wiÄ™cej niż %d jednoczeÅ›nie jest niemożliwe. Oznacza to, że jeżeli nie wybierzesz żadnych głównych umiejÄ™tnoÅ›ci, możesz wybrać %d pomniejsze cechy. JeÅ›li wybierzesz 2 główne umiejÄ™tnoÅ›ci (albo jednÄ… zaawansowanÄ…), możesz wybrać tylko %d cechÄ™ dodatkowÄ…...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"ProszÄ™, wybierz swoje atrybuty fizyczne zgodnie z twoimi prawdziwymi umiejÄ™tnoÅ›ciami. Nie możesz podnieść żadnego z powyższych wyników.", - L"PrzeglÄ…d atrybutów i umiejÄ™tnoÅ›ci I.M.P..", - L"Punkty bonusowe.:", - L"Poziom startowy", - // New strings for new traits - L"Na nastÄ™pnej stronie wybierzesz swoje atrybuty fizyczne i umiejÄ™tnoÅ›ci. 'Atrybuty' to: zdrowie, zwinność, zrÄ™czność, siÅ‚a oraz inteligencja. Atrybuty nie mogÄ… być niższe niż %d.", - L"Reszta to 'umiejÄ™tnoÅ›ci', w przeciwieÅ„stwie do atrybutów, mogÄ… być ustawione na zero, co oznacza, że nie masz w nich kompletnie żadnej wprawy.", - L"Wszystkie punkty sÄ… na poczÄ…tku ustawione na minimum. Zauważ, że niektóre atrybuty sÄ… ustawione na wartoÅ›ciach, co ma zwiÄ…zek z wczeÅ›niej wybranymi umiejÄ™tnoÅ›ciami. Nie możesz ustawić ich niżej.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"Analiza charakteru I.M.P.", - L"Analiza charakteru to nastÄ™pny krok w tworzeniu twojego profile. Na pierwszej stronie zostanie ci przedstawiona lista cech charakteru do wybrania. DomyÅ›lamy siÄ™, że możesz identyfikować siÄ™ z wiÄ™kszÄ… ich iloÅ›ciÄ…, jednak bÄ™dziesz mógÅ‚ wybrać tylko jednÄ…. Wybierz takÄ…, z którÄ… czujesz siÄ™ najbardziej zwiÄ…zany.", - L"Druga strona przedstawia listÄ™ niepeÅ‚nosprawnoÅ›ci, na które możesz cierpieć. JeÅ›li cierpisz na jednÄ… z nich, wybierz jÄ… (wierzymy, że każdy ma tylko jednÄ… takÄ… niepeÅ‚nosprawność). BÄ…dź szczery, ponieważ to ważne, by poinformować potencjalnych pracodawców o twoim faktycznym stanie zdrowia.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Normalny", - L"Przyjazny", - L"Samotnik", - L"Optymista", - L"Pesymista", - L"Agresywny", - L"Arogancki", - L"Gruba ryba", - L"Dupek", - L"Tchórz", - L"Nastawienie I.M.P.-a", -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Normalny", - L"Towarzyski", - L"Samotnik", - L"Optymista", - L"Asertywny", - L"Intelektualista", - L"Prymityw", - L"Agresywny", - L"Flegmatyk", - L"Nieustraszony", - L"Pacyfista", - L"PodstÄ™pny", - L"Gwiazdor", - L"Coward", // TODO.Translate - L"Cechy charakteru I.M.P.-a", -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"Kolory i sylwetka ciaÅ‚a I.M.P.-a", - L"Kolory I.M.P.", - L"ProszÄ™ wybrać odpowiednie kolory skóry, wÅ‚osów i ubraÅ„ oraz swojÄ… sylwetkÄ™ ciaÅ‚a.", - L" ProszÄ™ wybrać odpowiednie kolory skóry, wÅ‚osów i ubraÅ„.", - L"Zaznacz, by używać alternatywnego sposobu trzymania broni.", - L"\n(Uwaga: bÄ™dziesz potrzebować do tego dużej siÅ‚y.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Kolor wÅ‚osów", - L"Kolor skóry", - L"Kolor koszulki", - L"Kolor spodni", - L"Normalne ciaÅ‚o", - L"Duże ciaÅ‚o", -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"Bez niepeÅ‚nosprawnoÅ›ci", - L"Nie lubi ciepÅ‚a", - L"Nerwowy", - L"Klaustrofobik", - L"Nie umie pÅ‚ywać", - L"Boi siÄ™ owadów", - L"Zapominalski", - L"Psychol", - L"Deaf", - L"Shortsighted", - L"Hemophiliac", // TODO.Translate - L"Fear of Heights", - L"Self-Harming", - L"NiepeÅ‚nosprawnoÅ›ci I.M.P.-a", -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate -{ - L"We bet you're glad this isn't voicemail.", - L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"You'll be screwed if you ever lose your glasses.", - L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate -{ - L"Are you SURE this is the right job for you?", - L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate -{ - L"Let's just say you are a grounded person.", - L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Might want to make sure your knives are always clean.", - L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s nie ma wystarczajÄ…cej siÅ‚y, by tego dokonać", - L"%s nie ma wystarczajÄ…cej zrÄ™cznoÅ›ci, by tego dokonać", - L"%s nie ma wystarczajÄ…cej zwinnoÅ›ci, by tego dokonać", - L"%s nie ma dość zdrowia, by tego dokonać", - L"%s nie ma wystarczajÄ…cej inteligencji, by tego dokonać", - L"%s nie ma wystarczajÄ…cej celnoÅ›ci, by tego dokonać", - // 6 - 10 - L"%s nie ma wystarczajÄ…cych um. medycznych, by tego dokonać.", - L"%s nie ma wystarczajÄ…cych um. mechaniki, by tego dokonać.", - L"%s nie ma wystarczajÄ…cych um. dowodzenia, by tego dokonać.", - L"%s nie ma wystarczajÄ…cych um. mat. wyb., by tego dokonać.", - L"%s nie ma wystarczajÄ…cego doÅ›wiadczenia, by tego dokonać.", - // 11 - 15 - L"%s ma za maÅ‚e morale, by tego dokonać", - L"%s nie ma wystarczajÄ…co dużo energii, by tego dokonać", - L"W %s jest zbyt maÅ‚a lojalność. MieszkaÅ„cy nie pozwolÄ… ci tego zrobić.", - L"W %s pracuje już zbyt wiele osób.", - L"W %s zbyt wiele osób wykonuje już to polecenie.", - // 16 - 20 - L"%s nie znajduje przedmiotów do naprawy.", - L"%s traci nieco %s, pracujÄ…c w sektorze %s", - L"%s traci nieco %s, pracujÄ…c w %s w sektorze %s", - L"%s odnosi rany, pracujÄ…c w sektorze %s i wymaga natychmiastowej pomocy medycznej!", - L"%s odnosi rany, pracujÄ…c w %s w sektorze %s i wymaga natychmiastowej pomocy medycznej!", - // 21 - 25 - L"%s odnosi rany, pracujÄ…c w sektorze %s. Nie wyglÄ…da to jednak bardzo poważnie.", - L"%s odnosi rany, pracujÄ…c w %s w sektorze %s. Nie wyglÄ…da to jednak bardzo poważnie.", - L"MieszkaÅ„cy miasta %s wydajÄ… siÄ™ poirytowani tym, że %s przebywa w ich okolicy.", - L"MieszkaÅ„cy miasta %s wydajÄ… siÄ™ poirytowani tym, że %s pracuje w %s.", - L"%s po swych dziaÅ‚aniach w sektorze %s powoduje spadek poparcia w regionie.", - // 26 - 30 - L"%s swymi dziaÅ‚aniami w %s w %s powoduje spadek poparcia w regionie.", - L"%s jest w stanie upojenia alkoholowego", - L"%s ciężko choruje w sektorze %s i przechodzi w stan spoczynku", - L"%s ciÄ™zko choruje i nie może dalej pracować w %s w %s", - L"%s doznaje ciężkich obrażeÅ„ w sektorze %s", // %s was injured in sector %s. // <--- This is a log message string. - // 31 - 35 - L"%s doznaje ciężkich obrażeÅ„ w sektorze %s", //<--- This is a log message string. - L"Obecni więźniowie zdajÄ… sobie sprawÄ™, iż %s jest najemnikiem.", - L"%s jest obecnie powszechnie znany jako kapuÅ›. Odczekaj przynajmniej %d godzin(Ä™).", - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"SiÅ‚a", - L"Zwinność", - L"ZrÄ™czność", - L"Inteligencja", - L"Zdrowie", - L"UmiejÄ™tnoÅ›ci strzeleckie", //short: "Um. strzeleckie" - // 5-10 - L"UmiejÄ™tność dowodzenia", //short: "Um. dowodzenia" - L"Znajomość mechaniki", //short: "Zn. mechaniki" - L"Wiedza medyczna", - L"Znajomość materiałów wybuchowych", //short: "Zn. mat. wybuchowych" -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - L"AMBIENT", - L"Staff", - L"Eat",// TODO.Translate - L"Odpoczywa" - L"Naprawa ekwipunku", - L"Naprawa %s", - L"Naprawa Robota", - // 6-10 - L"Lekarz", - L"Pacjent", - L"Trening siÅ‚y", - L"Trening zrÄ™cznoÅ›ci", - L"Trening zwinnoÅ›ci", - L"Trening zdrowia", - // 11-15 - L"Trening um. strzeleckich", - L"Trening wiedzy medycznej", - L"Trening zn. mechaniki", - L"Trening dowodzenia", - L"Trening zn. mat. wybuchowych", - // 16-20 - L"UczeÅ„ siÅ‚a", - L"UczeÅ„ zrÄ™czność", - L"UczeÅ„ zwinność", - L"UczeÅ„ zdrowie", - L"UczeÅ„ um. strzeleckie", - // 21-25 - L"UczeÅ„ wiedza medyczna", - L"UczeÅ„ zn. mechaniki", - L"UczeÅ„ um. dowodzenia", - L"UczeÅ„ zn. mat. wybuchowych", - L"Instruktor siÅ‚a", - // 26-30 - L"Instruktor zrÄ™czność", - L"Instruktor zwinność", - L"Instruktor zdrowie", - L"Instruktor um. strzeleckie", - L"Instruktor wiedza medyczna", - // 30-35 - L"Instruktor zn. mechaniki", - L"Instruktor um. dowodzenia", - L"Instruktor zn. mat. wybuchowych", - L"Interrogate Prisoners", // added by Flugente TODO.Translate - L"Undercover Snitch", // TODO.Translate - // 36-40 - L"Spread Propaganda", - L"Spread Propaganda", // spread propaganda (globally) - L"Gather Rumours", - L"Command Militia", // militia movement orders -}; - -STR16 Additional113Text[]= -{ - L"Jagged Alliance 2 v1.13 trybie okienkowym wymaga głębi koloru 16-bitowego.", - L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate - L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", // TODO.Translate - // TODO.Translate - // WANNE: Savegame slots validation against INI file - L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", - L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -STR16 sEnemyTauntsFireGun[]= -{ - L"Masz cwelu!", - L"A masz!", - L"Nażryj siÄ™!", - L"JesteÅ›cie moi!", - L"Zdychaj!", - L"Boisz siÄ™ kurwo?", - L"To dopiero zaboli!", - L"Dawaj skurwielu!", - L"Dawaj! Nie mam caÅ‚ego dnia!", - L"Chodź do tatusia!", - L"Zaraz pójdziesz do piachu!", - L"Wracasz do domu w dÄ™bowej jesionce frajerze!", - L"Chcesz siÄ™ zabawić?" - L"Trzeba byÅ‚o zostać w domu kurwo." - L"Ciota!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"UrzÄ…dzamy grilla.", - L"Mam dla ciebie prezent.", - L"Bum!", - L"UÅ›miech!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Åap!", - L"A masz!", - L"PrzyszÅ‚a kryska na Matyska!", - L"To dla ciebie!", - L"Hahahaha!", - L"Åap Å›winio!", - L"Uwielbiam to.", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"ZedrÄ™ ci skalp!", - L"Chodź do tatusia.", - L"Pochwal siÄ™ flakami!", - L"PorżnÄ™ ciÄ™ na kawaÅ‚ki!", - L"Skurwysyny!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"JesteÅ›my po uszy w gównie...", - L"Idź do wojska -mówili. Nie ma chuja, nie po to!", - L"Mam już dość.", - L"O mój Boże.", - L"Za to mi nie pÅ‚acÄ….", - L"Nie wytrzymam tego!", - L"WrócÄ™ z kumplami.", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"SÅ‚yszaÅ‚em to!", - L"Kto tam?", - L"Co to byÅ‚o?", - L"Hej! Co do...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"SÄ… tutaj!", - L"Czas zacząć zabawÄ™." - L"LiczyÅ‚em na to, że to siÄ™ nie stanie.", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Au!", - L"UÅ‚...", - L"To... boli!", - L"Skurwysyny!", - L"PożaÅ‚ujecie... tego.", - L"Co do..!", - L"Teraz siÄ™... wkurwiÅ‚em.", - -}; - -// TODO.Translate -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Da'ffff...!", - L"Oh my God!", - L"Holy crap!", - L"Enemy!!!", - L"Alert! Alert!", - L"There is one!", - L"Attack!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"Description", - L"General", - L"Advanced", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Desc", - L"Gen", - L"Adv", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"Primary", - L"Secondary", - L"AP Costs", - L"Burst / Autofire", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Prop.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", - L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", - L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", - L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", - L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", - L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", - L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", - L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", - L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Property icon (mouse-over to reveal name).", - L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", - L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", - L"Bonus/penalty given while |p|r|o|n|e.", - L"Bonus/penalty given", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y", - L"|D|a|m|a|g|e", - L"|R|a|n|g|e", - L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s", - L"|R|e|l|i|a|b|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", - L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", - L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", - L"|A|P|s |t|o |R|e|a|d|y", - L"|A|P|s |t|o |A|t|t|a|c|k", - L"|A|P|s |t|o |B|u|r|s|t", - L"|A|P|s |t|o |A|u|t|o|f|i|r|e", - L"|A|P|s |t|o |R|e|l|o|a|d", - L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", - L"", // No longer used! - L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate - L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", - L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", - L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", - L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate - L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", - L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", - L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", - L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", - L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", - L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nThe minimum range at which a scope can provide it's aimBonus.", - L"\n \nTo hit modifier granted by laser sights.", - L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", - L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", - L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", - L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", - L"", // No longer used! - L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate - L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", - L"|C|o|v|e|r|a|g|e", - L"|D|e|g|r|a|d|e |R|a|t|e", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", - L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", - L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|A|r|m|o|r |P|i|e|r|c|i|n|g", - L"|B|u|l|l|e|t |T|u|m|b|l|e", - L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", - L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", - L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate - L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate - L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|D|a|m|a|g|e", - L"|S|t|u|n |D|a|m|a|g|e", - L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate - L"|B|l|a|s|t |R|a|d|i|u|s", - L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", - L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", - L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", - L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", - L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", - L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", - L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", - L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", - L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", - L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", - L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", - L"|F|r|a|g|m|e|n|t |R|a|n|g|e", - // HEADROCK HAM 5: End Fragmentations - L"|L|o|u|d|n|e|s|s", - L"|V|o|l|a|t|i|l|i|t|y", - L"|R|e|p|a|i|r |E|a|s|e", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", - L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", - L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate - L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", - L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", - L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", - L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", - L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", - L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", - L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", - L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", - // HEADROCK HAM 5: Fragmentation // TODO.Translate - L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", - L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", - L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", - L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", - L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|R|e|p|a|i|r |E|a|s|e", - L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", - L"|V|o|l|u|m|e", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", - L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", - L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|T|r|a|c|e|r |A|m|m|o", - L"|A|n|t|i|-|T|a|n|k |A|m|m|o", - L"|I|g|n|o|r|e|s |A|r|m|o|r", - L"|A|c|i|d|i|c |A|m|m|o", - L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", - L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", - L"|W|a|t|e|r|p|r|o|o|f", - L"|E|l|e|c|t|r|o|n|i|c", - L"|G|a|s |M|a|s|k", - L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", - L"|C|a|n |P|i|c|k |L|o|c|k|s", - L"|C|a|n |C|u|t |W|i|r|e|s", - L"|C|a|n |S|m|a|s|h |L|o|c|k|s", - L"|M|e|t|a|l |D|e|t|e|c|t|o|r", - L"|R|e|m|o|t|e |T|r|i|g|g|e|r", - L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", - L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", - L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", - L"|T|o|o|l |K|i|t", - L"|T|h|e|r|m|a|l |O|p|t|i|c|s", - L"|X|-|R|a|y |D|e|v|i|c|e", - L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", - L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", - L"|F|i|r|s|t |A|i|d |K|i|t", - L"|M|e|d|i|c|a|l |K|i|t", - L"|L|o|c|k |B|o|m|b", - L"|D|r|i|n|k",// TODO.Translate - L"|M|e|a|l", - L"|A|m|m|o |B|e|l|t", - L"|A|m|m|o |V|e|s|t", - L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate - L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate - L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", - L"|M|a|d|e |o|f |M|e|t|a|l", - L"|S|i|n|k|s", - L"|T|w|o|-|H|a|n|d|e|d", - L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", - L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate - L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", - L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 - L"|S|h|i|e|l|d", // TODO.Translate - L"|C|a|m|e|r|a", // TODO.Translate - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", - L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", - L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", - L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", - L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", - L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", - L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", - L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", - L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", - L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", - L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate - L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", - L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate - L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", - L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", - L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", - L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", - L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate - L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", - L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", - L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", - L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", - L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", - L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", - L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", - L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate - L"\n \nThis item will still your hunger\nif you eat it.", - L"\n \nWith this ammo belt you can\nfeed someone else's MG.", - L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", - L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate - L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate - L"\n \nThis item cannot be damaged.", - L"\n \nThis item is made of metal.\nIt takes less damage than other items.", - L"\n \nThis item sinks when put in water.", - L"\n \nThis item requires both hands to be used.", - L"\n \nThis item will block your iron sights\nso you cannot use them.", - L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate - L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", - L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", - L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", - L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", - L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", - L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", - L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", - L"|R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", - L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", - L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", - L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", - L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", - L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", - L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", - L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", - L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", - L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", - L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", - L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", - L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", - L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", - L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", - L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", - L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", - L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", - L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", - L"|T|u|n|n|e|l |V|i|s|i|o|n", - L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", - L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", - L"|T|o|-|H|i|t |B|o|n|u|s", - L"|A|i|m |B|o|n|u|s", - L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate - L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", - L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", - L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", - L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", - L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate - L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate - L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate - L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate - L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate - L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate - L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate - L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate - L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate - L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", - L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", - L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", - L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", - L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", - L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", - L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", - L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", - L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate - L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate - L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate - L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate - L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate - L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate - L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate - L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate - L"", - L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", - L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", - L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", - L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", - L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", - L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", - L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", - L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", - L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", - L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", - L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", - L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", - L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", - L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", - L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", - L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", - L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", - L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", - L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", - L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate - L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", - L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", - L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", - L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"SINGLE", - L"AP", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// TODO.Translate -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Spakowano amunicjÄ™ do skrzyÅ„ w sektorze %c%d.", - L"UsuniÄ™to dodatki z przedmiotów w sektorze %c%d.", - L"RozÅ‚adowano amunicjÄ™ z broni w sektorze %c%d.", - L"PoukÅ‚adano i scalono przedmioty w sektorze %c%d.", - // Bob: new strings for emptying LBE items - L"RozÅ‚adowano LBE w sektorze %c%d.", - L"Wyrzucono %i przedmiot(ów) z %s", // Bunch of stuff removed from LBE item %s - L"Nie można nic wyjąć z %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"RozÅ‚adowano %s.", // LBE item %s contained stuff and was emptied - L"Nie udaÅ‚o siÄ™ rozÅ‚adować %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"Utracona zawartość %s!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Show all", - L"Guns", - L"Ammo", - L"Explosives", - L"Melee Weapons", - L"Armor", - L"LBE", - L"Kits", - L"Misc. Items", - L"Hide all", -}; - -STR16 gzMercCompare[] = -{ - L"???", - L"Base opinion:", - - L"Dislikes %s %s", - L"Likes %s %s", - - L"Strongly hates %s", - L"Hates %s", // 5 - - L"Deep racism against %s", - L"Racism against %s", - - L"Cares deeply about looks", - L"Cares about looks", - - L"Very sexist", // 10 - L"Sexist", - - L"Dislikes other background", - L"Dislikes other backgrounds", - - L"Past grievances", - L"____", // 15 - L"/", - L"* Opinion is always in [%d; %d]", // TODO.Translate -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = // TODO.Translate -{ - L"Temperature is ", - L"very low", - L"low", - L"medium", - L"high", - L"very high", - L"dangerous", - L"CRITICAL", - L"DRAMATIC", - L"unknown", - L"." -}; - -// TODO.Translate -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Food is ", - L"fresh", - L"good", - L"ok", - L"stale", - L"shabby", - L"rotting", - L"." -}; - -// TODO.Translate -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"Pvt. ", //ExpLevel 1 - L"Pfc. ", //ExpLevel 2 - L"Cpl. ", //ExpLevel 3 - L"Sgt. ", //ExpLevel 4 - L"Lt. ", //ExpLevel 5 - L"Cpt. ", //ExpLevel 6 - L"Maj. ", //ExpLevel 7 - L"Lt.Col. ", //ExpLevel 8 - L"Col. ", //ExpLevel 9 - L"Gen. " //ExpLevel 10 -}; - -//Ja25 UB - -STR16 gzNewLaptopMessages[]= -{ - L"Zapytaj o naszÄ… specjalnÄ… ofertÄ™", - L"Temporarily Unavailable", - L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"OdlegÅ‚ość od celu (w polach): %d, Jasność = %d/%d", - L"Nadajnik zostaÅ‚ podłączony do twojego laptopa.", - L"Nie możesz zatrudnić %s(a)", - L"Na okreÅ›lony czas, poniższe honorarium pokryje koszt caÅ‚ej misji razem z wyposażeniem zamieszczonym poniżej.", - L"Zatrudnij %s(a) już teraz i weź udziaÅ‚ w naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie caÅ‚y ekwipunek najemnika otrzymasz za darmo.", - L"Honorarium", - L"KtoÅ› jest w sektorze...", - //L"ZasiÄ™g broni (w polach): %d, Szansa na trafienie: %d procent", - L"Pokaż osÅ‚onÄ™", - L"ZasiÄ™g wzroku", - L"Nowi rekruci nie mogÄ… tam przybyć.", - L"Dopóki twój laptop bÄ™dzie bez nadajnika, nie bÄ™dziesz mógÅ‚ zatrudniać nowych czÅ‚onków zespoÅ‚u. Możliwe, że to odpowiedni moment by odczytać zapisany stan gry lub zacząć grać od nowa!", - L"%s sÅ‚yszy dźwiÄ™k zgniatanego metalu dochodzÄ…cy spod ciaÅ‚a Jerry'ego. Niestety zabrzmiaÅ‚o to jak dźwiÄ™k zgniatanej anteny twojego laptopa.", //the %s is the name of a merc. @@@ Modified - L"Po przejrzeniu notatki pozostawionej przez podkomendanta Morrisa, %s zauważa pewnÄ… możliwość. Notatka zawiera koordynaty potrzebne do wystrzelenia pocisków w stronÄ™ różnych miast w Arulco. SÄ… na niej również współrzÄ™dne, z których pociski te zostanÄ… wystrzelone.", - L"PrzyglÄ…dajÄ…c siÄ™ panelowi kontrolnemu, %s spostrzega, że liczby można zamienić tak, by pociski zniszczyÅ‚y tÄ™ placówkÄ™. %s musi znaleźć drogÄ™ ucieczki. Winda zdaje siÄ™ być najszybszym rozwiÄ…zaniem...", - L"Grasz w trybie CZÅOWIEKA Z Å»ELAZA i nie możesz zapisywać gry, gdy wróg jest w sektorze.", // @@@ new text - L"(Nie można zapisywać gry podczas walki)", //@@@@ new text - L"Kampania ma wiÄ™cej niż 30 postaci.", // @@@ new text - L"Nie można odnaleźć kampanii.", // @@@ new text - L"Kampania: Standardowa ( %S )", // @@@ new text - L"Kampania: %S", // @@@ new text - L"WybraÅ‚eÅ› kampaniÄ™ %S. Ta kampania zostaÅ‚a stworzona przez fanów gry. Czy jesteÅ› pewien, że chcesz w niÄ… zagrać?", // @@@ new text - L"Å»eby użyć edytora powinieneÅ› wczeÅ›niej wybrać kampaniÄ™ innÄ… niż standardowa.", ///@@new - // anv: extra iron man modes - L"Grasz w trybie CZÅOWIEKA Z Å»ELIWA i nie możesz zapisywać gry w trakcie walki turowej.", - L"Grasz w trybie CZÅOWIEKA ZE STALI i możesz zapisywać grÄ™ tylko raz dziennie, o %02d:00.", -}; - -// The_bob : pocket popup text defs // TODO.Translate -STR16 gszPocketPopupText[]= -{ - L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN - L"- no matching ammo -", //POCKET_POPUP_NO_AMMO - L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS - L"more...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features // TODO.Translate -STR16 szCovertTextStr[]= -{ - L"%s has camo!", - L"%s has a backpack!", - L"%s is seen carrying a corpse!", - L"%s's %s is suspicious!", - L"%s's %s is considered military hardware!", - L"%s carries too many guns!", - L"%s's %s is too advanced for an %s soldier!", - L"%s's %s has too many attachments!", - L"%s was seen performing suspicious activities!", - L"%s does not look like a civilian!", - L"%s bleeding was discovered!", - L"%s is drunk and doesn't behave like a soldier!", - L"On closer inspection, %s's disguise does not hold!", - L"%s isn't supposed to be here!", - L"%s isn't supposed to be here at this time!", - L"%s was seen near a fresh corpse!", - L"%s equipment raises a few eyebrows!", - L"%s is seen targetting %s!", - L"%s has seen through %s's disguise!", - L"No clothes item found in Items.xml!", - L"This does not work with the old trait system!", - L"Not enough APs!", - L"Bad palette found!", - L"You need the covert skill to do this!", - L"No uniform found!", - L"%s is now disguised as a civilian.", - L"%s is now disguised as a soldier.", - L"%s wears a disorderly uniform!", - L"In retrospect, asking for surrender in disguise wasn't the best idea...", - L"%s was uncovered!", - L"%s's disguise seems to be ok...", - L"%s's disguise will not hold.", - L"%s was caught stealing!", - L"%s tried to manipulate %s's inventory.", - L"An elite soldier did not recognize %s!", // TODO.Translate - L"A officer knew %s was unfamiliar!", -}; - -STR16 szCorpseTextStr[]= -{ - L"No head item found in Items.xml!", - L"Corpse cannot be decapitated!", - L"No meat item found in Items.xml!", - L"Not possible, you sick, twisted individual!", - L"No clothes to take!", - L"%s cannot take clothes off of this corpse!", - L"This corpse cannot be taken!", - L"No free hand to carry corpse!", - L"No corpse item found in Items.xml!", - L"Invalid corpse ID!", -}; - -STR16 szFoodTextStr[]= -{ - L"%s does not want to eat %s", - L"%s does not want to drink %s", - L"%s ate %s", - L"%s drank %s", - L"%s's strength was damaged due to being overfed!", - L"%s's strength was damaged due to lack of nutrition!", - L"%s's health was damaged due to being overfed!", - L"%s's health was damaged due to lack of nutrition!", - L"%s's strength was damaged due to excessive drinking!", - L"%s's strength was damaged due to lack of water!", - L"%s's health was damaged due to excessive drinking!", - L"%s's health was damaged due to lack of water!", - L"Sectorwide canteen filling not possible, Food System is off!" -}; - -// TODO.Translate -STR16 szPrisonerTextStr[]= -{ - L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate - L"Gained $%d as ransom money.", // TODO.Translate - L"%d prisoners revealed enemy positions.", - L"%d officers, %d elites, %d regulars and %d admins joined our cause.", - L"Prisoners start a massive riot in %s!", - L"%d prisoners were sent to %s!", - L"Prisoners have been released!", - L"The army now occupies the prison in %s, the prisoners were freed!", - L"The enemy refuses to surrender!", - L"The enemy refuses to take you as prisoners - they prefer you dead!", - L"This behaviour is set OFF in your ini settings.", - L"%s has freed %s!", - L"A high-ranking army officer in %s has been revealed!", // TODO.Translate - L"The enemy leader refuses to even consider surrender!", - L"%d prisoners volunteered to join our forces.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= // TODO.Translate -{ - L"nothing", - L"building a fortification", - L"removing a fortification", - L"hacking", // TODO.Translate - L"%s had to stop %s.", - L"The selected barricade cannot be built in this sector", // TODO.Translate -}; - -STR16 szInventoryArmTextStr[]= // TODO.Translate -{ - L"Blow up (%d AP)", - L"Blow up", - L"Arm (%d AP)", - L"Arm", - L"Disarm (%d AP)", - L"Disarm", -}; - -// TODO.Translate -STR16 szBackgroundText_Flags[]= -{ - L" might consume drugs in inventory\n", - L" disregard for all other backgrounds\n", - L" +1 level in underground sectors\n", - L" steals money from the locals sometimes\n", // TODO.Translate - - L" +1 traplevel to planted bombs\n", - L" spreads corruption to nearby mercs\n", - L" female only", // won't show up, text exists for compatibility reasons - L" male only", // won't show up, text exists for compatibility reasons - - L" huge loyality penalty in all towns if we die\n", // TODO.Translate - - L" refuses to attack animals\n", // TODO.Translate - L" refuses to attack members of the same group\n", // TODO.Translate -}; - -// TODO.Translate -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% APs in polar sectors\n", - L" %s%d%% APs in desert sectors\n", - L" %s%d%% APs in swamp sectors\n", - L" %s%d%% APs in urban sectors\n", - L" %s%d%% APs in forest sectors\n", - L" %s%d%% APs in plain sectors\n", - L" %s%d%% APs in river sectors\n", - L" %s%d%% APs in tropical sectors\n", - L" %s%d%% APs in coastal sectors\n", - L" %s%d%% APs in mountainous sectors\n", - - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% leadership stat\n", - L" %s%d%% marksmanship stat\n", - L" %s%d%% mechanical stat\n", - L" %s%d%% explosives stat\n", - L" %s%d%% medical stat\n", - L" %s%d%% wisdom stat\n", - - L" %s%d%% APs on rooftops\n", - L" %s%d%% APs needed to swim\n", - L" %s%d%% APs needed for fortification actions\n", - L" %s%d%% APs needed for mortars\n", - L" %s%d%% APs needed to access inventory\n", - L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", - L" %s%d%% APs on first turn when assaulting a sector\n", - - L" %s%d%% travel speed on foot\n", - L" %s%d%% travel speed on land vehicles\n", - L" %s%d%% travel speed on air vehicles\n", - L" %s%d%% travel speed on water vehicles\n", - - L" %s%d%% fear resistance\n", - L" %s%d%% suppression resistance\n", - L" %s%d%% physical resistance\n", - L" %s%d%% alcohol resistance\n", - L" %s%d%% disease resistance\n", // TODO.Translate - - L" %s%d%% interrogation effectiveness\n", - L" %s%d%% prison guard strength\n", - L" %s%d%% better prices when trading guns and ammo\n", - L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", - L" %s%d%% team capitulation strength if we lead negotiations\n", - L" %s%d%% faster running\n", - L" %s%d%% bandaging speed\n", - L" %s%d%% breath regeneration\n", // TODO.Translate - L" %s%d%% strength to carry items\n", - L" %s%d%% food consumption\n", - L" %s%d%% water consumption\n", - L" %s%d need for sleep\n", - L" %s%d%% melee damage\n", - L" %s%d%% cth with blades\n", - L" %s%d%% camo effectiveness\n", - L" %s%d%% stealth\n", - L" %s%d%% max CTH\n", - L" %s%d hearing range during the night\n", - L" %s%d hearing range during the day\n", - L" %s%d effectivity at disarming traps\n", // TODO.Translate - L" %s%d%% CTH with SAMs\n", // TODO.Translate - - L" %s%d%% effectiveness to friendly approach\n", - L" %s%d%% effectiveness to direct approach\n", - L" %s%d%% effectiveness to threaten approach\n", - L" %s%d%% effectiveness to recruit approach\n", - - L" %s%d%% chance of success with door breaching charges\n", - L" %s%d%% cth with firearms against creatures\n", - L" %s%d%% insurance cost\n", - L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate - L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate - L" %s%d%% effectiveness at treating population against diseases\n", - L"Can spot tracks up to %d tiles away\n", - L" %s%d%% initial distance to enemy in ambush\n", - L" %s%d%% chance to evade snake attacks\n", // TODO.Translate - - L" dislikes some other backgrounds\n", // TODO.Translate - L"Smoker", - L"Nonsmoker", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% building speed\n", - L" hacking skill: %s%d ", // TODO.Translate - L" %s%d%% burial speed\n", // TODO.Translate - L" %s%d%% administration effectiveness\n", // TODO.Translate - L" %s%d%% exploration effectiveness\n", // TODO.Translate -}; - -STR16 szBackgroundTitleText[] = // TODO.Translate -{ - L"I.M.P. Background", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = // TODO.Translate -{ - L"I.M.P. Prejudices", -}; - -STR16 szPersonalityDisplayText[]= // TODO.Translate -{ - L"You look", - L"and appearance is", - L"important to you.", - L"You have", - L"and care", - L"about that.", - L"You are", - L"and hate everyone", - L".", - L"racist against non-", - L"people.", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"How do you look?", - L"How important are the looks of others to you?", - L"What are your manners?", - L"How important are the manners of other people to you?", - L"What is your nationality?", - L"What nation o you dislike?", - L"How much do you dislike that nation?", - L"How racist are you?", - L"What is your race? You will be\nracist against all other races.", - L"How sexist are you against the other gender?", -}; - -STR16 szRaceText[]= -{ - L"white", - L"black", - L"asian", - L"eskimo", - L"hispanic", -}; - -STR16 szAppearanceText[]= -{ - L"average", - L"ugly", - L"homely", - L"attractive", - L"like a babe", -}; - -STR16 szRefinementText[]= -{ - L"average manners", - L"manners of a slob", - L"manners of a snob", -}; - -STR16 szRefinementTextTypes[] = // TODO.Translate -{ - L"normal people", - L"slobs", - L"snobs", -}; - -STR16 szNationalityText[]= -{ - L"American", // 0 - L"Arab", - L"Australian", - L"British", - L"Canadian", - L"Cuban", // 5 - L"Danish", - L"French", - L"Russian", - L"Nigerian", - L"Swiss", // 10 - L"Jamaican", - L"Polish", - L"Chinese", - L"Irish", - L"South African", // 15 - L"Hungarian", - L"Scottish", - L"Arulcan", - L"German", - L"African", // 20 - L"Italian", - L"Dutch", - L"Romanian", - L"Metaviran", - - // newly added from here on - L"Greek", // 25 - L"Estonian", - L"Venezuelan", - L"Japanese", - L"Turkish", - L"Indian", // 30 - L"Mexican", - L"Norwegian", - L"Spanish", - L"Brasilian", - L"Finnish", // 35 - L"Iranian", - L"Israeli", - L"Bulgarian", - L"Swedish", - L"Iraqi", // 40 - L"Syrian", - L"Belgian", - L"Portoguese", - L"Belarusian", // TODO.Translate - L"Serbian", // 45 - L"Pakistani", - L"Albanian", - L"Argentinian", - L"Armenian", - L"Azerbaijani", // 50 - L"Bolivian", - L"Chilean", - L"Circassian", - L"Columbian", - L"Egyptian", // 55 - L"Ethiopian", - L"Georgian", - L"Jordanian", - L"Kazakhstani", - L"Kenyan", // 60 - L"Korean", - L"Kyrgyzstani", - L"Mongolian", - L"Palestinian", - L"Panamanian", // 65 - L"Rhodesian", - L"Salvadoran", - L"Saudi", - L"Somali", - L"Thai", // 70 - L"Ukrainian", - L"Uzbekistani", - L"Welsh", - L"Yazidi", - L"Zimbabwean", // 75 -}; - -STR16 szNationalityTextAdjective[] = // TODO.Translate -{ - L"americans", // 0 - L"arabs", - L"australians", - L"britains", - L"canadians", - L"cubans", // 5 - L"danes", - L"frenchmen", - L"russians", - L"nigerians", - L"swiss", // 10 - L"jamaicans", - L"poles", - L"chinese", - L"irishmen", - L"south africans", // 15 - L"hungarians", - L"scotsmen", - L"arulcans", - L"germans", - L"africans", // 20 - L"italians", - L"dutchmen", - L"romanians", - L"metavirans", - - // newly added from here on - L"greek", // 25 - L"estonians", - L"venezuelans", - L"japanese", - L"turks", - L"indians", // 30 - L"mexicans", - L"norwegians", - L"spaniards", - L"brasilians", - L"finns", // 35 - L"iranians", - L"israelis", - L"bulgarians", - L"swedes", - L"iraqis", // 40 - L"syrians", - L"belgians", - L"portoguese", - L"belarusian", - L"serbians", // 45 - L"pakistanis", - L"albanians", - L"argentinians", - L"armenians", - L"azerbaijani", // 50 - L"bolivians", - L"chileans", - L"circassians", - L"columbians", - L"egyptians", // 55 - L"ethiopians", - L"georgians", - L"jordanians", - L"kazakhstani", - L"kenyans", // 60 - L"koreans", - L"kyrgyzstani", - L"mongolians", - L"palestinians", - L"panamanians", // 65 - L"rhodesians", - L"salvadorans", - L"saudis", - L"somalis", - L"thais", // 70 - L"ukrainians", - L"uzbekistani", - L"welshs", - L"yazidis", - L"zimbabweans", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"and do not hate any other nationality.", // used in personnel.cpp - L"of no origin", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"not", - L"somewhat", - L"extremely", -}; - -STR16 szRacistText[]= -{ - L"not", - L"somewhat", - L"very", -}; - -STR16 szSexistText[]= -{ - L"no sexist", - L"somewhat sexist", - L"very sexist", - L"a Gentleman", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"Batteries are ", - L"full", - L"good", - L"at half", - L"low", - L"depleted", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= // TODO.Translate -{ - L"Mercenary", - L"Green militia", - L"Regular militia", - L"Elite militia", - - L"Civilian", - - L"Administrator", - L"Army Soldier", - L"Elite Soldier", - L"Tank", - - L"Creature", - L"Zombie", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"%s Press Council", - L"Ministry for %s Information Distribution", - L"%s Revolutionary Movement", - L"The Times International", - L"International Times", - L"R.I.S. (Recon Intelligence Service)", - - L"A collection of press sources from %s", - L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", - - L"Conflict Summary", - L"Battle reports", - L"News", - L"About us", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s in %s.", - - L"rebel forces", - L"the army", - - L"attacked", - L"ambushed", - L"airdropped", - - L"The attack came from %s.", - L"%s were reinforced from %s.", - L"The attack came from %s, %s were reinforced from %s.", - L"north", - L"east", - L"south", - L"west", - L"and", - L"an unknown location", // TODO.Translate - - L"Buildings in the sector were damaged.", // TODO.Translate - L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", - L"During the attack, %s and %s called reinforcements.", - L"During the attack, %s called reinforcements.", - L"Eyewitnesses report the use of chemical weapons from both sides.", - L"Chemical weapons were used by %s.", - L"In a serious escalation of the conflict, both sides deployed tanks.", - L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", - L"Both sides are said to have used snipers.", - L"Unverified reports indicate %s snipers were involved in the firefight.", - L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", - L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", - L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Deep in the night", // 23 - 3 - L"At dawn", // 3 - 6 - L"Early in the morning", // 6 - 8 - L"In the morning hours", // 8 - 11 - L"At noon", // 11 - 14 - L"On the afternoon", // 14 - 18 - L"On the evening", // 18 - 21 - L"During the night", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Initial funding", - L"Mine income", - L"Trade", - L"Other sources", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Ammunition", - L"Explosives", - L"Food", - L"Medical gear", - L"Item maintenance", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"In an extremely one-sided battle, the army force was wiped out without much resistance.", - - L"The rebels easily defeated the army, inflicting heavy losses.", - L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", - - L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", - L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", - - L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", - - L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", - L"Despite the high number of rebels in this sector, the army easily dispatched them.", - - L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", - L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", - - L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", - L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", - - L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Irrelevant", - L"Insignificant", - L"Notable", - L"Noteworthy", - L"Significant", - L"Interesting", - L"Important", - L"Very important", - L"Grave", - L"Major", - L"Momentous", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Killed", - L"Wounded", - L"Prisoners", - L"Shots fired", - - L"Money earned", - L"Consumption", - L"Losses", - L"Participants", - - L"Promotions", - L"Summary", - L"Detail", - L"Previous", - - L"Next", - L"Incident", - L"Day", -}; - -STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate -{ - L"Glorious %s", - L"Mighty %s", - L"Awesome %s", - L"Intimidating %s", - - L"Powerful %s", - L"Earth-Shattering %s", - L"Insidious %s", - L"Swift %s", - - L"Violent %s", - L"Brutal %s", - L"Relentless %s", - L"Merciless %s", - - L"Cannibalistic %s", - L"Gorgeous %s", - L"Rogue %s", - L"Dubious %s", - - L"Sexually Ambigious %s", - L"Burning %s", - L"Enraged %s", - L"Visonary %s", - - // 20 - L"Gruesome %s", - L"International-law-ignoring %s", - L"Provoked %s", - L"Ceaseless %s", - - L"Inflexible %s", - L"Unyielding %s", - L"Regretless %s", - L"Remorseless %s", - - L"Choleric %s", - L"Unexpected %s", - L"Democratic %s", - L"Bursting %s", - - L"Bipartisan %s", - L"Bloodstained %s", - L"Rouge-wearing %s", - L"Innocent %s", - - L"Hateful %s", - L"Underwear-staining %s", - L"Civilian-devouring %s", - L"Unflinching %s", - - // 40 - L"Expect No Mercy From Our %s", - L"Very Mad %s", - L"Ultimate %s", - L"Furious %s", - - L"Its best to Avoid Our %s", - L"Fear the %s", - L"All Hail the %s!", - L"Protect the %s", - - L"Beware the %s", - L"Crush the %s", - L"Backstabbing %s", - L"Vicious %s", - - L"Sadistic %s", - L"Burning %s", - L"Wrathful %s", - L"Invincible %s", - - L"Guilt-ridden %s", - L"Rotting %s", - L"Sanitized %s", - L"Self-doubting %s", - - // 60 - L"Ancient %s", - L"Very Hungry %s", - L"Sleepy %s", - L"Demotivated %s", - - L"Cruel %s", - L"Annoying %s", - L"Huffy %s", - L"Bisexual %s", - - L"Screaming %s", - L"Hideous %s", - L"Praying %s", - L"Stalking %s", - - L"Cold-blooded %s", - L"Fearsome %s", - L"Trippin' %s", - L"Damned %s", - - L"Vegetarian %s", - L"Grotesque %s", - L"Backward %s", - L"Superior %s", - - // 80 - L"Inferior %s", - L"Okay-ish %s", - L"Porn-consuming %s", - L"Poisoned %s", - - L"Spontaneous %s", - L"Lethargic %s", - L"Tickled %s", - L"The %s is a dupe!", - - L"%s on Steroids", - L"%s vs. Predator", - L"A %s with a twist", - L"Self-Pleasuring %s", - - L"Man-%s hybrid", - L"Inane %s", - L"Overpriced %s", - L"Midnight %s", - - L"Capitalist %s", - L"Communist %s", - L"Intense %s", - L"Steadfast %s", - - // 100 - L"Narcoleptic %s", // TODO.Translate - L"Bleached %s", - L"Nail-biting %s", - L"Smite the %s", - - L"Bloodthirsty %s", - L"Obese %s", - L"Scheming %s", - L"Tree-Humping %s", - - L"Cheaply made %s", - L"Sanctified %s", - L"Falsely accused %s", - L"%s to the rescue", - - L"Crab-people vs. %s", - L"%s in Space!!!", - L"%s vs. Godzilla", - L"Untamed %s", - - L"Durable %s", - L"Brazen %s", - L"Greedy %s", - L"Midnight %s", - - // 120 - L"Confused %s", - L"Irritated %s", - L"Loathsome %s", - L"Manic %s", - - L"Ancient %s", - L"Sneaking %s", - L"%s of Doom", - L"%s's revenge", - - L"A %s on the run", - L"A %s out of time", - L"One with %s", - L"%s from hell", - - L"Super-%s", - L"Ultra-%s", - L"Mega-%s", - L"Giga-%s", - - L"A quantum of %s", - L"Her Majesties' %s", - L"Shivering %s", - L"Fearful %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Dragon", - L"Mountain Lion", - L"Copperhead Snake", - L"Jack Russell Terrier", - - L"Arch-Nemesis", - L"Basilisk", - L"Blade", - L"Shield", - - L"Hammer", - L"Spectre", - L"Congress", - L"Oilfield", - - L"Boyfriend", - L"Girlfriend", - L"Husband", - L"Stepmother", - - L"Sand Lizard", - L"Bankers", - L"Anaconda", - L"Kitten", - - // 20 - L"Congress", - L"Senate", - L"Cleric", - L"Badass", - - L"Bayonet", - L"Wolverine", - L"Soldier", - L"Tree Frog", - - L"Weasel", - L"Shrubbery", - L"Tar pit", - L"Sunset", - - L"Hurricane", - L"Ocelot", - L"Tiger", - L"Defense Industry", - - L"Snow Leopard", - L"Megademon", - L"Dragonfly", - L"Rottweiler", - - // 40 - L"Cousin", - L"Grandma", - L"Newborn", - L"Cultist", - - L"Disinfectant", - L"Democracy", - L"Warlord", - L"Doomsday Device", - - L"Minister", - L"Beaver", - L"Assassin", - L"Rain of Burning Death", - - L"Prophet", - L"Interloper", - L"Crusader", - L"Administration", - - L"Supernova", - L"Liberty", - L"Explosion", - L"Bird of Prey", - - // 60 - L"Manticore", - L"Frost Giant", - L"Celebrity", - L"Middle Class", - - L"Loudmouth", - L"Scape Goat", - L"Warhound", - L"Vengeance", - - L"Fortress", - L"Mime", - L"Conductor", - L"Job-Creator", - - L"Frenchman", - L"Superglue", - L"Newt", - L"Incompetency", - - L"Steppenwolf", - L"Iron Anvil", - L"Grand Lord", - L"Supreme Ruler", - - // 80 - L"Dictator", - L"Old Man Death", - L"Shredder", - L"Vacuum Cleaner", - - L"Hamster", - L"Hypno-Toad", - L"Discjockey", - L"Undertaker", - - L"Gorgon", - L"Child", - L"Mob", - L"Raptor", - - L"Goddess", - L"Gender Inequality", - L"Mole", - L"Baby Jesus", - - L"Gunship", - L"Citizen", - L"Lover", - L"Mutual Fund", - - // 100 - L"Uniform", // TODO.Translate - L"Saber", - L"Snow Leopard", - L"Panther", - - L"Centaur", - L"Scorpion", - L"Serpent", - L"Black Widow", - - L"Tarantula", - L"Vulture", - L"Heretic", - L"Zombie", - - L"Role-Model", - L"Hellhound", - L"Mongoose", - L"Nurse", - - L"Nun", - L"Space Ghost", - L"Viper", - L"Mamba", - - // 120 - L"Sinner", - L"Saint", - L"Comet", - L"Meteor", - - L"Can of worms", - L"Fish oil pills", - L"Breastmilk", - L"Tentacle", - - L"Insanity", - L"Madness", - L"Cough reflex", - L"Colon", - - L"King", - L"Queen", - L"Bishop", - L"Peasant", - - L"Tower", - L"Mansion", - L"Warhorse", - L"Referee", - - // 140 -}; - -STR16 szMercCompareWebSite[] = // TODO.Translate -{ - // main page - L"Mercs Love or Dislike You", - L"Your #1 teambuilding experts on the web", - - L"About us", - L"Analyse a team", - L"Pairwise comparison", - L"Customer voices", - - L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", - L"Your team struggles with itself.", - L"Your employees waste time working against each other.", - L"Your workforce experiences a high fluctuation rate.", - L"You constantly receive low marks on workplace satisfaction ratings.", - L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", - - // customer quotes - L"A few citations from our satisfied customers:", - L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", - L"-Louisa G., Novelist-", - L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", - L"-Konrad C., Corrective law enforcement-", - L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", - L"-Grant W., Snake charmer-", - L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", - L"-Halle L., SPK-", - L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", - L"-Michael C., NASA-", - L"I fully recommend this site!", - L"-Kasper H., H&C logistic Inc-", - L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", - L"-Stan Duke, Kerberus Inc-", - - // analyze - L"Choose your employee", - L"Choose your squad", - - // error messages - L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s shot me!", - L"%s is scheming behind my back", - L"%s interfered in my business", - L"%s is friends with my enemy", - - L"%s got a contract before I did", - L"%s ordered a shameful retreat", - L"%s massacred the innocent", - L"%s slows us down", - - L"%s doesn't share food", - L"%s jeopardizes the mission", - L"%s is a drug addict", - L"%s is thieving scum", - - L"%s is an incompetent commander", - L"%s is overpaid", - L"%s gets all the good stuff", - L"%s mounted a gun on me", - - L"%s treated my wounds", - L"Had a good drink with %s", - L"%s is fun to get wasted with", - L"%s is annoying when drunk", - - L"%s is an idiot when drunk", - L"%s opposed our view in an argument", - L"%s supported our position", - L"%s agrees to our reasoning", - - L"%s's beliefs are contrary to ours", - L"%s knows how to calm down people", - L"%s is insensitive", - L"%s puts people in their places", - - L"%s is way too impulsive", - L"%s is disease-ridden", - L"%s treated my diseases", - L"%s does not hold back in combat", - - L"%s enjoys combat a bit too much", - L"%s is a good teacher", - L"%s led us to victory", - L"%s saved my life", - - L"%s stole my kill", - L"%s and me fought well together", - L"%s made the enemy surrender", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"World Health Organization", - L"Bringing health to life", - - // links to other pages - L"About WHO", - L"Disease in Arulco", - L"About diseases", - - // text on the main page - L"WHO is the directing and coordinating authority for health within the United Nations system.", - L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", - L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", - - // contract page - L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", - L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", - L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", - L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", - L"You currently do not have access to WHO data on the arulcan plague.", - L"You have acquired detailed maps on the status of the disease.", - L"Subscribe to map updates", - L"Unsubscribe map updates", - - // helpful tips page - L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", - L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", - L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", - L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", - L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", - L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", - L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", - L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Kerberus", - L"Experience In Security", - - // links to other pages - L"What is Kerberus?", - L"Team Contracts", - L"Individual Contracts", - - // text on the main page - L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", - L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", - L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", - L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", - L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", - L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", - L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", - - // militia contract page - L"You can select the type and number of personnel you want to hire here:", - L"Initial deployment", - L"Regular personnel", - L"Veteran personnel", - - L"%d available, %d$ each", - L"Hire: %d", - L"Cost: %d$", - - L"Select the initial operational area:", - L"Total Cost: %d$", - L"ETA: %02d:%02d", - L"Close Contract", - - L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", - L"Kerberus reinforcements have arrived in %s.", - L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", - L"You do not control any location through which we could insert troops!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Inventory Manipulations", - - L"NVG", - L"Reload All", - L"Move", // TODO.Translate - L"", - - L"Sort", - L"Merge", - L"Separate", - L"Organize", - - L"Crates", - L"Boxes", - L"Drop B/P", - L"Pickup B/P", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Cover Display Mode", - - L"Off", - L"Enemy", - L"Merc", - L"", - - L"Roles", // TODO.Translate - L"Fortification", // TODO.Translate - L"Tracker", - L"CTH mode", - - L"Traps", - L"Network", - L"Detector", - L"", - - L"Net A", - L"Net B", - L"Net C", - L"Net D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Turning off cover/traps display", - L"Showing danger zones", - L"Showing merc view", - L"", - - L"Display enemy role symbols", // TODO.Translate - L"Display planned fortifications", - L"Display enemy tracks", - L"", - - L"Display trap network", - L"Display trap network colouring", - L"Display nearby traps", - L"", - - L"Display trap network A", - L"Display trap network B", - L"Display trap network C", - L"Display trap network D", -}; - -// TODO.Translate -STR16 szDynamicDialogueText[40][17] = // TODO.Translate -{ - // OPINIONEVENT_FRIENDLYFIRE - L"What the hell! $CAUSE$ attacked me!", - L"", - L"", - L"What? Me? No way, I'm engaging at the enemy!", - L"Oops.", - L"", - L"", - L"$CAUSE$ has attacked $VICTIM$. What do you do?", - L"Nah, that must have been enemy fire!", - L"Yeah, I saw it too!", - L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", - L"I saw it, it was clearly enemy fire!", - L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", - L"This is war! People get shot all the time! Speaking of... shoot more people, people!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", - L"", - L"", - L"I would if you weren't such a wussy!", - L"You heard that? Dammit.", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"Thanks, $CAUSE$. I thought I was gonna bleed out.", - L"", - L"", - L"I'm doing my job. Get back to yours!", - L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", - L"", - L"", - L"$CAUSE$ has bandaged $VICTIM$. What do you do?", - L"Patched together again? Good, now move!", - L"You're welcome.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ha! See? Even $CAUSE$ agrees with me.", - L"", - L"", - L"'Even'? What does that mean?", - L"Yeah. I'm 100%% with $VICTIM$ on this.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Nice one, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", - L"", - L"", - L"Is there a difference?", - L"Oops. This thing is powerful!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"What?!", - L"No!", - L"That is false!", - L"That is not true!", - - L"Lies, lies, lies. Nothing but lies!", - L"Liar!", - L"Traitor!", - L"You watch your mouth!", - - L"This is none of your business.", - L"Who ever invited you?", - L"Nobody asked for your opinion, $INTERJECTOR$.", - L"You stay away from me.", - - L"Why are you all against me?", - L"Why are you against me, $INTERJECTOR$?", - L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", - L"Not listening...!", - - L"I hate this psycho circus.", - L"I hate this freak show.", - L"Back off!", - L"Lies, lies, lies...", - - L"No way!", - L"So not true.", - L"That is so not true.", - L"I know what I saw.", - - L"I don't know what $INTERJECTOR_GENDER$ is talking off.", - L"Don't listen to $INTERJECTOR_PRONOUN$!", - L"Nope.", - L"You are mistaken.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"What $INTERJECTOR_GENDER$ said.", - - L"Thanks, $INTERJECTOR$!", - L"Once again I'm right!", - L"See, $CAUSE$? I am right!", - L"Once again $SPEAKER$ is right!", - - L"Aye.", - L"Yup.", - L"Yep", - L"Yes.", - - L"Indeed.", - L"True.", - L"Ha!", - L"See?", - - L"Exactly!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"That's right!", - L"Indeed!", - L"Exactly that.", - L"$CAUSE$ does that all the time.", - - L"$VICTIM$ is right!", - L"I was gonna' point that out, too!", - L"What $VICTIM$ said.", - L"That's our $CAUSE$!", - - L"Yeah!", - L"Now THIS is going to be interesting...", - L"You tell'em, $VICTIM$!", - L"Agreeing with $VICTIM$ here...", - - L"Classic $CAUSE$.", - L"I couldn't have said it better myself.", - L"That is exactly what happened.", - L"Agreed!", - - L"Yup.", - L"True.", - L"Bingo.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Now wait a minute...", - L"Wait a sec, that's not what right...", - L"What? No.", - L"That is not what happened.", - - L"Hey, stop blaming $CAUSE$!", - L"Oh shut up, $VICTIM$!", - L"Nonono, you got that wrong.", - L"Whoa. Why so stiff all of a sudden, $VICTIM$?", - - L"And I suppose you never did, $VICTIM$?", - L"Hmmmm... no.", - L"Great. Let's have an argument. It's not like we have other things to do...", - L"You are mistaken!", - - L"You are wrong!", - L"Me and $CAUSE$ would never do such a thing.", - L"Nah, can't be.", - L"I don't think so.", - - L"Why bring that up now?", - L"Really, $VICTIM$? Is this necessary?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Keep silent", - L"Support $VICTIM$", - L"Support $CAUSE$", - L"Appeal to reason", - L"Shut them up", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"he", - L"she", - L"him", - L"her", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% agility stat\n", - L" %s%d%% dexterity stat\n", - L" %s%d%% strength stat\n", - L" %s%d%% wisdom stat\n", - L" %s%d%% effective level\n", - - L" %s%d%% APs\n", - L" %s%d maximum breath\n", - L" %s%d%% strength to carry items\n", - L" %s%2.2f life regeneration/hour\n", - L" %s%d need for sleep\n", - L" %s%d%% water consumption\n", - L" %s%d%% food consumption\n", - - L"%s was diagnosed with %s!", - L"%s is cured of %s!", - - L"Diagnosis", - L"Treatment", - L"Burial", // TODO.Translate - L"Cancel", - - L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate - - L"High amount of distress can cause a personality split\n", // TODO.Translate - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", // TODO.Translate - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", // TODO.Translate - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|W|a|t|e|r: %d%%\n", - L"\n\n|F|o|o|d: %d%%\n", - - L"max morale altered by %s%d\n", - L" %s%d need for sleep\n", - L" %s%d%% breath regeneration\n", - L" %s%d%% assignment efficiency\n", - L" %s%d%% chance to lose stats\n", -}; - -STR16 szIMPGearWebSiteText[] = // TODO.Translate -{ - // IMP Gear Entrance - L"How should gear be selected?", - L"Old method: Random gear according to your choices", - L"New method: Free selection of gear", - L"Old method", - L"New method", - - // IMP Gear Entrance - L"I.M.P. Equipment", - L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate -}; - -STR16 szIMPGearPocketText[] = -{ - L"Select helmet", - L"Select vest", - L"Select pants", - L"Select face gear", - L"Select face gear", - - L"Select main gun", - L"Select sidearm", - - L"Select LBE vest", - L"Select left LBE holster", - L"Select right LBE holster", - L"Select LBE combat pack", - L"Select LBE backpack", - - L"Select launcher / rifle", - L"Select melee weapon", - - L"Select additional items", //BIGPOCK1POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select additional items", //SMALLPOCK19POS - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", - L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", - - L"ETA", - L"Group %d (new)", - L"Group %d", - L"Final", - - L"Volunteers: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = // TODO.Translate -{ - L"Enemy helicopter shot down in %s!", - L"We... uhm... currently don't control that site, commander...", - L"The SAM does not need maintenance at the moment.", - L"We've already ordered the repair, this will take time.", - - L"We do not have enough resources to do that.", - L"Repair SAM site? This will cost %d$ and take %d hours.", - L"Enemy helicopter hit in %s.", - L"%s fires %s at enemy helicopter in %s.", - - L"SAM in %s fires at enemy helicopter in %s.", -}; - -STR16 szFortificationText[] = -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Militia", - L"Militia Forces Overview", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"Took part in Operation %s", - L"Recruited on Day %d, %d:%02d in %s", - L"Promoted on Day %d, %d:%02d", - L"KIA, Operation %s", - - L"Lightly wounded during Operation %s", - L"Heavily wounded during Operation %s", - L"Critically wounded during Operation %s", - L"Valiantly fought in Operation %s", - - L"Hired from Kerberus on Day %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"All sectors", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Merchant is hostile and does not want to trade.", - L"Merchant is in no state to do business.", - L"Merchant won't trade during combat.", - L"Merchant refuses to interact with you.", -}; - -STR16 szWeatherTypeText[] = // TODO.Translate -{ - L"normal", - L"rain", - L"thunderstorm", - L"sandstorm", - - L"snow", -}; - -STR16 szSnakeText[] = -{ - L"%s evaded a snake attack!", - L"%s was attacked by a snake!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Converted %s into resources", - L"Guns: ", - L"Armour: ", - L"Misc: ", - - L"There are no volunteers left for militia!", - L"Not enough resources to train militia!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s starts hacking.", - L"%s accesses the computer, but finds nothing of interest.", - L"%s is not skilled enough to hack the computer.", - L"%s reads the file, but learns nothing new.", - - L"%s can't make sense out of this.", - L"%s couldn't use the watertap.", - L"%s has bought a %s.", - L"%s doesn't have enough money. That's just embarassing.", - - L"%s drank from water tap", - L"This machine doesn't seem to be working.", // TODO.Translate -}; - -STR16 szLaptopStatText[] = // TODO.Translate -{ - L"threaten effectiveness %d\n", - L"leadership %d\n", - L"approach modifier %.2f\n", - L"background modifier %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Good Guy", - L"%s eschews excessive violence and will refuse to attack non-hostiles.", - - L"Friendly approach", - L"Direct approach", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = // TODO.Translate -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -// TODO.Translate -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE Space Available:", - L"MOLLE Space Required:", - L"MOLLE Small Slot Count:", - L"MOLLE Medium Slot Count:", - L"MOLLE Pouch Size: Small", - L"MOLLE Pouch Size: Medium", - L"MOLLE Pouch Size: Medium (Hydration)", - L"Thigh Rig", - L"Vest", - L"Combat Pack", - L"Backpack", // 10 - L"MOLLE Pouch", - L"Compatible backpacks:", - L"Compatible combat packs:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //POLISH +// WANNE: This pragma should not be needed anymore for Polish version, after we set the encoding to UTF8 +// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions. +//#pragma setlocale("POLISH") + + #if defined( POLISH ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_PolishText_public_symbol(void){;} + +#ifdef POLISH + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|j|a) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"Lokalizacje", //0 + L"Postacie", + L"Przedmioty", + L"Zadania", + L"Menu 5", + L"Menu 6", //5 + L"Menu 7", + L"Menu 8", + L"Menu 9", + L"Menu 10", + L"Menu 11", //10 + L"Menu 12", + L"Menu 13", + L"Menu 14", + L"Menu 15", + L"Menu 15", // 15 + + //Briefing Room + L"Enter", // TODO.Translate +}; + +STR16 pOtherButtonsText[] = +{ + L"Odprawa", + L"Akceptuj", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"Odprawa", + L"Akceptuj misje", +}; + + +STR16 pLocationPageText[] = +{ + L"Poprzednia str.", + L"ZdjÄ™cia", + L"NastÄ™pna str.", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Strona główna", + L">>", + L"Typ: ", + L"Brak danych", + L"Brak zdefiniowanych misji. Dodaj misje do pliku TableData\\BriefingRoom\\BriefingRoom.xml. Pierwsza misja ma byæ widoczna. Ustaw Hidden = 0", + L"Briefing Room. Please click the 'Enter' button.", // TODO.Translate +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"Nieznane",// 0 - unknown + L"Miasto", //1 - cities + L"Wyrzutnia rakiet", //2 - SAM Site + L"Inna lokacja", //3 - other location + L"Kopalnia", //4 - mines + L"Kompleks militarny", //5 - military complex + L"Laboratorium", //6 - laboratory complex + L"Fabryka", //7 - factory complex + L"Szpital", //8 - hospital + L"WiÄ™zienie", //9 - prison + L"Port lotniczy", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Pokaż wszystko", + L"Pokaż AIM", + L"Pokaż MERC", + L"Pokaż RPC", + L"Pokaż NPC", + L"Pokaż Pojazd", + L"Pokaż IMP", + L"Pokaż EPC", + L"Filtr", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"Wszy.", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"Pojazd", + L"IMP", + L"EPC", + L"Filtr", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Pokaż wszystko", + L"Pokaż miasta", + L"Pokaż wyrzutnie rakiet", + L"Pokaż inne lokacje", + L"Pokaż kopalnie", + L"Pokaż lokacje militarne", + L"Pokaż laboratoria", + L"Pokaż fabryki", + L"Pokaż szpitale", + L"Pokaż wiÄ™zienie", + L"Pokaż porty lotnicze", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"Wszy.", + L"Miasta", + L"W-R", + L"Inne", + L"Kop.", + L"Kom.M.", + L"Lab.", + L"Fabry.", + L"Szpit.", + L"WiÄ™z.", + L"Por.L.", +}; + +// TODO.Translate +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"All",//0 + L"City", + L"SAM", + L"Mine", + L"Airport", + L"Wilder.", + L"Underg.", + L"Facil.", + L"Other", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//facility index + 1 + L"Show Cities", + L"Show SAM sites", + L"Show mines", + L"Show airports", + L"Show sectors in wilderness", + L"Show underground sectors", + L"Show sectors with facilities\n[|L|B]toggle filter\n[|R|B]reset filter", + L"Show Other sectors", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"All",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Other",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//Other index + 1 + L"Show A.I.M. members", + L"Show M.E.R.C staff", + L"Show Rebels", + L"Show Non-hirable Characters", + L"Show Player created Characters", + L"Show Other\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"Vehic.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; +// TODO.Translate +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"All",//0 + L"Gun", + L"Ammo", + L"Armor", + L"LBE", + L"Attach.", + L"Misc",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Guns\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Amunition\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Armor Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show LBE Gear\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Attachments\n[|L|B] toggle filter\n[|R|B] reset filter", + L"Show Misc Items\n[|L|B] toggle filter\n[|R|B] reset filter", +}; +// TODO.Translate +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"Pistol", + L"M.Pist.", + L"SMG", + L"Rifle", + L"SN Rif.", + L"AS Rif.", + L"MG", + L"Shotgun", + L"H.Weap.", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Helmet", + L"Vest", + L"Pant", + L"Plate", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Tight", + L"Vest", + L"Combat", + L"Backp.", + L"Pocket", + L"Other", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Optic", + L"Side", + L"Muzzle", + L"Extern.", + L"Intern.", + L"Other", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Blade", + L"T.Knife", + L"Punch", + L"Grenade", + L"Bomb", + L"Medikit", + L"Kit", + L"Face", + L"Other", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; +// TODO.Translate +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"All", + L"Active", + L"Compl.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Show All",//misc index + 1 + L"Show Active Quests", + L"Show Completed Quests", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"Wszystko", //0 + L"BroÅ„", + L"Amu.", + L"Oporz.", + L"Różne", + + L"Wszystko", //5 + L"BroÅ„", + L"Amunicja", + L"Oporz¹dzenie", + L"Różne", +}; + + +STR16 BoxFilter[] = +{ + // Guns + L"Inny", //0 + L"Pist.", + L"P.masz.", + L"K.masz.", + L"Kar.", + L"K.snaj.", + L"K.boj.", + L"L.k.m.", + L"Strz.", //8 + + // Ammo + L"Pist.", + L"P.masz.", + L"K.masz.", + L"Kar.", + L"K.snaj.", + L"K.boj.", + L"L.k.masz.", + L"Strz.", //16 + + // Used + L"BroÅ„", + L"Panc.", + L"Oporz.", + L"Różne", //20 + + // Armour + L"HeÅ‚my", + L"Kami.", + L"G.ochr.", + L"P.cer.", + + // Misc + L"Ostrza", + L"N.do.rzu.", + L"Punch.W.", + L"Gr.", + L"Bomby", + L"Apt.", + L"Ekwi.", + L"N.twa.", + L"Oporz.", //LBE Gear + L"Inne", +}; + +// TODO.Translate +STR16 QuestDescText[] = +{ + L"Deliver Letter", + L"Food Route", + L"Terrorists", + L"Kingpin Chalice", + L"Kingpin Money", + L"Runaway Joey", + L"Rescue Maria", + L"Chitzena Chalice", + L"Held in Alma", + L"Interogation", + + L"Hillbilly Problem", //10 + L"Find Scientist", + L"Deliver Video Camera", + L"Blood Cats", + L"Find Hermit", + L"Creatures", + L"Find Chopper Pilot", + L"Escort SkyRider", + L"Free Dynamo", + L"Escort Tourists", + + + L"Doreen", //20 + L"Leather Shop Dream", + L"Escort Shank", + L"No 23 Yet", + L"No 24 Yet", + L"Kill Deidranna", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +// TODO.Translate +STR16 FactDescText[] = +{ + L"Omerta Liberated", + L"Drassen Liberated", + L"Sanmona Liberated", + L"Cambria Liberated", + L"Alma Liberated", + L"Grumm Liberated", + L"Tixa Liberated", + L"Chitzena Liberated", + L"Estoni Liberated", + L"Balime Liberated", + + L"Orta Liberated", //10 + L"Meduna Liberated", + L"Pacos approched", + L"Fatima Read note", + L"Fatima Walked away from player", + L"Dimitri (#60) is dead", + L"Fatima responded to Dimitri's supprise", + L"Carlo's exclaimed 'no one moves'", + L"Fatima described note", + L"Fatima arrives at final dest", + + L"Dimitri said Fatima has proof", //20 + L"Miguel overheard conversation", + L"Miguel asked for letter", + L"Miguel read note", + L"Ira comment on Miguel reading note", + L"Rebels are enemies", + L"Fatima spoken to before given note", + L"Start Drassen quest", + L"Miguel offered Ira", + L"Pacos hurt/Killed", + + L"Pacos is in A10", //30 + L"Current Sector is safe", + L"Bobby R Shpmnt in transit", + L"Bobby R Shpmnt in Drassen", + L"33 is TRUE and it arrived within 2 hours", + L"33 is TRUE 34 is false more then 2 hours", + L"Player has realized part of shipment is missing", + L"36 is TRUE and Pablo was injured by player", + L"Pablo admitted theft", + L"Pablo returned goods, set 37 false", + + L"Miguel will join team", //40 + L"Gave some cash to Pablo", + L"Skyrider is currently under escort", + L"Skyrider is close to his chopper in Drassen", + L"Skyrider explained deal", + L"Player has clicked on Heli in Mapscreen at least once", + L"NPC is owed money", + L"Npc is wounded", + L"Npc was wounded by Player", + L"Father J.Walker was told of food shortage", + + L"Ira is not in sector", //50 + L"Ira is doing the talking", + L"Food quest over", + L"Pablo stole something from last shpmnt", + L"Last shipment crashed", + L"Last shipment went to wrong airport", + L"24 hours elapsed since notified that shpment went to wrong airport", + L"Lost package arrived with damaged goods. 56 to False", + L"Lost package is lost permanently. Turn 56 False", + L"Next package can (random) be lost", + + L"Next package can(random) be delayed", //60 + L"Package is medium sized", + L"Package is largesized", + L"Doreen has conscience", + L"Player Spoke to Gordon", + L"Ira is still npc and in A10-2(hasnt joined)", + L"Dynamo asked for first aid", + L"Dynamo can be recruited", + L"Npc is bleeding", + L"Shank wnts to join", + + L"NPC is bleeding", //70 + L"Player Team has head & Carmen in San Mona", + L"Player Team has head & Carmen in Cambria", + L"Player Team has head & Carmen in Drassen", + L"Father is drunk", + L"Player has wounded mercs within 8 tiles of NPC", + L"1 & only 1 merc wounded within 8 tiles of NPC", + L"More then 1 wounded merc within 8 tiles of NPC", + L"Brenda is in the store ", + L"Brenda is Dead", + + L"Brenda is at home", //80 + L"NPC is an enemy", + L"Speaker Strength >= 84 and < 3 males present", + L"Speaker Strength >= 84 and at least 3 males present", + L"Hans lets ou see Tony", + L"Hans is standing on 13523", + L"Tony isnt available Today", + L"Female is speaking to NPC", + L"Player has enjoyed the Brothel", + L"Carla is available", + + L"Cindy is available", //90 + L"Bambi is available", + L"No girls is available", + L"Player waited for girls", + L"Player paid right amount of money", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"Kingping expectingh visit from player", + L"Darren expecting money from player", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"UsuÅ„", + L"Przedmiot usuÅ„ (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Przełącz wyÅ“wietlanie graczy", //0 + L"Przełącz wyÅ“wietlanie wrogów", + L"Przełącz wyÅ“wietlanie zwierzÄ…t", + L"Przełącz wyÅ“wietlanie rebeliantów", + L"Przełącz wyÅ“wietlanie cywili", + + L"Gracz", + L"Wróg", + L"Stworzenia", + L"Rebelianci", + L"Cywile", + + L"Szczegóły", //10 + L"Tryb informacji ogólnych", + L"Tryb fizyczny", + L"Tryb atrybutów", + L"Tryb wyposażenia", + L"Tryb profilu", + L"Tryb planowania", + L"Tryb planowania", + L"UsuÅ„", + L"UsuÅ„ zaznaczonego najemnika (|D|e|l)", + L"Kolejny", //20 + L"Znajdź nastÄ™pnego najemnika (|S|p|a|c|j|a)\nZnajdź poprzedniego najemnika ((|C|t|r|l+|S|p|a|c|j|a)", + L"Włącz priorytet egzystencji", + L"Postać ma dostÄ™p do wszystkich zamkniÄ™tych drzwi", + + //Orders + L"STACJONARNY", + L"CZUJNY", + L"NA STRA¯Y", + L"SZUKAJ WROGA", + L"BLISKI PATROL", + L"DALEKI PATROL", + L"PKT PATROL.",//30 + L"LOS PKT PATR.", + + //Attitudes + L"OBRONA", + L"DZIELNY SOLO", + L"DZIELNY POMOC", + L"AGRESYWNA", + L"SPRYTNY SOLO", + L"SPRYTNY POMOC", + + L"Set merc to face %s", + + L"Znaj", + + L"MARNE", //40 + L"SÅABE", + L"ÅšREDNIE", + L"DOBRE", + L"ÅšWIETNE", + + L"MARNE", + L"SÅABE", + L"ÅšREDNIE", + L"DOBRE", + L"ÅšWIETNE", + + L"Poprzedni zbiór kolorów",//"Previous color set", //50 + L"NastÄ™pny zbiór kolorów",//"Next color set", + + L"Poprzednia budowa ciaÅ‚a",//"Previous body type", + L"NastÄ™pna budowa ciaÅ‚a",//"Next body type", + + L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", + L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", + L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", + L"Ustaw niezgodnoŚć czasu (+ or - 15 minut)", + + L"Brak akcji", + L"Brak akcji", + L"Brak akcji", //60 + L"Brak akcji", + + L"CzyŚć zadanie", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"DACHY", //0 + L"ÅšCIANY", + L"DANE POM.", + + L"RozmieŚć Åšciany, używajÄ…c metody wyboru", + L"RozmieŚć drzwi, używajÄ…c metody wyboru", + L"RozmieŚć dachy, używajÄ…c metody wyboru", + L"RozmieŚć okna, używajÄ…c metody wyboru", + L"RozmieŚć uszkodzone Åšciany, używajÄ…c metody wyboru", + L"RozmieŚć meble, używajÄ…c metody wyboru", + L"RozmieŚć tekstury Åšcian, używajÄ…c metody wyboru", + L"RozmieŚć podÅ‚ogi, używajÄ…c metody wyboru", //10 + L"RozmieŚć generyczne meble, używajÄ…c metody wyboru", + L"RozmieŚć Åšciany, używajÄ…c metody domyÅšlnej", + L"RozmieŚć drzwi, używajÄ…c metody domyÅšlnej", + L"RozmieŚć okna, używajÄ…c metody domyÅšlnej", + L"RozmieŚć uszkodzone Åšciany, używajÄ…c metody domyÅšlnej", + L"Zablokuj drzwi, lub umieŚć puÅ‚apkÄ™ na drzwiach", + + L"Dodaj nowe pomieszczenie", + L"Edytuj Åšciany jaskini.", + L"UsuÅ„ obszar z istniejÄ…cego budynku.", + L"UsuÅ„ budynek", //20 + L"Dodaj/zastÄ…p dach budynku nowym pÅ‚askim dachem.", + L"kopiuj budynek", + L"PrzesuÅ„ budynek", + L"Rysuj numer pomieszczenia\n(Hold |S|h|i|f|t to reuse room number)", // TODO.Translate + L"UsuÅ„ numer pomieszczenia", + + L"Przełącz tryb wymazywania (|E)", + L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", + L"Wybierz rozmiar pÄ™dzla (|A/|Z)", + L"Dachy (|H)", + L"Åšciany (|W)", //30 + L"Dane Pom. (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"BroÅ„", //0 + L"Amun.", + L"Pancerz", + L"LBE", + L"Mat.Wyb.", + L"E1", + L"E2", + L"E3", + L"Włączniki", + L"Klucze", + L"Rnd", //10 // TODO.Translate + L"Previous (|,)", // previous page // TODO.Translate + L"Next (|.)", // next page // TODO.Translate +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Dodaj źródÅ‚o ÅšwiatÅ‚a z otoczenia", //0 + L"Przełącz faÅ‚szywe ÅšwiatÅ‚a z otoczenia.", + L"Dodaj pola wyjÅšcia (p-klik, aby usunąć istniejÄ…ce).", + L"Wybierz rozmiar pÄ™dzla (|A/|Z)", + L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", + L"Przełącz tryb wymazywania (|E)", + L"OkreÅšl punkt północny dla celów potwierdzenia.", + L"OkreÅšl punkt zachodu dla celów potwierdzenia.", + L"OkreÅšl punkt wschodu dla celów potwierdzenia.", + L"OkreÅšl punkt poÅ‚udnia dla celów potwierdzenia.", + L"OkreÅšl punkt Åšrodka dla celów potwierdzenia.", //10 + L"OkreÅšl odosobniony punkt dla celów potwierdzenia.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"Nowa na wolnym powietrzu", //0 + L"Nowa piwnica", + L"Nowy poziom jaskini", + L"Zapisz mapÄ™ (|C|t|r|l+|S)", + L"Wczytaj mapÄ™ (|C|t|r|l+|L)", + L"Wybierz zestaw", + L"Wyjdź z trybu edycji do trybu gry", + L"Wyjdź z trybu edycji (|A|l|t+|X)", + L"Utwórz mapÄ™ radaru", + L"Kiedy zaznaczone, mapa bÄ™dzie zapisana w oryginalnym formacie JA2. Items with ID > 350 will be lost.\nTa opcja jest ważna przy normalnych wielkoÅšciach map, których numery siatki nie sÄ… (siatki wyjÅšcia) > 25600.", // TODO.Translate + L"Kiedy zaznaczone, wczytana mapa lub nowa, bÄ™dzie powiÄ™kszona automatycznie do wybranych rozmiarów.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Rysuj tekstury terenu (|G)", //0 + L"Ustaw tekstury terenu mapy", + L"UmieŚć brzegi i urwiska (|C)", + L"Rysuj drogi (|P)", + L"Rysuj gruzy (|D)", + L"UmieŚć drzewa i krzewy (|T)", + L"UmieŚć skaÅ‚y (|R)", + L"UmieŚć beczki i inne Åšmieci (|O)", + L"WypeÅ‚nij teren", + L"Cofnij ostatniÄ… zmianÄ™ (|B|a|c|k|s|p|a|c|e)", + L"Przełącz tryb wymazywania (|E)", //10 + L"Wybierz rozmiar pÄ™dzla (|A/|Z)", + L"ZwiÄ™ksz gÄ™stoŚć pÄ™dzla (|])", + L"Zmniejsz gÄ™stoŚć pÄ™dzla (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Teren", //0 + L"Budynki", + L"Przedmioty", + L"Najemnicy", + L"Dane mapy", + L"Opcje", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text // TODO.Translate + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text // TODO.Translate + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"Północny pkt wejÅšcja", //0 + L"Zachodni pkt wejÅšcja", + L"Wschodni pkt wejÅšcja", + L"PoÅ‚udniowy pkt wejÅšcja", + L"Åšrodkowy pkt wejÅšcja", + L"Odizolowany pkt wejÅšcja", + + L"Brzask", + L"Noc", + L"24h", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Włącznik Paniki1", //0 + L"Włącznik Paniki2", + L"Włącznik Paniki3", + L"Włącznik%d", + + L"Akcja nacisku", + L"Akcja Paniki1", + L"Akcja Paniki2", + L"Akcja Paniki3", + L"Akcja%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"Niezablokowane (ID)", //0 + L"PuÅ‚apka eksplodujÄ…ca", + L"PuÅ‚apka elektryczna", + L"Cicha puÅ‚apka", + L"Cichy alarm", + L"Super-Elektryczna PuÅ‚apka", //5 + L"Alarm domu publicznego", + L"Poziom puÅ‚apki %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Zapisz stary format mapy JA2 (v1.12) Version: 5.00 / 25", //0 + L"Brak mapy.", + L"Plik: %S, Aktualny zestaw: %s", + L"PowiÄ™ksz istniejÄ…cÄ… mapÄ™ lub nowÄ….", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"PRZEÅÂ¥CZ", //0 + L"WIDOKI", + L"METODA WYBORU", + L"METODA DOMYÅšLNA", + L"METODA BUDOWANIA", + L"Pomieszczenia", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Edytuj atrybuty zamka na mapie (siatka) %d.", + L"Typ blokady (ID)", + L"Typ puÅ‚apki", + L"Poziom puÅ‚apki", + L"Zablokowane", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Akcja nacisku", //0 + L"Akcja Paniki1", + L"Akcja Paniki2", + L"Akcja Paniki3", + L"Akcja%d", + + L"Włącznik Paniki1", //5 + L"Włącznik Paniki2", + L"Włącznik Paniki3", + L"Włącznik%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Brzask", + L"Noc", + L"24h", //5 + + L"PromieÅ„", + + L"Pod ziemiÄ…", + L"Poziom ÅšwiatÅ‚a", + + L"Ter. Otw.", + L"Piwnica", //10 + L"Jaskinia", + + L"Ograniczenie", + L"Scroll ID", + + L"Cel", + L"Sektor", //15 + L"Cel", + L"Poziom piw.", + L"Cel", + L"Åšiatka", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"Brak akcji", + L"Zablokuj drzwi", + L"Odblokuj drzwi", + L"Otwórz drzwi", + L"Zamknij drzwi", + L"Idź do siatki", + L"OpóŚć sektor", + L"Wejdź do sektora", + L"PozostaÅ„ w sektorze", + L"Idź spać", + L"Zignoruj to!" +}; + +STR16 zDiffNames[5] = +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Zdrowie", + L"Akt. zdrowie", + L"SiÅ‚a", + L"ZwinnoŚć", + L"SprawnoŚć", + L"Charyzma", + L"MÄ…droŚć", + L"CelnoŚć", + L"Mat. Wybuchowe", + L"Medycyna", + L"Scientific", + L"Poz. doÅšw.", +}; + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Nazwa najemnika:", //0 + L"Rozkaz:", + L"Postawa walki:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Kolor najemnika", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Losowy", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE CzoÅ‚g", //5 + L"NW CzoÅ‚g", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Nieuzbrojony robot", + L"Larwa", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Dziki kot", + L"Humvee", // TODO.Translate +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ROZKAZY=-- ", //0 + L"--=POSTAWA=--", + + L"RELATIVE", + L"ATRYBUTY", + + L"RELATIVE", + L"WYPOSA¯ENIA", + + L"RELATIVE", + L"ATRYBUTY", + + L"Armia", + L"Admin.", + L"Gwardia", //10 + + L"Poz. doÅšw.", + L"Zdrowie", + L"Akt. zdrowie", + L"CelnoŚć", + L"SiÅ‚a", + L"ZwinnoŚć", + L"SprawnoŚć", + L"Inteligencja", + L"Zdol. dowodzenia", + L"Mat. wybuchowe", //20 + L"Zdol. medyczne", + L"Zdol. mechaniczne", + L"Morale", + + L"Kolor wÅ‚osów:", + L"Kolor skóry:", + L"Kolor kamizelki:", + L"Kolor spodni:", + + L"LOSOWY", + L"LOSOWY", + L"LOSOWY", //30 + L"LOSOWY", + + L"Podaj index profilu i naciÅšnij ENTER. ", + L"Wszystkie informacje (statystyki, itd.) bÄ™dÄ… pobrane z pliku Prof.dat lub MercStartingGear.xml. ", + L"JeÅšli nie chcesz użyć profilu, to zostaw pole puste i naciÅšnij ENTER. ", + L"Nie podawaj wartoÅšci '200'! WartoŚć '200' nie może być profilem! ", + L"Wybierz profil od 0 do ", + + L"Aktualny Profil: brak ", + L"Aktualny Profil: %s", + + L"STACJONARNY", + L"CZUJNY", //40 + L"NA STRA¯Y", + L"SZUKAJ WROGA", + L"BLISKI PATROL", + L"DALEKI PATROL", + L"PKT PATROL.", + L"LOS PKT PATR.", + + L"Akcja", + L"Czas", + L"V", + L"Siatka 1", //50 + L"Siatka 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"zablokuj", + L"odblokuj", + L"otwórz", + L"zamknij", + + L"Kliknij na siatkÄ™ przylegajÄ…cÄ… do drzwi (%s).", //60 + L"Kliknij na siatkÄ™, gdzie chcesz siÄ™ przemieÅšcić gdy drzwi sÄ… otwarte\\zamkniÄ™te (%s).", + L"Kliknij na siatkÄ™, gdzie chciaÅ‚byÅš siÄ™ przemieÅšcić.", + L"Kliknij na siatkÄ™, gdzie chciaÅ‚byÅš spać. Postać po obudzeniu siÄ™ automatycznie wróci do oryginalnej pozycji.", + L" NaciÅšnij ESC, by wyjŚć z trybu edycji planu.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Rozkaz patrolu bez punktów poÅšrednich", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"Brak akcji", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Umiejscowienie nie zostaÅ‚o skopiowane, gdyż żadne nie zostaÅ‚o wybrane.", + L"Umiejscowienie skopiowane.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Umiejscowienie nie zostaÅ‚o wklejone, gdyż żadne umiejscowienie nie jest zapisane w buforze.", + L"Umiejscowienie wklejone.", + L"Umiejscowienie nie zostaÅ‚o wklejone, gdyż maksymalna liczba umiejscowieÅ„ dla tej drużyny jest już wykorzystana.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Czy chcesz wyjŚć z trybu edytora do trybu gry ?", + L"Czy chcesz zakoÅ„czyć pracÄ™ edytora ?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Czy jesteÅš pewny, że chcesz usunąć wszystkie ÅšwiatÅ‚a?", //0 + L"Czy jesteÅš pewny, że chcesz cofnąć plany?", + L"Czy jesteÅš pewny, że chcesz usunąć wszystkie plany?", + + L"Włączono rozmieszczanie elementów przez kilkniÄ™cie", + L"Wyłączono rozmieszczanie elementów przez kilkniÄ™cie", + + L"Włączono rysowanie wysokiego podÅ‚oża", //5 + L"Wyłączono rysowanie wysokiego podÅ‚oża", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Włączono losowe rozmieszczanie", + L"Wyłączono losowe rozmieszczanie", + + L"UsuÅ„ korony drzew", //10 + L"Pokaż korony drzew", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Utworzono mape radaru dla %S", //0 + + L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom piwnicy ?", + L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom jaskini ?", + L"Usunąć aktualnÄ… mapÄ™ i rozpocząć nowy poziom na wolnym powietrzu ?", + + L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Przełącz faÅ‚szywe ÅšwiatÅ‚a z otoczenia ON/OFF", + + L"INSERT", + L"Przełącz tryb wypeÅ‚nienia ON/OFF", + + L"BKSPC", + L"UsuÅ„ ostatniÄ… zmianÄ™", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Wyjdź z edytora", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"WyÅšwietl ekran pomocy", + + L"F10", + L"Zapisz mapÄ™", + + L"F11", + L"Wczytaj mapÄ™", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Wybierz wielkoŚć pÄ™dzla", + + L"d", + L"Rysuj Åšmieci", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Rysuj skaÅ‚y", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Rysuj tekstury ziemi", + + L"w", + L"Rysuj Åšciany budunków", + + L"e", + L"Przełącz tryb wymazywania ON/OFF", + + L"h", //40 + L"Przełącz tryb dachów ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/* +CHAR16 gszActionItemDesc[ 34 ][ 30 ] = +{ + L"Mina klaksonowa", + L"Mina oÅ›wietlajÄ…ca", + L"Eksplozja gazu Åzaw.", + L"Eksplozja granatu OszaÅ‚am.", + L"Eksplozja granatu dymnego", + L"Gaz musztardowy", + L"Mina przeciwpiechotna", + L"Otwórz drzwi", + L"Zamknij drzwi", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"MaÅ‚a eksplozja", + L"Å›rednia eksplozja", + L"Duża eksplozja", + L"Otwórz/Zamknij drzwi", + L"Przełącz wszystkie Akcje1", + L"Przełącz wszystkie Akcje2", + L"Przełącz wszystkie Akcje3", + L"Przełącz wszystkie Akcje4", + L"WejÅ›cie do burdelu", + L"WyjÅ›cie z burdelu", + L"Alarm Kingpin'a", + L"Seks z prostytutkÄ…", + L"Pokaż pokój", + L"Alarm lokalny", + L"Alarm globalny", + L"DźwiÄ™k klaksonu", + L"Odbezpiecz drzwi", + L"Przełącz blokadÄ™ (drzwi)", + L"UsuÅ„ puÅ‚apkÄ™ (drzwi)", + L"Tog pressure items", + L"Alarm w Museum", + L"Alarm dzikich kotów", + L"Duży gaz Å‚zawiÄ…cy", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"Chowanie flagi", //0 + L"Brak wybranego przedmiotu.", + L"Slot dostÄ™pny dla", + L"losowej generacji.", + L"Nie można edytować kluczy.", + L"Profil identifikacyjny wÅ‚aÅšciciela", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Stan", + L"Naboje", + L"Poziom puÅ‚apki", //10 + L"IloŚć", + L"Poziom puÅ‚apki", + L"Stan", + L"Poziom puÅ‚apki", + L"Stan", + L"IloŚć", + L"Poziom puÅ‚apki", + L"Dolary", + L"Stan", + L"Poziom puÅ‚apki", //20 + L"Poziom puÅ‚apki", + L"Tolerancja", + L"Wyzwalacz alarmu", + L"Istn. szansa", + L"B", + L"R", + L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Przedmiot bÄ™dzie wyÅšwietlany w trybie Sci-Fi i realistycznym", //0 + L"Przedmiot bÄ™dzie wyÅšwietlany tylko w trybie realistycznym", + L"Przedmiot bÄ™dzie wyÅšwietlany tylko w trybie Sci-Fi", +}; + +STR16 pSetupGunGUIText[] = +{ + L"TÅUMIK", //0 + L"CEL. SNAJP", + L"CEL. LSER.", + L"DWÓJNÓG", + L"KACZY DZIÓB", + L"GRANATNIK", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"PÅYTKI CERAM.", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Ok", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"WCZYTAJ", + L"ZAPISZ", + L"Aktual.", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Zestaw: %s", //0 + L"Wersja: Podsumowanie: 1.%02d, Map: %1.2f / %02d", + L"IloŚć przedmiotów: %d", + L"IloŚć ÅšwiateÅ‚: %d", + L"IloŚć punktów wyjÅšcia: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"IloŚć pomieszczeÅ„: %d", + L"CaÅ‚kowita populacja : %d", + L"Wróg: %d", + L"Admin.: %d", + + L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", + L"¯oÅ‚nierze: %d", + + L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", + L"Gwardia: %d", + + L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", + L"Cywile: %d", //20 + + L"(%d szczegółowych, profile : %d -- %d majÄ… priorytet egzystencji)", + + L"Ludzie: %d", + L"Krowy: %d", + L"Dzikie koty: %d", + + L"ZwierzÄ™ta: %d", + + L"Stworzenia: %d", + L"Dzikie koty: %d", + + L"IloŚć zablokowanych drzwi oraz puÅ‚apki zamontowane na drzwiach: %d", + L"Zablokowane: %d", + L"PuÅ‚apki: %d", //30 + L"Zablokowane i puÅ‚apki: %d", + + L"Cywile z planami: %d", + + L"Zbyt wiele wyjŚć (siatki) (wiÄ™cej niż 4)...", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : %d (%d dalekie miejsce docelowe)", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : brak", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 1 używane miejsca %d siatki", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 2 -- 1) Qty: %d, 2) Qty: %d", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"Siatka wejÅšcia-wyjÅšcia (piwnice itd.) : poziom 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d marne, %d sÅ‚abe, %d Åšrednie, %d dobre, %d Åšwietne (%+d CaÅ‚kowity)", //40 + L"Enemy Relative Equipment: %d marne, %d sÅ‚abe, %d Åšrednie, %d dobre, %d Åšwietne (%+d CaÅ‚kowity)", + L"%d umiejscowienie majÄ… rozkazy patrolu bez żadnego zdefiniowanego punktu poÅšredniego.", + L"%d umiejscowienia majÄ… punkty poÅšrednie, ale bez żadnych rozkazów.", + L"%d siatki majÄ… niejasne numery pokoju.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Wróg", + + L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", + + L"Paniki1", + L"Paniki2", + L"Paniki3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Akcje nacisku", + + L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"Nic", + + L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", + L"NORMAL ENEMY DROPPED ITEMS", + L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", + L"Nic", + L"ZBYT WIELE PRZEDMIOTÓW DO WYÅšWIETLENIA!", + L"BÅÂ¥D: Nie można wczytać przedmiotów dla tej mapy. Powód nieznany.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"EDYTOR KAMPANII -- %s Version 1.%02d", //0 + L"(NIE WCZYTANO MAPY).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"Aktualnie nie ma wybranego sektora.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", poziom na powietrzu", + L", podziemny poziom 1", + L", podziemny poziom 2", + L", podziemny poziom 3", + L", alternatywny poziom G", + L", alternatywny poziom 1", + L", alternatywny poziom 2", + L", alternatywny poziom 3", + + L"SZCZEGÓÅY PRZEDMIOTÓW -- sektor %s", + L"Podsumowanie informacji dla sektora %s:", //20 + + L"Podsumowanie informacji dla sektora %s", + L"nie egzystujÄ….", + + L"Podsumowanie informacji dla sektora %s", + L"nie egzystujÄ….", + + L"Brak informacji o egzystencji dla sektora %s.", + + L"Brak informacji o egzystencji dla sektora %s.", + + L"PLIK: %s", + + L"PLIK: %s", + + L"Override READONLY", + L"Nadpisz plik", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Czy chcesz to teraz zrobić (y/n)?", + + L"Brak informacji o podsumowaniu. Anulowano tworzenie.", + + L"Siatka", + L"PostÄ™p", //40 + L"Use Alternate Maps", + + L"Podsumowanie", + L"Przedmioty", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"AnalizujÄ™ mapÄ™: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"WczytujÄ™ mapÄ™: %s", +}; + +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generuje informacjÄ™ o mapiÄ™", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"GenerujÄ™ podsumowanie mapy", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] z domyÅšlnego zestawu %s (%d, %S)", + L"Plik: %S, podindeks: %d (%d, %S)", + L"Zestaw: %s", +}; +// TODO.Translate +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"MaÅ‚y", + L"Åšredni", + L"Duży", + L"B.Duży", + L"SzerokoŚć: xx", + L"Obszar" + }; + +//--- + +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"Str. 1/2", //0 + L"Str. 2/2", + + L"Str. 1/3", + L"Str. 2/3", + L"Str. 3/3", + + L"Str. 1/1", //5 +}; + +// by Jazz: TODO.Translate +CHAR16 zGrod[][500] = +{ + L"Robot", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;JA2 v1.13 Development Team", + L"@T,C144,R134,{;Kodowanie", + L"@T,C144,R134,{;Grafika i dźwiÄ™ki", + L"@};(Różne inne mody!)", + L"@T,C144,R134,{;Przedmioty", + L"@T,C144,R134,{;Pozostali autorzy", + L"@};(Wszyscy pozostali czÅ‚onkowie sceny JA którzy nas wsparli!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm NATO", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monstrum", +// L"Rakiety", +// L"strzaÅ‚ka", // dart +// L"", // flame +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 cal", +// L"9mm", +// L".45 cal", +// L".357 cal", +// L"12 gauge", +// L"CAWS", +// L"5.45mm", +// L"5.56mm", +// L"7.62mm N.", +// L"7.62mm WP", +// L"4.7mm", +// L"5.7mm", +// L"Monstrum", +// L"Rakiety", +// L"strzaÅ‚ka", // dart +// L"", // flamethrower +// L".50 cal", // barrett +// L"9mm Hvy", // Val silent +//}; + + +CHAR16 WeaponType[MAXITEMS][30] = +{ + L"Inny", + L"Pistolet", + L"Pistolet maszynowy", + L"Karabin maszynowy", + L"Karabin", + L"Karabin snajperski", + L"Karabin bojowy", + L"Lekki karabin maszynowy", + L"Strzelba" +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Tura gracza", // player's turn + L"Tura przeciwnika", + L"Tura stworzeÅ„", + L"Tura samoobrony", + L"Tura cywili" + L"Player_Plan",// planning turn + L"Client #1",//hayden + L"Client #2",//hayden + L"Client #3",//hayden + L"Client #4",//hayden +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s dostaÅ‚(a) w gÅ‚owÄ™ i traci 1 punkt inteligencji!", + L"%s dostaÅ‚(a) w ramiÄ™ i traci 1 punkt zrÄ™cznoÅ›ci!", + L"%s dostaÅ‚(a) w klatkÄ™ piersiowÄ… i traci 1 punkt siÅ‚y!", + L"%s dostaÅ‚(a) w nogi i traci 1 punkt zwinnoÅ›ci!", + L"%s dostaÅ‚(a) w gÅ‚owÄ™ i traci %d pkt. inteligencji!", + L"%s dostaÅ‚(a) w ramiÄ™ i traci %d pkt. zrÄ™cznoÅ›ci!", + L"%s dostaÅ‚(a) w klatkÄ™ piersiowÄ… i traci %d pkt. siÅ‚y!", + L"%s dostaÅ‚(a) w nogi i traci %d pkt. zwinnoÅ›ci!", + L"Przerwanie!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"DotarÅ‚y twoje posiÅ‚ki!", + + // In the following four lines, all %s's are merc names + + L"%s przeÅ‚adowuje.", + L"%s posiada za maÅ‚o Punktów Akcji!", + L"%s udziela pierwszej pomocy. (NaciÅ›nij dowolny klawisz aby przerwać.)", + L"%s i %s udzielajÄ… pierwszej pomocy. (NaciÅ›nij dowolny klawisz aby przerwać.)", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"niezawodna", + L"zawodna", + L"Å‚atwa w naprawie", + L"trudna do naprawy", + L"solidna", + L"niesolidna", + L"szybkostrzelna", + L"wolno strzelajÄ…ca", + L"daleki zasiÄ™g", + L"krótki zasiÄ™g", + L"maÅ‚a waga", + L"duża waga", + L"niewielkie rozmiary", + L"szybki ciÄ…gÅ‚y ogieÅ„", + L"brak możliwoÅ›ci strzelania seriÄ…", + L"duży magazynek", + L"maÅ‚y magazynek", + + // In the following two lines, all %s's are merc names + + L"%s: kamuflaż siÄ™ starÅ‚.", + L"%s: kamuflaż siÄ™ zmyÅ‚.", + + // The first %s is a merc name and the second %s is an item name + + L"Brak amunicji w dodatkowej broni!", + L"%s ukradÅ‚(a): %s.", + + // The %s is a merc name + + L"%s ma broÅ„ bez funkcji ciÄ…gÅ‚ego ognia.", + + L"Już masz coÅ› takiego dołączone.", + L"Połączyć przedmioty?", + + // Both %s's are item names + + L"%s i %s nie pasujÄ… do siebie.", + + L"Brak", + L"Wyjmij amunicjÄ™", + L"Dodatki", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L" %s i %s nie mogÄ… być używane jednoczeÅ›nie.", + + L"Element, który masz na kursorze myszy może być dołączony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów.", + L"Element, który masz na kursorze myszy może być dołączony do pewnych przedmiotów, poprzez umieszczenie go w jednym z czterech slotów. (Jednak w tym przypadku, przedmioty do siebie nie pasujÄ….)", + L"Ten sektor nie zostaÅ‚ oczyszczony z wrogów!", + L"Wciąż musisz dać %s %s", + L"%s dostaÅ‚(a) w gÅ‚owÄ™!", + L"Przerwać walkÄ™?", + L"Ta zmiana bÄ™dzie trwaÅ‚a. Kontynuować?", + L"%s ma wiÄ™cej energii!", + L"%s poÅ›lizgnÄ…Å‚(nęła) siÄ™ na kulkach!", + L"%s nie chwyciÅ‚(a) - %s!", + L"%s naprawiÅ‚(a) %s", + L"Przerwanie dla: ", + L"Poddać siÄ™?", + L"Ta osoba nie chce twojej pomocy.", + L"NIE SÄ„DZĘ!", + L"Aby podróżować helikopterem Skyridera, musisz najpierw zmienić przydziaÅ‚ najemników na POJAZD/HELIKOPTER.", + L"%s miaÅ‚(a) czas by przeÅ‚adować tylko jednÄ… broÅ„", + L"Tura dzikich kotów", + L"ogieÅ„ ciÄ…gÅ‚y", + L"brak ognia ciÄ…gÅ‚ego", + L"celna", + L"niecelna", + L"broÅ„ samoczynna", + L"Wróg nie ma przedmiotów, które można ukraść!", + L"Wróg nie ma żadnego przedmiotu w rÄ™ce!", + + //add new camo string + L"%s: kamuflaż pustynny siÄ™ starÅ‚.", + L"%s: kamuflaż pustynny siÄ™ zmyÅ‚.", + + L"%s: kamuflaż leÅ›ny siÄ™ starÅ‚.", + L"%s: kamuflaż leÅ›ny siÄ™ zmyÅ‚.", + + L"%s: kamuflaż miejski siÄ™ starÅ‚.", + L"%s: kamuflaż miejski siÄ™ zmyÅ‚.", + + L"%s: kamuflaż zimowy siÄ™ starÅ‚.", + L"%s: kamuflaż zimowy siÄ™ zmyÅ‚.", + + L"Niemożesz przydzielić %s do tego slotu.", + L"The %s will not fit in any open slots.", + L"There's not enough space for this pocket.", //TODO:Translate + + L"%s has repaired the %s as much as possible.", // TODO.Translate + L"%s has repaired %s's %s as much as possible.", + + L"%s has cleaned the %s.", // TODO.Translate + L"%s has cleaned %s's %s.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", // TODO.Translate +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Tracony", + L"Traconian", +#else + L"Arulco", + L"Arulcan", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Omerta", + L"Drassen", + L"Alma", + L"Grumm", + L"Tixa", + L"Cambria", + L"San Mona", + L"Estoni", + L"Orta", + L"Balime", + L"Meduna", + L"Chitzena", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Pauza", + L"Normalna", + L"5 min.", + L"30 min.", + L"60 min.", + L"6 godz.", //NEW +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"Oddz. 1", + L"Oddz. 2", + L"Oddz. 3", + L"Oddz. 4", + L"Oddz. 5", + L"Oddz. 6", + L"Oddz. 7", + L"Oddz. 8", + L"Oddz. 9", + L"Oddz. 10", + L"Oddz. 11", + L"Oddz. 12", + L"Oddz. 13", + L"Oddz. 14", + L"Oddz. 15", + L"Oddz. 16", + L"Oddz. 17", + L"Oddz. 18", + L"Oddz. 19", + L"Oddz. 20", + L"Oddz. 21", + L"Oddz. 22", + L"Oddz. 23", + L"Oddz. 24", + L"Oddz. 25", + L"Oddz. 26", + L"Oddz. 27", + L"Oddz. 28", + L"Oddz. 29", + L"Oddz. 30", + L"Oddz. 31", + L"Oddz. 32", + L"Oddz. 33", + L"Oddz. 34", + L"Oddz. 35", + L"Oddz. 36", + L"Oddz. 37", + L"Oddz. 38", + L"Oddz. 39", + L"Oddz. 40", + L"SÅ‚użba", // on active duty + L"Lekarz", // administering medical aid + L"Pacjent", // getting medical aid + L"Pojazd", // in a vehicle + L"Podróż", // in transit - abbreviated form + L"Naprawa", // repairing + L"Radio Scan", // scanning for nearby patrols // TODO.Translate + L"Praktyka", // training themselves + L"Samoobr.", // training a town to revolt + L"R.Samoobr.", //training moving militia units + L"Instruk.", // training a teammate + L"UczeÅ„", // being trained by someone else + L"Get Item", // get items // TODO.Translate + L"Staff", // operating a strategic facility // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Rest", // Resting at a facility // TODO.Translate + L"Prison", // Flugente: interrogate prisoners + L"Nie żyje", // dead + L"ObezwÅ‚.", // abbreviation for incapacitated + L"Jeniec", // Prisoner of war - captured + L"Szpital", // patient in a hospital + L"Pusty", // Vehicle is empty + L"Snitch", // facility: undercover prisoner (snitch) // TODO.Translate + L"Propag.", // facility: spread propaganda + L"Propag.", // facility: spread propaganda (globally) + L"Rumours", // facility: gather information + L"Propag.", // spread propaganda + L"Rumours", // gather information + L"Command", // militia movement orders + L"Diagnose", // disease diagnosis //TODO.Translate + L"Treat D.", // treat disease among the population + L"Lekarz", // administering medical aid + L"Pacjent", // getting medical aid + L"Naprawa", // repairing + L"Fortify", // build structures according to external layout // TODO.Translate + L"Train W.", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Samoobrona", // the title of the militia box + L"Bez przydziaÅ‚u", //the number of unassigned militia troops + L"Nie możesz przemieszczać oddziałów samoobrony gdy nieprzyjaciel jest w sektorze!", + L"Część samoobrony nie zostaÅ‚a przydzielona do sektoru. Czy chcesz ich rozwiÄ…zać?", +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Automatyczne", // auto place the militia troops for the player + L"OK", // done placing militia troops + L"Rozwiąż", // HEADROCK HAM 3.6: Disband militia + L"Unassign All", // move all milita troops to unassigned pool // TODO.Translate +}; + +STR16 pConditionStrings[] = +{ + L"DoskonaÅ‚y", //the state of a soldier .. excellent health + L"Dobry", // good health + L"Dość dobry", // fair health + L"Ranny", // wounded health + L"ZmÄ™czony",//L"Wyczerpany", // tired + L"Krwawi", // bleeding to death + L"Nieprzyt.", // knocked out + L"UmierajÄ…cy", // near death + L"Nie żyje", // dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"SÅ‚użba", // set merc on active duty + L"Pacjent", // set as a patient to receive medical aid + L"Pojazd", // tell merc to enter vehicle + L"Wypuść", // let the escorted character go off on their own + L"Anuluj", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"Oddz. 1", + L"Oddz. 2", + L"Oddz. 3", + L"Oddz. 4", + L"Oddz. 5", + L"Oddz. 6", + L"Oddz. 7", + L"Oddz. 8", + L"Oddz. 9", + L"Oddz. 10", + L"Oddz. 11", + L"Oddz. 12", + L"Oddz. 13", + L"Oddz. 14", + L"Oddz. 15", + L"Oddz. 16", + L"Oddz. 17", + L"Oddz. 18", + L"Oddz. 19", + L"Oddz. 20", + L"Oddz. 21", + L"Oddz. 22", + L"Oddz. 23", + L"Oddz. 24", + L"Oddz. 25", + L"Oddz. 26", + L"Oddz. 27", + L"Oddz. 28", + L"Oddz. 29", + L"Oddz. 30", + L"Oddz. 31", + L"Oddz. 32", + L"Oddz. 33", + L"Oddz. 34", + L"Oddz. 35", + L"Oddz. 36", + L"Oddz. 37", + L"Oddz. 38", + L"Oddz. 39", + L"Oddz. 40", + L"SÅ‚użba", + L"Lekarz", + L"Pacjent", + L"Pojazd", + L"Podróż", + L"Naprawa", + L"Radio Scan", // radio scan // TODO.Translate + L"Praktyka", + L"Trenuje samoobronÄ™", + L"Training Mobile Militia", // TODO.Translate + L"Instruktor", + L"UczeÅ„", + L"Get Item", // get items // TODO.Translate + L"Facility Staff", // TODO.Translate + L"Eat", // eating at a facility (cantina etc.) // TODO.Translate + L"Resting at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Nie żyje", + L"ObezwÅ‚adniony", + L"Jeniec", + L"Szpital", + L"Pusty", // Vehicle is empty + L"WiÄ™zienny kapuÅ›", // facility: undercover prisoner (snitch) + L"Szerzy propagandÄ™", // facility: spread propaganda + L"Szerzy propagandÄ™", // facility: spread propaganda (globally) + L"Zbiera plotki", // facility: gather rumours + L"Szerzy propagandÄ™", // spread propaganda + L"Zbiera plotki", // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Lekarz", + L"Pacjent", + L"Naprawa", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"OddziaÅ‚ 1", + L"OddziaÅ‚ 2", + L"OddziaÅ‚ 3", + L"OddziaÅ‚ 4", + L"OddziaÅ‚ 5", + L"OddziaÅ‚ 6", + L"OddziaÅ‚ 7", + L"OddziaÅ‚ 8", + L"OddziaÅ‚ 9", + L"OddziaÅ‚ 10", + L"OddziaÅ‚ 11", + L"OddziaÅ‚ 12", + L"OddziaÅ‚ 13", + L"OddziaÅ‚ 14", + L"OddziaÅ‚ 15", + L"OddziaÅ‚ 16", + L"OddziaÅ‚ 17", + L"OddziaÅ‚ 18", + L"OddziaÅ‚ 19", + L"OddziaÅ‚ 20", + L"OddziaÅ‚ 21", + L"OddziaÅ‚ 22", + L"OddziaÅ‚ 23", + L"OddziaÅ‚ 24", + L"OddziaÅ‚ 25", + L"OddziaÅ‚ 26", + L"OddziaÅ‚ 27", + L"OddziaÅ‚ 28", + L"OddziaÅ‚ 29", + L"OddziaÅ‚ 30", + L"OddziaÅ‚ 31", + L"OddziaÅ‚ 32", + L"OddziaÅ‚ 33", + L"OddziaÅ‚ 34", + L"OddziaÅ‚ 35", + L"OddziaÅ‚ 36", + L"OddziaÅ‚ 37", + L"OddziaÅ‚ 38", + L"OddziaÅ‚ 39", + L"OddziaÅ‚ 40", + L"SÅ‚użba", + L"Lekarz", + L"Pacjent", + L"Pojazd", + L"W podróży", + L"Naprawa", + L"Radio Scan", // radio scan // TODO.Translate + L"Praktyka", + L"Trenuj samoobronÄ™", + L"Train Mobiles", // TODO.Translate + L"Trenuj oddziaÅ‚", + L"UczeÅ„", + L"Get Item", // get items // TODO.Translate + L"Staff Facility", // TODO.Translate + L"Rest at Facility", // TODO.Translate + L"Interrogate prisoners", // Flugente: interrogate prisoners TODO.Translate + L"Nie żyje", + L"ObezwÅ‚adniony", + L"Jeniec", + L"W szpitalu", // patient in a hospital + L"Pusty", // Vehicle is empty + L"WiÄ™zienny kapuÅ›", // facility: undercover prisoner (snitch) + L"Szerz propagandÄ™", // facility: spread propaganda + L"Szerz propagandÄ™", // facility: spread propaganda (globally) + L"Zbieraj plotki", // facility: gather rumours + L"Szerz propagandÄ™", // spread propaganda + L"Zbieraj plotki", // gather information + L"Commanding Militia", // militia movement orders // TODO.Translate + L"Diagnose", // disease diagnosis + L"Treat Population disease", // treat disease among the population + L"Lekarz", + L"Pacjent", + L"Naprawa", + L"Fortify sector", // build structures according to external layout // TODO.Translate + L"Train workers", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Opcje kontraktu:", + L"", // a blank line, required + L"Zaproponuj 1 dzieÅ„", // offer merc a one day contract extension + L"Zaproponuj 1 tydzieÅ„", // 1 week + L"Zaproponuj 2 tygodnie", // 2 week + L"Zwolnij", // end merc's contract + L"Anuluj", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"Jeniec", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"SIÅA", //The merc's strength attribute. Others below represent the other attributes. + L"ZRĘCZNOŚĆ", + L"ZWINNOŚĆ", + L"INTELIGENCJA", + L"UMIEJĘTNOÅšCI STRZELECKIE", + L"WIEDZA MEDYCZNA", + L"ZNAJOMOŚĆ MECHANIKI", + L"UMIEJĘTNOŚĆ DOWODZENIA", + L"ZNAJOMOŚĆ MATERIAÅÓW WYBUCHOWYCH", + L"POZIOM DOÅšWIADCZENIA", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"OsÅ‚ona", // the armor rating of the merc + L"Ekwip.", // the weight the merc is carrying + L"Kamuf.", // the merc's camouflage rating + L"Kamuflaż:", + L"Ochrona:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Zwn", // the abbreviated version of : agility + L"Zrc", // dexterity + L"SiÅ‚", // strength + L"Dow", // leadership + L"Int", // wisdom + L"DoÅ›", // experience level + L"Str", // marksmanship skill + L"Mec", // mechanical skill + L"Wyb", // explosive skill + L"Med", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"PrzydziaÅ‚", // the mercs current assignment + L"Kontrakt", // the contract info about the merc + L"Zdrowie", // the health level of the current merc + L"Morale", // the morale of the current merc + L"Stan", // the condition of the current vehicle + L"Paliwo", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Praktyka", // tell merc to train self + L"Samoobrona", // tell merc to train town + L"Instruktor", // tell merc to act as trainer + L"UczeÅ„", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Limit ognia:", // the allowable rate of fire for a merc who is guarding + L" Agresywny ogieÅ„", // the merc can be aggressive in their choice of fire rates + L" OszczÄ™dzaj amunicjÄ™", // conserve ammo + L" Strzelaj w ostatecznoÅ›ci", // fire only when the merc needs to + L"Inne opcje:", // other options available to merc + L" Może siÄ™ wycofać", // merc can retreat + L" Może szukać schronienia", // merc is allowed to seek cover + L" Może pomagać partnerom", // merc can assist teammates + L"OK", // done with this menu + L"Anuluj", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Limit ognia:", + L" *Agresywny ogieÅ„*", + L" *OszczÄ™dzaj amunicjÄ™*", + L" *Strzelaj w ostatecznoÅ›ci*", + L"Inne opcje:", + L" *Może siÄ™ wycofać*", + L" *Może szukać schronienia*", + L" *Może pomagać partnerom*", + L"OK", + L"Anuluj", +}; + +STR16 pAssignMenuStrings[] = +{ + L"SÅ‚użba", // merc is on active duty + L"Lekarz", // the merc is acting as a doctor + L"Disease", // merc is a doctor doing diagnosis TODO.Translate + L"Pacjent", // the merc is receiving medical attention + L"Pojazd", // the merc is in a vehicle + L"Naprawa", // the merc is repairing items + L"NasÅ‚uch", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"KapuÅ›", // anv: snitch actions + L"Szkolenie", // the merc is training + L"Militia", // all things militia + L"Get Item", // get items // TODO.Translate + L"Fortify", // fortify sector // TODO.Translate + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"Facility", // the merc is using/staffing a facility // TODO.Translate + L"Anuluj", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Atakuj", // set militia to aggresive + L"Utrzymaj pozycjÄ™", // set militia to stationary + L"Wycofaj siÄ™", // retreat militia + L"Chodź do mnie", // retreat militia + L"Padnij", // retreat militia + L"Crouch", // TODO.Translate + L"Kryj siÄ™", + L"Move to", // TODO.Translate + L"Wszyscy: Atakujcie", + L"Wszyscy: Utrzymajcie pozycje", + L"Wszyscy: Wycofajcie siÄ™", + L"Wszyscy: Chodźcie do mnie", + L"Wszyscy: Rozproszcie siÄ™", + L"Wszyscy: Padnijcie", + L"All: Crouch", // TODO.Translate + L"Wszyscy: Kryjcie siÄ™", + //L"Wszyscy: Szukajcie przedmiotów", + L"Anuluj", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = // TODO.Translate +{ + // radio operator + L"Artillery Strike", + L"Jam communications", + L"Scan frequencies", + L"Eavesdrop", + L"Call reinforcements", + L"Switch off radio set", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", // TODO.Translate + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Spotter", // TODO.Translate + L"Focus", // TODO.Translate + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Order an artillery strike from sector...", + L"Fill all radio frequencies with white noise, making communications impossible.", + L"Scan for jamming signals.", + L"Use your radio equipment to continously listen for enemy movement.", + L"Call in reinforcements from neighbouring sectors.", + L"Turn off radio set.", // TODO.Translate + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Observe an area, granting allied snipers a bonus to cth on anything you see.", // TODO.Translate + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"Requires:\n", + L" - %d AP\n", + L" - %s\n", + L" - %s or higher\n", + L" - %s or higher or\n", + L" - %d minutes to be ready\n", + L" - mortar positions in neighbouring sectors\n", + L" - %s |o|r %s |a|n|d %s or %s or higher\n", + L" - possession by a demon", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = // TODO.Translate +{ + L"Militia", + L"Other Squads", + L"Cancel", + L"%d Militia", + L"All Militia", + + L"More", // TODO.Translate + L"Corpse: %s", // TODO.Translate +}; + +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"Drużynowy kapuÅ›", + L"Zlecenie w mieÅ›cie", + L"Anuluj", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"Przedyskutuj zachowanie kapusia wzglÄ™dem jego kolegów.", + L"Podejmij zlecenie w sektorze miejskim.", + L"Anuluj", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"ZgÅ‚aszaj skargi", + L"Nie zgÅ‚aszaj skarg", + L"Zapobiegaj zÅ‚emu zachowaniu", + L"Nie zapobiegaj zÅ‚emu zachowaniu", + L"Anuluj", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"ZgÅ‚aszaj swojemu dowódcy wszelkie skargi jakie usÅ‚yszysz ze strony pozostaÅ‚ych najemników.", + L"Niczego nie zgÅ‚aszaj.", + L"Próbuj powstrzymywać pozostaÅ‚ych najemników przed pijaÅ„stwem czy kradzieżami.", + L"Nie zwracaj uwagi na zachowanie pozostaÅ‚ych najemników.", + L"Anuluj", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"Szerz propagandÄ™", + L"Zbieraj plotki", + L"Anuluj", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"Wychwalaj postÄ™powanie najemników aby podnieść lojalność miasta i zaprzeczaj wszelkim negatywnym doniesieniom.", + L"NasÅ‚uchuj wszelkich pogÅ‚osek o wrogiej aktywnoÅ›ci.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = // TODO.Translate +{ + L"Interrogate admins", + L"Interrogate troops", + L"Interrogate elites", + L"Interrogate officers", + L"Interrogate generals", + L"Interrogate civilians", + L"Cancel", +}; + +STR16 pPrisonerMenuDescStrings[] = +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Cancel", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale w porÄ™ to spostrzegÅ‚ i zdoÅ‚aÅ‚ ujść z życiem.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale zdoÅ‚aÅ‚ zaÅ‚agodzić sytuacjÄ™ i ujść z życiem.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale zdoÅ‚aÅ‚ uniknąć próby zamachu.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ›, ale strażnicy zdoÅ‚ali zapobiec wybuchowi agresji wÅ›ród więźniów.", + + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal utopiony przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal pobity na Å›mierć przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal zasztyletowany przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i niemal uduszony przez współwięźniów nim strażnicy zdoÅ‚ali go uratować.", + + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i utopiony w kiblu przez współwięźniów.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i pobity na Å›mierć przez współwięźniów.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i zasztyletowany przez współwięźniów.", + L"%s zostaÅ‚ zdemaskowany jako kapuÅ› i uduszony przez współwięźniów.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s sÅ‚yszaÅ‚ pogÅ‚oski o aktywnośći wroga w %d sektorach.", + +}; + +STR16 pRemoveMercStrings[] = +{ + L"UsuÅ„ najemnika", // remove dead merc from current team + L"Anuluj", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Zdrowie", + L"Zwinność", + L"ZrÄ™czność", + L"SiÅ‚a", + L"Um. dowodzenia", + L"Um. strzeleckie", + L"Zn. mechaniki", + L"Zn. mat. wyb.", + L"Wiedza med.", + L"Anuluj", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Praktyka", // train yourself + L"Train workers", // TODO.Translate + L"Instruktor", // train your teammates + L"UczeÅ„", // be trained by an instructor + L"Anuluj", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"OddziaÅ‚ 1", + L"OddziaÅ‚ 2", + L"OddziaÅ‚ 3", + L"OddziaÅ‚ 4", + L"OddziaÅ‚ 5", + L"OddziaÅ‚ 6", + L"OddziaÅ‚ 7", + L"OddziaÅ‚ 8", + L"OddziaÅ‚ 9", + L"OddziaÅ‚ 10", + L"OddziaÅ‚ 11", + L"OddziaÅ‚ 12", + L"OddziaÅ‚ 13", + L"OddziaÅ‚ 14", + L"OddziaÅ‚ 15", + L"OddziaÅ‚ 16", + L"OddziaÅ‚ 17", + L"OddziaÅ‚ 18", + L"OddziaÅ‚ 19", + L"OddziaÅ‚ 20", + L"OddziaÅ‚ 21", + L"OddziaÅ‚ 22", + L"OddziaÅ‚ 23", + L"OddziaÅ‚ 24", + L"OddziaÅ‚ 25", + L"OddziaÅ‚ 26", + L"OddziaÅ‚ 27", + L"OddziaÅ‚ 28", + L"OddziaÅ‚ 29", + L"OddziaÅ‚ 30", + L"OddziaÅ‚ 31", + L"OddziaÅ‚ 32", + L"OddziaÅ‚ 33", + L"OddziaÅ‚ 34", + L"OddziaÅ‚ 35", + L"OddziaÅ‚ 36", + L"OddziaÅ‚ 37", + L"OddziaÅ‚ 38", + L"OddziaÅ‚ 39", + L"OddziaÅ‚ 40", + L"Anuluj", +}; + +STR16 pPersonnelTitle[] = +{ + L"Personel", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Zdrowie: ", // health of merc + L"Zwinność: ", + L"ZrÄ™czność: ", + L"SiÅ‚a: ", + L"Um. dowodzenia: ", + L"Inteligencja: ", + L"Poziom doÅ›w.: ", // experience level + L"Um. strzeleckie: ", + L"Zn. mechaniki: ", + L"Zn. mat. wybuchowych: ", + L"Wiedza medyczna: ", + L"Zastaw na życie: ", // amount of medical deposit put down on the merc + L"Bieżący kontrakt: ", // cost of current contract + L"Liczba zabójstw: ", // number of kills by merc + L"Liczba asyst: ", // number of assists on kills by merc + L"Dzienny koszt:", // daily cost of merc + L"Ogólny koszt:", // total cost of merc + L"Wartość kontraktu:", // cost of current contract + L"UsÅ‚ugi ogółem", // total service rendered by merc + L"ZalegÅ‚a kwota", // amount left on MERC merc to be paid + L"Celność:", // percentage of shots that hit target + L"Ilość walk:", // number of battles fought + L"Ranny(a):", // number of times merc has been wounded + L"UmiejÄ™tnoÅ›ci:", + L"Brak umiÄ™jÄ™tnoÅ›ci", + L"OsiÄ…gniÄ™cia:", // added by SANDRO +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Elitarni: %d\n", + L"Regularni: %d\n", + L"Administratorzy: %d\n", + L"Wrodzy Cywile: %d\n", + L"Stworzenia: %d\n", + L"CzoÅ‚gi: %d\n", + L"Inne: %d\n", + + L"Do najemników: %d\n", + L"Milicja: %d\n", + L"Inni: %d\n", + + L"Strzałów: %d\n", + L"Wystrzelonych Pocisków: %d\n", + L"Rzuconych Granatów: %d\n", + L"Rzuconych Noży: %d\n", + L"Ataków Nożem: %d\n", + L"Ataków WrÄ™cz: %d\n", + L"Udanych TrafieÅ„: %d\n", + + L"Zamki Otwarte Wytrychem: %d\n", + L"Zamki WyÅ‚amane: %d\n", + L"UsuniÄ™te PuÅ‚apka: %d\n", + L"Zdetonowane Åadunki: %d\n", + L"Naprawione Przedmioty: %d\n", + L"Połączone Przedmioty: %d\n", + L"Ukradzione Przedmioty: %d\n", + L"Wytrenowana Milicja: %d\n", + L"Zabandażowani Najemnicy: %d\n", + L"Wykonane Operacje Chirurgiczne: %d\n", + L"Spotkani NPC: %d\n", + L"Odkryte Sektory: %d\n", + L"UnikniÄ™te Zasadzki: %d\n", + L"Wykonane Zadania: %d\n", + + L"Bitwy Taktyczne: %d\n", + L"Bitwy AutorozstrzygniÄ™te: %d\n", + L"Wykonane Odwroty: %d\n", + L"Napotkanych Zasadzek: %d\n", + L"NajwiÄ™ksza Walka: %d Wrogów\n", + + L"Postrzelony: %d\n", + L"Ugodzony Nożem: %d\n", + L"Uderzony: %d\n", + L"Wysadzony W Powietrze: %d\n", + L"Uszkodzonych Atrybutów: %d\n", + L"Poddany Zabiegom Chirurgicznym: %d\n", + L"Wypadków Przy Pracy: %d\n", + + L"Charakter:", + L"NiepeÅ‚nosprawność:", + + L"Attitudes:", // WANNE: For old traits display instead of "Character:"! + + L"Zombies: %d\n", // TODO.Translate + + L"Background:", // TODO.Translate + L"Personality:", // TODO.Translate + + L"Prisoners interrogated: %d\n", // TODO.Translate + L"Diseases caught: %d\n", + L"Total damage received: %d\n", + L"Total damage caused: %d\n", + L"Total healing: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + L"Brak umiejÄ™tnoÅ›ci", + L"Otwieranie zamków", + L"Walka wrÄ™cz", //JA25: modified + L"Elektronika", + L"Nocne operacje", //JA25: modified + L"Rzucanie", + L"Szkolenie", + L"Ciężka broÅ„", + L"BroÅ„ automatyczna", + L"Skradanie siÄ™", + L"OburÄ™czność", + L"Kradzież", + L"Sztuki walki", + L"BroÅ„ biaÅ‚a", + L"Snajper", //JA25: modified + L"Kamuflaż", //JA25: modified + L"(Eksp.)", +}; + +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"Brak UmiejÄ™tnoÅ›ci", + L"BroÅ„ Automatyczna", + L"BroÅ„ Ciężka", + L"Strzelec Wyborowy", + L"MyÅ›liwy", + L"Pistolero", + L"Walka WrÄ™cz", + L"ZastÄ™pca Szeryfa", + L"Technik", + L"Paramedyk", + // Minor traits + L"OburÄ™czność", + L"Walka WrÄ™cz", + L"Rzucanie", + L"Operacje Nocne", + L"Ukradkowość", + L"Atletyka", + L"Bodybuilding", + L"Åadunki Wybuchowe", + L"Uczenie", + L"Zwiad", + // covert ops is a major trait that was added later + L"Tajne Operacje", // 20 + // new minor traits + L"Radiooperator", // 21 + L"KapuÅ›", // 22 + L"Survival", + + // second names for major skills + L"Strzelec RKMu", // 24 + L"Bombardier", + L"Snajper", + L"MyÅ›liwy", + L"Pistolero", + L"Sztuki Walki", + L"Dowódca Drużyny", + L"Inżynier", + L"Doktor", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Szpieg", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch(minor trait) + L"Placeholder", // for survival (minor trait) + L"WiÄ™cej...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"różne", // for VARIOUSSKILLS + L"Bandage Mercs", // for AUTOBANDAGESKILLS //TODO.Translate +}; +////////////////////////////////////////////////////////// + + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"W|staÅ„/Idź", + L"S|chyl siÄ™/Idź", + L"WstaÅ„/Biegnij (|R)", + L"|Padnij/CzoÅ‚gaj siÄ™", + L"Patrz (|L)", + L"Akcja", + L"Rozmawiaj", + L"Zbadaj (|C|t|r|l)", + + // Pop up door menu + L"Otwórz", + L"Poszukaj puÅ‚apek", + L"Użyj wytrychów", + L"Wyważ", + L"UsuÅ„ puÅ‚apki", + L"Zamknij na klucz", + L"Otwórz kluczem", + L"Użyj Å‚adunku wybuchowego", + L"Użyj Å‚omu", + L"Anuluj (|E|s|c)", + L"Zamknij" +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"nie posiada żadnych puÅ‚apek", + L"ma zaÅ‚ożony Å‚adunek wybuchowy", + L"jest pod napiÄ™ciem", + L"posiada syrenÄ™ alarmowÄ…", + L"posiada dyskretny alarm" +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"dzieÅ„", + L"tydzieÅ„", + L"dwa tygodnie", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Wybór postaci", + L"PrzydziaÅ‚ najemnika", + L"NanieÅ› trasÄ™ podróży", + L"Kontrakt najemnika", + L"UsuÅ„ najemnika", + L"Åšpij", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"CICHY", + L"WYRAŹNY", + L"GÅOÅšNY", + L"BARDZO GÅOÅšNY" +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"NIEOKREÅšLONY DŹWIĘK", + L"ODGÅOS RUCHU", + L"ODGÅOS SKRZYPNIĘCIA", + L"PLUSK", + L"ODGÅOS UDERZENIA", + L"STRZAÅ", + L"WYBUCH", + L"KRZYK", + L"ODGÅOS UDERZENIA", + L"ODGÅOS UDERZENIA", + L"ÅOMOT", + L"TRZASK" +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"PÅN-WSCH", + L"WSCH", + L"PÅD-WSCH", + L"PÅD", + L"PÅD-ZACH", + L"ZACH", + L"PÅN-ZACH", + L"PÅN" +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Miasto", + L"Droga", + L"Otwarty teren", + L"Pustynia", + L"Las", + L"Las", + L"Bagno", + L"Woda", + L"Wzgórza", + L"Teren nieprzejezdny", + L"Rzeka", //river from north to south + L"Rzeka", //river from east to west + L"Terytorium innego kraju", + //NONE of the following are used for directional travel, just for the sector description. + L"Tropiki", + L"Pola uprawne", + L"Otwarty teren, droga", + L"Las, droga", + L"Las, droga", + L"Tropiki, droga", + L"Las, droga", + L"Wybrzeże", + L"Góry, droga", + L"Wybrzeże, droga", + L"Pustynia, droga", + L"Bagno, droga", + L"Las, Rakiety Z-P", + L"Pustynia, Rakiety Z-P", + L"Tropiki, Rakiety Z-P", + L"Meduna, Rakiety Z-P", + + //These are descriptions for special sectors + L"Szpital w Cambrii", + L"Lotnisko w Drassen", + L"Lotnisko w Medunie", + L"Rakiety Z-P", + L"Refuel site", // TODO.Translate + L"Kryjówka rebeliantów", //The rebel base underground in sector A10 + L"Tixa - Lochy", //The basement of the Tixa Prison (J9) + L"Gniazdo stworzeÅ„", //Any mine sector with creatures in it + L"Orta - Piwnica", //The basement of Orta (K4) + L"Tunel", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Schron", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s wykryto w sektorze %c%d, a inny oddziaÅ‚ jest w drodze.", //STR_DETECTED_SINGULAR + L"%s wykryto w sektorze %c%d, a inne oddziaÅ‚y sÄ… w drodze.", //STR_DETECTED_PLURAL + L"Chcesz skoordynować jednoczesne przybycie?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"Wróg daje ci szansÄ™ siÄ™ poddać.", //STR_ENEMY_SURRENDER_OFFER + L"Wróg schwytaÅ‚ resztÄ™ twoich nieprzytomnych najemników.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"Odwrót", //The retreat button //STR_AR_RETREAT_BUTTON + L"OK", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"OBRONA", //STR_AR_DEFEND_HEADER + L"ATAK", //STR_AR_ATTACK_HEADER + L"STARCIE", //STR_AR_ENCOUNTER_HEADER + L"Sektor", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"ZWYCIĘSTWO!", //STR_AR_OVER_VICTORY + L"PORAÅ»KA!", //STR_AR_OVER_DEFEAT + L"KAPITULACJA!", //STR_AR_OVER_SURRENDERED + L"NIEWOLA!", //STR_AR_OVER_CAPTURED + L"ODWRÓT!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Samoobrona", //STR_AR_MILITIA_NAME, + L"Elity", //STR_AR_ELITE_NAME, + L"Å»oÅ‚nierze", //STR_AR_TROOP_NAME, + L"Administrator", //STR_AR_ADMINISTRATOR_NAME, + L"Stworzenie", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Czas trwania", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"WYCOFAÅ(A) SIĘ", //STR_AR_MERC_RETREATED, + L"WYCOFUJE SIĘ", //STR_AR_MERC_RETREATING, + L"WYCOFAJ SIĘ", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Rozst. autom.", //STR_PB_AUTORESOLVE_BTN, + L"Idź do sektora", //STR_PB_GOTOSECTOR_BTN, + L"Wycof. ludzi", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"STARCIE Z WROGIEM", //STR_PB_ENEMYENCOUNTER_HEADER, + L"INWAZJA WROGA", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"ZASADZKA WROGA", //STR_PB_ENEMYAMBUSH_HEADER + L"WEJÅšCIE DO WROGIEGO SEKTORA", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"ATAK STWORÓW", //STR_PB_CREATUREATTACK_HEADER + L"ATAK DZIKICH KOTÓW", //STR_PB_BLOODCATAMBUSH_HEADER + L"WEJÅšCIE DO LEGOWISKA DZIKICH KOTÓW", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"PoÅ‚ożenie", + L"Wrogowie", + L"Najemnicy", + L"Samoobrona", + L"Stwory", + L"Dzikie koty", + L"Sektor", + L"Brak", //If there are no uninvolved mercs in this fight. + L"N/D", //Acronym of Not Applicable + L"d", //One letter abbreviation of day + L"g", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Wyczyść", + L"Rozprosz", + L"Zgrupuj", + L"OK", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"Kasuje wszystkie pozy|cje najemników, \ni pozwala ponownie je wprowadzić.", + L"Po każdym naciÅ›niÄ™ciu rozmie|szcza\nlosowo twoich najemników.", + L"|Grupuje najemników w wybranym miejscu.", + L"Kliknij ten klawisz gdy już rozmieÅ›cisz \nswoich najemników. (|E|n|t|e|r)", + L"Musisz rozmieÅ›cić wszystkich najemników \nzanim rozpoczniesz walkÄ™.", + + //Various strings (translate word for word) + + L"Sektor", + L"Wybierz poczÄ…tkowe pozycje", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"To miejsce nie jest zbyt dobre. Jest niedostÄ™pne. Spróbuj gdzie indziej.", + L"Rozmieść swoich najemników na podÅ›wietlonej części mapy.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"przybyÅ‚(a) do sektora", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"Automatycznie prowadzi walkÄ™ za ciebie, \nnie Å‚adujÄ…c planszy. (|A)", + L"AtakujÄ…c sektor wroga \nnie można automatycznie rozstrzygnąć walki.", + L"WejÅ›cie do sektora \nby nawiÄ…zać walkÄ™ z wrogiem. (|E)", + L"Wycofuje oddziaÅ‚ \ndo sÄ…siedniego sektora. (|R)", //singular version + L"Wycofuje wszystkie oddziaÅ‚y \ndo sÄ…siedniego sektora. (|R)", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"Nieprzyjaciel zatakowaÅ‚ oddziaÅ‚y samoobrony w sektorze %c%d.", + //%c%d is the sector -- ex: A9 + L"Stworzenia zaatakowaÅ‚y oddziaÅ‚y samoobrony w sektorze %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Stworzenia zatakowaÅ‚y i zabiÅ‚y %d cywili w sektorze %s.", + //%c%d is the sector -- ex: A9 + L"Nieprzyjaciel zatakowaÅ‚ twoich najemników w sektorze %s. Å»aden z twoich najemników nie może walczyć!", + //%c%d is the sector -- ex: A9 + L"Stworzenia zatakowaÅ‚y twoich najemników w sektorze %s. Å»aden z twoich najemników nie może walczyć!", + + // Flugente: militia movement forbidden due to limited roaming // TODO.Translate + L"Militia cannot move here (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", + + L"Robot", //STR_AR_ROBOT_NAME, // TODO: translate + L"Tank", //STR_AR_TANK_NAME, + L"Jeep", //STR_AR_JEEP_NAME // TODO.Translate + + L"\nBreath regeneration per hour: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"DzieÅ„", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Zn. w sektorze:", + L"Zn. w dniu:", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"Stan:", + L"Waga:", + L"PA Koszty", + L"Zas.:", // Range + L"SiÅ‚a:", // Damage + L"Ilość:", // Number of bullets left in a magazine + L"PA:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"Celność:", //9 + L"ZasiÄ™g:", //10 + L"SiÅ‚a:", //11 + L"Waga:", //12 + L"OgÅ‚uszenie:",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + L"Attachments:", //14 // TODO.Translate + L"AUTO/5:", //15 + L"Remaining ammo:", //16 // TODO.Translate + + L"DomyÅ›lne:", //17 //WarmSteel - So we can also display default attachments + L"Dirt:", // 18 //added by Flugente // TODO.Translate + L"Space:", // 19 //space left on Molle items // TODO.Translate + L"Spread Pattern:", // 20 // TODO.Translate + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + // TODO.Translate + L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.", + L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.", + L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.", + L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.", + L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.", + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.", + L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.", + L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)", + L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"", //12 + L"AP/przygot.", + L"AP za 1 strzaÅ‚", + L"AP za seriÄ™", + L"AP za Auto", + L"AP/przeÅ‚aduj", + L"AP/przeÅ‚aduj rÄ™cznie", + L"Burst Penalty (Lower is better)", //19 + L"Modf. dwójnogu", + L"Auto/5AP", + L"Autofire Penalty (Lower is better)", + L"PA: (mniej - lepiej)", //23 + L"AP za rzut", + L"AP za strzaÅ‚", + L"AP/cios-nóż", + L"WyÅ‚. 1 strzaÅ‚!", + L"WyÅ‚. seriÄ™!", + L"WyÅ‚. auto!", + L"AP/cios-Å‚om", + L"", + L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Modyf. rozmiaru (mniej - lepiej)", // 0 + L"Modyf. sprawnoÅ›ci", + L"Modyf. gÅ‚oÅ›noÅ›ci (mniej - lepiej)", + L"Ukrywa bÅ‚ysk", + L"Modf. dwójnogu", + L"Modyf. zasiÄ™gu", // 5 + L"Modyf. trafieÅ„", + L"Max zasg. lasera", + L"Modf bonusu celowania", + L"Modyf. dÅ‚ug. serii", + L"Modyf. kary za seriÄ™ (wiÄ™cej - lepiej)", // 10 + L"Modyf. kary za ogieÅ„ auto (wiÄ™cej - lepiej)", + L"Modyf. AP", + L"Modyf. AP za seriÄ™ (mniej - lepiej)", + L"Modyf. AP za ogieÅ„ auto (mniej - lepiej)", + L"Modf AP/przygotwanie (mniej - lepiej)", // 15 + L"Modf AP/przeÅ‚adowanie (mniej - lepiej)", + L"Modyf. wlk. magazynka", + L"Modyf. AP/atak (mniej - lepiej)", + L"Modyf. obrażeÅ„", + L"Modf obr. walki wrÄ™cz", // 20 + L"Kam leÅ›ny", + L"Kam miasto", + L"Kam pustyn.", + L"Kam Å›nieg", + L"Modyf. skradania", // 25 + L"Modyf. zasg. sÅ‚uchu", + L"Modyf. zasg. wzroku", + L"Modyf. zasg. wzroku/dzieÅ„", + L"Modyf. zasg. wzroku/noc", + L"Modyf. zasg. wzroku/jasne Å›wiatÅ‚o", //30 + L"Modyf. zasg. wzr./jaskinia", + L"Widzenie tunelowe w % (mniej - lepiej)", + L"Min. zasg. dla bonusu cel.", + L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate + L"Equipment weight: %4.1f kg", // 35 // TODO.Translate +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"In ", + L"PERFECT", + L"EXCELLENT", + L"GOOD", + L"FAIR", + L"POOR", + L"BAD", + L"TERRIBLE", + L" condition." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Kwota", + L"PozostaÅ‚o:", //this is the overall balance + L"Kwota", + L"Wydzielić:", // the amount he wants to separate from the overall balance to get two piles of money + + L"Bieżące", + L"Saldo:", + L"Kwota", + L"do podjÄ™cia:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"UMIERAJÄ„CY", // >= 0 + L"KRYTYCZNY", // >= 15 + L"KIEPSKI", // >= 30 + L"RANNY", // >= 45 + L"ZDROWY", // >= 60 + L"SILNY", // >= 75 + L"DOSKONAÅY", // >= 90 + L"CAPTURED", // added by Flugente TODO.Translate +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"$1000", + L"$100", + L"$10", + L"OK", + L"Wydziel", + L"Podejmij", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"Zalety:", +}; + +CHAR16 gzConsLabel[10] = +{ + L"Wady:", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Powtórz", //meaning "Repeat yourself" + L"Przyjaźnie", //approach in a friendly + L"BezpoÅ›rednio", //approach directly - let's get down to business + L"Groźnie", //approach threateningly - talk now, or I'll blow your face off + L"Daj", + L"Rekrutuj", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Kup/Sprzedaj", + L"Kup", + L"Sprzedaj", + L"Napraw", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"OK", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Eldorado", + L"Hummer", // a hummer jeep/truck -- military vehicle + L"Furgonetka z lodami", + L"Jeep", + L"CzoÅ‚g", + L"Helikopter", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Eldor.", + L"Hummer", // the HMVV + L"Furg.", + L"Jeep", + L"CzoÅ‚g", + L"Heli.", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Eldorado", + L"Hummer", //a military jeep. This is a brand name. + L"Furg.", // Ice cream truck + L"Jeep", + L"CzoÅ‚g", + L"Heli.", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"Nie jesteÅ› w stanie strzelać z tego miejsca.", + L"Nie możesz sie przesiąść miÄ™dzy tymi dwoma miejscami bez opuszczania pojazdu.", +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Nalot", + L"Udzielić automatycznie pierwszej pomocy?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s zauważyÅ‚(a) że dostawa jest niekompletna.", + + // The %s is a string from pDoorTrapStrings + + L"Zamek %s.", + L"Brak zamka.", + L"Sukces!", + L"Niepowodzenie.", + L"Sukces!", + L"Niepowodzenie.", + L"Zamek nie ma puÅ‚apek.", + L"Sukces!", + // The %s is a merc name + L"%s nie posiada odpowiedniego klucza.", + L"Zamek zostaÅ‚ rozbrojony.", + L"Zamek nie ma puÅ‚apek.", + L"ZamkniÄ™te.", + L"DRZWI", + L"ZABEZP.", + L"ZAMKNIĘTE", + L"OTWARTE", + L"ROZWALONE", + L"Tu jest przełącznik. Włączyć go?", + L"Rozbroić puÅ‚apkÄ™?", + L"Poprz...", + L"Nast...", + L"WiÄ™cej...", + + // In the next 2 strings, %s is an item name + + L"%s - poÅ‚ożono na ziemi.", + L"%s - przekazano do - %s.", + + // In the next 2 strings, %s is a name + + L"%s otrzymaÅ‚(a) całą zapÅ‚atÄ™.", + L"%s - należność wobec niej/niego wynosi jeszcze %d.", + L"Wybierz czÄ™stotliwość sygnaÅ‚u detonujÄ…cego:", //in this case, frequency refers to a radio signal + L"Ile tur do eksplozji:", //how much time, in turns, until the bomb blows + L"Ustaw czÄ™stotliwość zdalnego detonatora:", //in this case, frequency refers to a radio signal + L"Rozbroić puÅ‚apkÄ™?", + L"Usunąć niebieskÄ… flagÄ™?", + L"UmieÅ›cić tutaj niebieskÄ… flagÄ™?", + L"KoÅ„czÄ…ca tura", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Na pewno chcesz zaatakować - %s?", + L"Pojazdy nie mogÄ… zmieniać pozycji.", + L"Robot nie może zmieniać pozycji.", + + // In the next 3 strings, %s is a name + + L"%s nie może zmienić pozycji w tym miejscu.", + L"%s nie może tu otrzymać pierwszej pomocy.", + L"%s nie potrzebuje pierwszej pomocy.", + L"Nie można ruszyć w to miejsce.", + L"OddziaÅ‚ jest już kompletny. Nie ma miejsca dla nowych rekrutów.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s pracuje już dla ciebie.", + + // Here %s is a name and %d is a number + + L"%s - należność wobec niej/niego wynosi %d$.", + + // In the next string, %s is a name + + L"%s - Eskortować tÄ… osobÄ™?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"%s - Zatrudnić tÄ… osobÄ™ za %s dziennie?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Chcesz walczyć?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"%s - Kupić to za %s?", + + // In the next string, %s is a name + + L"%s jest pod eskortÄ… oddziaÅ‚u %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"ZACIĘTA", //weapon is jammed. + L"Robot potrzebuje amunicji kaliber %s.", //Robot is out of ammo + L"Rzucić tam? To niemożliwe.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Skradanie siÄ™ (|Z)", + L"Ekran |Mapy", + L"Koniec tury (|D)", + L"Rozmowa", + L"Wycisz", + L"Pozycja do góry (|P|g|U|p)", + L"Poziom kursora (|T|a|b)", + L"Wspinaj siÄ™ / Zeskocz (|J)", + L"Pozycja w dół (|P|g|D|n)", + L"Badać (|C|t|r|l)", + L"Poprzedni najemnik", + L"NastÄ™pny najemnik (|S|p|a|c|j|a)", + L"|Opcje", + L"CiÄ…gÅ‚y ogieÅ„ (|B)", + L"Spójrz/Obróć siÄ™ (|L)", + L"Zdrowie: %d/%d\nEnergia: %d/%d\nMorale: %s", + L"Co?", //this means "what?" + L"Kont", //an abbrieviation for "Continued" + L"%s ma włączone potwierdzenia gÅ‚osowe.", + L"%s ma wyłączone potwierdzenia gÅ‚osowe.", + L"Stan: %d/%d\nPaliwo: %d/%d", + L"WysiÄ…dź z pojazdu" , + L"ZmieÅ„ oddziaÅ‚ ( |S|h|i|f|t |S|p|a|c|j|a )", + L"Prowadź", + L"N/D", //this is an acronym for "Not Applicable." + L"Użyj ( Walka wrÄ™cz )", + L"Użyj ( Broni palnej )", + L"Użyj ( Broni biaÅ‚ej )", + L"Użyj ( Mat. wybuchowych )", + L"Użyj ( Apteczki )", + L"(Åap)", + L"(PrzeÅ‚aduj)", + L"(Daj)", + L"%s - puÅ‚apka zostaÅ‚a uruchomiona.", + L"%s przybyÅ‚(a) na miejsce.", + L"%s straciÅ‚(a) wszystkie Punkty Akcji.", + L"%s jest nieosiÄ…galny(na).", + L"%s ma już zaÅ‚ożone opatrunki.", + L"%s nie ma bandaży.", + L"Wróg w sektorze!", + L"Nie ma wroga w zasiÄ™gu wzroku.", + L"Zbyt maÅ‚o Punktów Akcji.", + L"Nikt nie używa zdalnego sterowania.", + L"CiÄ…gÅ‚y ogieÅ„ opróżniÅ‚ magazynek!", + L"Å»OÅNIERZ", + L"STWÓR", + L"SAMOOBRONA", + L"CYWIL", + L"ZOMBIE", // TODO.Translate + L"PRISONER",// TODO.Translate + L"WyjÅ›cie z sektora", + L"OK", + L"Anuluj", + L"Wybrany najemnik", + L"Wszyscy najemnicy w oddziale", + L"Idź do sektora", + L"Otwórz mapÄ™", + L"Nie można opuÅ›cić sektora z tej strony.", + L"You can't leave in turn based mode.", // TODO.Translate + L"%s jest zbyt daleko.", + L"UsuÅ„ korony drzew", + L"Pokaż korony drzew", + L"WRONA", //Crow, as in the large black bird + L"SZYJA", + L"GÅOWA", + L"TUÅÓW", + L"NOGI", + L"Powiedzieć królowej to, co chce wiedzieć?", + L"Wzór odcisku palca pobrany", + L"NiewÅ‚aÅ›ciwy wzór odcisku palca. BroÅ„ bezużyteczna.", + L"Cel osiÄ…gniÄ™ty", + L"Droga zablokowana", + L"WpÅ‚ata/PodjÄ™cie pieniÄ™dzy", //Help text over the $ button on the Single Merc Panel + L"Nikt nie potrzebuje pierwszej pomocy.", + L"Zac.", // Short form of JAMMED, for small inv slots + L"Nie można siÄ™ tam dostać.", // used ( now ) for when we click on a cliff + L"PrzejÅ›cie zablokowane. Czy chcesz zamienić siÄ™ miejscami z tÄ… osobÄ…?", + L"Osoba nie chce siÄ™ przesunąć.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Zgadzasz siÄ™ zapÅ‚acić %s?", + L"Zgadzasz siÄ™ na darmowe leczenie?", + L"Zgadasz siÄ™ na małżeÅ„stwo z %s?", //Darylem + L"Kółko na klucze", + L"Nie możesz tego zrobić z eskortowanÄ… osobÄ….", + L"OszczÄ™dzić %s?", //Krotta + L"Poza zasiÄ™giem broni", + L"Górnik", + L"Pojazdem można podróżować tylko pomiÄ™dzy sektorami", + L"Teraz nie można automatycznie udzielić pierwszej pomocy", + L"PrzejÅ›cie zablokowane dla - %s", + L"Twoi najemnicy, schwytani przez żoÅ‚nierzy %s, sÄ… tutaj uwiÄ™zieni!", //Deidranny + L"Zamek zostaÅ‚ trafiony", + L"Zamek zostaÅ‚ zniszczony", + L"KtoÅ› inny majstruje przy tych drzwiach.", + L"Stan: %d/%d\nPaliwo: %d/%d", + L"%s nie widzi - %s.", // Cannot see person trying to talk to + L"Dodatek usuniÄ™ty", + L"Nie możesz zdobyć kolejnego pojazdu, ponieważ posiadasz już 2", + + // added by Flugente for defusing/setting up trap networks // TODO.Translate + L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):", + L"Set defusing frequency:", + L"Set detonation frequency (1 - 4) and defusing frequency (A - D):", + L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):", + L"Select tripwire hierarchy (1 - 4) and network (A - D):", + + // added by Flugente to display food status + L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"What do you want to do?", + L"Fill canteens", + L"Clean guns (Merc)", + L"Clean guns (Team)", + L"Take off clothes", + L"Lose disguise", + L"Militia inspection", + L"Militia restock", + L"Test disguise", + L"unused", + + // added by Flugente: decide what to do with the corpses + L"What do you want to do with the body?", + L"Decapitate", + L"Gut", + L"Take Clothes", + L"Take Body", + + // Flugente: weapon cleaning + L"%s cleaned %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Where do you want to send the %d prisoners?", // TODO.Translate + L"Let them go", + L"What do you want to do?", + L"Demand surrender", + L"Offer surrender", + L"Distract", // TODO.Translate + L"Talk", + L"Recruit Turncoat", // TODO: translate + + // TODO.Translate + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Disarm trap", + L"Inspect trap", + L"Remove blue flag", + L"Blow up!", + L"Activate tripwire", + L"Deactivate tripwire", + L"Reveal tripwire", + L"No detonator or remote detonator found!", + L"This bomb is already armed!", + L"Safe", + L"Mostly safe", + L"Risky", + L"Dangerous", + L"High danger!", + + L"Mask", // TODO.Translate + L"NVG", + L"Item", + + L"This feature works only with New Inventory System", + L"No item in your main hand", + L"Nowhere to place item from main hand", + L"No defined item for this quick slot", + L"No free hand for new item", + L"Item not found", + L"Cannot take item to main hand", + + L"Attempting to bandage travelling mercs...", //TODO.Translate + + L"Improve gear", + L"%s changed %s for superior version", + L"%s picked up %s", // TODO.Translate + + L"%s has stopped chatting with %s", // TODO.Translate +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, to sÄ…siedni sektor zostanie natychmiast zaÅ‚adowany.", + L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, to na czas podróży pojawi siÄ™ automatycznie ekran mapy.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Ten sektor jest okupowany przez wroga i nie możesz tu zostawić najemników.\nMusisz uporać siÄ™ z tÄ… sytuacjÄ… zanim zaÅ‚adujesz inny sektor.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Gdy wyprowadzisz swoich pozostaÅ‚ych najemników z tego sektora,\nsÄ…siedni sektor zostanie automatycznie zaÅ‚adowany.", + L"Gdy wyprowadzisz swoich pozostaÅ‚ych najemników z tego sektora,\nto na czas podróży pojawi siÄ™ automatycznie ekran mapy.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s jest pod eskortÄ… twoich najemników i nie może bez nich opuÅ›cić tego sektora.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s nie może sam opuÅ›cić tego sektora, gdyż %s jest pod jego eskortÄ….", //male singular + L"%s nie może sama opuÅ›cić tego sektora, gdyż %s jest pod jej eskortÄ….", //female singular + L"%s nie może sam opuÅ›cić tego sektora, gdyż eskortuje inne osoby.", //male plural + L"%s nie może sama opuÅ›cić tego sektora, gdyż eskortuje inne osoby.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Wszyscy twoi najemnicy muszÄ… być w pobliżu,\naby oddziaÅ‚ mógÅ‚ siÄ™ przemieszczać.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, %s bÄ™dzie podróżować w pojedynkÄ™\ni automatycznie znajdzie siÄ™ w osobnym oddziale.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"JeÅ›li zaznaczysz tÄ™ opcjÄ™, aktualnie\nwybrany oddziaÅ‚ opuÅ›ci ten sektor.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s jest pod eskortÄ… twoich najemników i nie może bez nich opuÅ›cić tego sektora. Aby opuÅ›cić sektor twoi najemnicy muszÄ… być w pobliżu.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Wyposażenie", // tell merc to repair items in inventory + L"Baza rakiet Z-P", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Anuluj", // cancel this menu + L"Robot", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"traci", // the merc has lost a statistic + L"zyskuje", // the merc has gained a statistic + L"pkt.", // singular + L"pkt.", // plural + L"pkt.", // singular + L"pkt.", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"zdrowia.", + L"zwinnoÅ›ci.", + L"zrÄ™cznoÅ›ci.", + L"inteligencji.", + L"umiejÄ™tnoÅ›ci medycznych.", + L"umiejÄ™tnoÅ›ci w dziedzinie materiałów wybuchowych.", + L"umiejÄ™tnoÅ›ci w dziedzinie mechaniki.", + L"umiejÄ™tnoÅ›ci strzeleckich.", + L"doÅ›wiadczenia.", + L"siÅ‚y.", + L"umiejÄ™tnoÅ›ci dowodzenia.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"CaÅ‚kowita trasa: ",// total distance for helicopter to travel + L" Bezp.: ", // distance to travel to destination + L" Niebezp.:", // distance to return from destination to airport + L"CaÅ‚kowity koszt: ", // total cost of trip by helicopter + L"PCP: ", // ETA is an acronym for "estimated time of arrival" + L"Helikopter ma maÅ‚o paliwa i musi wylÄ…dować na terenie wroga.", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Pasażerowie: ", + L"Wybór Skyridera lub pasażerów?", + L"Skyrider", + L"Pasażerowie", + L"Helikopter zostaÅ‚ poważnie uszkodzony i musi wylÄ…dować na terenie wroga!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Helikopter powróci teraz wprost do bazy, czy chcesz najpierw wysadzić pasażerów?", + L"Remaining Fuel:", // TODO.Translate + L"Dist. To Refuel Site:", // TODO.Translate +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Czy chcesz aby %s rozpoczÄ…Å‚ naprawÄ™? BÄ™dzie to kosztować %d$, a helikopter pozostanie niedostÄ™pny przez okoÅ‚o %d godzin(y).", + L"Helikopter jest obecnie rozmontowany. Zaczekaj aż naprawa zostanie ukoÅ„czona.", + L"Helikopter jest znów dostÄ™pny do lotu.", + L"Helicopter jest zatankowany do peÅ‚na.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Poziom:", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"LojalnoÅ›ci", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"nie można wydawać rozkazów podróży pod ziemiÄ….", +}; + +STR16 gsTimeStrings[] = +{ + L"g", // hours abbreviation + L"m", // minutes abbreviation + L"s", // seconds abbreviation + L"d", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"Brak", + L"Szpital", + L"Factory", // TODO.Translate + L"WiÄ™zienie", + L"Baza wojskowa", + L"Lotnisko", + L"Strzelnica", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Inwentarz", + L"Zamknij", + L"Repair", // TODO.Translate + L"Factories", // TODO.Translate +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Rozmiar", // 0 // size of the town in sectors + L"", // blank line, required + L"Pod kontrolÄ…", // how much of town is controlled + L"Brak", // none of this town + L"Przynależna kopalnia", // mine associated with this town + L"Lojalność", // 5 // the loyalty level of this town + L"Wyszkolonych", // the forces in the town trained by the player + L"", + L"Główne obiekty", // main facilities in this town + L"Poziom", // the training level of civilians in this town + L"Szkolenie cywili", // 10 // state of civilian training in town + L"Samoobrona", // the state of the trained civilians in the town + + // Flugente: prisoner texts // TODO.Translate + L"Prisoners", + L"%d (capacity %d)", + L"%d Admins", + L"%d Regulars", + L"%d Elites", + L"%d Officers", + L"%d Generals", + L"%d Civilians", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Kopalnia", // 0 + L"Srebro", + L"ZÅ‚oto", + L"Dzienna produkcja", + L"Możliwa produkcja", + L"Opuszczona", // 5 + L"ZamkniÄ™ta", + L"Na wyczerpaniu", + L"Produkuje", + L"Stan", + L"Tempo produkcji", + L"Resource", // 10 L"Typ zÅ‚oża", // TODO.Translate + L"Kontrola miasta", + L"Lojalność miasta", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"SiÅ‚y wroga", + L"Sektor", + L"Przedmiotów", + L"Nieznane", + + L"Pod kontrolÄ…", + L"Tak", + L"Nie", + L"Status/Software status:", // TODO.Translate + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s jest zbyt daleko.", //Merc is in sector with item but not close enough + L"Nie można wybrać tego najemnika.", //MARK CARTER + L"%s nie może stÄ…d zabrać tego przedmiotu, gdyż nie jest w tym sektorze.", + L"Podczas walki nie można korzystać z tego panelu.", + L"Podczas walki nie można korzystać z tego panelu.", + L"%s nie może tu zostawić tego przedmiotu, gdyż nie jest w tym sektorze.", + L"W trakcie walki nie możesz doÅ‚adowywać magazynka.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"PoÅ‚ożenie", // sector these items are in + L"Razem przedmiotów", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"Kliknij w kolumnie 'Przydz.', aby przydzielić najemnika do innego oddziaÅ‚u lub wybranego zadania.", + L"Aby wyznaczyć najemnikowi cel w innym sektorze, kliknij pole w kolumnie 'Cel'.", + L"Gdy najemnicy otrzymajÄ… już rozkaz przemieszczenia siÄ™, kompresja czasu pozwala im szybciej dotrzeć na miejsce.", + L"Kliknij lewym klawiszem aby wybrać sektor. Kliknij ponownie aby wydać najemnikom rozkazy przemieszczenia, lub kliknij prawym klawiszem by uzyskać informacje o sektorze.", + L"NaciÅ›nij w dowolnym momencie klawisz 'H' by wyÅ›wietlić okienko pomocy.", + L"Próbny tekst", + L"Próbny tekst", + L"Próbny tekst", + L"Próbny tekst", + L"Niewiele możesz tu zrobić, dopóki najemnicy nie przylecÄ… do Arulco. Gdy już zbierzesz swój oddziaÅ‚, kliknij przycisk Kompresji Czasu, w prawym dolnym rogu. W ten sposób twoi najemnicy szybciej dotrÄ… na miejsce.", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Przemieść najemników", // title for movement box + L"NanieÅ› trasÄ™ podróży", // done with movement menu, start plotting movement + L"Anuluj", // cancel this menu + L"Inni", // title for group of mercs not on squads nor in vehicles + L"Select all", // Select all squads TODO: Translate +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Oj:", // an error has occured + L"WygasÅ‚ kontrakt najemników:", // this pop up came up due to a merc contract ending + L"Najemnicy wypeÅ‚nili zadanie:", // this pop up....due to more than one merc finishing assignments + L"Najemnicy wrócili do pracy:", // this pop up ....due to more than one merc waking up and returing to work + L"OdpoczywajÄ…cy najemnicy:", // this pop up ....due to more than one merc being tired and going to sleep + L"Wkrótce wygasnÄ… kontrakty:", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"Pokaż miasta (|W)", + L"Pokaż kopalnie (|M)", + L"Pokaż oddziaÅ‚y i wrogów (|T)", + L"Pokaż przestrzeÅ„ powietrznÄ… (|A)", + L"Pokaż przedmioty (|I)", + L"Pokaż samoobronÄ™ i wrogów (|Z)", + L"Show |Disease Data", // TODO.Translate + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Next (|.)", // next page // TODO.Translate + L"Previous (|,)", // previous page // TODO.Translate + L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate + + // TODO.Translate + L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button + L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge + L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates\n|R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|L|e|f|t |C|l|i|c|k: Remove all item attachments\n|R|i|g|h|t |C|l|i|c|k: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments; Bob: empty LBE items + L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo + L"|L|e|f|t |C|l|i|c|k: Show all items\n|R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Guns\n|R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition\n|R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|L|e|f|t |C|l|i|c|k: Toggle Explosives\n|R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons\n|R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Armor\n|R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle LBEs\n|R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button + L"|L|e|f|t |C|l|i|c|k: Toggle Kits\n|R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items\n|R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button + L"Toggle Get Item Display", // Flugente: move item display // TODO.Translate + L"Save Gear Template", // TODO.Translate + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"|Laptop", + L"Ekran taktyczny (|E|s|c)", + L"|Opcje", + L"Kompresja czasu (|+)", // time compress more + L"Kompresja czasu (|-)", // time compress less + L"Poprzedni komunikat (|S|t|r|z|a|Å‚|k|a |w |g|ó|r|Ä™)\nPoprzednia strona (|P|g|U|p)", // previous message in scrollable list + L"NastÄ™pny komunikat (|S|t|r|z|a|Å‚|k|a |w |d|ó|Å‚)\nNastÄ™pna strona (|P|g|D|n)", // next message in the scrollable list + L"Włącz/Wyłącz kompresjÄ™ czasu (|S|p|a|c|j|a)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Saldo dostÄ™pne", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s nie żyje.", +}; + + +STR16 pDayStrings[] = +{ + L"DzieÅ„", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Enrico", + L"Psych Pro Inc", + L"Pomoc", + L"Psych Pro Inc", + L"Speck", + L"R.I.S.", //5 + L"Barry", + L"Blood", + L"Lynx", + L"Grizzly", + L"Vicki", //10 + L"Trevor", + L"Grunty", + L"Ivan", + L"Steroid", + L"Igor", //15 + L"Shadow", + L"Red", + L"Reaper", + L"Fidel", + L"Fox", //20 + L"Sidney", + L"Gus", + L"Buns", + L"Ice", + L"Spider", //25 + L"Cliff", + L"Bull", + L"Hitman", + L"Buzz", + L"Raider", //30 + L"Raven", + L"Static", + L"Len", + L"Danny", + L"Magic", + L"Stephen", + L"Scully", + L"Malice", + L"Dr.Q", + L"Nails", + L"Thor", + L"Scope", + L"Wolf", + L"MD", + L"Meltdown", + //---------- + L"M.I.S. Ubezpieczenia", + L"Bobby Rays", + L"Kingpin", + L"John Kulba", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"Poprzedni", + L"NastÄ™pny", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"Masz nowÄ… pocztÄ™...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Usunąć wiadomość?", + L"Usunąć wiadomość?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"Od:", + L"Temat:", + L"DzieÅ„:", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"Skrzynka odbiorcza", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"KsiÄ™gowy Plus", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"WypÅ‚ata:", // credit (subtract from) to player's account + L"WpÅ‚ata:", // debit (add to) to player's account + L"Wczorajsze wpÅ‚ywy:", + L"Wczorajsze dodatkowe wpÅ‚ywy:", + L"Wczorajsze wydatki:", + L"Saldo na koniec dnia:", + L"Dzisiejsze wpÅ‚ywy:", + L"Dzisiejsze dodatkowe wpÅ‚ywy:", + L"Dzisiejsze wydatki:", + L"Saldo dostÄ™pne:", + L"Przewidywane wpÅ‚ywy:", + L"Przewidywane saldo:", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"DzieÅ„", // the day column + L"Ma", // the credits column + L"Winien", // the debits column + L"Transakcja", // transaction type - see TransactionText below + L"Saldo", // balance at this point in time + L"Strona", // page number + L"DzieÅ„ (dni)", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"NarosÅ‚e odsetki", // interest the player has accumulated so far + L"Anonimowa wpÅ‚ata", + L"Koszt transakcji", + L"WynajÄ™to -", // Merc was hired + L"Zakupy u Bobby'ego Ray'a", // Bobby Ray is the name of an arms dealer + L"Uregulowanie rachunków w M.E.R.C.", + L"Zastaw na życie dla - %s", // medical deposit for merc + L"Analiza profilu w IMP", // IMP is the acronym for International Mercenary Profiling + L"Ubezpieczneie dla - %s", + L"Redukcja ubezp. dla - %s", + L"PrzedÅ‚. ubezp. dla - %s", // johnny contract extended + L"Anulowano ubezp. dla - %s", + L"Odszkodowanie za - %s", // insurance claim for merc + L"1 dzieÅ„", // merc's contract extended for a day + L"1 tydzieÅ„", // merc's contract extended for a week + L"2 tygodnie", // ... for 2 weeks + L"Przychód z kopalni", + L"", //String nuked + L"Zakup kwiatów", + L"PeÅ‚ny zwrot zastawu za - %s", + L"Częściowy zwrot zastawu za - %s", + L"Brak zwrotu zastawu za - %s", + L"ZapÅ‚ata dla - %s", // %s is the name of the npc being paid + L"Transfer funduszy do - %s", // transfer funds to a merc + L"Transfer funduszy od - %s", // transfer funds from a merc + L"Samoobrona w - %s", // initial cost to equip a town's militia + L"Zakupy u - %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s wpÅ‚aciÅ‚(a) pieniÄ…dze.", + L"Sprzedano rzecz(y) miejscowym", + L"Wykorzystanie Placówki", // HEADROCK HAM 3.6 + L"Utrzymanie Samoobr.", // HEADROCK HAM 3.6 + L"Ransom for released prisoners", // Flugente: prisoner system TODO.Translate + L"WHO data subscription", // Flugente: disease TODO.Translate + L"Payment to Kerberus", // Flugente: PMC + L"SAM site repair", // Flugente: SAM repair // TODO.Translate + L"Trained workers", // Flugente: train workers + L"Drill militia in %s", // Flugente: drill militia // TODO.Translate + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Ubezpieczenie dla -", // insurance for a merc + L"PrzedÅ‚. kontrakt z - %s o 1 dzieÅ„.", // entend mercs contract by a day + L"PrzedÅ‚. kontrakt z - %s o 1 tydzieÅ„.", + L"PrzedÅ‚. kontrakt z - %s o 2 tygodnie.", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"Skyriderowi zapÅ‚acono %d$", // skyrider was paid an amount of money + L"Skyriderowi trzeba jeszcze zapÅ‚acić %d$", // skyrider is still owed an amount of money + L"Skyrider zatankowaÅ‚", // skyrider has finished refueling + L"",//unused + L"",//unused + L"Skyrider jest gotów do kolejnego lotu.", // Skyrider was grounded but has been freed + L"Skyrider nie ma pasażerów. JeÅ›li chcesz przetransportować najemników, zmieÅ„ ich przydziaÅ‚ na POJAZD/HELIKOPTER.", +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Åšwietne", + L"Dobre", + L"Stabilne", + L"SÅ‚abe", + L"Panika", + L"ZÅ‚e", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"%s - jego/jej sprzÄ™t jest już w Omercie( A9 ).", + L"%s - jego/jej sprzÄ™t jest już w Drassen( B13 ).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Zdrowie", + L"Energia", + L"Morale", + L"Stan", // the condition of the current vehicle (its "health") + L"Paliwo", // the fuel level of the current vehicle (its "energy") + L"Poison", // TODO.Translate + L"Water", // drink level + L"Food", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Poprzedni najemnik (|S|t|r|z|a|Å‚|k|a |w |l|e|w|o)", // previous merc in the list + L"NastÄ™pny najemnik (|S|t|r|z|a|Å‚|k|a |w |p|r|a|w|o)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"PCP:", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"WiÄ™cej tego nie zobaczysz. Czy na pewno chcesz to zrobić?", // do you want to continue and lose the item forever + L"To wyglÄ…da na coÅ› NAPRAWDĘ ważnego. Czy NA PEWNO chcesz to zniszczyć?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"OddziaÅ‚ nie może siÄ™ przemieszczać, jeÅ›li któryÅ› z najemników Å›pi.", + +//1-5 + L"Najpierw wyprowadź oddziaÅ‚ na powierzchniÄ™.", + L"Rozkazy przemieszczenia? To jest sektor wroga!", + L"Aby podróżować najemnicy muszÄ… być przydzieleni do oddziaÅ‚u lub pojazdu.", + L"Nie masz jeszcze ludzi.", // you have no members, can't do anything + L"Najemnik nie może wypeÅ‚nić tego rozkazu.", // merc can't comply with your order +//6-10 + L"musi mieć eskortÄ™, aby siÄ™ przemieszczać. Umieść go w oddziale z eskortÄ….", // merc can't move unescorted .. for a male + L"musi mieć eskortÄ™, aby siÄ™ przemieszczać. Umieść jÄ… w oddziale z eskortÄ….", // for a female + L"Najemnik nie przybyÅ‚ jeszcze do %s!", + L"WyglÄ…da na to, że trzeba wpierw uregulować sprawy kontraktu.", + L"Nie można przemieÅ›cić najemnika. Trwa nalot powietrzny.", +//11-15 + L"Rozkazy przemieszczenia? Trwa walka!", + L"ZaatakowaÅ‚y ciÄ™ dzikie koty, w sektorze %s!", + L"W sektorze %s znajduje siÄ™ coÅ›, co wyglÄ…da na legowisko dzikich kotów!", + L"", + L"Baza rakiet Ziemia-Powietrze zostaÅ‚a przejÄ™ta.", +//16-20 + L"%s - kopalnia zostaÅ‚a przejÄ™ta. Twój dzienny przychód zostaÅ‚ zredukowany do %s.", + L"Nieprzyjaciel bezkonfliktowo przejÄ…Å‚ sektor %s.", + L"Przynajmniej jeden z twoich najemników nie zostaÅ‚ do tego przydzielony.", + L"%s nie może siÄ™ przyłączyć, ponieważ %s jest peÅ‚ny", + L"%s nie może siÄ™ przyłączyć, ponieważ %s jest zbyt daleko.", +//21-25 + L"%s - kopalnia zostaÅ‚a przejÄ™ta przez siÅ‚y Deidranny!", + L"SiÅ‚y wroga wÅ‚aÅ›nie zaatakowaÅ‚y bazÄ™ rakiet Ziemia-Powietrze w - %s.", + L"SiÅ‚y wroga wÅ‚aÅ›nie zaatakowaÅ‚y - %s.", + L"WÅ‚aÅ›nie zauważono siÅ‚y wroga w - %s.", + L"SiÅ‚y wroga wÅ‚aÅ›nie przejęły - %s.", +//26-30 + L"Przynajmniej jeden z twoich najemników nie mógÅ‚ siÄ™ poÅ‚ożyć spać.", + L"Przynajmniej jeden z twoich najemników nie mógÅ‚ wstać.", + L"OddziaÅ‚y samoobrony nie pojawiÄ… siÄ™ dopóki nie zostanÄ… wyszkolone.", + L"%s nie może siÄ™ w tej chwili przemieszczać.", + L"Å»oÅ‚nierze samoobrony, którzy znajdujÄ… siÄ™ poza granicami miasta, nie mogÄ… być przeniesieni do innego sektora.", +//31-35 + L"Nie możesz trenować samoobrony w - %s.", + L"Pusty pojazd nie może siÄ™ poruszać!", + L"%s ma zbyt wiele ran by podróżować!", + L"Musisz wpierw opuÅ›cić muzeum!", + L"%s nie żyje!", +//36-40 + L"%s nie może siÄ™ zamienić z - %s, ponieważ siÄ™ porusza", + L"%s nie może w ten sposób wejÅ›c do pojazdu", + L"%s nie może siÄ™ dołączyć do - %s", + L"Nie możesz kompresować czasu dopóki nie zatrudnisz sobie kilku nowych najemników!", + L"Ten pojazd może siÄ™ poruszać tylko po drodze!", +//41-45 + L"Nie można zmieniać przydziaÅ‚u najemników, którzy sÄ… w drodze", + L"Pojazd nie ma paliwa!", + L"%s jest zbyt zmÄ™czony(na) by podróżować.", + L"Å»aden z pasażerów nie jest w stanie kierować tym pojazdem.", + L"Jeden lub wiÄ™cej czÅ‚onków tego oddziaÅ‚u nie może siÄ™ w tej chwili przemieszczać.", +//46-50 + L"Jeden lub wiÄ™cej INNYCH czÅ‚onków tego oddziaÅ‚u nie może siÄ™ w tej chwili przemieszczać.", + L"Pojazd jest uszkodzony!", + L"PamiÄ™taj, że w jednym sektorze tylko dwóch najemników może trenować żoÅ‚nierzy samoobrony.", + L"Robot nie może siÄ™ poruszać bez operatora. Umieść ich razem w jednym oddziale.", + L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.", // TODO.Translate +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Kliknij ponownie sektor docelowy, aby zatwierdzić trasÄ™ podróży, lub kliknij inny sektor, aby jÄ… wydÅ‚użyć.", + L"Trasa podróży zatwierdzona.", + L"Cel podróży nie zostaÅ‚ zmieniony.", + L"Trasa podróży zostaÅ‚a anulowana.", + L"Trasa podróży zostaÅ‚a skrócona.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Kliknij sektor, do którego majÄ… przylatywać najemnicy.", + L"Dobrze. PrzylatujÄ…cy najemnicy bÄ™dÄ… zrzucani w %s", + L"Najemnicy nie mogÄ… tu przylatywać. PrzestrzeÅ„ powietrzna nie jest zabezpieczona!", + L"Anulowano. Sektor zrzutu nie zostaÅ‚ zmieniony.", + L"PrzestrzeÅ„ powietrzna nad %s nie jest już bezpieczna! Sektor zrzutu zostaÅ‚ przesuniÄ™ty do %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Otwórz wyposażenie (|E|n|t|e|r)", + L"Zniszcz przedmiot", + L"Zamknij wyposażenie (|E|n|t|e|r)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Czy %s ma zostawić swój sprzÄ™t w sektorze, w którym siÄ™ obecnie znajduje (%s), czy w (%s), skÄ…d odlatuje?", + L"%s wkrótce odchodzi i zostawi swój sprzÄ™t w (%s).", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Czy %s ma zostawić swój sprzÄ™t w sektorze, w którym siÄ™ obecnie znajduje (%s), czy w (%s), skÄ…d odlatuje? ", + L"%s wkrótce odchodzi i zostawi swój sprzÄ™t w (%s.", +}; + + +STR16 pMercContractOverStrings[] = +{ + L" zakoÅ„czyÅ‚ kontrakt wiÄ™c wyjechaÅ‚.", // merc's contract is over and has departed + L" zakoÅ„czyÅ‚a kontrakt wiÄ™c wyjechaÅ‚a.", // merc's contract is over and has departed + L" - jego kontrakt zostaÅ‚ zerwany wiÄ™c odszedÅ‚.", // merc's contract has been terminated + L" - jej kontrakt zostaÅ‚ zerwany wiÄ™c odeszÅ‚a.", // merc's contract has been terminated + L"Masz za duży dÅ‚ug wobec M.E.R.C. wiÄ™c %s odchodzi.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +// WDS: Allow flexible numbers of IMPs of each sex +// note: I only updated the English text to remove "three" below +STR16 pImpPopUpStrings[] = +{ + L"NieprawidÅ‚owy kod dostÄ™pu", + L"Czy na pewno chcesz wznowić proces okreÅ›lenia profilu?", + L"Wprowadź nazwisko oraz pÅ‚eć", + L"WstÄ™pna kontrola stanu twoich finansów wykazaÅ‚a, że nie stać ciÄ™ na analizÄ™ profilu.", + L"Opcja tym razem nieaktywna.", + L"Aby wykonać profil, musisz mieć miejsce dla przynajmniej jednego czÅ‚onka zaÅ‚ogi.", + L"Profil zostaÅ‚ już wykonany.", + L"Nie można zaÅ‚adować postaci I.M.P. z dysku.", + L"WykorzystaÅ‚eÅ› już maksymalnÄ… liczbÄ™ postaci I.M.P.", + L"Masz już w oddziale trzy postacie I.M.P. tej samej pÅ‚ci.", //L"You have already the maximum number of I.M.P characters with that gender on your team.", BYÅo ->>L"You have already three I.M.P characters with the same gender on your team.", + L"Nie stać ciÄ™ na postać I.M.P.", // 10 + L"Nowa postać I.M.P. dołączyÅ‚a do oddziaÅ‚u.", + L"You have already selected the maximum number of traits.", // TODO.Translate + L"No voicesets found.", // TODO.Translate +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"O Nas", // about the IMP site + L"ZACZNIJ", // begin profiling + L"UmiejÄ™tnoÅ›ci", // personality section + L"Atrybuty", // personal stats/attributes section + L"Appearance", // changed from portrait + L"GÅ‚os %d", // the voice selection + L"Gotowe", // done profiling + L"Zacznij od poczÄ…tku", // start over profiling + L"Tak, wybieram tÄ… odpowiedź.", + L"Tak", + L"Nie", + L"SkoÅ„czone", // finished answering questions + L"Poprz.", // previous question..abbreviated form + L"Nast.", // next question + L"TAK, JESTEM.", // yes, I am certain + L"NIE, CHCĘ ZACZĄĆ OD NOWA.", // no, I want to start over the profiling process + L"TAK", + L"NIE", + L"Wstecz", // back one page + L"Anuluj", // cancel selection + L"Tak.", + L"Nie, ChcÄ™ spojrzeć jeszcze raz.", + L"Rejestr", // the IMP site registry..when name and gender is selected + L"AnalizujÄ™...", // analyzing your profile results + L"OK", + L"Postać", // Change from "Voice" + L"Brak", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"Po wybraniu twoich cech pora wybrać twoje umiejÄ™tnoÅ›ci.", + L"Wybierz twoje atrybuty.", + L"Aby dokonać prawdziwego profilowania wybież portret, gÅ‚os i kolory.", + L"Teraz, po wybraniu wyglÄ…du, przejdź do analizy postaci.", +}; + +STR16 pFilesTitle[] = +{ + L"PrzeglÄ…darka plików", +}; + +STR16 pFilesSenderList[] = +{ + L"Raport Rozp.", // the recon report sent to the player. Recon is an abbreviation for reconissance + L"Intercept #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Intercept #2", // second intercept file + L"Intercept #3", // third intercept file + L"Intercept #4", // fourth intercept file + L"Intercept #5", // fifth intercept file + L"Intercept #6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"Historia", +}; + +STR16 pHistoryHeaders[] = +{ + L"DzieÅ„", // the day the history event occurred + L"Strona", // the current page in the history report we are in + L"DzieÅ„", // the days the history report occurs over + L"PoÅ‚ożenie", // location (in sector) the event occurred + L"Zdarzenie", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"%s najÄ™ty(ta) w A.I.M.", // merc was hired from the aim site + L"%s najÄ™ty(ta) w M.E.R.C.", // merc was hired from the aim site + L"%s ginie.", // merc was killed + L"Uregulowano rachunki w M.E.R.C.", // paid outstanding bills at MERC + L"PrzyjÄ™to zlecenie od Enrico Chivaldori", + //6-10 + L"Profil IMP wygenerowany", + L"Podpisano umowÄ™ ubezpieczeniowÄ… dla %s.", // insurance contract purchased + L"Anulowano umowÄ™ ubezpieczeniowÄ… dla %s.", // insurance contract canceled + L"WypÅ‚ata ubezpieczenia za %s.", // insurance claim payout for merc + L"PrzedÅ‚użono kontrakt z: %s o 1 dzieÅ„.", // Extented "mercs name"'s for a day + //11-15 + L"PrzedÅ‚użono kontrakt z: %s o 1 tydzieÅ„.", // Extented "mercs name"'s for a week + L"PrzedÅ‚użono kontrakt z: %s o 2 tygodnie.", // Extented "mercs name"'s 2 weeks + L"%s zwolniony(na).", // "merc's name" was dismissed. + L"%s odchodzi.", // "merc's name" quit. + L"przyjÄ™to zadanie.", // a particular quest started + //16-20 + L"zadanie wykonane.", + L"Rozmawiano szefem kopalni %s", // talked to head miner of town + L"Wyzwolono - %s", + L"Użyto kodu Cheat", + L"Å»ywność powinna być jutro w Omercie", + //21-25 + L"%s odchodzi, aby wziąć Å›lub z Darylem Hickiem", + L"WygasÅ‚ kontrakt z - %s.", + L"%s zrekrutowany(na).", + L"Enrico narzeka na brak postÄ™pów", + L"Walka wygrana", + //26-30 + L"%s - w kopalni koÅ„czy siÄ™ ruda", + L"%s - w kopalni skoÅ„czyÅ‚a siÄ™ ruda", + L"%s - kopalnia zostaÅ‚a zamkniÄ™ta", + L"%s - kopalnia zostaÅ‚a otwarta", + L"Informacja o wiÄ™zieniu zwanym Tixa.", + //31-35 + L"Informacja o tajnej fabryce broni zwanej Orta.", + L"Naukowiec w Orcie ofiarowaÅ‚ kilka karabinów rakietowych.", + L"Królowa Deidranna robi użytek ze zwÅ‚ok.", + L"Frank opowiedziaÅ‚ o walkach w San Monie.", + L"Pewien pacjent twierdzi, że widziaÅ‚ coÅ› w kopalni.", + //36-40 + L"Gość o imieniu Devin sprzedaje materiaÅ‚y wybuchowe.", + L"Spotkanie ze sÅ‚awynm eks-najemnikiem A.I.M. - Mike'iem!", + L"Tony handluje broniÄ….", + L"Otrzymano karabin rakietowy od sierżanta Krotta.", + L"Dano Kyle'owi akt wÅ‚asnoÅ›ci sklepu Angela.", + //41-45 + L"Madlab zaoferowaÅ‚ siÄ™ zbudować robota.", + L"Gabby potrafi zrobić miksturÄ™ chroniÄ…cÄ… przed robakami.", + L"Keith wypadÅ‚ z interesu.", + L"Howard dostarczaÅ‚ cyjanek królowej Deidrannie.", + L"Spotkanie z handlarzem Keithem w Cambrii.", + //46-50 + L"Spotkanie z aptekarzem Howardem w Balime", + L"Spotkanie z Perko, prowadzÄ…cym maÅ‚y warsztat.", + L"Spotkanie z Samem z Balime - prowadzi sklep z narzÄ™dziami.", + L"Franz handluje sprzÄ™tem elektronicznym.", + L"Arnold prowadzi warsztat w Grumm.", + //51-55 + L"Fredo naprawia sprzÄ™t elektroniczny w Grumm.", + L"Otrzymano darowiznÄ™ od bogatego goÅ›cia w Balime.", + L"Spotkano Jake'a, który prowadzi zÅ‚omowisko.", + L"JakiÅ› włóczÄ™ga daÅ‚ nam elektronicznÄ… kartÄ™ dostÄ™pu.", + L"Przekupiono Waltera, aby otworzyÅ‚ drzwi do piwnicy.", + //56-60 + L"Dave oferuje darmowe tankowania, jeÅ›li bÄ™dzie miaÅ‚ paliwo.", + L"Greased Pablo's palms.", + L"Kingpin trzyma pieniÄ…dze w kopalni w San Mona.", + L"%s wygraÅ‚(a) walkÄ™", + L"%s przegraÅ‚(a) walkÄ™", + //61-65 + L"%s zdyskwalifikowany(na) podczas walki", + L"Znaleziono dużo pieniÄ™dzy w opuszczonej kopalni.", + L"Spotkano zabójcÄ™ nasÅ‚anego przez Kingpina.", + L"Utrata kontroli nad sektorem", //ENEMY_INVASION_CODE + L"Sektor obroniony", + //66-70 + L"Przegrana bitwa", //ENEMY_ENCOUNTER_CODE + L"Fatalna zasadzka", //ENEMY_AMBUSH_CODE + L"Usunieto zasadzkÄ™ wroga", + L"Nieudany atak", //ENTERING_ENEMY_SECTOR_CODE + L"Udany atak!", + //71-75 + L"Stworzenia zaatakowaÅ‚y", //CREATURE_ATTACK_CODE + L"Zabity(ta) przez dzikie koty", //BLOODCAT_AMBUSH_CODE + L"WyrżniÄ™to dzikie koty", + L"%s zabity(ta)", + L"Przekazano Carmenowi gÅ‚owÄ™ terrorysty", + //76-80 + L"Slay odszedÅ‚", + L"Zabito: %s", + L"Spotkanie z Waldo - mechanikiem lotniczym.", + L"RozpoczÄ™to naprawÄ™ helikoptera. Szacowany czas: %d godzin(y).", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"N/D", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"E-mail", + L"Sieć", + L"Finanse", + L"Personel", + L"Historia", + L"Pliki", + L"Zamknij", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Bobby Ray's", + L"I.M.P", + L"M.E.R.C.", + L"Pogrzeby", + L"Kwiaty", + L"Ubezpieczenia", + L"Anuluj", + L"Encyclopedia", + L"Briefing Room", + L"Campaign History", // TODO.Translate + L"MeLoDY", + L"WHO", + L"Kerberus", + L"Militia Overview", // TODO.Translate + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Ulubione", + L"Aby w przyszÅ‚oÅ›ci otworzyć to menu, kliknij prawym klawiszem myszy.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Åadowanie strony...", + L"Otwieranie strony...", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"Weź", // take money from merc + L"Daj", // give money to merc + L"Anuluj", // cancel transaction + L"Skasuj", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Transfer $", // transfer money to merc -- short form + L"Atrybuty", // view stats of the merc + L"Wyposażenie", // view the inventory of the merc + L"Zatrudnienie", +}; + +STR16 sATMText[ ]= +{ + L"PrzesÅ‚ać fundusze?", // transfer funds to merc? + L"OK?", // are we certain? + L"Wprowadź kwotÄ™", // enter the amount you want to transfer to merc + L"Wybierz typ", // select the type of transfer to merc + L"Brak Å›rodków", // not enough money to transfer to merc + L"Kwota musi być podzielna przez $10", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Błąd", + L"Serwer nie posiada DNS.", + L"Sprawdź adres URL i spróbuj ponownie.", + L"OK", + L"Niestabilne połączenie z Hostem. Transfer może trwać dÅ‚użej.", +}; + + +STR16 pPersonnelString[] = +{ + L"Najemnicy:", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"A.I.M. CzÅ‚onkowie", + L"A.I.M. Portrety", // a mug shot is another name for a portrait + L"A.I.M. Lista", + L"A.I.M.", + L"A.I.M. Weterani", + L"A.I.M. Polisy", + L"A.I.M. Historia", + L"A.I.M. Linki", + L"M.E.R.C.", + L"M.E.R.C. Konta", + L"M.E.R.C. Rejestracja", + L"M.E.R.C. Indeks", + L"Bobby Ray's", + L"Bobby Ray's - BroÅ„", + L"Bobby Ray's - Amunicja", + L"Bobby Ray's - Pancerz", + L"Bobby Ray's - Różne", //misc is an abbreviation for miscellaneous + L"Bobby Ray's - Używane", + L"Bobby Ray's - Zamówienie pocztowe", + L"I.M.P.", + L"I.M.P.", + L"United Floral Service", + L"United Floral Service - Galeria", + L"United Floral Service - Zamówienie", + L"United Floral Service - Galeria kartek", + L"Malleus, Incus & Stapes - Brokerzy ubezpieczeniowi", + L"Informacja", + L"Kontrakt", + L"Uwagi", + L"McGillicutty - ZakÅ‚ad pogrzebowy", + L"", + L"Nie odnaleziono URL.", + L"%s Press Council - Conflict Summary", // TODO.Translate + L"%s Press Council - Battle Reports", + L"%s Press Council - Latest News", + L"%s Press Council - About us", + L"Mercs Love or Dislike You - About us", // TODO.Translate + L"Mercs Love or Dislike You - Analyze a team", + L"Mercs Love or Dislike You - Pairwise comparison", + L"Mercs Love or Dislike You - Personality", + L"WHO - About WHO", + L"WHO - Disease in Arulco", + L"WHO - Helpful Tips", + L"Kerberus - About Us", + L"Kerberus - Hire a Team", + L"Kerberus - Individual Contracts", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", // TODO.Translate + L"Bobby Ray's - Ostatnie dostawy", + L"Encyclopedia", + L"Encyclopedia - Dane", + L"Briefing Room", + L"Briefing Room - Dane", +}; + +STR16 pShowBookmarkString[] = +{ + L"Sir-Pomoc", + L"Kliknij ponownie Sieć by otworzyć menu Ulubione.", +}; + +STR16 pLaptopTitles[] = +{ + L"Poczta", + L"PrzeglÄ…darka plików", + L"Personel", + L"KsiÄ™gowy Plus", + L"Historia", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Åšmierć w akcji", + L"Zwolnienie", + L"Inny", + L"MałżeÅ„stwo", + L"Koniec kontraktu", + L"Rezygnacja", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Bieżący oddziaÅ‚", + L"Wyjazdy", + L"Koszt dzienny:", + L"Najwyższy koszt:", + L"Najniższy koszt:", + L"Åšmierć w akcji:", + L"Zwolnienie:", + L"Inny:", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Najniższy", + L"Åšredni", + L"Najwyższy", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"ZDR", + L"ZWN", + L"ZRCZ", + L"SIÅA", + L"DOW", + L"INT", + L"DOÅšW", + L"STRZ", + L"MECH", + L"WYB", + L"MED", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Kontrakt", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Dalej", + L"Stop", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Pokonano ciÄ™ w tym sektorze!", + L"Wróg nie zna litoÅ›ci i pożera was wszystkich!", + L"Nieprzytomni czÅ‚onkowie twojego oddziaÅ‚u zostali pojmani!", + L"CzÅ‚onkowie twojego oddziaÅ‚u zostali uwiÄ™zieni.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Wstecz", + L"Dalej", + L"AkceptujÄ™", + L"Skasuj", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Wstecz", + L"Dalej" +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"Autoryzacja", + L"Strona główna", + L"Konto #:", + L"Najemnik", + L"Dni", + L"Stawka", //5 + L"OpÅ‚ata", + L"Razem:", + L"Czy na pewno chcesz zatwierdzić pÅ‚atność: %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+gear)", // TODO.Translate +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Wstecz", + L"Dalej", +}; + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Zdrowie", + L"Zwinność", + L"Sprawność", + L"SiÅ‚a", + L"Um. dowodz.", + L"Inteligencja", + L"Poz. doÅ›wiadczenia", + L"Um. strzeleckie", + L"Zn. mechaniki", + L"Mat. wybuchowe", + L"Wiedza medyczna", + + L"Poprzedni", + L"Najmij", + L"NastÄ™pny", + L"Dodatkowe informacje", + L"Strona główna", + L"NajÄ™ty", + L"Koszt:", + L"Dziennie", + L"Gear:", // TODO.Translate + L"Razem:", + L"Nie żyje", + + L"You have a full team of mercs already.", // TODO.Translate + L"Weź sprzÄ™t?", + L"NiedostÄ™pny", + L"Unsettled Bills", // TODO.Translate + L"Bio", // TODO.Translate + L"Inv", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Otwórz konto", + L"Anuluj", + L"Nie posiadasz konta. Czy chcesz sobie zaÅ‚ożyć?" +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Speck T. Kline, zaÅ‚ożyciel i wÅ‚aÅ›ciciel", + L"Aby otworzyć konto naciÅ›nij tu", + L"Aby zobaczyć konto naciÅ›nij tu", + L"Aby obejrzeć akta naciÅ›nij tu", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Transfer failed. No funds available.", // TODO.Translate +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"ZakÅ‚ad pogrzebowy McGillicutty, pomaga rodzinom pogrążonym w smutku od 1983.", + L"Kierownik, byÅ‚y najemnik A.I.M. Murray \'Pops\' McGillicutty jest doÅ›wiadczonym pracownikiem zakÅ‚adu pogrzebowego.", + L"Przez caÅ‚e życie obcowaÅ‚ ze Å›mierciÄ…, 'Pops' wie jak trudne sÄ… te chwile.", + L"ZakÅ‚ad pogrzebowy McGillicutty oferuje szeroki zakres usÅ‚ug, od duchowego wsparcia po rekonstrukcjÄ™ silnie znieksztaÅ‚conych zwÅ‚ok.", + L"Pozwól by McGillicutty ci pomógÅ‚ a twój ukochany bÄ™dzie spoczywaÅ‚ w pokoju.", + + // Text for the various links available at the bottom of the page + L"WYÅšLIJ KWIATY", + L"KOLEKCJA TRUMIEN I URN", + L"USÅUGI KREMA- CYJNE", + L"USÅUGI PLANOWANIA POGRZEBU", + L"KARTKI POGRZE- BOWE", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"Niestety, z powodu Å›mierci w rodzinie, nie dziaÅ‚ajÄ… jeszcze wszystkie elementy tej strony.", + L"Przepraszamy za powyższe uniedogodnienie." +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"Galeria", + + //Address of United Florist + + L"\"Zrzucamy z samolotu w dowolnym miejscu\"", + L"1-555-POCZUJ-MNIE", + L"333 Dr Nos, Miasto Nasion, CA USA 90210", + L"http://www.poczuj-mnie.com", + + // detail of the florist page + + L"DziaÅ‚amy szybko i sprawnie!", + L"Gwarantujemy dostawÄ™ w dowolny punkt na Ziemi, nastÄ™pnego dnia po zÅ‚ożeniu zamówienia!", + L"Oferujemy najniższe ceny na Å›wiecie!", + L"Pokaż nam ofertÄ™ z niższÄ… cenÄ…, a dostaniesz w nagrodÄ™ tuzin róż, za darmo!", + L"LatajÄ…ca flora, fauna i kwiaty od 1981.", + L"Nasz ozdobiony bombowiec zrzuci twój bukiet w promieniu co najwyżej dziesiÄ™ciu mil od żądanego miejsca. Kiedy tylko zechcesz!", + L"Pozwól nam zaspokoić twoje kwieciste fantazje.", + L"Bruce, nasz Å›wiatowej renomy projektant bukietów, zerwie dla ciebie najÅ›wieższe i najwspanialsze kwiaty z naszej szklarni.", + L"I pamiÄ™taj, jeÅ›li czegoÅ› nie mamy, możemy to szybko zasadzić!" +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Powrót", + L"WyÅ›lij", + L"Skasuj", + L"Galeria", + + L"Nazwa bukietu:", + L"Cena:", //5 + L"Zamówienie numer:", + L"Czas dostawy", + L"nast. dnia", + L"dostawa gdy to bÄ™dzie możliwe", + L"Miejsce dostawy", //10 + L"Dodatkowe usÅ‚ugi", + L"Zgnieciony bukiet($10)", + L"Czarne Róże($20)", + L"ZwiÄ™dniÄ™ty bukiet($10)", + L"Ciasto owocowe (jeżeli bÄ™dzie)($10)", //15 + L"Osobiste kondolencje:", + L"Ze wzglÄ™du na rozmiar karteczek, tekst nie może zawierać wiÄ™cej niż 75 znaków.", + L"...możesz też przejrzeć nasze", + + L"STANDARDOWE KARTKI", + L"Informacja o rachunku",//20 + + //The text that goes beside the area where the user can enter their name + + L"Nazwisko:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Poprz.", //abbreviation for previous + L"Nast.", //abbreviation for next + + L"Kliknij wybranÄ… pozycjÄ™ aby zÅ‚ożyć zamówienie.", + L"Uwaga: $10 dodatkowej opÅ‚aty za zwiÄ™dniÄ™ty lub zgnieciony bukiet.", + + //text on the button + + L"Główna", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Kliknij swój wybór", + L"Wstecz" +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Formularz zamówienia", //Title of the page + L"Ilość", // The number of items ordered + L"Waga (%s)", // The weight of the item + L"Nazwa", // The name of the item + L"Cena", // the item's weight + L"Wartość", //5 // The total price of all of items of the same type + L"W sumie", // The sub total of all the item totals added + L"Transport", // S&H is an acronym for Shipping and Handling + L"Razem", // The grand total of all item totals + the shipping and handling + L"Miejsce dostawy", + L"Czas dostawy", //10 // See below + L"Koszt (za %s.)", // The cost to ship the items + L"Ekspres - 24h", // Gets deliverd the next day + L"2 dni robocze", // Gets delivered in 2 days + L"Standardowa dostawa", // Gets delivered in 3 days + L" Wyczyść",//15 // Clears the order page + L" AkceptujÄ™", // Accept the order + L"Wstecz", // text on the button that returns to the previous page + L"Strona główna", // Text on the button that returns to the home page + L"* oznacza używane rzeczy", // Disclaimer stating that the item is used + L"Nie stać ciÄ™ na to.", //20 // A popup message that to warn of not enough money + L"", // Gets displayed when there is no valid city selected + L"Miejsce docelowe przesyÅ‚ki: %s. Potwierdzasz?", // A popup that asks if the city selected is the correct one + L"Waga przesyÅ‚ki*", // Displays the weight of the package + L"* Min. Waga", // Disclaimer states that there is a minimum weight for the package + L"Dostawy", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"Pistolet", + L"Pistolet maszynowy", + L"Karabin maszynowy", + L"Karabin", + L"Karabin snajperski", + L"Karabin bojowy", + L"Lekki karabin maszynowy", + L"Strzelba", + L"Inny", + + // Ammo + L"Pistolet", + L"Pistolet maszynowy", + L"Karabin maszynowy", + L"Karabin", + L"Karabin snajperski", + L"Karabin bojowy", + L"Lekki karabin maszynowy", + L"Strzelba", + + // Used + L"BroÅ„", + L"Pancerz", + L"OporzÄ…dzenie", + L"Różne", + + // Armour + L"HeÅ‚my", + L"Kamizelki", + L"Getry ochronne", + L"PÅ‚ytki ceramiczne", + + // Misc + L"Ostrza", + L"Noże do rzucania", + L"Blunt W.", // TODO.Translate + L"Granaty", + L"Bomby", + L"Apteczki", + L"Ekwipunek", + L"Na twarz", + L"OporzÄ…dzenie", //LBE Gear + L"Optics", // Madd: new BR filters // TODO.Translate + L"Grip/LAM", + L"Muzzle", + L"Stock", + L"Mag/Trig.", + L"Other Att.", + L"Inne", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"Zamów", // Title + // instructions on how to order + L"Kliknij wybrane towary. Lewym klawiszem zwiÄ™kszasz ilość towaru, a prawym zmniejszasz. Gdy już skompletujesz swoje zakupy przejdź do formularza zamówienia.", + + //Text on the buttons to go the various links + + L"Poprzednia", // + L"BroÅ„", //3 + L"Amunicja", //4 + L"Ochraniacze", //5 + L"Różne", //6 //misc is an abbreviation for miscellaneous + L"Używane", //7 + L"NastÄ™pna", + L"FORMULARZ", + L"Strona główna", //10 + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"Twój zespół posiada",//11 + L"szt. broni do której pasuje amunicja tego typu", //12 + + //The following lines provide information on the items + + L"Waga:", // Weight of all the items of the same type + L"Kal:", // the caliber of the gun + L"Mag:", // number of rounds of ammo the Magazine can hold + L"Zas:", // The range of the gun + L"SiÅ‚a:", // Damage of the weapon + L"CS:", // Weapon's Rate Of Fire, acronym ROF + L"PA:", // Weapon's Action Points, acronym AP + L"OgÅ‚uszenie:", // Weapon's Stun Damage + L"Ochrona:", // Armour's Protection + L"Kamuf.:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Koszt:", // Cost of the item + L"Na stanie:", // The number of items still in the store's inventory + L"Ilość na zamów.:", // The number of items on order + L"Uszkodz.", // If the item is damaged + L"Waga:", // the Weight of the item + L"Razem:", // The total cost of all items on order + L"* Stan: %%", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Przepraszamy za to utrudnienie, ale na jednym zamówieniu może siÄ™ znajdować tylko " ,//First part + L" pozycji! JeÅ›li potrzebujesz wiÄ™cej, złóż kolejne zamówienie.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Przykro nam. Chwilowo nie mamy tego wiÄ™cej na magazynie. ProszÄ™ spróbować później.", + + //A popup that tells the user that the store is temporarily sold out + + L"Przykro nam, ale chwilowo nie mamy tego towaru na magazynie", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"Tu znajdziesz nowoÅ›ci z dziedziny broni i osprzÄ™tu wojskowego", + L"Zaspokoimy wszystkie twoje potrzeby w dziedzinie materiałów wybuchowych", + L"UÅ»YWANE RZECZY", + + //Text for the various links to the sub pages + + L"RÓŻNE", + L"BROŃ", + L"AMUNICJA", //5 + L"OCHRANIACZE", + + //Details on the web site + + L"JeÅ›li MY tego nie mamy, to znaczy, że nigdzie tego nie dostaniesz!", + L"W trakcie budowy", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"CzÅ‚onkowie A.I.M.", // Title + // Title for the way to sort + L"Sortuj wg:", + + // sort by... + + L"Ceny", + L"DoÅ›wiadczenia", + L"Um. strzeleckich", + L"Zn. mechaniki", + L"Zn. mat. wyb.", + L"Um. med.", + L"Zdrowie", + L"Zwinność", + L"Sprawność", + L"SiÅ‚a", + L"Um. dowodzenia", + L"Inteligencja", + L"Nazwisko", + + //Text of the links to other AIM pages + + L"Portrety najemników", + L"Akta najemnika", + L"Pokaż galeriÄ™ byÅ‚ych czÅ‚onków A.I.M.", + + // text to display how the entries will be sorted + + L"RosnÄ…co", + L"MalejÄ…co", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Poprzednia str.", + L"Strona główna", + L"Przepisy", + L"NastÄ™pna str.", + L"RezygnujÄ™", + L"AkceptujÄ™", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Lewy klawisz myszy", + L"kontakt z najemnikiem", + L"Prawy klawisz myszy", + L"lista portretów", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Zdrowie", + L"Zwinność", + L"Sprawność", + L"SiÅ‚a", + L"Um. dowodzenia", + L"Inteligencja", + L"Poziom doÅ›w.", + L"Um. strzeleckie", + L"Zn. mechaniki", + L"Zn. mat. wyb.", + L"Wiedza med.", //10 + + // the contract expenses' area + + L"ZapÅ‚ata", + L"Czas", + L"1 dzieÅ„", + L"1 tydzieÅ„", + L"2 tygodnie", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"Poprzedni", + L"Kontakt", + L"NastÄ™pny", + + L"Dodatkowe informacje", // Title for the additional info for the merc's bio + L"Aktywni czÅ‚onkowie", //20 // Title of the page + L"Opcjonalne wyposażenie:", // Displays the optional gear cost + L"gear", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's // TODO.Translate + L"Wymagany jest zastaw na życie", // If the merc required a medical deposit, this is displayed + L"Zestaw nr 1", // Text on Starting Gear Selection Button 1 + L"Zestaw nr 2", // Text on Starting Gear Selection Button 2 + L"Zestaw nr 3", // Text on Starting Gear Selection Button 3 + L"Zestaw nr 4", // Text on Starting Gear Selection Button 4 + L"Zestaw nr 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Wartość kontraktu:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"Jeden dzieÅ„", + L"Jeden tydzieÅ„", + L"Dwa tygodnie", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Bez sprzÄ™tu", + L"Weź sprzÄ™t", + + // Text on the Buttons + + L"TRANSFER", // to actually hire the merc + L"ANULUJ", // go back to the previous menu + L"WYNAJMIJ", // go to menu in which you can hire the merc + L"ROZÅÄ„CZ", // stops talking with the merc + L"OK", + L"NAGRAJ SIĘ", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Wideo konferencja z - ", + L"ÅÄ…czÄ™. . .", + + L"z zastawem" // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"TRANSFER ZAKOŃCZONY POMYÅšLNIE", // You hired the merc + L"PRZEPROWADZENIE TRANSFERU NIE MOÅ»LIWE", // Player doesn't have enough money, message 1 + L"BRAK ÅšRODKÓW", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"WynajÄ™to", + L"ProszÄ™ zostaw wiadomość", + L"Nie żyje", + + //If you try to hire more mercs than game can support + + L"You have a full team of mercs already.", // TODO.Translate + + L"Nagrana wiadomość", + L"Wiadomość zapisana", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"A.I.M. Linki", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"A.I.M. Historia", //Title + + // Text on the buttons at the bottom of the page + + L"Poprzednia str.", + L"Strona główna", + L"Byli czÅ‚onkowie", + L"NastÄ™pna str." +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Ceny", + L"DoÅ›wiadczenia", + L"Um. strzeleckich", + L"Zn. mechaniki", + L"Zn. mat. wyb.", + L"Um. med.", + L"Zdrowie", + L"Zwinność", + L"Sprawność", + L"SiÅ‚a", + L"Um. dowodzenia", + L"Inteligencja", + L"Nazwisko", + + // The title of the page, the above text gets added at the end of this text + + L"CzÅ‚onkowie A.I.M. posortowani rosnÄ…co wg %s", + L"CzÅ‚onkowie A.I.M. posortowani malejÄ…co wg %s", + + // Instructions to the players on what to do + + L"Lewy klawisz", + L"Wybór najemnika", //10 + L"Prawy klawisz", + L"Opcje sortowania", + + // Gets displayed on top of the merc's portrait if they are... + + L"WyjechaÅ‚(a)", + L"Nie żyje", //14 + L"WynajÄ™to", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"STRONA 1", + L"STRONA 2", + L"STRONA 3", + + L"Byli czÅ‚onkowie A.I.M.", // Title of the page + + + L"OK", // Stops displaying information on selected merc + L"Next page", // TODO.Translate +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"Znaki A.I.M. i logo A.I.M. sÄ… prawnie chronione w wiÄ™kszoÅ›ci krajów.", + L"WiÄ™c nawet nie myÅ›l o próbie ich podrobienia.", + L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.", + + //Text for an advertisement that gets displayed on the AIM page + + L"United Floral Service", + L"\"Zrzucamy gdziekolwiek\"", //10 + L"Zrób to jak należy...", + L"...za pierwszym razem", + L"BroÅ„ i akcesoria, jeÅ›li czegoÅ› nie mamy, to tego nie potrzebujesz.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Strona główna", + L"CzÅ‚onkowie", + L"Byli czÅ‚onkowie", + L"Przepisy", + L"Historia", + L"Linki", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"TOWARY NA STANIE", //Header for the merchandise available + L"STRONA", //The current store inventory page being displayed + L"KOSZT OGÓÅEM", //The total cost of the the items in the Dealer inventory area + L"WARTOŚĆ OGÓÅEM", //The total value of items player wishes to sell + L"WYCENA", //Button text for dealer to evaluate items the player wants to sell + L"TRANSAKCJA", //Button text which completes the deal. Makes the transaction. + L"OK", //Text for the button which will leave the shopkeeper interface. + L"KOSZT NAPRAWY", //The amount the dealer will charge to repair the merc's goods + L"1 GODZINA", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d GODZIN(Y)", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"NAPRAWIONO", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Brak miejsca by zaoferować wiÄ™cej rzeczy.", //Message box that tells the user there is no more room to put there stuff + L"%d MINUT(Y)", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"Upuść przedmiot na ziemiÄ™.", + L"BUDGET", // TODO.Translate +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"Weź", // Take money from the player + L"Daj", // Give money to the player + L"Anuluj", // Cancel the transfer + L"Skasuj", // Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Wybierz", // tells the user to select either to give or take from the merc + L"Wprowadź kwotÄ™", // Enter the amount to transfer + L"Transfer gotówki do najemnika", // Giving money to the merc + L"Transfer gotówki od najemnika", // Taking money from the merc + L"Brak Å›rodków", // Not enough money to transfer + L"Saldo", // Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Czy chcesz doÅ‚ożyć %s ze swojego konta, aby pokryć różnicÄ™?", + L"Brak Å›rodków. Brakuje ci %s", + L"Czy chcesz przeznaczyć %s ze swojego konta, aby pokryć koszty?", + L"PoproÅ› o rozpoczÄ™cie transakscji", + L"PoproÅ› o naprawÄ™ wybranych przedmiotów", + L"ZakoÅ„cz rozmowÄ™", + L"Saldo dostÄ™pne", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Zapisz grÄ™", + L"Odczytaj grÄ™", + L"WyjÅ›cie", + L">>", + L"<<", + L"OK", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Efekty", + L"Dialogi", + L"Muzyka", + + //Confirmation pop when the user selects.. + L"ZakoÅ„czyć grÄ™ i wrócić do głównego menu?", + + L"Musisz włączyć opcjÄ™ dialogów lub napisów.", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Zapisz grÄ™", + L"Odczytaj grÄ™", + L"Anuluj", + L"Zapisz wybranÄ…", + L"Odczytaj wybranÄ…", + + L"Gra zostaÅ‚a pomyÅ›lnie zapisana", + L"BÅÄ„D podczas zapisu gry!", + L"Gra zostaÅ‚a pomyÅ›lnie odczytana", + L"BÅÄ„D podczas odczytu gry!", + + L"Wersja gry w zapisanym pliku różni siÄ™ od bieżącej. Prawdopodobnie można bezpiecznie kontynuować. Kontynuować?", + L"Zapisane pliki gier mogÄ… być uszkodzone. Czy chcesz je usunąć?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"NieprawidÅ‚owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuować?", +#else + L"Próba odczytu starszej wersji zapisu gry. Zaktualizować ten zapis i odczytać grÄ™?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"NieprawidÅ‚owa wersja zapisu gry. W razie problemów prosimy o raport. Kontynuować?", +#else + L"Próba odczytu starszej wersji zapisu gry. Zaktualizować ten zapis i odczytać grÄ™?", +#endif + + L"Czy na pewno chcesz nadpisać grÄ™ na pozycji %d?", + L"Chcesz odczytać grÄ™ z pozycji", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"Brak miejsca na dysku twardym. Na dysku wolne jest %d MB, a wymagane jest przynajmniej %d MB.", + + L"ZapisujÄ™", //When saving a game, a message box with this string appears on the screen + + L"Standardowe uzbrojenie", + L"CaÅ‚e mnóstwo broni", + L"Realistyczna gra", + L"Elementy S-F", + + L"StopieÅ„ trudnoÅ›ci", + L"Platynowy tryb", //Placeholder English + + L"Bobby Ray Quality",// TODO.Translate + L"Normalne", + L"Åšwietne", + L"WyÅ›mienite", + L"Niewiarygodne", + + L"Nowy inwentarz nie dziaÅ‚a w rozdzielczoÅ›ci 640x480. Aby z niego korzystać zmieÅ„ rozdzielczość i spróbuj ponownie.", + L"Nowy inwentarz nie korzysta z domyÅ›lnego folderu 'Data'.", + + L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate + L"Bobby Ray Quantity", // TODO.Translate +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Poziom mapy", + L"Nie masz jeszcze żoÅ‚nierzy samoobrony. Musisz najpierw wytrenować mieszkaÅ„ców miast.", + L"Dzienny przychód", + L"Najmemnik ma polisÄ™ ubezpieczeniowÄ…", + L"%s nie potrzebuje snu.", + L"%s jest w drodze i nie może spać", + L"%s jest zbyt zmÄ™czony(na), spróbuj trochÄ™ później.", + L"%s prowadzi.", + L"OddziaÅ‚ nie może siÄ™ poruszać jeżeli jeden z najemników Å›pi.", + + // stuff for contracts + L"Mimo, że możesz opÅ‚acić kontrakt, to jednak nie masz gotówki by opÅ‚acić skÅ‚adkÄ™ ubezpieczeniowÄ… za najemnika.", + L"%s - skÅ‚adka ubezpieczeniowa najemnika bÄ™dzie kosztować %s za %d dzieÅ„(dni). Czy chcesz jÄ… opÅ‚acić?", + L"Inwentarz sektora", + L"Najemnik posiada zastaw na życie.", + + // other items + L"Lekarze", // people acting a field medics and bandaging wounded mercs + L"Pacjenci", // people who are being bandaged by a medic + L"Gotowe", // Continue on with the game after autobandage is complete + L"Przerwij", // Stop autobandaging of patients by medics now + L"Przykro nam, ale ta opcja jest wyłączona w wersji demo.", // informs player this option/button has been disabled in the demo + L"%s nie ma zestawu narzÄ™dzi.", + L"%s nie ma apteczki.", + L"Brak chÄ™tnych ludzi do szkolenia, w tej chwili.", + L"%s posiada już maksymalnÄ… liczbÄ™ oddziałów samoobrony.", + L"Najemnik ma kontrakt na okreÅ›lony czas.", + L"Kontrakt najemnika nie jest ubezpieczony", + L"Mapa", // 24 + + // Flugente: disease texts describing what a map view does TODO.Translate + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.", // TODO.Translate + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"OddziaÅ‚ %d zauważyÅ‚ kogoÅ› w sektorze %s", + L"OddziaÅ‚ %s zauważyÅ‚ kogoÅ› w sektorze %s", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Szkolenie oddziaÅ‚u samoobrony bÄ™dzie kosztowaÅ‚o $", // telling player how much it will cost + L"Zatwierdzasz wydatek?", // asking player if they wish to pay the amount requested + L"Nie stać ciÄ™ na to.", // telling the player they can't afford to train this town + L"Kontynuować szkolenie samoobrony w - %s (%s %d)?", // continue training this town? + + L"Koszt $", // the cost in dollars to train militia + L"( T/N )", // abbreviated yes/no + L"", // unused + L"Szkolenie samoobrony w %d sektorach bÄ™dzie kosztowaÅ‚o $ %d. %s", // cost to train sveral sectors at once + + L"Nie masz %d$, aby wyszkolić samoobronÄ™ w tym mieÅ›cie.", + L"%s musi mieć %d% lojalnoÅ›ci, aby można byÅ‚o kontynuować szkolenie samoobrony.", + L"Nie możesz już dÅ‚użej szkolić samoobrony w mieÅ›cie %s.", + L"liberate more town sectors", // TODO.Translate + + L"liberate new town sectors", // TODO.Translate + L"liberate more towns", // TODO.Translate + L"regain your lost progress", // TODO.Translate + L"progress further", // TODO.Translate + + L"recruit more rebels", // TODO.Translate +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"Jednorazowo możesz wypÅ‚acić do 20,000$.", + L"Czy na pewno chcesz wpÅ‚acić %s na swoje konto?", +}; + +STR16 gzCopyrightText[] = +{ + L"Prawa autorskie należą do (C) 1999 Sir-tech Canada Ltd. Wszelkie prawa zastrzeżone.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Dialogi", + L"Wycisz potwierdzenia", + L"Napisy", + L"Wstrzymuj napisy", + L"Animowany dym", + L"Drastyczne sceny", + L"Nigdy nie ruszaj mojej myszki!", + L"Stara metoda wyboru", + L"Pokazuj trasÄ™ ruchu", + L"Pokazuj chybione strzaÅ‚y", + L"Potwierdzenia Real-Time", + L"Najemnik Å›pi/budzi siÄ™", + L"Używaj systemu metrycznego", + L"Wyróżnij najemników", + L"PrzyciÄ…gaj kursor do najemników", + L"PrzyciÄ…gaj kursor do drzwi", + L"PulsujÄ…ce przedmioty", + L"Pokazuj korony drzew", + L"Smart Tree Tops", // TODO. Translate + L"Pokazuj siatkÄ™", + L"Pokazuj kursor 3D", + L"Pokazuj szansÄ™ na trafienie", + L"Zamiana kursora granatnika", + L"Pozwól na przechwaÅ‚ki wrogów", // Changed from "Enemies Drop all Items" - SANDRO + L"Wysoki kÄ…t strzałów z granatnika", + L"Pozwól na skradanie siÄ™ w czasie rzeczywistym", // Changed from "Restrict extra Aim Levels" - SANDRO + L"Spacja = nastÄ™pny oddziaÅ‚", + L"Pokazuj cienie przedmiotów", + L"Pokazuj zasiÄ™g broni w polach", + L"Efekt smugowy dla poj. strzaÅ‚u", + L"OdgÅ‚osy padajÄ…cego deszczu", + L"Pokazuj wrony", + L"Show Soldier Tooltips", + L"Automatyczny zapis", + L"Cichy Skyrider", + L"Rozszerzone Okno Opisu (EDB)", //Enhanced Description Box + L"WymuÅ› tryb turowy", // add forced turn mode + L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map + L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate + L"Logical Bodytypes", + L"Show Merc Ranks", // shows mercs ranks // TODO.Translate + L"Show Face gear graphics", // TODO.Translate + L"Show Face gear icons", + L"Disable Cursor Swap", // Disable Cursor Swap // TODO.Translate + L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate + L"Quiet Repairing", // Madd: mercs don't say quotes while repairing // TODO.Translate + L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring // TODO.Translate + L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate + + L"Allow Zombies", // Flugente Zombies + L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate + L"Mark Remaining Hostiles", // TODO.Translate + L"Show LBE Content", // TODO.Translate + L"Invert mouse wheel", // TODO.Translate + L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate + L"Show enemy location", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--DEBUG OPTIONS--", // an example options screen options header (pure text) + L"Report Miss Offsets", // Screen messages showing amount and direction of shot deviation. // TODO.Translate + L"Reset ALL game options", // failsafe show/hide option to reset all options + L"Do you really want to reset?", // a do once and reset self option (button like effect) + L"Debug Options in other builds", // allow debugging in release or mapeditor + L"DEBUG Render Option group", // an example option that will show/hide other options + L"Render Mouse Regions", // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"JeÅ›li WÅÄ„CZONE, w grze pojawiać siÄ™ bÄ™dÄ… dialogi.", + + //Mute Confirmation + L"JeÅ›li WÅÄ„CZONE, gÅ‚osowe potwierdzenia postaci zostanÄ… wyciszone.", + + //Subtitles + L"JeÅ›li WÅÄ„CZONE, pojawiać siÄ™ bÄ™dÄ… napisy podczas rozmów z innymi postaciami.", + + //Key to advance speech + L"JeÅ›li WÅÄ„CZONE, napisy pojawiajÄ…ce siÄ™ podczas dialogów bÄ™dÄ… znikaÅ‚y dopiero po klikniÄ™ciu.", + + //Toggle smoke animation + L"JeÅ›li WÅÄ„CZONE, dym z granatów bÄ™dzie animowany. Może spowolnić dziaÅ‚anie gry.", + + //Blood n Gore + L"JeÅ›li WÅÄ„CZONE, pokazywane bÄ™dÄ… bardzo drastyczne sceny.", + + //Never move my mouse + L"JeÅ›li WÅÄ„CZONE, kursor nie bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ nad pojawiajÄ…cymi siÄ™ okienkami dialogowymi.", + + //Old selection method + L"JeÅ›li WÅÄ„CZONE, wybór postaci bÄ™dzie dziaÅ‚aÅ‚ tak jak w poprzednich częściach gry.", + + //Show movement path + L"JeÅ›li WÅÄ„CZONE, bÄ™dziesz widziaÅ‚ trasÄ™ ruchu w trybie Real-Time.", + + //show misses + L"JeÅ›li WÅÄ„CZONE, bÄ™dzie mógÅ‚ obserwować w co trafiajÄ… twoje kule gdy spudÅ‚ujesz.", + + //Real Time Confirmation + L"JeÅ›li WÅÄ„CZONE, każdy ruch najemnika w trybie Real-Time bÄ™dzie wymagaÅ‚ dodatkowego, potwierdzajÄ…cego klikniÄ™cia.", + + //Sleep/Wake notification + L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlana bÄ™dzie informacja, że najemnik poÅ‚ożyÅ‚ siÄ™ spać lub wstaÅ‚ i wróciÅ‚ do pracy.", + + //Use the metric system + L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie używaÅ‚a systemu metrycznego.", + + //Highlight Mercs + L"Gdy jest włączony, podÅ›wietla najemnika (niewidoczny dla wrogów).\nPrzełącz w grze za pomocÄ… (|G)", + + //Smart cursor + L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ na najemnikach gdy znajdzie siÄ™ w ich pobliżu.", + + //snap cursor to the door + L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie automatycznie ustawiaÅ‚ siÄ™ na drzwiach gdy znajdzie siÄ™ w ich pobliżu.", + + //glow items + L"JeÅ›li WÅÄ„CZONE, przedmioty bÄ™dÄ… pulsować. ( |C|t|r|l+|A|l|t+|I )", + + //toggle tree tops + L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlane bÄ™dÄ… korony drzew. ( |T )", + + //smart tree tops + L"When ON, hides tree tops near visible mercs and cursor position.", // TODO.Translate + + //toggle wireframe + L"JeÅ›li WÅÄ„CZONE, wyÅ›wietlane bÄ™dÄ… zarysy niewidocznych Å›cian. ( |C|t|r|l+|A|l|t+|W )", + + L"JeÅ›li WÅÄ„CZONE, kursor ruchu wyÅ›wietlany bÄ™dzie w 3D. (|H|o|m|e)", + + // Options for 1.13 + L"JeÅ›li WÅÄ„CZONE, kursor bÄ™dzie pokazywaÅ‚ szansÄ™ na trafienie.", + L"JeÅ›li WÅÄ„CZONE, seria z granatnika bÄ™dzie używaÅ‚a kursora serii z broni palnej.", + L"JeÅ›li WÅÄ„CZONE, to wrogowie bÄ™dÄ… czasami komentować pewne akcje.", // Changed from Enemies Drop All Items - SANDRO + L"JeÅ›li WÅÄ„CZONE, granatniki bÄ™dÄ… strzelaÅ‚y pod wysokim kÄ…tem. (|A|l|t+|Q)", + L"JeÅ›li WÅÄ„CZONE, zapobiega przejÅ›ciu do trybu turowego po zauważeniu wroga podczas skradania. Aby wymusić tryb turowy z tÄ… opcjÄ… aktywnÄ… naciÅ›nij |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", // Changed from Restrict Extra Aim Levels - SANDRO + L"JeÅ›li WÅÄ„CZONE, |S|p|a|c|j|a wybiera kolejny oddziaÅ‚.", + L"JeÅ›li WÅÄ„CZONE, pokazywane bÄ™dÄ… cienie przedmiotów.", + L"JeÅ›li WÅÄ„CZONE, zasiÄ™g broni bÄ™dzie wyÅ›wietlany w polach.", + L"JeÅ›li WÅÄ„CZONE, pojedynczy strzaÅ‚ bÄ™dzie z efektem pocisku smugowego", + L"JeÅ›li WÅÄ„CZONE, bÄ™dziesz sÅ‚yszaÅ‚ padajÄ…cy deszcz.", + L"JeÅ›li WÅÄ„CZONE, w grze pojawiać siÄ™ bÄ™dÄ… wrony.", + L"JeÅ›li WÅÄ„CZONE, wskazanie postaci wroga kursorem i naciÅ›niÄ™cie A|l|t ukaże okienko informacji dodatkowych.", + L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie zapisywana każdorazowo po zakoÅ„czeniu tury gracza.", + L"JeÅ›li WÅÄ„CZONE, Skyrider nie bÄ™dzie nic mówiÅ‚.", + L"JeÅ›li WÅÄ„CZONE, gra bÄ™dzie obciążaÅ‚a procesor w mniejszym stopniu.", + L"JeÅ›li WÅÄ„CZONE i wróg jest obecny, \ntryb turowy jest włączony, \ndopóki sektor nie zostanie oczyszczony (|C|t|r|l+|T).", // add forced turn mode + L"When ON, the Strategic Map will be colored differently based on exploration.", + L"JeÅ›li WÅÄ„CZONE, zastÄ™puje starÄ… animacjÄ™ pocisku nowÄ….", + L"When ON, mercenary body graphic can change along with equipped gear.", // TODO.Translate + L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate + L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate + L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.", + L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.", // TODO.Translate + L"When ON, mercs will not report progress during training.", + L"When ON, mercs will not report progress during repairing.", // TODO.Translate + L"When ON, mercs will not report progress during doctoring.", // TODO.Translate + L"When ON, AI turns will be much faster.", // TODO.Translate + + L"When ON, zombies will spawn. Beware!", // allow zombies // TODO.Translate + L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate + L"When ON, approximate locations of the last enemies in the sector are highlighted.", // TODO.Translate + L"When ON, show the contents of an LBE item, otherwise show the regular NAS interface.", // TODO.Translate + L"When ON, inverts mouse wheel directions.", // TODO.Translate + L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate + L"When ON, shows last known enemy location.", //TODO.Translate + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"WymuÅ› wszystkie oczekiwane dostawy od Bobby Ray's.", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", + L"Kliknij by naprawić błędy w ustawieniach gry.", // failsafe show/hide option to reset all options + L"Kliknij by naprawić błędy w ustawieniach gry.", // a do once and reset self option (button like effect) + L"UdostÄ™pnia tryb debugowania w edytorze map oraz wersji koÅ„cowej.", // allow debugging in release or mapeditor + L"Przełącz na tryb wyÅ›wietlania/ukrycia opcji renderowania debugowego.", // an example option that will show/hide other options + L"WyÅ›wietl wymiary wokół kursora myszy.", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"TOPTION_LAST_OPTION", +}; + +STR16 gzGIOScreenText[] = +{ + L"POCZÄ„TKOWE USTAWIENIA GRY", +#ifdef JA2UB + L"Dialogi Manuela", + L"WyÅ‚.", + L"WÅ‚.", +#else + L"Styl gry", + L"Realistyczny", + L"S-F", +#endif + L"Platynowy", //Placeholder English + L"DostÄ™pny arsenaÅ‚", + L"Mnóstwo", + L"Standardowo", + L"StopieÅ„ trudnoÅ›ci", + L"Nowicjusz", + L"DoÅ›wiadczony", + L"Ekspert", + L"SZALONY", + L"Start", // TODO.Translate + L"Anuluj", + L"Zapis gry", + L"W dowolny momencie", + L"CzÅ‚owiek z żelaza", + L"Nie dziaÅ‚a w wersji demo", + L"Jakość zasobów Bobby'ego Ray'a", + L"Normalna", + L"Åšwietna", + L"WyÅ›mienita", + L"Niewiarygodna", + L"System ekwipunku / dodatków", + L"Nieużywane", + L"Nieużywane", + L"Wczytaj grÄ™ MP", + L"POCZÄ„TKOWE USTAWIENIA GRY (Tylko te po stronie serwera bÄ™dÄ… w użyciu)", + // Added by SANDRO + L"System zdolnoÅ›ci", + L"Stary", + L"Nowy", + L"Maks. liczba IMP", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Polegli wrogowie pozostawiajÄ… caÅ‚y ekwipunek", + L"WyÅ‚.", + L"WÅ‚.", +#ifdef JA2UB + L"Tex i John", + L"Losowo", + L"Obaj", +#else + L"Liczba terrorystów", + L"Losowo", + L"Wszyscy", +#endif + L"Ukryte skÅ‚adowiska broni", + L"Losowe", + L"Wszystkie", + L"Przyrost dostÄ™pnoÅ›ci przedmiotów", + L"Bardzo wolny", + L"Wolny", + L"Normalny", + L"Szybki", + L"Bardzo szybki", + + L"Stary / Stary", + L"Nowy / Stary", + L"Nowy / Nowy", + + // Squad Size + L"Maks. liczebność oddziaÅ‚u", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"Manipulacja ekwipunkiem kosztuje punkty akcji", + + L"Nowy system szans trafienia", + L"Ulepszony system przerwaÅ„", + L"Historie najemników", + L"System pożywienia", + L"Wielkość zasobów Bobby'ego Ray'a", + + // anv: extra iron man modes + L"CzÅ‚owiek z żeliwa", + L"CzÅ‚owiek ze stali", +}; + +STR16 gzMPJScreenText[] = +{ + L"MULTIPLAYER", + L"Dołącz", + L"Uruchom serwer", + L"Anuluj", + L"OdÅ›wież", + L"Nazwa gracza", + L"IP Serwera", + L"Port", + L"Nazwa serwera", + L"# Plrs", // ?? if plrs=players then "# graczy" + L"Wersja", + L"Typ rozgrywki", + L"Ping", + L"Musisz podać nazwÄ™ gracza", + L"Musisz podać odpowiedni numer IP serwera. (np. 84.114.195.239).", + L"Musisz podać odpowiedni port serwera pomiÄ™dzy 1 i 65535.", +}; + +// TODO.Translate +STR16 gzMPJHelpText[] = +{ + L"Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players.", + L"You can press 'y' to open the ingame chat window, after you have been connected to the server.", // TODO.Translate + + L"HOST", + L"Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.", + L"Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com", + L"You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.", + L"Click on 'Host' to host a new Multiplayer Game.", + + L"JOIN", + L"The host has to send (via IRC, ICQ, etc) you the external IP and the Port number.", + L"Enter the external IP and the Port number from the host.", + L"Click on 'Join' to join an already hosted Multiplayer Game.", +}; + +// TODO.Translate +STR16 gzMPHScreenText[] = +{ + L"HOST GAME", + L"Start", + L"Cancel", + L"Server Name", + L"Game Type", + L"Deathmatch", + L"Team-Deathmatch", + L"Co-Operative", + L"Maximum Players", + L"Maximum Mercs", + L"Merc Selection", + L"Merc Hiring", + L"Hired by Player", + L"Starting Cash", + L"Allow Hiring Same Merc", + L"Report Hired Mercs", + L"Bobby Rays", + L"Sector Starting Edge", + L"You must enter a server name", + L"", + L"", + L"Starting Time", + L"", + L"", + L"Weapon Damage", + L"", + L"Timed Turns", + L"", + L"Enable Civilians in CO-OP", + L"", + L"Maximum Enemies in CO-OP", + L"Synchronize Game Directory", + L"MP Sync. Directory", + L"You must enter a file transfer directory.", + L"(Use '/' instead of '\\' for directory delimiters.)", + L"The specified synchronisation directory does not exist.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"Yes", + L"No", + // Starting Time + L"Morning", + L"Afternoon", + L"Night", + // Starting Cash + L"Low", + L"Medium", + L"Heigh", + L"Unlimited", + // Time Turns + L"Never", + L"Slow", + L"Medium", + L"Fast", + // Weapon Damage + L"Very low", + L"Low", + L"Normal", + // Merc Hire + L"Random", + L"Normal", + // Sector Edge + L"Random", + L"Selectable", + // Bobby Ray / Hire same merc + L"Disable", + L"Allow", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"Austin", //Austin, Texas, USA + L"Bagdad", //Baghdad, Iraq (Suddam Hussein's home) + L"Drassen", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Hong Kong", //Hong Kong, Hong Kong + L"Bejrut", //Beirut, Lebanon (Middle East) + L"Londyn", //London, England + L"Los Angeles", //Los Angeles, California, USA (SW corner of USA) + L"Meduna", //Meduna -- the other airport in JA2 that you can receive items. + L"Metavira", //The island of Metavira was the fictional location used by JA1 + L"Miami", //Miami, Florida, USA (SE corner of USA) + L"Moskwa", //Moscow, USSR + L"Nowy Jork", //New York, New York, USA + L"Ottawa", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Paryż", //Paris, France + L"Trypolis", //Tripoli, Libya (eastern Mediterranean) + L"Tokio", //Tokyo, Japan + L"Vancouver", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Na pewno? Wartość zero oznacza brak jakichkolwiek umiejÄ™tnoÅ›ci w tej dziedzinie.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"( Maks. 8 znaków )", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"AnalizujÄ™", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"DziÄ™kujemy, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"GÅ‚os", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Åšmierć w akcji", + L"Zwolnienie", + L"Inny", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"Personel", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Gra wstrzymana", + L"Wznów grÄ™ (|P|a|u|s|e)", + L"Wstrzymaj grÄ™ (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"ZakoÅ„czyć grÄ™?", + L"OK", + L"TAK", + L"NIE", + L"ANULUJ", + L"NAJMIJ", + L"LIE", + L"Brak opisu", //Save slots that don't have a description. + L"Gra zapisana.", + L"Gra zapisana.", + L"QuickSave", //10 The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"DzieÅ„", + L"Najemn.", + L"Wolna pozycja", //An empty save game slot + L"Demo", //Demo of JA2 + L"Debug", //State of development of a project (JA2) that is a debug build + L"", //Release build for JA2 + L"strz/min", //20 Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"min", //Abbreviation for minute. + L"m", //One character abbreviation for meter (metric distance measurement unit). + L"kul", //Abbreviation for rounds (# of bullets) + L"kg", //Abbreviation for kilogram (metric weight measurement unit) + L"lb", //Abbreviation for pounds (Imperial weight measurement unit) + L"Strona główna", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"N/D", //Lowercase acronym for not applicable. + L"Tymczasem", //Meanwhile + L"%s przybyÅ‚(a) do sektora %s%s", //30 Name/Squad has arrived in sector A9. Order must not change without notifying + //SirTech + L"Wersja", + L"Wolna pozycja na szybki zapis", + L"Ta pozycja zarezerwowana jest na szybkie zapisy wykonywane podczas gry kombinacjÄ… klawiszy ALT+S.", + L"Otwarte", + L"ZamkniÄ™te", + L"Brak miejsca na dysku twardym. Na dysku wolne jest %s MB, a wymagane jest przynajmniej %s MB.", + L"NajÄ™to - %s z A.I.M.", + L"%s zÅ‚apaÅ‚(a) %s", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s has taken %s.", // TODO.Translate + L"%s nie posiada wiedzy medycznej",//40 'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"Integralność gry zostaÅ‚a narażona na szwank.", + L"BÅÄ„D: WyjÄ™to pÅ‚ytÄ™ CD", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Nie ma miejsca, żeby stÄ…d oddać strzaÅ‚.", + + //Can't change stance due to objects in the way... + L"Nie można zmienić pozycji w tej chwili.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Upuść", + L"Rzuć", + L"Podaj", + + L"%s przekazano do - %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"Brak wolnego miejsca, by przekazać %s do - %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" dołączono]", // 50 + + //Cheat modes + L"Pierwszy poziom lamerskich zagrywek osiÄ…gniÄ™ty", + L"Drugi poziom lamerskich zagrywek osiÄ…gniÄ™ty", + + //Toggling various stealth modes + L"OddziaÅ‚ ma włączony tryb skradania siÄ™.", + L"OddziaÅ‚ ma wyłączony tryb skradania siÄ™.", + L"%s ma włączony tryb skradania siÄ™.", + L"%s ma wyłączony tryb skradania siÄ™.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"Dodatkowe siatki włączone.", + L"Dodatkowe siatki wyłączone.", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"Nie można wyjść do góry z tego poziomu...", + L"Nie ma już niższych poziomów...", // 60 + L"WejÅ›cie na %d poziom pod ziemiÄ…...", + L"WyjÅ›cie z podziemii...", + + L"'s", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Automatyczne centrowanie ekranu wyłączone.", + L"Automatyczne centrowanie ekranu włączone.", + L"Kursor 3D wyłączony.", + L"Kursor 3D włączony.", + L"OddziaÅ‚ %d aktywny.", + L"%s - Nie stać ciÄ™ by wypÅ‚acić jej/jemu dziennÄ… pensjÄ™ w wysokoÅ›ci %s.", //first %s is the mercs name, the seconds is a string containing the salary + L"PomiÅ„", // 70 + L"%s nie może odejść sam(a).", + L"Utworzono zapis gry o nazwie SaveGame249.sav. W razie potrzeby zmieÅ„ jego nazwÄ™ na SaveGame01..10. Wtedy bÄ™dzie można go odczytać ze standardowego okna odczytu gry.", + L"%s wypiÅ‚(a) trochÄ™ - %s", + L"PrzesyÅ‚ka dotarÅ‚a do Drassen.", + L"%s przybÄ™dzie do wyznaczonego punktu zrzutu (sektor %s) w dniu %d, okoÅ‚o godziny %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"Lista historii zaktualizowana.", + L"Seria z granatnika używa kursora celowania (dostÄ™pny ogieÅ„ rozproszony)", //L"Grenade Bursts use Targeting Cursor (Spread fire enabled)", BYÅO -->>L"Grenade Bursts - Using Targeting Cursor (Spread fire enabled)", + L"Seria z granatnika używa kursora trajektorii (dostÄ™pny ogieÅ„ rozproszony)", //L"Grenade Bursts use Trajectory Cursor (Spread fire disabled)", BYÅO -->L"Grenade Bursts - Using Trajectory Cursor (Spread fire disabled)", + L"Enabled Soldier Tooltips", // Changed from Drop All On - SANDRO + L"Disabled Soldier Tooltips", // 80 // Changed from Drop All Off - SANDRO + L"Granatniki strzelajÄ… pod standardowymi kÄ…tami", //L"Grenade Launchers fire at standard angles", BYÅo->>L"Grenade Launchers - Fire at standard angles", + L"Granatniki strzelajÄ… pod wysokimi kÄ…tami", //L"Grenade Launchers fire at higher angles", BYÅo-->>L"Grenade Launchers - Fire at high angles", + // forced turn mode strings + L"Forced Turn Mode", + L"Normal turn mode", + L"Exit combat mode", + L"Forced Turn Mode Active, Entering Combat", + L"Automatyczny zapis zostaÅ‚ pomyÅ›lnie wykonany.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved. + L"Client", + + L"Nie możesz używać nowego trybu wyposażenia i nowego systemu dodatków jednoczeÅ›nie.", + + // TODO.Translate + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn Save #", // 95 // The text for the tactical end turn auto save + L"Saving Auto Save #", // 96 // The message box, when doing auto save + L"Saving", // 97 // The message box, when doing end turn auto save + L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save + L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) // TODO.Translate + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", + L"Artificial Merc Light ON", // TODO.Translate + L"Artificial Merc Light OFF", + L"Squad %s active.", //TODO.Translate + L"%s smoked %s.", + L"Activate cheats?", + L"Deactivate cheats?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"OK", + L"W górÄ™", + L"Wybierz wszystko", + L"W dół", + L"Anuluj", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s jest za daleko, aby poddać siÄ™ leczeniu.", + L"Lekarze nie mogli opatrzyć wszystkich rannych.", +}; + +// TODO.Translate +STR16 pMilitiaButtonsHelpText[] = +{ + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nGreen Troops", // button help text informing player they can pick up or drop militia with this button + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nRegular Troops", + L"Unassign (|R|i|g|h|t |C|l|i|c|k)\nAssign (|L|e|f|t |C|l|i|c|k)\nVeteran Troops", + L"Distribute available militia equally among all sectors", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"Zajrzyj do A.I.M. i zatrudnij kilku najemników (*Wskazówka* musisz otworzyć laptopa)", // to inform the player to hired some mercs to get things going +#ifdef JA2UB + L"JeÅ›li chcesz już udać siÄ™ do Tracony, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway +#else + L"JeÅ›li chcesz już udać siÄ™ do Arulco, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Błąd. Brakuje pliku, lub jest on uszkodzony. Gra zostanie przerwana.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"PrzeglÄ…danie poczty", + L"PrzeglÄ…danie stron internetowych", + L"PrzeglÄ…danie plików i załączników pocztowych", + L"Rejestr zdarzeÅ„", + L"Informacje o czÅ‚onkach oddziaÅ‚u", + L"Finanse i rejestr transakcji", + L"Koniec pracy z laptopem", + + //Bottom task bar icons (if they exist): + L"Masz nowÄ… pocztÄ™", + L"Masz nowe pliki", + + //Bookmarks: + L"MiÄ™dzynarodowe Stowarzyszenie Najemników", + L"Bobby Ray's - Internetowy sklep z broniÄ…", + L"Instytut BadaÅ„ Najemników", + L"Bardziej Ekonomiczne Centrum Rekrutacyjne", + L"McGillicutty's - ZakÅ‚ad pogrzebowy", + L"United Floral Service", + L"Brokerzy ubezpieczeniowi", + //New Bookmarks + L"", + L"Encyklopedia", + L"Briefing Room", + L"Campaign History", // TODO.Translate + L"Mercenaries Love or Dislike You", // TODO.Translate + L"World Health Organization", + L"Kerberus - Experience In Security", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + + +STR16 gzHelpScreenText[] = +{ + L"Zamknij okno pomocy", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"Trwa walka. Najemników można wycofać tylko na ekranie taktycznym.", + L"W|ejdź do sektora, aby kontynuować walkÄ™.", + L"|Automatycznie rozstrzyga walkÄ™.", + L"Nie można automatycznie rozstrzygnąć walki, gdy atakujesz.", + L"Nie można automatycznie rozstrzygnąć walki, gdy wpadasz w puÅ‚apkÄ™.", + L"Nie można automatycznie rozstrzygnąć walki, gdy walczysz ze stworzeniami w kopalni.", + L"Nie można automatycznie rozstrzygnąć walki, gdy w sektorze sÄ… wrodzy cywile.", + L"Nie można automatycznie rozstrzygnąć walki, gdy w sektorze sÄ… dzikie koty.", + L"TRWA WALKA", + L"W tym momencie nie możesz siÄ™ wycofać.", +}; + +STR16 gzMiscString[] = +{ + L"Å»oÅ‚nierze samoobrony kontynuujÄ… walkÄ™ bez pomocy twoich najemników...", + L"W tym momencie tankowanie nie jest konieczne.", + L"W baku jest %d%% paliwa.", + L"Å»oÅ‚nierze Deidranny przejÄ™li caÅ‚kowitÄ… kontrolÄ™ nad - %s.", + L"Nie masz już gdzie zatankować.", +}; + +STR16 gzIntroScreen[] = +{ + L"Nie odnaleziono filmu wprowadzajÄ…cego", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s sÅ‚yszy %s DŹWIĘK dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS RUCHU dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS SKRZYPNIĘCIA dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s PLUSK dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS STRZAÅU dochodzÄ…cy z %s.", // anv: without this, all further noise notifications were off by 1! // TODO.Translate + L"%s sÅ‚yszy %s WYBUCH dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s KRZYK dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ODGÅOS UDERZENIA dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s ÅOMOT dochodzÄ…cy z %s.", + L"%s sÅ‚yszy %s TRZASK dochodzÄ…cy z %s.", + L"", // anv: placeholder for silent alarm // TODO.Translate + L"%s sÅ‚yszy czyjÅ› %s GÅOS dochodzÄ…cy z %s.", // anv: report enemy taunt to player // TODO.Translate +}; + +// TODO.Translate +STR16 pTauntUnknownVoice[] = +{ + L"Nieznany gÅ‚os", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Sortuj wedÅ‚ug kolumny ImiÄ™ (|F|1)", + L"Sortuj wedÅ‚ug kolumny PrzydziaÅ‚ (|F|2)", + L"Sortuj wedÅ‚ug kolumny Sen (|F|3)", + L"Sortuj wedÅ‚ug kolumny Lokalizacja (|F|4)", + L"Sortuj wedÅ‚ug kolumny Cel podróży (|F|5)", + L"Sortuj wedÅ‚ug kolumny Wyjazd (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Błąd 404", + L"Nie odnaleziono strony.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"Ostatnie dostawy", + L"Zamówienie nr ", + L"Ilość przedmiotów", + L"Zamówiono:", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Game Internals Programmer", // Chris Camfield + L"Co-designer/Writer", // Shaun Lyng + L"Strategic Systems & Editor Programmer", //Kris \"The Cow Rape Man\" Marnes + L"Producer/Co-designer", // Ian Currie + L"Co-designer/Map Designer", // Linda Currie + L"Artist", // Eric \"WTF\" Cheng + L"Beta Coordinator, Support", // Lynn Holowka + L"Artist Extraordinaire", // Norman \"NRG\" Olsen + L"Sound Guru", // George Brooks + L"Screen Designer/Artist", // Andrew Stacey + L"Lead Artist/Animator", // Scot Loving + L"Lead Programmer", // Andrew \"Big Cheese Doddle\" Emmons + L"Programmer", // Dave French + L"Strategic Systems & Game Balance Programmer", // Alex Meduna + L"Portraits Artist", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(wciąż uczy siÄ™ interpunkcji)", // Shaun Lyng + L"(\"SkoÅ„czone, tylko to poskÅ‚adam\")", //Kris \"The Cow Rape Man\" Marnes + L"(robiÄ™ siÄ™ na to za stary)", // Ian Currie + L"(i pracuje nad Wizardry 8)", // Linda Currie + L"(zmuszony pod broniÄ… do koÅ„cowych testów jakoÅ›ci produktu)", // Eric \"WTF\" Cheng + L"(OpuÅ›ciÅ‚ nas dla Stowarzyszenia na Rzecz RozsÄ…dnych WynagrodzeÅ„. Ciekawe czemu... )", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(miÅ‚oÅ›nik zespoÅ‚u Dead Head i jazzu)", // Andrew Stacey + L"(tak naprawdÄ™ na imiÄ™ ma Robert)", // Scot Loving + L"(jedyna odpowiedzialna osoba)", // Andrew \"Big Cheese Doddle\" Emmons + L"(teraz może wrócić do motocrossu)", // Dave French + L"(ukradziony z projektu Wizardry 8)", // Alex Meduna + L"(zrobiÅ‚ przedmioty i ekrany wczytywania!!)", // Joey \"Joeker\" Whelan", +}; + +STR16 sRepairsDoneString[] = +{ + L"%s skoÅ„czyÅ‚(a) naprawiać wÅ‚asne wyposażenie", + L"%s skoÅ„czyÅ‚(a) naprawiać broÅ„ i ochraniacze wszystkich czÅ‚onków oddziaÅ‚u", + L"%s skoÅ„czyÅ‚(a) naprawiać wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", + L"%s skoÅ„czyÅ‚(a) naprawiać ciężkie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", + L"%s skoÅ„czyÅ‚(a) naprawiać Å›rednie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", + L"%s skoÅ„czyÅ‚(a) naprawiać lekkie wyposażenie wszystkich czÅ‚onków oddziaÅ‚u", + L"%s skoÅ„czyÅ‚(a) naprawiać strój LBE wszystkich czÅ‚onków oddziaÅ‚u", + L"%s finished cleaning everyone's guns.", // TODO.Translate +}; + +STR16 zGioDifConfirmText[]= +{ + L"Wybrano opcjÄ™ NOWICJUSZ. Opcja ta jest przeznaczona dla niedoÅ›wiadczonych graczy, lub dla tych, którzy nie majÄ… ochoty na dÅ‚ugie i ciężkie walki. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie Nowicjusz?", + L"Wybrano opcjÄ™ DOÅšWIADCZONY. Opcja ta jest przenaczona dla graczy posiadajÄ…cych już pewne doÅ›wiadczenie w grach tego typu. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie DoÅ›wiadczony?", + L"Wybrano opcjÄ™ EKSPERT. Jakby co, to ostrzegaliÅ›my ciÄ™. Nie obwiniaj nas, jeÅ›li wrócisz w plastikowym worku. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie Ekspert?", + L"Wybrano opcjÄ™ SZALONY. OSTRZEÅ»ENIE: Nie obwiniaj nas, jeÅ›li wrócisz w malutkich kawaÅ‚eczkach... Deidranna NAPRAWDÄ™ skopie ci tyÅ‚ek. Mocno. PamiÄ™taj, że opcja ta ma wpÅ‚yw na przebieg caÅ‚ej gry. Czy na pewno chcesz grać w trybie SZALONY?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S - nie odnaleziono pliku...", + + //1-5 + L"Robot nie może opuÅ›cić sektora bez operatora.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"Nie można teraz kompresować czasu. Poczekaj na fajerwerki!", + + //'Name' refuses to move. + L"%s nie chce siÄ™ przesunąć.", + + //%s a merc name + L"%s ma zbyt maÅ‚o energii, aby zmienić pozycjÄ™.", + + //A message that pops up when a vehicle runs out of gas. + L"%s nie ma paliwa i stoi w sektorze %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"GÓRY", + L"DOÅU", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Å»aden z twoich najemników nie posiada wiedzy medycznej.", + L"Brak Å›rodków medycznych, aby zaÅ‚ożyć rannym opatrunki.", + L"ZabrakÅ‚o Å›rodków medycznych, aby zaÅ‚ożyć wszystkim rannym opatrunki.", + L"Å»aden z twoich najemników nie potrzebuje pomocy medycznej.", + L"Automatyczne zakÅ‚adanie opatrunków rannym najemnikom.", + L"Wszystkim twoim najemnikom zaÅ‚ożono opatrunki.", + + //14 +#ifdef JA2UB + L"Tracona", +#else + L"Arulco", +#endif + + L"(dach)", + + L"Zdrowie: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d vs. %d", + + L"%s - brak wolnych miejsc!", //(ex "The ice cream truck is full") + + L"%s nie potrzebuje pierwszej pomocy lecz opieki lekarza lub dÅ‚uższego odpoczynku.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"%s dostaÅ‚(a) w nogi i upadÅ‚(a)!", + //Name can't speak right now. + L"%s nie może teraz mówić.", + + //22-24 plural versions + L"%d zielonych żoÅ‚nierzy samoobrony awansowaÅ‚o na weteranów.", + L"%d zielonych żoÅ‚nierzy samoobrony awansowaÅ‚o na regularnych żoÅ‚nierzy.", + L"%d regularnych żoÅ‚nierzy samoobrony awansowaÅ‚o na weteranów.", + + //25 + L"Przełącznik", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"%s dostaje Å›wira!", + + //27-28 + //Messages why a player can't time compress. + L"Niebezpiecznie jest kompresować teraz czas, gdyż masz najemników w sektorze %s.", + L"Niebezpiecznie jest kompresować teraz czas, gdyż masz najemników w kopalni zaatakowanej przez robale.", + + //29-31 singular versions + L"1 zielony żoÅ‚nierz samoobrony awansowaÅ‚ na weterana.", + L"1 zielony żoÅ‚nierz samoobrony awansowaÅ‚ na regularnego żoÅ‚nierza.", + L"1 regularny żoÅ‚nierz samoobrony awansowaÅ‚ na weterana.", + + //32-34 + L"%s nic nie mówi.", + L"Wyjść na powierzchniÄ™?", + L"(OddziaÅ‚ %d)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s naprawiÅ‚(a) najemnikowi - %s, jego/jej - %s", + + //36 + L"DZIKI KOT", + + //37-38 "Name trips and falls" + L"%s potyka siÄ™ i upada", + L"Nie można stÄ…d podnieść tego przedmiotu.", + + //39 + L"Å»aden z twoich najemników nie jest w stanie walczyć. Å»oÅ‚nierze samoobrony sami bÄ™dÄ… walczyć z robalami.", + + //40-43 + //%s is the name of merc. + L"%s nie ma Å›rodków medycznych!", + L"%s nie posiada odpowiedniej wiedzy, aby kogokolwiek wyleczyć!", + L"%s nie ma narzÄ™dzi!", + L"%s nie posiada odpowiedniej wiedzy, aby cokolwiek naprawić!", + + //44-45 + L"Czas naprawy", + L"%s nie widzi tej osoby.", + + //46-48 + L"%s - przedÅ‚użka lufy jego/jej broni odpada!", + L"W tym sektorze może być maks. %d instruktorów szkolÄ…cych samoobronÄ™.", + L"Na pewno?", + + //49-50 + L"Kompresja czasu", + L"Pojazd ma peÅ‚ny zbiornik paliwa.", + + //51-52 Fast help text in mapscreen. + L"Kontynuuj kompresjÄ™ czasu (|S|p|a|c|j|a)", + L"Zatrzymaj kompresjÄ™ czasu (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s odblokowaÅ‚(a) - %s", + L"%s odblokowaÅ‚(a) najemnikowi - %s, jego/jej - %s", + + //55 + L"Nie można kompresować czasu, gdy otwarty jest inwentarz sektora.", + + L"Nie odnaleziono pÅ‚yty nr 2 Jagged Alliance 2.", + + L"Przedmioty zostaÅ‚y pomyÅ›lnie połączone.", + + //58 + //Displayed with the version information when cheats are enabled. + L"Bieżący/Maks. postÄ™p: %d%%/%d%%", + + L"Eskortować Johna i Mary?", + + // 60 + L"Przełącznik aktywowany.", + + L"%s: dodatki do pancerza zostaÅ‚y zniszczone!", + L"%s wystrzeliÅ‚(a) %d pocisk(ów) wiÄ™cej niż to byÅ‚o zamierzone!", + L"%s wystrzeliÅ‚(a) 1 pocisk(ów) wiÄ™cej niż to byÅ‚o zamierzone!", + + L"You need to close the item description box first!", // TODO.Translate + + L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.", // 65 // TODO.Translate +}; + +STR16 gzCWStrings[] = +{ + L"Wezwać posiÅ‚ki do %s z przylegÅ‚ych sektorów?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|Miejsce: %d\n", + L"%s|Jasność: %d / %d\n", + L"%s|OdlegÅ‚ość do |Celu: %d\n", + L"%s|I|D: %d\n", + L"%s|Rozkazy: %d\n", + L"%s|Postawa: %d\n", + L"%s|Aktualne |P|A: %d\n", + L"%s|Aktualne |Zdrowie: %d\n", + L"%s|Current |Breath: %d\n", // TODO.Translate + L"%s|Current |Morale: %d\n", + L"%s|Current |S|hock: %d\n",// TODO.Translate + L"%s|Current |S|uppression Points: %d\n",// TODO.Translate + // Full info + L"%s|HeÅ‚m: %s\n", + L"%s|Kamizelka: %s\n", + L"%s|Getry ochronne: %s\n", + // Limited, Basic + L"|Pancerz: ", + L"heÅ‚m", + L"kamizelka", + L"getry ochronne", + L"używane", + L"brak pancerza", + L"%s|N|V|G: %s\n", + L"brak NVG", + L"%s|Maska |Gazowa: %s\n", + L"brak maski gazowej", + L"%s|Pozycja |GÅ‚owy |1: %s\n", + L"%s|Pozycja |Głów |2: %s\n", + L"\n(w plecaku) ", + L"%s|BroÅ„: %s ", + L"brak broni", + L"rewolwer", + L"SMG", + L"karabin", + L"MG", + L"strzelba", + L"nóż", + L"broÅ„ Ciężka", + L"brak heÅ‚mu", + L"brak kamizelki", + L"brak getrów ochronnych", + L"|Pancerz: %s\n", + // Added - SANDRO + L"%s|UmiejÄ™tność 1: %s\n", + L"%s|UmiejÄ™tność 2: %s\n", + L"%s|UmiejÄ™tność 3: %s\n", + // Additional suppression effects - sevenfm // TODO.Translate + L"%s|A|Ps lost due to |S|uppression: %d\n", + L"%s|Suppression |Tolerance: %d\n", + L"%s|Effective |S|hock |Level: %d\n", + L"%s|A|I |Morale: %d\n", +}; + +STR16 New113Message[] = +{ + L"NadeszÅ‚a burza.", + L"Burza skoÅ„czyÅ‚a siÄ™.", + L"RozpadaÅ‚ siÄ™ deszcz.", + L"Deszcz przestaÅ‚ padać.", + L"Uważaj na snajperów...", + L"OgieÅ„ dÅ‚awiÄ…cy!", + L"BRST", + L"AUTO", + L"GL", + L"GL BRST", + L"GL AUTO", + L"UB", // TODO.Translate + L"UBRST", + L"UAUTO", + L"BAYONET", + L"Snajper!", + L"Nie można podzielić pieniÄ™dzy z powodu przedmiotu na kursorze.", + L"Przybycie nowych rekrutów zostaÅ‚o przekierowane do sektora %s , z uwagi na to, że poprzedni punkt zrzutu w sektorze %s jest zajÄ™ty przez wroga.", + L"Przedmiot usuniÄ™ty", + L"UsuniÄ™to wszystkie przedmioty tego typu", + L"Przedmiot sprzedany", + L"Wszystkie przedmioty tego typu sprzedane", + L"Sprawdź swoje gogle", + // Real Time Mode messages + L"W trakcie walki", + L"Brak wrogów w zasiÄ™gu wzroku", + L"Wyłączone skradanie w czasie rzeczywistym", + L"Włączone skradanie w czasie rzeczywistym", + //L"Spotkano wroga! (Ctrl + x by uruchomić tryb turowy)", + L"Spotkano wroga!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s dokonaÅ‚(a) udanej kradzieży!", + L"%s nie posiada wystarczajÄ…cej liczby PA by ukraść wszystkie zaznaczone przedmioty.", + L"Chcesz operować %s zanim użyjesz bandaży? (możesz przywrócić okoÅ‚o %i punktów zdrowia.)", + L"Chcesz operować %s zanim użyjesz bandaży? (możesz przywrócić okoÅ‚o %i punktów zdrowia.)", + L"Do you wish to perform surgeries first? (%i patient(s))", // TODO.Translate + L"Czy chcesz najpierw operować pacjenta?", + L"Apply first aid automatically with surgeries or without them?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"operacja na %s zakoÅ„czona.", + L"%s otrzymuje trafienie w korpus i traci punkt maksymalnego zdrowia!", + L"%s otrzymuje trafienie w korpus i traci %d punktów maksymalnego zdrowia!", + L"%s is blinded by the blast!", // TODO.Translate + L"%s odzyskaÅ‚(a) utracony punkt %s", + L"%s odzyskaÅ‚(a) %d utraconych punktów %s", + L"Twoja umiejÄ™tność zwiadowcy uchroniÅ‚a ciÄ™ przed zasadzkÄ…!", + L"Twoja umiejÄ™tność zwiadowcy pozwoliÅ‚a ci ominąć stado krwawych kotów!", + L"%s zostaÅ‚ trafiony w pachwinÄ™ i pada na ziemiÄ™!", + ////////////////////////////////////////////////////////////////////////////// + L"Warning: enemy corpse found!!!", + L"%s [%d rnds]\n%s %1.1f %s", + L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate + L"Hint: %s", // TODO.Translate + L"Player strength: %d - Enemy strength: %6.0f", // TODO.Translate Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE + + L"Cannot use skill!", // TODO.Translate + L"Cannot build while enemies are in this sector!", + L"Cannot spot that location!", + L"Incorrect GridNo for firing artillery!", + L"Radio frequencies are jammed. No communication possible!", + L"Radio action failed!", + L"Not enough mortar shells in sector to start a barrage!", + L"No signal shell item found in Items.xml!", + L"No High-Explosive shell item found in Items.xml!", + L"No mortars found, cannot commence barrage!", + L"Already jamming signal, no need to do so again!", + L"Already listening for nearby sounds, no need to do so again!", + L"Already trying to spot, no need to do so again!", + L"Already scanning for jam signals, no need to do so again!", + L"%s could not apply %s to %s.", + L"%s orders reinforcements from %s.", + L"%s radio set is out of energy.", + L"a working radio set", + L"a binocular", + L"patience", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", // TODO.Translate +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s kuli siÄ™ ze strachu!", + L"%s zostaÅ‚ przyparty do muru!", + L"%s oddaÅ‚(a) wiÄ™cej strzałów niż zamierzaÅ‚(a)!", + L"Nie możesz szkolić samoobrony w tym sektorze.", + L"Samoobrona znajduje %s.", + L"Nie można szkolić samoobrony, gdy wróg jest w sektorze!", + // 6 - 10 + L"%s Brak odpowiednich umiejÄ™tnoÅ›ci dowodzenia do szkolenia samoobrony.", + L"W tym sektorze jest dozwolonych nie wiÄ™cej niż %d instruktorów samoobrony.", + L"W %s oraz okolicy nie ma miejsca dla nowych oddziałów samoobrony!", + L"Musisz mieć conajmniej %d jednostek samoobrony w każdym z %s wyzwolonych sektorów zanim bÄ™dziesz mógÅ‚ szkolić tu nowe oddziaÅ‚y.", + L"Nie możesz obsadzić fabryki dopóki w okolicy sÄ… wrogie jednostki!", // not sure + // 11 - 15 + L"%s zbyt niska inteligencja do obsadzenia tej fabryki.", + L"%s posiada już maksymalnÄ… liczbÄ™ personelu.", + L"Obsadzenie tej fabryki bÄ™dzie kosztować $%d za godzinÄ™. Chcesz kontynuować?", + L"Nie posiadasz funduszy potrzebnych na opÅ‚acenie wszystkich fabryk. ZapÅ‚acono $%d, ale wciąż pozostaÅ‚o $%d do zapÅ‚aty. Tubylcy sÄ… zaniepokojeni.", + L"Nie posiadasz funduszy potrzebnych na opÅ‚acenie wszystkich fabryk. PozostaÅ‚o $%d do zapÅ‚aty. Tubylcy sÄ… zaniepokojeni.", + // 16 - 20 + L"Zalegasz $%d dla Fabryki i nie posiadasz funduszy umożliwiajÄ…cych spÅ‚atÄ™ dÅ‚ugu!", + L"Zalegasz $%d dla Fabryki!. Nie możesz przydzielić tego najemnika do fabryki do momentu spÅ‚aty dÅ‚ugu.", + L"Zalegasz $%d dla Fabryki!. Czy chcesz spÅ‚acić ten dÅ‚ug?", + L"NiedostÄ™pny w tym sektorze", + L"Dzienne wydatki", + // 21 - 25 + L"Brak funduszy do opÅ‚acenia wykazanych jednostek samoobrony! %d jednostek opuszcza oddziaÅ‚y i wraca do domu.", + L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5 + L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5 + L"To merge two items during combat, you must pick them both up first.", // HAM 5 +}; + +// TODO.Translate +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"No available adjustments", + L"%s was split into several parts.", + L"%s was split into several parts. Check %s's inventory for the resulting items.", + L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.", + L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.", + L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)", + // 6 - 10 + L"Split Crate into Inventory", + L"Split into %d-rd Mags", + L"%s was split into %d Magazines containing %d rounds each.", + L"%s was split into %s's inventory.", + L"There is insufficient room in %s's inventory to fit any magazines of this caliber!", + L"Instant mode", // TODO.Translate + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"Niniejszym informujÄ™, iż w zwiÄ…zku z dotychczasowymi osiÄ…gniÄ™ciami Gastona, opÅ‚ata za jego usÅ‚ugi zostaÅ‚a podniesiona. OsobiÅ›cie, nie jestem tymfaktem zaskoczony. ± ± Speck T. Kline ± ", + // Stogie: Text from Line 43 in Email.edt + L"Informujemy, iż od chwili obecnej cena za usÅ‚ugi Å›wiadczone przez pana Stoggiego wzrosÅ‚a w zwiÄ…zku ze wzrostem jego umiejÄ™tnoÅ›ci. ± ± Speck T. Kline ± ", + // Tex: Text from Line 45 in Email.edt + L"Informujemy, iż nabyte przez Texa doÅ›wiadczenie upoważnia go do wyższego wynagrodzenia, z tego wzglÄ™du jego wynagrodzenie zostaÅ‚o zwiÄ™kszone w celu lepszego odzwierciedlenia jego wartoÅ›ci. ± ± Speck T. Kline ± ", + // Biggens: Text from Line 49 in Email.edt + L"ProszÄ™ o zwrócenie uwagi, iż w zwiÄ…zku ze wzrostem jakoÅ›ci usÅ‚ug Å›wiadczonych przez pana Biggens`a jego pensja także ulegÅ‚a podwyższeniu. ± ± Speck T. Kline ± ", +}; + +// TODO.Translate +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk + L"PD z Serwera AIM: Wiadomość od - Victor Kolesnikov", + L"Hej, tu Monk. DostaÅ‚em TwojÄ… wiadomość. Już jestem z powrotem - jeÅ›li chcesz siÄ™ skontaktować. ± ± ZadzwoÅ„. ±", + + // Brain + L"PD z Serwera AIM: Wiadomość od - Janno Allik", + L"Jestem już gotów do przyjÄ™cia nowego zadania. Wszystko musi mieć swojÄ… porÄ™. ± ± Janno Allik ±", + + // Scream + L"PD z Serwera AIM: Wiadomość od - Lennart Vilde", + L"Lennart Vilde jest obecnie dostÄ™pny! ±", + + // Henning + L"PD z Serwera AIM: Wiadomość od - Henning von Branitz", + L"OtrzymaÅ‚em TwojÄ… wiadomość, dziÄ™kujÄ™. JeÅ›li chcesz omówić możliwość zatrudnienia, skontaktuj siÄ™ ze mnÄ… za poÅ›rednictwem strony AIM . ± ± Na razie! ± ± Henning von Branitz ±", + + // Luc + L"PD z Serwera AIM: Wiadomość od - Luc Fabre", + L"OtrzymaÅ‚em wiadomość, merci! ChÄ™tnie rozważę Twoje propozycje. Wiesz, gdzie mnie znaleźć. ± ± OczekujÄ™ odpowiedzi ±", + + // Laura + L"PD z Serwera AIM: Wiadomość od - Laura Colin", + L"Pozdrowienia! Dobrze, że zostawiÅ‚eÅ› wiadomość. Sprawa wyglÄ…da interesujÄ…co. ± ± Zajrzyj jeszcze raz do AIM. ChÄ™tnie poznam wiÄ™cej informacji. ± ± Wyrazy szacunku ± ± Dr Laura Colin ±", + + // Grace + L"PD z Serwera AIM: Wiadomość od - Graziella Girelli", + L"ChciaÅ‚eÅ› siÄ™ ze mnÄ… skontaktować, ale Ci siÄ™ nie udaÅ‚o.± ± MiaÅ‚am spotkanie rodzinne, na pewno to rozumiesz. Teraz mam już dość swojej rodziny i bardzo siÄ™ ucieszÄ™, jeÅ›li skontaktujesz siÄ™ ze mnÄ… ponownie za poÅ›rednictwem witryny AIM . ± ± Ciao! ±", + + // Rudolf + L"PD z Serwera AIM: Wiadomość od - Rudolf Steiger", + L"Wiesz, ile telefonów odbieram każdego dnia? Co drugi baran myÅ›li, że może do mnie wydzwaniać. ± ± W każdym razie już jestem, jeÅ›li masz dla mnie coÅ› ciekawego. ±", + + // TODO.Translate + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"FW from AIM Server: Message about merc availability", + L"I got your message. Waiting for your call. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Snajper: Sokole oczy! Możesz odstrzelić skrzydÅ‚a muszce ze stu jardów. ± ", + // Camouflage + L"Kamuflaż: Przy tobie nawet krzaki wyglÄ…dajÄ… na sztuczne! ± ", + // SANDRO - new strings for new traits added + // Ranger + L"Strażnik: To ty jesteÅ› tym z pustyni Teksasu! ± ", + // Gunslinger + L"Rewolwerowiec: Z pistoletem lub dwoma, możesz być tak Å›miercionoÅ›ny jak Billy Kid! ± ", + // Squadleader + L"Przywódca: Urodzony dowódca i szef, jesteÅ› naprawdÄ™ grubÄ… rybÄ… bez kitu! ± ", + // Technician + L"Mechanik: Naprawa sprzÄ™tu, rozbrajanie puÅ‚apek, podkÅ‚adanie bomb, to twoja dziaÅ‚ka! ± ", + // Doctor + L"Chirurg: Możesz przeprowadzić skomplikowanÄ… operacjÄ™ przy użyciu scyzoryka i gumy do żucia! ± ", + // Athletics + L"Atleta: Kondycji mógÅ‚by ci pozazdroÅ›cić niejeden maratoÅ„czyk! ± ", + // Bodybuilding + L"Budowa ciaÅ‚a: Ta ogromna muskularna postać, której nie sposób przeoczyć, to w rzeczy samej ty! ± ", + // Demolitions + L"MateriaÅ‚y wybuchowe: Potrafisz wysadzić miasto przy użyciu standardowego wyposażenia kuchni! ± ", + // Scouting + L"Zwiadowca: Nic nie umknie twej uwadze! ± ", + // Covert ops + L"Covert Operations: You make 007 look like an amateur! ± ", // TODO.Translate + // Radio Operator + L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ", // TOO.Translate + // Survival + L"Survival: Nature is a second home to you. ± ", // TODO.Translate +}; + +STR16 NewInvMessage[] = +{ + L"Nie możesz teraz podnieść plecaka.", + L"Nie ma miejsca, aby poÅ‚ożyć tutaj plecak", + L"Nie znaleziono plecaka", + L"Zamek bÅ‚yskawiczny dziaÅ‚a tylko podczas walki.", + L"Nie możesz siÄ™ przemieszczać, gdy zamek plecaka jest aktywny.", + L"Na pewno chcesz sprzedać wszystkie przedmioty z tego sektora?", + L"Na pewno chcesz skasować wszystkie przedmioty z tego sektora?", + L"Nie można wspinać siÄ™ z plecakiem", + L"All backpacks dropped", // TODO.Translate + L"All owned backpacks picked up", + L"%s drops backpack", + L"%s picks up backpack", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"Inicjacja serwera RakNet...", + L"Serwer wÅ‚., oczekiwanie na połączenie", + L"Musisz teraz połączyć swojego klienta z serwerem, wciskajÄ…c 2", + L"Serwer już dziaÅ‚a", + L"WÅ‚. nie powiodÅ‚o siÄ™. Przerwanie.", + // 5 + L"%d/%d klientów gotowych na tryb realtime.", + L"Serwer rozłączony i wyÅ‚.", + L"Serwer nie dziaÅ‚a", + L"Åadowanie klientów, czekaj.", + L"Nie można zmieniać miejsc zrzutu po starcie serwera.", + // 10 + L"WysÅ‚ano '%S' pliku - 100/100", + L"ZakoÅ„czono wysyÅ‚anie plików do '%S'.", + L"RozpoczÄ™to wysyÅ‚anie plików do '%S'.", + L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.", // TODO.Translate +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"Inicjacja klienta RakNet…", + L"ÅÄ…czenie z IP: %S ...", + L"Otrzymano ustawienia:", + L"JesteÅ› już połączony.", + L"JesteÅ› już w trakcie łączenia", + // 5 + L"Klient #%d - '%S' wynajÄ…Å‚ '%s'.", + L"Klient #%d - '%S' has hired another merc.", + L"Gotowy! Wszystkich gotowych - %d/%d.", + L"Nie jesteÅ› już gotowy. Gotowych - %d/%d.", + L"PoczÄ…tek bitwy...", + // 10 + L"Klient #%d - '%S' jest gotów. Gotowych - %d/%d.", + L"Klient #%d - '%S' nie jest już gotowy. Gotowych - %d/%d", + L"JesteÅ› gotów. Czekanie na pozostaÅ‚ych… NaciÅ›nij OK., jeÅ›li już nie jesteÅ› gotów.", + L"Zaczynajmy już!", + L"Klient A musi dziaÅ‚ać, by zacząć grÄ™.", + // 15 + L"Nie można zacząć. Brak najemników.", + L"Czekaj na zgodÄ™ serwera, by odblokować laptopa…", + L"Przerwano", + L"Koniec przerwania", + L"PoÅ‚ożenie siatki myszy:", + // 20 + L"X: %d, Y: %d", + L"Numer siatki %d", + L"WÅ‚aÅ›ciwoÅ›ci serwera", + L"Ustaw rÄ™cznie stopieÅ„ nadrzÄ™dnoÅ›ci serwera: ‘1’ – wÅ‚.laptop/rekrut.; ‘2’- wÅ‚./Å‚aduj poziom; ‘3’ – odblok. UI; ‘4’ – koÅ„czy rozmieszczanie", + L"Sektor=%s, MaxKlientów=%d, Max Najem=%d, Tryb_Gry=%d, TenSamNaj=%d, Mnożnik obraż.=%f, TuryCzas=%d, Sek/ruch=%d, Dis BobbyRay=%d, WyÅ‚ Aim/Merc Ekwip=%d, WyÅ‚ morale=%d, Test=%d", + // 25 + L"", + L"Nowe połączenie Client #%d - '%S'.", + L"Drużyna: %d.",//not used any more + L"'%s' (klient %d - '%S') zabity przez '%s' (client %d - '%S')", + L"Wyrzucono #%d - '%S'", + // 30 + L"Zacząć turÄ™ dla klientów. #1: , #2: %S, #3: %S, #4: %S", + L"PoczÄ…tek tury dla #%d", + L"Żądanie trybu realtime…", + L"Zmieniono w tryb realtime.", + L"Błąd. CoÅ› poszÅ‚o nie tak przy przełączaniu.", + // 35 + L"Odblokować laptopy? (Czy gracze sÄ… już podłączeni?)", + L"Serwer odblokowaÅ‚ laptopa. Zaczynaj rekrutować!", + L"PrzerywajÄ…cy", + L"Nie możesz zmieniać strefy zrzutu, jeÅ›li nie jesteÅ› serwerem gry.", + L"OdrzuciÅ‚eÅ› ofertÄ™ poddania siÄ™, gdyż grasz w trybie Multiplayer.", + // 40 + L"Wszyscy twoi ludzie sÄ… martwi!", + L"Tryb obserwatora wÅ‚..", + L"ZostaÅ‚eÅ› pokonany!", + L"Wspinanie wyłączone w MP", + L"WynajÄ™to '%s'", + // 45 + L"Nie możesz zmienić mapy w trakcie dokonywania zakupu", + L"Mapa zmieniona na '%s'", + L"Klient '%s' rozłączony, usuwanie z gry", + L"ZostaÅ‚eÅ› rozłączony, powrót do głównego menu", + L"Próba połączenia zakoÅ„czona niepowodzeniem, kolejna poróba za 5 sekund, %i prób pozostaÅ‚o...", + //50 + L"Próba połączenia zakoÅ„czona niepowodzeniem, rezygnacja z kolejnych prób...", + L"Nie możesz rozpocząć gry dopóki nie sÄ… podłączeni inni gracze", + L"%s : %s", + L"WyÅ›lij do wszystkich", + L"WyÅ›lij do sprzymierzeÅ„ców", + // 55 + L"Nie można dołączyć do gry. Ta gra już siÄ™ rozpoczęła", + L"%s (drużyna): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"Pobrano wszystkie pliki z serwera.", + L"Pobrano '%S' z serwera", + L"RozpoczÄ™to pobieranie '%s' z serwera", + L"Nie można rozpocząć gry dopóki wszyscy nie zakoÅ„czÄ… pobierania plików z serwera", + L"Ten serwer przed rozpoczÄ™ciem gry wymaga pobrania zmodyfikowanych plików, czy chcesz kontynuować", + // 65 + L"NaciÅ›nij 'Gotowe' aby przejść do ekranu taktycznego", + L"Nie można siÄ™ połączyć ponieważ twoja wersja %S różni siÄ™ od wersji %S na serwerze.", + L"ZabiÅ‚eÅ› wrogÄ… jednostkÄ™", + L"Nie można dołączyć do gry. Ta gra już siÄ™ rozpoczęła", + L"The server has choosen New Inventory (NIV), but your screen resolution does not support NIV.", + // 70 // TODO.Translate + L"Could not save received file '%S'", + L"%s's bomb was disarmed by %s", + L"You loose, what a shame", // All over red rover + L"Spectator mode disabled", + L"Choose client to kick from game. #1: , #2: %S, #3: %S, #4: %S", + // 75 + L"Team %s is wiped out.", + L"Client failed to start. Terminating.", + L"Client disconnected and shutdown.", + L"Client is not running.", + L"INFO: If the game is stuck (the opponents progress bar is not moving), notify the server to press ALT + E to give the turn back to you!", // TODO.Translate + // 80 + L"AI's turn - %d left", // TODO.Translate +}; + +STR16 gszMPEdgesText[] = +{ + L"Pn", //- Północ + L"W", //- Wschód + L"Pd", //- PoÅ‚udnie + L"Z", //- Zachód + L"C", // "C" - Centralny +}; + +STR16 gszMPTeamNames[] = +{ + L"Foxtrot", + L"Bravo", + L"Delta", + L"Charlie", + L"N/D", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Tryb gry: ", + L"Gracze: ", + L"Mercs each: ", + L"Nie możesz zmienić poczÄ…tkowego wierzchoÅ‚ka dopóki laptop jest odblokowany.", + L"Nie możesz zmieniać drużyn dopóki laptop jest odblokowany.", + L"Losowi najemnicy: ", + L"T", //if "Y" means Yes here + L"Poziom trudnoÅ›ci:", + L"Wersja serwera:", +}; + +STR16 gzMPSScreenText[] = +{ + L"Tabela punktów", + L"Kontynuuj", + L"Anuluj", + L"Gracz", + L"Zabitych", + L"Liczba zgonów", + L"Armia królowej", + L"Trafienia", + L"StrzaÅ‚y chybione", + L"Celność", + L"Obrażenia zadane", + L"Obrażenia otrzymane", + L"Czekaj na połączenie z serwerem aby nacisnąć 'Kontynuuj'", +}; + +STR16 gzMPCScreenText[] = +{ + L"Anuluj", + L"ÅÄ…czenie z serwerem", + L"Pobieranie ustawieÅ„ serwera", + L"Pobieranie plików", + L"NaciÅ›nij 'ESC' aby anulować lub 'Y' aby wejść na chat", + L"NaciÅ›nij 'ESC'aby anuować", + L"Gotowe", +}; + +STR16 gzMPChatToggleText[] = +{ + L"WyÅ›lij do wszystkich", + L"WyÅ›lij do sprzymierzeÅ„ców", +}; + +STR16 gzMPChatboxText[] = +{ + L"Multiplayer Chat", + L"Chat: NaciÅ›nij 'ENTER' aby wysÅ‚ać lub 'ESC' by anulować", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // OdnoÅ›nie starych umiejÄ™tnoÅ›ci + L"Na nastÄ™pnej stronie, wybierzesz umiejÄ™tnoÅ›ci dotyczÄ…ce twojej specjalizacji jako najemnika. Nie można wybrać wiÄ™cej niż dwóch różnych umiejÄ™tnoÅ›ci, albo jednej w stopniu eksperta.", + + //L"Możesz także wybrać jednÄ…, albo nawet nie wybrać żadnej umiejÄ™tnoÅ›ci, co da ci bonus do liczby punktów atrybutów. Zauważ, że elektronika i oburÄ™czność nie mogÄ… być wybrane w stopniu eksperta.", + + // TODO.Translate (added Camouflage) + L"You can also choose only one or even no traits, which will give you a bonus to your attribute points as a compensation. Note that Electronics, Ambidextrous and Camouflage traits cannot be achieved at expert levels.", + + // OdnoÅ›nie nowych/pomniejszych umiejÄ™tnoÅ›ci + L"NastÄ™pny etap dotyczy wybierania umiejÄ™tnoÅ›ci dotyczÄ…cych twojej specjalizacji jako najemnika. Na pierwszej stronie, możesz wybrać do %d głównych umiejÄ™tnoÅ›ci, które reprezentujÄ… twojÄ… rolÄ™ w zespole. Druga strona to lista pomniejszych cech, które reprezentujÄ… twojÄ… osobowość.", + L"Wybranie wiÄ™cej niż %d jednoczeÅ›nie jest niemożliwe. Oznacza to, że jeżeli nie wybierzesz żadnych głównych umiejÄ™tnoÅ›ci, możesz wybrać %d pomniejsze cechy. JeÅ›li wybierzesz 2 główne umiejÄ™tnoÅ›ci (albo jednÄ… zaawansowanÄ…), możesz wybrać tylko %d cechÄ™ dodatkowÄ…...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"ProszÄ™, wybierz swoje atrybuty fizyczne zgodnie z twoimi prawdziwymi umiejÄ™tnoÅ›ciami. Nie możesz podnieść żadnego z powyższych wyników.", + L"PrzeglÄ…d atrybutów i umiejÄ™tnoÅ›ci I.M.P..", + L"Punkty bonusowe.:", + L"Poziom startowy", + // New strings for new traits + L"Na nastÄ™pnej stronie wybierzesz swoje atrybuty fizyczne i umiejÄ™tnoÅ›ci. 'Atrybuty' to: zdrowie, zwinność, zrÄ™czność, siÅ‚a oraz inteligencja. Atrybuty nie mogÄ… być niższe niż %d.", + L"Reszta to 'umiejÄ™tnoÅ›ci', w przeciwieÅ„stwie do atrybutów, mogÄ… być ustawione na zero, co oznacza, że nie masz w nich kompletnie żadnej wprawy.", + L"Wszystkie punkty sÄ… na poczÄ…tku ustawione na minimum. Zauważ, że niektóre atrybuty sÄ… ustawione na wartoÅ›ciach, co ma zwiÄ…zek z wczeÅ›niej wybranymi umiejÄ™tnoÅ›ciami. Nie możesz ustawić ich niżej.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"Analiza charakteru I.M.P.", + L"Analiza charakteru to nastÄ™pny krok w tworzeniu twojego profile. Na pierwszej stronie zostanie ci przedstawiona lista cech charakteru do wybrania. DomyÅ›lamy siÄ™, że możesz identyfikować siÄ™ z wiÄ™kszÄ… ich iloÅ›ciÄ…, jednak bÄ™dziesz mógÅ‚ wybrać tylko jednÄ…. Wybierz takÄ…, z którÄ… czujesz siÄ™ najbardziej zwiÄ…zany.", + L"Druga strona przedstawia listÄ™ niepeÅ‚nosprawnoÅ›ci, na które możesz cierpieć. JeÅ›li cierpisz na jednÄ… z nich, wybierz jÄ… (wierzymy, że każdy ma tylko jednÄ… takÄ… niepeÅ‚nosprawność). BÄ…dź szczery, ponieważ to ważne, by poinformować potencjalnych pracodawców o twoim faktycznym stanie zdrowia.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Normalny", + L"Przyjazny", + L"Samotnik", + L"Optymista", + L"Pesymista", + L"Agresywny", + L"Arogancki", + L"Gruba ryba", + L"Dupek", + L"Tchórz", + L"Nastawienie I.M.P.-a", +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Normalny", + L"Towarzyski", + L"Samotnik", + L"Optymista", + L"Asertywny", + L"Intelektualista", + L"Prymityw", + L"Agresywny", + L"Flegmatyk", + L"Nieustraszony", + L"Pacyfista", + L"PodstÄ™pny", + L"Gwiazdor", + L"Coward", // TODO.Translate + L"Cechy charakteru I.M.P.-a", +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"Kolory i sylwetka ciaÅ‚a I.M.P.-a", + L"Kolory I.M.P.", + L"ProszÄ™ wybrać odpowiednie kolory skóry, wÅ‚osów i ubraÅ„ oraz swojÄ… sylwetkÄ™ ciaÅ‚a.", + L" ProszÄ™ wybrać odpowiednie kolory skóry, wÅ‚osów i ubraÅ„.", + L"Zaznacz, by używać alternatywnego sposobu trzymania broni.", + L"\n(Uwaga: bÄ™dziesz potrzebować do tego dużej siÅ‚y.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Kolor wÅ‚osów", + L"Kolor skóry", + L"Kolor koszulki", + L"Kolor spodni", + L"Normalne ciaÅ‚o", + L"Duże ciaÅ‚o", +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"Bez niepeÅ‚nosprawnoÅ›ci", + L"Nie lubi ciepÅ‚a", + L"Nerwowy", + L"Klaustrofobik", + L"Nie umie pÅ‚ywać", + L"Boi siÄ™ owadów", + L"Zapominalski", + L"Psychol", + L"Deaf", + L"Shortsighted", + L"Hemophiliac", // TODO.Translate + L"Fear of Heights", + L"Self-Harming", + L"NiepeÅ‚nosprawnoÅ›ci I.M.P.-a", +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] =// TODO.Translate +{ + L"We bet you're glad this isn't voicemail.", + L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"You'll be screwed if you ever lose your glasses.", + L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate +{ + L"Are you SURE this is the right job for you?", + L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= // TODO.Translate +{ + L"Let's just say you are a grounded person.", + L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Might want to make sure your knives are always clean.", + L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s nie ma wystarczajÄ…cej siÅ‚y, by tego dokonać", + L"%s nie ma wystarczajÄ…cej zrÄ™cznoÅ›ci, by tego dokonać", + L"%s nie ma wystarczajÄ…cej zwinnoÅ›ci, by tego dokonać", + L"%s nie ma dość zdrowia, by tego dokonać", + L"%s nie ma wystarczajÄ…cej inteligencji, by tego dokonać", + L"%s nie ma wystarczajÄ…cej celnoÅ›ci, by tego dokonać", + // 6 - 10 + L"%s nie ma wystarczajÄ…cych um. medycznych, by tego dokonać.", + L"%s nie ma wystarczajÄ…cych um. mechaniki, by tego dokonać.", + L"%s nie ma wystarczajÄ…cych um. dowodzenia, by tego dokonać.", + L"%s nie ma wystarczajÄ…cych um. mat. wyb., by tego dokonać.", + L"%s nie ma wystarczajÄ…cego doÅ›wiadczenia, by tego dokonać.", + // 11 - 15 + L"%s ma za maÅ‚e morale, by tego dokonać", + L"%s nie ma wystarczajÄ…co dużo energii, by tego dokonać", + L"W %s jest zbyt maÅ‚a lojalność. MieszkaÅ„cy nie pozwolÄ… ci tego zrobić.", + L"W %s pracuje już zbyt wiele osób.", + L"W %s zbyt wiele osób wykonuje już to polecenie.", + // 16 - 20 + L"%s nie znajduje przedmiotów do naprawy.", + L"%s traci nieco %s, pracujÄ…c w sektorze %s", + L"%s traci nieco %s, pracujÄ…c w %s w sektorze %s", + L"%s odnosi rany, pracujÄ…c w sektorze %s i wymaga natychmiastowej pomocy medycznej!", + L"%s odnosi rany, pracujÄ…c w %s w sektorze %s i wymaga natychmiastowej pomocy medycznej!", + // 21 - 25 + L"%s odnosi rany, pracujÄ…c w sektorze %s. Nie wyglÄ…da to jednak bardzo poważnie.", + L"%s odnosi rany, pracujÄ…c w %s w sektorze %s. Nie wyglÄ…da to jednak bardzo poważnie.", + L"MieszkaÅ„cy miasta %s wydajÄ… siÄ™ poirytowani tym, że %s przebywa w ich okolicy.", + L"MieszkaÅ„cy miasta %s wydajÄ… siÄ™ poirytowani tym, że %s pracuje w %s.", + L"%s po swych dziaÅ‚aniach w sektorze %s powoduje spadek poparcia w regionie.", + // 26 - 30 + L"%s swymi dziaÅ‚aniami w %s w %s powoduje spadek poparcia w regionie.", + L"%s jest w stanie upojenia alkoholowego", + L"%s ciężko choruje w sektorze %s i przechodzi w stan spoczynku", + L"%s ciÄ™zko choruje i nie może dalej pracować w %s w %s", + L"%s doznaje ciężkich obrażeÅ„ w sektorze %s", // %s was injured in sector %s. // <--- This is a log message string. + // 31 - 35 + L"%s doznaje ciężkich obrażeÅ„ w sektorze %s", //<--- This is a log message string. + L"Obecni więźniowie zdajÄ… sobie sprawÄ™, iż %s jest najemnikiem.", + L"%s jest obecnie powszechnie znany jako kapuÅ›. Odczekaj przynajmniej %d godzin(Ä™).", + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"SiÅ‚a", + L"Zwinność", + L"ZrÄ™czność", + L"Inteligencja", + L"Zdrowie", + L"UmiejÄ™tnoÅ›ci strzeleckie", //short: "Um. strzeleckie" + // 5-10 + L"UmiejÄ™tność dowodzenia", //short: "Um. dowodzenia" + L"Znajomość mechaniki", //short: "Zn. mechaniki" + L"Wiedza medyczna", + L"Znajomość materiałów wybuchowych", //short: "Zn. mat. wybuchowych" +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + L"AMBIENT", + L"Staff", + L"Eat",// TODO.Translate + L"Odpoczywa" + L"Naprawa ekwipunku", + L"Naprawa %s", + L"Naprawa Robota", + // 6-10 + L"Lekarz", + L"Pacjent", + L"Trening siÅ‚y", + L"Trening zrÄ™cznoÅ›ci", + L"Trening zwinnoÅ›ci", + L"Trening zdrowia", + // 11-15 + L"Trening um. strzeleckich", + L"Trening wiedzy medycznej", + L"Trening zn. mechaniki", + L"Trening dowodzenia", + L"Trening zn. mat. wybuchowych", + // 16-20 + L"UczeÅ„ siÅ‚a", + L"UczeÅ„ zrÄ™czność", + L"UczeÅ„ zwinność", + L"UczeÅ„ zdrowie", + L"UczeÅ„ um. strzeleckie", + // 21-25 + L"UczeÅ„ wiedza medyczna", + L"UczeÅ„ zn. mechaniki", + L"UczeÅ„ um. dowodzenia", + L"UczeÅ„ zn. mat. wybuchowych", + L"Instruktor siÅ‚a", + // 26-30 + L"Instruktor zrÄ™czność", + L"Instruktor zwinność", + L"Instruktor zdrowie", + L"Instruktor um. strzeleckie", + L"Instruktor wiedza medyczna", + // 30-35 + L"Instruktor zn. mechaniki", + L"Instruktor um. dowodzenia", + L"Instruktor zn. mat. wybuchowych", + L"Interrogate Prisoners", // added by Flugente TODO.Translate + L"Undercover Snitch", // TODO.Translate + // 36-40 + L"Spread Propaganda", + L"Spread Propaganda", // spread propaganda (globally) + L"Gather Rumours", + L"Command Militia", // militia movement orders +}; + +STR16 Additional113Text[]= +{ + L"Jagged Alliance 2 v1.13 trybie okienkowym wymaga głębi koloru 16-bitowego.", + L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.", // TODO.Translate + L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)", // TODO.Translate + // TODO.Translate + // WANNE: Savegame slots validation against INI file + L"Mercenary (MAX_NUMBER_PLAYER_MERCS) / Vehicle (MAX_NUMBER_PLAYER_VEHICLES)", + L"Enemy (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Creature (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Militia (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"Civilian (MAX_NUMBER_CIVS_IN_TACTICAL)", +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +STR16 sEnemyTauntsFireGun[]= +{ + L"Masz cwelu!", + L"A masz!", + L"Nażryj siÄ™!", + L"JesteÅ›cie moi!", + L"Zdychaj!", + L"Boisz siÄ™ kurwo?", + L"To dopiero zaboli!", + L"Dawaj skurwielu!", + L"Dawaj! Nie mam caÅ‚ego dnia!", + L"Chodź do tatusia!", + L"Zaraz pójdziesz do piachu!", + L"Wracasz do domu w dÄ™bowej jesionce frajerze!", + L"Chcesz siÄ™ zabawić?" + L"Trzeba byÅ‚o zostać w domu kurwo." + L"Ciota!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"UrzÄ…dzamy grilla.", + L"Mam dla ciebie prezent.", + L"Bum!", + L"UÅ›miech!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Åap!", + L"A masz!", + L"PrzyszÅ‚a kryska na Matyska!", + L"To dla ciebie!", + L"Hahahaha!", + L"Åap Å›winio!", + L"Uwielbiam to.", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"ZedrÄ™ ci skalp!", + L"Chodź do tatusia.", + L"Pochwal siÄ™ flakami!", + L"PorżnÄ™ ciÄ™ na kawaÅ‚ki!", + L"Skurwysyny!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"JesteÅ›my po uszy w gównie...", + L"Idź do wojska -mówili. Nie ma chuja, nie po to!", + L"Mam już dość.", + L"O mój Boże.", + L"Za to mi nie pÅ‚acÄ….", + L"Nie wytrzymam tego!", + L"WrócÄ™ z kumplami.", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"SÅ‚yszaÅ‚em to!", + L"Kto tam?", + L"Co to byÅ‚o?", + L"Hej! Co do...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"SÄ… tutaj!", + L"Czas zacząć zabawÄ™." + L"LiczyÅ‚em na to, że to siÄ™ nie stanie.", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Au!", + L"UÅ‚...", + L"To... boli!", + L"Skurwysyny!", + L"PożaÅ‚ujecie... tego.", + L"Co do..!", + L"Teraz siÄ™... wkurwiÅ‚em.", + +}; + +// TODO.Translate +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Da'ffff...!", + L"Oh my God!", + L"Holy crap!", + L"Enemy!!!", + L"Alert! Alert!", + L"There is one!", + L"Attack!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"Description", + L"General", + L"Advanced", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Desc", + L"Gen", + L"Adv", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"Primary", + L"Secondary", + L"AP Costs", + L"Burst / Autofire", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Prop.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|D|e|s|c|r|i|p|t|i|o|n |P|a|g|e:\n \nShows basic textual information about this item.", + L"|G|e|n|e|r|a|l |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows specific data about this item.\n \nWeapons: Click again to see second page.", + L"|A|d|v|a|n|c|e|d| |P|r|o|p|e|r|t|i|e|s |P|a|g|e:\n \nShows bonuses given by this item.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|P|r|i|m|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nProperties and data related to this item's class\n(Weapon / Armor / etcetera).", + L"|S|e|c|o|n|d|a|r|y |P|r|o|p|e|r|t|i|e|s:\n \nAdditional features of this item,\nand/or possible secondary abilities.", + L"|A|P |C|o|s|t|s:\n \nVarious Action Point costs to fire\nor manipulate this weapon.", + L"|B|u|r|s|t |/ |A|u|t|o|f|i|r|e |P|r|o|p|e|r|t|i|e|s:\n \nData related to firing this weapon in\nBurst or Autofire modes.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|P|r|o|p|e|r|t|y |i|c|o|n\n \nMouse-over to reveal the property's name.", + L"|B|a|s|i|c |v|a|l|u|e\n \nThe basic value given by this item, excluding any\nbonuses or penalties from attachments or ammo.", + L"|A|t|t|a|c|h|m|e|n|t |B|o|n|u|s|e|s\n \nBonus or penalty given by ammo, any attachments,\nor low item condition.", + L"|F|i|n|a|l |V|a|l|u|e\n \nThe final value given by this item, including any\nbonuses/penalties from attachments or ammo.", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Property icon (mouse-over to reveal name).", + L"Bonus/penalty given while |s|t|a|n|d|i|n|g.", + L"Bonus/penalty given while |c|r|o|u|c|h|i|n|g.", + L"Bonus/penalty given while |p|r|o|n|e.", + L"Bonus/penalty given", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y", + L"|D|a|m|a|g|e", + L"|R|a|n|g|e", + L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s", + L"|R|e|l|i|a|b|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", + L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s", + L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r", + L"|A|P|s |t|o |R|e|a|d|y", + L"|A|P|s |t|o |A|t|t|a|c|k", + L"|A|P|s |t|o |B|u|r|s|t", + L"|A|P|s |t|o |A|u|t|o|f|i|r|e", + L"|A|P|s |t|o |R|e|l|o|a|d", + L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r", + L"", // No longer used! + L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate + L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.", + L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.", + L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.", + L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate + L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.", + L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.", + L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.", + L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).", + L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.", + L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nThe minimum range at which a scope can provide it's aimBonus.", + L"\n \nTo hit modifier granted by laser sights.", + L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.", + L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.", + L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.", + L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.", + L"", // No longer used! + L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate + L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e", + L"|C|o|v|e|r|a|g|e", + L"|D|e|g|r|a|d|e |R|a|t|e", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.", + L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.", + L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|A|r|m|o|r |P|i|e|r|c|i|n|g", + L"|B|u|l|l|e|t |T|u|m|b|l|e", + L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen below 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen above 1.0, the bullet increases the\nprotection value of the armor instead.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.", + L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.", + L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate + L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate + L"\n \nAdditional dirt generated by this ammunition.\n \nLower is better.", // TODO.Translate +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|D|a|m|a|g|e", + L"|S|t|u|n |D|a|m|a|g|e", + L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate + L"|B|l|a|s|t |R|a|d|i|u|s", + L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s", + L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |S|t|a|r|t |R|a|d|i|u|s", + L"|L|i|g|h|t |S|t|a|r|t |R|a|d|i|u|s", + L"|S|m|o|k|e |S|t|a|r|t |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |S|t|a|r|t |R|a|d|i|u|s", + L"|T|e|a|r|g|a|s |E|n|d |R|a|d|i|u|s", + L"|M|u|s|t|a|r|d |G|a|s |E|n|d |R|a|d|i|u|s", + L"|L|i|g|h|t |E|n|d |R|a|d|i|u|s", + L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s", + L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s", + L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s", + L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t", + L"|F|r|a|g|m|e|n|t |R|a|n|g|e", + // HEADROCK HAM 5: End Fragmentations + L"|L|o|u|d|n|e|s|s", + L"|V|o|l|a|t|i|l|i|t|y", + L"|R|e|p|a|i|r |E|a|s|e", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.", + L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", + L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate + L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", + L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", + L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the starting radius of the smoke\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", + L"\n \nThis is the starting radius of the flames\ncaused by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the end radius and duration of the effect\n(displayed below).\n \nHigher is better.", + L"\n \nThis is the final radius of the tear-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the mustard-gas released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the light emitted\nby this explosive item before it dissipates.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the start radius and duration\nof the effect.\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", + L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.", + L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.", + L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.", + // HEADROCK HAM 5: Fragmentation // TODO.Translate + L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.", + L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.", + L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.", + L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.", + L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|R|e|p|a|i|r |E|a|s|e", + L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e", + L"|V|o|l|u|m|e", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.", + L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.", + L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|T|r|a|c|e|r |A|m|m|o", + L"|A|n|t|i|-|T|a|n|k |A|m|m|o", + L"|I|g|n|o|r|e|s |A|r|m|o|r", + L"|A|c|i|d|i|c |A|m|m|o", + L"|L|o|c|k|-|B|u|s|t|i|n|g |A|m|m|o", + L"|R|e|s|i|s|t|a|n|t |t|o |E|x|p|l|o|s|i|v|e|s", + L"|W|a|t|e|r|p|r|o|o|f", + L"|E|l|e|c|t|r|o|n|i|c", + L"|G|a|s |M|a|s|k", + L"|N|e|e|d|s |B|a|t|t|e|r|i|e|s", + L"|C|a|n |P|i|c|k |L|o|c|k|s", + L"|C|a|n |C|u|t |W|i|r|e|s", + L"|C|a|n |S|m|a|s|h |L|o|c|k|s", + L"|M|e|t|a|l |D|e|t|e|c|t|o|r", + L"|R|e|m|o|t|e |T|r|i|g|g|e|r", + L"|R|e|m|o|t|e |D|e|t|o|n|a|t|o|r", + L"|T|i|m|e|r |D|e|t|o|n|a|t|o|r", + L"|C|o|n|t|a|i|n|s |G|a|s|o|l|i|n|e", + L"|T|o|o|l |K|i|t", + L"|T|h|e|r|m|a|l |O|p|t|i|c|s", + L"|X|-|R|a|y |D|e|v|i|c|e", + L"|C|o|n|t|a|i|n|s |D|r|i|n|k|i|n|g |W|a|t|e|r", + L"|C|o|n|t|a|i|n|s |A|l|c|o|h|o|l", + L"|F|i|r|s|t |A|i|d |K|i|t", + L"|M|e|d|i|c|a|l |K|i|t", + L"|L|o|c|k |B|o|m|b", + L"|D|r|i|n|k",// TODO.Translate + L"|M|e|a|l", + L"|A|m|m|o |B|e|l|t", + L"|A|m|m|o |V|e|s|t", + L"|D|e|f|u|s|a|l |K|i|t", // TODO.Translate + L"|C|o|v|e|r|t |I|t|e|m", // TODO.Translate + L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d", + L"|M|a|d|e |o|f |M|e|t|a|l", + L"|S|i|n|k|s", + L"|T|w|o|-|H|a|n|d|e|d", + L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s", + L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o", // TODO.Translate + L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n", + L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n", // 39 + L"|S|h|i|e|l|d", // TODO.Translate + L"|C|a|m|e|r|a", // TODO.Translate + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nThis ammo creates a tracer effect when fired in\nfull-auto or burst mode.\n \nTracer fire helps keep the volley accurate\nand thus deadly despite the gun's recoil.\n \nAlso, tracer bullets create paths of light that\ncan reveal a target in darkness. However, they\nalso reveal the shooter to the enemy!\n \nTracer Bullets automatically disable any\nMuzzle Flash Suppression items installed on the\nsame weapon.", + L"\n \nThis ammo can damage the armor on a tank.\n \nAmmo WITHOUT this property will do no damage\nat all to tanks.\n \nEven with this property, remember that most guns\ndon't cause enough damage anyway, so don't\nexpect too much.", + L"\n \nThis ammo ignores armor completely.\n \nWhen fired at an armored target, it will behave\nas though the target is completely unarmored,\nand thus transfer all its damage potential to the target!", + L"\n \nWhen this ammo strikes the armor on a target,\nit will cause that armor to degrade rapidly.\n \nThis can potentially strip a target of its\narmor!", + L"\n \nThis type of ammo is exceptional at breaking locks.\n \nFire it directly at a locked door or container\nto cause massive damage to the lock.", + L"\n \nThis armor is three times more resistant\nagainst explosives than it should be, given\nits Protection value.\n \nWhen an explosion hits the armor, its Protection\nvalue is considered three times higher than\nthe listed value.", + L"\n \nThis item is impervious to water. It does not\nreceive damage from being submerged.\n \nItems WITHOUT this property will gradually deteriorate\nif the person carrying them goes for a swim.", + L"\n \nThis item is electronic in nature, and contains\ncomplex circuitry.\n \nElectronic items are inherently more difficult\nto repair, at least without the ELECTRONICS skill.", + L"\n \nWhen this item is worn on a character's face,\nit will protect them from all sorts of noxious gasses.\n \nNote that some gases are corrosive, and might eat\nright through the mask...", + L"\n \nThis item requires batteries. Without batteries,\nyou cannot activate its primary abilities.\n \nTo use a set of batteries, attach them to\nthis item as you would a scope to a rifle.", + L"\n \nThis item can be used to pick open locked\ndoors or containers.\n \nLockpicking is silent, although it requires\nsubstantial mechanical skill to pick anything\nbut the simplest locks. This item modifies\nthe lockpicking chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate + L"\n \nThis item can be used to cut through wire fences.\n \nThis allows a character to rapidly move through\nfenced areas, possibly outflanking the enemy!", + L"\n \nThis item can be used to smash open locked\ndoors or containers.\n \nLock-smashing requires substantial strength,\ngenerates a lot of noise, and can easily\ntire a character out. However, it is a good\nway to get through locks without superior skills or\ncomplicated tools. This item improves \nyour chance by ", //JMich_SkillsModifiers: needs to be followed by a number // TODO.Translate + L"\n \nThis item can be used to detect metallic objects\nunder the ground.\n \nNaturally, its primary function is to detect\nmines without the necessary skills to spot them\nwith the naked eye.\n \nMaybe you'll find some buried treasure too.", + L"\n \nThis item can be used to detonate a bomb\nwhich has been set with a remote detonator.\n \nPlant the bomb first, then use the\nRemote Trigger item to set it off when the\ntime is right.", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator can be triggered\nby a (separate) remote device.\n \nRemote Detonators are great for setting traps,\nbecause they only go off when you tell them to.\n \nAlso, you have plenty of time to get away!", + L"\n \nWhen attached to an explosive device and set up\nin the right position, this detonator will count down\nfrom the set amount of time, and explode once the\ntimer expires.\n \nTimer Detonators are cheap and easy to install,\nbut you'll need to time them just right to give\nyourself enough chance to get away!", + L"\n \nThis item contains gasoline (fuel).\n \nIt might come in handy if you ever\nneed to fill up a gas tank...", + L"\n \nThis item contains various tools that can\nbe used to repair other items.\n \nA toolkit item is always required when setting\na character to repair duty. This item modifies\nthe effectiveness of repair by ", //JMich_SkillsModifiers: need to be followed by a number // TODO.Translate + L"\n \nWhen worn in a face-slot, this item provides\nthe ability to spot enemies through walls,\nthanks to their heat signature.", + L"\n \nThis powerful device can be used to scan\nfor enemies using X-rays.\n \nIt will reveal all enemies within a certain radius\nfor a short period of time.\n \nKeep away from reproductive organs!", + L"\n \nThis item contains fresh drinking water.\nUse when thirsty.", + L"\n \nThis item contains liquor, alcohol, booze,\nwhatever you fancy calling it.\n \nUse with caution. Do not drink and drive.\nMay cause cirrhosis of the liver.", + L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.", + L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.", + L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.", + L"\n \nThis item will still your thirst\nif you drink it.",// TODO.Translate + L"\n \nThis item will still your hunger\nif you eat it.", + L"\n \nWith this ammo belt you can\nfeed someone else's MG.", + L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", + L"\n \nThis item improves your trap disarm chance by ", // TODO.Translate + L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.", // TODO.Translate + L"\n \nThis item cannot be damaged.", + L"\n \nThis item is made of metal.\nIt takes less damage than other items.", + L"\n \nThis item sinks when put in water.", + L"\n \nThis item requires both hands to be used.", + L"\n \nThis item will block your iron sights\nso you cannot use them.", + L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate + L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.", + L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r", + L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r", + L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", + L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r", + L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r", + L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r", + L"|R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r", + L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r", + L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", + L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r", + L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r", + L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r", + L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", + L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r", + L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r", + L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h", + L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r", + L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", + L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r", + L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e", + L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e", + L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e", + L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", + L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r", + L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", + L"|T|u|n|n|e|l |V|i|s|i|o|n", + L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e", + L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", + L"|T|o|-|H|i|t |B|o|n|u|s", + L"|A|i|m |B|o|n|u|s", + L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate + L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d", + L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r", + L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r", + L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", + L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate + L"|D|i|r|t |M|o|d|i|f|i|e|r", // TODO.Translate + L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",// TODO.Translate + L"|F|o|o|d| |P|o|i|n|t|s",// TODO.Translate + L"|D|r|i|n|k |P|o|i|n|t|s",// TODO.Translate + L"|P|o|r|t|i|o|n |S|i|z|e",// TODO.Translate + L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",// TODO.Translate + L"|D|e|c|a|y |M|o|d|i|f|i|e|r",// TODO.Translate + L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",// TODO.Translate + L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65 + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.", + L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", + L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", + L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.", + L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", + L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.", + L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.", + L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", + L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on whether enemy\nhas poison resistance or absorption.", // TODO.Translate + L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate + L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.", // TODO.Translate + L"\n \nAmount of energy in kcal.\n \nHigher is better.", // TODO.Translate + L"\n \nAmount of water in liter.\n \nHigher is better.", // TODO.Translate + L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.", // TODO.Translate + L"\n \nMorale is adjusted by this amount.\n \nHigher is better.", // TODO.Translate + L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.", // TODO.Translate + L"", + L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.", + L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.", + L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.", + L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.", + L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.", + L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.", + L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", + L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.", + L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.", + L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.", + L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.", + L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", + L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.", + L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.", + L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", + L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.", + L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", + L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", + L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", + L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.", + L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate + L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.", + L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", + L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.", + L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"SINGLE", + L"AP", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// TODO.Translate +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Spakowano amunicjÄ™ do skrzyÅ„ w sektorze %c%d.", + L"UsuniÄ™to dodatki z przedmiotów w sektorze %c%d.", + L"RozÅ‚adowano amunicjÄ™ z broni w sektorze %c%d.", + L"PoukÅ‚adano i scalono przedmioty w sektorze %c%d.", + // Bob: new strings for emptying LBE items + L"RozÅ‚adowano LBE w sektorze %c%d.", + L"Wyrzucono %i przedmiot(ów) z %s", // Bunch of stuff removed from LBE item %s + L"Nie można nic wyjąć z %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"RozÅ‚adowano %s.", // LBE item %s contained stuff and was emptied + L"Nie udaÅ‚o siÄ™ rozÅ‚adować %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"Utracona zawartość %s!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Show all", + L"Guns", + L"Ammo", + L"Explosives", + L"Melee Weapons", + L"Armor", + L"LBE", + L"Kits", + L"Misc. Items", + L"Hide all", +}; + +STR16 gzMercCompare[] = +{ + L"???", + L"Base opinion:", + + L"Dislikes %s %s", + L"Likes %s %s", + + L"Strongly hates %s", + L"Hates %s", // 5 + + L"Deep racism against %s", + L"Racism against %s", + + L"Cares deeply about looks", + L"Cares about looks", + + L"Very sexist", // 10 + L"Sexist", + + L"Dislikes other background", + L"Dislikes other backgrounds", + + L"Past grievances", + L"____", // 15 + L"/", + L"* Opinion is always in [%d; %d]", // TODO.Translate +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = // TODO.Translate +{ + L"Temperature is ", + L"very low", + L"low", + L"medium", + L"high", + L"very high", + L"dangerous", + L"CRITICAL", + L"DRAMATIC", + L"unknown", + L"." +}; + +// TODO.Translate +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Food is ", + L"fresh", + L"good", + L"ok", + L"stale", + L"shabby", + L"rotting", + L"." +}; + +// TODO.Translate +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"Pvt. ", //ExpLevel 1 + L"Pfc. ", //ExpLevel 2 + L"Cpl. ", //ExpLevel 3 + L"Sgt. ", //ExpLevel 4 + L"Lt. ", //ExpLevel 5 + L"Cpt. ", //ExpLevel 6 + L"Maj. ", //ExpLevel 7 + L"Lt.Col. ", //ExpLevel 8 + L"Col. ", //ExpLevel 9 + L"Gen. " //ExpLevel 10 +}; + +//Ja25 UB + +STR16 gzNewLaptopMessages[]= +{ + L"Zapytaj o naszÄ… specjalnÄ… ofertÄ™", + L"Temporarily Unavailable", + L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"OdlegÅ‚ość od celu (w polach): %d, Jasność = %d/%d", + L"Nadajnik zostaÅ‚ podłączony do twojego laptopa.", + L"Nie możesz zatrudnić %s(a)", + L"Na okreÅ›lony czas, poniższe honorarium pokryje koszt caÅ‚ej misji razem z wyposażeniem zamieszczonym poniżej.", + L"Zatrudnij %s(a) już teraz i weź udziaÅ‚ w naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie caÅ‚y ekwipunek najemnika otrzymasz za darmo.", + L"Honorarium", + L"KtoÅ› jest w sektorze...", + //L"ZasiÄ™g broni (w polach): %d, Szansa na trafienie: %d procent", + L"Pokaż osÅ‚onÄ™", + L"ZasiÄ™g wzroku", + L"Nowi rekruci nie mogÄ… tam przybyć.", + L"Dopóki twój laptop bÄ™dzie bez nadajnika, nie bÄ™dziesz mógÅ‚ zatrudniać nowych czÅ‚onków zespoÅ‚u. Możliwe, że to odpowiedni moment by odczytać zapisany stan gry lub zacząć grać od nowa!", + L"%s sÅ‚yszy dźwiÄ™k zgniatanego metalu dochodzÄ…cy spod ciaÅ‚a Jerry'ego. Niestety zabrzmiaÅ‚o to jak dźwiÄ™k zgniatanej anteny twojego laptopa.", //the %s is the name of a merc. @@@ Modified + L"Po przejrzeniu notatki pozostawionej przez podkomendanta Morrisa, %s zauważa pewnÄ… możliwość. Notatka zawiera koordynaty potrzebne do wystrzelenia pocisków w stronÄ™ różnych miast w Arulco. SÄ… na niej również współrzÄ™dne, z których pociski te zostanÄ… wystrzelone.", + L"PrzyglÄ…dajÄ…c siÄ™ panelowi kontrolnemu, %s spostrzega, że liczby można zamienić tak, by pociski zniszczyÅ‚y tÄ™ placówkÄ™. %s musi znaleźć drogÄ™ ucieczki. Winda zdaje siÄ™ być najszybszym rozwiÄ…zaniem...", + L"Grasz w trybie CZÅOWIEKA Z Å»ELAZA i nie możesz zapisywać gry, gdy wróg jest w sektorze.", // @@@ new text + L"(Nie można zapisywać gry podczas walki)", //@@@@ new text + L"Kampania ma wiÄ™cej niż 30 postaci.", // @@@ new text + L"Nie można odnaleźć kampanii.", // @@@ new text + L"Kampania: Standardowa ( %S )", // @@@ new text + L"Kampania: %S", // @@@ new text + L"WybraÅ‚eÅ› kampaniÄ™ %S. Ta kampania zostaÅ‚a stworzona przez fanów gry. Czy jesteÅ› pewien, że chcesz w niÄ… zagrać?", // @@@ new text + L"Å»eby użyć edytora powinieneÅ› wczeÅ›niej wybrać kampaniÄ™ innÄ… niż standardowa.", ///@@new + // anv: extra iron man modes + L"Grasz w trybie CZÅOWIEKA Z Å»ELIWA i nie możesz zapisywać gry w trakcie walki turowej.", + L"Grasz w trybie CZÅOWIEKA ZE STALI i możesz zapisywać grÄ™ tylko raz dziennie, o %02d:00.", +}; + +// The_bob : pocket popup text defs // TODO.Translate +STR16 gszPocketPopupText[]= +{ + L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN + L"- no matching ammo -", //POCKET_POPUP_NO_AMMO + L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS + L"more...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features // TODO.Translate +STR16 szCovertTextStr[]= +{ + L"%s has camo!", + L"%s has a backpack!", + L"%s is seen carrying a corpse!", + L"%s's %s is suspicious!", + L"%s's %s is considered military hardware!", + L"%s carries too many guns!", + L"%s's %s is too advanced for an %s soldier!", + L"%s's %s has too many attachments!", + L"%s was seen performing suspicious activities!", + L"%s does not look like a civilian!", + L"%s bleeding was discovered!", + L"%s is drunk and doesn't behave like a soldier!", + L"On closer inspection, %s's disguise does not hold!", + L"%s isn't supposed to be here!", + L"%s isn't supposed to be here at this time!", + L"%s was seen near a fresh corpse!", + L"%s equipment raises a few eyebrows!", + L"%s is seen targetting %s!", + L"%s has seen through %s's disguise!", + L"No clothes item found in Items.xml!", + L"This does not work with the old trait system!", + L"Not enough APs!", + L"Bad palette found!", + L"You need the covert skill to do this!", + L"No uniform found!", + L"%s is now disguised as a civilian.", + L"%s is now disguised as a soldier.", + L"%s wears a disorderly uniform!", + L"In retrospect, asking for surrender in disguise wasn't the best idea...", + L"%s was uncovered!", + L"%s's disguise seems to be ok...", + L"%s's disguise will not hold.", + L"%s was caught stealing!", + L"%s tried to manipulate %s's inventory.", + L"An elite soldier did not recognize %s!", // TODO.Translate + L"A officer knew %s was unfamiliar!", +}; + +STR16 szCorpseTextStr[]= +{ + L"No head item found in Items.xml!", + L"Corpse cannot be decapitated!", + L"No meat item found in Items.xml!", + L"Not possible, you sick, twisted individual!", + L"No clothes to take!", + L"%s cannot take clothes off of this corpse!", + L"This corpse cannot be taken!", + L"No free hand to carry corpse!", + L"No corpse item found in Items.xml!", + L"Invalid corpse ID!", +}; + +STR16 szFoodTextStr[]= +{ + L"%s does not want to eat %s", + L"%s does not want to drink %s", + L"%s ate %s", + L"%s drank %s", + L"%s's strength was damaged due to being overfed!", + L"%s's strength was damaged due to lack of nutrition!", + L"%s's health was damaged due to being overfed!", + L"%s's health was damaged due to lack of nutrition!", + L"%s's strength was damaged due to excessive drinking!", + L"%s's strength was damaged due to lack of water!", + L"%s's health was damaged due to excessive drinking!", + L"%s's health was damaged due to lack of water!", + L"Sectorwide canteen filling not possible, Food System is off!" +}; + +// TODO.Translate +STR16 szPrisonerTextStr[]= +{ + L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.", // TODO.Translate + L"Gained $%d as ransom money.", // TODO.Translate + L"%d prisoners revealed enemy positions.", + L"%d officers, %d elites, %d regulars and %d admins joined our cause.", + L"Prisoners start a massive riot in %s!", + L"%d prisoners were sent to %s!", + L"Prisoners have been released!", + L"The army now occupies the prison in %s, the prisoners were freed!", + L"The enemy refuses to surrender!", + L"The enemy refuses to take you as prisoners - they prefer you dead!", + L"This behaviour is set OFF in your ini settings.", + L"%s has freed %s!", + L"A high-ranking army officer in %s has been revealed!", // TODO.Translate + L"The enemy leader refuses to even consider surrender!", + L"%d prisoners volunteered to join our forces.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= // TODO.Translate +{ + L"nothing", + L"building a fortification", + L"removing a fortification", + L"hacking", // TODO.Translate + L"%s had to stop %s.", + L"The selected barricade cannot be built in this sector", // TODO.Translate +}; + +STR16 szInventoryArmTextStr[]= // TODO.Translate +{ + L"Blow up (%d AP)", + L"Blow up", + L"Arm (%d AP)", + L"Arm", + L"Disarm (%d AP)", + L"Disarm", +}; + +// TODO.Translate +STR16 szBackgroundText_Flags[]= +{ + L" might consume drugs in inventory\n", + L" disregard for all other backgrounds\n", + L" +1 level in underground sectors\n", + L" steals money from the locals sometimes\n", // TODO.Translate + + L" +1 traplevel to planted bombs\n", + L" spreads corruption to nearby mercs\n", + L" female only", // won't show up, text exists for compatibility reasons + L" male only", // won't show up, text exists for compatibility reasons + + L" huge loyality penalty in all towns if we die\n", // TODO.Translate + + L" refuses to attack animals\n", // TODO.Translate + L" refuses to attack members of the same group\n", // TODO.Translate +}; + +// TODO.Translate +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% APs in polar sectors\n", + L" %s%d%% APs in desert sectors\n", + L" %s%d%% APs in swamp sectors\n", + L" %s%d%% APs in urban sectors\n", + L" %s%d%% APs in forest sectors\n", + L" %s%d%% APs in plain sectors\n", + L" %s%d%% APs in river sectors\n", + L" %s%d%% APs in tropical sectors\n", + L" %s%d%% APs in coastal sectors\n", + L" %s%d%% APs in mountainous sectors\n", + + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% leadership stat\n", + L" %s%d%% marksmanship stat\n", + L" %s%d%% mechanical stat\n", + L" %s%d%% explosives stat\n", + L" %s%d%% medical stat\n", + L" %s%d%% wisdom stat\n", + + L" %s%d%% APs on rooftops\n", + L" %s%d%% APs needed to swim\n", + L" %s%d%% APs needed for fortification actions\n", + L" %s%d%% APs needed for mortars\n", + L" %s%d%% APs needed to access inventory\n", + L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n", + L" %s%d%% APs on first turn when assaulting a sector\n", + + L" %s%d%% travel speed on foot\n", + L" %s%d%% travel speed on land vehicles\n", + L" %s%d%% travel speed on air vehicles\n", + L" %s%d%% travel speed on water vehicles\n", + + L" %s%d%% fear resistance\n", + L" %s%d%% suppression resistance\n", + L" %s%d%% physical resistance\n", + L" %s%d%% alcohol resistance\n", + L" %s%d%% disease resistance\n", // TODO.Translate + + L" %s%d%% interrogation effectiveness\n", + L" %s%d%% prison guard strength\n", + L" %s%d%% better prices when trading guns and ammo\n", + L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n", + L" %s%d%% team capitulation strength if we lead negotiations\n", + L" %s%d%% faster running\n", + L" %s%d%% bandaging speed\n", + L" %s%d%% breath regeneration\n", // TODO.Translate + L" %s%d%% strength to carry items\n", + L" %s%d%% food consumption\n", + L" %s%d%% water consumption\n", + L" %s%d need for sleep\n", + L" %s%d%% melee damage\n", + L" %s%d%% cth with blades\n", + L" %s%d%% camo effectiveness\n", + L" %s%d%% stealth\n", + L" %s%d%% max CTH\n", + L" %s%d hearing range during the night\n", + L" %s%d hearing range during the day\n", + L" %s%d effectivity at disarming traps\n", // TODO.Translate + L" %s%d%% CTH with SAMs\n", // TODO.Translate + + L" %s%d%% effectiveness to friendly approach\n", + L" %s%d%% effectiveness to direct approach\n", + L" %s%d%% effectiveness to threaten approach\n", + L" %s%d%% effectiveness to recruit approach\n", + + L" %s%d%% chance of success with door breaching charges\n", + L" %s%d%% cth with firearms against creatures\n", + L" %s%d%% insurance cost\n", + L" %s%d%% effectiveness as spotter for fellow snipers\n", // TODO.Translate + L" %s%d%% effectiveness at diagnosing diseases\n", // TODO.Translate + L" %s%d%% effectiveness at treating population against diseases\n", + L"Can spot tracks up to %d tiles away\n", + L" %s%d%% initial distance to enemy in ambush\n", + L" %s%d%% chance to evade snake attacks\n", // TODO.Translate + + L" dislikes some other backgrounds\n", // TODO.Translate + L"Smoker", + L"Nonsmoker", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% building speed\n", + L" hacking skill: %s%d ", // TODO.Translate + L" %s%d%% burial speed\n", // TODO.Translate + L" %s%d%% administration effectiveness\n", // TODO.Translate + L" %s%d%% exploration effectiveness\n", // TODO.Translate +}; + +STR16 szBackgroundTitleText[] = // TODO.Translate +{ + L"I.M.P. Background", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = // TODO.Translate +{ + L"I.M.P. Prejudices", +}; + +STR16 szPersonalityDisplayText[]= // TODO.Translate +{ + L"You look", + L"and appearance is", + L"important to you.", + L"You have", + L"and care", + L"about that.", + L"You are", + L"and hate everyone", + L".", + L"racist against non-", + L"people.", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"How do you look?", + L"How important are the looks of others to you?", + L"What are your manners?", + L"How important are the manners of other people to you?", + L"What is your nationality?", + L"What nation o you dislike?", + L"How much do you dislike that nation?", + L"How racist are you?", + L"What is your race? You will be\nracist against all other races.", + L"How sexist are you against the other gender?", +}; + +STR16 szRaceText[]= +{ + L"white", + L"black", + L"asian", + L"eskimo", + L"hispanic", +}; + +STR16 szAppearanceText[]= +{ + L"average", + L"ugly", + L"homely", + L"attractive", + L"like a babe", +}; + +STR16 szRefinementText[]= +{ + L"average manners", + L"manners of a slob", + L"manners of a snob", +}; + +STR16 szRefinementTextTypes[] = // TODO.Translate +{ + L"normal people", + L"slobs", + L"snobs", +}; + +STR16 szNationalityText[]= +{ + L"American", // 0 + L"Arab", + L"Australian", + L"British", + L"Canadian", + L"Cuban", // 5 + L"Danish", + L"French", + L"Russian", + L"Nigerian", + L"Swiss", // 10 + L"Jamaican", + L"Polish", + L"Chinese", + L"Irish", + L"South African", // 15 + L"Hungarian", + L"Scottish", + L"Arulcan", + L"German", + L"African", // 20 + L"Italian", + L"Dutch", + L"Romanian", + L"Metaviran", + + // newly added from here on + L"Greek", // 25 + L"Estonian", + L"Venezuelan", + L"Japanese", + L"Turkish", + L"Indian", // 30 + L"Mexican", + L"Norwegian", + L"Spanish", + L"Brasilian", + L"Finnish", // 35 + L"Iranian", + L"Israeli", + L"Bulgarian", + L"Swedish", + L"Iraqi", // 40 + L"Syrian", + L"Belgian", + L"Portoguese", + L"Belarusian", // TODO.Translate + L"Serbian", // 45 + L"Pakistani", + L"Albanian", + L"Argentinian", + L"Armenian", + L"Azerbaijani", // 50 + L"Bolivian", + L"Chilean", + L"Circassian", + L"Columbian", + L"Egyptian", // 55 + L"Ethiopian", + L"Georgian", + L"Jordanian", + L"Kazakhstani", + L"Kenyan", // 60 + L"Korean", + L"Kyrgyzstani", + L"Mongolian", + L"Palestinian", + L"Panamanian", // 65 + L"Rhodesian", + L"Salvadoran", + L"Saudi", + L"Somali", + L"Thai", // 70 + L"Ukrainian", + L"Uzbekistani", + L"Welsh", + L"Yazidi", + L"Zimbabwean", // 75 +}; + +STR16 szNationalityTextAdjective[] = // TODO.Translate +{ + L"americans", // 0 + L"arabs", + L"australians", + L"britains", + L"canadians", + L"cubans", // 5 + L"danes", + L"frenchmen", + L"russians", + L"nigerians", + L"swiss", // 10 + L"jamaicans", + L"poles", + L"chinese", + L"irishmen", + L"south africans", // 15 + L"hungarians", + L"scotsmen", + L"arulcans", + L"germans", + L"africans", // 20 + L"italians", + L"dutchmen", + L"romanians", + L"metavirans", + + // newly added from here on + L"greek", // 25 + L"estonians", + L"venezuelans", + L"japanese", + L"turks", + L"indians", // 30 + L"mexicans", + L"norwegians", + L"spaniards", + L"brasilians", + L"finns", // 35 + L"iranians", + L"israelis", + L"bulgarians", + L"swedes", + L"iraqis", // 40 + L"syrians", + L"belgians", + L"portoguese", + L"belarusian", + L"serbians", // 45 + L"pakistanis", + L"albanians", + L"argentinians", + L"armenians", + L"azerbaijani", // 50 + L"bolivians", + L"chileans", + L"circassians", + L"columbians", + L"egyptians", // 55 + L"ethiopians", + L"georgians", + L"jordanians", + L"kazakhstani", + L"kenyans", // 60 + L"koreans", + L"kyrgyzstani", + L"mongolians", + L"palestinians", + L"panamanians", // 65 + L"rhodesians", + L"salvadorans", + L"saudis", + L"somalis", + L"thais", // 70 + L"ukrainians", + L"uzbekistani", + L"welshs", + L"yazidis", + L"zimbabweans", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"and do not hate any other nationality.", // used in personnel.cpp + L"of no origin", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"not", + L"somewhat", + L"extremely", +}; + +STR16 szRacistText[]= +{ + L"not", + L"somewhat", + L"very", +}; + +STR16 szSexistText[]= +{ + L"no sexist", + L"somewhat sexist", + L"very sexist", + L"a Gentleman", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"Batteries are ", + L"full", + L"good", + L"at half", + L"low", + L"depleted", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= // TODO.Translate +{ + L"Mercenary", + L"Green militia", + L"Regular militia", + L"Elite militia", + + L"Civilian", + + L"Administrator", + L"Army Soldier", + L"Elite Soldier", + L"Tank", + + L"Creature", + L"Zombie", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"%s Press Council", + L"Ministry for %s Information Distribution", + L"%s Revolutionary Movement", + L"The Times International", + L"International Times", + L"R.I.S. (Recon Intelligence Service)", + + L"A collection of press sources from %s", + L"We are a neutral source of information. We collect different news articles from %s. We do not judge these sources - we merely publish them, so you can judge yourself. We post articles from various sources, among them", + + L"Conflict Summary", + L"Battle reports", + L"News", + L"About us", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s in %s.", + + L"rebel forces", + L"the army", + + L"attacked", + L"ambushed", + L"airdropped", + + L"The attack came from %s.", + L"%s were reinforced from %s.", + L"The attack came from %s, %s were reinforced from %s.", + L"north", + L"east", + L"south", + L"west", + L"and", + L"an unknown location", // TODO.Translate + + L"Buildings in the sector were damaged.", // TODO.Translate + L"In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.", + L"During the attack, %s and %s called reinforcements.", + L"During the attack, %s called reinforcements.", + L"Eyewitnesses report the use of chemical weapons from both sides.", + L"Chemical weapons were used by %s.", + L"In a serious escalation of the conflict, both sides deployed tanks.", + L"%d tanks were used by %s, %d of them were destroyed in the fierce fighting.", + L"Both sides are said to have used snipers.", + L"Unverified reports indicate %s snipers were involved in the firefight.", + L"This sector is of huge strategic importance, as it houses one of the handful of anti-air missile batteries the %s army posesses. Aerial photographs show extensive damage to the command center. This will leave the airspace above %s undefended for the time being.", + L"The situation on the ground has gotten even more confusing, as it seems rebel infighting has reached a new level. We now have confirmation that rebel militia engaged in active combat with foreign mercenaries.", + L"The royalists position seems more precarious than previously thought. Reports of a split surfaced, with army personnel opening fire on each other.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Deep in the night", // 23 - 3 + L"At dawn", // 3 - 6 + L"Early in the morning", // 6 - 8 + L"In the morning hours", // 8 - 11 + L"At noon", // 11 - 14 + L"On the afternoon", // 14 - 18 + L"On the evening", // 18 - 21 + L"During the night", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Initial funding", + L"Mine income", + L"Trade", + L"Other sources", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Ammunition", + L"Explosives", + L"Food", + L"Medical gear", + L"Item maintenance", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"In an extremely one-sided battle, the army force was wiped out without much resistance.", + + L"The rebels easily defeated the army, inflicting heavy losses.", + L"Without much effort, the rebels inflicted heavy losses upon the army and took several prisoners.", + + L"In a bloody fight, the rebels finally overcame the opposition. The army had severe losses.", + L"The rebels had losses but defeated the royalists. Unverified information says several soldiers might have been taken prisoner.", + + L"In a phyrric victory, the rebels defeated the royalists but had severe casualties of their own. Whether they will be able to hold this position against continued attacks is doubtful.", + + L"The army's superiority in numbers came into full play. The rebels never had a chance and had to either retreat or be killed or captured.", + L"Despite the high number of rebels in this sector, the army easily dispatched them.", + + L"The rebels were clearly unprepared against the army's superiority in numbers an equipment. They were easily defeated.", + L"Even though the rebels had more boots on the ground, the army was better equipped. The rebels clearly lost.", + + L"Fierce fighting saw significant losses on both sides, but in the end, the army's higher number of bodies decided the battle. The rebel force was destroyed. There might have been survivors, but we cannot verify this at this point.", + L"In an intense firefight, the superior training of the armed forces tipped the scales. The rebels had to retreat.", + + L"Neither side was willing to yield. While the army ultimately removed the rebel threat in the area, the staggering losses have resulted in the army unit continuing to exist in name only. But it is clear the rebels will soon be out of men and women if the army can keep on this rate of attrition.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Irrelevant", + L"Insignificant", + L"Notable", + L"Noteworthy", + L"Significant", + L"Interesting", + L"Important", + L"Very important", + L"Grave", + L"Major", + L"Momentous", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Killed", + L"Wounded", + L"Prisoners", + L"Shots fired", + + L"Money earned", + L"Consumption", + L"Losses", + L"Participants", + + L"Promotions", + L"Summary", + L"Detail", + L"Previous", + + L"Next", + L"Incident", + L"Day", +}; + +STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate +{ + L"Glorious %s", + L"Mighty %s", + L"Awesome %s", + L"Intimidating %s", + + L"Powerful %s", + L"Earth-Shattering %s", + L"Insidious %s", + L"Swift %s", + + L"Violent %s", + L"Brutal %s", + L"Relentless %s", + L"Merciless %s", + + L"Cannibalistic %s", + L"Gorgeous %s", + L"Rogue %s", + L"Dubious %s", + + L"Sexually Ambigious %s", + L"Burning %s", + L"Enraged %s", + L"Visonary %s", + + // 20 + L"Gruesome %s", + L"International-law-ignoring %s", + L"Provoked %s", + L"Ceaseless %s", + + L"Inflexible %s", + L"Unyielding %s", + L"Regretless %s", + L"Remorseless %s", + + L"Choleric %s", + L"Unexpected %s", + L"Democratic %s", + L"Bursting %s", + + L"Bipartisan %s", + L"Bloodstained %s", + L"Rouge-wearing %s", + L"Innocent %s", + + L"Hateful %s", + L"Underwear-staining %s", + L"Civilian-devouring %s", + L"Unflinching %s", + + // 40 + L"Expect No Mercy From Our %s", + L"Very Mad %s", + L"Ultimate %s", + L"Furious %s", + + L"Its best to Avoid Our %s", + L"Fear the %s", + L"All Hail the %s!", + L"Protect the %s", + + L"Beware the %s", + L"Crush the %s", + L"Backstabbing %s", + L"Vicious %s", + + L"Sadistic %s", + L"Burning %s", + L"Wrathful %s", + L"Invincible %s", + + L"Guilt-ridden %s", + L"Rotting %s", + L"Sanitized %s", + L"Self-doubting %s", + + // 60 + L"Ancient %s", + L"Very Hungry %s", + L"Sleepy %s", + L"Demotivated %s", + + L"Cruel %s", + L"Annoying %s", + L"Huffy %s", + L"Bisexual %s", + + L"Screaming %s", + L"Hideous %s", + L"Praying %s", + L"Stalking %s", + + L"Cold-blooded %s", + L"Fearsome %s", + L"Trippin' %s", + L"Damned %s", + + L"Vegetarian %s", + L"Grotesque %s", + L"Backward %s", + L"Superior %s", + + // 80 + L"Inferior %s", + L"Okay-ish %s", + L"Porn-consuming %s", + L"Poisoned %s", + + L"Spontaneous %s", + L"Lethargic %s", + L"Tickled %s", + L"The %s is a dupe!", + + L"%s on Steroids", + L"%s vs. Predator", + L"A %s with a twist", + L"Self-Pleasuring %s", + + L"Man-%s hybrid", + L"Inane %s", + L"Overpriced %s", + L"Midnight %s", + + L"Capitalist %s", + L"Communist %s", + L"Intense %s", + L"Steadfast %s", + + // 100 + L"Narcoleptic %s", // TODO.Translate + L"Bleached %s", + L"Nail-biting %s", + L"Smite the %s", + + L"Bloodthirsty %s", + L"Obese %s", + L"Scheming %s", + L"Tree-Humping %s", + + L"Cheaply made %s", + L"Sanctified %s", + L"Falsely accused %s", + L"%s to the rescue", + + L"Crab-people vs. %s", + L"%s in Space!!!", + L"%s vs. Godzilla", + L"Untamed %s", + + L"Durable %s", + L"Brazen %s", + L"Greedy %s", + L"Midnight %s", + + // 120 + L"Confused %s", + L"Irritated %s", + L"Loathsome %s", + L"Manic %s", + + L"Ancient %s", + L"Sneaking %s", + L"%s of Doom", + L"%s's revenge", + + L"A %s on the run", + L"A %s out of time", + L"One with %s", + L"%s from hell", + + L"Super-%s", + L"Ultra-%s", + L"Mega-%s", + L"Giga-%s", + + L"A quantum of %s", + L"Her Majesties' %s", + L"Shivering %s", + L"Fearful %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Dragon", + L"Mountain Lion", + L"Copperhead Snake", + L"Jack Russell Terrier", + + L"Arch-Nemesis", + L"Basilisk", + L"Blade", + L"Shield", + + L"Hammer", + L"Spectre", + L"Congress", + L"Oilfield", + + L"Boyfriend", + L"Girlfriend", + L"Husband", + L"Stepmother", + + L"Sand Lizard", + L"Bankers", + L"Anaconda", + L"Kitten", + + // 20 + L"Congress", + L"Senate", + L"Cleric", + L"Badass", + + L"Bayonet", + L"Wolverine", + L"Soldier", + L"Tree Frog", + + L"Weasel", + L"Shrubbery", + L"Tar pit", + L"Sunset", + + L"Hurricane", + L"Ocelot", + L"Tiger", + L"Defense Industry", + + L"Snow Leopard", + L"Megademon", + L"Dragonfly", + L"Rottweiler", + + // 40 + L"Cousin", + L"Grandma", + L"Newborn", + L"Cultist", + + L"Disinfectant", + L"Democracy", + L"Warlord", + L"Doomsday Device", + + L"Minister", + L"Beaver", + L"Assassin", + L"Rain of Burning Death", + + L"Prophet", + L"Interloper", + L"Crusader", + L"Administration", + + L"Supernova", + L"Liberty", + L"Explosion", + L"Bird of Prey", + + // 60 + L"Manticore", + L"Frost Giant", + L"Celebrity", + L"Middle Class", + + L"Loudmouth", + L"Scape Goat", + L"Warhound", + L"Vengeance", + + L"Fortress", + L"Mime", + L"Conductor", + L"Job-Creator", + + L"Frenchman", + L"Superglue", + L"Newt", + L"Incompetency", + + L"Steppenwolf", + L"Iron Anvil", + L"Grand Lord", + L"Supreme Ruler", + + // 80 + L"Dictator", + L"Old Man Death", + L"Shredder", + L"Vacuum Cleaner", + + L"Hamster", + L"Hypno-Toad", + L"Discjockey", + L"Undertaker", + + L"Gorgon", + L"Child", + L"Mob", + L"Raptor", + + L"Goddess", + L"Gender Inequality", + L"Mole", + L"Baby Jesus", + + L"Gunship", + L"Citizen", + L"Lover", + L"Mutual Fund", + + // 100 + L"Uniform", // TODO.Translate + L"Saber", + L"Snow Leopard", + L"Panther", + + L"Centaur", + L"Scorpion", + L"Serpent", + L"Black Widow", + + L"Tarantula", + L"Vulture", + L"Heretic", + L"Zombie", + + L"Role-Model", + L"Hellhound", + L"Mongoose", + L"Nurse", + + L"Nun", + L"Space Ghost", + L"Viper", + L"Mamba", + + // 120 + L"Sinner", + L"Saint", + L"Comet", + L"Meteor", + + L"Can of worms", + L"Fish oil pills", + L"Breastmilk", + L"Tentacle", + + L"Insanity", + L"Madness", + L"Cough reflex", + L"Colon", + + L"King", + L"Queen", + L"Bishop", + L"Peasant", + + L"Tower", + L"Mansion", + L"Warhorse", + L"Referee", + + // 140 +}; + +STR16 szMercCompareWebSite[] = // TODO.Translate +{ + // main page + L"Mercs Love or Dislike You", + L"Your #1 teambuilding experts on the web", + + L"About us", + L"Analyse a team", + L"Pairwise comparison", + L"Customer voices", + + L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:", + L"Your team struggles with itself.", + L"Your employees waste time working against each other.", + L"Your workforce experiences a high fluctuation rate.", + L"You constantly receive low marks on workplace satisfaction ratings.", + L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!", + + // customer quotes + L"A few citations from our satisfied customers:", + L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!", + L"-Louisa G., Novelist-", + L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.", + L"-Konrad C., Corrective law enforcement-", + L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!", + L"-Grant W., Snake charmer-", + L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.", + L"-Halle L., SPK-", + L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.", + L"-Michael C., NASA-", + L"I fully recommend this site!", + L"-Kasper H., H&C logistic Inc-", + L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.", + L"-Stan Duke, Kerberus Inc-", + + // analyze + L"Choose your employee", + L"Choose your squad", + + // error messages + L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s shot me!", + L"%s is scheming behind my back", + L"%s interfered in my business", + L"%s is friends with my enemy", + + L"%s got a contract before I did", + L"%s ordered a shameful retreat", + L"%s massacred the innocent", + L"%s slows us down", + + L"%s doesn't share food", + L"%s jeopardizes the mission", + L"%s is a drug addict", + L"%s is thieving scum", + + L"%s is an incompetent commander", + L"%s is overpaid", + L"%s gets all the good stuff", + L"%s mounted a gun on me", + + L"%s treated my wounds", + L"Had a good drink with %s", + L"%s is fun to get wasted with", + L"%s is annoying when drunk", + + L"%s is an idiot when drunk", + L"%s opposed our view in an argument", + L"%s supported our position", + L"%s agrees to our reasoning", + + L"%s's beliefs are contrary to ours", + L"%s knows how to calm down people", + L"%s is insensitive", + L"%s puts people in their places", + + L"%s is way too impulsive", + L"%s is disease-ridden", + L"%s treated my diseases", + L"%s does not hold back in combat", + + L"%s enjoys combat a bit too much", + L"%s is a good teacher", + L"%s led us to victory", + L"%s saved my life", + + L"%s stole my kill", + L"%s and me fought well together", + L"%s made the enemy surrender", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"World Health Organization", + L"Bringing health to life", + + // links to other pages + L"About WHO", + L"Disease in Arulco", + L"About diseases", + + // text on the main page + L"WHO is the directing and coordinating authority for health within the United Nations system.", + L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.", + L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.", + + // contract page + L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.", + L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.", + L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.", + L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.", + L"You currently do not have access to WHO data on the arulcan plague.", + L"You have acquired detailed maps on the status of the disease.", + L"Subscribe to map updates", + L"Unsubscribe map updates", + + // helpful tips page + L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.", + L"You won't immediately notice when you are infected - it might take days for the symptoms to show.", + L"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.", + L"Most diseases get worse over time, be sure to assign a doctor as soon as possible.", + L"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.", + L"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!", + L"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.", + L"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Kerberus", + L"Experience In Security", + + // links to other pages + L"What is Kerberus?", + L"Team Contracts", + L"Individual Contracts", + + // text on the main page + L"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.", + L"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.", + L"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.", + L"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.", + L"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.", + L"Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.", + L"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.", + + // militia contract page + L"You can select the type and number of personnel you want to hire here:", + L"Initial deployment", + L"Regular personnel", + L"Veteran personnel", + + L"%d available, %d$ each", + L"Hire: %d", + L"Cost: %d$", + + L"Select the initial operational area:", + L"Total Cost: %d$", + L"ETA: %02d:%02d", + L"Close Contract", + + L"Thank you! Our personnel will be on site on %02d:%02d tomorrow.", + L"Kerberus reinforcements have arrived in %s.", + L"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.", + L"You do not control any location through which we could insert troops!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Inventory Manipulations", + + L"NVG", + L"Reload All", + L"Move", // TODO.Translate + L"", + + L"Sort", + L"Merge", + L"Separate", + L"Organize", + + L"Crates", + L"Boxes", + L"Drop B/P", + L"Pickup B/P", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Cover Display Mode", + + L"Off", + L"Enemy", + L"Merc", + L"", + + L"Roles", // TODO.Translate + L"Fortification", // TODO.Translate + L"Tracker", + L"CTH mode", + + L"Traps", + L"Network", + L"Detector", + L"", + + L"Net A", + L"Net B", + L"Net C", + L"Net D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Turning off cover/traps display", + L"Showing danger zones", + L"Showing merc view", + L"", + + L"Display enemy role symbols", // TODO.Translate + L"Display planned fortifications", + L"Display enemy tracks", + L"", + + L"Display trap network", + L"Display trap network colouring", + L"Display nearby traps", + L"", + + L"Display trap network A", + L"Display trap network B", + L"Display trap network C", + L"Display trap network D", +}; + +// TODO.Translate +STR16 szDynamicDialogueText[40][17] = // TODO.Translate +{ + // OPINIONEVENT_FRIENDLYFIRE + L"What the hell! $CAUSE$ attacked me!", + L"", + L"", + L"What? Me? No way, I'm engaging at the enemy!", + L"Oops.", + L"", + L"", + L"$CAUSE$ has attacked $VICTIM$. What do you do?", + L"Nah, that must have been enemy fire!", + L"Yeah, I saw it too!", + L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?", + L"I saw it, it was clearly enemy fire!", + L"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$.", + L"This is war! People get shot all the time! Speaking of... shoot more people, people!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!", + L"", + L"", + L"I would if you weren't such a wussy!", + L"You heard that? Dammit.", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"Thanks, $CAUSE$. I thought I was gonna bleed out.", + L"", + L"", + L"I'm doing my job. Get back to yours!", + L"Hey, we have to look after each other. You'd do the same, $VICTIM$.", + L"", + L"", + L"$CAUSE$ has bandaged $VICTIM$. What do you do?", + L"Patched together again? Good, now move!", + L"You're welcome.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ha! See? Even $CAUSE$ agrees with me.", + L"", + L"", + L"'Even'? What does that mean?", + L"Yeah. I'm 100%% with $VICTIM$ on this.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Nice one, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!", + L"", + L"", + L"Is there a difference?", + L"Oops. This thing is powerful!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"What?!", + L"No!", + L"That is false!", + L"That is not true!", + + L"Lies, lies, lies. Nothing but lies!", + L"Liar!", + L"Traitor!", + L"You watch your mouth!", + + L"This is none of your business.", + L"Who ever invited you?", + L"Nobody asked for your opinion, $INTERJECTOR$.", + L"You stay away from me.", + + L"Why are you all against me?", + L"Why are you against me, $INTERJECTOR$?", + L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!", + L"Not listening...!", + + L"I hate this psycho circus.", + L"I hate this freak show.", + L"Back off!", + L"Lies, lies, lies...", + + L"No way!", + L"So not true.", + L"That is so not true.", + L"I know what I saw.", + + L"I don't know what $INTERJECTOR_GENDER$ is talking off.", + L"Don't listen to $INTERJECTOR_PRONOUN$!", + L"Nope.", + L"You are mistaken.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"What $INTERJECTOR_GENDER$ said.", + + L"Thanks, $INTERJECTOR$!", + L"Once again I'm right!", + L"See, $CAUSE$? I am right!", + L"Once again $SPEAKER$ is right!", + + L"Aye.", + L"Yup.", + L"Yep", + L"Yes.", + + L"Indeed.", + L"True.", + L"Ha!", + L"See?", + + L"Exactly!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"That's right!", + L"Indeed!", + L"Exactly that.", + L"$CAUSE$ does that all the time.", + + L"$VICTIM$ is right!", + L"I was gonna' point that out, too!", + L"What $VICTIM$ said.", + L"That's our $CAUSE$!", + + L"Yeah!", + L"Now THIS is going to be interesting...", + L"You tell'em, $VICTIM$!", + L"Agreeing with $VICTIM$ here...", + + L"Classic $CAUSE$.", + L"I couldn't have said it better myself.", + L"That is exactly what happened.", + L"Agreed!", + + L"Yup.", + L"True.", + L"Bingo.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Now wait a minute...", + L"Wait a sec, that's not what right...", + L"What? No.", + L"That is not what happened.", + + L"Hey, stop blaming $CAUSE$!", + L"Oh shut up, $VICTIM$!", + L"Nonono, you got that wrong.", + L"Whoa. Why so stiff all of a sudden, $VICTIM$?", + + L"And I suppose you never did, $VICTIM$?", + L"Hmmmm... no.", + L"Great. Let's have an argument. It's not like we have other things to do...", + L"You are mistaken!", + + L"You are wrong!", + L"Me and $CAUSE$ would never do such a thing.", + L"Nah, can't be.", + L"I don't think so.", + + L"Why bring that up now?", + L"Really, $VICTIM$? Is this necessary?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Keep silent", + L"Support $VICTIM$", + L"Support $CAUSE$", + L"Appeal to reason", + L"Shut them up", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"he", + L"she", + L"him", + L"her", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% agility stat\n", + L" %s%d%% dexterity stat\n", + L" %s%d%% strength stat\n", + L" %s%d%% wisdom stat\n", + L" %s%d%% effective level\n", + + L" %s%d%% APs\n", + L" %s%d maximum breath\n", + L" %s%d%% strength to carry items\n", + L" %s%2.2f life regeneration/hour\n", + L" %s%d need for sleep\n", + L" %s%d%% water consumption\n", + L" %s%d%% food consumption\n", + + L"%s was diagnosed with %s!", + L"%s is cured of %s!", + + L"Diagnosis", + L"Treatment", + L"Burial", // TODO.Translate + L"Cancel", + + L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate + + L"High amount of distress can cause a personality split\n", // TODO.Translate + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", // TODO.Translate + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", // TODO.Translate + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|W|a|t|e|r: %d%%\n", + L"\n\n|F|o|o|d: %d%%\n", + + L"max morale altered by %s%d\n", + L" %s%d need for sleep\n", + L" %s%d%% breath regeneration\n", + L" %s%d%% assignment efficiency\n", + L" %s%d%% chance to lose stats\n", +}; + +STR16 szIMPGearWebSiteText[] = // TODO.Translate +{ + // IMP Gear Entrance + L"How should gear be selected?", + L"Old method: Random gear according to your choices", + L"New method: Free selection of gear", + L"Old method", + L"New method", + + // IMP Gear Entrance + L"I.M.P. Equipment", + L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate +}; + +STR16 szIMPGearPocketText[] = +{ + L"Select helmet", + L"Select vest", + L"Select pants", + L"Select face gear", + L"Select face gear", + + L"Select main gun", + L"Select sidearm", + + L"Select LBE vest", + L"Select left LBE holster", + L"Select right LBE holster", + L"Select LBE combat pack", + L"Select LBE backpack", + + L"Select launcher / rifle", + L"Select melee weapon", + + L"Select additional items", //BIGPOCK1POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select additional items", //SMALLPOCK19POS + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", + L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"We cannot relay orders to this sector, militia command not possible.", + L"Unassigned", + L"Group No.", + L"Next", + + L"ETA", + L"Group %d (new)", + L"Group %d", + L"Final", + + L"Volunteers: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = // TODO.Translate +{ + L"Enemy helicopter shot down in %s!", + L"We... uhm... currently don't control that site, commander...", + L"The SAM does not need maintenance at the moment.", + L"We've already ordered the repair, this will take time.", + + L"We do not have enough resources to do that.", + L"Repair SAM site? This will cost %d$ and take %d hours.", + L"Enemy helicopter hit in %s.", + L"%s fires %s at enemy helicopter in %s.", + + L"SAM in %s fires at enemy helicopter in %s.", +}; + +STR16 szFortificationText[] = +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Militia", + L"Militia Forces Overview", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"Took part in Operation %s", + L"Recruited on Day %d, %d:%02d in %s", + L"Promoted on Day %d, %d:%02d", + L"KIA, Operation %s", + + L"Lightly wounded during Operation %s", + L"Heavily wounded during Operation %s", + L"Critically wounded during Operation %s", + L"Valiantly fought in Operation %s", + + L"Hired from Kerberus on Day %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"All sectors", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Merchant is hostile and does not want to trade.", + L"Merchant is in no state to do business.", + L"Merchant won't trade during combat.", + L"Merchant refuses to interact with you.", +}; + +STR16 szWeatherTypeText[] = // TODO.Translate +{ + L"normal", + L"rain", + L"thunderstorm", + L"sandstorm", + + L"snow", +}; + +STR16 szSnakeText[] = +{ + L"%s evaded a snake attack!", + L"%s was attacked by a snake!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Converted %s into resources", + L"Guns: ", + L"Armour: ", + L"Misc: ", + + L"There are no volunteers left for militia!", + L"Not enough resources to train militia!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s starts hacking.", + L"%s accesses the computer, but finds nothing of interest.", + L"%s is not skilled enough to hack the computer.", + L"%s reads the file, but learns nothing new.", + + L"%s can't make sense out of this.", + L"%s couldn't use the watertap.", + L"%s has bought a %s.", + L"%s doesn't have enough money. That's just embarassing.", + + L"%s drank from water tap", + L"This machine doesn't seem to be working.", // TODO.Translate +}; + +STR16 szLaptopStatText[] = // TODO.Translate +{ + L"threaten effectiveness %d\n", + L"leadership %d\n", + L"approach modifier %.2f\n", + L"background modifier %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Good Guy", + L"%s eschews excessive violence and will refuse to attack non-hostiles.", + + L"Friendly approach", + L"Direct approach", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = // TODO.Translate +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +// TODO.Translate +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE Space Available:", + L"MOLLE Space Required:", + L"MOLLE Small Slot Count:", + L"MOLLE Medium Slot Count:", + L"MOLLE Pouch Size: Small", + L"MOLLE Pouch Size: Medium", + L"MOLLE Pouch Size: Medium (Hydration)", + L"Thigh Rig", + L"Vest", + L"Combat Pack", + L"Backpack", // 10 + L"MOLLE Pouch", + L"Compatible backpacks:", + L"Compatible combat packs:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //POLISH diff --git a/Utils/_RussianText.cpp b/i18n/_RussianText.cpp similarity index 97% rename from Utils/_RussianText.cpp rename to i18n/_RussianText.cpp index bea56f5e..82bd9c83 100644 --- a/Utils/_RussianText.cpp +++ b/i18n/_RussianText.cpp @@ -1,12237 +1,12238 @@ -// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! -//#pragma setlocale("RUSSIAN") - - #include "Language Defines.h" - #if defined( RUSSIAN ) - #include "text.h" - #include "Fileman.h" - #include "Scheduling.h" - #include "EditorMercs.h" - #include "Item Statistics.h" - #endif - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -void this_is_the_RussianText_public_symbol(void){;} - -#ifdef RUSSIAN - -/* - -****************************************************************************************************** -** IMPORTANT TRANSLATION NOTES ** -****************************************************************************************************** - -GENERAL INSTRUCTIONS -- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. - I know that this is difficult to do on many occasions due to the nature of foreign languages when - compared to English. By doing so, this will greatly reduce the amount of work on both sides. In - most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. - The general rule is if the string is very short (less than 10 characters), then it's short because of - interface limitations. On the other hand, full sentences commonly have little limitations for length. - Strings in between are a little dicey. -- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", - must fit on a single line no matter how long the string is. All strings start with L" and end with ", -- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only - have one space after a period, which is different than standard typing convention. Never modify sections - of strings contain combinations of % characters. These are special format characters and are always - used in conjunction with other characters. For example, %s means string, and is commonly used for names, - locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). - %% is how a single % character is built. There are countless types, but strings containing these - special characters are usually commented to explain what they mean. If it isn't commented, then - if you can't figure out the context, then feel free to ask SirTech. -- Comments are always started with // Anything following these two characters on the same line are - considered to be comments. Do not translate comments. Comments are always applied to the following - string(s) on the next line(s), unless the comment is on the same line as a string. -- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching - for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. - Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the - comments intact, and SirTech will remove them once the translation for that particular area is resolved. -- If you have a problem or question with translating certain strings, please use "//!!! comment" - (without the quotes). The syntax is important, and should be identical to the comments used with @@@ - symbols. SirTech will search for !!! to look for your problems and questions. This is a more - efficient method than detailing questions in email, so try to do this whenever possible. - - - -FAST HELP TEXT -- Explains how the syntax of fast help text works. -************** - -1) BOLDED LETTERS - The popup help text system supports special characters to specify the hot key(s) for a button. - Anytime you see a '|' symbol within the help text string, that means the following key is assigned - to activate the action which is usually a button. - - EX: L"|Map Screen" - - This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that - button. When translating the text to another language, it is best to attempt to choose a word that - uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end - of the string in this format: - - EX: L"Ecran De Carte (|M)" (this is the French translation) - - Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) - -2) NEWLINE - Any place you see a \n within the string, you are looking at another string that is part of the fast help - text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish - to start a new line. - - EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." - - Would appear as: - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this - in the above example, we would see - - WRONG WAY -- spaces before and after the \n - EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." - - Would appear as: (the second line is moved in a character) - - Clears all the mercs' positions, - and allows you to re-enter them manually. - - -@@@ NOTATION -************ - - Throughout the text files, you'll find an assortment of comments. Comments are used to describe the - text to make translation easier, but comments don't need to be translated. A good thing is to search for - "@@@" after receiving new version of the text file, and address the special notes in this manner. - -!!! NOTATION -************ - - As described above, the "!!!" notation should be used by you to ask questions and address problems as - SirTech uses the "@@@" notation. - -*/ - -CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = -{ - L"", -}; - -//Encyclopedia - -STR16 pMenuStrings[] = -{ - //Encyclopedia - L"МеÑта", // 0 - L"Команда", - L"Предметы", - L"ЗаданиÑ", - L"Меню 5", - L"Меню 6", //5 - L"Меню 7", - L"Меню 8", - L"Меню 9", - L"Меню 10", - L"Меню 11", //10 - L"Меню 12", - L"Меню 13", - L"Меню 14", - L"Меню 15", - L"Меню 15", // 15 - - //Briefing Room - L"Войти", -}; - -STR16 pOtherButtonsText[] = -{ - L"ИнÑтруктаж", - L"ПринÑть", -}; - -STR16 pOtherButtonsHelpText[] = -{ - L"ИнÑтруктаж", - L"ПринÑть заданиÑ", -}; - - -STR16 pLocationPageText[] = -{ - L"Пред.", - L"Фото", - L"След.", -}; - -STR16 pSectorPageText[] = -{ - L"<<", - L"Ð’ начало", - L">>", - L"Тип: ", - L"Ðет данных", - L"Ðет поÑтавленных заданий. Добавьте Ð·Ð°Ð´Ð°Ð½Ð¸Ñ Ð² файл TableData\\BriefingRoom\\BriefingRoom.xml. Первое задание должно быть видимым. Чтобы Ñкрыть задание, уÑтановите значение = 0.", - L"Брифинг-зал. ПожалуйÑта, нажмите кнопку 'Войти'.", -}; - -STR16 pEncyclopediaTypeText[] = -{ - L"ÐеизвеÑтно",// 0 - unknown - L"Город", //1 - city - L"База ПВО", //2 - SAM Site - L"Другое", //3 - other location - L"Шахты", //4 - mines - L"Военный комплекÑ", //5 - military complex - L"ЛабораториÑ", //6 - laboratory complex - L"Фабрика", //7 - factory complex - L"ГоÑпиталь", //8 - hospital - L"Тюрьма", //9 - prison - L"ÐÑропорт", //10 - air port -}; - -STR16 pEncyclopediaHelpCharacterText[] = -{ - L"Показ. вÑех", - L"Показ. AIM", - L"Показ. MERC", - L"Показ. RPC", - L"Показ. NPC", - L"Показ. транÑ.", - L"Показ. IMP", - L"Показ. EPC", - L"Фильтр", -}; - -STR16 pEncyclopediaShortCharacterText[] = -{ - L"Ð’Ñе", - L"AIM", - L"MERC", - L"RPC", - L"NPC", - L"ТранÑ.", - L"IMP", - L"EPC", - L"Фильтр", -}; - -STR16 pEncyclopediaHelpText[] = -{ - L"Показать вÑÑ‘", - L"Показать города", - L"Показать базы ПВО", - L"Показать другие меÑта", - L"Показать шахты", - L"Показать военный комплекÑ", - L"Показать лабораторию", - L"Показать фабрику", - L"Показать гоÑпиталь", - L"Показать тюрьму", - L"Показать аÑропорт", -}; - -STR16 pEncyclopediaSkrotyText[] = -{ - L"Ð’ÑÑ‘", - L"Город", - L"ПВО", - L"Друг.", - L"Шахт.", - L"Воен.", - L"Лаб.", - L"Фабр.", - L"ГоÑп.", - L"Тюрьм.", - L"ÐÑроп.", -}; - -STR16 pEncyclopediaFilterLocationText[] = -{//major location filter button text max 7 chars -//..L"------v" - L"Ð’ÑÑ‘",//0 - L"Города", - L"ПВО", - L"Шахты", - L"ÐÑроп.", - L"Дик.меÑ", - L"Подзем.", - L"Завед.", - L"Другое", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Показать вÑÑ‘",//facility index + 1 - L"Показать города", - L"Показать базы ПВО", - L"Показать шахты", - L"Показать аÑропорты", - L"Показать дикую меÑтноÑть", - L"Показать подземные Ñекторы", - L"Показать Ñекторы Ñ Ð·Ð°Ð²ÐµÐ´ÐµÐ½Ð¸Ñми\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать другие Ñекторы", -}; - -STR16 pEncyclopediaSubFilterLocationText[] = -{//item subfilter button text max 7 chars -//..L"------v" - L"",//reserved. Insert new city filters above! - L"",//reserved. Insert new SAM filters above! - L"",//reserved. Insert new mine filters above! - L"",//reserved. Insert new airport filters above! - L"",//reserved. Insert new wilderness filters above! - L"",//reserved. Insert new underground sector filters above! - L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! - L"",//reserved. Insert new other filters above! -}; - -STR16 pEncyclopediaFilterCharText[] = -{//major char filter button text -//..L"------v" - L"Ð’Ñе",//0 - L"A.I.M.", - L"MERC", - L"RPC", - L"NPC", - L"IMP", - L"Другое",//add new filter buttons before other -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Показать вÑех",//Other index + 1 - L"Показать наёмников из A.I.M.", - L"Показать наёмников из M.E.R.C", - L"Показать повÑтанцев", - L"Показать неигровых перÑонажей", - L"Показать перÑонажей игрока", - L"Показать другое\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", -}; - -STR16 pEncyclopediaSubFilterCharText[] = -{//item subfilter button text -//..L"------v" - L"",//reserved. Insert new AIM filters above! - L"",//reserved. Insert new MERC filters above! - L"",//reserved. Insert new RPC filters above! - L"",//reserved. Insert new NPC filters above! - L"",//reserved. Insert new IMP filters above! -//Other-----v" - L"ТранÑ.", - L"EPC", - L"",//reserved. Insert new Other filters above! -}; - -STR16 pEncyclopediaFilterItemText[] = -{//major item filter button text max 7 chars -//..L"------v" - L"Ð’ÑÑ‘",//0 - L"Оружие", - L"Патроны", - L"БронÑ", - L"Разгр.", - L"ÐавеÑка", - L"Разное",//add new filter buttons before misc -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Показать вÑÑ‘",//misc index + 1 - L"Показать оружие\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать боеприпаÑÑ‹\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать броню\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать разрузочные комплекты\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать навеÑку\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", - L"Показать разное\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", -}; - -STR16 pEncyclopediaSubFilterItemText[] = -{//item subfilter button text max 7 chars -//..L"------v" -//Guns......v" - L"ПиÑтол.", - L"Ð.пиÑÑ‚.", - L"ПП", - L"Винтов.", - L"Сн.винт", - L"Ðвтомат", - L"Пулем.", - L"Дробов.", - L"ТÑжел.", - L"",//reserved. insert new gun filters above! -//Amunition.v" - L"ПиÑтол.", - L"Ð.пиÑÑ‚.", - L"ПП", - L"Винтов.", - L"Сн.винт", - L"Ðвтомат", - L"Пулем.", - L"Дробов.", - L"ТÑжел.", - L"",//reserved. insert new ammo filters above! -//Armor.....v" - L"Шлем", - L"Жилет", - L"Штаны", - L"ПлаÑÑ‚.", - L"",//reserved. insert new armor filters above! -//LBE.......v" - L"Кобуры", - L"Жилеты", - L"Ранцы", - L"Рюкзаки", - L"Карманы", - L"Другое", - L"",//reserved. insert new LBE filters above! -//Attachments" - L"Оптика", - L"Доп.", - L"Дуло", - L"Съёмн.", - L"Ð’Ñтроен.", - L"Другое", - L"",//reserved. insert new attachment filters above! -//Misc......v" - L"Ðожи", - L"Мет.нож", - L"Удар.", - L"Гранаты", - L"Бомбы", - L"Мед.наб", - L"Ðаборы", - L"Лицо", - L"Другое", - L"",//reserved. insert new misc filters above! -//add filters for a new button here -}; - -STR16 pEncyclopediaFilterQuestText[] = -{//major quest filter button text max 7 chars -//..L"------v" - L"Ð’Ñе", - L"Ðктивн.", - L"Заверш.", -//filter button tooltip -//..L"---------------------------------------------------------------------v" - L"Показать вÑе",//misc index + 1 - L"Показать активные квеÑты", - L"Показать завершённые квеÑты", -}; - -STR16 pEncyclopediaSubFilterQuestText[] = -{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added -//..L"------v" - L"",//reserved. insert new active quest subfilters above! - L"",//reserved. insert new completed quest subfilters above! -}; - -STR16 pEncyclopediaShortInventoryText[] = -{ - L"Ð’ÑÑ‘", //0 - L"Оружие", - L"Патроны", - L"Разгр.", - L"Другое", - - L"Ð’Ñе", //5 - L"Оружие", - L"Патроны", - L"Разгр.", - L"Другое", -}; - -STR16 BoxFilter[] = -{ - // Guns - L"ТÑжел.", - L"ПиÑтол.", - L"Ð.пиÑÑ‚.", - L"ПП", - L"Винтов.", - L"С.винт.", - L"Ш.винт.", - L"Пулем.", - L"Дробов.", - - // Ammo - L"ПиÑтол.", - L"Ð.пиÑÑ‚.", //10 - L"ПП", - L"Винтов.", - L"С.винт.", - L"Ш.винт.", - L"Пулем.", - L"Дробов.", - - // Used - L"Оружие", - L"БронÑ", - L"Разгр.", - L"Другое", //20 - - // Armour - L"Шлемы", - L"Жилеты", - L"Штаны", - L"ПлаÑÑ‚.", - - // Misc - L"Ðожи", - L"Мет.нож", - L"Бл.бой", - L"Гранаты", - L"Бомбы", - L"Мед.", //30 - L"Ðаборы", - L"Лицо", - L"Разгр.", - L"Разное", //34 -}; - -STR16 QuestDescText[] = -{ - L"ДоÑтавка пиÑьма", - L"ПоÑтавка еды", - L"ТеррориÑты", - L"Кубок БоÑÑа", - L"Деньги БоÑÑа", - L"Беглец Джои", - L"СпаÑение Марии", - L"Кубок Читзены", - L"Пленники в Ðльме", - L"ДопроÑ", - - L"Проблемные фермеры", //10 - L"Ðайти учёного", - L"ПринеÑти видеокамеру", - L"Кошки-убийцы", - L"Ðайти отшельника", - L"Твари в шахте", - L"Ðайти пилота вертолёта", - L"Сопроводить Ð’Ñадника", - L"ОÑвободить Динамо", - L"Сопроводить туриÑтов", - - - L"Проверить Дорин", //20 - L"Мечта о магазине", - L"Сопроводить Шенка", - L"No 23 Yet", - L"No 24 Yet", - L"Убить Дейдрану", - L"No 26 Yet", - L"No 27 Yet", - L"No 28 Yet", - L"No 29 Yet", -}; - -STR16 FactDescText[] = -{ - L"Омерта оÑвобождена", - L"ДраÑÑен оÑвобождён", - L"Сан-Мона оÑвобождена", - L"ÐšÐ°Ð¼Ð±Ñ€Ð¸Ñ Ð¾Ñвобождена", - L"Ðльма оÑвобождена", - L"Грам оÑвобождён", - L"ТикÑа оÑвобождена", - L"Читзена оÑвобождена", - L"ЭÑтони оÑвобождён", - L"Балайм оÑвобождён", - - L"Орта оÑвобождена", //10 - L"Медуна оÑвобождена", - L"Поговорили Ñ ÐŸÐ°ÐºÐ¾Ñом", - L"Фатима прочла пиÑьмо", - L"Фатима Ñбежала от игрока", - L"Димитрий (#60) мёртв", - L"Фатима ответила на удивление ДимитриÑ", - L"ÐšÐ°Ñ€Ð»Ð¾Ñ ÐºÑ€Ð¸ÐºÐ½ÑƒÐ» 'никому не двигатьÑÑ'", - L"Фатима раÑÑказала о пиÑьме", - L"Фатима пришла в меÑто назначениÑ", - - L"Димитрий Ñказал, что у Фатимы еÑть доказательÑтва", //20 - L"Мигель выÑлушал доводы", - L"Мигель попроÑил пиÑьмо", - L"Мигель прочёл пиÑьмо", - L"Ðйра прокоментировала пиÑьмо Мигелю", - L"ПовÑтанцы наши враги", - L"Разговор Фатимы до передачи пиÑьма", - L"Получено задание Ñ Ð”Ñ€Ð°ÑÑеном", - L"Мигель предложил Ðйру", - L"ÐŸÐ°ÐºÐ¾Ñ Ñ€Ð°Ð½ÐµÐ½ или убит", - - L"ÐŸÐ°ÐºÐ¾Ñ Ð² A10", //30 - L"Ð’ Ñекотре безопаÑно", - L"ПоÑылка от БР в пути", - L"ПоÑылка от БР в ДраÑÑене", - L"33 - ВЕРÐО и прибыло в течение 2 чаÑов", - L"33 - ВЕРÐО 34 - ЛОЖЬ, более чем 2 чаÑа", - L"Игрок заметил что чаÑть груза пропала", - L"36 - ВЕРÐО и Пабло был избит игроком", - L"Пабло проворовалÑÑ", - L"Пабло вернул украденное, set 37 false", - - L"Мигель приÑоединитÑÑ Ðº команде", //40 - L"Дали Пабло немного денег", - L"ÐебеÑного вÑадника Ñопровождают в город", - L"ÐебеÑный Ð’Ñадник уже близок к Ñвоему вертолёту в ДраÑÑене", - L"ÐебеÑный вÑадник оговорил уÑÐ»Ð¾Ð²Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð°", - L"Игрок выбрал вертолёт на ÑтратегичеÑком Ñкране как минимум один раз", - L"Ðеигровому перÑонажу должны денег", - L"Ðеигровой перÑонаж ранен", - L"Ðеигровой перÑонаж ранен игроком", - L"Отцу Джону Уолкеру Ñказали о нехватке продовольÑтвиÑ", - - L"Ðйра не в Ñекторе", //50 - L"Ðйра ведёт беÑеду", - L"Задание Ñ Ð¿Ñ€Ð¾Ð´Ð¾Ð²Ð¾Ð»ÑŒÑтвием выполнено", - L"Пабло что-то украл Ñ Ð¿Ð¾Ñледней поÑылки", - L"ПоÑледнее отправление повреждено", - L"ПоÑледнее отправление отправлено не туда", - L"Прошло 24 чаÑа Ñ Ð¼Ð¾Ð¼ÐµÐ½Ñ‚Ð° ÑообщениÑ, что отправление отправлено не в тот аÑропорт", - L"ПотерÑÐ½Ð½Ð°Ñ Ð¿Ð¾Ñылка пришла Ñ Ð¿Ð¾Ð²Ñ€ÐµÐ¶Ð´Ñ‘Ð½Ð½Ñ‹Ð¼ грузом. 56 to False", - L"ПотерÑÐ½Ð½Ð°Ñ Ð¿Ð¾Ñылка пропала беÑÑледно. Turn 56 False", - L"Следующее отправление может быть (random) потерÑно", - - L"Следующее отправление может быть (random) задержано", //60 - L"Отправление Ñреднего размера", - L"Отправление большого размера", - L"У Дорин проÑнулаÑÑŒ ÑовеÑть", - L"Игрок поговорил Ñ Ð“Ð¾Ñ€Ð´Ð¾Ð½Ð¾Ð¼", - L"Ðйра до Ñих пор неигровой перÑонаж и находитÑÑ Ð² A10-2(не приÑоединилаÑÑŒ)", - L"Динамо проÑит оказать ему первую помощь", - L"Динамо можно нанÑть", - L"Ðеигровой перÑонаж иÑтекает кровью", - L"Шенк хочет приÑоединитьÑÑ", - - L"Ðеигровой перÑонаж иÑтекает кровью", //70 - L"У игрока еÑть голова и Кармен в Сан-Мона", - L"У игрока еÑть голова и Кармен в Камбрии", - L"У игрока еÑть голова и Кармен в ДраÑÑене", - L"Отец пьÑн", - L"Раненые бойцы игрока находÑÑ‚ÑÑ Ð±Ð»Ð¸Ð¶Ðµ 8 тайлов от неигрового перÑонажа", - L"1 и только 1 раненый боец ближе 8 тайлов от неигрового перÑонажа", - L"Больше одного раненного бойца ближе 8 тайлов от неигрового перÑонажа", - L"Бренда в магазине ", - L"Бренда мертва", - - L"Бренда у ÑÐµÐ±Ñ Ð´Ð¾Ð¼Ð°", //80 - L"Ðеигровой перÑонаж - враг", - L"Уровень разговора >= 84 и < 3 мужчин приÑутÑтвует", - L"Уровень разговора >= 84 и Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ 3 мужчины приÑутÑтвует", - L"Ð“Ð°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ð¸Ð» нам вÑтретитьÑÑ Ñ Ð¢Ð¾Ð½Ð¸", - L"Ð“Ð°Ð½Ñ Ñтоит на позиции 13523", - L"Ð¡ÐµÐ³Ð¾Ð´Ð½Ñ Ð¢Ð¾Ð½Ð¸ нет", - L"Женщина разговаривает Ñ Ð½ÐµÐ¸Ð³Ñ€Ð¾Ð²Ñ‹Ð¼ перÑонажем", - L"Игрок развлекалÑÑ Ð² борделе", - L"Карла доÑтупна", - - L"Синди доÑтупна", //90 - L"БÑмби доÑтупна", - L"Свободных девочек нет", - L"Игрок ожидал девочек", - L"Игрок заплатил правильную Ñумму денег", - L"Mercs walked by goon", - L"More thean 1 merc present within 3 tiles of NPC", - L"At least 1 merc present withing 3 tiles of NPC", - L"БоÑÑ Ð¾Ð¶Ð¸Ð´Ð°ÐµÑ‚ визита игрока", - L"ДÑррен ожидает денег от игрока", - - L"Player within 5 tiles and NPC is visible", // 100 - L"Carmen is in San Mona", - L"Player Spoke to Carmen", - L"KingPin knows about stolen money", - L"Player gave money back to KingPin", - L"Frank was given the money ( not to buy booze )", - L"Player was told about KingPin watching fights", - L"Past club closing time and Darren warned Player. (reset every day)", - L"Joey is EPC", - L"Joey is in C5", - - L"Joey is within 5 tiles of Martha(109) in sector G8", //110 - L"Joey is Dead!", - L"At least one player merc within 5 tiles of Martha", - L"Spike is occuping tile 9817", - L"Angel offered vest", - L"Angel sold vest", - L"Maria is EPC", - L"Maria is EPC and inside leather Shop", - L"Player wants to buy vest", - L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", - - L"Angel left deed on counter", //120 - L"Maria quest over", - L"Player bandaged NPC today", - L"Doreen revealed allegiance to Queen", - L"Pablo should not steal from player", - L"Player shipment arrived but loyalty to low, so it left", - L"Helicopter is in working condition", - L"Player is giving amount of money >= $1000", - L"Player is giving amount less than $1000", - L"Waldo agreed to fix helicopter( heli is damaged )", - - L"Helicopter was destroyed", //130 - L"Waldo told us about heli pilot", - L"Father told us about Deidranna killing sick people", - L"Father told us about Chivaldori family", - L"Father told us about creatures", - L"Loyalty is OK", - L"Loyalty is Low", - L"Loyalty is High", - L"Player doing poorly", - L"Player gave valid head to Carmen", - - L"Current sector is G9(Cambria)", //140 - L"Current sector is C5(SanMona)", - L"Current sector is C13(Drassen", - L"Carmen has at least $10,000 on him", - L"Player has Slay on team for over 48 hours", - L"Carmen is suspicous about slay", - L"Slay is in current sector", - L"Carmen gave us final warning", - L"Vince has explained that he has to charge", - L"Vince is expecting cash (reset everyday)", - - L"Player stole some medical supplies once", //150 - L"Player stole some medical supplies again", - L"Vince can be recruited", - L"Vince is currently doctoring", - L"Vince was recruited", - L"Slay offered deal", - L"All terrorists killed", - L"", - L"Maria left in wrong sector", - L"Skyrider left in wrong sector", - - L"Joey left in wrong sector", //160 - L"John left in wrong sector", - L"Mary left in wrong sector", - L"Walter was bribed", - L"Shank(67) is part of squad but not speaker", - L"Maddog spoken to", - L"Jake told us about shank", - L"Shank(67) is not in secotr", - L"Bloodcat quest on for more than 2 days", - L"Effective threat made to Armand", - - L"Queen is DEAD!", //170 - L"Speaker is with Aim or Aim person on squad within 10 tiles", - L"Current mine is empty", - L"Current mine is running out", - L"Loyalty low in affiliated town (low mine production)", - L"Creatures invaded current mine", - L"Player LOST current mine", - L"Current mine is at FULL production", - L"Dynamo(66) is Speaker or within 10 tiles of speaker", - L"Fred told us about creatures", - - L"Matt told us about creatures", //180 - L"Oswald told us about creatures", - L"Calvin told us about creatures", - L"Carl told us about creatures", - L"Chalice stolen from museam", - L"John(118) is EPC", - L"Mary(119) and John (118) are EPC's", - L"Mary(119) is alive", - L"Mary(119)is EPC", - L"Mary(119) is bleeding", - - L"John(118) is alive", //190 - L"John(118) is bleeding", - L"John or Mary close to airport in Drassen(B13)", - L"Mary is Dead", - L"Miners placed", - L"Krott planning to shoot player", - L"Madlab explained his situation", - L"Madlab expecting a firearm", - L"Madlab expecting a video camera.", - L"Item condition is < 70 ", - - L"Madlab complained about bad firearm.", //200 - L"Madlab complained about bad video camera.", - L"Robot is ready to go!", - L"First robot destroyed.", - L"Madlab given a good camera.", - L"Robot is ready to go a second time!", - L"Second robot destroyed.", - L"Mines explained to player.", - L"Dynamo (#66) is in sector J9.", - L"Dynamo (#66) is alive.", - - L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 - L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", - L"Player has been to K4_b1", - L"Brewster got to talk while Warden was alive", - L"Warden (#103) is dead.", - L"Ernest gave us the guns", - L"This is the first bartender", - L"This is the second bartender", - L"This is the third bartender", - L"This is the fourth bartender", - - - L"Manny is a bartender.", //220 - L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", - L"Player made purchase from Howard (#125)", - L"Dave sold vehicle", - L"Dave's vehicle ready", - L"Dave expecting cash for car", - L"Dave has gas. (randomized daily)", - L"Vehicle is present", - L"First battle won by player", - L"Robot recruited and moved", - - L"No club fighting allowed", //230 - L"Player already fought 3 fights today", - L"Hans mentioned Joey", - L"Player is doing better than 50% (Alex's function)", - L"Player is doing very well (better than 80%)", - L"Father is drunk and sci-fi option is on", - L"Micky (#96) is drunk", - L"Player has attempted to force their way into brothel", - L"Rat effectively threatened 3 times", - L"Player paid for two people to enter brothel", - - L"", //240 - L"", - L"Player owns 2 towns including omerta", - L"Player owns 3 towns including omerta",// 243 - L"Player owns 4 towns including omerta",// 244 - L"", - L"", - L"", - L"Fact male speaking female present", - L"Fact hicks married player merc",// 249 - - L"Fact museum open",// 250 - L"Fact brothel open",// 251 - L"Fact club open",// 252 - L"Fact first battle fought",// 253 - L"Fact first battle being fought",// 254 - L"Fact kingpin introduced self",// 255 - L"Fact kingpin not in office",// 256 - L"Fact dont owe kingpin money",// 257 - L"Fact pc marrying daryl is flo",// 258 - L"", - - L"", //260 - L"Fact npc cowering", // 261, - L"", - L"", - L"Fact top and bottom levels cleared", - L"Fact top level cleared",// 265 - L"Fact bottom level cleared",// 266 - L"Fact need to speak nicely",// 267 - L"Fact attached item before",// 268 - L"Fact skyrider ever escorted",// 269 - - L"Fact npc not under fire",// 270 - L"Fact willis heard about joey rescue",// 271 - L"Fact willis gives discount",// 272 - L"Fact hillbillies killed",// 273 - L"Fact keith out of business", // 274 - L"Fact mike available to army",// 275 - L"Fact kingpin can send assassins",// 276 - L"Fact estoni refuelling possible",// 277 - L"Fact museum alarm went off",// 278 - L"", - - L"Fact maddog is speaker", //280, - L"", - L"Fact angel mentioned deed", // 282, - L"Fact iggy available to army",// 283 - L"Fact pc has conrads recruit opinion",// 284 - L"", - L"", - L"", - L"", - L"Fact npc hostile or pissed off", //289, - - L"", //290 - L"Fact tony in building", //291, - L"Fact shank speaking", // 292, - L"Fact doreen alive",// 293 - L"Fact waldo alive",// 294 - L"Fact perko alive",// 295 - L"Fact tony alive",// 296 - L"", - L"Fact vince alive",// 298, - L"Fact jenny alive",// 299 - - L"", //300 - L"", - L"Fact arnold alive",// 302, - L"", - L"Fact rocket rifle exists",// 304, - L"", - L"", - L"", - L"", - L"", - - L"", //310 - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //320 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //330 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //340 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //350 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //360 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //370 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //380 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //390 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //400 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //410 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //420 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //430 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //440 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //450 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //460 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //470 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //480 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //490 - - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", - L"", //500 -}; - -//----------- - -// Editor -//Editor Taskbar Creation.cpp -STR16 iEditorItemStatsButtonsText[] = -{ - L"Delete", - L"Delete item (|D|e|l)", -}; - -STR16 FaceDirs[8] = -{ - L"north", - L"northeast", - L"east", - L"southeast", - L"south", - L"southwest", - L"west", - L"northwest" -}; - -STR16 iEditorMercsToolbarText[] = -{ - L"Toggle viewing of players", //0 - L"Toggle viewing of enemies", - L"Toggle viewing of creatures", - L"Toggle viewing of rebels", - L"Toggle viewing of civilians", - - L"Player", - L"Enemy", - L"Creature", - L"Rebels", - L"Civilian", - - L"DETAILED PLACEMENT", //10 - L"General information mode", - L"Physical appearance mode", - L"Attributes mode", - L"Inventory mode", - L"Profile ID mode", - L"Schedule mode", - L"Schedule mode", - L"DELETE", - L"Delete currently selected merc (|D|e|l)", - L"NEXT", //20 - L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", - L"Toggle priority existance", - L"Toggle whether or not placement\nhas access to all doors", - - //Orders - L"STATIONARY", - L"ON GUARD", - L"ON CALL", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", //30 - L"RND PT PATROL", - - //Attitudes - L"DEFENSIVE", - L"BRAVE SOLO", - L"BRAVE AID", - L"AGGRESSIVE", - L"CUNNING SOLO", - L"CUNNING AID", - - L"Set merc to face %s", - - L"Find", - L"BAD", //40 - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"BAD", - L"POOR", - L"AVERAGE", - L"GOOD", - L"GREAT", - - L"Previous color set", //50 - L"Next color set", - - L"Previous body type", - L"Next body type", - - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - L"Toggle time variance (+ or - 15 minutes)", - - L"No action", - L"No action", - L"No action", //60 - L"No action", - - L"Clear Schedule", - - L"Find selected merc", -}; - -STR16 iEditorBuildingsToolbarText[] = -{ - L"ROOFS", //0 - L"WALLS", - L"ROOM INFO", - - L"Place walls using selection method", - L"Place doors using selection method", - L"Place roofs using selection method", - L"Place windows using selection method", - L"Place damaged walls using selection method.", - L"Place furniture using selection method", - L"Place wall decals using selection method", - L"Place floors using selection method", //10 - L"Place generic furniture using selection method", - L"Place walls using smart method", - L"Place doors using smart method", - L"Place windows using smart method", - L"Place damaged walls using smart method", - L"Lock or trap existing doors", - - L"Add a new room", - L"Edit cave walls.", - L"Remove an area from existing building.", - L"Remove a building", //20 - L"Add/replace building's roof with new flat roof.", - L"Copy a building", - L"Move a building", - L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", - L"Erase room numbers", - - L"Toggle |Erase mode", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Cycle brush size (|A/|Z)", - L"Roofs (|H)", - L"|Walls", //30 - L"Room Info (|N)", -}; - -STR16 iEditorItemsToolbarText[] = -{ - L"Wpns", //0 - L"Ammo", - L"Armour", - L"Разгр.", - L"Exp", - L"E1", - L"E2", - L"E3", - L"Triggers", - L"Keys", - L"Rnd", //10 - L"Previous (|,)", // previous page - L"Next (|.)", // next page -}; - -STR16 iEditorMapInfoToolbarText[] = -{ - L"Add ambient light source", //0 - L"Toggle fake ambient lights.", - L"Add exit grids (r-clk to query existing).", - L"Cycle brush size (|A/|Z)", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", - L"Specify north point for validation purposes.", - L"Specify west point for validation purposes.", - L"Specify east point for validation purposes.", - L"Specify south point for validation purposes.", - L"Specify center point for validation purposes.", //10 - L"Specify isolated point for validation purposes.", -}; - -STR16 iEditorOptionsToolbarText[]= -{ - L"New outdoor level", //0 - L"New basement", - L"New cave level", - L"Save map (|C|t|r|l+|S)", - L"Load map (|C|t|r|l+|L)", - L"Select tileset", - L"Leave Editor mode", - L"Exit game (|A|l|t+|X)", - L"Create radar map", - L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", - L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", -}; - -STR16 iEditorTerrainToolbarText[] = -{ - L"Draw |Ground textures", //0 - L"Set map ground textures", - L"Place banks and |Cliffs", - L"Draw roads (|P)", - L"Draw |Debris", - L"Place |Trees & bushes", - L"Place |Rocks", - L"Place barrels & |Other junk", - L"Fill area", - L"Undo last change (|B|a|c|k|s|p|a|c|e)", - L"Toggle |Erase mode", //10 - L"Cycle brush size (|A/|Z)", - L"Raise brush density (|])", - L"Lower brush density (|[)", -}; - -STR16 iEditorTaskbarInternalText[]= -{ - L"Terrain", //0 - L"Buildings", - L"Items", - L"Mercs", - L"Map Info", - L"Options", - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text - L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text - L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text - L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text - L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text - L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text -}; - -//Editor Taskbar Utils.cpp - -STR16 iRenderMapEntryPointsAndLightsText[] = -{ - L"North Entry Point", //0 - L"West Entry Point", - L"East Entry Point", - L"South Entry Point", - L"Center Entry Point", - L"Isolated Entry Point", - - L"Prime", - L"Night", - L"24Hour", -}; - -STR16 iBuildTriggerNameText[] = -{ - L"Panic Trigger1", //0 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", - - L"Pressure Action", - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", -}; - -STR16 iRenderDoorLockInfoText[]= -{ - L"No Lock ID", //0 - L"Explosion Trap", - L"Electric Trap", - L"Siren Trap", - L"Silent Alarm", - L"Super Electric Trap", //5 - L"Brothel Siren Trap", - L"Trap Level %d", -}; - -STR16 iRenderEditorInfoText[]= -{ - L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 - L"No map currently loaded.", - L"File: %S, Current Tileset: %s", - L"Enlarge map on loading", -}; -//EditorBuildings.cpp -STR16 iUpdateBuildingsInfoText[] = -{ - L"TOGGLE", //0 - L"VIEWS", - L"SELECTION METHOD", - L"SMART METHOD", - L"BUILDING METHOD", - L"Room#", //5 -}; - -STR16 iRenderDoorEditingWindowText[] = -{ - L"Editing lock attributes at map index %d.", - L"Lock ID", - L"Trap Type", - L"Trap Level", - L"Locked", -}; - -//EditorItems.cpp - -STR16 pInitEditorItemsInfoText[] = -{ - L"Pressure Action", //0 - L"Panic Action1", - L"Panic Action2", - L"Panic Action3", - L"Action%d", - - L"Panic Trigger1", //5 - L"Panic Trigger2", - L"Panic Trigger3", - L"Trigger%d", -}; - -STR16 pDisplayItemStatisticsTex[] = -{ - L"Status Info Line 1", - L"Status Info Line 2", - L"Status Info Line 3", - L"Status Info Line 4", - L"Status Info Line 5", -}; - -//EditorMapInfo.cpp -STR16 pUpdateMapInfoText[] = -{ - L"R", //0 - L"G", - L"B", - - L"Prime", - L"Night", - L"24Hrs", //5 - - L"Radius", - - L"Underground", - L"Light Level", - - L"Outdoors", - L"Basement", //10 - L"Caves", - - L"Restricted", - L"Scroll ID", - - L"Destination", - L"Sector", //15 - L"Destination", - L"Bsmt. Level", - L"Dest.", - L"GridNo", -}; -//EditorMercs.cpp -CHAR16 gszScheduleActions[ 11 ][20] = -{ - L"No action", - L"Lock door", - L"Unlock door", - L"Open door", - L"Close door", - L"Move to gridno", - L"Leave sector", - L"Enter sector", - L"Stay in sector", - L"Sleep", - L"Ignore this!" -}; - -STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 -{ - L"Wimp", - L"Easy", - L"Average", - L"Tough", - L"Steroid Users Only" -}; - -STR16 EditMercStat[12] = -{ - L"Max Health", - L"Cur Health", - L"Strength", - L"Agility", - L"Dexterity", - L"Charisma", - L"Wisdom", - L"Marksmanship", - L"Explosives", - L"Medical", - L"Scientific", - L"Exp Level", -}; - - -STR16 EditMercOrders[8] = -{ - L"Stationary", - L"On Guard", - L"Close Patrol", - L"Far Patrol", - L"Point Patrol", - L"On Call", - L"Seek Enemy", - L"Random Point Patrol", -}; - -STR16 EditMercAttitudes[6] = -{ - L"Defensive", - L"Brave Loner", - L"Brave Buddy", - L"Cunning Loner", - L"Cunning Buddy", - L"Aggressive", -}; - -STR16 pDisplayEditMercWindowText[] = -{ - L"Merc Name:", //0 - L"Orders:", - L"Combat Attitude:", -}; - -STR16 pCreateEditMercWindowText[] = -{ - L"Merc Colors", //0 - L"Done", - - L"Previous merc standing orders", - L"Next merc standing orders", - - L"Previous merc combat attitude", - L"Next merc combat attitude", //5 - - L"Decrease merc stat", - L"Increase merc stat", -}; - -STR16 pDisplayBodyTypeInfoText[] = -{ - L"Random", //0 - L"Reg Male", - L"Big Male", - L"Stocky Male", - L"Reg Female", - L"NE Tank", //5 - L"NW Tank", - L"Fat Civilian", - L"M Civilian", - L"Miniskirt", - L"F Civilian", //10 - L"Kid w/ Hat", - L"Humvee", - L"Eldorado", - L"Icecream Truck", - L"Jeep", //15 - L"Kid Civilian", - L"Domestic Cow", - L"Cripple", - L"Unarmed Robot", - L"Larvae", //20 - L"Infant", - L"Yng F Monster", - L"Yng M Monster", - L"Adt F Monster", - L"Adt M Monster", //25 - L"Queen Monster", - L"Bloodcat", - L"Humvee", // TODO.Translate -}; - -STR16 pUpdateMercsInfoText[] = -{ - L" --=ORDERS=-- ", //0 - L"--=ATTITUDE=--", - - L"RELATIVE", - L"ATTRIBUTES", - - L"RELATIVE", - L"EQUIPMENT", - - L"RELATIVE", - L"ATTRIBUTES", - - L"Army", - L"Admin", - L"Elite", //10 - - L"Exp. Level", - L"Life", - L"LifeMax", - L"Marksmanship", - L"Strength", - L"Agility", - L"Dexterity", - L"Wisdom", - L"Leadership", - L"Explosives", //20 - L"Medical", - L"Mechanical", - L"Morale", - - L"Hair color:", - L"Skin color:", - L"Vest color:", - L"Pant color:", - - L"RANDOM", - L"RANDOM", - L"RANDOM", //30 - L"RANDOM", - - L"By specifying a profile index, all of the information will be extracted from the profile ", - L"and override any values that you have edited. It will also disable the editing features ", - L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", - L"extract the number you have typed. A blank field will clear the profile. The current ", - L"number of profiles range from 0 to ", - - L"Current Profile: n/a ", - L"Current Profile: %s", - - L"STATIONARY", - L"ON CALL", //40 - L"ON GUARD", - L"SEEK ENEMY", - L"CLOSE PATROL", - L"FAR PATROL", - L"POINT PATROL", - L"RND PT PATROL", - - L"Action", - L"Time", - L"V", - L"GridNo 1", //50 - L"GridNo 2", - L"1)", - L"2)", - L"3)", - L"4)", - - L"lock", - L"unlock", - L"open", - L"close", - - L"Click on the gridno adjacent to the door that you wish to %s.", //60 - L"Click on the gridno where you wish to move after you %s the door.", - L"Click on the gridno where you wish to move to.", - L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", - L" Hit ESC to abort entering this line in the schedule.", -}; - -CHAR16 pRenderMercStringsText[][100] = -{ - L"Slot #%d", - L"Patrol orders with no waypoints", - L"Waypoints with no patrol orders", -}; - -STR16 pClearCurrentScheduleText[] = -{ - L"No action", -}; - -STR16 pCopyMercPlacementText[] = -{ - L"Placement not copied because no placement selected.", - L"Placement copied.", -}; - -STR16 pPasteMercPlacementText[] = -{ - L"Placement not pasted as no placement is saved in buffer.", - L"Placement pasted.", - L"Placement not pasted as the maximum number of placements for this team has been reached.", -}; - -//editscreen.cpp -STR16 pEditModeShutdownText[] = -{ - L"Exit editor?", -}; - -STR16 pHandleKeyboardShortcutsText[] = -{ - L"Are you sure you wish to remove all lights?", //0 - L"Are you sure you wish to reverse the schedules?", - L"Are you sure you wish to clear all of the schedules?", - - L"Clicked Placement Enabled", - L"Clicked Placement Disabled", - - L"Draw High Ground Enabled", //5 - L"Draw High Ground Disabled", - - L"Number of edge points: N=%d E=%d S=%d W=%d", - - L"Random Placement Enabled", - L"Random Placement Disabled", - - L"Removing Treetops", //10 - L"Showing Treetops", - - L"World Raise Reset", - - L"World Raise Set Old", - L"World Raise Set", -}; - -STR16 pPerformSelectedActionText[] = -{ - L"Creating radar map for %S", //0 - - L"Delete current map and start a new basement level?", - L"Delete current map and start a new cave level?", - L"Delete current map and start a new outdoor level?", - - L" Wipe out ground textures? ", -}; - -STR16 pWaitForHelpScreenResponseText[] = -{ - L"HOME", //0 - L"Toggle fake editor lighting ON/OFF", - - L"INSERT", - L"Toggle fill mode ON/OFF", - - L"BKSPC", - L"Undo last change", - - L"DEL", - L"Quick erase object under mouse cursor", - - L"ESC", - L"Exit editor", - - L"PGUP/PGDN", //10 - L"Change object to be pasted", - - L"F1", - L"This help screen", - - L"F10", - L"Save current map", - - L"F11", - L"Load map as current", - - L"+/-", - L"Change shadow darkness by .01", - - L"SHFT +/-", //20 - L"Change shadow darkness by .05", - - L"0 - 9", - L"Change map/tileset filename", - - L"b", - L"Change brush size", - - L"d", - L"Draw debris", - - L"o", - L"Draw obstacle", - - L"r", //30 - L"Draw rocks", - - L"t", - L"Toggle trees display ON/OFF", - - L"g", - L"Draw ground textures", - - L"w", - L"Draw building walls", - - L"e", - L"Toggle erase mode ON/OFF", - - L"h", //40 - L"Toggle roofs ON/OFF", -}; - -STR16 pAutoLoadMapText[] = -{ - L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", - L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", -}; - -STR16 pShowHighGroundText[] = -{ - L"Showing High Ground Markers", - L"Hiding High Ground Markers", -}; - -//Item Statistics.cpp -/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = -{ - L"Klaxon Mine", - L"Flare Mine", - L"Teargas Explosion", - L"Stun Explosion", - L"Smoke Explosion", - L"Mustard Gas", - L"Land Mine", - L"Open Door", - L"Close Door", - L"3x3 Hidden Pit", - L"5x5 Hidden Pit", - L"Small Explosion", - L"Medium Explosion", - L"Large Explosion", - L"Toggle Door", - L"Toggle Action1s", - L"Toggle Action2s", - L"Toggle Action3s", - L"Toggle Action4s", - L"Enter Brothel", - L"Exit Brothel", - L"Kingpin Alarm", - L"Sex with Prostitute", - L"Reveal Room", - L"Local Alarm", - L"Global Alarm", - L"Klaxon Sound", - L"Unlock door", - L"Toggle lock", - L"Untrap door", - L"Tog pressure items", - L"Museum alarm", - L"Bloodcat alarm", - L"Big teargas", -}; -*/ -STR16 pUpdateItemStatsPanelText[] = -{ - L"Toggle hide flag", //0 - L"No item selected.", - L"Slot available for", - L"Random generation.", - L"Keys not editable.", - L"ProfileID of owner", - L"Item class not implemented.", - L"Slot locked as empty.", - L"Status", - L"Rounds", - L"Trap Level", //10 - L"Quantity", - L"Trap Level", - L"Status", - L"Trap Level", - L"Status", - L"Quantity", - L"Trap Level", - L"Dollars", - L"Status", - L"Trap Level", //20 - L"Trap Level", - L"Tolerance", - L"Alarm Trigger", - L"Exist Chance", - L"B", - L"R", - L"S", -}; - -STR16 pSetupGameTypeFlagsText[] = -{ - L"Item appears in both Sci-Fi and Realistic modes", //0 - L"Item appears in Realistic mode only", - L"Item appears in Sci-Fi mode only", -}; - -STR16 pSetupGunGUIText[] = -{ - L"SILENCER", //0 - L"SNIPERSCOPE", - L"LASERSCOPE", - L"BIPOD", - L"DUCKBILL", - L"G-LAUNCHER", //5 -}; - -STR16 pSetupArmourGUIText[] = -{ - L"CERAMIC PLATES", //0 -}; - -STR16 pSetupExplosivesGUIText[] = -{ - L"DETONATOR", -}; - -STR16 pSetupTriggersGUIText[] = -{ - L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", -}; - -//Sector Summary.cpp - -STR16 pCreateSummaryWindowText[]= -{ - L"Okay", //0 - L"A", - L"G", - L"B1", - L"B2", - L"B3", //5 - L"LOAD", - L"SAVE", - L"Update", -}; - -STR16 pRenderSectorInformationText[] = -{ - L"Tileset: %s", //0 - L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", - L"Number of items: %d", - L"Number of lights: %d", - L"Number of entry points: %d", - - L"N", - L"E", - L"S", - L"W", - L"C", - L"I", //10 - - L"Number of rooms: %d", - L"Total map population: %d", - L"Enemies: %d", - L"Admins: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Troops: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Elites: %d", - - L"(%d detailed, %d profile -- %d have priority existance)", - L"Civilians: %d", //20 - - L"(%d detailed, %d profile -- %d have priority existance)", - - L"Humans: %d", - L"Cows: %d", - L"Bloodcats: %d", - - L"Creatures: %d", - - L"Monsters: %d", - L"Bloodcats: %d", - - L"Number of locked and/or trapped doors: %d", - L"Locked: %d", - L"Trapped: %d", //30 - L"Locked & Trapped: %d", - - L"Civilians with schedules: %d", - - L"Too many exit grid destinations (more than 4)...", - L"ExitGrids: %d (%d with a long distance destination)", - L"ExitGrids: none", - L"ExitGrids: 1 destination using %d exitgrids", - L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", - L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", - L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 - L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", - L"%d placements have patrol orders without any waypoints defined.", - L"%d placements have waypoints, but without any patrol orders.", - L"%d gridnos have questionable room numbers. Please validate.", - -}; - -STR16 pRenderItemDetailsText[] = -{ - L"R", //0 - L"S", - L"Enemy", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"Panic1", - L"Panic2", - L"Panic3", - L"Norm1", - L"Norm2", - L"Norm3", - L"Norm4", //10 - L"Pressure Actions", - - L"TOO MANY ITEMS TO DISPLAY!", - - L"PRIORITY ENEMY DROPPED ITEMS", - L"None", - - L"TOO MANY ITEMS TO DISPLAY!", - L"NORMAL ENEMY DROPPED ITEMS", - L"TOO MANY ITEMS TO DISPLAY!", - L"None", - L"TOO MANY ITEMS TO DISPLAY!", - L"ERROR: Can't load the items for this map. Reason unknown.", //20 -}; - -STR16 pRenderSummaryWindowText[] = -{ - L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 - L"(NO MAP LOADED).", - L"You currently have %d outdated maps.", - L"The more maps that need to be updated, the longer it takes. It'll take ", - L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", - L"depending on your computer, it may vary.", - L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", - - L"There is no sector currently selected.", - - L"Entering a temp file name that doesn't follow campaign editor conventions...", - - L"You need to either load an existing map or create a new map before being", - L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 - - L", ground level", - L", underground level 1", - L", underground level 2", - L", underground level 3", - L", alternate G level", - L", alternate B1 level", - L", alternate B2 level", - L", alternate B3 level", - - L"ITEM DETAILS -- sector %s", - L"Summary Information for sector %s:",//20 - - L"Summary Information for sector %s", - L"does not exist.", - - L"Summary Information for sector %s", - L"does not exist.", - - L"No information exists for sector %s.", - - L"No information exists for sector %s.", - - L"FILE: %s", - - L"FILE: %s", - - L"Override READONLY", - L"Overwrite File", //30 - - L"You currently have no summary data. By creating one, you will be able to keep track", - L"of information pertaining to all of the sectors you edit and save. The creation process", - L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", - L"take a few minutes depending on how many valid maps you have. Valid maps are", - L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", - L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", - - L"Do you wish to do this now (y/n)?", - - L"No summary info. Creation denied.", - - L"Grid", - L"Progress", //40 - L"Use Alternate Maps", - - L"Summary", - L"Items", -}; - -STR16 pUpdateSectorSummaryText[] = -{ - L"Analyzing map: %s...", -}; - -STR16 pSummaryLoadMapCallbackText[] = -{ - L"Loading map: %s", -}; - -STR16 pReportErrorText[] = -{ - L"Skipping update for %s. Probably due to tileset conflicts...", -}; - -STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = -{ - L"Generating map information", -}; - -STR16 pSummaryUpdateCallbackText[] = -{ - L"Generating map summary", -}; - -STR16 pApologizeOverrideAndForceUpdateEverythingText[] = -{ - L"MAJOR VERSION UPDATE", - L"There are %d maps requiring a major version update.", - L"Updating all outdated maps", -}; - -//selectwin.cpp -STR16 pDisplaySelectionWindowGraphicalInformationText[] = -{ - L"%S[%d] from default tileset %s (%d, %S)", - L"File: %S, subindex: %d (%d, %S)", - L"Tileset: %s", -}; - -STR16 pDisplaySelectionWindowButtonText[] = -{ - L"Accept selections (|E|n|t|e|r)", - L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", - L"Scroll window up (|U|p)", - L"Scroll window down (|D|o|w|n)", -}; - -//Cursor Modes.cpp -STR16 wszSelType[6] = { - L"Small", - L"Medium", - L"Large", - L"XLarge", - L"Width: xx", - L"Area" - }; - -//--- - -CHAR16 gszAimPages[ 6 ][ 20 ] = -{ - L"CÑ‚p. 1/2", //0 - L"CÑ‚p. 2/2", - - L"CÑ‚p. 1/3", - L"CÑ‚p. 2/3", - L"CÑ‚p. 3/3", - - L"CÑ‚p. 1/1", //5 -}; - -// by Jazz -CHAR16 zGrod[][500] = -{ - L"Робот", //0 // Robot -}; - -STR16 pCreditsJA2113[] = -{ - L"@T,{;Разработчики JA2 v1.13", - L"@T,C144,R134,{;Программирование", - L"@T,C144,R134,{;Графика и звук", - L"@};(Многое взÑто из других модов)", - L"@T,C144,R134,{;Предметы", - L"@T,C144,R134,{;Также помогали", - L"@};(И многие другие, предложившие хорошие идеи и выÑказавшие важные замечаниÑ!)", -}; - -CHAR16 ItemNames[MAXITEMS][80] = -{ - L"", -}; - - -CHAR16 ShortItemNames[MAXITEMS][80] = -{ - L"", -}; - -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 AmmoCaliber[MAXITEMS][20];// = -//{ -// L"0", -// L".38 кал", -// L"9 мм", -// L".45 кал", -// L".357 кал", -// L"12 кал", -// L"ОББ", -// L"5,45 мм", -// L"5,56 мм", -// L"7,62 мм ÐÐТО", -// L"7,62 мм ВД", -// L"4,7 мм", -// L"5,7 мм", -// L"МонÑтр", -// L"Ракета", -// L"", // дротик -// L"", // Ð¿Ð»Ð°Ð¼Ñ -//// L".50 кал", // barrett -//// L"9 мм Ñ‚Ñж", // Val silent -//}; - -// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. -// -// Different weapon calibres -// CAWS is Close Assault Weapon System and should probably be left as it is -// NATO is the North Atlantic Treaty Organization -// WP is Warsaw Pact -// cal is an abbreviation for calibre -CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= -//{ -// L"0", -// L".38 кал", -// L"9 мм", -// L".45 кал", -// L".357 кал", -// L"12 кал", -// L"ОББ", -// L"5,45 мм", -// L"5,56 мм", -// L"7,62 мм Ð.", -// L"7,62 мм ВД", -// L"4,7 мм", -// L"5,7 мм", -// L"МонÑтр", -// L"Ракета", -// L"", // дротик -//// L"", // flamethrower -//// L".50 кал", // barrett -//// L"9 мм Ñ‚Ñж", // Val silent -//}; - - -CHAR16 WeaponType[MAXITEMS][30] = -{ - L"Прочие", - L"ПиÑтолет", - L"Ðвт.пиÑтолет", - L"ПП", - L"Винтовка", - L"Сн.винтовка", - L"Ðвтомат", - L"Ручной пулемёт", - L"Дробовик", -}; - -CHAR16 TeamTurnString[][STRING_LENGTH] = -{ - L"Ход Игрока", // player's turn - L"Ход Противника", - L"Ход Тварей", - L"Ход ОполчениÑ", - L"Ход ГражданÑких", - L"Планирование",// planning turn - L"Клиент â„–1",//hayden - L"Клиент â„–2",//hayden - L"Клиент â„–3",//hayden - L"Клиент â„–4",//hayden - -}; - -CHAR16 Message[][STRING_LENGTH] = -{ - L"", - - // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. - - L"%s получает ранение в голову и терÑет в интеллекте!", - L"%s получает ранение в плечо и терÑет в ловкоÑти!", - L"%s получает ранение в грудь и терÑет в Ñиле!", - L"%s получает ранение в ногу и терÑет в проворноÑти!", - L"%s получает ранение в голову и терÑет %d ед. интеллекта!", - L"%s получает ранение в плечо и терÑет %d ед. ловкоÑти!", - L"%s получает ранение в грудь и терÑет %d ед. Ñилы!", - L"%s получает ранение в ногу и терÑет %d ед. проворноÑти!", - L"Перехват!", - - // The first %s is a merc's name, the second is a string from pNoiseVolStr, - // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr - - L"", //OBSOLETE - L"К вам на помощь прибыло подкрепление!", - - // In the following four lines, all %s's are merc names - - L"%s перезарÑжает оружие.", - L"%s недоÑтаточно очков дейÑтвиÑ!", - L"%s оказывает первую помощь (Ð»ÑŽÐ±Ð°Ñ ÐºÐ»Ð°Ð²Ð¸ÑˆÐ° - отмена).", - L"%s и %s оказывают первую помощь (Ð»ÑŽÐ±Ð°Ñ ÐºÐ»Ð°Ð²Ð¸ÑˆÐ° - отмена).", - // the following 17 strings are used to create lists of gun advantages and disadvantages - // (separated by commas) - L"надёжно", - L"ненадёжно", - L"проÑтой ремонт", - L"Ñложный ремонт", - L"большой урон", - L"малый урон", - L"ÑкороÑтрельное", - L"неÑкороÑтрельное", - L"дальний бой", - L"ближний бой", - L"лёгкое", - L"Ñ‚Ñжёлое", - L"компактное", - L"очередÑми", - L"нет отÑечки очереди", - L"бол.магазин", - L"мал.магазин", - - // In the following two lines, all %s's are merc names - - L"%s: камуфлÑÐ¶Ð½Ð°Ñ ÐºÑ€Ð°Ñка ÑтёрлаÑÑŒ.", - L"%s: камуфлÑÐ¶Ð½Ð°Ñ ÐºÑ€Ð°Ñка ÑмылаÑÑŒ.", - - // The first %s is a merc name and the second %s is an item name - - L"Второе оружие: закончилиÑÑŒ патроны!", - L"%s крадёт %s.", - - // The %s is a merc name - - L"%s: оружие не ÑтрелÑет очередÑми.", - - L"Уже уÑтановлено!", - L"Объединить?", - - // Both %s's are item names - - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿Ñ€Ð¸Ñоединить %s к %s.", - - L"Ðичего", - L"РазрÑдить", - L"ÐавеÑка", - - //You cannot use "item(s)" and your "other item" at the same time. - //Ex: You cannot use sun goggles and you gas mask at the same time. - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ñпользовать %s и %s одновременно.", - - L"Этот предмет можно приÑоединить к другим, помеÑтив его в одно из четырех меÑÑ‚ Ð´Ð»Ñ Ð½Ð°Ð²ÐµÑки.", - L"Этот предмет можно приÑоединить к другим, помеÑтив его в одно из четырех меÑÑ‚ Ð´Ð»Ñ Ð½Ð°Ð²ÐµÑки. (Однако Ñти предметы неÑовмеÑтимы)", - L"Ð’ Ñекторе еще оÑталиÑÑŒ враги!", - L"%s требует полную оплату, нужно заплатить ещё %s", - L"%s: попадание в голову!", - L"Покинуть битву?", - L"Это неÑъёмное приÑпоÑобление. УÑтановить его?", - L"%s чувÑтвует прилив Ñнергии!", - L"%s поÑкальзываетÑÑ Ð½Ð° ÑтеклÑнных шариках!", - L"%s не удалоÑÑŒ отобрать %s у врага!", - L"%s чинит %s", - L"Перехватили ход: ", - L"СдатьÑÑ?", - L"Человек отверг вашу помощь.", - L"Вам Ñто надо?", - L"Чтобы воÑпользоватьÑÑ Ð²ÐµÑ€Ñ‚Ð¾Ð»Ñ‘Ñ‚Ð¾Ð¼ ÐебеÑного Ð’Ñадника - выберите \"ТранÑпорт/Вертолёт\".", - L"%s уÑпевает зарÑдить только одно оружие.", - L"Ход кошек-убийц", - L"автоматичеÑкий", - L"неавтоматичеÑкий", - L"точный", - L"неточный", - L"нет одиночных", - L"Враг обобран до нитки!", - L"У врага в руках ничего нет!", - - L"%s: пеÑчаный камуфлÑж ÑтёрÑÑ.", - L"%s: пеÑчаный камуфлÑж ÑмылÑÑ.", - - L"%s: раÑтительный камуфлÑж ÑтёрÑÑ.", - L"%s: раÑтительный камуфлÑж ÑмылÑÑ.", - - L"%s: городÑкой камуфлÑж ÑтёрÑÑ.", - L"%s: городÑкой камуфлÑж ÑмылÑÑ.", - - L"%s: зимний камуфлÑж ÑтёрÑÑ.", - L"%s: зимний камуфлÑж ÑмылÑÑ.", - - L"ÐÐµÐ»ÑŒÐ·Ñ ÑƒÑтановить навеÑку %s на Ñто меÑто.", - L"%s не помеÑтитÑÑ Ð½Ð¸ в один Ñлот.", - L"ÐедоÑтаточно меÑта Ð´Ð»Ñ Ñтого кармана.", - - L"%s отремонтировал(а) %s, наÑколько Ñто было возможно.", - L"%s отремонтировал(а) у наёмника %s %s, наÑколько Ñто было возможно.", - - L"%s почиÑтил(а) %s.", // TODO.Translate - L"%s почиÑтил(а) у %s %s.", - - L"Assignment not possible at the moment", // TODO.Translate - L"No militia that can be drilled present.", - - L"%s has fully explored %s.", // TODO.Translate -}; - -// the country and its noun in the game -CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = -{ -#ifdef JA2UB - L"Тракону", - L"Траконец", -#else - L"Ðрулько", - L"Ðрулькиец", -#endif -}; - -// the names of the towns in the game -CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = -{ - L"", - L"Омерта", - L"ДраÑÑен", - L"Ðльма", - L"Грам", - L"ТикÑа", - L"КамбриÑ", - L"Сан-Мона", - L"ЭÑтони", - L"Орта", - L"Балайм", - L"Медуна", - L"Читзена", -}; - -// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. -// min is an abbreviation for minutes - -STR16 sTimeStrings[] = -{ - L"Пауза", - L"Ðорма", - L"5 мин", - L"30 мин", - L"60 мин", - L"6 чаÑов", -}; - - -// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, -// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. - -STR16 pAssignmentStrings[] = -{ - L"ОтрÑд 1", - L"ОтрÑд 2", - L"ОтрÑд 3", - L"ОтрÑд 4", - L"ОтрÑд 5", - L"ОтрÑд 6", - L"ОтрÑд 7", - L"ОтрÑд 8", - L"ОтрÑд 9", - L"ОтрÑд 10", - L"ОтрÑд 11", - L"ОтрÑд 12", - L"ОтрÑд 13", - L"ОтрÑд 14", - L"ОтрÑд 15", - L"ОтрÑд 16", - L"ОтрÑд 17", - L"ОтрÑд 18", - L"ОтрÑд 19", - L"ОтрÑд 20", - L"ОтрÑд 21", - L"ОтрÑд 22", - L"ОтрÑд 23", - L"ОтрÑд 24", - L"ОтрÑд 25", - L"ОтрÑд 26", - L"ОтрÑд 27", - L"ОтрÑд 28", - L"ОтрÑд 29", - L"ОтрÑд 30", - L"ОтрÑд 31", - L"ОтрÑд 32", - L"ОтрÑд 33", - L"ОтрÑд 34", - L"ОтрÑд 35", - L"ОтрÑд 36", - L"ОтрÑд 37", - L"ОтрÑд 38", - L"ОтрÑд 39", - L"ОтрÑд 40", - L"Ðа Ñлужбе", // on active duty - L"Медик", // administering medical aid - L"Пациент", // getting medical aid - L"ТранÑпорт", // in a vehicle - L"Ð’ пути", // in transit - abbreviated form - L"Ремонт", // repairing - L"Сканировать чаÑтоты", // scanning for nearby patrols - L"Практика", // training themselves - L"Ополчение", // training a town to revolt - L"Патруль", //training moving militia units //M.Militia - L"Тренер", // training a teammate - L"Ученик", // being trained by someone else - L"ÐоÑильщик", // move items - L"Штат", // operating a strategic facility //Staff - L"ПитатьÑÑ", // eating at a facility (cantina etc.) - L"Отдых", // Resting at a facility //Rest - L"ДопроÑ", // Flugente: interrogate prisoners - L"Мёртв", // dead - L"ÐедееÑп.", // abbreviation for incapacitated - L"Ð’ плену", // Prisoner of war - captured - L"ГоÑпиталь", // patient in a hospital - L"ПуÑÑ‚", // Vehicle is empty - L"ОÑведомитель",// facility: undercover prisoner (snitch) - L"Пропаганда", // facility: spread propaganda - L"Пропаганда", // facility: spread propaganda (globally) - L"Слухи", // facility: gather information - L"Пропаганда", // spread propaganda - L"Слухи", // gather information - L"Командует", // militia movement orders - L"ОÑмотр", // disease diagnosis - L"Леч.наÑел.", // treat disease among the population - L"Медик", // administering medical aid - L"Пациент", // getting medical aid - L"Ремонт", // repairing - L"УкреплÑет", // build structures according to external layout - L"Учит рабочих", - L"Hide", // TODO.Translate - L"GetIntel", - L"DoctorM.", - L"DMilitia", - L"Burial", - L"Admin", // TODO.Translate - L"Explore", // TODO.Translate - L"Event",// rftr: merc is on a mini event // TODO: translate - L"Mission", // rftr: rebel command -}; - - -STR16 pMilitiaString[] = -{ - L"Ополчение", // the title of the militia box - L"Резерв", //the number of unassigned militia troops - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿ÐµÑ€ÐµÑ€Ð°ÑпределÑть ополчение во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ!", - L"Ðекоторые ополченцы не были определены по Ñекторам. Желаете их раÑпуÑтить (уволить)?", -}; - - -STR16 pMilitiaButtonString[] = -{ - L"Ðвто", // auto place the militia troops for the player - L"Готово", // done placing militia troops - L"РаÑпуÑтить", // HEADROCK HAM 3.6: Disband militia - L"Ð’ резерв", // move all milita troops to unassigned pool -}; - -STR16 pConditionStrings[] = -{ - L"Отличное", //the state of a soldier .. excellent health - L"Хорошее", //good health - L"СноÑное", //fair health - L"Ранен", //wounded health - L"УÑтал", //tired - L"Кровоточит", //bleeding to death - L"Без ÑознаниÑ", //knocked out - L"Умирает", //near death - L"Мёртв", //dead -}; - -STR16 pEpcMenuStrings[] = -{ - L"Ðа Ñлужбе", // set merc on active duty - L"Пациент", // set as a patient to receive medical aid - L"ТранÑпорт", // tell merc to enter vehicle - L"Без ÑÑкорта", // let the escorted character go off on their own - L"Отмена", // close this menu -}; - - -// look at pAssignmentString above for comments - -STR16 pPersonnelAssignmentStrings[] = -{ - L"ОтрÑд 1", - L"ОтрÑд 2", - L"ОтрÑд 3", - L"ОтрÑд 4", - L"ОтрÑд 5", - L"ОтрÑд 6", - L"ОтрÑд 7", - L"ОтрÑд 8", - L"ОтрÑд 9", - L"ОтрÑд 10", - L"ОтрÑд 11", - L"ОтрÑд 12", - L"ОтрÑд 13", - L"ОтрÑд 14", - L"ОтрÑд 15", - L"ОтрÑд 16", - L"ОтрÑд 17", - L"ОтрÑд 18", - L"ОтрÑд 19", - L"ОтрÑд 20", - L"ОтрÑд 21", - L"ОтрÑд 22", - L"ОтрÑд 23", - L"ОтрÑд 24", - L"ОтрÑд 25", - L"ОтрÑд 26", - L"ОтрÑд 27", - L"ОтрÑд 28", - L"ОтрÑд 29", - L"ОтрÑд 30", - L"ОтрÑд 31", - L"ОтрÑд 32", - L"ОтрÑд 33", - L"ОтрÑд 34", - L"ОтрÑд 35", - L"ОтрÑд 36", - L"ОтрÑд 37", - L"ОтрÑд 38", - L"ОтрÑд 39", - L"ОтрÑд 40", - L"Ðа Ñлужбе", - L"Медик", - L"Пациент", - L"ТранÑпорт", - L"Ð’ пути", - L"Ремонт", - L"Сканирует радиочаÑтоты", // radio scan - L"Практика", - L"Ополчение", - L"Тренирует патруль", //Training Mobile Militia - L"Тренер", - L"Ученик", - L"ÐоÑильщик", // move items - L"Работает Ñ Ð½Ð°Ñелением", //Facility Staff - L"ПитаетÑÑ", // eating at a facility (cantina etc.) - L"Отдыхает", //Resting at Facility - L"Допрашивает пленных", // Flugente: interrogate prisoners - L"Мёртв", - L"ÐедееÑп.", - L"Ð’ плену", - L"ГоÑпиталь", - L"ПуÑÑ‚", // Vehicle is empty - L"ОÑведомитель", // facility: undercover prisoner (snitch) - L"Ведет пропаганду", // facility: spread propaganda - L"Ведет пропаганду", // facility: spread propaganda (globally) - L"Собирает Ñлухи", // facility: gather rumours - L"Ведет пропаганду", // spread propaganda - L"Собирает Ñлухи", // gather information - L"Руководит ополчением", // militia movement orders - L"ОбÑледование", // disease diagnosis - L"Лечит наÑеление", // treat disease among the population - L"Медик", - L"Пациент", - L"Ремонт", - L"УкреплÑет Ñектор", // build structures according to external layout - L"Учит рабочих", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// refer to above for comments - -STR16 pLongAssignmentStrings[] = -{ - L"ОтрÑд 1", - L"ОтрÑд 2", - L"ОтрÑд 3", - L"ОтрÑд 4", - L"ОтрÑд 5", - L"ОтрÑд 6", - L"ОтрÑд 7", - L"ОтрÑд 8", - L"ОтрÑд 9", - L"ОтрÑд 10", - L"ОтрÑд 11", - L"ОтрÑд 12", - L"ОтрÑд 13", - L"ОтрÑд 14", - L"ОтрÑд 15", - L"ОтрÑд 16", - L"ОтрÑд 17", - L"ОтрÑд 18", - L"ОтрÑд 19", - L"ОтрÑд 20", - L"ОтрÑд 21", - L"ОтрÑд 22", - L"ОтрÑд 23", - L"ОтрÑд 24", - L"ОтрÑд 25", - L"ОтрÑд 26", - L"ОтрÑд 27", - L"ОтрÑд 28", - L"ОтрÑд 29", - L"ОтрÑд 30", - L"ОтрÑд 31", - L"ОтрÑд 32", - L"ОтрÑд 33", - L"ОтрÑд 34", - L"ОтрÑд 35", - L"ОтрÑд 36", - L"ОтрÑд 37", - L"ОтрÑд 38", - L"ОтрÑд 39", - L"ОтрÑд 40", - L"Ðа Ñлужбе", - L"Медик", - L"Пациент", - L"Ð’ транÑпорте", - L"Ð’ пути", - L"Ремонтирует", - L"Сканирует радиочаÑтоты", // radio scan - L"ПрактикуетÑÑ", - L"Тренирует ополчение", - L"Тренирует патруль", //Train Mobiles - L"Тренирует", - L"ОбучаетÑÑ", - L"ÐоÑильщик", // move items - L"Работает Ñ Ð½Ð°Ñелением", //Staff Facility - L"Отдыхает в заведении", //Resting at Facility - L"Допрашивает пленных", // Flugente: interrogate prisoners - L"Мёртв", - L"ÐедееÑпоÑобен", - L"Ð’ плену", - L"Ð’ гоÑпитале", // patient in a hospital - L"Без паÑÑажиров", // Vehicle is empty - L"ОÑведомитель", // facility: undercover prisoner (snitch) - L"Ведет пропаганду", // facility: spread propaganda - L"Ведет пропаганду", // facility: spread propaganda (globally) - L"Собирает Ñлухи", // facility: gather rumours - L"Ведет пропаганду", // spread propaganda - L"Собирает Ñлухи", // gather information - L"Руководит ополчением", // militia movement orders - L"ОбÑледование", // disease diagnosis - L"Лечит наÑеление", // treat disease among the population - L"Медик", - L"Пациент", - L"Ремонтирует", - L"УкреплÑет Ñектор", // build structures according to external layout - L"Учит рабочих", - L"Hide while disguised", // TODO.Translate - L"Get intel while disguised", - L"Doctor wounded militia", - L"Drill existing militia", - L"Bury corpses", - L"Administration", // TODO.Translate - L"Exploration", // TODO.Translate -}; - - -// the contract options - -STR16 pContractStrings[] = -{ - L"Изменение контракта:", - L"", // a blank line, required - L"Продлить на 1 день", // offer merc a one day contract extension - L"Продлить на 7 дней", // 1 week - L"Продлить на 14 дней", // 2 week - L"Уволить", // end merc's contract - L"Отмена", // stop showing this menu -}; - -STR16 pPOWStrings[] = -{ - L"Ð’ плену", //an acronym for Prisoner of War - L"??", -}; - -STR16 pLongAttributeStrings[] = -{ - L"СИЛÐ", - L"ЛОВКОСТЬ", - L"ПРОВОРÐОСТЬ", - L"ИÐТЕЛЛЕКТ", - L"МЕТКОСТЬ", - L"МЕДИЦИÐÐ", - L"МЕХÐÐИКÐ", - L"ЛИДЕРСТВО", - L"ВЗРЫВЧÐТКÐ", - L"УРОВЕÐЬ", -}; - -STR16 pInvPanelTitleStrings[] = -{ - L"БронÑ", // the armor rating of the merc - L"ВеÑ", // the weight the merc is carrying - L"Камуф.", // the merc's camouflage rating - L"КамуфлÑж:", - L"БронÑ:", -}; - -STR16 pShortAttributeStrings[] = -{ - L"Прв", // the abbreviated version of : agility - L"Лов", // dexterity - L"Сил", // strength - L"Лид", // leadership - L"Инт", // wisdom - L"Опт", // experience level - L"Мет", // marksmanship skill - L"Мех", // mechanical skill - L"Взр", // explosive skill - L"Мед", // medical skill -}; - - -STR16 pUpperLeftMapScreenStrings[] = -{ - L"ЗанÑтие", // the mercs current assignment - L"Контракт", // the contract info about the merc - L"Здоровье", // the health level of the current merc - L"Боев.дух", // the morale of the current merc - L"СоÑÑ‚.", // the condition of the current vehicle - L"Топливо", // the fuel level of the current vehicle -}; - -STR16 pTrainingStrings[] = -{ - L"Практика", // tell merc to train self - L"Ополчение", // tell merc to train town - L"Тренер", // tell merc to act as trainer - L"Ученик", // tell merc to be train by other -}; - -STR16 pGuardMenuStrings[] = -{ - L"Ведение огнÑ:", // the allowable rate of fire for a merc who is guarding - L" ÐгреÑÑÐ¸Ð²Ð½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°", // the merc can be aggressive in their choice of fire rates - L" Беречь патроны", // conserve ammo - L" ВоздержатьÑÑ Ð¾Ñ‚ Ñтрельбы", // fire only when the merc needs to - L"Другие параметры:", // other options available to merc - L" Может отÑтупить", // merc can retreat - L" Может иÑкать укрытие", // merc is allowed to seek cover - L" Может помочь команде", // merc can assist teammates - L"Готово", // done with this menu - L"Отмена", // cancel this menu -}; - -// This string has the same comments as above, however the * denotes the option has been selected by the player - -STR16 pOtherGuardMenuStrings[] = -{ - L"Ведение огнÑ:", - L" *ÐгреÑÑÐ¸Ð²Ð½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°*", - L" *Беречь патроны*", - L" *ВоздержатьÑÑ Ð¾Ñ‚ Ñтрельбы*", - L"Другие параметры:", - L" *Может отÑтупить*", - L" *Может иÑкать укрытие*", - L" *Может помочь команде*", - L"Готово", - L"Отмена", -}; - -STR16 pAssignMenuStrings[] = -{ - L"Ðа Ñлужбе", // merc is on active duty - L"Медик", // the merc is acting as a doctor - L"ЗаболеваниÑ", // merc is a doctor doing diagnosis - L"Пациент", // the merc is receiving medical attention - L"ТранÑпорт", // the merc is in a vehicle - L"Ремонт", // the merc is repairing items - L"Радио", // Flugente: the merc is scanning for patrols in neighbouring sectors - L"ОÑведомитель", // anv: snitch actions - L"Обучение", // the merc is training - L"Militia", // all things militia - L"ÐоÑильщик", // move items - L"УкреплÑть", // fortify sector - L"Intel", // covert assignments // TODO.Translate - L"Administer", // TODO.Translate - L"Explore", // TODO.Translate - L"ЗанÑтиÑ", // the merc is using/staffing a facility - L"Отмена", // cancel this menu -}; - -//lal -STR16 pMilitiaControlMenuStrings[] = -{ - L"Ð’ атаку", // set militia to aggresive - L"Держать оборону", // set militia to stationary - L"ОтÑтупать", // retreat militia - L"За мной", - L"ЛожиÑÑŒ", - L"ПриÑеÑть", - L"Ð’ укрытие", - L"ДвигатьÑÑ Ð² точку", - L"Ð’Ñе в атаку", - L"Ð’Ñем держать оборону", - L"Ð’Ñем отÑтупать", - L"Ð’Ñе за мной", - L"Ð’Ñем раÑÑеÑтьÑÑ", - L"Ð’Ñем залечь", - L"Ð’Ñем приÑеÑть", - L"Ð’Ñем в укрытие", - //L"Ð’Ñем иÑкать предметы", - L"Отмена", // cancel this menu -}; - -//Flugente -STR16 pTraitSkillsMenuStrings[] = -{ - // radio operator - L"Ðртналет", - L"ПоÑтановка помех", - L"Сканировать радиочаÑтоты", - L"ПроÑлушивать", - L"Вызвать подкреплениÑ", - L"Выключить радиоÑтанцию", - L"Radio: Activate all turncoats", - - // spy - L"Hide assignment", - L"Get Intel assignment", - L"Recruit turncoat", - L"Activate turncoat", - L"Activate all turncoats", - - // disguise - L"Disguise", - L"Remove disguise", - L"Test disguise", - L"Remove clothes", - - // various - L"Ðаблюдатель", - L"Focus", // TODO.Translate - L"Drag", - L"Fill canteens", -}; - -//Flugente: short description of the above skills for the skill selection menu -STR16 pTraitSkillsMenuDescStrings[] = -{ - // radio operator - L"Вызвать артиллерийÑкий удар из Ñектора...", - L"Заполнить Ñфир помехами, чтобы Ñделать невозможным иÑпользование ÑредÑтв ÑвÑзи.", - L"ИÑкать иÑточник помех.", - L"ИÑпользовать радиопроÑлушку Ð´Ð»Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð½Ð¸ÐºÐ°.", - L"Вызвать Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ð¸Ð· ÑоÑедних Ñекторов.", - L"Turn off radio set.", // TODO.Translate - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // spy - L"Assignment: hide among the population.", // TODO.Translate - L"Assignment: hide among the population and gather intel.", - L"Try to turn an enemy into a turncoat.", - L"Order previously turned soldier to betray their comrades and join you.", - L"Order all previously turned soldiers in the sector to betray their comrades and join you.", - - // disguise - L"Try to disguise with the merc's current clothes.", - L"Remove the disguise, but clothes remain worn.", - L"Test the viability of the disguise.", - L"Remove any extra clothes.", - - // various - L"Ðаблюдать за меÑтноÑтью, чтобы обеÑпечить более меткую Ñтрельбу Ñвоим Ñнайперам.", - L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate - L"Drag a person, corpse or structure while you move.", - L"Refill your squad's canteens with water from this sector.", -}; - -STR16 pTraitSkillsDenialStrings[] = -{ - L"ТребуетÑÑ:\n", - L" - %d ОД\n", - L" - %s\n", - L" - %s или выше\n", - L" - %s или выше или\n", - L" - %d минут на подготовку\n", - L" - позиции миномётов в ÑоÑедних Ñекторах\n", - L" - %s |и|л|и %s |и %s или %s или выше\n", - L" - одержим беÑами", - L" - a gun-related trait\n", // TODO.Translate - L" - aimed gun\n", - L" - prone person, corpse or structure next to merc\n", - L" - crouched position\n", - L" - free main hand\n", - L" - covert trait\n", - L" - enemy occupied sector\n", - L" - single merc\n", - L" - no alarm raised\n", - L" - civilian or soldier disguise\n", - L" - being our turn\n", - L" - turned enemy soldier\n", - L" - enemy soldier\n", - L" - surface sector\n", - L" - not being under suspicion\n", - L" - not disguised\n", - L" - not in combat\n", - L" - friendly controlled sector\n", -}; - -STR16 pSkillMenuStrings[] = -{ - L"Ополчение", - L"Другие отрÑды", - L"Отмена", - L"%d ополченцев", - L"Ð’Ñе ополченцы", - - L"More", // TODO.Translate - L"Corpse: %s", // TODO.Translate -}; - -STR16 pSnitchMenuStrings[] = -{ - // snitch - L"ОÑведомитель в отрÑде", - L"ГородÑкое назначение", - L"Отмена", -}; - -STR16 pSnitchMenuDescStrings[] = -{ - // snitch - L"ОбÑудить поведение оÑÐ²ÐµÐ´Ð¾Ð¼Ð¸Ñ‚ÐµÐ»Ñ Ð¿Ð¾ отношению к его команде.", - L"ВзÑть задание в Ñтом Ñекторе.", - L"Отмена", -}; - -STR16 pSnitchToggleMenuStrings[] = -{ - // toggle snitching - L"Сообщать о недовольÑтве", - L"Ðе Ñообщать", - L"Предотвращать нарушениÑ", - L"Игнорировать нарушениÑ", - L"Отмена", -}; - -STR16 pSnitchToggleMenuDescStrings[] = -{ - L"Сообщать командиру обо вÑех недовольных.", - L"Ðичего не Ñообщать.", - L"Предотвращать попытки воровÑтва и наркомании.", - L"Ðе обращать Ð²Ð½Ð¸Ð¼Ð°Ð½Ð¸Ñ Ð½Ð° нарушениÑ.", - L"Отмена", -}; - -STR16 pSnitchSectorMenuStrings[] = -{ - // sector assignments - L"ВеÑти пропаганду", - L"Собирать Ñлухи", - L"Отмена", -}; - -STR16 pSnitchSectorMenuDescStrings[] = -{ - L"ПроÑлавлÑть дейÑÑ‚Ð²Ð¸Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð² Ð´Ð»Ñ Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð»Ð¾ÑльноÑти. ", - L"Собирать Ñлухи о дейÑтвиÑÑ… противника.", - L"", -}; - -STR16 pPrisonerMenuStrings[] = -{ - L"ДопроÑить полицию", - L"ДопроÑить Ñолдат", - L"ДопроÑить Ñпецназ", - L"ДопроÑить офицеров", - L"ДопроÑить генералов", - L"ДопроÑить граждан", - L"Отмена", -}; - -STR16 pPrisonerMenuDescStrings[] = // TODO.Translate -{ - L"Administrators are easy to process, but give only poor results", - L"Regular troops are common and don't give you high rewards.", - L"If elite troops defect to you, they can become veteran militia.", - L"Interrogating enemy officers can lead you to find enemy generals.", - L"Generals cannot join your militia, but lead to high ransoms.", - L"Civilians don't offer much resistance, but are second-rate troops at best.", - L"Отмена", -}; - -STR16 pSnitchPrisonExposedStrings[] = -{ - L"%s был уличен как оÑведомитель, но Ð²Ð¾Ð²Ñ€ÐµÐ¼Ñ Ñумел заметить Ñто и выбратьÑÑ Ð¶Ð¸Ð²Ñ‹Ð¼.", - L"%s был уличен как оÑведомитель, но Ñумел разрÑдить обÑтановку и выбратьÑÑ Ð¶Ð¸Ð²Ñ‹Ð¼.", - L"%s был уличен как оÑведомитель, но Ñумел избежать покушениÑ.", - L"%s был уличен как оÑведомитель, но охрана Ñумела предотвратить наÑилие.", - - L"%s был уличен как оÑведомитель и почти утоплен другими заключенными, но охрана уÑпела вмешатьÑÑ.", - L"%s был уличен как оÑведомитель и чуть не забит до Ñмерти, прежде чем охрана вмешалаÑÑŒ.", - L"%s был уличен как оÑведомитель и едва не заколот, но охрана уÑпела вмешатьÑÑ.", - L"%s был уличен как оÑведомитель и чуть не задушен, но охрана уÑпела вмешатьÑÑ.", - - L"%s был уличен как оÑведомитель и утоплен в Ñортире другими заключенными.", - L"%s был уличен как оÑведомитель и забит до Ñмерти другими заключенными.", - L"%s был уличен как оÑведомитель и заколот наÑмерть другими заключенными.", - L"%s был уличен как оÑведомитель и задушен другими заключенными.", -}; - -STR16 pSnitchGatheringRumoursResultStrings[] = -{ - L"%s Ñобрал(а) Ñлухи об активноÑти противника в %d Ñекторах.", - -}; - -STR16 pRemoveMercStrings[] = -{ - L"Убрать бойца", // remove dead merc from current team - L"Отмена", -}; - -STR16 pAttributeMenuStrings[] = -{ - L"Здоровье", - L"ПроворноÑть", - L"ЛовкоÑть", - L"Сила", - L"ЛидерÑтво", - L"МеткоÑть", - L"Механика", - L"Взрывчатка", - L"Медицина", - L"Отмена", -}; - -STR16 pTrainingMenuStrings[] = -{ - L"Практика", // train yourself - L"Рабочие", // Train workers - L"Тренер", // train your teammates - L"Ученик", // be trained by an instructor - L"Отмена", // cancel this menu -}; - - -STR16 pSquadMenuStrings[] = -{ - L"ОтрÑд 1", - L"ОтрÑд 2", - L"ОтрÑд 3", - L"ОтрÑд 4", - L"ОтрÑд 5", - L"ОтрÑд 6", - L"ОтрÑд 7", - L"ОтрÑд 8", - L"ОтрÑд 9", - L"ОтрÑд 10", - L"ОтрÑд 11", - L"ОтрÑд 12", - L"ОтрÑд 13", - L"ОтрÑд 14", - L"ОтрÑд 15", - L"ОтрÑд 16", - L"ОтрÑд 17", - L"ОтрÑд 18", - L"ОтрÑд 19", - L"ОтрÑд 20", - L"ОтрÑд 21", - L"ОтрÑд 22", - L"ОтрÑд 23", - L"ОтрÑд 24", - L"ОтрÑд 25", - L"ОтрÑд 26", - L"ОтрÑд 27", - L"ОтрÑд 28", - L"ОтрÑд 29", - L"ОтрÑд 30", - L"ОтрÑд 31", - L"ОтрÑд 32", - L"ОтрÑд 33", - L"ОтрÑд 34", - L"ОтрÑд 35", - L"ОтрÑд 36", - L"ОтрÑд 37", - L"ОтрÑд 38", - L"ОтрÑд 39", - L"ОтрÑд 40", - L"Отмена", -}; - -STR16 pPersonnelTitle[] = -{ - L"Команда", // the title for the personnel screen/program application -}; - -STR16 pPersonnelScreenStrings[] = -{ - L"Здоровье:", // health of merc - L"ПроворноÑть:", - L"ЛовкоÑть:", - L"Сила:", - L"ЛидерÑтво:", - L"Интеллект:", - L"Опыт:", // experience level - L"МеткоÑть:", - L"Механика:", - L"Взрывчатка:", - L"Медицина:", - L"Мед. депозит:", // amount of medical deposit put down on the merc - L"До конца контракта:", // cost of current contract - L"Убил врагов:", // number of kills by merc - L"Помог убить:", // number of assists on kills by merc - L"Гонорар за день:", // daily cost of merc - L"ÐžÐ±Ñ‰Ð°Ñ Ñ†ÐµÐ½Ð° уÑлуг:", // total cost of merc - L"Контракт:", // cost of current contract - L"У Ð²Ð°Ñ Ð½Ð° Ñлужбе:", // total service rendered by merc - L"Задолж. жалованиÑ:", // amount left on MERC merc to be paid - L"Процент попаданий:", // percentage of shots that hit target - L"Боёв:", // number of battles fought - L"Ранений:", // number of times merc has been wounded - L"Ðавыки:", - L"Ðет навыков", - L"ДоÑтижениÑ:", //Achievements -}; - -// SANDRO - helptexts for merc records -STR16 pPersonnelRecordsHelpTexts[] = -{ - L"Спецназа: %d\n", - L"Солдат: %d\n", - L"Полиции: %d\n", - L"Враждебных граждан: %d\n", - L"Животных: %d\n", - L"Танков: %d\n", - L"Других объектов: %d\n", - - L"Своим: %d\n", - L"Ополчению: %d\n", - L"Другим: %d\n", - - L"Выпущено пуль: %d\n", - L"Выпущено ракет: %d\n", - L"Брошено гранат: %d\n", - L"Брошено ножей: %d\n", - L"Ударов ножом: %d\n", - L"Ударов кулаками: %d\n", - L"Удачных попаданий: %d\n", - - L"Замков взломано: %d\n", - L"Замков Ñорвано: %d\n", - L"Ловушек обезврежено: %d\n", - L"Взрывчатки взорвано: %d\n", - L"Предметов отремонтированно: %d\n", - L"Предметов Ñобрано: %d\n", - L"Вещей украдено: %d\n", - L"Ополченцев натренировано: %d\n", - L"Бойцов перевÑзано: %d\n", - L"Заданий: %d\n", - L"Ð’Ñтречено информаторов: %d\n", - L"Секторов разведано: %d\n", - L"Предотвращено заÑад: %d\n", - L"Заданий жителей выполнено: %d\n", - - L"ТактичеÑких Ñражений: %d\n", - L"Ðвтобитв: %d\n", - L"КоличеÑтво отÑтуплений: %d\n", - L"Попаданий в заÑады: %d\n", - L"ÐšÑ€ÑƒÐ¿Ð½ÐµÐ¹ÑˆÐ°Ñ Ð±Ð¸Ñ‚Ð²Ð°: %d врагов\n", - - L"ОгнеÑтрельных ран: %d\n", - L"Ðожевых ран: %d\n", - L"Пропущенных ударов: %d\n", - L"ПодорвалÑÑ: %d\n", - L"Ухудшений параметров: %d\n", - L"ÐŸÐµÑ€ÐµÐ½Ñ‘Ñ Ñ…Ð¸Ñ€. операций: %d\n", - L"Травм на производÑтве: %d\n", - - L"Характер:", - L"ÐедоÑтаток:", - - L"По жизни:", //Attitudes // WANNE: For old traits display instead of "Character:"! - - L"Зомби: %d\n", - - L"БиографиÑ:", - L"Характер:", - - L"ДопроÑил(а): %d\n", - L"Заболел(а): %d\n", - L"Получено урона: %d\n", - L"ÐанеÑено урона: %d\n", - L"Вылечено: %d\n", -}; - - -//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h -STR16 gzMercSkillText[] = -{ - // SANDRO - tweaked this - L"Ðет навыка", - L"Взлом замков", - L"Рукопашный бой", - L"Электроника", - L"Ðочные операции", - L"Метание", - L"ИнÑтруктор", - L"ТÑжелое оружие", - L"ÐвтоматичеÑкое оружие", - L"СкрытноÑть", - L"Ловкач", - L"ВоровÑтво", - L"Боевые иÑкуÑÑтва", - L"Холодное оружие", - L"Снайпер", - L"КамуфлÑж", - L"(ЭкÑперт)", -}; -////////////////////////////////////////////////////////// -// SANDRO - added this -STR16 gzMercSkillTextNew[] = -{ - // Major traits - L"Ðет навыка", // 0 - L"Ðвтоматчик", // 1 - L"Гренадёр", - L"Стрелок", - L"Охотник", - L"Ковбой", // 5 - L"БокÑёр", - L"Старшина", - L"Техник", - L"Санитар", - // Minor traits - L"Ловкач", // 10 - L"МаÑтер клинка", - L"МаÑтер по метанию", - L"Ðочник", - L"БеÑшумный убийца", - L"СпортÑмен", - L"КультуриÑÑ‚", - L"Подрывник", - L"ИнÑтруктор", - L"Разведчик", - // covert ops is a major trait that was added later - L"ДиверÑант", // 20 - - // new minor traits - L"РадиÑÑ‚", // 21 - L"ОÑведомитель", // 22 - L"Спец по выживанию", - - // second names for major skills - L"Пулемётчик", - L"ÐртиллериÑÑ‚", - L"Снайпер", - L"Рейнджер", - L"ПиÑтолетчик", - L"Боевые иÑкуÑÑтва", - L"Командир", - L"Инженер", - L"Доктор", - // placeholders for minor traits - L"Placeholder", // 33 - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", - L"Placeholder", // 42 - L"Шпион", // 43 - L"Placeholder", // for radio operator (minor trait) - L"Placeholder", // for snitch (minor trait) - L"Placeholder", // for survival (minor trait) - L"Ещё...", // 47 - L"Intel", // for INTEL // TODO.Translate - L"Disguise", // for DISGUISE - L"Различные", // for VARIOUSSKILLS - L"ÐвтоперевÑзка", // for AUTOBANDAGESKILLS -}; -////////////////////////////////////////////////////////// - -// This is pop up help text for the options that are available to the merc - -STR16 pTacticalPopupButtonStrings[] = -{ - L"Ð’Ñтать/Идти (|S)", - L"ПриÑеÑть/ГуÑиный шаг (|C)", - L"СтоÑть/Бежать (|R)", - L"Лечь/Ползти (|P)", - L"Поворот (|L)", - L"ДейÑтвие", - L"Поговорить", - L"ОÑмотреть (|C|t|r|l)", - - // Pop up door menu - L"Открыть", - L"ИÑкать ловушки", - L"Ð’Ñкрыть отмычками", - L"Открыть cилой", - L"Обезвредить", - L"Запереть", - L"Отпереть", - L"ИÑпользовать зарÑд взрывчатки", - L"Взломать ломом", - L"Отмена (|E|s|c)", - L"Закрыть", -}; - -// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. - -STR16 pDoorTrapStrings[] = -{ - L"нет ловушки", - L"бомба-ловушка", - L"Ñлектроловушка", - L"Ñирена", - L"ÑигнализациÑ", -}; - -// Contract Extension. These are used for the contract extension with AIM mercenaries. - -STR16 pContractExtendStrings[] = -{ - L"1 день", - L"7 дней", - L"14 дней", -}; - -// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. - -STR16 pMapScreenMouseRegionHelpText[] = -{ - L"Выбрать наёмника", - L"Отдать приказ", - L"Проложить путь движениÑ", - L"Контракт наёмника (|C)", - L"МеÑтонахождение бойца", - L"Спать", -}; - -// volumes of noises - -STR16 pNoiseVolStr[] = -{ - L"ТИХИЙ", - L"ЧЕТКИЙ", - L"ГРОМКИЙ", - L"ОЧЕÐЬ ГРОМКИЙ", -}; - -// types of noises - -STR16 pNoiseTypeStr[] = // OBSOLETE -{ - L"ÐЕПОÐЯТÐЫЙ", - L"ШÐГИ", - L"СКРИП", - L"ВСПЛЕСК", - L"УДÐР", - L"ВЫСТРЕЛ", - L"ВЗРЫВ", - L"КРИК", - L"УДÐР", - L"УДÐР", - L"ЗВОÐ", - L"ГРОХОТ", -}; - -// Directions that are used to report noises - -STR16 pDirectionStr[] = -{ - L"c СЕВЕРО-ВОСТОКÐ", - L"c ВОСТОКÐ", - L"c ЮГО-ВОСТОКÐ", - L"c ЮГÐ", - L"c ЮГО-ЗÐПÐДÐ", - L"c ЗÐПÐДÐ", - L"c СЕВЕРО-ЗÐПÐДÐ", - L"c СЕВЕРÐ", -}; - -// These are the different terrain types. - -STR16 pLandTypeStrings[] = -{ - L"Город", - L"Дорога", - L"Равнина", - L"ПуÑтынÑ", - L"ПрериÑ", - L"ЛеÑ", - L"Болото", - L"Вода", - L"Холмы", - L"Ðепроходимо", - L"Река", //river from north to south - L"Река", //river from east to west - L"Ð§ÑƒÐ¶Ð°Ñ Ñтрана", - //NONE of the following are used for directional travel, just for the sector description. - L"Тропики", - L"Ферма", - L"ПолÑ, дорога", - L"ЛеÑа, дорога", - L"Ферма, дорога", - L"Тропики, дорога", - L"ЛеÑа, дорога", - L"Побережье", - L"Горы, дорога", - L"Берег, дорога", - L"ПуÑтынÑ, дорога", - L"Болота, дорога", - L"ПрериÑ, ПВО", - L"ПуÑтынÑ, ПВО", - L"Тропики, ПВО", - L"Медуна, ПВО", - - //These are descriptions for special sectors - L"ГоÑпиталь Камбрии", - L"ÐÑропорт ДраÑÑена", - L"ÐÑропорт Медуны", - L"База ПВО", - L"ÐЗС ", - L"Убежище повÑтанцев", //The rebel base underground in sector A10 - L"Подвалы ТикÑÑ‹", //The basement of the Tixa Prison (J9) - L"Логово тварей", //Any mine sector with creatures in it - L"Подвалы Орты", //The basement of Orta (K4) - L"Туннель", //The tunnel access from the maze garden in Meduna - //leading to the secret shelter underneath the palace - L"Убежище", //The shelter underneath the queen's palace - L"", //Unused -}; - -STR16 gpStrategicString[] = -{ - L"", //Unused - L"%s замечен в Ñекторе %c%d, и другой отрÑд уже на подходе.", //STR_DETECTED_SINGULAR - L"%s замечен в Ñекторе %c%d, и оÑтальные отрÑды уже на подходе.", //STR_DETECTED_PLURAL - L"Желаете дождатьÑÑ Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ð¾Ñтальных?", //STR_COORDINATE - - //Dialog strings for enemies. - - L"Враг предлагает вам ÑдатьÑÑ.", //STR_ENEMY_SURRENDER_OFFER - L"ОÑтавшиеÑÑ Ð±ÐµÐ· ÑÐ¾Ð·Ð½Ð°Ð½Ð¸Ñ Ð±Ð¾Ð¹Ñ†Ñ‹ попали в плен.", //STR_ENEMY_CAPTURED - - //The text that goes on the autoresolve buttons - - L"ОтÑтупить", //The retreat button //STR_AR_RETREAT_BUTTON - L"OK", //The done button //STR_AR_DONE_BUTTON - - //The headers are for the autoresolve type (MUST BE UPPERCASE) - - L"ОБОРОÐÐ", //STR_AR_DEFEND_HEADER - L"ÐТÐКÐ", //STR_AR_ATTACK_HEADER - L"ВСТРЕЧÐ", //STR_AR_ENCOUNTER_HEADER - L"Сектор", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER - - //The battle ending conditions - - L"ПОБЕДÐ!", //STR_AR_OVER_VICTORY - L"ПОРÐЖЕÐИЕ!", //STR_AR_OVER_DEFEAT - L"СДÐЛСЯ!", //STR_AR_OVER_SURRENDERED - L"ПЛЕÐÐÐ!", //STR_AR_OVER_CAPTURED - L"ОТСТУПИЛ!", //STR_AR_OVER_RETREATED - - //These are the labels for the different types of enemies we fight in autoresolve. - - L"Ополченец", //STR_AR_MILITIA_NAME, - L"Спецназ", //STR_AR_ELITE_NAME, - L"Солдат", //STR_AR_TROOP_NAME, - L"ПолициÑ", //STR_AR_ADMINISTRATOR_NAME, - L"Рептион", //STR_AR_CREATURE_NAME, - - //Label for the length of time the battle took - - L"Прошло времени", //STR_AR_TIME_ELAPSED, - - //Labels for status of merc if retreating. (UPPERCASE) - - L"ОТСТУПИЛ", //STR_AR_MERC_RETREATED, - L"ОТСТУПÐЕТ", //STR_AR_MERC_RETREATING, - L"ОТСТУПИТЬ", //STR_AR_MERC_RETREAT, - - //PRE BATTLE INTERFACE STRINGS - //Goes on the three buttons in the prebattle interface. The Auto resolve button represents - //a system that automatically resolves the combat for the player without having to do anything. - //These strings must be short (two lines -- 6-8 chars per line) - - L"Ðвто битва", //STR_PB_AUTORESOLVE_BTN, - L"Перейти в Ñектор", //STR_PB_GOTOSECTOR_BTN, - L"Уйти из Ñектора", //STR_PB_RETREATMERCS_BTN, - - //The different headers(titles) for the prebattle interface. - L"ВСТРЕЧРС ВРÐГОМ", //STR_PB_ENEMYENCOUNTER_HEADER, - L"ÐÐСТУПЛЕÐИЕ ВРÐГÐ", //STR_PB_ENEMYINVASION_HEADER, // 30 - L"ВРÐЖЕСКÐЯ ЗÐСÐДÐ", //STR_PB_ENEMYAMBUSH_HEADER - L"ВРÐЖЕСКИЙ СЕКТОР", //STR_PB_ENTERINGENEMYSECTOR_HEADER - L"ÐТÐКРТВÐРЕЙ", //STR_PB_CREATUREATTACK_HEADER - L"ЗÐСÐДРКОШЕК-УБИЙЦ", //STR_PB_BLOODCATAMBUSH_HEADER - L"ВХОД Ð’ ЛОГОВИЩЕ КОШЕК-УБИЙЦ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER - L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate - - //Various single words for direct translation. The Civilians represent the civilian - //militia occupying the sector being attacked. Limited to 9-10 chars - - L"Сектор", - L"Враг", - L"Ðаёмники", - L"Ополчение", - L"Рептионы", - L"Кошки-убийцы", - L"Сектор", - L"Ðет", //If there are no uninvolved mercs in this fight. - L"Ð/Д", //Acronym of Not Applicable - L"д", //One letter abbreviation of day - L"ч", //One letter abbreviation of hour - - //TACTICAL PLACEMENT USER INTERFACE STRINGS - //The four buttons - - L"Отмена", - L"Случайно", - L"Группой", - L"B aÑ‚aку!", - - //The help text for the four buttons. Use \n to denote new line (just like enter). - - L"Убирает вÑе позиции бойцов \nи позволÑет заново раÑÑтавить их. (|C)", - L"При каждом нажатии раÑпределÑет \nбойцов Ñлучайным образом. (|S)", - L"ПозволÑет выбрать меÑто, \nгде Ñгруппировать ваших бойцов. (|G)", - L"Ðажмите Ñту кнопку, когда завершите \nвыбор позиций Ð´Ð»Ñ Ð±Ð¾Ð¹Ñ†Ð¾Ð². (|Ð’|в|о|д)", - L"Ð’Ñ‹ должны размеÑтить вÑех Ñвоих бойцов \nперед тем, как начать бой.", - - //Various strings (translate word for word) - - L"Сектор", - L"Выбор точек входа (иÑпользуйте Ñтрелки Ð´Ð»Ñ Ñкроллинга карты)", - - //Strings used for various popup message boxes. Can be as long as desired. - - L"ПрепÑÑ‚Ñтвие. МеÑто недоÑтупно. Попробуйте пройти другим путем.", - L"ПомеÑтите бойцов в незатененную чаÑть карты.", - - //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. - //Don't uppercase first character, or add spaces on either end. - - L"прибыл(а) в Ñектор", - - //These entries are for button popup help text for the prebattle interface. All popup help - //text supports the use of \n to denote new line. Do not use spaces before or after the \n. - L"ÐвтоматичеÑки проÑчитывает бой\nбез загрузки карты. (|A)", - L"ÐÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ автобой\nво Ð²Ñ€ÐµÐ¼Ñ Ð½Ð°Ð¿Ð°Ð´ÐµÐ½Ð¸Ñ.", - L"Войти в Ñектор, чтобы атаковать врага. (|E)", - L"ОтÑтупить отрÑдом в предыдущий Ñектор. (|R)", //singular version - L"Ð’Ñем отрÑдам отÑтупить в предыдущий Ñектор. (|R)", //multiple groups with same previous sector - - //various popup messages for battle conditions. - - //%c%d is the sector -- ex: A9 - L"Враги атаковали ваших ополченцев в Ñекторе %c%d.", - //%c%d Ñектор -- напр: A9 - L"Твари атаковали ваших ополченцев в Ñекторе %c%d.", - //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 - //Note: the minimum number of civilians eaten will be two. - L"Твари убили %d гражданÑких во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ Ñектора %s.", - //%s is the sector location -- ex: A9: Omerta - L"Враги атаковали ваших наёмников в Ñекторе %s. Ðи один из ваших бойцов не в ÑоÑтоÑнии ÑражатьÑÑ!", - //%s is the sector location -- ex: A9: Omerta - L"Твари атаковали ваших наёмников в Ñекторе %s. Ðи один из ваших бойцов не в ÑоÑтоÑнии ÑражатьÑÑ!", - - // Flugente: militia movement forbidden due to limited roaming - L"Ополчение не может быть Ñюда перемещено (RESTRICT_ROAMING = TRUE).", - L"War room isn't staffed - militia move aborted!", // TODO.Translate - - L"Робот", //STR_AR_ROBOT_NAME, TODO: translate - L"Танк", //STR_AR_TANK_NAME, - L"Джип", //STR_AR_JEEP_NAME - - L"\nВоÑÑтановление Ð´Ñ‹Ñ…Ð°Ð½Ð¸Ñ Ð² чаÑ: %d", // STR_BREATH_REGEN_SLEEP - - L"Zombies", // TODO.Translate - L"Bandits", - L"BLOODCAT ATTACK", - L"ZOMBIE ATTACK", - L"BANDIT ATTACK", - L"Zombie", - L"Bandit", - L"Bandits attack and kill %d civilians in sector %s.", - L"Transport group", - L"Transport group en route", -}; - -STR16 gpGameClockString[] = -{ - //This is the day represented in the game clock. Must be very short, 4 characters max. - L"День", -}; - -//When the merc finds a key, they can get a description of it which -//tells them where and when they found it. -STR16 sKeyDescriptionStrings[2] = -{ - L"Ðайдено в Ñекторе:", - L"День находки:", -}; - -//The headers used to describe various weapon statistics. - -CHAR16 gWeaponStatsDesc[][ 20 ] = -{ - // HEADROCK: Changed this for Extended Description project - L"СоÑтоÑние:", - L"ВеÑ:", - L"Ðужно ОД", - L"ДиÑÑ‚:", // Range - L"Урон:", // Damage - L"Ð’Ñего:", // Number of bullets left in a magazine - L"ОД:", // abbreviation for Action Points - L"=", - L"=", - //Lal: additional strings for tooltips - L"ТочноÑть:", //9 - L"ДиÑÑ‚:", //10 - L"Урон:", //11 - L"ВеÑ:", //12 - L"Оглушение:",//13 - // HEADROCK: Added new strings for extended description ** REDUNDANT ** - // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) - // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... - L"ÐавеÑка:", //14 //Attachments - L"AUTO/5:", //15 - L"ОÑталоÑÑŒ патрон:", //16 //Remaining ammo - L"ПредуÑтановка:", //17 //WarmSteel - So we can also display default attachments - L"Ðагар:", // 18 - L"МеÑто:", // 19 //space left on Molle items - L"РазброÑ:", // 20 - -}; - -// HEADROCK: Several arrays of tooltip text for new Extended Description Box -STR16 gzWeaponStatsFasthelpTactical[ 33 ] = -{ - L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ\n \nФактичеÑÐºÐ°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть Ñтрельбы из Ñтого оружиÑ.\nСтрельба Ñ Ñ€Ð°ÑÑтоÑний, превышающих данный показатель,\nбудет оÑущеÑтвлÑтьÑÑ Ñо значительными штрафами\nна точноÑть.\n \nБольше - лучше.", - L"|У|Ñ€|о|н\n \nПоказатель потенциального урона оружиÑ.\nПопадание в незащищенную цель нанеÑет ей\nпримерно Ñтолько единиц урона.\n \nБольше - лучше.", - L"|Т|о|ч|н|о|Ñ|Ñ‚|ÑŒ\n \nПоказатель иÑходного бонуÑа (или штрафа!)\nк точноÑти, приÑущего Ñтому оружию благодарÑ\nего удачному (или неудачному) дизайну.\n \nБольше - лучше.", - L"|У|Ñ€|о|в|н|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ\n \nМакÑимальное чиÑло кликов прицеливаниÑ,\nвозможных при иÑпользовании Ñтого оружиÑ.\n \nС каждым кликом Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð°Ñ‚Ð°ÐºÐ°\nÑтановитÑÑ Ð±Ð¾Ð»ÐµÐµ точной.\n \nБольше - лучше.", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ\n \nФикÑированный модификатор, менÑющий\nÑффективноÑть каждого клика прицеливаниÑ\nпри иÑпользовании Ñтого оружиÑ.\n \nБольше - лучше.", - L"|М|и|н|. |Ñ€|а|Ñ|Ñ|Ñ‚|о|Ñ|н|и|е |д|л|Ñ |б|о|н|у|Ñ|а |п|Ñ€|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|и\n \nМинимальное раÑÑтоÑние до цели, при котором\nк Ñтому оружию может применÑтьÑÑ\nмодификатор прицеливаниÑ.\n \nЕÑли цель находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ, чем\nÑтот показатель, то ÑффективноÑть каждого\nклика Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ неизменной.\n \nМеньше - лучше.", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|п|а|д|а|н|и|Ñ\n \nФикÑированный модификатор шанÑа попаданиÑ\nпри любой атаке из Ñтого оружиÑ.\n \nБольше - лучше.", - L"|О|п|Ñ‚|и|м|а|л|ÑŒ|н|а|Ñ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |л|а|з|е|Ñ€|а\n \nДальноÑть (в тайлах), в пределах которой\nлазерный целеуказатель, уÑтановленный на оружии,\nбудет работать Ñ Ð¼Ð°ÐºÑимальной ÑффективноÑтью.\n \nПри Ñтрельбе Ñ Ñ€Ð°ÑÑтоÑний, превышающих данный показатель,\nцелеуказатель будет давать меньший Ð±Ð¾Ð½ÑƒÑ Ð¸Ð»Ð¸\nне будет давать его вовÑе.\n \nБольше - лучше.", - L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а\n \nПоÑвление Ñтой иконки означает, что\nоружие не производит вÑпышки при выÑтреле.\nЭто позволÑет Ñтрелку оÑтаватьÑÑ Ð½ÐµÐ·Ð°Ð¼ÐµÑ‡ÐµÐ½Ð½Ñ‹Ð¼.", - L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ\n \nЭто раÑÑтоÑние в тайлах, на которое раÑпроÑтранÑетÑÑ\nзвук Ñтрельбы. Ð’ пределах Ñтого раÑÑтоÑниÑ\nвраги Ñмогут уÑлышать звук вашего выÑтрела.\n \nМеньше - лучше.", - L"|Ð|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|ÑŒ\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ ÑƒÑ…ÑƒÐ´ÑˆÐ°ÐµÑ‚ÑÑ Ð¿Ñ€Ð¸ иÑпользовании.\n \nБольше - лучше.", - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", - L"", //12 - L"ОД на вÑкидывание", - L"ОД на 1 выÑтрел", - L"ОД на огонь Ñ Ð¾Ñ‚Ñечкой", - L"ОД на огонь очередью", - L"ОД на замену магазина", - L"ОД на доÑылку патрона", - L"Штраф за отдачу при\nÑтрельбе очередью c отÑечкой\n(меньше - лучше)", //19 - L"Ð‘Ð¾Ð½ÑƒÑ Ð¾Ñ‚ Ñошек\n(при Ñтрельбе лёжа)", - L"Ð’Ñ‹Ñтрелов в автоматичеÑком\nрежиме за 5 ОД", - L"Штраф за отдачу при \nÑтрельбе очередью \n(меньше - лучше)", - L"Штраф за отдачу при\nÑтрельбе очередью\n(c отÑечкой/без) (меньше - лучше)", //23 - L"ОД на броÑок", - L"ОД на выÑтрел", - L"ОД на удар ножом", - L"Ðе ÑтрелÑет одиночными!", - L"Ðет отÑечки патрона!", - L"Ðет автоматичеÑкого режима!", - L"ОД на удар", - L"", - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", -}; - -STR16 gzMiscItemStatsFasthelp[] = -{ - L"Модификатор размера предмета\n(меньше - лучше)", //0 - L"Модификатор надёжноÑти", - L"Модификатор шумноÑти\n(меньше - лучше)", - L"Скрывает вÑпышку", - L"Модификатор Ñошек", - L"Модификатор дальноÑти", //5 - L"Модификатор точноÑти", - L"ÐžÐ¿Ñ‚Ð¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть лазера", - L"Модификатор бонуÑов оптики", - L"Модификатор очереди Ñ Ð¾Ñ‚Ñечкой", - L"Модификатор штрафа за отдачу\nпри Ñтрельбе c отÑечкой\n(больше - лучше)", //10 - L"Модификатор штрафа за отдачу\nпри Ñтрельбе очередью\n(больше - лучше)", - L"Модификатор ОД", - L"Модификатор ОД\nна очередь Ñ Ð¾Ñ‚Ñечкой\n(меньше - лучше)", - L"Модификатор ОД\nна очередь без отÑечки\n(меньше - лучше)", - L"Модификатор ОД на вÑкидывание\n(меньше - лучше)", //15 - L"Модификатор ОД\nна замену магазина\n(меньше - лучше)", - L"Модификатор размера магазина", - L"Модификатор ОД на выÑтрел\n(меньше - лучше)", - L"Модификатор урона", - L"Модификатор урона\nв ближнем бою", //20 - L"КамуфлÑж 'ЛеÑ'", - L"КамуфлÑж 'Город'", - L"КамуфлÑж 'ПуÑтынÑ'", - L"КамуфлÑж 'Снег'", - L"Модификатор ÑкрытноÑти", // 25 - L"Модификатор диапазона\nÑлышимоÑти", - L"Модификатор диапазона\nвидимоÑти", - L"Модификатор диапазона\nвидимоÑти днём", - L"Модификатор диапазона\nвидимоÑти ночью", - L"Модификатор диапазона\nвидимоÑти при Ñрком оÑвещении", //30 - L"Модификатор диапазона\nвидимоÑти в пещере", - L"Туннельное зрение\n(меньше - лучше)", - L"Минимальное раÑÑтоÑние\nÐ´Ð»Ñ Ð±Ð¾Ð½ÑƒÑа при прицеливании", - L"Зажмите |C|t|r|l Ð´Ð»Ñ ÑÑ€Ð°Ð²Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²", // item compare help text - L"Equipment weight: %4.1f kg", // 35 // TODO.Translate -}; - -// HEADROCK: End new tooltip text - -// HEADROCK HAM 4: New condition-based text similar to JA1. -STR16 gConditionDesc[] = -{ - L"Ð’ ", //In - L"ИДЕÐЛЬÐОМ", - L"ОТЛИЧÐОМ", - L"ХОРОШЕМ", //GOOD - L"ÐОРМÐЛЬÐОМ", //FAIR - L"ПЛОХОМ", //POOR - L"УЖÐСÐОМ", //BAD - L"ÐЕРÐБОЧЕМ", - L" ÑоÑтоÑнии." -}; - -//The headers used for the merc's money. - -CHAR16 gMoneyStatsDesc[][ 14 ] = -{ - L"Кол-во", - L"ОÑталоÑÑŒ:", //this is the overall balance - L"Кол-во", - L"Отделить:", //the amount he wants to separate from the overall balance to get two piles of money - - L"Текущий", - L"БаланÑ:", - L"СнимаемаÑ", - L"Сумма:", -}; - -//The health of various creatures, enemies, characters in the game. The numbers following each are for comment -//only, but represent the precentage of points remaining. - -CHAR16 zHealthStr[][13] = -{ - L"УМИРÐЕТ", // >= 0 - L"КРИТИЧЕÐ", // >= 15 - L"ПЛОХ", // >= 30 - L"РÐÐЕÐ", // >= 45 - L"ЗДОРОВ", // >= 60 - L"СИЛЕÐ", // >= 75 - L"ОТЛИЧÐО", // >= 90 - L"ЗÐХВÐЧЕÐ", -}; - -STR16 gzHiddenHitCountStr[1] = -{ - L"?", -}; - -STR16 gzMoneyAmounts[6] = -{ - L"1000$", - L"100$", - L"10$", - L"СнÑть", - L"Разделить", - L"ВзÑть", -}; - -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." -CHAR16 gzProsLabel[10] = -{ - L"+", -}; - -CHAR16 gzConsLabel[10] = -{ - L"-", -}; - -//Conversation options a player has when encountering an NPC -CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = -{ - L"Повторить", //meaning "Repeat yourself" - L"ДружеÑтвенно", //approach in a friendly - L"ÐапрÑмую", //approach directly - let's get down to business - L"Угрожать", //approach threateningly - talk now, or I'll blow your face off - L"Дать", - L"ÐанÑть", -}; - -//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. -CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= -{ - L"Купить/Продать", - L"Купить", - L"Продать", - L"Ремонтировать", -}; - -CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = -{ - L"До вÑтречи", -}; - - -//These are vehicles in the game. - -STR16 pVehicleStrings[] = -{ - L"Эльдорадо", - L"Хаммер", // a hummer jeep/truck -- military vehicle - L"Фургон", - L"Джип", - L"Танк", - L"Вертолёт", -}; - -STR16 pShortVehicleStrings[] = -{ - L"Эльдорадо", - L"Хаммер", // the HMVV - L"Фургон", - L"Джип", - L"Танк", - L"Вертолёт", // the helicopter -}; - -STR16 zVehicleName[] = -{ - L"Эльдорадо", - L"Хаммер", //a military jeep. This is a brand name. - L"Фургон", // Ice cream truck - L"Джип", - L"Танк", - L"Вертолёт", //an abbreviation for Helicopter -}; - -STR16 pVehicleSeatsStrings[] = -{ - L"Ð’Ñ‹ не можете ÑтрелÑть Ñ Ñтого меÑта.", - L"Ð’Ñ‹ не можете поменÑть их меÑтами во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ, не Ð²Ñ‹Ñ…Ð¾Ð´Ñ Ð¸Ð· автомобилÑ.", -}; - -//These are messages Used in the Tactical Screen - -CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = -{ - L"Воздушный Рейд", - L"Оказать первую помощь?", - - // CAMFIELD NUKE THIS and add quote #66. - - L"%s замечает, что некоторые вещи отÑутÑтвуют в поÑылке.", - - // The %s is a string from pDoorTrapStrings - - L"Замок (%s).", - L"Тут нет замка.", - L"УÑпех!", - L"Провал.", - L"УÑпех!", - L"Провал", - L"Ðа замке нет ловушки.", - L"УÑпех!", - // The %s is a merc name - L"У %s нет подходÑщего ключа", - L"Ловушка обезврежена", - L"Ðа замке не найдено ловушки.", - L"Заперто", - L"ДВЕРЬ", - L"С ЛОВУШКОЙ", - L"ЗÐПЕРТÐЯ", - L"ÐЕЗÐПЕРТÐЯ", - L"СЛОМÐÐÐЯ", - L"Тут еÑть кнопка. Ðажать?", - L"РазрÑдить ловушку?", - L"Пред...", - L"След...", - L"Еще...", - - // In the next 2 strings, %s is an item name - - L"%s помещен(а) на землю.", - L"%s отдан(а) %s.", - - // In the next 2 strings, %s is a name - - L"%s: Оплачено Ñполна.", - L"%s: Еще должен %d.", - L"УÑтановить чаÑтоту радиодетонатора:", //in this case, frequency refers to a radio signal - L"КоличеÑтво ходов до взрыва:", //how much time, in turns, until the bomb blows - L"Выберите чаÑтоту радиодетонатора на пульте:", //in this case, frequency refers to a radio signal - L"Обезвредить ловушку?", - L"Убрать Ñиний флаг?", - L"ПоÑтавить здеÑÑŒ Ñиний флаг?", - L"Завершающий ход", - - // In the next string, %s is a name. Stance refers to way they are standing. - - L"Ð’Ñ‹ дейÑтвительно хотите атаковать %s?", - L"Увы, в машине боец не может изменить положение.", - L"Робот не может менÑть положение.", - - // In the next 3 strings, %s is a name - - L"%s не может поменÑть положение здеÑÑŒ.", - L"%s не может получить первую помощь.", - L"%s не нуждаетÑÑ Ð² медицинÑкой помощи.", - L"Туда идти нельзÑ.", - L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð°, меÑÑ‚ нет.", //there's no room for a recruit on the player's team - - // In the next string, %s is a name - - L"%s нанÑÑ‚(а).", - - // Here %s is a name and %d is a number - - L"%s должен получить $%d.", - - // In the next string, %s is a name - - L"Сопроводить %s?", - - // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) - - L"ÐанÑть %s за %s в день?", - - // This line is used repeatedly to ask player if they wish to participate in a boxing match. - - L"Хотите учаÑтвовать в поединке?", - - // In the next string, the first %s is an item name and the - // second %s is an amount of money (including $ sign) - - L"Купить %s за %s?", - - // In the next string, %s is a name - - L"%s ÑопровождаетÑÑ Ð¾Ñ‚Ñ€Ñдом %d.", - - // These messages are displayed during play to alert the player to a particular situation - - L"ОТКÐЗ", //weapon is jammed. - L"Роботу нужны патроны %s калибра.", //Robot is out of ammo - L"БроÑить туда не получитÑÑ.", //Merc can't throw to the destination he selected - - // These are different buttons that the player can turn on and off. - - L"Режим ÑкрытноÑти (|Z)", - L"Карта (|M)", - L"Завершить ход (|D)", - L"Говорить", - L"Молчать", - L"ПоднÑтьÑÑ (|P|g|U|p)", - L"Смена ÑƒÑ€Ð¾Ð²Ð½Ñ (|T|a|b)", - L"ЗабратьÑÑ/Спрыгнуть (|J)", - L"ПриÑеÑть/Лечь (|P|g|D|n)", - L"ОÑмотреть (|C|t|r|l)", - L"Предыдущий боец", - L"Следующий боец (|П|p|o|б|e|л)", - L"ÐаÑтройки (|O)", - L"Режим очереди (|B)", - L"Смотреть/ПовернутьÑÑ (|L)", - L"Здоровье: %d/%d\nЭнергиÑ: %d/%d\nБоевой дух: %s", - L"Ðу и?", //this means "what?" - L"Продолж.", // an abbrieviation for "Continued" - L"%s будет говорить.", - L"%s будет молчать.", - L"СоÑтоÑние: %d/%d\nТопливо: %d/%d", - L"Выйти из машины", - L"Сменить отрÑд (|S|h|i|f|t |П|p|о|б|e|л)", - L"Ехать", - L"Ð/Д", //this is an acronym for "Not Applicable." - L"Рукопашный бой", - L"Применить оружие", - L"ВоÑпользоватьÑÑ Ð½Ð¾Ð¶Ð¾Ð¼", - L"ИÑпользовать взрывчатку", - L"ВоÑпользоватьÑÑ Ð°Ð¿Ñ‚ÐµÑ‡ÐºÐ¾Ð¹", - L"(Ловит)", - L"(ПерезарÑдка)", - L"(Дать)", - L"Сработала %s.", // The %s here is a string from pDoorTrapStrings ASSUME all traps are female gender - L"%s прибыл(а).", - L"%s: иÑтратил(а) вÑе очки дейÑтвиÑ.", - L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ может дейÑтвовать.", - L"%s перевÑзан(а).", - L"%s: закончилиÑÑŒ бинты.", - L"Враг в Ñекторе!", - L"Врагов в поле Ð·Ñ€ÐµÐ½Ð¸Ñ Ð½ÐµÑ‚.", - L"ÐедоÑтаточно очков дейÑтвиÑ.", - L"Ðаденьте на голову одного из наёмников пульт ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ñ€Ð¾Ð±Ð¾Ñ‚Ð¾Ð¼.", - L"ПоÑледнÑÑ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ опуÑтошила магазин!", - L"СОЛДÐТ", - L"РЕПТИОÐ", - L"ОПОЛЧЕÐЕЦ", - L"ЖИТЕЛЬ", - L"ЗОМБИ", - L"Пленный", - L"Выход из Ñектора", - L"ДÐ", - L"ОТМЕÐÐ", - L"Выбранный боец", - L"Ð’Ñе бойцы отрÑда", - L"Идти в Ñектор", - L"Идти на карту", - L"Этот Ñектор отÑюда покинуть нельзÑ.", - L"Ð’Ñ‹ не можете покинуть Ñектор в походовом режиме.", - L"%s Ñлишком далеко.", - L"Скрыть кроны деревьев", - L"Показать кроны деревьев", - L"ВОРОÐÐ", //Crow, as in the large black bird - L"ШЕЯ", - L"ГОЛОВÐ", - L"ТОРС", - L"ÐОГИ", - L"РаÑÑказать королеве то, что она хочет знать?", - L"РегиÑÑ‚Ñ€Ð°Ñ†Ð¸Ñ Ð¾Ñ‚Ð¿ÐµÑ‡Ð°Ñ‚ÐºÐ¾Ð² пальцев пройдена.", - L"Ðеопознанные отпечатки пальцев. Оружие заблокировано.", - L"Цель захвачена", - L"Путь заблокирован", - L"Положить/СнÑть деньги", // Help text over the $ button on the Single Merc Panel - L"Ðикто не нуждаетÑÑ Ð² медицинÑкой помощи.", - L"отказ", // Short form of JAMMED, for small inv slots - L"Туда вÑкарабкатьÑÑ Ð½ÐµÐ²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾.", // used ( now ) for when we click on a cliff - L"Путь блокирован. Хотите поменÑтьÑÑ Ð¼ÐµÑтами Ñ Ñтим человеком?", - L"Человек отказываетÑÑ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", - // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) - L"Ð’Ñ‹ ÑоглаÑны заплатить %s?", - L"ПринÑть беÑплатное лечение?", - L"СоглаÑитьÑÑ Ð²Ñ‹Ð¹Ñ‚Ð¸ замуж за %s?", //Daryl - L"СвÑзка ключей", - L"С ÑÑкортируемыми Ñтого Ñделать нельзÑ.", - L"Пощадить %s?", //Krott - L"За пределами прицельной дальноÑти.", - L"Шахтер", - L"Машина может ездить только между Ñекторами.", - L"Ðи у кого из наёмников нет аптечки", - L"Путь Ð´Ð»Ñ %s заблокирован", - L"Ваши бойцы, захваченные армией %s, томÑÑ‚ÑÑ Ð·Ð´ÐµÑÑŒ в плену!", //Deidranna - L"Замок поврежден.", - L"Замок разрушен.", - L"Кто-то Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹ Ñтороны пытаетÑÑ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚ÑŒ Ñту дверь.", - L"СоÑтоÑние: %d/%d\nТопливо: %d/%d", - L"%s не видит %s.", // Cannot see person trying to talk to - L"ÐавеÑка ÑнÑта", - L"Ð’Ñ‹ не можете Ñодержать еще одну машину, довольÑтвуйтеÑÑŒ уже имеющимиÑÑ Ð´Ð²ÑƒÐ¼Ñ.", - - // added by Flugente for defusing/setting up trap networks - L"Выберите чаÑтоту активации (1 - 4) или чаÑтоту деактивации (A - D):", - L"УÑтановите чаÑтоту деактивации:", - L"УÑтановите чаÑтоту активации (1 - 4) и чаÑтоту деактивации (A - D):", - L"УÑтановите Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¾ активации в ходах (1 - 4) и чаÑтоту деактивации (A - D):", - L"Выберите уровень (1 - 4) и Ñеть (A - D):", - - // added by Flugente to display food status - L"Здоровье: %d/%d\nЭнергиÑ: %d/%d\nБоевой дух: %s\nВода: %d%s\nПища: %d%s", - - // added by Flugente: selection of a function to call in tactical - L"Что будем делать?", - L"Ðаполнить флÑги", - L"ЧиÑтить (один)", - L"ЧиÑтить (вÑе)", - L"Убрать одежду", - L"Убрать маÑкировку", - L"Ополчение: броÑить оружие", - L"Ополчение: взÑть оружие", - L"Проверить маÑкировку", - L"", - - // added by Flugente: decide what to do with the corpses - L"Что будем делать Ñ Ñ‚ÐµÐ»Ð¾Ð¼?", - L"ОтÑечь голову", - L"Потрошить", - L"Забрать одежду", - L"Забрать тело", - - // Flugente: weapon cleaning - L"%s чиÑтит %s", - - // added by Flugente: decide what to do with prisoners - L"As we have no prison, a field interrogation is performed.", // TODO.Translate - L"Field interrogation", - L"Куда отправить %d пленного(-иков)?", - L"ОтпуÑтить", - L"Что вы хотите Ñделать?", - L"Требовать ÑдатьÑÑ", - L"Предложить ÑдатьÑÑ", - L"Distract", // TODO.Translate - L"Переговоры", - L"Recruit Turncoat", // TODO: translate - - // added by sevenfm: disarm messagebox options, messages when arming wrong bomb - L"Обезвредить", - L"ИÑÑледовать", - L"Убрать флаг", - L"Взорвать!", - L"Ðктивировать Ñеть", - L"Деактивировать Ñеть", - L"Показать Ñеть", - L"Ðет детонатора!", - L"Эта бомба уже взведена!", - L"БезопаÑно", - L"ОтноÑительно безопаÑно", - L"РиÑкованно", - L"ОпаÑно", - L"Очень опаÑно!", - - L"МаÑка", - L"ПÐÐ’", - L"Предмет", - - L"Эта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°ÐµÑ‚ только Ñ Ð½Ð¾Ð²Ð¾Ð¹ ÑиÑтемой Ð¸Ð½Ð²ÐµÐ½Ñ‚Ð°Ñ€Ñ (NIV)", - L"Ðет предметов в главной руке", - L"Ðекуда помеÑтить предмет", - L"Ð”Ð»Ñ Ñтого быÑтрого Ñлота не определены предметы", - L"Ðет Ñвободной руки Ð´Ð»Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð°", - L"Предмет не обнаружен", - L"Ðевозможно взÑть предмет в руку", - - L"ПеревÑзка идуших бойцов...", - - L"Комплектовать", - L"%s заменил %s на лучшую верÑию", - L"%s поднÑл %s", - - L"%s has stopped chatting with %s", // TODO.Translate - L"Attempt to turn", -}; - -//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. -STR16 pExitingSectorHelpText[] = -{ - //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. - L"ЕÑли выбрано, то карта ÑоÑеднего Ñектора будет Ñразу же загружена.", - L"ЕÑли выбрано, то вы автоматичеÑки попадете на Ñкран карты,\nтак как путешеÑтвие займет некоторое времÑ.", - - //If you attempt to leave a sector when you have multiple squads in a hostile sector. - L"Этот Ñектор оккупирован врагом, и вы не можете выйти отÑюда.\nÐ’Ñ‹ должны разобратьÑÑ Ñ Ñтим, прежде чем перейти в любой другой Ñектор.", - - //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. - //The helptext explains why it is locked. - L"Как только оÑтавшиеÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¸ покинут Ñтот Ñектор,\nÑразу будет загружен ÑоÑедний Ñектор.", - L"Ð’Ñ‹Ð²ÐµÐ´Ñ Ð¾ÑтавшихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð² из Ñтого Ñектора,\nвы автоматичеÑки попадете на Ñкран карты,\nтак как на путешеÑтвие потребуетÑÑ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ðµ времÑ.", - - //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. - L"%s нуждаетÑÑ Ð² Ñопровождении ваших наёмников и не может ÑамоÑтоÑтельно покинуть Ñектор.", - - //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. - //There are several strings depending on the gender of the merc and how many EPCs are in the squad. - //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! - L"%s не может покинуть Ñектор один, так как он Ñопровождает %s.", //male singular - L"%s не может покинуть Ñектор одна, так как она Ñопровождает %s.", //female singular - L"%s не может покинуть Ñектор один, так как он Ñопровождает группу из неÑкольких человек.", //male plural - L"%s не может покинуть Ñектор одна, так как она Ñопровождает группу из неÑкольких человек.", //female plural - - //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, - //and this helptext explains why. - L"Ð’Ñе ваши наёмники должны быть в машине,\nчтобы отрÑд Ñмог отправитьÑÑ Ð² меÑто назначениÑ.", - - L"", //UNUSED - - //Standard helptext for single movement. Explains what will happen (splitting the squad) - L"ЕÑли выбрать, то %s отправитÑÑ Ð² одиночку\nи автоматичеÑки будет переведен в отдельный отрÑд.", - - //Standard helptext for all movement. Explains what will happen (moving the squad) - L"ЕÑли выбрать, данный отрÑд отправитÑÑ\nв меÑто назначениÑ, покинув Ñтот Ñектор.", - - //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically - //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the - //"exiting sector" interface will not appear. This is just like the situation where - //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. - L"%s ÑопровождаетÑÑ Ð²Ð°ÑˆÐ¸Ð¼Ð¸ наёмниками и не может покинуть Ñтот Ñектор в одиночку. ОÑтальные наёмники должны быть Ñ€Ñдом, прежде чем вы Ñможете покинуть Ñектор.", -}; - - - -STR16 pRepairStrings[] = -{ - L"Предметы", // tell merc to repair items in inventory - L"База ПВО", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile - L"Отмена", // cancel this menu - L"Робот", // repair the robot -}; - - -// NOTE: combine prestatbuildstring with statgain to get a line like the example below. -// "John has gained 3 points of marksmanship skill." - -STR16 sPreStatBuildString[] = -{ - L"терÑет", // the merc has lost a statistic - L"получает", // the merc has gained a statistic - L"ед.", // singular - L"ед.", // plural - L"уровень", // singular - L"уровнÑ", // plural -}; - -STR16 sStatGainStrings[] = -{ - L"здоровьÑ.", - L"проворноÑти.", - L"ловкоÑти.", - L"интеллекта.", - L"медицины.", - L"взрывного дела.", - L"механики.", - L"меткоÑти.", - L"опыта.", - L"Ñилы.", - L"лидерÑтва.", -}; - - -STR16 pHelicopterEtaStrings[] = -{ - L"ÐžÐ±Ñ‰Ð°Ñ Ð´Ð¸ÑтанциÑ:", // total distance for helicopter to travel - L"БезопаÑно: ", // distance to travel to destination - L"ОпаÑно:", // distance to return from destination to airport - L"Итого:", // total cost of trip by helicopter - L"РВП:", // ETA is an acronym for "estimated time of arrival" - L"У вертолета закончилоÑÑŒ топливо. ПридетÑÑ Ñовершить поÑадку на вражеÑкой территории!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"ПаÑÑажиры:", - L"Выбрать вертолет или точку выÑадки?", - L"Вертолёт", - L"Ð’Ñ‹Ñадка", - L"Вертолет Ñерьезно поврежден и идет на вынужденную поÑадку во вражеÑкой территории!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> - L"Вертолет возвращаетÑÑ Ð½Ð° базу, выÑадить Ñначала паÑÑажиров?", - L"ОÑтаток топлива:", - L"РаÑÑÑ‚. до заправки:", -}; - -STR16 pHelicopterRepairRefuelStrings[]= -{ - // anv: Waldo The Mechanic - prompt and notifications - L"Хотите, чтобы %s начал ремонт? Это будет Ñтоить $%d, вертолет не будет доÑтупен в течение %d чаÑов.", - L"Вертолет разобран. Подождите, пока не закончитÑÑ ÐµÐ³Ð¾ ремонт.", - L"Ремонт закончен. Вертолет Ñнова доÑтупен.", - L"Вертолет полноÑтью заправлен.", - - L"Helicopter has exceeded maximum range!", // TODO.Translate -}; - -STR16 sMapLevelString[] = -{ - L"Подуровень:", // what level below the ground is the player viewing in mapscreen -}; - -STR16 gsLoyalString[] = -{ - L"ЛоÑльноÑть", // the loyalty rating of a town ie : Loyal 53% -}; - - -// error message for when player is trying to give a merc a travel order while he's underground. - -STR16 gsUndergroundString[] = -{ - L"не может выйти на марш в подземельÑÑ….", -}; - -STR16 gsTimeStrings[] = -{ - L"ч", // hours abbreviation - L"м", // minutes abbreviation - L"Ñ", // seconds abbreviation - L"д", // days abbreviation -}; - -// text for the various facilities in the sector - -STR16 sFacilitiesStrings[] = -{ - L"Ðет", //важные объекты Ñектора - L"ГоÑпиталь", - L"Завод", //Factory - L"Тюрьма", - L"Ð’Ð¾ÐµÐ½Ð½Ð°Ñ Ð±Ð°Ð·Ð°", - L"ÐÑропорт", - L"Стрельбище", // a field for soldiers to practise their shooting skills -}; - -// text for inventory pop up button - -STR16 pMapPopUpInventoryText[] = -{ - L"Инвентарь", - L"Выйти", - L"Ремонт", - L"Factories", // TODO.Translate -}; - -// town strings - -STR16 pwTownInfoStrings[] = -{ - L"Размер", // 0 // size of the town in sectors - L"", // blank line, required - L"Контроль", // how much of town is controlled - L"Ðет", // none of this town - L"Шахта города", // mine associated with this town - L"ЛоÑльноÑть", // 5 // the loyalty level of this town - L"Готовы", // the forces in the town trained by the player - L"", - L"Важные объекты", // main facilities in this town - L"Уровень", // the training level of civilians in this town - L"Тренировка ополчениÑ", // 10 // state of civilian training in town - L"Ополчение", // the state of the trained civilians in the town - - // Flugente: prisoner texts - L"Заключенные", - L"%d (вмеÑтимоÑть %d)", - L"%d ПолициÑ", - L"%d Солдаты", - L"%d Спецназ", - L"%d Офицеры", - L"%d Генералы", - L"%d ГражданÑкие", - L"%d Special1", - L"%d Special2", -}; - -// Mine strings - -STR16 pwMineStrings[] = -{ - L"Шахта", // 0 - L"Серебро", - L"Золото", - L"Ð”Ð½ÐµÐ²Ð½Ð°Ñ Ð²Ñ‹Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ°", - L"ПроизводÑтвенные возможноÑти", - L"Заброшена", // 5 - L"Закрыта", - L"ИÑтощаетÑÑ", - L"Идет добыча", - L"СтатуÑ", - L"Уровень добычи", - L"РеÑурÑ", // 10 - L"ПринадлежноÑть", - L"ЛоÑльноÑть", -}; - -// blank sector strings - -STR16 pwMiscSectorStrings[] = -{ - L"Силы врага", - L"Сектор", - L"КоличеÑтво предметов", - L"ÐеизвеÑтно", - - L"Под контролем", - L"Да", - L"Ðет", - L"Status/Software status:", // TODO.Translate - - L"Additional Intel", // TODO:Translate -}; - -// error strings for inventory - -STR16 pMapInventoryErrorString[] = -{ - L"%s Ñлишком далеко.", //Merc is in sector with item but not close enough - L"ÐÐµÐ»ÑŒÐ·Ñ Ð²Ñ‹Ð±Ñ€Ð°Ñ‚ÑŒ Ñтого бойца.", //MARK CARTER - L"%s вне Ñтого Ñектора, и не может подобрать предмет.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ придетÑÑ Ð¿Ð¾Ð´Ð±Ð¸Ñ€Ð°Ñ‚ÑŒ вещи Ñ Ð·ÐµÐ¼Ð»Ð¸.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ придетÑÑ Ð²Ñ‹ÐºÐ»Ð°Ð´Ñ‹Ð²Ð°Ñ‚ÑŒ вещи на землю на тактичеÑкой карте.", - L"%s вне Ñтого Ñектора и не может оÑтавить предмет.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¸Ñ‚Ð²Ñ‹ вы не можете зарÑжать оружие патронами из короба.", -}; - -STR16 pMapInventoryStrings[] = -{ - L"ЛокациÑ", // sector these items are in - L"Ð’Ñего предметов", // total number of items in sector -}; - - -// help text for the user - -STR16 pMapScreenFastHelpTextList[] = -{ - L"Чтобы перевеÑти наёмника в другой отрÑд, назначить его врачом или отдать приказ ремонтировать вещи, щелкните по колонке 'ЗÐÐЯТИЕ'.", - L"Чтобы приказать наёмнику перейти в другой Ñектор, щелкните в колонке 'КУДÐ'.", - L"Как только наёмник получит приказ на передвижение, включитÑÑ Ñжатие времени.", - L"Ðажатием левой кнопки мыши выбираетÑÑ Ñектор. Еще одно нажатие нужно, чтобы отдать наёмникам приказы на передвижение. Ðажатие правой кнопки мыши на Ñекторе откроет Ñкран дополнительной информации.", - L"Чтобы вызвать Ñкран помощи, в любой момент времени нажмите 'h'.", - L"ТеÑтовый текÑÑ‚", - L"ТеÑтовый текÑÑ‚", - L"ТеÑтовый текÑÑ‚", - L"ТеÑтовый текÑÑ‚", - L"Ð’Ñ‹ практичеÑки ничего не Ñможете Ñделать на Ñтом Ñкране, пока не прибудете в Ðрулько. Когда познакомитеÑÑŒ Ñо Ñвоей командой, включите Ñжатие времени (кнопки в правом нижнем углу). Это уÑкорит течение времени, пока ваша команда не прибудет в Ðрулько.", -}; - -// movement menu text - -STR16 pMovementMenuStrings[] = -{ - L"Отправить наёмников в Ñектор", // title for movement box - L"Путь", // done with movement menu, start plotting movement - L"Отмена", // cancel this menu - L"Другое", // title for group of mercs not on squads nor in vehicles - L"Выбрать вÑе", // Select all squads -}; - - -STR16 pUpdateMercStrings[] = -{ - L"Ой!:", // an error has occured - L"Срок контракта иÑтек:", // this pop up came up due to a merc contract ending - L"Задание выполнили:", // this pop up....due to more than one merc finishing assignments - L"Бойцы вернулиÑÑŒ к Ñвоим обÑзанноÑÑ‚Ñм:", // this pop up ....due to more than one merc waking up and returing to work - L"Бойцы ложатÑÑ Ñпать:", // this pop up ....due to more than one merc being tired and going to sleep - L"Скоро закончатÑÑ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ñ‹ у:", // this pop up came up due to a merc contract ending -}; - -// map screen map border buttons help text - -STR16 pMapScreenBorderButtonHelpText[] = -{ - L"ÐаÑеленные пункты (|W)", - L"Шахты (|M)", - L"ОтрÑды и враги (|T)", - L"Карта воздушного проÑтранÑтва (|A)", - L"Вещи (|I)", - L"Ополчение и враги (|Z)", - L"Show |Disease Data", // TODO.Translate - L"Show Weathe|r", - L"Show |Quests & Intel", -}; - -STR16 pMapScreenInvenButtonHelpText[] = -{ - L"Ð¡Ð»ÐµÐ´ÑƒÑŽÑ‰Ð°Ñ \nÑтраница (|.)", // next page - L"ÐŸÑ€ÐµÐ´Ñ‹Ð´ÑƒÑ‰Ð°Ñ \nÑтраница (|,)", // previous page - L"Закрыть инвентарь Ñектора (|E|s|c)", // exit sector inventory - L"Увеличить предметы", // HEAROCK HAM 5: Inventory Zoom Button - L"Сложить и объединить предметы", // HEADROCK HAM 5: Stack and Merge - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Собрать патроны в Ñщики\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Собрать патроны в коробки", // HEADROCK HAM 5: Sort ammo - // 6 - 10 - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: СнÑть вÑÑŽ навеÑку \nÑ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments - L"РазрÑдить вÑÑ‘ оружие", //HEADROCK HAM 5: Eject Ammo - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать вÑе предметы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть вÑе предметы", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть оружие\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать оружие", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть аммуницию\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать аммуницию", // HEADROCK HAM 5: Filter Button - // 11 - 15 - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть взрывчатку\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать взрывчатку", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть холодное оружие\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать холодное оружие", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть броню\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать броню", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть разгрузочные ÑиÑтемы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать разгрузочные ÑиÑтемы", // HEADROCK HAM 5: Filter Button - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть наборы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать наборы", // HEADROCK HAM 5: Filter Button - // 16 - 20 - L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть прочие предметы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать прочие предметы", // HEADROCK HAM 5: Filter Button - L"Переключить отображение Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²", // Flugente: move item display - L"Save Gear Template", // TODO.Translate - L"Load Gear Template...", -}; - -STR16 pMapScreenBottomFastHelp[] = -{ - L"ЛÑптоп (|L)", - L"ТактичеÑкий Ñкран (|E|s|c)", - L"ÐаÑтройки (|O)", - L"Сжатие времени (|+)", // time compress more - L"Сжатие времени (|-)", // time compress less - L"Предыдущее Ñообщение (|С|Ñ‚|Ñ€|е|л|к|а |в|в|е|Ñ€|Ñ…)\nÐŸÑ€ÐµÐ´Ñ‹Ð´ÑƒÑ‰Ð°Ñ Ñтраница (|P|g|U|p)", // previous message in scrollable list - L"Следующее Ñообщение (|С|Ñ‚|Ñ€|е|л|к|а |в|н|и|з)\nÐ¡Ð»ÐµÐ´ÑƒÑŽÑ‰Ð°Ñ Ñтраница (|P|g|D|n)", // next message in the scrollable list - L"Включить / выключить\nÑжатие времени (|П|Ñ€|о|б|е|л)", // start/stop time compression -}; - -STR16 pMapScreenBottomText[] = -{ - L"Текущий баланÑ", // current balance in player bank account -}; - -STR16 pMercDeadString[] = -{ - L"%s мертв(а)", -}; - - -STR16 pDayStrings[] = -{ - L"День", -}; - -// the list of email sender names - -CHAR16 pSenderNameList[500][128] = -{ - L"", -}; -/* -{ - L"Энрико", - L"Psych Pro Inc.", - L"Помощь", - L"Psych Pro Inc.", - L"Спек", - L"R.I.S.", //5 - L"Барри", - L"Блад", - L"РыÑÑŒ", - L"Гризли", - L"Вики", //10 - L"Тревор", - L"Грунти (ХрÑп)", - L"Иван", - L"Ðнаболик", - L"Игорь", //15 - L"Тень", - L"Рыжий", - L"Жнец (Потрошитель)", - L"Фидель", - L"ЛиÑка", //20 - L"Сидней", - L"ГаÑ", - L"Сдоба", - L"ÐйÑ", - L"Паук", //25 - L"Скала (Клифф)", - L"Бык", - L"Стрелок", - L"ТоÑка", - L"Рейдер", //30 - L"Сова", - L"Статик", - L"Лен", - L"ДÑнни", - L"Маг", - L"Стефан", - L"ЛыÑый", - L"Злобный", - L"Доктор Кью", - L"Гвоздь", - L"Тор", - L"Стрелка", - L"Волк", - L"ЭмДи", - L"Лава", - //---------- - L"M.I.S. Страховка", - L"Бобби РÑй", - L"БоÑÑ", - L"Джон Кульба", - L"A.I.M.", -}; -*/ - -// next/prev strings - -STR16 pTraverseStrings[] = -{ - L"<<", - L">>", -}; - -// new mail notify string - -STR16 pNewMailStrings[] = -{ - L"Получена Ð½Ð¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°...", -}; - - -// confirm player's intent to delete messages - -STR16 pDeleteMailStrings[] = -{ - L"Удалить пиÑьмо?", - L"Удалить, ÐЕ ПРОЧИТÐÐ’?", -}; - - -// the sort header strings - -STR16 pEmailHeaders[] = -{ - L"От:", - L"Тема:", - L"День:", -}; - -// email titlebar text - -STR16 pEmailTitleText[] = -{ - L"Почтовый Ñщик", -}; - - -// the financial screen strings -STR16 pFinanceTitle[] = -{ - L"ФинанÑовый отчет", //the name we made up for the financial program in the game -}; - -STR16 pFinanceSummary[] = -{ - L"Доход:", // credit (subtract from) to player's account - L"РаÑход:", // debit (add to) to player's account - L"Вчерашний чиÑтый доход:", - L"Вчерашние другие поÑтуплениÑ:", - L"Вчерашний раÑход:", - L"Ð‘Ð°Ð»Ð°Ð½Ñ Ð½Ð° конец днÑ:", - L"ЧиÑтый доход ÑегоднÑ:", - L"Другие поÑÑ‚ÑƒÐ¿Ð»ÐµÐ½Ð¸Ñ Ð·Ð° ÑегоднÑ:", - L"РаÑход за ÑегоднÑ:", - L"Текущий баланÑ:", - L"Ожидаемый доход:", - L"Ожидаемый баланÑ:", // projected balance for player for tommorow -}; - - -// headers to each list in financial screen - -STR16 pFinanceHeaders[] = -{ - L"День", // the day column - L"Доход", // the credits column - L"РаÑход", // the debits column - L"Операции", // transaction type - see TransactionText below - L"БаланÑ", // balance at this point in time - L"Стр.", // page number - L"Дней", // the day(s) of transactions this page displays -}; - - -STR16 pTransactionText[] = -{ - L"ÐачиÑленный процент", // interest the player has accumulated so far - L"Ðнонимный взноÑ", - L"Перевод ÑредÑтв", - L"ÐанÑÑ‚", // Merc was hired - L"Покупки у Бобби РÑÑ", // Bobby Ray is the name of an arms dealer - L"Оплата Ñчёта M.E.R.C.", - L"%s: Ñтраховка.", // medical deposit for merc - L"I.M.P.: Ðнализ профилÑ", // IMP is the acronym for International Mercenary Profiling - L"%s: куплена Ñтраховка", - L"%s: Страховка уменьшена", - L"%s: Продление Ñтраховки", // johnny contract extended - L"Ð´Ð»Ñ %s: Страховка аннулирована", - L"%s: ТребуетÑÑ Ñтраховка", // insurance claim for merc - L"1 день", // merc's contract extended for a day - L"7 дней", // merc's contract extended for a week - L"14 дней", // ... for 2 weeks - L"Доход шахты", - L"", //String nuked - L"Куплены цветы", - L"%s: Возврат мед. депозита", - L"%s: ОÑтаток мед. депозита", - L"%s: Мед. депозит удержан", - L"%s: оплата уÑлуг.", // %s is the name of the npc being paid - L"%s берёт наличные.", // transfer funds to a merc - L"%s: переводит деньги.", // transfer funds from a merc - L"%s: найм ополчениÑ.", // initial cost to equip a town's militia - L"%s продал вам вещи.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. - L"%s кладёт наличные на Ñчет.", - L"СнарÑжение продано наÑелению", - L"ОÑнащение перÑонала", // HEADROCK HAM 3.6 //Facility Use - L"Содержание ополчениÑ", // HEADROCK HAM 3.6 //Militia upkeep - L"Выкуп за оÑвобожденных заключенных", // Flugente: prisoner system - L"ВОЗ, подпиÑка", // Flugente: disease - L"Оплата уÑлуг Цербер", // Flugente: PMC - L"СтоимоÑть ремонта базы ПВО", // Flugente: SAM repair - L"Trained workers", // Flugente: train workers // TODO.Translate - L"Drill militia in %s", // Flugente: drill militia // TODO.Translate - L"Mini event", // rftr: mini events // TODO: translate - L"Funds transferred from rebel command", // rftr: rebel command - L"Funds transferred to rebel command", // rftr: rebel command - L"Bounty payout", // rftr: rebel command soldier bounties -}; - -STR16 pTransactionAlternateText[] = -{ - L"Страховка длÑ", // insurance for a merc - L"%s: контракт продлен на 1 день.", // entend mercs contract by a day - L"%s: контракт продлен на 7 дней.", - L"%s: контракт продлен на 14 дней.", -}; - -// helicopter pilot payment - -STR16 pSkyriderText[] = -{ - L"ÐебеÑному Ð’Ñаднику заплачено $%d", // skyrider was paid an amount of money - L"Ð’Ñ‹ вÑе еще должны ÐебеÑному Ð’Ñаднику $%d.", // skyrider is still owed an amount of money - L"ÐебеÑный Ð’Ñадник завершил заправку.", // skyrider has finished refueling - L"",//unused - L"",//unused - L"ÐебеÑный Ð’Ñадник готов к полету.", // Skyrider was grounded but has been freed - L"У ÐебеÑного Ð’Ñадника нет паÑÑажиров. ЕÑли вы хотите переправить бойцов в Ñтот Ñектор, поÑадите их в вертолёт (приказ \"ТранÑпорт/Вертолёт\")." -}; - - -// strings for different levels of merc morale - -STR16 pMoralStrings[] = -{ - L"Отлично", - L"Хорошо", - L"Ðорма", - L"ÐизкаÑ", - L"Паника", - L"УжаÑ", -}; - -// Mercs equipment has now arrived and is now available in Omerta or Drassen. - -STR16 pLeftEquipmentString[] = -{ - L"%s оÑтавлÑет Ñвою Ñкипировку в Омерте (A9).", - L"%s оÑтавлÑет Ñвою Ñкипировку в ДраÑÑене (B13).", -}; - -// Status that appears on the Map Screen - -STR16 pMapScreenStatusStrings[] = -{ - L"Здоровье", - L"ЭнергиÑ", - L"Боевой дух", - L"СоÑтоÑние", // the condition of the current vehicle (its "health") - L"Бензин", // the fuel level of the current vehicle (its "energy") - L"Яд", // for display of poisoning - L"Вода", // drink level - L"Пища", // food level -}; - - -STR16 pMapScreenPrevNextCharButtonHelpText[] = -{ - L"Предыдущий боец\n(|С|Ñ‚|Ñ€|е|л|к|а |Ð’|л|е|в|о)", // previous merc in the list - L"Следующий боец\n(|С|Ñ‚|Ñ€|е|л|к|а |Ð’|п|Ñ€|а|в|о)", // next merc in the list -}; - - -STR16 pEtaString[] = -{ - L"РВП:", // eta is an acronym for Estimated Time of Arrival -}; - -STR16 pTrashItemText[] = -{ - L"Ð’Ñ‹ больше никогда не увидите Ñтот предмет. Уверены?", // do you want to continue and lose the item forever - L"Этот предмет кажетÑÑ ÐžÐ§Ð•ÐЬ важным. Ð’Ñ‹ ДЕЙСТВИТЕЛЬÐО хотите выброÑить его?", // does the user REALLY want to trash this item -}; - - -STR16 pMapErrorString[] = -{ - L"ОтрÑд не может выйти на марш, когда один из наёмников Ñпит.", - -//1-5 - L"Сначала выведите отрÑд на поверхноÑть.", - L"Выйти на марш? Да тут же враги повÑюду!", - L"Чтобы выйти на марш, наёмники должны быть назначены в отрÑд или поÑажены в машину.", - L"У Ð²Ð°Ñ ÐµÑ‰Ðµ нет ни одного бойца.", // you have no members, can't do anything - L"наёмник не может выполнить.", // merc can't comply with your order -//6-10 - L"нуждаетÑÑ Ð² Ñопровождении, чтобы идти. Ðазначьте его Ñ ÐºÐµÐ¼-нибудь в отрÑд.", // merc can't move unescorted .. for a male - L"нуждаетÑÑ Ð² Ñопровождении, чтобы идти. Ðазначьте ее Ñ ÐºÐµÐ¼-нибудь в отрÑд.", // for a female - L"Ðаёмник ещё не прибыл в %s!", - L"КажетÑÑ, Ñначала надо уладить проблемы Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð¾Ð¼.", - L"Бежать от Ñамолета? Только поÑле ваÑ!", -//11-15 - L"Ð’Ñ‹Ñтупить на марш? Да у Ð½Ð°Ñ Ñ‚ÑƒÑ‚ бой идет!", - L"Ð’Ñ‹ попали в заÑаду кошек-убийц в Ñекторе %s!", - L"Ð’Ñ‹ только что вошли в Ñектор %s... И наткнулиÑÑŒ на логово кошек-убийц!", - L"", - L"База ПВО в %s была захвачена.", -//16-20 - L"Шахта в %s была захвачена врагом. Ваш дневной доход ÑократилÑÑ Ð´Ð¾ %s в день.", - L"Враг занÑл без ÑÐ¾Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð»ÐµÐ½Ð¸Ñ Ñектор %s.", - L"Как минимум один из ваших бойцов не может выполнить Ñтот приказ.", - L"%s не может приÑоединитьÑÑ Ðº %s - нет меÑта.", - L"%s не может приÑоединитьÑÑ Ðº %s - Ñлишком большое раÑÑтоÑние.", -//21-25 - L"Шахта в %s была захвачена войÑками Дейдраны!", - L"ВойÑка Дейдраны только что вторглиÑÑŒ на базу ПВО в %s.", - L"ВойÑка Дейдраны только что вторглиÑÑŒ в %s.", - L"ВойÑка Дейдраны были замечены в %s.", - L"ВойÑка Дейдраны только что захватили %s.", -//26-30 - L"Как минимум один из ваших бойцов не хочет Ñпать.", - L"Как минимум один из ваших бойцов не может проÑнутьÑÑ.", - L"Ополченцы не поÑвÑÑ‚ÑÑ, пока не завершат тренировку.", - L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ в ÑоÑтоÑнии принÑть приказ о перемещении.", - L"Ополченцы вне границ города не могут перейти в другой Ñектор.", -//31-35 - L"Ð’Ñ‹ не можете держать ополченцев в %s.", - L"ПуÑÑ‚Ð°Ñ Ð¼Ð°ÑˆÐ¸Ð½Ð° не может двигатьÑÑ!", - L"%s из-за Ñ‚Ñжелых ранений не может идти!", - L"Сначала вам нужно покинуть музей!", - L"%s мертв(а)!", -//36-40 - L"%s не может переключитьÑÑ Ð½Ð° %s, так как находитÑÑ Ð² движении.", - L"%s не может ÑеÑть в машину Ñ Ñтой Ñтороны.", - L"%s не может вÑтупить в %s", - L"Ð’Ñ‹ не можете включить Ñжатие времени, пока не наймете новых бойцов!", - L"Эта машина может двигатьÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ по дорогам!", -//41-45 - L"Ð’Ñ‹ не можете переназначить наёмников на марше.", - L"У машины закончилÑÑ Ð±ÐµÐ½Ð·Ð¸Ð½!", - L"%s еле волочит ноги и идти не может.", - L"Ðи один из паÑÑажиров не в ÑоÑтоÑнии веÑти машину.", - L"Один или неÑколько наёмников из Ñтого отрÑда не могут ÑÐµÐ¹Ñ‡Ð°Ñ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", -//46-50 - L"Один или неÑколько наёмников не могут ÑÐµÐ¹Ñ‡Ð°Ñ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", - L"Машина Ñильно повреждена!", - L"Внимание! Тренировать ополченцев в одном Ñекторе могут не более двух наёмников.", - L"Роботом обÑзательно нужно управлÑть. Ðазначьте наёмника Ñ Ð¿ÑƒÐ»ÑŒÑ‚Ð¾Ð¼ и робота в один отрÑд.", - L"Ðевозможно перемеÑтить вещи в %s, непонÑтно куда Ñкладывать. Зайдите в Ñектор, чтобы иÑправить.", -// 51-55 - L"%d items moved from %s to %s", -}; - - -// help text used during strategic route plotting -STR16 pMapPlotStrings[] = -{ - L"Ещё раз щелкните по точке назначениÑ, чтобы подтвердить путь, или щелкните по другому Ñектору, чтобы уÑтановить больше путевых точек.", - L"Путь Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð´Ñ‚Ð²ÐµÑ€Ð¶Ð´Ñ‘Ð½.", - L"Точка Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð½Ðµ изменена.", - L"Путь Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‘Ð½.", - L"Путь Ñокращен.", -}; - - -// help text used when moving the merc arrival sector -STR16 pBullseyeStrings[] = -{ - L"Выберите Ñектор, в который прибудут наёмники.", - L"Вновь прибывшие наёмники выÑадÑÑ‚ÑÑ Ð² %s.", - L"Ð’Ñ‹Ñадить здеÑÑŒ наёмников нельзÑ. Воздушное проÑтранÑтво небезопаÑно!", - L"Отменено. Сектор Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ð½Ðµ изменилÑÑ.", - L"Ðебо над %s более не безопаÑно! МеÑто выÑадки было перемещено в %s.", -}; - - -// help text for mouse regions - -STR16 pMiscMapScreenMouseRegionHelpText[] = -{ - L"Показать ÑнарÑжение (|Ð’|в|о|д)", - L"Выкинуть предмет", - L"Скрыть ÑнарÑжение (|Ð’|в|о|д)", -}; - - - -// male version of where equipment is left -STR16 pMercHeLeaveString[] = -{ - L"Должен ли %s оÑтавить Ñвою амуницию здеÑÑŒ (в %s) или позже (в %s) перед отлетом?", - L"%s Ñкоро уходит и оÑтавит Ñвою амуницию в %s.", -}; - - -// female version -STR16 pMercSheLeaveString[] = -{ - L"Должна ли %s оÑтавить Ñвою амуницию здеÑÑŒ (в %s) или позже (в %s) перед отлетом?", - L"%s Ñкоро уходит и оÑтавит Ñвою амуницию в %s.", -}; - - -STR16 pMercContractOverStrings[] = -{ - L"отправлÑетÑÑ Ð´Ð¾Ð¼Ð¾Ð¹, так как Ð²Ñ€ÐµÐ¼Ñ ÐµÐ³Ð¾ контракта иÑтекло.", // merc's contract is over and has departed - L"отправлÑетÑÑ Ð´Ð¾Ð¼Ð¾Ð¹, так как Ð²Ñ€ÐµÐ¼Ñ ÐµÑ‘ контракта иÑтекло.", // merc's contract is over and has departed - L"уходит, так как его контракт был прерван.", // merc's contract has been terminated - L"уходит, так как ее контракт был прерван.", // merc's contract has been terminated - L"Ð’Ñ‹ должны M.E.R.C. Ñлишком много денег, так что %s уходит.", // Your M.E.R.C. account is invalid so merc left -}; - -// Text used on IMP Web Pages - -// WDS: Allow flexible numbers of IMPs of each sex -// note: I only updated the English text to remove "three" below -STR16 pImpPopUpStrings[] = -{ - L"Ðеверный код доÑтупа.", - L"Это приведет к потере уже полученных результатов теÑтированиÑ. Ð’Ñ‹ уверены?", - L"Введите правильное Ð¸Ð¼Ñ Ð¸ укажите пол.", - L"Предварительный анализ вашего Ñчета показывает, что вы не можете позволить Ñебе пройти теÑтирование.", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð²Ñ‹ не можете выбрать Ñтот пункт.", - L"Чтобы закончить анализ, нужно иметь меÑто еще Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ члена команды.", - L"Профиль уже Ñоздан.", - L"Ðе могу загрузить I.M.P.-перÑонаж Ñ Ð´Ð¸Ñка.", - L"Ð’Ñ‹ доÑтигли макÑимального количеÑтва I.M.P.-перÑонажей.", - L"У Ð²Ð°Ñ Ð² команде уже еÑть три I.M.P.-перÑонажа того же пола.", - L"Ð’Ñ‹ не можете позволить Ñебе такой I.M.P.-перÑонаж.", // 10 - L"Ðовый I.M.P.-перÑонаж приÑоединилÑÑ Ðº команде.", - L"Ð’Ñ‹ уже выбрали макÑимальное количеÑтво навыков.", - L"ГолоÑа не найдены.", -}; - - -// button labels used on the IMP site - -STR16 pImpButtonText[] = -{ - L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ наÑ", // about the IMP site - L"ÐÐЧÐТЬ", // begin profiling - L"СпоÑобноÑти", //Skills - L"ХарактериÑтики", // personal stats/attributes section - L"ВнешноÑть", // Appearance - L"ГолоÑ: %d", // the voice selection - L"Готово", // done profiling - L"Ðачать Ñначала", // start over profiling - L"Да, Ñ Ð²Ñ‹Ð±Ð¸Ñ€Ð°ÑŽ отмеченный ответ.", - L"Да", - L"Ðет", - L"Готово", // finished answering questions - L"Ðазад", // previous question..abbreviated form - L"Дальше", // next question - L"ДÐ.", // yes, I am certain - L"ÐЕТ, Я ХОЧУ ÐÐЧÐТЬ СÐОВÐ.", // no, I want to start over the profiling process - L"ДÐ", - L"ÐЕТ", - L"Ðазад", // back one page - L"Отменить", // cancel selection - L"Да, вÑÑ‘ верно.", - L"Ðет, ещё раз взглÑну.", - L"РегиÑтрациÑ", // the IMP site registry..when name and gender is selected - L"Ðнализ данных", // analyzing your profile results - L"Готово", - L"Личные качеÑтва", // Character - L"Ðет", -}; - -STR16 pExtraIMPStrings[] = -{ - // These texts have been also slightly changed - L"Теперь, когда формирование внешноÑти и личных качеÑтв завершено, укажите ваши ÑпоÑобноÑти.", //With your character traits chosen, it is time to select your skills. - L"Ð”Ð»Ñ Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð²Ñ‹Ð±ÐµÑ€Ð¸Ñ‚Ðµ Ñвои характериÑтики.", //To complete the process, select your attributes. - L"Ð”Ð»Ñ Ð½Ð°Ñ‡Ð°Ð»Ð° подберите наиболее подходÑщее вам лицо, голоÑ, телоÑложение и ÑоответÑтвующую раÑцветку.", //To commence actual profiling, select portrait, voice and colors. - L"Теперь, когда вы завершили формирование Ñвоей внешноÑти, перейдём к анализу ваших личных качеÑтв.", //Now that you have completed your appearence choice, proceed to character analysis. -}; - -STR16 pFilesTitle[] = -{ - L"ПроÑмотр данных", -}; - -STR16 pFilesSenderList[] = -{ - L"Отчет разведки", // the recon report sent to the player. Recon is an abbreviation for reconissance - L"Ð’ розыÑке â„–1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title - L"Ð’ розыÑке â„–2", // second intercept file - L"Ð’ розыÑке â„–3", // third intercept file - L"Ð’ розыÑке â„–4", // fourth intercept file - L"Ð’ розыÑке â„–5", // fifth intercept file - L"Ð’ розыÑке â„–6", // sixth intercept file -}; - -// Text having to do with the History Log - -STR16 pHistoryTitle[] = -{ - L"Журнал Ñобытий", -}; - -STR16 pHistoryHeaders[] = -{ - L"День", // the day the history event occurred - L"Стр.", // the current page in the history report we are in - L"День", // the days the history report occurs over - L"ЛокациÑ", // location (in sector) the event occurred - L"Событие", // the event label -}; - -// Externalized to "TableData\History.xml" -/* -// various history events -// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. -// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS -// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN -// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS -// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. -STR16 pHistoryStrings[] = -{ - L"", // leave this line blank - //1-5 - L"ÐанÑÑ‚(а) %s из A.I.M.", // merc was hired from the aim site - L"ÐанÑÑ‚(а) %s из M.E.R.C.", // merc was hired from the aim site - L"%s мертв(а).", // merc was killed - L"Оплачены уÑлуги M.E.R.C.", // paid outstanding bills at MERC - L"ПринÑто задание от Энрико Чивалдори", - //6-10 - L"ВоÑпользовалиÑÑŒ уÑлугами I.M.P.", - L"Оформлена Ñтраховка Ð´Ð»Ñ %s.", // insurance contract purchased - L"%s: cтраховой контракт аннулирован.", // insurance contract canceled - L"Выплата Ñтраховки %s.", // insurance claim payout for merc - L"%s: контракт продлен на 1 день.", // Extented "mercs name"'s for a day - //11-15 - L"%s: контракт продлен на 7 дней.", // Extented "mercs name"'s for a week - L"%s: контракт продлен на 14 дней.", // Extented "mercs name"'s 2 weeks - L"Ð’Ñ‹ уволили %s.", // "merc's name" was dismissed. - L"%s уходит от ваÑ.", // "merc's name" quit. - L"получено задание.", // a particular quest started - //16-20 - L"задание выполнено.", - L"Поговорили Ñо Ñтаршим горнÑком города %s", // talked to head miner of town - L"%s оÑвобожден(а).", - L"Включен режим чит-кодов", - L"ÐŸÑ€Ð¾Ð²Ð¸Ð·Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ доÑтавлена в Омерту завтра.", - //21-25 - L"%s ушла, чтобы выйти замуж за Дерила Хика.", - L"ИÑтек контракт у %s.", - L"ÐанÑÑ‚(а) %s.", - L"Энрико Ñетует на отÑутÑтвие уÑпехов в кампании.", - L"Победа в Ñражении!", - //26-30 - L"Ð’ шахте %s иÑÑÑкает Ð·Ð°Ð¿Ð°Ñ Ñ€ÑƒÐ´Ñ‹.", - L"Шахта %s иÑтощилаÑÑŒ.", - L"Шахта %s закрыта.", - L"Шахта %s Ñнова работает.", - L"Получена Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ тюрьме ТикÑа.", - //31-35 - L"Узнали об Орте - Ñекретном военном заводе.", - L"Ученый из Орты подарил вам ракетные винтовки.", - L"Королева Дейдрана нашла применение трупам.", - L"ФрÑнк говорил что-то о боÑÑ… в Сан-Моне.", - L"Пациенту кажетÑÑ, что он что-то видел в шахтах.", - //36-40 - L"Ð’Ñтретили Девина - торговца взрывчаткой.", - L"ПереÑеклиÑÑŒ Ñ Ð±Ñ‹Ð²ÑˆÐ¸Ð¼ наёмником A.I.M., Майком!", - L"Ð’Ñтретили Тони, торговца оружием.", - L"Получена Ñ€Ð°ÐºÐµÑ‚Ð½Ð°Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²ÐºÐ° от Ñержанта Кротта.", - L"Документы на магазин Энжела переданы Кайлу.", - //41-45 - L"Шиз предлагает поÑтроить робота.", //может, Ñобрать робота? - L"Болтун может Ñделать варево, обманывающее жуков.", - L"Кит отошел от дел.", - L"Говард поÑтавлÑл цианиды Дейдране.", - L"Ð’Ñтретили торговца Кита из Камбрии.", - //46-50 - L"Ð’Ñтретили Говарда, фармацевта из Балайма.", - L"Ð’Ñтретили Перко. Он держит небольшую маÑтерÑкую.", - L"Ð’Ñтретили СÑма из Балайма. Он торгует железками.", - L"Франц разбираетÑÑ Ð² Ñлектронике и других вещах.", - L"Ðрнольд держит маÑтерÑкую в Граме.", - //51-55 - L"Фредо из Грама чинит Ñлектронику.", - L"Один богатей из Балайма дал вам денег.", - L"Ð’Ñтретили Ñтарьевщика Джейка.", - L"Один бродÑга дал нам Ñлектронную карточку.", - L"Вальтер подкуплен, он откроет дверь в подвал.", - //56-60 - L"ДÑйв заправит машину беÑплатно, еÑли будет бензин.", - L"Дали взÑтку Пабло.", - L"БоÑÑ Ð´ÐµÑ€Ð¶Ð¸Ñ‚ деньги в шахте Сан-Моны.", - L"%s: победа в бое без правил.", - L"%s: проигрыш в бое без правил.", - //61-65 - L"%s: диÑÐºÐ²Ð°Ð»Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸Ñ Ð² бое без правил.", - L"Ð’ заброшенной шахте найдена куча денег.", - L"Ð’Ñтречен убийца, поÑланный БоÑÑом.", - L"ПотерÑн контроль над Ñектором", //ENEMY_INVASION_CODE - L"Отбита атака врага", - //66-70 - L"Сражение проиграно", //ENEMY_ENCOUNTER_CODE - L"Ð¡Ð¼ÐµÑ€Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð·Ð°Ñада", //ENEMY_AMBUSH_CODE - L"ВырвалиÑÑŒ из заÑады", - L"Ðтака провалилаÑÑŒ!", //ENTERING_ENEMY_SECTOR_CODE - L"УÑÐ¿ÐµÑˆÐ½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°!", - //71-75 - L"Ðтака тварей", //CREATURE_ATTACK_CODE - L"Кошки-убийцы уничтожили ваш отрÑд.", //BLOODCAT_AMBUSH_CODE - L"Ð’Ñе кошки-убийцы убиты", - L"%s был убит(а).", - L"Отдали Кармену голову террориÑта.", - //76-80 - L"Убийца ушёл.", - L"%s убит(а) вашим отрÑдом.", - L"Ð’Ñтретили Вальдо, авиатехника.", - L"Ðачат ремонт вертолета. Будет закончен через %d чаÑов.", -}; -*/ - -STR16 pHistoryLocations[] = -{ - L"Ð/Д", // N/A is an acronym for Not Applicable -}; - -// icon text strings that appear on the laptop - -STR16 pLaptopIcons[] = -{ - L"Почта", - L"Сайты", - L"ФинанÑÑ‹", - L"Команда", - L"Журнал", - L"Данные", - L"Выключить", - L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER -}; - -// bookmarks for different websites -// IMPORTANT make sure you move down the Cancel string as bookmarks are being added - -STR16 pBookMarkStrings[] = -{ - L"A.I.M.", - L"Бобби РÑй", - L"I.M.P.", - L"M.E.R.C.", - L"Похороны", - L"Цветы", - L"Страховка", - L"Отмена", - L"ЭнциклопедиÑ", - L"Брифинг-зал", - L"ПреÑÑ-Ñлужба", - L"БоЛТиК", - L"ВОЗ", - L"Цербер", - L"Ополчение", - L"R.I.S.", - L"Factories", // TODO.Translate -}; - -STR16 pBookmarkTitle[] = -{ - L"Закладки", - L"Позже Ñто меню можно вызвать правым щелчком мыши.", -}; - -// When loading or download a web page - -STR16 pDownloadString[] = -{ - L"Загрузка", - L"Обновление", -}; - -//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine - -STR16 gsAtmSideButtonText[] = -{ - L"OK", - L"ВзÑть", // take money from merc - L"Дать", // give money to merc - L"Отмена", // cancel transaction - L"ОчиÑÑ‚.", // clear amount being displayed on the screen -}; - -STR16 gsAtmStartButtonText[] = -{ - L"Параметры", // view stats of the merc - L"ОтношениÑ", - L"Контракт", - L"СнарÑжение", // view the inventory of the merc -}; - -STR16 sATMText[ ]= -{ - L"ПеревеÑти ÑредÑтва?", // transfer funds to merc? - L"Уверены?", // are we certain? - L"ВвеÑти Ñумму", // enter the amount you want to transfer to merc - L"Выбрать тип", // select the type of transfer to merc - L"Ðе хватает денег", // not enough money to transfer to merc - L"Сумма должна быть кратна $10", // transfer amount must be a multiple of $10 -}; - -// Web error messages. Please use foreign language equivilant for these messages. -// DNS is the acronym for Domain Name Server -// URL is the acronym for Uniform Resource Locator - -STR16 pErrorStrings[] = -{ - L"Ошибка", - L"Сервер не имеет запиÑи DNS.", - L"Проверьте Ð°Ð´Ñ€ÐµÑ Ð¸ попробуйте ещё раз.", - L"OK", //Превышено Ð²Ñ€ÐµÐ¼Ñ Ð¾Ð¶Ð¸Ð´Ð°Ð½Ð¸Ñ Ð¾Ñ‚Ð²ÐµÑ‚Ð° Ñервера. - L"Обрыв ÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ñ Ñервером.", -}; - - -STR16 pPersonnelString[] = -{ - L"Бойцов:", // mercs we have -}; - - -STR16 pWebTitle[ ]= -{ - L"sir-FER 4.0", // our name for the version of the browser, play on company name -}; - - -// The titles for the web program title bar, for each page loaded - -STR16 pWebPagesTitles[] = -{ - L"A.I.M.", - L"A.I.M. СоÑтав", - L"A.I.M. Портреты", // a mug shot is another name for a portrait - L"A.I.M. Сортировка", - L"A.I.M.", - L"A.I.M. ГалереÑ", - L"A.I.M. Правила", - L"A.I.M. ИÑториÑ", - L"A.I.M. СÑылки", - L"M.E.R.C.", - L"M.E.R.C. Счета", - L"M.E.R.C. РегиÑтрациÑ", - L"M.E.R.C. Оглавление", - L"Бобби РÑй", - L"Бобби РÑй - оружие", - L"Бобби РÑй - боеприпаÑÑ‹", - L"Бобби РÑй - бронÑ", - L"Бобби РÑй - разное", //misc is an abbreviation for miscellaneous - L"Бобби РÑй - вещи б/у.", - L"Бобби РÑй - почтовый заказ", - L"I.M.P.", - L"I.M.P.", - L"\"Цветы по вÑему миру\"", - L"\"Цветы по вÑему миру\" - галереÑ", - L"\"Цветы по вÑему миру\" - бланк заказа", - L"\"Цветы по вÑему миру\" - открытки", - L"Страховые агенты: МалеуÑ, Ð˜Ð½ÐºÑƒÑ Ð¸ СтÑйпÑ", - L"ИнформациÑ", - L"Контракт", - L"Комментарии", - L"ÐŸÐ¾Ñ…Ð¾Ñ€Ð¾Ð½Ð½Ð°Ñ Ñлужба Макгилликатти", - L"", - L"ÐÐ´Ñ€ÐµÑ Ð½Ðµ найден.", - L"%s ПреÑÑ-Ñлужба - Сводка по конфликту", - L"%s ПреÑÑ-Ñлужба - Боевые отчеты", - L"%s ПреÑÑ-Ñлужба - ПоÑледние новоÑти", - L"%s ПреÑÑ-Ñлужба - О наÑ", - L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" О наÑ", - L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Ðнализ команды", - L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Парные ÑравнениÑ", - L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Комментарии", - L"ВОЗ", - L"ВОЗ - Ð—Ð°Ð±Ð¾Ð»ÐµÐ²Ð°Ð½Ð¸Ñ Ð² Ðрулько", - L"ВОЗ - Полезно знать", - L"Цербер", - L"Цербер - Ðайм команды", - L"Цербер - Индивидуальные контракты", - L"Militia Overview", // TODO.Translate - L"Recon Intelligence Services - Information Requests", // TODO.Translate - L"Recon Intelligence Services - Information Verification", - L"Recon Intelligence Services - About us", - L"Factory Overview", // TODO.Translate - L"Бобби РÑй - поÑледние поÑтуплениÑ", - L"ЭнциклопедиÑ", - L"Ð­Ð½Ñ†Ð¸ÐºÐ»Ð¾Ð¿ÐµÐ´Ð¸Ñ - данные", - L"Брифинг-зал", - L"Брифинг-зал - данные", -}; - -STR16 pShowBookmarkString[] = -{ - L"ПодÑказка", - L"Щёлкните ещё раз по кнопке \"Сайты\" Ð´Ð»Ñ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ ÑпиÑка.", -}; - -STR16 pLaptopTitles[] = -{ - L"Почтовый Ñщик", - L"ПроÑмотр данных", - L"ПерÑонал", - L"ФинанÑовый отчет", - L"Журнал", -}; - -STR16 pPersonnelDepartedStateStrings[] = -{ - //reasons why a merc has left. - L"Погиб в бою", - L"Уволен", - L"Другое", - L"Вышла замуж", - L"Контракт иÑтёк", - L"Выход", -}; -// personnel strings appearing in the Personnel Manager on the laptop - -STR16 pPersonelTeamStrings[] = -{ - L"Ð’ команде", - L"Выбывшие", - L"Гонорар за день:", - L"Ðаибольший гонорар:", - L"Ðаименьший гонорар:", - L"Погибло в боÑÑ…:", - L"Уволено:", - L"Другое:", -}; - - -STR16 pPersonnelCurrentTeamStatsStrings[] = -{ - L"Худший", - L"Среднее", - L"Лучший", -}; - - -STR16 pPersonnelTeamStatsStrings[] = -{ - L"ЗДР", - L"ПРВ", - L"ЛОВ", - L"СИЛ", - L"ЛИД", - L"ИÐТ", - L"ОПТ", - L"МЕТ", - L"МЕХ", - L"ВЗР", - L"МЕД", -}; - - -// horizontal and vertical indices on the map screen - -STR16 pMapVertIndex[] = -{ - L"X", - L"A", - L"B", - L"C", - L"D", - L"E", - L"F", - L"G", - L"H", - L"I", - L"J", - L"K", - L"L", - L"M", - L"N", - L"O", - L"P", -}; - -STR16 pMapHortIndex[] = -{ - L"X", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"10", - L"11", - L"12", - L"13", - L"14", - L"15", - L"16", -}; - -STR16 pMapDepthIndex[] = -{ - L"", - L"-1", - L"-2", - L"-3", -}; - -// text that appears on the contract button - -STR16 pContractButtonString[] = -{ - L"Контракт", -}; - -// text that appears on the update panel buttons - -STR16 pUpdatePanelButtons[] = -{ - L"Далее", - L"Стоп", -}; - -// Text which appears when everyone on your team is incapacitated and incapable of battle - -CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = -{ - L"Ð’Ñ‹ потерпели поражение в Ñтом Ñекторе!", - L"Рептионы, не иÑÐ¿Ñ‹Ñ‚Ñ‹Ð²Ð°Ñ ÑƒÐ³Ñ€Ñ‹Ð·ÐµÐ½Ð¸Ð¹ ÑовеÑти, пожрут вÑех до единого!", - L"Ваши бойцы захвачены в плен (некоторые без ÑознаниÑ)!", - L"Ваши бойцы захвачены в плен.", -}; - - -//Insurance Contract.c -//The text on the buttons at the bottom of the screen. - -STR16 InsContractText[] = -{ - L"Ðазад", - L"Дальше", - L"Да", - L"ОчиÑтить", -}; - - - -//Insurance Info -// Text on the buttons on the bottom of the screen - -STR16 InsInfoText[] = -{ - L"Ðазад", - L"Дальше", -}; - - - -//For use at the M.E.R.C. web site. Text relating to the player's account with MERC - -STR16 MercAccountText[] = -{ - // Text on the buttons on the bottom of the screen - L"ВнеÑти Ñумму", - L"Ð’ начало", - L"Ðомер Ñчета:", - L"Ðаёмник", - L"Дней", - L"Ставка", - L"СтоимоÑть", - L"Ð’Ñего:", - L"Ð’Ñ‹ подтверждаете платеж в размере %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) - L"%s (+ÑнарÑжение)", -}; - -// Merc Account Page buttons -STR16 MercAccountPageText[] = -{ - // Text on the buttons on the bottom of the screen - L"Ðазад", - L"Дальше", -}; - - -//For use at the M.E.R.C. web site. Text relating a MERC mercenary - - -STR16 MercInfo[] = -{ - L"Здоровье", - L"ПроворноÑть", - L"ЛовкоÑть", - L"Сила", - L"ЛидерÑтво", - L"Интеллект", - L"Уровень опыта", - L"МеткоÑть", - L"Механика", - L"Взрывчатка", - L"Медицина", - - L"Ðазад", - L"ÐанÑть", - L"Дальше", - L"Ð”Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ", - L"Ð’ начало", - L"ÐанÑÑ‚", - L"Оплата", - L"в день", - L"СнарÑж.:", - L"Ð’Ñего:", - L"Погиб", - - L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð° из наёмников.", - L"Со ÑнарÑжением?", - L"ÐедоÑтупно", - L"Ðеоплаченные Ñчета", - L"ИнформациÑ", - L"СнарÑжение", -}; - - - -// For use at the M.E.R.C. web site. Text relating to opening an account with MERC - -STR16 MercNoAccountText[] = -{ - //Text on the buttons at the bottom of the screen - L"Открыть Ñчет", - L"Отмена", - L"Ð’Ñ‹ ещё не зарегиÑтрировалиÑÑŒ. Желаете открыть Ñчёт?", -}; - - - -// For use at the M.E.R.C. web site. MERC Homepage - -STR16 MercHomePageText[] = -{ - //Description of various parts on the MERC page - L"Спек Т. КлÑйн, оÑнователь и хозÑин", - L"Открыть Ñчёт", - L"ПроÑмотр Ñчёта", - L"ПроÑмотр файлов", - // The version number on the video conferencing system that pops up when Speck is talking - L"Speck Com v3.2", - L"Денежный перевод не ÑоÑтоÑлÑÑ. ÐедоÑтаточно ÑредÑтв на Ñчету.", -}; - -// For use at MiGillicutty's Web Page. - -STR16 sFuneralString[] = -{ - L"Похоронное агентÑтво Макгилликатти: Ñкорбим вмеÑте Ñ ÑемьÑми уÑопших Ñ 1983 г.", - L"Директор по похоронам и бывший наёмник A.I.M. - Мюррей Макгилликатти \"Папаша\", ÑпециалиÑÑ‚ по чаÑти похорон.", - L"Ð’ÑÑŽ жизнь Папашу Ñопровождали Ñмерть и утраты, поÑтому он, как никто, познал их Ñ‚ÑжеÑть.", - L"Похоронное агентÑтво Макгилликатти предлагает широкий Ñпектр ритуальных уÑлуг - от жилетки, в которую можно поплакать, до воÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ñильно поврежденных оÑтанков.", - L"Похоронное агентÑтво Макгилликатти поможет вам и вашим родÑтвенникам покоитьÑÑ Ñ Ð¼Ð¸Ñ€Ð¾Ð¼.", - - // Text for the various links available at the bottom of the page - L"ДОСТÐВКРЦВЕТОВ", - L"КОЛЛЕКЦИЯ УРРИ ГРОБОВ", - L"УСЛУГИ ПО КРЕМÐЦИИ", - L"ПОМОЩЬ Ð’ ПРОВЕДЕÐИИ ПОХОРОÐ", - L"ПОХОРОÐÐЫЕ РИТУÐЛЫ", - - // The text that comes up when you click on any of the links ( except for send flowers ). - L"К Ñожалению, наш Ñайт не закончен, в ÑвÑзи Ñ ÑƒÑ‚Ñ€Ð°Ñ‚Ð¾Ð¹ в Ñемье. Мы поÑтараемÑÑ Ð¿Ñ€Ð¾Ð´Ð¾Ð»Ð¶Ð¸Ñ‚ÑŒ работу поÑле Ð¿Ñ€Ð¾Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð·Ð°Ð²ÐµÑ‰Ð°Ð½Ð¸Ñ Ð¸ выплат долгов умершего. Сайт вÑкоре откроетÑÑ.", - L"Мы иÑкренне ÑочувÑтвуем вам в Ñто трудное времÑ. Заходите ещё.", -}; - -// Text for the florist Home page - -STR16 sFloristText[] = -{ - //Text on the button on the bottom of the page - - L"ГалереÑ", - - //Address of United Florist - - L"\"Мы ÑброÑим ваш букет где угодно!\"", - L"1-555-SCENT-ME", - L"333 NoseGay Dr,Seedy City, CA USA 90210", - L"http://www.scent-me.com", - - // detail of the florist page - - L"Мы работаем быÑтро и Ñффективно!", - L"Гарантируем доÑтавку на Ñледующий день практичеÑки в любой уголок мира. ЕÑть некоторые ограничениÑ.", - L"Гарантируем Ñамые низкие цены в мире!", - L"Покажите нам рекламу более дешевого ÑервиÑа и получите 10 беÑплатных роз.", - L"\"ÐšÑ€Ñ‹Ð»Ð°Ñ‚Ð°Ñ Ð¤Ð»Ð¾Ñ€Ð°\", занимаемÑÑ Ñ„Ð°ÑƒÐ½Ð¾Ð¹ и цветами Ñ 1981 г.", - L"Ðаши летчики, бывшие пилоты бомбардировщиков, ÑброÑÑÑ‚ ваш букет в радиуÑе 10 миль от заданного района. Когда угодно и Ñколько угодно!", - L"Позвольте нам удовлетворить ваши цветочные фантазии.", - L"ПуÑть БрюÑ, извеÑтный во вÑем мире Ñадовник, Ñам Ñоберет вам отличный букет в нашем Ñаду.", - L"И запомните, еÑли у Ð½Ð°Ñ Ð½ÐµÑ‚ таких цветов, мы быÑтро выраÑтим то, что вам надо!", -}; - - - -//Florist OrderForm - -STR16 sOrderFormText[] = -{ - //Text on the buttons - - L"Ðазад", - L"ПоÑлать", - L"Отмена", - L"ГалереÑ", - - L"Ðазвание букета:", - L"Цена:", - L"Ðомер заказа:", - L"ДоÑтавить", - L"Завтра", - L"Как будете в тех краÑÑ…", - L"МеÑто доÑтавки", - L"Дополнительно", - L"Сломать цветы ($10)", - L"Черные розы ($20)", - L"УвÑдший букет ($10)", - L"Фруктовый пирог (еÑли еÑть) ($10)", - L"ТекÑÑ‚ поздравлениÑ:", - L"Ввиду небольшого размера открытки, поÑтарайтеÑÑŒ уложитьÑÑ Ð² 75 Ñимволов.", - L"...или выберите одну из", - - L"СТÐÐДÐРТÐЫХ ОТКРЫТОК", - L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ Ñчете", - - //The text that goes beside the area where the user can enter their name - - L"Ðазвание:", -}; - - - - -//Florist Gallery.c - -STR16 sFloristGalleryText[] = -{ - //text on the buttons - - L"Ðазад", //abbreviation for previous - L"Дальше", //abbreviation for next - - L"Выберите букет, которые хотите поÑлать.", - L"Примечание: ЕÑли Вам нужно поÑлать увÑдший или Ñломанный букет - заплатите еще $10.", - - //text on the button - - L"Ð’ начало", -}; - -//Florist Cards - -STR16 sFloristCards[] = -{ - L"Выберите текÑÑ‚, который будет напечатан на открытке.", - L"Ðазад", -}; - - - -// Text for Bobby Ray's Mail Order Site - -STR16 BobbyROrderFormText[] = -{ - L"Бланк заказа", //Title of the page - L"Штк", // The number of items ordered - L"Ð’ÐµÑ (%s)", // The weight of the item - L"Ðазвание", // The name of the item - L"цена 1 вещи", // the item's weight - L"Итого", // The total price of all of items of the same type - L"СтоимоÑть", // The sub total of all the item totals added - L"ДиУ (Ñм. МеÑто ДоÑтавки)", // S&H is an acronym for Shipping and Handling - L"Ð’Ñего", // The grand total of all item totals + the shipping and handling - L"МеÑто доÑтавки", - L"СкороÑть доÑтавки", // See below - L"Цена (за %s.)", // The cost to ship the items - L"ЭкÑпреÑÑ-доÑтавка", // Gets deliverd the next day - L"2 рабочих днÑ", // Gets delivered in 2 days - L"ÐžÐ±Ñ‹Ñ‡Ð½Ð°Ñ Ð´Ð¾Ñтавка", // Gets delivered in 3 days - L"ОЧИСТИТЬ",//15 // Clears the order page - L"ЗÐКÐЗÐТЬ", // Accept the order - L"Ðазад", // text on the button that returns to the previous page - L"Ð’ начало", // Text on the button that returns to the home page - L"* - вещи, бывшие в употреблении", // Disclaimer stating that the item is used - L"Ð’Ñ‹ не можете Ñто оплатить.", //20 // A popup message that to warn of not enough money - L"<ÐЕ ВЫБРÐÐО>", // Gets displayed when there is no valid city selected - L"Ð’Ñ‹ дейÑтвительно хотите отправить груз в %s?", // A popup that asks if the city selected is the correct one - L"Ð’ÐµÑ Ð³Ñ€ÑƒÐ·Ð°**", // Displays the weight of the package - L"** Мин. веÑ", // Disclaimer states that there is a minimum weight for the package - L"Заказы", -}; - -STR16 BobbyRFilter[] = -{ - // Guns - L"ПиÑтолеты", - L"Ðвт.пиÑтол.", - L"ПП", - L"Винтовки", - L"Сн.винтовки", - L"Ðвтоматы", - L"Пулемёты", - L"Дробовики", - L"ТÑжелое", - - // Ammo - L"ПиÑтолеты", - L"Ðвт.пиÑтол.", - L"ПП", - L"Винтовки", - L"Сн.винтовки", - L"Ðвтоматы", - L"Пулемёты", - L"Дробовики", - - // Used - L"Оружие", - L"БронÑ", - L"Разгр.Ñ-мы", - L"Разное", - - // Armour - L"КаÑки", - L"Жилеты", - L"Брюки", - L"ПлаÑтины", - - // Misc - L"Режущие", - L"Метательн.", - L"ДробÑщие", - L"Гранаты", - L"Бомбы", - L"Ðптечки", - L"Ðаборы", - L"Головные", - L"Разгр.Ñ-мы", - L"Прицелы", // Madd: new BR filters - L"РукоÑÑ‚/ЛЦУ", - L"Дул.наÑад.", - L"Приклады", - L"Маг./ÑпуÑк.", - L"Др. навеÑка", - L"Разное", -}; - - -// This text is used when on the various Bobby Ray Web site pages that sell items - -STR16 BobbyRText[] = -{ - L"Заказать", // Title - // instructions on how to order - L"Ðажмите на товар. Ð›ÐµÐ²Ð°Ñ ÐºÐ½Ð¾Ð¿ÐºÐ° - добавить, Ð¿Ñ€Ð°Ð²Ð°Ñ ÐºÐ½Ð¾Ð¿ÐºÐ° - уменьшить. ПоÑле того как выберете товар, оформите заказ.", - - //Text on the buttons to go the various links - - L"Ðазад", - L"Оружие", - L"Патроны", - L"БронÑ", - L"Разное", //misc is an abbreviation for miscellaneous - L"Б/У", - L"Далее", - L"БЛÐÐК ЗÐКÐЗÐ", - L"Ð’ начало", - - //The following 2 lines are used on the Ammunition page. - //They are used for help text to display how many items the player's merc has - //that can use this type of ammo - - L"У вашей команды еÑть", - L"оружее, иÑпользующее Ñтот тип боеприпаÑов", - - //The following lines provide information on the items - - L"ВеÑ:", // Weight of all the items of the same type - L"Кал.:", // the caliber of the gun - L"Маг:", // number of rounds of ammo the Magazine can hold - L"ДиÑÑ‚:", // The range of the gun - L"Урон:", // Damage of the weapon - L"Скор:", // Weapon's Rate Of Fire, acronym ROF - L"ОД:", // Weapon's Action Points, acronym AP - L"Оглушение:", // Weapon's Stun Damage - L"БронÑ:", // Armour's Protection - L"Камуф.:", // Armour's Camouflage - L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) - L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) - L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) - L"Цена:", // Cost of the item - L"Склад:", // The number of items still in the store's inventory - L"Штук в заказе:", // The number of items on order - L"Урон:", // If the item is damaged - L"ВеÑ:", // the Weight of the item - L"Итого:", // The total cost of all items on order - L"* %% до изноÑа", // if the item is damaged, displays the percent function of the item - - //Popup that tells the player that they can only order 10 items at a time - - L"Чёрт! Ð’ Ñту форму можно внеÑти не более " ,//First part - L" позиций Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ заказа. ЕÑли хотите заказать больше (а мы надеемÑÑ, вы хотите), то заполните еще один заказ и примите наши Ð¸Ð·Ð²Ð¸Ð½ÐµÐ½Ð¸Ñ Ð·Ð° неудобÑтва.", - - // A popup that tells the user that they are trying to order more items then the store has in stock - - L"Извините, но данного товара нет на Ñкладе. Попробуйте заглÑнуть позже.", - - //A popup that tells the user that the store is temporarily sold out - - L"Извините, но данного товара пока нет на Ñкладе.", - -}; - - -// Text for Bobby Ray's Home Page - -STR16 BobbyRaysFrontText[] = -{ - //Details on the web site - - L"ЗдеÑÑŒ вы найдете лучшие и новейшие образцы оружиÑ", - L"Мы Ñнабдим Ð²Ð°Ñ Ð²Ñем, что нужно Ð´Ð»Ñ Ð¿Ð¾Ð±ÐµÐ´Ñ‹ над противником", - L"ВЕЩИ Б/У", - - //Text for the various links to the sub pages - - L"РÐЗÐОЕ", - L"ОРУЖИЕ", - L"БОЕПРИПÐСЫ", - L"БРОÐЯ", - - //Details on the web site - - L"ЕÑли у Ð½Ð°Ñ Ñ‡ÐµÐ³Ð¾-то нет, то Ñтого нет нигде!", - L"Ð’ разработке", -}; - - - -// Text for the AIM page. -// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page - -STR16 AimSortText[] = -{ - L"A.I.M. СоÑтав", // Title - // Title for the way to sort - L"Сортировка:", - - // sort by... - - L"Цена", - L"Опыт", - L"МеткоÑть", - L"Механика", - L"Взрывчатка", - L"Медицина", - L"Здоровье", - L"ПроворноÑть", - L"ЛовкоÑть", - L"Сила", - L"ЛидерÑтво", - L"Интеллект", - L"ИмÑ", - - //Text of the links to other AIM pages - - L"Фотографии наёмников", - L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ наёмниках", - L"Ðрхив A.I.M.", - - // text to display how the entries will be sorted - - L"По возраÑтанию", - L"По убыванию", -}; - - -//Aim Policies.c -//The page in which the AIM policies and regulations are displayed - -STR16 AimPolicyText[] = -{ - // The text on the buttons at the bottom of the page - - L"Ðазад", - L"Ð’ начало", - L"Оглавление", - L"Дальше", - L"Ðе ÑоглаÑен", - L"СоглаÑен", -}; - - - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index - -STR16 AimMemberText[] = -{ - L"Левый щелчок", - L"ÑвÑзатьÑÑ Ñ Ð±Ð¾Ð¹Ñ†Ð¾Ð¼.", - L"Правый щелчок - ", - L"фотографии бойцов.", -}; - -//Aim Member.c -//The page in which the players hires AIM mercenaries - -STR16 CharacterInfo[] = -{ - // The various attributes of the merc - - L"Здоровье", - L"ПроворноÑть", - L"ЛовкоÑть", - L"Сила", - L"ЛидерÑтво", - L"Интеллект", - L"Уровень опыта", - L"МеткоÑть", - L"Механика", - L"Взрывчатка", - L"Медицина", - - // the contract expenses' area - - L"Гонорар", - L"Срок", - L"1 день", - L"7 дней", - L"14 дней", - - // text for the buttons that either go to the previous merc, - // start talking to the merc, or go to the next merc - - L"<<", - L"СвÑзатьÑÑ", - L">>", - - L"Ð”Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ", // Title for the additional info for the merc's bio - L"ДейÑтвующий ÑоÑтав", // Title of the page - L"СнарÑжение:", // Displays the optional gear cost - L"СнарÑж.", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's - L"СтоимоÑть мед. депозита", // If the merc required a medical deposit, this is displayed - L"Ðабор 1", // Text on Starting Gear Selection Button 1 - L"Ðабор 2", // Text on Starting Gear Selection Button 2 - L"Ðабор 3", // Text on Starting Gear Selection Button 3 - L"Ðабор 4", // Text on Starting Gear Selection Button 4 - L"Ðабор 5", // Text on Starting Gear Selection Button 5 -}; - - -//Aim Member.c -//The page in which the player's hires AIM mercenaries - -//The following text is used with the video conference popup - -STR16 VideoConfercingText[] = -{ - L"Сумма контракта:", //Title beside the cost of hiring the merc - - //Text on the buttons to select the length of time the merc can be hired - - L"1 день", - L"7 дней", - L"14 дней", - - //Text on the buttons to determine if you want the merc to come with the equipment - - L"Без ÑнарÑжениÑ", - L"Со ÑнарÑжением", - - // Text on the Buttons - - L"ОПЛÐТИТЬ", // to actually hire the merc - L"ОТМЕÐÐ", // go back to the previous menu - L"ÐÐÐЯТЬ", // go to menu in which you can hire the merc - L"ОТБОЙ", // stops talking with the merc - L"ЗÐКРЫТЬ", - L"СООБЩЕÐИЕ", // if the merc is not there, you can leave a message - - //Text on the top of the video conference popup - - L"Ð’Ð¸Ð´ÐµÐ¾ÐºÐ¾Ð½Ñ„ÐµÑ€ÐµÐ½Ñ†Ð¸Ñ Ñ", - L"Подключение. . .", - - L"+ Ñтраховка" // Displays if you are hiring the merc with the medical deposit -}; - - - -//Aim Member.c -//The page in which the player hires AIM mercenaries - -// The text that pops up when you select the TRANSFER FUNDS button - -STR16 AimPopUpText[] = -{ - L"ПРОИЗВЕДЕРЭЛЕКТРОÐÐЫЙ ПЛÐТЕЖ", // You hired the merc - L"ÐЕЛЬЗЯ ПЕРЕВЕСТИ СРЕДСТВÐ", // Player doesn't have enough money, message 1 - L"ÐЕ ХВÐТÐЕТ СРЕДСТВ", // Player doesn't have enough money, message 2 - - // if the merc is not available, one of the following is displayed over the merc's face - - L"Ðа задании", - L"ПожалуйÑта, оÑтавьте Ñообщение", - L"СкончалÑÑ", - - //If you try to hire more mercs than game can support - - L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð° из наёмников.", - - L"Ðвтоответчик", - L"Сообщение оÑтавлено на автоответчике", -}; - - -//AIM Link.c - -STR16 AimLinkText[] = -{ - L"A.I.M. СÑылки", //The title of the AIM links page -}; - - - -//Aim History - -// This page displays the history of AIM - -STR16 AimHistoryText[] = -{ - L"A.I.M. ИÑториÑ", //Title - - // Text on the buttons at the bottom of the page - - L"Ðазад", - L"Ð’ начало", - L"A.I.M. ГалереÑ", - L"Дальше", -}; - - -//Aim Mug Shot Index - -//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. - -STR16 AimFiText[] = -{ - // displays the way in which the mercs were sorted - - L"Цена", - L"Опыт", - L"МеткоÑть", - L"Механика", - L"Взрывчатка", - L"Медицина", - L"Здоровье", - L"ПроворноÑть", - L"ЛовкоÑть", - L"Сила", - L"ЛидерÑтво", - L"Интеллект", - L"ИмÑ", - - // The title of the page, the above text gets added at the end of this text - - L"СоÑтав A.I.M. По возраÑтанию, критерий - %s", - L"СоÑтав A.I.M. По убыванию, критерий - %s", - - // Instructions to the players on what to do - - L"Левый щелчок", - L"Выбрать наёмника", - L"Правый щелчок", - L"Критерий Ñортировки", - - // Gets displayed on top of the merc's portrait if they are... - - L"Выбыл", - L"СкончалÑÑ", - L"Ðа задании", -}; - - - -//AimArchives. -// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM - -STR16 AimAlumniText[] = -{ - // Text of the buttons - - L"СТР. 1", - L"СТР. 2", - L"СТР. 3", - - L"A.I.M. ГалереÑ", // Title of the page - - L"ОК", // Stops displaying information on selected merc - L"След. Ñтр.", -}; - - - - - - -//AIM Home Page - -STR16 AimScreenText[] = -{ - // AIM disclaimers - - L"A.I.M. и логотип A.I.M. - зарегиÑтрированные во многих Ñтранах торговые марки.", - L"Так что и не думай подражать нам.", - L"(Ñ) 1998-1999 A.I.M., Ltd. Ð’Ñе права защищены.", - - //Text for an advertisement that gets displayed on the AIM page - - L"\"Цветы по вÑему миру\"", - L"\"Мы ÑброÑим ваш букет где угодно!\"", - L"Сделай как надо", - L"...в первый раз", - L"ЕÑли у Ð½Ð°Ñ Ð½ÐµÑ‚ такого Ñтвола, то он вам и не нужен.", -}; - - -//Aim Home Page - -STR16 AimBottomMenuText[] = -{ - //Text for the links at the bottom of all AIM pages - L"Ð’ начало", - L"Ðаёмники", - L"Ðрхив", - L"Правила", - L"ИнформациÑ", - L"СÑылки", -}; - - - -//ShopKeeper Interface -// The shopkeeper interface is displayed when the merc wants to interact with -// the various store clerks scattered through out the game. - -STR16 SKI_Text[ ] = -{ - L"ИМЕЮЩИЕСЯ ТОВÐРЫ", //Header for the merchandise available - L"СТР.", //The current store inventory page being displayed - L"ОБЩÐЯ ЦЕÐÐ", //The total cost of the the items in the Dealer inventory area - L"ОБЩÐЯ ЦЕÐÐОСТЬ", //The total value of items player wishes to sell - L"ОЦЕÐКÐ", //Button text for dealer to evaluate items the player wants to sell - L"ПЕРЕВОД", //Button text which completes the deal. Makes the transaction. - L"УЙТИ", //Text for the button which will leave the shopkeeper interface. - L"ЦЕÐРРЕМОÐТÐ", //The amount the dealer will charge to repair the merc's goods - L"1 ЧÐС", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"%d ЧÐСОВ", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired - L"ИСПРÐÐ’ÐО", // Text appearing over an item that has just been repaired by a NPC repairman dealer - L"Вам уже некуда клаÑть вещи.", //Message box that tells the user there is no more room to put there stuff - L"%d МИÐУТ", // The text underneath the inventory slot when an item is given to the dealer to be repaired - L"ВыброÑить предмет на землю.", - L"БЮДЖЕТ", -}; - -//ShopKeeper Interface -//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine - -STR16 SkiAtmText[] = -{ - //Text on buttons on the banking machine, displayed at the bottom of the page - L"0", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"7", - L"8", - L"9", - L"OK", // Transfer the money - L"ВзÑть", //Take money from the player - L"Дать", //Give money to the player - L"Отмена", //Cancel the transfer - L"ОчиÑтить", //Clear the money display -}; - - -//Shopkeeper Interface -STR16 gzSkiAtmText[] = -{ - - // Text on the bank machine panel that.... - L"Выберите тип", //tells the user to select either to give or take from the merc - L"Введите Ñумму", //Enter the amount to transfer - L"ПеревеÑти деньги бойцу", //Giving money to the merc - L"Забрать деньги у бойца", //Taking money from the merc - L"ÐедоÑтаточно ÑредÑтв", //Not enough money to transfer - L"БаланÑ", //Display the amount of money the player currently has -}; - - -STR16 SkiMessageBoxText[] = -{ - L"Желаете ÑнÑть Ñо Ñчета %s, чтобы покрыть разницу?", - L"ÐедоÑтаточно ÑредÑтв. Ðе хватает %s", - L"Желаете ÑнÑть Ñо Ñчета %s, чтобы оплатить полную ÑтоимоÑть?", - L"ПопроÑить торговца Ñделать перевод", - L"ПопроÑить торговца починить выбранные предметы", - L"Закончить беÑеду", - L"Текущий баланÑ", - - L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate - L"Do you want to transfer %s Intel to cover the cost?", -}; - - -//OptionScreen.c - -STR16 zOptionsText[] = -{ - //button Text - L"Сохранить", - L"Загрузить", - L"Выход", - L">>", - L"<<", - L"Готово", - L"1.13 Features", - L"New in 1.13", - L"Options", - - //Text above the slider bars - L"Звуки", - L"Речь", - L"Музыка", - - //Confirmation pop when the user selects.. - L"Выйти из игры и вернутьÑÑ Ð² главное меню?", - - L"Ðеобходимо выбрать или \"Речь\", или \"Субтитры\"", -}; - -STR16 z113FeaturesScreenText[] = -{ - L"1.13 FEATURE TOGGLES", - L"Changing these settings during a campaign will affect your experience.", - L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", -}; - -STR16 z113FeaturesToggleText[] = -{ - L"Use These Overrides", - L"New Chance to Hit", - L"Enemies Drop All", - L"Enemies Drop All (Damaged)", - L"Suppression Fire", - L"Drassen Counterattack", - L"City Counterattacks", - L"Multiple Counterattacks", - L"Intel", - L"Prisoners", - L"Mines Require Workers", - L"Enemy Ambushes", - L"Enemy Assassins", - L"Enemy Roles", - L"Enemy Role: Medic", - L"Enemy Role: Officer", - L"Enemy Role: General", - L"Kerberus", - L"Mercs Need Food", - L"Disease", - L"Dynamic Opinions", - L"Dynamic Dialogue", - L"Arulco Strategic Division", - L"ASD: Helicopters", - L"Enemy Vehicles Can Move", - L"Zombies", - L"Bloodcat Raids", - L"Bandit Raids", - L"Zombie Raids", - L"Militia Volunteer Pool", - L"Tactical Militia Command", - L"Strategic Militia Command", - L"Militia Uses Sector Equipment", - L"Militia Requires Resources", - L"Enhanced Close Combat", - L"Improved Interrupt System", - L"Weapon Overheating", - L"Weather: Rain", - L"Weather: Lightning", - L"Weather: Sandstorms", - L"Weather: Snow", - L"Mini Events", - L"Arulco Rebel Command", - L"Strategic Transport Groups", -}; - -STR16 z113FeaturesHelpText[] = -{ - L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", - L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", - L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", - L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", - L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", - L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", - L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", - L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", - L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", - L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", - L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", - L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", - L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", - L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", - L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", - L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", - L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", - L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", - L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", - L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", - L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", - L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", - L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", - L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", - L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", - L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", - L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", - L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", - L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", - L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", - L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", - L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", - L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", - L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", - L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", - L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", - L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", - L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", - L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", - L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", - L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", - L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", - L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", -}; - -STR16 z113FeaturesPanelText[] = -{ - L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", - L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", - L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", - L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", - L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", - L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", - L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", - L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", - L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", - L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", - L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", - L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", - L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", - L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", - L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", - L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", - L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", - L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", - L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", - L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", - L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", - L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", - L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", - L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", - L"Zombies rise from corpses!", - L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", - L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", - L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", - L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", - L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", - L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", - L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", - L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", - L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", - L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", - L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", - L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", - L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", - L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", - L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", - L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", - L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", - L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", -}; - - -//SaveLoadScreen -STR16 zSaveLoadText[] = -{ - L"Сохранить", - L"Загрузить", - L"Отмена", - L"Сохранение выбрано", - L"Загрузка выбрана", - - L"Игра уÑпешно Ñохранена", - L"ОШИБКРÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð³Ñ€Ñ‹!", - L"Игра уÑпешно загружена", - L"ОШИБКРзагрузки игры!", - - L"Это Ñохранение было Ñделано иной верÑией игры. Скорее вÑего, загрузить его не удаÑÑ‚ÑÑ. Ð’Ñе равно продолжить?", - - L"Возможно, файлы Ñохранений повреждены. Желаете их удалить?", - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"ВерÑÐ¸Ñ Ñохранений игры была изменена. ПроÑим Ñообщить, еÑли Ñто изменение привело к какой-либо ошибке. ПытаемÑÑ Ð·Ð°Ð³Ñ€ÑƒÐ·Ð¸Ñ‚ÑŒ?", -#else - L"Попытка загрузить Ñохранение игры уÑтаревшей верÑии. ÐвтоматичеÑки обновить его и загрузить?", -#endif - - //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one - //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are - //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. -#ifdef JA2BETAVERSION - L"ВерÑÐ¸Ñ Ð¸Ð³Ñ€Ñ‹ и файлов Ñохранений была изменена. ПроÑим Ñообщить, еÑли Ñто изменение привело к какой-либо ошибке. ПытаемÑÑ Ð·Ð°Ð³Ñ€ÑƒÐ·Ð¸Ñ‚ÑŒ?", -#else - L"Попытка загрузить Ñохранение игры уÑтаревшей верÑии. ÐвтоматичеÑки обновить его и загрузить?", -#endif - - L"Ð’Ñ‹ решили запиÑать игру на ÑущеÑтвующее Ñохранение #%d?", - L"Хотите загрузить игру из ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ #", - - - //The first %d is a number that contains the amount of free space on the users hard drive, - //the second is the recommended amount of free space. - L"У Ð²Ð°Ñ Ð·Ð°ÐºÐ°Ð½Ñ‡Ð¸Ð²Ð°ÐµÑ‚ÑÑ Ñвободное меÑто на жеÑтком диÑке. Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ñвободно %d Мб, а требуетÑÑ %d Мб Ñвободного меÑта Ð´Ð»Ñ JA.", - - L"Сохранение", //When saving a game, a message box with this string appears on the screen - - L"Ðормальный", - L"Огромный", - L"нет", - L"да", - - L"Элементы фантаÑтики", - L"ÐŸÐ»Ð°Ñ‚Ð¸Ð½Ð¾Ð²Ð°Ñ ÑериÑ", - - L"ÐÑÑортимент Бобби РÑÑ", - L"Ðормальный", - L"Большой", - L"Огромный", - L"Ð’ÑÑ‘ и Ñразу", - - L"Ð¡Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð½Ð°Ñ Ð¸Ð³Ñ€Ð° была начата в режиме \"Ðового ИнвентарÑ\", Ñтот режим не работает при разрешении Ñкрана 640Ñ…480. Измените разрешение и загрузите игру Ñнова.", - L"Загрузка игры, начатой в режиме \"Ðового ИнвентарÑ\", невозможна. УÑтановите в Ja2.ini игровую папку 'Data-1.13' и повторите попытку.", - - L"Размер отрÑда, заданный в Ñохраненной игре, не поддерживаетÑÑ Ñ‚ÐµÐºÑƒÑ‰Ð¸Ð¼ разрешением. Увеличьте разрешение Ñкрана и попробуйте Ñнова.", - L"КоличеÑтво товара у Бобби РÑÑ", -}; - - - -//MapScreen -STR16 zMarksMapScreenText[] = -{ - L"Уровень карты", - L"У Ð²Ð°Ñ Ð½ÐµÑ‚ ополченцев. Чтобы они поÑвилиÑÑŒ, вам нужно Ñклонить на Ñвою Ñторону горожан.", - L"Доход в Ñутки", - L"Ðаёмник заÑтрахован", - L"%s не нуждаетÑÑ Ð² отдыхе.", - L"%s на марше и не может лечь Ñпать.", - L"%s валитÑÑ Ñ Ð½Ð¾Ð³ от уÑталоÑти, погоди немного.", - L"%s ведет машину.", - L"ОтрÑд не может двигатьÑÑ, когда один из наёмников Ñпит.", - - // stuff for contracts - L"Ð¥Ð¾Ñ‚Ñ Ñƒ Ð²Ð°Ñ Ð¸ еÑть деньги на подпиÑание контракта, но их не хватит, чтобы оплатить Ñтраховку наёмника.", - L"%s: продление Ñтраховки ÑоÑтавит %s за %d дополнительных дней. Желаете заплатить?", - L"Предметы в Ñекторе", - L"Жизнь наёмника заÑтрахована.", - - // other items - L"Медики", // people acting a field medics and bandaging wounded mercs - L"Раненые", // people who are being bandaged by a medic - L"Готово", // Continue on with the game after autobandage is complete - L"Стоп", // Stop autobandaging of patients by medics now - L"Извините, Ñтот пункт недоÑтупен в демонÑтрационной верÑии.", // informs player this option/button has been disabled in the demo - L"%s: нет инÑтрументов.", - L"%s: нет аптечки.", - L"ЗдеÑÑŒ недоÑтаточно добровольцев Ð´Ð»Ñ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²ÐºÐ¸.", - L"Ð’ %s макÑимальное количеÑтво ополченцев.", - L"У наёмника ограниченный контракт.", - L"Контракт наёмника не заÑтрахован", - L"СтратегичеÑÐºÐ°Ñ ÐºÐ°Ñ€Ñ‚Ð°", - - // Flugente: disease texts describing what a map view does - L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate - - // Flugente: weather texts describing what a map view does - L"ЗдеÑÑŒ паказана Ð°ÐºÑ‚ÑƒÐ°Ð»ÑŒÐ½Ð°Ñ Ð¿Ð¾Ð³Ð¾Ð´Ð°. Без цвета=Ñолнечно, зеленый=дождь, Синий=Гроза, Оранжевый=пеÑÑ‡Ð°Ð½Ð°Ñ Ð±ÑƒÑ€Ñ, Белый=Ñнег.", - - // Flugente: describe what intel map view does - L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate -}; - - -STR16 pLandMarkInSectorString[] = -{ - L"ОтрÑд %d заметил кого-то в Ñекторе %s.", - L"ОтрÑд %s заметил кого-то в Ñекторе %s.", -}; - -// confirm the player wants to pay X dollars to build a militia force in town -STR16 pMilitiaConfirmStrings[] = -{ - L"Тренировка отрÑда ополченцев будет Ñтоить $", // telling player how much it will cost - L"Подтвердить платеж?", // asking player if they wish to pay the amount requested - L"Ð’Ñ‹ не можете Ñебе Ñтого позволить.", // telling the player they can't afford to train this town - L"Продолжить тренировку в %s (%s %d)?", // continue training this town? - - L"Цена $", // the cost in dollars to train militia - L"( Д/Ð )", // abbreviated yes/no - L"", // unused - L"Тренировка Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð² Ñекторе %d будет Ñтоить $%d. %s", // cost to train sveral sectors at once - - L"У Ð²Ð°Ñ Ð½ÐµÑ‚ $%d, чтобы приÑтупить к тренировке ополчениÑ.", - L"%s: ТребуетÑÑ Ð½Ðµ менее %d процентов лоÑльноÑти, чтобы продолжить тренировку ополчениÑ.", - L"Больше вы не можете тренировать ополчение в %s.", - L"оÑвободить больше городÑких Ñекторов", - - L"оÑвободить новые городÑкие Ñектора", - L"оÑвободить больше городов", - L"воÑÑтановить потерÑнные прогреÑÑ", - L"продвинутьÑÑ Ð´Ð°Ð»ÑŒÑˆÐµ", - - L"нанÑть больше повÑтанцев", -}; - -//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel -STR16 gzMoneyWithdrawMessageText[] = -{ - L"За один раз вы можете ÑнÑть Ñо Ñчета не более $20 000.", - L"Ð’Ñ‹ решили положить %s на Ñвой Ñчет?", -}; - -STR16 gzCopyrightText[] = -{ - L"ÐвторÑкие права (C) 1999 Sir-tech Canada Ltd. Ð’Ñе права защищены.", -}; - -//option Text -STR16 zOptionsToggleText[] = -{ - L"Речь", - L"Молчаливые герои", - L"Субтитры", - L"Пауза в диалогах", - L"Ðнимированный дым", - L"Кровь и жеÑтокоÑть", - L"Ðе трогать мышь!", - L"Старый метод выбора", - L"Показать путь движениÑ", - L"Показать промахи", - L"Игра в реальном времени", - L"Подтверждение Ñна/подъема", - L"МетричеÑÐºÐ°Ñ ÑиÑтема", - L"Выделите наемников", - L"КурÑор на бойцов", - L"КурÑор на дверь", - L"Мерцание вещей", - L"Показать кроны деревьев", - L"Скрывать мешающие кроны", - L"Показать каркаÑÑ‹", - L"Трехмерный курÑор", - L"Показать ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ", - L"КурÑор очереди Ð´Ð»Ñ Ð³Ñ€Ð°Ð½Ð°Ñ‚", - L"Злорадные враги", //Allow Enemy Taunts - L"Стрельба гранатой навеÑом", - L"КраÑтьÑÑ Ð² реальном времени", - L"Выбор пробелом Ñлед. отрÑда", - L"Тени предметов в инвентаре", - L"ДальноÑть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² тайлах", - L"Одиночный траÑÑер", - L"Шум дождÑ", - L"Вороны", - L"ПодÑказки над Ñолдатами", //Show Soldier Tooltips - L"ÐвтоÑохранение каждый ход", - L"Молчаливый пилот вертолёта", - L"Подробное опиÑание предметов", //Enhanced Description Box - L"Только пошаговый режим", // add forced turn mode - L"ÐÐ¾Ð²Ð°Ñ Ñ€Ð°Ñцветка Ñтратег. карты", //Alternate Strategy-Map Colors //Change color scheme of Strategic Map - L"Ð—Ð°Ð¼ÐµÑ‚Ð½Ð°Ñ Ð»ÐµÑ‚ÑÑ‰Ð°Ñ Ð¿ÑƒÐ»Ñ", // Show alternate bullet graphics (tracers) - L"ÐÐ¾Ð²Ð°Ñ Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ Ñкипировки", - L"Показать ранг бойца", // shows mercs ranks - L"Показать ÑнарÑжение на голове", //Show Face gear graphics - L"Показать иконки ÑнарÑжениÑ", - L"Отключить менÑющийÑÑ ÐºÑƒÑ€Ñор", // Disable Cursor Swap - L"Ð¢Ð¸Ñ…Ð°Ñ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²ÐºÐ°", // Madd: mercs don't say quotes while training - L"Тихий ремонт", // Madd: mercs don't say quotes while repairing - L"Тихое лечение", // Madd: mercs don't say quotes while doctoring - L"БыÑтрый ход компьютера", // Automatic fast forward through AI turns - L"Зомби в игре!", // Flugente Zombies - L"Меню в инвентаре бойца", // the_bob : enable popups for picking items from sector inv - L"Отметить оÑтавшихÑÑ Ð²Ñ€Ð°Ð³Ð¾Ð²", - L"Показать Ñодержимое разгрузки", - L"Инвертировать колеÑо мыши", - L"Боевой порÑдок", // when multiple mercs are selected, they will try to keep their relative distances - L"Показывать раÑположение", // show locator on last known enemy location - L"Start at maximum aim", - L"Alternative pathfinding", - L"--ЧитерÑкие наÑтройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, - L"УÑкорить доÑтавку Бобби РÑÑ", // force all pending Bobby Ray shipments - L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END - L"--ÐаÑтройки отладочной верÑии--", // an example options screen options header (pure text) - L"Сообщать координаты промахов", //Report Miss Offsets // Screen messages showing amount and direction of shot deviation. - L"Ð¡Ð±Ñ€Ð¾Ñ Ð²Ñех игровых наÑтроек", // failsafe show/hide option to reset all options - L"Ð’ Ñамом деле хотите Ñтого?", // a do once and reset self option (button like effect) - L"Отладочные наÑтройки везде", //Debug Options in other builds // allow debugging in release or mapeditor - L"Показать Отладочные наÑтройки", //DEBUG Render Option group // an example option that will show/hide other options - L"Отображать Mouse Regions", //Render Mouse Regions // an example of a DEBUG build option - L"-----------------", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"THE_LAST_OPTION", -}; - -//This is the help text associated with the above toggles. -STR16 zOptionsScreenHelpText[] = -{ - // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. - - //speech - L"Включить или выключить\nÐ³Ð¾Ð»Ð¾Ñ Ð²Ð¾ Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð².", - - //Mute Confirmation - L"Включить или выключить речевое\nподтверждение Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸ÐºÐ°Ð·Ð¾Ð².", - - //Subtitles - L"Включить или выключить отображение\nÑубтитров во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð².", - - //Key to advance speech - L"ЕÑли Ñубтитры включены, выберите Ñтот пункт,\nчтобы уÑпеть прочитать диалоги перÑонажей.", - - //Toggle smoke animation - L"Отключите анимацию дыма,\nеÑли он замедлÑет игру.", - - //Blood n Gore - L"Отключите Ñтот пункт,\nеÑли боитеÑÑŒ крови.", - - //Never move my mouse - L"ЕÑли выключено, то курÑор\nавтоматичеÑки перемещаетÑÑ Ð½Ð° кнопку\nвÑплывающего окна диалога.", - - //Old selection method - L"ЕÑли включено, то будет иÑпользоватьÑÑ\nÑтарый метод выбора бойцов\n(Ð´Ð»Ñ Ñ‚ÐµÑ…, кто привык к управлению предыдущих чаÑтей Jagged Alliance).", - - //Show movement path - L"ЕÑли включено, то в режиме реального времени\nбудет отображатьÑÑ Ð¿ÑƒÑ‚ÑŒ передвижениÑ\n(еÑли выключено, нажмите |S|h|i|f|t, чтобы увидеть путь).", - - //show misses - L"ЕÑли включено, то камера будет отÑлеживать\nтраекторию пуль, прошедших мимо цели.", - - //Real Time Confirmation - L"ЕÑли включено, то Ð´Ð»Ñ Ð¿Ñ€Ð¸ÐºÐ°Ð·Ð° на передвижение\nбудет требоватьÑÑ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¹\nподтверждающий щелчок мыши на меÑте назначениÑ.", - - //Sleep/Wake notification - L"ЕÑли включено, то вы получите предупреждение,\nкогда наёмники лÑгут Ñпать или проÑнутÑÑ.", - - //Use the metric system - L"ЕÑли включено, то иÑпользуетÑÑ Ð¼ÐµÑ‚Ñ€Ð¸Ñ‡ÐµÑÐºÐ°Ñ ÑиÑтема мер,\nиначе будет британÑкаÑ.", - - //Highlight Mercs - L"При включении выделÑет наемника (не виден врагам).\nПереключитьÑÑ Ð² игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ (|G)", - - //Smart cursor - L"ЕÑли включено, то перемещение курÑора возле наёмника\nавтоматичеÑки выбирает его.", - - //snap cursor to the door - L"ЕÑли включено, то перемещение курÑора возле двери\nавтоматичеÑки помещает его на дверь.", - - //glow items - L"ЕÑли включено, то вÑе предметы подÑвечиваютÑÑ (|C|t|r|l+|A|l|t+|I).", - - //toggle tree tops - L"ЕÑли включено, то отображаютÑÑ ÐºÑ€Ð¾Ð½Ñ‹ деревьев (|T).", - - //smart tree tops - L"ЕÑли включено, кроны деревьев не будут отображатьÑÑ Ð¾ÐºÐ¾Ð»Ð¾ видимых Ñолдат и около курÑора.", - - //toggle wireframe - L"ЕÑли включено, то у препÑÑ‚Ñтвий\nдополнительно показываетÑÑ ÐºÐ°Ñ€ÐºÐ°Ñ (|C|t|r|l+|A|l|t+|W).", - - L"ЕÑли включено, то курÑор передвижениÑ\nотображаетÑÑ Ð² 3D (|H|o|m|e).", - - // Options for 1.13 - L"ЕÑли включено, ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ\nпоказываетÑÑ Ð½Ð°Ð´ курÑором.", - L"ЕÑли включено, очередь из гранатомёта\nиÑпользует курÑор Ñтрельбы очередÑми.", - L"ЕÑли включено, враг иногда будет\nкомментировать Ñвои дейÑтвиÑ.", - L"ЕÑли включено, гранатомёты выÑтреливают\nзарÑд под большим углом к горизонту (|A|l|t+|Q).", - L"ЕÑли включено, игра не переходит\nв пошаговый режим при обнаружении\nпротивника (еÑли враг Ð²Ð°Ñ Ð½Ðµ видит). \nРучной вход в пошаговый режим - |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", - L"ЕÑли включено, |П|Ñ€|о|б|е|л выделÑет Ñледующий отрÑд.", - L"ЕÑли включено, показываютÑÑ\nтени предметов в инвентаре.", - L"ЕÑли включено, дальноÑть оружиÑ\nуказываетÑÑ Ð² игровых Ñекторах.", - L"ЕÑли включено, траÑÑирующий Ñффект\nÑоздаётÑÑ Ð¸ одиночным выÑтрелом.", - L"ЕÑли включено, дождь будет\nÑопровождатьÑÑ Ð·Ð²ÑƒÐºÐ¾Ð¼.", - L"ЕÑли включено, вороны приÑутÑтвуют в игре.", - L"ЕÑли включено, при нажатии кнопки |A|l|t\nи наведении курÑора мыши на вражеÑкого Ñолдата\nбудет показана Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ.", - L"ЕÑли включено, игра будет автоматичеÑки\nÑохранÑтьÑÑ Ð¿Ð¾Ñле каждого хода игрока.", - L"ЕÑли включено, ÐебеÑный Ð’Ñадник\nне будет Ð²Ð°Ñ Ñ€Ð°Ð·Ð´Ñ€Ð°Ð¶Ð°Ñ‚ÑŒ болтливоÑтью.", - L"ЕÑли включено, будет задейÑтвовано\nподробное опиÑание предметов.", - L"ЕÑли включено и в Ñекторе приÑутÑтвует враг,\nпошаговый режим будет задейÑтвован\nдо полной зачиÑтки Ñектора (|C|t|r|l+|T).", - L"ЕÑли включено, необÑледованные Ñектора\nна ÑтратегичеÑкой карте будут чёрно-белыми.", - L"ЕÑли включено, летÑÑ‰Ð°Ñ Ð¿ÑƒÐ»Ñ\nбудет более заметной.", - L"ЕÑли включено, Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ Ð½Ð°ÐµÐ¼Ð½Ð¸ÐºÐ° будет отображать иÑпользуемое оружие и Ñкипировку.", - L"ЕÑли включено, на ÑтратегичеÑком Ñкране\nбудет подпиÑан ранг бойца перед его именем.", - L"ЕÑли включено, на портрете наёмника\nбудет отображено надетое головное ÑнарÑжение.", - L"ЕÑли включено, в правом нижнем углу\nна портрете наёмника будут отображены иконки\nнадетого головного ÑнарÑжениÑ.", - L"ЕÑли включено, курÑор не будет менÑтьÑÑ,\nÐ¿Ð¾ÐºÐ°Ð·Ñ‹Ð²Ð°Ñ Ð²Ñе возможные дейÑтвиÑ.\nЧтобы поменÑтьÑÑ Ð¼ÐµÑтами Ñ Ñ‡ÐµÐ»Ð¾Ð²ÐµÐºÐ¾Ð¼ Ñ€Ñдом, нажмите |X.", - L"ЕÑли включено, бойцы не будут\nÑообщать о повышении Ñвоих умений.", - L"ЕÑли включено, бойцы не будут\nÑообщать о ÑтатуÑе ремонта.", - L"ЕÑли включено, бойцы не будут\nÑообщать о ÑтатуÑе лечениÑ.", - L"ЕÑли включено, ожидание,\nпока Ñделают ход противник,\nгражданÑкие и другие ÑущеÑтва,\nбудет значительно меньше.", - - L"ЕÑли включено, убитые враги\nбудут превращатьÑÑ Ð² зомби. ВеÑелитеÑÑŒ!", - L"ЕÑли включено, при проÑмотре\nпредметов Ñектора в инвентаре бойца\nбудет доÑтупно меню по нажатии\nлевой кнопки на пуÑтой карман.", - L"ЕÑли включено, указываетÑÑ Ð¿Ñ€Ð¸Ð¼ÐµÑ€Ð½Ð¾Ðµ\nположение поÑледних врагов в Ñекторе.", - L"ЕÑли включено, показывает Ñодержимое разгрузки,\nиначе - обычный Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ Ð½Ð¾Ð²Ð¾Ð¹ ÑиÑтемы навеÑки.", - L"ЕÑли включено, инвертирует направление\nпрокрутки колеÑа мыши.", - L"ЕÑли выбрано неÑколько наёмников,\nони будут пытатьÑÑ ÑохранÑть взаимное раÑположение\nи диÑтанцию при движении\n(нажмите |C|t|r|l+|A|l|t+|G Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ |S|h|i|f|t + клик Ð´Ð»Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ).", - L"ЕÑли включено, показывает извеÑтное раÑположение противника\n(нажмите |S|h|i|f|t, чтобы показать иÑточник шума).", - L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", - L"When ON, Use A* pathfinding algorithm, instead of original", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", - L"Выберите Ñтот пункт,\nчтобы груз Бобби РÑÑ Ð¿Ñ€Ð¸Ð±Ñ‹Ð» немедленно.", - L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) - L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", - L"ЕÑли включить, повреждённые игровые наÑтройки\nбудут воÑÑтановлены.", // failsafe show/hide option to reset all options - L"Отметьте Ñтроку Ð´Ð»Ñ Ð¿Ð¾Ð´Ñ‚Ð²ÐµÑ€Ð¶Ð´ÐµÐ½Ð¸Ñ ÑброÑа игровых наÑтроек.", // a do once and reset self option (button like effect) - L"ЕÑли включено, отладочные наÑтройки\nбудут доÑтупны как в игре,\nтак и в редакторе карт.", // Allows debug options in release or mapeditor builds - L"ЕÑли включено, отладочные наÑтройки \nбудут показаны в общем ÑпиÑке.", //Toggle to display debugging render options - L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option - L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) - - // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) - L"ПоÑледнÑÑ Ñтрока в ÑпиÑке наÑтроек.", -}; - - -STR16 gzGIOScreenText[] = -{ - L"УСТÐÐОВКИ ÐÐЧÐЛРИГРЫ", -#ifdef JA2UB - L"Ð¡Ð»ÑƒÑ‡Ð°Ð¹Ð½Ð°Ñ Ð¸ÑÑ‚Ð¾Ñ€Ð¸Ñ ÐœÐ°Ð½ÑƒÑлÑ", - L"да", - L"нет", -#else - L"Элементы фантаÑтики", - L"нет", - L"еÑть", -#endif - L"ÐŸÐ»Ð°Ñ‚Ð¸Ð½Ð¾Ð²Ð°Ñ ÑериÑ", - L"ÐÑÑортимент Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² игре", - L"вÑÑ‘ доÑтупное", - L"чуть поменьше", - L"Уровень ÑложноÑти", - L"лёгкий", //новичок - L"Ñредний", //опытный - L"трудный", //ÑкÑперт - L"БЕЗУМÐЫЙ", //помешанный - L"Ðачать игру", - L"Главное меню", - L"ВозможноÑть ÑохранениÑ", - L"в любое времÑ", - L"между боÑми", //Iron Man - L"Отключено в демо-верÑии", - L"ÐÑÑортимент Бобби РÑÑ", - L"хороший", - L"большой", - L"огромный", - L"вÑÑ‘ и Ñразу", - L"Инвентарь / ÐавеÑка", - L"NOT USED", - L"NOT USED", - L"Загрузить", - L"УСТÐÐОВКИ ИГРЫ (актуальны только наÑтройки игры Ñервера)", - // Added by SANDRO - L"Ð£Ð¼ÐµÐ½Ð¸Ñ Ð¿ÐµÑ€Ñонажа", - L"Ñтарые", - L"новые", - L"Создаваемых перÑонажей", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - L"Враг оÑтавлÑет вÑÑ‘ ÑнарÑжение", - L"нет", - L"да", -#ifdef JA2UB - L"Ð¢ÐµÐºÑ Ð¸ Джон", - L"Случайно", - L"Оба Ñразу", -#else - L"ЧиÑло террориÑтов", - L"Ñлучайное", - L"вÑе Ñразу", -#endif - L"СпрÑтанное оружие Ñекторов", //Secret Weapon Caches - L"выборочно", - L"вÑÑ‘ возможное", - L"СкороÑть Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ", //Progress Speed of Item Choices - L"очень медленно", - L"медленно", - L"умеренно", - L"быÑтро", - L"очень быÑтро", - - L"Ñтарый / ÑтараÑ", - L"новый / ÑтараÑ", - L"новый / новаÑ", - - // Squad Size - L"Бойцов в отрÑде", - L"6", - L"8", - L"10", - //L"Faster Bobby Ray Shipments", - L"МанипулÑции Ñ Ð¸Ð½Ð²ÐµÐ½Ñ‚Ð°Ñ€Ñ‘Ð¼ за ОД", - - L"ÐÐ¾Ð²Ð°Ñ ÑиÑтема прицеливаниÑ", //New Chance to Hit System - L"ÐÐ¾Ð²Ð°Ñ ÑиÑтема перехвата хода", - L"Ð‘Ð¸Ð¾Ð³Ñ€Ð°Ñ„Ð¸Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²", - L"Игра Ñ ÐµÐ´Ð¾Ð¹", - L"КоличеÑтво товара у Бобби РÑÑ", - - // anv: extra iron man modes - L"между переÑтрелкой", //Soft Iron Man - L"один раз в день", //Extreme Iron Man -}; - -STR16 gzMPJScreenText[] = -{ - L"СЕТЕВÐЯ ИГРÐ", //MULTIPLAYER - L"ПриÑоединитьÑÑ", //Join - L"Создать игру", //Host - L"Отмена", //Cancel - L"Обновить", //Refresh - L"Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°", //Player Name - L"IP Ñервера", //Server IP - L"Порт", //Port - L"Ð˜Ð¼Ñ Ñервера", //Server Name - L"# Plrs", - L"ВерÑиÑ", //Version - L"Тип игры", //Game Type - L"Пинг", //Ping - L"Впишите Ð¸Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°.", - L"Впишите корректный IP адреÑ. (пример 84.114.195.239).", - L"Впишите корректный порт Ñервера (иÑпользуйте диапазон от 1 до 65535).", -}; - -STR16 gzMPJHelpText[] = -{ - L"Ðовых игроков можно найти здеÑÑŒ: http://webchat.quakenet.org/?channels=ja2-multiplayer", - L"Можно нажать 'у', чтобы открыть окно чата внутриигровой, поÑле того как вы были подключены к Ñерверу.", // TODO.Translate - - L"СОЗДÐТЬ ИГРУ", - L"Введите '127.0.0.1' в поле IP и выберите номер порта Ð½Ð°Ñ‡Ð¸Ð½Ð°Ñ Ñ 60000.", //Enter '127.0.0.1' for the IP and the Port number should be greater than 60000. - L"УбедитеÑÑŒ что выбранный порт (UDP, TCP) не блокируетÑÑ Ñ€Ð¾ÑƒÑ‚ÐµÑ€Ð¾Ð¼. Подробнее читайте здеÑÑŒ: http://portforward.com", - L"Так же Ñообщите по IRC или ICQ другим игрокам ваш внешний IP Ð°Ð´Ñ€ÐµÑ Ð¸ порт (http://www.whatismyip.com).", - L"Жмите на кнопку 'Создать игру' Ð´Ð»Ñ Ð·Ð°Ð¿ÑƒÑка Ñервера Ñетевой игры.", - - L"ПРИСОЕДИÐИТЬСЯ К ИГРЕ", - L"Создавший игру должен был вам Ñообщить (по IRC, ICQ и Ñ‚.д.) Ñвой внешний IP Ð°Ð´Ñ€ÐµÑ Ð¸ порт.", - L"Впишите Ñти данные в поле IP адреÑа и номер порта.", - L"Жмите 'ПриÑоединитьÑÑ' чтобы подключитьÑÑ Ðº уже Ñозданной Ñетевой игре.", -}; - -STR16 gzMPHScreenText[] = -{ - L"СТÐРТОВЫЕ УСТÐÐОВКИ СЕРВЕРÐ", //HOST GAME - L"Ðачать игру", //Start - L"Главное меню", //Cancel - L"Ð˜Ð¼Ñ Ñервера", //Server Name - L"Тип игры", //Game Type - L"Deathmatch", - L"Team-Deathmatch", - L"Co-Operative", - L"КоличеÑтво игроков", //Max Players - L"Солдат в отрÑде", //Maximum Mercs - L"Выбор бойцов", - L"Ðайм бойцов", - L"ÐанÑÑ‚ игроком", //Hired by Player - L"Деньги при Ñтарте", //Starting Cash - L"Можно нанимать тех же бойцов", //Allow Hiring Same Merc - L"Ð¡Ð¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ Ð¾ нанÑтых бойцах", //Report Hired Mercs - L"Бобби РÑй", //Bobby Rays - L"МеÑто выÑадки", //Sector Starting Edge - L"Впишите Ð¸Ð¼Ñ Ñервера", //You must enter a server name - L"", - L"", - L"Ð’Ñ€ÐµÐ¼Ñ Ñуток", //Starting Time - L"", - L"", - L"УбойноÑть оружиÑ", //Weapon Damage - L"", - L"Ð’Ñ€ÐµÐ¼Ñ Ñ…Ð¾Ð´Ð°", //Timed Turns - L"", - L"ГражданÑкие в CO-OP", //Enable Civilians in CO-OP - L"", - L"МакÑимум врагов в CO-OP", //Maximum Enemies in CO-OP - L"Ð¡Ð¸Ð½Ñ…Ñ€Ð¾Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð¸Ð³Ñ€Ð¾Ð²Ñ‹Ñ… файлов", //Synchronize Game Directory - L"MP Sync. Directory", - L"Укажите директорию Ð´Ð»Ñ Ñинхронизации передаваемых файлов.", - L"(Ð”Ð»Ñ Ñ€Ð°Ð·Ð´ÐµÐ»ÐµÐ½Ð¸Ñ Ð´Ð¸Ñ€ÐµÐºÑ‚Ð¾Ñ€Ð¸Ð¹ иÑпользуйте '/' вмеÑто '\\'.)", - L"Ð£ÐºÐ°Ð·Ð°Ð½Ð½Ð°Ñ Ð´Ð¸Ñ€ÐµÐºÑ‚Ð¾Ñ€Ð¸Ñ Ð´Ð»Ñ Ñинхронизации не ÑущеÑтвует.", - L"1", - L"2", - L"3", - L"4", - L"5", - L"6", - // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP - L"да", - L"нет", - // Starting Time - L"утро", - L"день", - L"ночь", - // Starting Cash - L"мало", - L"Ñредне", - L"много", - L"неограничено", - // Time Turns - L"не ограничено", //Never - L"медленно", //Slow - L"умеренно", //Medium - L"быÑтро", //Fast - // Weapon Damage - L"очень малаÑ", //Very low - L"небольшаÑ", //Low - L"хорошаÑ", //Normal - // Merc Hire - L"Ñлучайно", - L"ÑамоÑтоÑтельно", //Normal - // Sector Edge - L"Ñлучайно", - L"выборочно", - // Bobby Ray / Hire same merc - L"нет", - L"еÑть", -}; - -STR16 pDeliveryLocationStrings[] = -{ - L"ОÑтин", //Austin, Texas, USA - L"Багдад", //Baghdad, Iraq (Suddam Hussein's home) - L"ДраÑÑен", //The main place in JA2 that you can receive items. The other towns are dummy names... - L"Гонконг", //Hong Kong, Hong Kong - L"Бейрут", //Beirut, Lebanon (Middle East) - L"Лондон", //London, England - L"ЛоÑ-ÐнджелеÑ",//Los Angeles, California, USA (SW corner of USA) - L"Медуна", //Meduna -- the other airport in JA2 that you can receive items. - L"Метавира", //The island of Metavira was the fictional location used by JA1 - L"Майами", //Miami, Florida, USA (SE corner of USA) - L"МоÑква", //Moscow, USSR - L"Ðью-Йорк", //New York, New York, USA - L"Оттава", //Ottawa, Ontario, Canada -- where JA2 was made! - L"Париж", //Paris, France - L"Триполи", //Tripoli, Libya (eastern Mediterranean) - L"Токио", //Tokyo, Japan - L"Ванкувер", //Vancouver, British Columbia, Canada (west coast near US border) -}; - -STR16 pSkillAtZeroWarning[] = -{ //This string is used in the IMP character generation. It is possible to select 0 ability - //in a skill meaning you can't use it. This text is confirmation to the player. - L"Ð’Ñ‹ уверены? Значение ноль означает отÑутÑтвие Ñтого навыка вообще.", -}; - -STR16 pIMPBeginScreenStrings[] = -{ - L"( до 8 Ñимволов )", -}; - -STR16 pIMPFinishButtonText[ 1 ]= -{ - L"Ðнализ", -}; - -STR16 pIMPFinishStrings[ ]= -{ - L"СпаÑибо, %s", //%s is the name of the merc -}; - -// the strings for imp voices screen -STR16 pIMPVoicesStrings[] = -{ - L"ГолоÑ", -}; - -STR16 pDepartedMercPortraitStrings[ ]= -{ - L"Погиб в бою", - L"Уволен", - L"Другое", -}; - -// title for program -STR16 pPersTitleText[] = -{ - L"ДоÑье", -}; - -// paused game strings -STR16 pPausedGameText[] = -{ - L"Пауза в игре", - L"Продолжить (|P|a|u|s|e)", - L"Пауза (|P|a|u|s|e)", -}; - - -STR16 pMessageStrings[] = -{ - L"Выйти из игры?", - L"Да", - L"ДÐ", - L"ÐЕТ", - L"ОТМЕÐÐ", - L"ÐÐÐЯТЬ", - L"СОЛГÐТЬ", - L"Ðет опиÑаниÑ.", //Save slots that don't have a description. - L"Игра Ñохранена.", - L"Игра Ñохранена.", - L"QuickSave", //10 The name of the quicksave file (filename, text reference) - L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. - L"sav", //The 3 character dos extension (represents sav) - L"..\\SavedGames", //The name of the directory where games are saved. - L"День", - L"Ðаёмн", - L"Свободное меÑто", //An empty save game slot - L"Демо", //Demo of JA2 - L"Ð›Ð¾Ð²Ð»Ñ Ð‘Ð°Ð³Ð¾Ð²", //State of development of a project (JA2) that is a debug build - L"Релиз", //Release build for JA2 - L"пвм", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. - L"мин", //Abbreviation for minute. - L"м", //One character abbreviation for meter (metric distance measurement unit). - L"пуль", //Abbreviation for rounds (# of bullets) - L"кг", //Abbreviation for kilogram (metric weight measurement unit) - L"фунт", //Abbreviation for pounds (Imperial weight measurement unit) - L"Ð’ начало", //Home as in homepage on the internet. - L"USD", //Abbreviation to US dollars - L"н/д", //Lowercase acronym for not applicable. - L"ПоÑмотрим, что проиÑходит тем временем в другом меÑте", //Meanwhile - L"%s: прибыл в Ñектор %s%s",//30 Name/Squad has arrived in sector A9. Order must not change without notifying -//SirTech - L"ВерÑиÑ", - L"ПуÑÑ‚Ð°Ñ Ñчейка быÑтрого Ñохр.", - L"Эта Ñчейка зарезервирована Ð´Ð»Ñ Ð‘Ñ‹Ñтрого СохранениÑ, которое можно провеÑти Ñ Ñ‚Ð°ÐºÑ‚Ð¸Ñ‡ÐµÑкой карты или Ñ Ð³Ð»Ð¾Ð±Ð°Ð»ÑŒÐ½Ð¾Ð¹ карты, нажав клавиши ALT+S.", - L"ОткрытаÑ", - L"ЗакрытаÑ", - L"У Ð²Ð°Ñ Ð·Ð°ÐºÐ°Ð½Ñ‡Ð¸Ð²Ð°ÐµÑ‚ÑÑ Ñвободное диÑковое проÑтранÑтво. Ðа диÑке еÑть вÑего %sMб Ñвободного меÑта, а Ð´Ð»Ñ Jagged Alliance 2 требуетÑÑ %s Mб.", - L"Из A.I.M. нанÑÑ‚ боец %s.", - L"%s ловит %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. - L"%s has taken %s.", // TODO.Translate - L"%s: отÑутÑтвуют навыки в медицине.",//40 'Merc name' has no medical skill. - - //CDRom errors (such as ejecting CD while attempting to read the CD) - L"Ðарушена целоÑтноÑть программы.", - L"ОШИБКÐ: CD-ROM открыт.", - - //When firing heavier weapons in close quarters, you may not have enough room to do so. - L"Ðет меÑта, чтобы веÑти отÑюда огонь.", - - //Can't change stance due to objects in the way... - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ñ‚ÑŒ положение тела.", - - //Simple text indications that appear in the game, when the merc can do one of these things. - L"Выкинуть", - L"БроÑить", - L"Передать", - - L"%s передан %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, - //must notify SirTech. - L"Ðе хватает меÑта, чтобы передать %s %s.", //pass "item" to "merc". Same instructions as above. - - //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' - L" приÑоединён]", // 50 - - //Cheat modes - L"Ðу и зачем тебе Ñто надо?", - L"Ðктивирован режим кодов.", - - //Toggling various stealth modes - L"ОтрÑд идёт тихим шагом.", - L"ОтрÑд идёт обычным шагом.", - L"%s идёт тихим шагом.", - L"%s идёт обычным шагом.", - - //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in - //an isometric engine. You can toggle this mode freely in the game. - L"ÐšÐ°Ñ€ÐºÐ°Ñ Ð·Ð´Ð°Ð½Ð¸Ð¹ ВКЛ.", - L"ÐšÐ°Ñ€ÐºÐ°Ñ Ð·Ð´Ð°Ð½Ð¸Ð¹ ВЫКЛ.", - - //These are used in the cheat modes for changing levels in the game. Going from a basement level to - //an upper level, etc. - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿Ð¾Ð´Ð½ÑтьÑÑ Ñ Ñтого уровнÑ...", - L"Ðет нижних Ñтажей...", - L"Входим в подвал. Уровень %d...", - L"Покидаем подвал...", - - L".", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun - L"Режим ÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð’Ð«ÐšÐ›.", - L"Режим ÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð’ÐšÐ›.", - L"3D курÑор ВЫКЛ.", - L"3D курÑор ВКЛ.", - L"Выбран %d-й отрÑд.", - L"Ðе хватает денег, чтобы заплатить %s ежедневный гонорар %s", //first %s is the mercs name, the seconds is a string containing the salary - L"Ðет", //Skip - L"%s не может уйти в одиночку.", - L"Файл ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð» запиÑан под названием SaveGame249.sav. ЕÑли необходимо, переименуйте его в SaveGame01 - SaveGame10 и тогда он Ñтанет доÑтупен в ÑпиÑке Ñохранений.", - L"%s: выпил(а) немного %s.", - L"ПоÑылка прибыла в ДраÑÑен.", - L"%s прибудет в точку Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ (Ñектор %s) в %dй день, примерно в %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival - L"Ð’ журнал добавлена запиÑÑŒ!", - L"Очереди из гранат иÑпользуют курÑор Ñтрельбы очередÑми (Ñтрельба по площадÑм возможна)", - L"Очереди из гранат иÑпользуют курÑор Ð¼ÐµÑ‚Ð°Ð½Ð¸Ñ (Ñтрельба по площадÑм невозможна)", - L"Включены подпиÑи к Ñолдатам", // Changed from Drop All On (Enabled Soldier Tooltips) - L"Отключены подпиÑи к Ñолдатам", // 80 // Changed from Drop All Off (Disabled Soldier Tooltips) - L"Гранатометы ÑтрелÑÑŽÑ‚ под обычным углом", - L"Гранатометы ÑтрелÑÑŽÑ‚ навеÑом", - // forced turn mode strings - L"Только пошаговый режим", - L"Режим реального времени", //Normal turn mode - L"Выход из пошагового режима", //Exit combat mode - L"Включен только пошаговый режим. Ð’Ñтупаем в бой!", //Forced Turn Mode Active, Entering Combat - L"Игра Ñохранена в поле авто-ÑохранениÑ.", - L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved - L"Клиент", //Client - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¾Ð´Ð½Ð¾Ð²Ñ€ÐµÐ¼ÐµÐ½Ð½Ð¾ уÑтановить \"Старый\" инвентарь и \"Ðовую СиÑтему ÐавеÑки\".", //You cannot use the Old Inventory and the New Attachment System at the same time. - - L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID - L"Этот Ñлот зарезервирован Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой запиÑи, которую можно включить/отключить (AUTO_SAVE_EVERY_N_HOURS) в файле ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save - L"ПуÑтой Ñлот авто запиÑи #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) - L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 - L"End-Turn Save #", // 95 // The text for the tactical end turn auto save - L"Saving Auto Save #", // 96 // The message box, when doing auto save - L"Saving", // 97 // The message box, when doing end turn auto save - L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save - L"Этот Ñлот зарезервирвоан Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой запиÑи в конце каждого хода, которую можно включить/отключить на Ñкране опций.", //99 // The text, when the user clicks on the save screen on an auto save - // Mouse tooltips - L"QuickSave.sav", // 100 - L"AutoSaveGame%02d.sav", // 101 - L"Auto%02d.sav", // 102 - L"SaveGame%02d.sav", //103 - // Lock / release mouse in windowed mode (window boundary) - L"Захватить курÑор мыши.", // 104 - L"ОÑвободить курÑор мыши.", // 105 - L"Движение в боевом порÑдке", - L"Движение в обычном порÑдке", - L"ПодÑветка наёмника включена", - L"ПодÑветка наёмника отключена", - L"Выбран отрÑд %s.", - L"%s курит %s.", - L"Ðктивировать чит-коды?", - L"Деактивировать чит-коды?", -}; - - -CHAR16 ItemPickupHelpPopup[][40] = -{ - L"ВзÑть", - L"Вверх", - L"Выбрать вÑе", - L"Вниз", - L"Отмена", -}; - -STR16 pDoctorWarningString[] = -{ - L"%s Ñлишком далеко, чтобы подлечитьÑÑ.", - L"Ваши медики не могут оказать первую помощь вÑем раненым.", -}; - -STR16 pMilitiaButtonsHelpText[] = -{ - L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nÐовобранцы", // button help text informing player they can pick up or drop militia with this button - L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nРÑдовые", - L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nВетераны", - L"Равномерно раÑпределить ополчение\nпо доÑтупным Ñекторам", -}; - -STR16 pMapScreenJustStartedHelpText[] = -{ - L"ОтправлÑйтеÑÑŒ в A.I.M. и наймите бойцов (*ПодÑказка* - Ñто в лÑптопе).", // to inform the player to hired some mercs to get things going -#ifdef JA2UB - L"Когда будете готовы отправитьÑÑ Ð² Тракону, включите Ñжатие времени в правом нижнем углу Ñкрана.", // to inform the player to hit time compression to get the game underway -#else - L"Когда будете готовы отправитьÑÑ Ð² Ðрулько, включите Ñжатие времени в правом нижнем углу Ñкрана.", // to inform the player to hit time compression to get the game underway -#endif -}; - -STR16 pAntiHackerString[] = -{ - L"Ошибка. Пропущен или иÑпорчен файл(Ñ‹). Игра прекращает работу.", -}; - - -STR16 gzLaptopHelpText[] = -{ - //Buttons: - L"ПроÑмотреть почту", - L"ПоÑетить интернет Ñайты", - L"ПроÑмотреть полученные данные", - L"ПроÑмотреть журнал поÑледних Ñобытий", - L"Показать информацию о команде", - L"ПроÑмотреть финанÑовые отчеты", - L"Закрыть лÑптоп", - - //Bottom task bar icons (if they exist): - L"Получена Ð½Ð¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°", - L"Получены новые данные", - - //Bookmarks: - L"ÐœÐµÐ¶Ð´ÑƒÐ½Ð°Ñ€Ð¾Ð´Ð½Ð°Ñ ÐÑÑÐ¾Ñ†Ð¸Ð°Ñ†Ð¸Ñ Ðаёмников A.I.M.", - L"Бобби РÑй - заказ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· Интернет", - L"ИнÑтитут Ð˜Ð·ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð›Ð¸Ñ‡Ð½Ð¾Ñти Ðаёмника I.M.P.", - L"Центр рекрутов M.E.R.C.", - L"ÐŸÐ¾Ñ…Ð¾Ñ€Ð¾Ð½Ð½Ð°Ñ Ñлужба Макгилликатти", - L"'Цветы по вÑему миру'", - L"Страховые агенты по контрактам A.I.M.", - //New Bookmarks - L"", - L"ЭнциклопедиÑ", - L"Брифинг-зал", - L"Ð¡Ð¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¸ факты. ÐрулькийÑкие новоÑти", - L"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут", - L"Ð’ÑÐµÐ¼Ð¸Ñ€Ð½Ð°Ñ Ð¾Ñ€Ð³Ð°Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ", - L"Цербер - Опыт в безопаÑноÑти", - L"Ополчение", - L"Recon Intelligence Services", // TODO.Translate - L"Controlled factories", // TODO.Translate -}; - - -STR16 gzHelpScreenText[] = -{ - L"Закрыть окно помощи", -}; - -STR16 gzNonPersistantPBIText[] = -{ - L"Идет бой. Ð’Ñ‹ можете отÑтупить только через тактичеÑкий Ñкран.", - L"Войти в Ñектор, чтобы продолжить бой. (|E)", - L"ПровеÑти бой автоматичеÑки (|A).", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ врага автоматичеÑкую битву включить нельзÑ.", - L"ПоÑле того, как вы попали в заÑаду, автоматичеÑкую битву включить нельзÑ.", - L"РÑдом рептионы - автоматичеÑкую битву включить нельзÑ.", - L"РÑдом враждебные гражданÑкие - автоматичеÑкую битву включить нельзÑ.", - L"РÑдом кошки-убийцы - автоматичеÑкую битву включить нельзÑ.", - L"ИДЕТ БОЙ", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð²Ñ‹ не можете отÑтупить.", -}; - -STR16 gzMiscString[] = -{ - L"Ваши ополченцы продолжают бой без помощи наёмников...", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð¼Ð°ÑˆÐ¸Ð½Ðµ топливо не требуетÑÑ.", - L"Топливный бак полон на %d%%.", - L"%s полноÑтью под контролем Дейдраны.", - L"Ð’Ñ‹ потерÑли заправочную Ñтанцию.", -}; - -STR16 gzIntroScreen[] = -{ - L"Ðе удаетÑÑ Ð½Ð°Ð¹Ñ‚Ð¸ вÑтупительный видеоролик", -}; - -// These strings are combined with a merc name, a volume string (from pNoiseVolStr), -// and a direction (either "above", "below", or a string from pDirectionStr) to -// report a noise. -// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." -STR16 pNewNoiseStr[] = -{ - L"%s Ñлышит %s звук %s.", - L"%s Ñлышит %s звук Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ %s.", - L"%s Ñлышит %s Ñкрип, идущий %s.", - L"%s Ñлышит %s звук вÑплеÑка %s.", - L"%s Ñлышит %s звук удара %s.", - L"%s Ñлышит %s звук Ñтрельбы %s.", // anv: without this, all further noise notifications were off by 1! - L"%s Ñлышит %s звук взрыва %s.", - L"%s Ñлышит %s крик %s.", - L"%s Ñлышит %s звук удара %s.", - L"%s Ñлышит %s звук удара %s.", - L"%s Ñлышит %s звон %s.", - L"%s Ñлышит %s грохот %s.", - L"", // anv: placeholder for silent alarm - L"%s Ñлышит чей-то %s Ð³Ð¾Ð»Ð¾Ñ %s.", // anv: report enemy taunt to player -}; - -STR16 pTauntUnknownVoice[] = -{ - L"Чей-то голоÑ", -}; - -STR16 wMapScreenSortButtonHelpText[] = -{ - L"Сортировка по имени (|F|1)", - L"Сортировка по роду деÑтельноÑти (|F|2)", - L"Сортировка по ÑоÑтоÑнию Ñна (|F|3)", - L"Сортировка по меÑту Ð¿Ñ€ÐµÐ±Ñ‹Ð²Ð°Ð½Ð¸Ñ (|F|4)", - L"Сортировка по меÑту Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ (|F|5)", - L"Сортировка по времени контракта (|F|6)", -}; - - - -STR16 BrokenLinkText[] = -{ - L"Ошибка 404", - L"Сайт не найден.", -}; - - -STR16 gzBobbyRShipmentText[] = -{ - L"ПоÑледние поÑтуплениÑ", - L"Заказ â„–", - L"КоличеÑтво", - L"Заказано", -}; - - -STR16 gzCreditNames[]= -{ - L"Chris Camfield", - L"Shaun Lyng", - L"Kris Märnes", - L"Ian Currie", - L"Linda Currie", - L"Eric \"WTF\" Cheng", - L"Lynn Holowka", - L"Norman \"NRG\" Olsen", - L"George Brooks", - L"Andrew Stacey", - L"Scot Loving", - L"Andrew \"Big Cheese\" Emmons", - L"Dave \"The Feral\" French", - L"Alex Meduna", - L"Joey \"Joeker\" Whelan", -}; - - -STR16 gzCreditNameTitle[]= -{ - L"Ведущий программиÑÑ‚ игры", // Chris Camfield - L"Дизайнер/СценариÑÑ‚", // Shaun Lyng - L"ПрограммиÑÑ‚ ÑтратегичеÑкой чаÑти и редактора", //Kris \"The Cow Rape Man\" Marnes - L"ПродюÑер/Дизайнер", // Ian Currie - L"Дизайнер/Дизайн карт", // Linda Currie - L"Художник", // Eric \"WTF\" Cheng - L"ТеÑтирование, поддержка", // Lynn Holowka - L"Главный художник", // Norman \"NRG\" Olsen - L"МаÑтер по звуку", // George Brooks - L"Дизайнер Ñкранов/художник", // Andrew Stacey - L"Ведущий художник/аниматор", // Scot Loving - L"Ведущий программиÑÑ‚", // Andrew \"Big Cheese Doddle\" Emmons - L"ПрограммиÑÑ‚", // Dave French - L"ПрограммиÑÑ‚ Ñтратегии и баланÑа игры", // Alex Meduna - L"Художник-портретиÑÑ‚", // Joey \"Joeker\" Whelan", -}; - -STR16 gzCreditNameFunny[]= -{ - L"", // Chris Camfield - L"(Ð’ÑÑ‘ ещё зубрит правила пунктуации)", // Shaun Lyng - L"(\"Готово! ОÑталоÑÑŒ только баги иÑправить.\")", //Kris \"The Cow Rape Man\" Marnes - L"(Уже Ñлишком Ñтар Ð´Ð»Ñ Ð²Ñего Ñтого)", // Ian Currie - L"(Также работает над Wizardry 8)", // Linda Currie - L"(ЗаÑтавили теÑтировать под дулом пиÑтолета)", // Eric \"WTF\" Cheng - L"(Ушла от Ð½Ð°Ñ Ð² CFSA - Ñкатертью дорожка...)", // Lynn Holowka - L"", // Norman \"NRG\" Olsen - L"", // George Brooks - L"(Поклонник джаза и группы Dead Head)", // Andrew Stacey - L"(Его наÑтоÑщее Ð¸Ð¼Ñ Ð Ð¾Ð±ÐµÑ€Ñ‚)", // Scot Loving - L"(ЕдинÑтвенный ответÑтвенный человек)", // Andrew \"Big Cheese Doddle\" Emmons - L"(Может опÑть занÑтьÑÑ Ð¼Ð¾Ñ‚Ð¾Ð³Ð¾Ð½ÐºÐ°Ð¼Ð¸)", // Dave French - L"(Украден Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ над Wizardry 8)", // Alex Meduna - L"(Делал предметы и загрузочные Ñкраны!)", // Joey \"Joeker\" Whelan", -}; - -// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. -STR16 sRepairsDoneString[] = -{ - L"%s: завершён ремонт личных вещей.", - L"%s: завершён ремонт вÑего Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸ брони.", - L"%s: завершён ремонт вÑей Ñкипировки отрÑда.", - L"%s: завершён ремонт вÑех крупных вещей отрÑда.", - L"%s: завершён ремонт вÑех малых вещей отрÑда.", - L"%s: завершён ремонт вÑех мелких вещей отрÑда.", - L"%s: завершён ремонт разгрузочных ÑиÑтем отрÑда.", - L"%s: завершена чиÑтка вÑего Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¾Ñ‚Ñ€Ñда.", -}; - -STR16 zGioDifConfirmText[]= -{ - L"Ð’Ñ‹ выбрали ЛÐГКИЙ уровень ÑложноÑти. Этот режим предназначен Ð´Ð»Ñ Ð¿ÐµÑ€Ð²Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ Ð¾Ð·Ð½Ð°ÐºÐ¾Ð¼Ð»ÐµÐ½Ð¸Ñ Ñ Jagged Alliance. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", - L"Ð’Ñ‹ выбрали СРЕДÐИЙ уровень ÑложноÑти. Этот режим предназначен Ð´Ð»Ñ Ñ‚ÐµÑ…, кто знаком Ñ Jagged Alliance и подобными играми. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", - L"Ð’Ñ‹ выбрали ТЯЖÐЛЫЙ уровень ÑложноÑти. Ð’ Ñтом режиме вам потребуетÑÑ Ð½ÐµÐ¼Ð°Ð»Ñ‹Ð¹ опыт игры в Jagged Alliance. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", - L"Ð’Ñ‹ выбрали БЕЗУМÐЫЙ уровень ÑложноÑти. Имейте в виду - в Ñтом режиме возможноÑти Дейдраны воиÑтину за пределами разумного! Ðо еÑли Ñ Ð³Ð¾Ð»Ð¾Ð²Ð¾Ð¹ вы не в ладах, то вам даже понравитÑÑ. РиÑкнете?", -}; - -STR16 gzLateLocalizedString[] = -{ - L"%S файл Ð´Ð»Ñ Ð·Ð°Ð³Ñ€ÑƒÐ·ÐºÐ¸ Ñкрана не найден...", - - //1-5 - L"Робот не Ñможет покинуть Ñтот Ñектор, пока кто-нибудь не возьмет пульт управлениÑ.", - - //This message comes up if you have pending bombs waiting to explode in tactical. - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ Ñжатие времени. ДождитеÑÑŒ взрыва!", - - //'Name' refuses to move. - L"%s отказываетÑÑ Ð¿Ð¾Ð´Ð²Ð¸Ð½ÑƒÑ‚ÑŒÑÑ.", - - //%s a merc name - L"%s: недоÑтаточно очков дейÑÑ‚Ð²Ð¸Ñ Ð´Ð»Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ.", - - //A message that pops up when a vehicle runs out of gas. - L"%s: закончилоÑÑŒ топливо. Машина оÑталаÑÑŒ в %c%d.", - - //6-10 - - // the following two strings are combined with the pNewNoise[] strings above to report noises - // heard above or below the merc - L"Ñверху", - L"Ñнизу", - - //The following strings are used in autoresolve for autobandaging related feedback. - L"Ðикто из ваших наёмников не имеет медицинÑких навыков.", - L"Ðечем бинтовать. Ðи у кого из наёмников нет аптечки.", - L"Чтобы перевÑзать вÑех наёмников, не хватило бинтов.", - L"Ðикто из ваших наёмников не нуждаетÑÑ Ð² перевÑзке.", - L"ÐвтоматичеÑки перевÑзывать бойцов.", - L"Ð’Ñе ваши наёмники перевÑзаны.", - - //14 -#ifdef JA2UB - L"Тракона", -#else - L"Ðрулько", -#endif - - L"(на крыше)", - - L"Здоровье: %d/%d", - - //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" - //"vs." is the abbreviation of versus. - L"%d против %d", - - L"%s полон!", //(ex "The ice cream truck is full") - - L"%s нуждаетÑÑ Ð½Ðµ в первой помощи или перевÑзке, а в Ñерьезном лечении и/или отдыхе.", - - //20 - //Happens when you get shot in the legs, and you fall down. - L"Из-за Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð² ногу %s падает на землю!", - //Name can't speak right now. - L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ может говорить", - - //22-24 plural versions - L"%d новобранца из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ð¸Ð·Ð²ÐµÐ´ÐµÐ½Ñ‹ в ветераны.", - L"%d новобранца из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ð¸Ð·Ð²ÐµÐ´ÐµÐ½Ñ‹ в Ñ€Ñдовые.", - L"%d Ñ€Ñдовых ополченца произведены в ветераны.", - - //25 - L"Кнопка", - - //26 - //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) - L"У %s приÑтуп безумиÑ!", - - //27-28 - //Messages why a player can't time compress. - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ±ÐµÐ·Ð¾Ð¿Ð°Ñно включать Ñжатие времени - у Ð²Ð°Ñ ÐµÑть наёмники в Ñекторе %s.", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ±ÐµÐ·Ð¾Ð¿Ð°Ñно включать Ñжатие времени - у Ð²Ð°Ñ ÐµÑть наёмники в пещерах Ñ Ñ‚Ð²Ð°Ñ€Ñми.", - - //29-31 singular versions - L"1 новобранец из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ñтал ветераном ополченцем.", - L"1 новобранец из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ñтал Ñ€Ñдовым ополченцем.", - L"1 Ñ€Ñдовой ополченец Ñтал ветераном ополченцем.", - - //32-34 - L"%s ничего не говорит.", - L"ВыбратьÑÑ Ð½Ð° поверхноÑть?", - L"(%dй отрÑд)", - - //35 - //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) - L"%s отремонтировал(а) у %s %s", - - //36 - L"ГЕПÐРД", - - //37-38 "Name trips and falls" - L"%s ÑпотыкаетÑÑ Ð¸ падает.", - L"Этот предмет отÑюда взÑть невозможно.", - - //39 - L"ОÑтавшиеÑÑ Ð±Ð¾Ð¹Ñ†Ñ‹ не могут ÑражатьÑÑ. Сражение Ñ Ñ‚Ð²Ð°Ñ€Ñми продолжит ополчение.", - - //40-43 - //%s is the name of merc. - L"%s: закончилиÑÑŒ медикаменты!", - L"%s: недоÑтаточно навыков Ð´Ð»Ñ Ð»ÐµÑ‡ÐµÐ½Ð¸Ñ.", - L"%s: закончилÑÑ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð½Ñ‹Ð¹ набор!", - L"%s: недоÑтаточно навыков Ð´Ð»Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð°.", - - //44-45 - L"Ð’Ñ€ÐµÐ¼Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð°", - L"%s не видит Ñтого человека.", - - //46-48 - L"%s: отвалилаÑÑŒ ÑÑ‚Ð²Ð¾Ð»ÑŒÐ½Ð°Ñ Ð½Ð°Ñадка!", - // HEADROCK HAM 3.5: Changed to reflect facility effect. - L"Ð’ Ñтом Ñекторе ополченцев могут тренировать не более %d человек.", //No more than %d militia trainers are permitted in this sector. - L"Ð’Ñ‹ уверены?", - - //49-50 - L"Сжатие времени.", - L"Бак машины полон.", - - //51-52 Fast help text in mapscreen. - L"Возобновить Ñжатие времени (|П|Ñ€|о|б|е|л)", - L"Прекратить Ñжатие времени (|E|s|c)", - - //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" - L"%s починил(а) %s", - L"%s починил(а) %s (%s)", - - //55 - L"ÐÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ Ñжатие времени при проÑмотре предметов в Ñекторе.", - - L"CD ÐÐ³Ð¾Ð½Ð¸Ñ Ð’Ð»Ð°Ñти не найден. Программа выходит в ОС.", - - L"Предметы уÑпешно Ñовмещены.", - - //58 - //Displayed with the version information when cheats are enabled. - L"ПрогреÑÑ Ð¸Ð³Ñ€Ñ‹ текущий/макÑимально доÑтигнутый: %d%%/%d%%", - - L"Сопроводить Джона и МÑри?", - - // 60 - L"Кнопка нажата.", - - L"%s чувÑтвует, что в бронежилете что-то треÑнуло!", - L"%s выпуÑтил на %d больше пуль!", - L"%s выпуÑтил на одну пулю больше!", - - L"Сперва закрой опиÑание предмета!", - - L"Ðевозможно уÑкорить Ð²Ñ€ÐµÐ¼Ñ - враждебные гражданÑкие или кошки-убийцы в Ñекторе.", // 65 -}; - -// HEADROCK HAM 3.5: Added sector name -STR16 gzCWStrings[] = -{ - L"Вызвать подкрепление из ÑоÑедних Ñекторов Ð´Ð»Ñ %s?", -}; - -// WANNE: Tooltips -STR16 gzTooltipStrings[] = -{ - // Debug info - L"%s|МеÑто: %d\n", - L"%s|ЯркоÑть: %d / %d\n", - L"%s|ДиÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð´Ð¾ |Цели: %d\n", - L"%s|I|D: %d\n", - L"%s|Приказы: %d\n", - L"%s|ÐаÑтрой: %d\n", - L"%s|Текущие |О|Д: %d\n", - L"%s|Текущее |Здоровье: %d\n", - L"%s|Ð¢ÐµÐºÑƒÑ‰Ð°Ñ |ЭнергиÑ: %d\n", - L"%s|Ð¢ÐµÐºÑƒÑ‰Ð°Ñ |Мораль: %d\n", - L"%s|Текущий |Шок: %d\n", - L"%s|Текущий |Уровень |ПодавлениÑ: %d\n", - // Full info - L"%s|КаÑка: %s\n", - L"%s|Жилет: %s\n", - L"%s|Брюки: %s\n", - // Limited, Basic - L"|БронÑ: ", - L"КаÑка", - L"Жилет", - L"Брюки", - L"Одет", - L"нет брони", - L"%s|П|Ð|Ð’: %s\n", - L"нет ПÐÐ’", - L"%s|Противогаз: %s\n", - L"нет противогаза", - L"%s|Голова,|Слот |1: %s\n", - L"%s|Голова,|Слот |2: %s\n", - L"\n(в рюкзаке) ", - L"%s|Оружие: %s ", - L"без оружиÑ", - L"ПиÑтолет", - L"ПиÑтолет-пулемёт", - L"Винтовка", - L"Ручной пулемёт", - L"Дробовик", - L"Ðож", - L"ТÑжелое оружие", - L"без каÑки", - L"без бронежилета", - L"без поножей", - L"|БронÑ: %s\n", - // Added - SANDRO - L"%s|Ðавык 1: %s\n", //%s|Skill 1: %s\n - L"%s|Ðавык 2: %s\n", - L"%s|Ðавык 3: %s\n", - // Additional suppression effects - sevenfm - L"%s|О|Д потерÑно от |ПодавлениÑ: %d\n", - L"%s|Сопротивление |Подавлению: %d\n", - L"%s|Эффективный |Уровень |Шока: %d\n", - L"%s|A|I |Мораль: %d\n", -}; - -STR16 New113Message[] = -{ - L"ÐачалаÑÑŒ бурÑ.", - L"Ð‘ÑƒÑ€Ñ Ð·Ð°ÐºÐ¾Ð½Ñ‡Ð¸Ð»Ð°ÑÑŒ.", - L"ÐачалÑÑ Ð´Ð¾Ð¶Ð´ÑŒ.", - L"Дождь закончилÑÑ.", - L"ОпаÑайтеÑÑŒ Ñнайперов...", - L"Огонь на подавление!", //suppression fire! - L"*", //BRST - Ñтабильна по количеÑтву выпущенных пуль - L"***", //AUTO - Ñ€ÐµÐ³ÑƒÐ»Ð¸Ñ€ÑƒÐµÐ¼Ð°Ñ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ - L"ГР", - L"ГР *", - L"ГР ***", - L"ПС", - L"ПС *", - L"ПС ***", - L"Штык", - L"Снайпер!", - L"Ðевозможно разделить деньги из-за предмета на курÑоре.", - L"Точка выÑадки прибывающих наёмников перенеÑена в %s, так как запланированное меÑто выÑадки %s захвачено противником.", - L"Выброшена вещь.", - L"Выброшены вÑе вещи выбранной группы.", - L"Вещь продана голодающему наÑелению Ðрулько.", - L"Проданы вÑе вещи выбранной группы.", - L"Проверьте, что вашим бойцам мешает лучше видеть.", //You should check your goggles - // Real Time Mode messages - L"Уже в бою.", //In combat already - L"Ð’ пределах видимоÑти нет врагов.", //No enemies in sight - L"КраÑтьÑÑ Ð² режиме реального времени ОТКЛ.", //Real-time sneaking OFF - L"КраÑтьÑÑ Ð² режиме реального времени ВКЛ.", //Real-time sneaking ON - //L"Enemy spotted! (Ctrl + x to enter turn based)", - L"Обнаружен враг!", // this should be enough - SANDRO - ////////////////////////////////////////////////////////////////////////////////////// - // These added by SANDRO - L"%s отлично ÑправилÑÑ Ñ ÐºÑ€Ð°Ð¶ÐµÐ¹!", //%s was successful at stealing! - L"%s: недоÑтаточно очков дейÑтвиÑ, чтобы украÑть вÑе выбранные вещи.", //%s did not have enough action points to steal all selected items. - L"Хотите провеÑти хирургичеÑкую операцию %s перед перевÑзкой? (Ð’Ñ‹ Ñможете воÑÑтановить около %i здоровьÑ).", //Do you want to perform surgery on %s before bandaging? (You can heal about %i Health.) - L"Хотите провеÑти хирургичеÑкую операцию %s? (Ð’Ñ‹ Ñможете воÑÑтановить около %i здоровьÑ).", //Do you want to perform surgery on %s? (You can heal about %i Health.) - L"Do you wish to perform surgeries first? (%i patient(s))", // TODO.Translate - L"Хотите провеÑти операцию Ñначала Ñтому пациенту?", //Do you wish to perform the surgery on this patient first? - L"Apply first aid automatically with surgeries or without them?", - L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate - L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", - L"%s уÑпешно прооперирован(а).", //Surgery on %s finished. - L"%s пропуÑтил(а) удар в грудную клетку и терÑет единицу макÑимального Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ!", //%s is hit in the chest and loses a point of maximum health! - L"%s пропуÑтил(а) удар в грудную клетку и терÑет %d макÑимального Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ!", //%s is hit in the chest and loses %d points of maximum health! - L"%s оÑлеплен взрывом!", - L"%s воÑÑтановил(а) одну ед. потерÑнного %s.", //%s has regained one point of lost %s - L"%s воÑÑтановил(а) %d ед. потерÑнного %s.", //%s has regained %d points of lost %s - L"Ваши навыки разведчика Ñорвали заÑаду противника.", - L"Ð‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð²Ð°ÑˆÐ¸Ð¼ навыкам разведчика вы уÑпешно избежали вÑтречи Ñ ÐºÐ¾ÑˆÐºÐ°Ð¼Ð¸-убицами!", - L"%s получает удар в пах и падает на землю от адÑкой боли!", - ////////////////////////////////////////////////////////////////////////////////////// - L"Внимание: враг обнаружил труп!!!", - L"%s [%d патр.]\n%s %1.1f %s", - L"ÐедоÑтаточно ОД! Ðужно %d, у Ð²Ð°Ñ ÐµÑть %d.", - L"Совет: %s", - L"Сила игрока: %d - Сила противника: %6.0f", - - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ñпользовать навык!", - L"ÐÐµÐ»ÑŒÐ·Ñ Ñтроить, пока противник в Ñекторе!", - L"Ðевозможно наблюдать за Ñтим меÑтом!", - L"Ðекорректные координаты Ð´Ð»Ñ Ñтрельбы артиллерии!", - L"Помехи на радиочаÑтотах. СвÑзь невозможна!", - L"Ðе удалоÑÑŒ иÑпользовать радиоÑтанцию!", - L"ÐедоÑтаточно миномётных ÑнарÑдов в Ñекторе Ð´Ð»Ñ Ð¿Ð¾Ñтановки огнÑ!", - L"Ðе обнаружены Ñигнальные мины в Items.xml!", - L"Ðе обнаружены оÑколочно-фугаÑные мины в Items.xml!", - L"Ðет миномётов, невозможно организовать артналет!", - L"Режим радиопомех уже включен, нет необходимоÑти делать Ñто Ñнова!", - L"Режим проÑÐ»ÑƒÑˆÐ¸Ð²Ð°Ð½Ð¸Ñ Ð·Ð²ÑƒÐºÐ¾Ð² уже включен, нет необходимоÑти делать Ñто Ñнова!", - L"Режим Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ ÑƒÐ¶Ðµ включен, нет необходимоÑти делать Ñто Ñнова!", - L"Режим Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸Ñточника помех уже включен, нет необходимоÑти делать Ñто Ñнова!", - L"%s не может применить %s к %s.", - L"%s вызывает Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ð¸Ð· %s.", - L"%s радиоÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð¾Ð±ÐµÑточен.", - L"Ñ€Ð°Ð±Ð¾Ñ‚Ð°ÑŽÑ‰Ð°Ñ Ñ€Ð°Ð´Ð¸Ð¾ÑтанциÑ", - L"бинокль", - L"терпение", - L"%s's shield has been destroyed!", // TODO.Translate - L" DELAY", // TODO.Translate - L"Yes*", - L"Yes", - L"No", - L"%s applied %s to %s.", // TODO.Translate -}; - -STR16 New113HAMMessage[] = -{ - // 0 - 5 - L"%s в Ñтрахе пытаетÑÑ ÑƒÐºÑ€Ñ‹Ñ‚ÑŒÑÑ!", - L"%s прижат(а) к земле вражеÑким огнём!", - L"%s дал более длинную очередь!", - L"Ð’Ñ‹ не можете тренировать ополчение в Ñтом Ñекторе.", - L"Ополченец подобрал %s.", - L"Ðевозможно тренировать ополчение, пока в Ñекторе враги!", - // 6 - 10 - L"%s имеет низкий навык ЛидерÑтва, чтобы тренировать ополченцев.", - L"Ð’ Ñтом Ñекторе может быть не больше %d тренеров патрульных групп.", - L"Ðет Ñвободных меÑÑ‚ в %s или вокруг него Ð´Ð»Ñ Ð½Ð¾Ð²Ð¾Ð¹ патрульной группы!", - L"Ðужно иметь по %d ополченцев в каждом оÑвобождённом Ñекторе города %s, прежде чем можно будет тренировать патруль.", - L"Ðевозможно назначить занÑтие, пока враг в Ñекторе!", - // 11 - 15 - L"%s имеет недоÑтаточно интеллекта Ð´Ð»Ñ Ñтого занÑтиÑ.", - L"Учереждение %s полноÑтью укомплектованно перÑоналом.", - L"Один Ñ‡Ð°Ñ Ñтого Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¾Ð±Ð¾Ð¹Ð´Ñ‘Ñ‚ÑÑ Ð²Ð°Ð¼ в $%d. СоглаÑны оплачивать?", - L"У Ð²Ð°Ñ Ð½ÐµÐ´Ð¾Ñтаточно денег, чтобы оплатить за ÑегоднÑ. $%d выплачено, ещё нужно $%d. МеÑтным Ñто не понравилоÑÑŒ.", - L"У Ð²Ð°Ñ Ð½ÐµÐ´Ð¾Ñтаточно денег, чтобы выплатить заработную плату вÑем рабочим. Теперь долг ÑоÑтавил $%d. МеÑтным Ñто не понравилоÑÑŒ.", - // 16 - 20 - L"Ðепогашенный долг ÑоÑтавлÑет $%d, и нет денег, чтобы его погаÑить!", - L"Ðепогашенный долг ÑоÑтавлÑет $%d. Ð’Ñ‹ не можете выбрать Ñто назначение, пока не погаÑите задолженноÑть.", - L"Ðепогашенный долг ÑоÑтавлÑет $%d. Выплатить деньги по задолженноÑти?", - L"Ð/Д в Ñтом Ñекторе", - L"Дневной раÑход", - // 21 - 25 - L"ÐедоÑтаточно денег Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð»Ð°Ñ‚ нанÑтому ополчению. %d ополченцев было раÑпущено и отправлено домой.", - L"Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы изучить характериÑтики предмета во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ, вам нужно Ñначала взÑть его.", - L"Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð¿Ñ€Ð¸Ñоединить один предмет к другому, вам нужно Ñначала взÑть их.", - L"Ð”Ð»Ñ Ð¾Ð±ÑŠÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð² во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ нужно Ñначала взÑть их.", -}; - -// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. -STR16 gzTransformationMessage[] = -{ - L"Ðет доÑтупных преобразований", - L"%s был разделен на неÑколько чаÑтей.", - L"%s был разделен на неÑколько чаÑтей. Предметы находÑÑ‚ÑÑ Ð² инвентаре %s.", - L"Из-за нехватки меÑта в инвентаре %s поÑле Ð¿Ñ€ÐµÐ¾Ð±Ñ€Ð°Ð·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ðµ предметы были брошены на землю.", - L"%s был разделен на неÑколько чаÑтей. Из-за нехватки меÑта в инвентаре %s пришлоÑÑŒ броÑить некоторые предметы на землю.", - L"Преобразовать вÑе %d предметов вмеÑте? (Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы преобразовать только один предмет, предварительно отделите его)", - // 6 - 10 - L"Разделить Ñщик и помеÑтить в инвентарь", - L"Разделить на магазины емкоÑтью %d", - L"%s был разделен на %d магазинов по %d патронов в каждом.", - L"%s был разделен и помещен в инвентарь %s.", - L"ÐедоÑтаточно меÑта в инвентаре %s Ð´Ð»Ñ Ð¼Ð°Ð³Ð°Ð·Ð¸Ð½Ð¾Ð² данного калибра!", - L"Instant mode", // TODO.Translate - L"Delayed mode", - L"Instant mode (%d AP)", - L"Delayed mode (%d AP)", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! -// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 New113MERCMercMailTexts[] = -{ - // Gaston: Text from Line 39 in Email.edt - L"ПожалуйÑта, примите к Ñведению, что Ñ Ð½Ð°ÑтоÑщего момента гонорар ГаÑтона увеличиваетÑÑ Ð²ÑледÑтвие Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ профеÑÑионального уровнÑ. ± ± Спек Т. КлÑйн ± ", - // Stogie: Text from Line 43 in Email.edt - L"ПожалуйÑта, примите к Ñведению, что повышение боевых навыков лейтенанта Хорга 'Сигары' влечет за Ñобой повышение его гонорара. ± ± Спек Т. КлÑйн ± ", - // Tex: Text from Line 45 in Email.edt - L"Прошу принÑть к Ñведению, что заÑлуги ТекÑа позволÑÑŽÑ‚ ему требовать более доÑтойной оплаты. ПоÑтому его гонорар был увеличен, чтобы ÑоответÑтвовать его умениÑм. ± ± Спек Т. КлÑйн ± ", - // Biggens: Text from Line 49 in Email.edt - L"Ставим в извеÑтноÑть, что Ð¾Ñ‚Ð»Ð¸Ñ‡Ð½Ð°Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð° полковника Фредерика БиггенÑа заÑлуживает Ð¿Ð¾Ð¾Ñ‰Ñ€ÐµÐ½Ð¸Ñ Ð² виде Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð³Ð¾Ð½Ð¾Ñ€Ð°Ñ€Ð°. ПоÑтановление Ñчитать дейÑтвительным Ñ Ñ‚ÐµÐºÑƒÑ‰ÐµÐ³Ð¾ момента. ± ± Спек Т. КлÑйн ± ", -}; - -// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! -// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back -STR16 New113AIMMercMailTexts[] = -{ - // Monk - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Виктора КолеÑникова", - L"Привет. Это Монк. Получил твое Ñообщение. Я вернулÑÑ, так что можешь Ñо мной ÑвÑзатьÑÑ. ± ± Жду звонка. ±", - - // Brain - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Янно Ðллика", - L"Я готов обÑудить заданиÑ. Ð”Ð»Ñ Ð²Ñего еÑть Ñвое Ð²Ñ€ÐµÐ¼Ñ Ð¸ меÑто. ± ± Янно Ðллик ±", - - // Scream - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Леннарта Вильде", - L"Леннарт Вильде вернулÑÑ!", - - // Henning - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Хеннинга фон Браница", - L"Получил твое Ñообщение, ÑпаÑибо. ЕÑли хочешь обÑудить работу, ÑвÑжиÑÑŒ Ñо мной на Ñайте A.I.M. До вÑтречи! ± ± Хеннинг фон Браниц ±", - - // Luc - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Люка Фабра", - L"ПоÑлание получил, мерÑи! С удовольÑтвием раÑÑмотрю ваши предложениÑ. Ð’Ñ‹ знаете, где Ð¼ÐµÐ½Ñ Ð½Ð°Ð¹Ñ‚Ð¸. ± ± Жду Ñ Ð½ÐµÑ‚ÐµÑ€Ð¿ÐµÐ½Ð¸ÐµÐ¼ ±", - - // Laura - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Лоры Колин", - L"Привет! СпаÑибо, что оÑтавили Ñообщение. Звучит интереÑно. ± ± Зайдите Ñнова в A.I.M. ХотелоÑÑŒ бы уÑлышать больше. ± ± С уважением! ± ± Др. Лора Колин ± ± P.S. ÐадеюÑÑŒ, Monk уже в вашей команде? ±", - - // Grace - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Грациеллы Джирелли", - L"Ð’Ñ‹ хотели ÑвÑзатьÑÑ Ñо мной, но неудачно.± ± Семейное Ñобрание. Думаю, вы понимаете. Я уже уÑтала от Ñемьи и буду рада. ЕÑли вы Ñнова ÑвÑжетеÑÑŒ Ñо мной через Ñайт A.I.M. ± ± Чао! ±", - - // Rudolf - L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Рудольфа Штайгера", - L"Ты знаешь, Ñколько звонков Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð°ÑŽ каждый день? Любой придурок Ñчитает, что может позвонить мне. ± ± Ðо Ñ Ð²ÐµÑ€Ð½ÑƒÐ»ÑÑ, еÑли тебе еÑть чем Ð¼ÐµÐ½Ñ Ð·Ð°Ð¸Ð½Ñ‚ÐµÑ€ÐµÑовать. ±", - - // WANNE: Generic mail, for additional merc made by modders, index >= 178 - L"FW Ñ Ñервера A.I.M.: Ðаёмник доÑтупен", - L"Я на меÑте. Жду звонка чтобы обÑудить уÑÐ»Ð¾Ð²Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð°. ±", -}; - -// WANNE: These are the missing skills from the impass.edt file -// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files -STR16 MissingIMPSkillsDescriptions[] = -{ - // Sniper - L"Снайпер: У Ð²Ð°Ñ Ð³Ð»Ð°Ð·Ð° ÑÑтреба. Ð’ Ñвободное Ð²Ñ€ÐµÐ¼Ñ Ð²Ñ‹ развлекаетеÑÑŒ, отÑÑ‚Ñ€ÐµÐ»Ð¸Ð²Ð°Ñ ÐºÑ€Ñ‹Ð»Ñ‹ÑˆÐºÐ¸ у мух Ñ Ñ€Ð°ÑÑтоÑÐ½Ð¸Ñ 100 метров! ± ", //Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! - // Camouflage - L"МаÑкировка: Ðа вашем фоне даже куÑты выглÑдÑÑ‚ ÑинтетичеÑкими! ± ", - // SANDRO - new strings for new traits added - // MINTY - Altered the texts for more natural English, and added a little flavour too - // Ranger - L"Рейнджер: Эти любители из ТехаÑа вам и в подметки не годÑÑ‚ÑÑ! ± ", - // Gunslinger - L"Ковбой: С одним револьвером или Ñ Ð´Ð²ÑƒÐ¼Ñ - вы так же опаÑны, как Билли Кид! ± ", - // Squadleader - L"Командир: Ð’Ñ‹ прирождённый лидер, Ñолдаты проÑто боготворÑÑ‚ ваÑ! ± ", - // Technician - L"Механик: ÐÐ½Ð³ÑƒÑ ÐœÐ°ÐºÐ“Ð°Ð¹Ð²ÐµÑ€ по Ñравнению Ñ Ð²Ð°Ð¼Ð¸ проÑто никто! Механика, Ñлектроника или взрывчатка - вы отремонтируете что угодно! ± ", - // Doctor - L"Доктор: Будь то царапины или вÑкрытое брюхо, требуетÑÑ Ð°Ð¼Ð¿ÑƒÑ‚Ð°Ñ†Ð¸Ñ Ð¸Ð»Ð¸ же наоборот, пришить что-нибудь - вы Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью ÑправитеÑÑŒ Ñ Ð»ÑŽÐ±Ñ‹Ð¼ недугом! ± ", - // Athletics - L"СпортÑмен: Ваша ÑкороÑть и выноÑливоÑть доÑтойны олимпийца! ± ", - // Bodybuilding - L"КультуриÑÑ‚: Шварц? Да он Ñлабак! Ð’Ñ‹ Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью завалите его одной левой! ± ", - // Demolitions - L"Подрывник: СеÑть гранаты, как Ñемена по полю; минировать поле, как картошку Ñадить - гуÑто и минимум 20 Ñоток; а поÑле Ñозерцать полет конечноÑтей... Вот то, ради чего вы живёте! ± ", - // Scouting - L"Разведчик: Ðичто не ÑкроетÑÑ Ð¾Ñ‚ вашего зоркого взглÑда! ± ", - // Covert ops - L"Шпион: Ðгент 007 по Ñравнению Ñ Ð²Ð°Ð¼Ð¸ - дилетант! ± ", - // Radio Operator - L"РадиÑÑ‚: ИÑпользование вами ÑредÑтв ÑвÑзи позволÑет раÑширить тактичеÑкие и ÑтратегичеÑкие возможноÑти команды. ± ", - // Survival - L"Выживание: Ð’ уÑловиÑÑ… дикой природы вы чувÑтвуете ÑÐµÐ±Ñ ÐºÐ°Ðº дома. ± ", -}; - -STR16 NewInvMessage[] = -{ - L"Ð’ данный момент поднÑть рюкзак нельзÑ.", - L"Ð’Ñ‹ не можете одновременно ноÑить 2 рюкзака.", - L"Ð’Ñ‹ потерÑли Ñвой рюкзак...", - L"Замок рюкзака работает лишь во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¸Ñ‚Ð²Ñ‹.", - L"Ð’Ñ‹ не можете передвигатьÑÑ Ñ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ñ‹Ð¼ рюкзаком.", - L"Ð’Ñ‹ уверены, что хотите продать веÑÑŒ хлам Ñтого Ñектора голодающему наÑелению Ðрулько?", - L"Ð’Ñ‹ уверены, что хотите выброÑить веÑÑŒ хлам, валÑющийÑÑ Ð² Ñтом Ñекторе?", - L"ТÑжеловато будет взбиратьÑÑ Ñ Ð¿Ð¾Ð»Ð½Ñ‹Ð¼ рюкзаком на крышу. Может, Ñнимем?", - L"Ð’Ñе рюкзаки ÑнÑты", - L"Ð’Ñе рюкзаки надеты", - L"%s ÑнÑл(а) рюкзак", - L"%s надел(а) рюкзак", -}; - -// WANNE - MP: Multiplayer messages -STR16 MPServerMessage[] = -{ - // 0 - L"ЗапуÑкаетÑÑ Ñервер RakNet...", - L"Сервер запущен, ожидание подключений...", - L"Теперь вам надо подключитьÑÑ Ðº Ñерверу, нажав '2'.", - L"Сервер уже запущен.", - L"Ðе удалоÑÑŒ запуÑтить Ñервер. Прекращаю работу.", - // 5 - L"%d/%d клиентов готовы к режиму реального времени.", - L"Сервер отключилÑÑ Ð¸ прекратил Ñвою работу.", - L"Сервер не запущен.", - L"Подождите пожалуйÑта, игроки вÑе еще загружаютÑÑ...", - L"Ð’Ñ‹ не можете изменÑть зону выÑадки поÑле запуÑка Ñервера.", - // 10 - L"Отправка файла '%S' - 100/100", //Sent file '%S' - 100/100 - L"Завершена отправка файлов Ð´Ð»Ñ '%S'.", //Finished sending files to '%S'. - L"Ðачата отправка файлов Ð´Ð»Ñ '%S'.", //Started sending files to '%S'. - L"ИÑпользуйте обзор воздушного проÑтранÑтва, чтобы выбрать карту Ð´Ð»Ñ Ð¸Ð³Ñ€Ñ‹. ЕÑли вы ходите Ñменить карту, Ñто нужно Ñделать до того, как вы нажмете кнопку 'Ðачать игру'.", -}; - -STR16 MPClientMessage[] = -{ - // 0 - L"ЗапуÑкаетÑÑ ÐºÐ»Ð¸ÐµÐ½Ñ‚ RakNet...", - L"Подключение к IP: %S ...", - L"Получены наÑтройки игры:", - L"Ð’Ñ‹ уже подключены.", - L"Ð’Ñ‹ уже подключаетеÑÑŒ...", - // 5 - L"Клиент â„–%d - '%S' нанÑл %s.", - L"Клиент â„–%d - '%S' нанÑл еще бойца.", - L"Ð’Ñ‹ готовы к бою (вÑего готово = %d/%d).", - L"Ð’Ñ‹ отменили готовноÑть к бою (вÑего готово = %d/%d).", - L"ОтрÑды подтÑгиваютÑÑ Ðº меÑту битвы...", //'Starting battle...' - // 10 - L"Клиент â„–%d - '%S' готов к бою (вÑего готово = %d/%d).", - L"Клиент â„–%d - '%S' отменил готовноÑть к бою (вÑего готово = %d/%d).", - L"Похоже, вы уже готовы к бою, однако, придетÑÑ Ð¿Ð¾Ð´Ð¾Ð¶Ð´Ð°Ñ‚ÑŒ оÑтальных. (ЕÑли хотите изменить раÑположение Ñвоих бойцов, нажмите кнопку 'ДÐ').", - L"Ðачнем же битву!", - L"Ð”Ð»Ñ Ð½Ð°Ñ‡Ð°Ð»Ð° игры необходимо запуÑтить клиент.", - // 15 - L"Игра не может быть начата, вы не нанÑли ни одного бойца.", - L"Ждем, когда Ñервер даÑÑ‚ добро на доÑтуп к лÑптопу...", - L"Перехвачен", //Interrupted - L"Продолжение поÑле перехвата", //Finish from interrupt - L"Координаты курÑора:", //Mouse Grid Coordinates - // 20 - L"X: %d, Y: %d", - L"Ðомер Ñектора: %d", //Grid Number - L"ДоÑтупно лишь Ð´Ð»Ñ Ñервера.", - L"Выберите, какую Ñтупень игры принудительно запуÑтить: ('1' - открыть лÑптоп/найм бойцов) ('2' - запуÑтить/загрузить уровень) ('3' - разблокировать пользовательÑкий интерфейÑ) ('4' - завершить раÑÑтановку)", - L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", - // 25 - L"", //not used any more - L"Ðовый игрок: клиент â„–%d - '%S'.", - L"Команда: %d.",//not used any more - L"%s (клиент %d - '%S') был убит %s (клиент %d - '%S')", - L"Клиент â„–%d - '%S' выкинут из игры.", - // 30 - L"Принудительно дать ход клиенту. â„–1: <Отменить>, â„–2: %S, â„–3: %S, â„–4: %S", - L"ÐачалÑÑ Ñ…Ð¾Ð´ клиента â„–%d", - L"Ð—Ð°Ð¿Ñ€Ð¾Ñ Ð¿ÐµÑ€ÐµÑ…Ð¾Ð´Ð° в режим реального времÑ...", - L"Переход в режим реального времени.", - L"Ошибка: что-то пошло не так, возвращаю обратно.", - // 35 - L"Открыть доÑтуп к лÑптопу? (Уверены что вÑе игроки подключилиÑÑŒ?)", - L"Сервером был открыт доÑтуп к лÑптопу. ПриÑтупайте к найму бойцов!", - L"Перехватчик.", - L"Клиент не может изменÑть зону выÑадки, доÑтупно лишь Ñерверу.", - L"Ð’Ñ‹ отказалиÑÑŒ от Ð¿Ñ€ÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑдатьÑÑ, потому что Ñто не актуально в Ñетевой игре.", - // 40 - L"Ð’Ñе ваши бойцы были убиты!", - L"Ðктивизирован режим наблюдениÑ.", - L"Ð’Ñ‹ потерпели поражение!", - L"Извините, залезать на крышу в Ñетевой игре запрещено.", - L"Ð’Ñ‹ нанÑли %s.", - // 45 - L"Ð’Ñ‹ не можете изменить карту поÑле начала закупки.", - L"Карта изменена на '%s'", - L"Клиент '%s' отключилÑÑ, убираем его из игры.", - L"Ð’Ñ‹ были отключены от игры, возвращаемÑÑ Ð² главное меню.", - L"ПодключитьÑÑ Ð½Ðµ удалоÑÑŒ. ÐŸÐ¾Ð²Ñ‚Ð¾Ñ€Ð½Ð°Ñ Ð¿Ð¾Ð¿Ñ‹Ñ‚ÐºÐ° через 5 Ñекунд (оÑталоÑÑŒ %i попыток)", - //50 - L"ПодключитьÑÑ Ð½Ðµ удалоÑÑŒ, ÑдаюÑÑŒ...", - L"Ð’Ñ‹ не можете начать игру во Ð²Ñ€ÐµÐ¼Ñ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… игроков.", - L"%s : %s", - L"Отправить вÑем", - L"Только Ñоюзникам", - // 55 - L"Ðе могу приÑоединитьÑÑ Ðº игре. Игра уже началаÑÑŒ.", - L"%s (команда): %s", - L"#%i - '%s'", - L"%S - 100/100", - L"%S - %i/100", - // 60 - L"От Ñервера получены вÑе необходимые файлы.", - L"'%S' закачка Ñ Ñервера завершена.", - L"'%S' начата закачка Ñ Ñервера.", - L"ÐÐµÐ»ÑŒÐ·Ñ Ð½Ð°Ñ‡Ð°Ñ‚ÑŒ игру пока вÑе игроки не завершать приём файлов от Ñервера.", - L"Ð”Ð»Ñ Ð¸Ð³Ñ€Ñ‹ на Ñтом Ñервере необходимо Ñкачать некоторые изменённые файлы, желаете продолжить?", - // 65 - L"Ðажмите 'Готов' Ð´Ð»Ñ Ð²Ñ…Ð¾Ð´Ð° на тактичеÑкую карту.", - L"Ðе удаётÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ. ВерÑÐ¸Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ клиента (%S) отличаетÑÑ Ð¾Ñ‚ верÑии Ñервера (%S).", - L"Ð’Ñ‹ убили вражеÑкого Ñолдата.", - L"ÐÐµÐ»ÑŒÐ·Ñ Ð·Ð°Ð¿ÑƒÑтить игру потому что вÑе команды одинаковые.", - L"Игра на Ñервере Ñоздана Ñ Ðовым Инвентарём (NIV), а выбранное вами разрешение Ñкрана не поддерживаетÑÑ NIV.", - // 70 - L"Ðевозможно Ñохранить принÑтый файл '%S'", - L"%s's бомба была разрÑжена %s", - L"Ð’Ñ‹ проиграли. Стыд и Ñрам!", // All over red rover - L"Режим Ð½Ð°Ð±Ð»ÑŽÐ´Ð°Ñ‚ÐµÐ»Ñ Ð²Ñ‹ÐºÐ»ÑŽÑ‡ÐµÐ½", - L"Укажите номер клиента, который нужно кикнуть. â„–1: <Отменить>, â„–2: %S, â„–3: %S, â„–4: %S", - // 75 - L"Команда %s уничтожена.", - L"Ошибка при запуÑке клиента. Завершение операции.", - L"Клиент отÑоединилÑÑ Ð¸ закрыт.", - L"Клиент не запущен.", - L"ИÐФОРМÐЦИЯ: ЕÑли игра завиÑла (полоÑа прогреÑÑа противника не двигаетÑÑ), Ñообщите Ñерверу, чтобы нажал ALT + E Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ´Ð°Ñ‡Ð¸ хода обратно вам!", - // 80 - L"ход AI - оÑталоÑÑŒ %d", -}; - -STR16 gszMPEdgesText[] = -{ - L"С", //N - L"Ð’", //E - L"Ю", //S - L"З", //W - L"Ц", // "C"enter -}; - -STR16 gszMPTeamNames[] = -{ - L"ФокÑтрот", //Foxtrot - L"Браво", //Bravo - L"Дельта", //Delta - L"Чарли", //Charlie - L"Ð/Д", // Acronym of Not Applicable -}; - -STR16 gszMPMapscreenText[] = -{ - L"Тип игры: ", //Game Type: - L"Игроков: ", //Players: - L"Ð’Ñего бойцов: ", //Mercs each: - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ñть Ñторону выÑадки отрÑда поÑле Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð»Ñптопа.", - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ñ‚ÑŒ Ð¸Ð¼Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹ поÑле Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð»Ñптопа.", - L"Случ. бойцы: ", //Random Mercs: - L"Да", //Y - L"СложноÑть:", //Difficulty: - L"ВерÑÐ¸Ñ Ñервера:", //Server Version: -}; - -STR16 gzMPSScreenText[] = -{ - L"ДоÑка Ñчёта", //Scoreboard - L"Продолжить", //Continue - L"Отмена", //Cancel - L"Игрок", //Player - L"Убито", //Kills - L"Погибло", //Deaths - L"КоролевÑÐºÐ°Ñ Ð°Ñ€Ð¼Ð¸Ñ", //Queen's Army - L"Ð’Ñ‹Ñтрелов", //Hits - L"Промахи", //Misses - L"МеткоÑть", //Accuracy - L"ÐанеÑённый урон", //Damage Dealt - L"Полученный урон", //Damage Taken - L"ДождитеÑÑŒ, пожалуйÑта, пока Ñервер нажмёт кнопку 'Продолжить'." -}; - -STR16 gzMPCScreenText[] = -{ - L"Отмена", //Cancel - L"ПодключаюÑÑŒ к Ñерверу...", //Connecting to Server - L"Получаю наÑтройки от Ñервера...", //Getting Server Settings - L"Скачиваю выбранные файлы...", //Downloading custom files - L"Ðажмите 'ESC' Ð´Ð»Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‹ или 'Y' чтобы войти в чат.", //Press 'ESC' to cancel or 'Y' to chat - L"Ðажмите 'ESC' Ð´Ð»Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‹", //Press 'ESC' to cancel - L"Выполнено." //Ready -}; - -STR16 gzMPChatToggleText[] = -{ - L"Отправть вÑем", - L"Отправть только Ñоюзникам", -}; - -STR16 gzMPChatboxText[] = -{ - L"Чат Ñетевой игры Jagged Alliance 2 v1.13", - L"Заметка: нажмите |Ð’|Ð’|О|Д Ð´Ð»Ñ Ð¾Ñ‚Ð¿Ñ€Ð°Ð²ÐºÐ¸ ÑообщениÑ, |К|Л|Ю|Ч Ð´Ð»Ñ Ð²Ñ‹Ñ…Ð¾Ð´Ð° из чата.", -}; - -// Following strings added - SANDRO -STR16 pSkillTraitBeginIMPStrings[] = -{ - // For old traits - L"Ðа Ñледующей Ñтранице вам нужно выбрать профеÑÑиональные навыки в ÑоответÑтвии Ñо Ñпециализацией вашего наёмника. Ð’Ñ‹ можете выбрать не более двух разных навыков, либо один и владеть им в ÑовершенÑтве.", - L"Можно выбрать вÑего один навык или вообще оÑтатьÑÑ Ð±ÐµÐ· него. Тогда вам будут даны дополнительные баллы Ð´Ð»Ñ ÑƒÐ»ÑƒÑ‡ÑˆÐµÐ½Ð¸Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… параметров. Внимание: навыки Ñлектроники, Ñтрельбы Ñ Ð´Ð²ÑƒÑ… рук и маÑкировки не могут быть ÑкÑпертными.", - // For new major/minor traits - L"Следующий Ñтап - выбор навыков, которые определÑÑ‚ Ñпециализацию вашего наёмника. Ðа первой Ñтранице можно выбрать до %d оÑновных навыков, которые определÑÑ‚ роль бойца в отрÑде. Ðа второй - дополнительные навыки, подчеркивающие личные качеÑтва бойца.", - L"Ð’Ñего можно взÑть не более %d навыков. Так, еÑли вы не выбрали оÑновной навык, то можно взÑть %d дополнительных. ЕÑли же вы выбрали оба оÑновных навыка (или один улучшенный), то будет доÑтупен лишь %d дополнительный...", -}; - -STR16 sgAttributeSelectionText[] = -{ - L"Откорректируйте Ñвои физичеÑкие параметры ÑоглаÑно вашим иÑтинным ÑпоÑобноÑÑ‚Ñм. И не Ñтоит их завышать.", - L"I.M.P.: Параметры и умениÑ.", //I.M.P. Attributes and skills review. - L"БонуÑ:", //Bonus Pts. - L"Ваш уровень", //Starting Level - // New strings for new traits - L"Ðа Ñледующей Ñтранице укажите Ñвои физичеÑкие параметры и умениÑ. \"ФизичеÑкие параметры\" - Ñто здоровье, ловкоÑть, проворноÑть, Ñила и интеллект. Они не могут быть ниже %d.", - L"ОÑтавшиеÑÑ \"умениÑ\", в отличие от физичеÑких параметров, могут быть уÑтановлены в ноль, что означает абÑолютную некомпетентноÑть в данных облаÑÑ‚ÑÑ….", - L"Изначально вÑе параметры уÑтановлены на минимум. Заметьте, что минимум Ð´Ð»Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… параметров определÑетÑÑ Ð²Ñ‹Ð±Ñ€Ð°Ð½Ð½Ñ‹Ð¼Ð¸ навыками, и вы не можете понизить их значение.", -}; - -STR16 pCharacterTraitBeginIMPStrings[] = -{ - L"I.M.P.: Ðнализ личных качеÑтв", //I.M.P. Character Analysis - L"Следующий шаг - анализ ваших личных качеÑтв. Ðа первой Ñтранице вам на выбор будет предложен ÑпиÑок черт характера. Уверены, что вам могут быть ÑвойÑтвенны неÑколько из указанных черт, но выбрать нужно лишь одну. Выберите лишь Ñамую Ñрко выраженную вашу черту характера.", - L"Ðа второй Ñтранице вам будет предложен ÑпиÑок проблем, которые, возможно, еÑть у ваÑ. ЕÑли найдёте Ñвою проблемы в ÑпиÑке, отметьте её. Будьте предельно чеÑтны при ответах, очень важно предоÑтавить вашим потенциальным работодателÑм доÑтоверную информацию о ваÑ.", -}; - -STR16 gzIMPAttitudesText[]= -{ - L"Ðдекватный", //Normal - L"Общительный", //Friendly - L"Одиночка", //Loner - L"ОптимиÑÑ‚", //Optimist - L"ПеÑÑимиÑÑ‚", //Pessimist - L"ÐгреÑÑивный", //Aggressive - L"Ð’Ñ‹Ñокомерный", //Arrogant - L"Крутой", //Big Shot - L"Мудак", //Asshole - L"ТруÑ", //Coward - L"I.M.P.: Ð–Ð¸Ð·Ð½ÐµÐ½Ð½Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ", //I.M.P. Attitudes -}; - -STR16 gzIMPCharacterTraitText[]= -{ - L"Обычный", //Neutral - L"Общительный", //Sociable - L"Одиночка", //Loner - L"ОптимиÑÑ‚", //Optimist - L"Самоуверенный", //Assertive - L"Мозговитый", //Intellectual - L"ПроÑтофилÑ", //Primitive - L"ÐгреÑÑивный", //Aggressive - L"Флегматик", //Phlegmatic - L"БеÑÑтрашный", //Dauntless - L"Миролюбивый", //Pacifist - L"Злобный", //Malicious - L"ХваÑтун", //Show-off - L"ТруÑ", - L"I.M.P.: ЛичноÑтные качеÑтва", //I.M.P. Character Traits -}; - -STR16 gzIMPColorChoosingText[] = -{ - L"I.M.P.: РаÑцветка и телоÑложение", - L"I.M.P.: РаÑцветка", - L"Выберите ÑоответÑтвующие цвета вашей кожи, Ð²Ð¾Ð»Ð¾Ñ Ð¸ одежды, а также укажите ваше телоÑложение.", - L"Выберите ÑоответÑтвующие цвета вашей кожи, Ð²Ð¾Ð»Ð¾Ñ Ð¸ одежды.", - L"Отметьте здеÑÑŒ, чтобы ваш перÑонаж \nдержал автомат одной рукой.", - L"\n(Важно: вам понадобитÑÑ Ð¿Ñ€Ð¸Ð»Ð¸Ñ‡Ð½Ð¾ Ñил Ð´Ð»Ñ Ñтого.)", -}; - -STR16 sColorChoiceExplanationTexts[]= -{ - L"Цвет волоÑ", //Hair Color - L"Цвет кожи", //Skin Color - L"Цвет майки", //Shirt Color - L"Цвет штанов", //Pants Color - L"Ðормальное телоÑложение", //Normal Body - L"МуÑкулиÑтое телоÑложение", //Big Body -}; - -STR16 gzIMPDisabilityTraitText[]= -{ - L"Ðет проблем", //No Disability - L"ÐепереноÑимоÑть жары", //Heat Intolerant - L"Ðервный", //Nervous - L"КлауÑтрафоб", //Claustrophobic - L"Ðе умеющий плавать", //Nonswimmer - L"БоÑзнь наÑекомых", //Fear of Insects - L"Забывчивый", //Forgetful - L"ПÑихопат", //Psychotic - L"Глухой", //Deaf - L"Близорукий", //Shortsighted - L"Гемофилик", // Hemophiliac - L"БоÑзнь выÑоты", // Fear of Heights - L"СамоиÑтезание", // Self-Harming - L"I.M.P.: Проблемы", //I.M.P. Disabilities -}; - -STR16 gzIMPDisabilityTraitEmailTextDeaf[] = -{ - L"Можем поÑпорить - вы рады, что Ñто не голоÑÐ¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°.", - L"Ð’Ñ‹ Ñлишком чаÑто Ñлушали громкую музыку на диÑкотеке или Ñлишком близко Ñлушали взрывы ÑнарÑдов. Или Ñто проÑто возраÑÑ‚. Ð’ любом Ñлучае, вашей команде Ñтоит изучить Ñзык жеÑтов.", -}; - -STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = -{ - L"Ð’Ñ‹ будете беÑполезны, еÑли потерÑете Ñвои очки.", - L"Это ÑлучаетÑÑ, еÑли проводить много времени перед ÑветÑщимиÑÑ Ð¿Ñ€Ñмоугольниками. Ðужно было еÑть больше морковок. Ð’Ñ‹ когда-нибудь видели кролика в очках?", -}; - -STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = -{ - L"Ð’Ñ‹ УВЕРЕÐЫ, что Ñто подходÑÑ‰Ð°Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð° Ð´Ð»Ñ Ð’Ð°Ñ?", - L"Разве что Ð’Ñ‹ так круты, что никогда не получаете ран или ÑражаетеÑÑŒ только в хорошо оÑнащенном гоÑпитале.", -}; - -STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= -{ - L"Скажем проÑто, вы любите быть только на твердой земле.", - L"Вам больше нравÑÑ‚ÑÑ Ð¼Ð¸ÑÑии, в которых не надо покорÑть горы и лезть на выÑокие зданиÑ. Рекомендуем завоевать Голландию.", -}; - -STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = -{ - L"Возможно вы хотите убедитьÑÑ Ð² чиÑтоте ваших ножей.", - L"У Ð²Ð°Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ проблемы Ñ Ð½Ð¾Ð¶Ð°Ð¼Ð¸. Т.е. вы не избегаете из, а даже наоборот, Ñерьезно!", -}; - -// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility -STR16 gzFacilityErrorMessage[]= -{ - L"%s не хватает Силы, чтобы выполнить Ñто дейÑтвие.", - L"%s не хватает ЛовкоÑти, чтобы выполнить Ñто дейÑтвие.", - L"%s не хватает ПроворноÑти, чтобы выполнить Ñто дейÑтвие.", - L"%s не хватает ЗдоровьÑ, чтобы выполнить Ñто дейÑтвие..", - L"%s не хватает Интеллекта, чтобы выполнить Ñто дейÑтвие.", - L"%s не хватает МеткоÑти, чтобы выполнить Ñто дейÑтвие.", - // 6 - 10 - L"%s недоÑтаточно развит МедицинÑкий навык, чтобы выполнить Ñто дейÑтвие.", - L"%s недоÑтаточно развит навык Механики, чтобы выполнить Ñто дейÑтвие.", - L"%s недоÑтаточно развито ЛидерÑтво, чтобы выполнить Ñто дейÑтвие.", - L"%s недоÑтаточно развит навык Взрывчатки, чтобы выполнить Ñто дейÑтвие.", - L"%s недоÑтаточно Опыта, чтобы выполнить Ñто дейÑтвие.", - // 11 - 15 - L"У %s Ñлишком плохой боевой дух, чтобы выполнить Ñто дейÑтвие", - L"%s Ñлишком уÑтал(а), чтобы выполнить Ñто дейÑтвие.", - L"Ð’ городе %s вам пока не доверÑÑŽÑ‚. МеÑтные отказываютÑÑ Ð²Ñ‹Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÑŒ Ñтот приказ.", - L"Слишком много людей уже работают в %s.", - L"Слишком много людей уже выполнÑÑŽÑ‚ Ñту задачу в %s.", - // 16 - 20 - L"%s не может найти вещи, которые нуждаютÑÑ Ð² ремонте.", - L"%s потерÑл(а) чаÑть %s, пока работал в Ñекторе %s!", - L"%s потерÑл(а) чаÑть %s, пока работал над %s в %s!", - L"%s получил(а) травму, пока работал(а) в Ñекторе %s, и требует незамедлительной медицинÑкой помощи!", - L"%s получил(а) травму, пока работал(а) над %s в %s, и требует незамедлительной медицинÑкой помощи!", - // 21 - 25 - L"%s получил(а) травму, пока работал(а) в Ñекторе %s. Травма незначительнаÑ.", - L"%s получил(а) травму, пока работал(а) над %s в %s. Травма незначительнаÑ.", - L"Жители города %s раÑÑтроены тем, что %s пребывает в их городе.", - L"Жители города %s раÑÑтроены работой %s в %s.", - L"%s в Ñекторе %s Ñвоими дейÑтвиÑми понизил репутацию во вÑём регионе!", - // 26 - 30 - L"%s, Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ñ Ð½Ð°Ð´ %s в %s, привёл(а) к понижению репутации во вÑём регионе!", - L"%s пьÑн(а).", - L"%s заболел(а) в Ñекторе %s и вынужден(а) отложить текущую задачу.", - L"%s заболел(а) и не может продолжить работу над %s в %s.", - L"%s получил(а) травму в Ñекторе %s.", - // 31 - 35 - L"%s получил(а) Ñерьёзную травму в Ñекторе %s.", - L"ЗдеÑÑŒ еÑть пленные, которые оÑведомлены о личноÑти %s.", - L"%s хорошо извеÑтен как доноÑчик. Подождите еще Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ %d чаÑов.", - - -}; - -STR16 gzFacilityRiskResultStrings[]= -{ - L"Сила", //Strength - L"ПроворноÑть", //Agility - L"ЛовкоÑть", //Dexterity - L"Интеллект", //Wisdom - L"Здоровье", //Health - L"МеткоÑть", //Marksmanship - // 5-10 - L"ЛидерÑтво", //Leadership - L"Механика", //Mechanical skill - L"Медицина", //Medical skill - L"Взрывчатка", //Explosives skill -}; - -STR16 gzFacilityAssignmentStrings[]= -{ - L"ÐžÐºÑ€ÑƒÐ¶Ð°ÑŽÑ‰Ð°Ñ Ñреда", //AMBIENT - L"Штат", //Staff - L"Питание", - L"Отдых", - L"Ремонт вещей", - L"Ремонт %s", // Vehicle name inserted here - L"Ремонт робота", - // 6-10 - L"Доктор", - L"Пациент", - L"Тренировка Силы", - L"Тренировка ЛовкоÑти", - L"Тренировка ПроворноÑти", - L"Тренировка ЗдоровьÑ", - // 11-15 - L"Тренировка МеткоÑти", - L"Тренировка Медицины", - L"Тренировка Механики", - L"Тренировка ЛидерÑтва", - L"Тренировка Взрывчатки", - // 16-20 - L"Ученик на Силу", - L"Ученик на ЛовкоÑть", - L"Ученик на ПроворноÑть", - L"Ученик на Здоровье", - L"Ученик на МеткоÑть", - // 21-25 - L"Ученик на Медицину", - L"Ученик на Механику", - L"Ученик на ЛидерÑтво", - L"Ученик на Взрывчатку", - L"Тренер на Силу", - // 26-30 - L"Тренер на ЛовкоÑть", - L"Тренер на ПроворноÑть", - L"Тренер на Здоровье", - L"Тренер на МеткоÑть", - L"Тренер на Медицину", - // 30-35 - L"Тренер на Механику", - L"Тренер на ЛидерÑтво", - L"Тренер на Взрывчатку", - L"Допрашивать пленных", - L"ОÑведомитель", - // 36-40 - L"ВеÑти пропаганду", - L"ВеÑти пропаганду", // spread propaganda (globally) - L"Собирать Ñлухи", - L"Командовать ополчением", // militia movement orders -}; -STR16 Additional113Text[]= -{ - L"Ð”Ð»Ñ Ð·Ð°Ð¿ÑƒÑка Jagged Alliance 2 v1.13 в оконном режиме требуетÑÑ ÑƒÑтановить 16-битное качеÑтво цветопередачи Ñкрана", - L"Jagged Alliance 2 v1.13 в полноÑкранном режиме Ñ Ñ€Ð°Ð·Ñ€ÐµÑˆÐµÐ½Ð¸ÐµÐ¼ %d x %d не поддерживаетÑÑ ÑƒÑтановками вашего Ñкрана.\nИзмените разрешение игры или иÑпользуйте 16-битный оконный режим.", - L"ВнутреннÑÑ Ð¾ÑˆÐ¸Ð±ÐºÐ° при чтении меÑта %s Ñохранённой игры: ЧиÑло меÑÑ‚ в Ñохранённой игре (%d) отличаетÑÑ Ð¾Ñ‚ определенных параметрами наÑтроек (%d) в ja2_options.ini", - // WANNE: Savegame slots validation against INI file - L"Ðаёмники (MAX_NUMBER_PLAYER_MERCS) / Машины (MAX_NUMBER_PLAYER_VEHICLES)", - L"Противник (MAX_NUMBER_ENEMIES_IN_TACTICAL)", - L"Твари (MAX_NUMBER_CREATURES_IN_TACTICAL)", - L"Ополчение (MAX_NUMBER_MILITIA_IN_TACTICAL)", - L"ГражданÑкие (MAX_NUMBER_CIVS_IN_TACTICAL)", - -}; - -// SANDRO - Taunts (here for now, xml for future, I hope) -// MINTY - Changed some of the following taunts to sound more natural -STR16 sEnemyTauntsFireGun[]= -{ - L"Отведай-ка гоÑтинца!", - L"ПоздоровайÑÑ Ñ Ð¼Ð¾Ð¸Ð¼ дружком!", - L"Иди и получи!", - L"Ты мой!", - L"Сдохни!", - L"ОбоÑралÑÑ, говнюк?", - L"Будет больно!", - L"Давай, ублюдок!", - L"Давай! Ðе веÑÑŒ же день Ñ‚ÑгатьÑÑ!", - L"Иди к папочке!", - L"Закопаю моментом!", - L"Домой поедешь в деревÑнном коÑтюме, неудачник!", - L"Эй, Ñыграем?", - L"Сидел бы дома, мудила!", - L"С-Ñука!", -}; - -STR16 sEnemyTauntsFireLauncher[]= -{ - - L"Будет, будет... Шашлык из Ñ‚ÐµÐ±Ñ Ð±ÑƒÐ´ÐµÑ‚!", - L"Держи подарочек!", - L"Бах!", - L"Улыбочку!", -}; - -STR16 sEnemyTauntsThrow[]= -{ - L"Лови!", - L"Держи!", - L"Бум-бах, ой-ой-ой! Умирает зайчик мой!", - L"Это тебе.", - L"Муа-ха-ха!", - L"Лови, ÑвинтуÑ!", - L"Обожаю Ñтот момент.", -}; - -STR16 sEnemyTauntsChargeKnife[]= -{ - L"Твой Ñкальп мой, лошара!", - L"Иди к папочке.", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð¿Ð¾Ñмотрим на твои кишочки!", - L"Порву, как Тузик грелку!", - L"МÑÑо!", -}; - -STR16 sEnemyTauntsRunAway[]= -{ - L"КажетÑÑ, мы в дерьме...", - L"Мне говорили вÑтупать в армию, а не в Ñто дерьмо!", - L"С Ð¼ÐµÐ½Ñ Ñ…Ð²Ð°Ñ‚Ð¸Ñ‚!", - L"О мой Бог!", - L"Ðам не доплачивают за Ñто дерьмо, валим отÑюда...", - L"Мамочка!", - L"Я вернуÑÑŒ! И Ð½Ð°Ñ Ð±ÑƒÐ´ÑƒÑ‚ тыÑÑчи!", - -}; - -STR16 sEnemyTauntsSeekNoise[]= -{ - L"Я Ñ‚ÐµÐ±Ñ Ñлышу!", - L"Кто здеÑÑŒ?", - L"Что Ñто было?", - L"Эй! Какого...", - -}; - -STR16 sEnemyTauntsAlert[]= -{ - L"Они здеÑÑŒ!", - L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½Ð°Ñ‡Ð½Ñ‘Ñ‚ÑÑ Ð²ÐµÑелье!", - L"Я надеÑлÑÑ, что Ñтого никогда не ÑлучитÑÑ...", - -}; - -STR16 sEnemyTauntsGotHit[]= -{ - L"Ð-а-г-Ñ€-Ñ€!", - L"Ð-а-а!", - L"Как же... больно!", - L"Твою мать!", - L"Ты пожалеешь... у-м-Ñ…Ñ…... об Ñтом.", - L"Что за!..", - L"Теперь ты менÑ... разозлил.", - -}; - -STR16 sEnemyTauntsNoticedMerc[]= -{ - L"Что за...!", - L"О боже!", - L"О черт!", - L"Противник!!!", - L"Тревога! Тревога!", - L"Вот он!", - L"Ðтаковать!", - -}; - -////////////////////////////////////////////////////// -// HEADROCK HAM 4: Begin new UDB texts and tooltips -////////////////////////////////////////////////////// -STR16 gzItemDescTabButtonText[] = -{ - L"ИнформациÑ", - L"Параметры", - L"Доп. инфо", -}; - -STR16 gzItemDescTabButtonShortText[] = -{ - L"Инфо.", - L"Пар.", - L"Доп.", -}; - -STR16 gzItemDescGenHeaders[] = -{ - L"ОÑновное", - L"Дополнительное", - L"Затраты ОД", - L"Стрельба очередью", -}; - -STR16 gzItemDescGenIndexes[] = -{ - L"Парам.", - L"0", - L"+/-", - L"=", -}; - -STR16 gzUDBButtonTooltipText[]= -{ - L"|И|н|Ñ„|о|Ñ€|м|а|ц|и|о|н|н|а|Ñ |ч|а|Ñ|Ñ‚|ÑŒ:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð¾Ð±Ñ‰Ð¸Ð¼ опиÑанием предмета.", - L"|П|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð¸Ð½Ð´Ð¸Ð²Ð¸Ð´ÑƒÐ°Ð»ÑŒÐ½Ñ‹Ð¼Ð¸ ÑвойÑтвами\nи параметрами предмета.\n \nÐ”Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ: нажмите еще раз,\nчтобы открыть вторую Ñтраницу.", - L"|Д|о|п|о|л|н|и|Ñ‚|е|л|ÑŒ|н|а|Ñ| |и|н|Ñ„|о|Ñ€|м|а|ц|и|Ñ:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð±Ð¾Ð½ÑƒÑами, дающимиÑÑ Ð´Ð°Ð½Ð½Ñ‹Ð¼ предметом.", -}; - -STR16 gzUDBHeaderTooltipText[]= -{ - L"|О|Ñ|н|о|в|н|Ñ‹|е |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nСвойÑтва и данные Ñтого предмета\n(оружие, Ð±Ñ€Ð¾Ð½Ñ Ð¸ Ñ‚.д.).", - L"|Д|о|п|о|л|н|и|Ñ‚|е|л|ÑŒ|н|Ñ‹|е| |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nДополнительные ÑвойÑтва и/или\nвозможные вторичные характериÑтики.", - L"|З|а|Ñ‚|Ñ€|а|Ñ‚|Ñ‹| |О|Д:\n \nКоличеÑтво очков дейÑтвиÑ, необходимых\nна Ñтрельбу и другие дейÑÑ‚Ð²Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼.", - L"|С|Ñ‚|Ñ€|е|л|ÑŒ|б|а| |о|ч|е|Ñ€|е|д|ÑŒ|ÑŽ| |- |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹|:\n \nПараметры данного оружиÑ,\nкаÑающиеÑÑ Ñтрельбы очередью.", -}; - -STR16 gzUDBGenIndexTooltipText[]= -{ - L"|С|и|м|в|о|л|ÑŒ|н|о|е| |о|б|о|з|н|а|ч|е|н|и|е| |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|о|в\n \nÐаведите курÑор на Ñимвол,\nчтобы увидеть, что он значит.", - L"|С|Ñ‚|а|н|д|а|Ñ€|Ñ‚|н|о|е |з|н|а|ч|е|н|и|е\n \nСтандартное значение праметров предмета\n(без штрафов и бонуÑов навеÑки и боеприпаÑов).", - L"|Б|о|н|у|Ñ|Ñ‹| |н|а|в|е|Ñ|к|и\n \nБонуÑÑ‹ или штрафы, обуÑловленные\nнавеÑкой, боеприпаÑами или повреждениÑми вещи.", - L"|С|у|м|м|а|Ñ€|н|о|е| |з|н|а|ч|е|н|и|е\n \nСуммарное значение параметров предмета\nÑ ÑƒÑ‡ÐµÑ‚Ð¾Ð¼ вÑех бонуÑов/штрафов навеÑки и боеприпаÑов", -}; - -STR16 gzUDBAdvIndexTooltipText[]= -{ - L"Символьное обозначение параметров\n(наведите курÑор на Ñимвол,\nчтобы увидеть что он значит).", - L"БонуÑ/штраф в положении |Ñ|Ñ‚|о|Ñ.", - L"БонуÑ/штраф в положении |Ñ|и|д|Ñ.", - L"БонуÑ/штраф в положении |л|Ñ‘|ж|а.", - L"БонуÑ/штраф", -}; - -STR16 szUDBGenWeaponsStatsTooltipText[]= -{ - L"|Т|о|ч|н|о|Ñ|Ñ‚|ÑŒ", - L"|У|Ñ€|о|н", - L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ", - L"|С|л|о|ж|н|о|Ñ|Ñ‚|ÑŒ |о|б|Ñ€|а|щ|е|н|и|Ñ |Ñ |о|Ñ€|у|ж|и|е|м", - L"|Д|о|Ñ|Ñ‚|у|п|н|Ñ‹|е |у|Ñ€|о|в|н|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|К|Ñ€|а|Ñ‚|н|о|Ñ|Ñ‚|ÑŒ |у|в|е|л|и|ч|е|н|и|Ñ |п|Ñ€|и|ц|е|л|а", - L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |п|Ñ€|о|е|ц|и|Ñ€|о|в|а|н|и|Ñ", - L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", - L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ", - L"|Ð|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|ÑŒ", - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", - L"|М|и|н|. |Ñ€|а|Ñ|Ñ|Ñ‚|о|Ñ|н|и|е |д|л|Ñ |б|о|н|у|Ñ|а |п|Ñ€|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|п|а|д|а|н|и|Ñ", - L"|О|Д |н|а |в|Ñ|к|и|д|Ñ‹|в|а|н|и|е", - L"|О|Д |н|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л", - L"|О|Д |н|а |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|у |о|ч|е|Ñ€|е|д|ÑŒ|ÑŽ", - L"|О|Д |н|а |а|в|Ñ‚|о|м|а|Ñ‚|и|ч|е|Ñ|к|у|ÑŽ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|у", - L"|О|Д |н|а |п|е|Ñ€|е|з|а|Ñ€|Ñ|д|к|у", - L"|О|Д |н|а |д|о|Ñ|Ñ‹|л|а|н|и|е |п|а|Ñ‚|Ñ€|о|н|а", - L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used - L"|П|о|л|н|а|Ñ |о|Ñ‚|д|а|ч|а", - L"|К|о|л|-|в|о |п|а|Ñ‚|Ñ€|о|н|о|в |н|а |к|а|ж|д|Ñ‹|е |5 |О|Д", -}; - -STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= -{ - L"\n \nОпределÑет, наÑколько пули, выпущенные\nиз Ñтого оружиÑ, будут отклонÑтьÑÑ Ð¾Ñ‚\nточки прицеливаниÑ.\n \nДиапазон: 0-100.\nБольше - лучше.", - L"\n \nОпределÑет Ñредний урон от\nпуль, выпущенных из Ñтого оружиÑ,\nне учитывающий броню или ее пробитие.\n \nБольше - лучше.", - L"\n \nМакÑимальное раÑÑтоÑние (в тайлах),\nна которое пролетит Ð¿ÑƒÐ»Ñ Ð¸Ð· Ñтого оружиÑ,\nпрежде чем начнет падать на землю.\n \nБольше - лучше.", - L"\n \nОпределÑет ÑложноÑть обращениÑ\nÑ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼ и Ñтрельбы из него.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ ÑложноÑть приводит к меньшему\nшанÑу попаÑть в цель при прицельной\nи оÑобенно при неприцельной Ñтрельбе.\n \nМеньше - лучше.", - L"\n \nЭто чиÑло доÑтупных уровней прицеливаниÑ.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", - L"\n \nПри значении больше 1.0 будет уменьшать кол-во\nошибок Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° раÑÑтоÑнии.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nЗначение 1.0 означает, что оптичеÑкий прицел не уÑтановлен.", - L"\n \nУменьшает кол-во ошибок Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° раÑÑтоÑнии.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто ÑвойÑтво активно, то оружие\nне производит вÑпышку при выÑтреле.\n \nВраги не Ñмогут обнаружить ваÑ\nтолько по вÑпышке выÑтрела, но по-прежнему будут\nÑлышать ваÑ.", - L"\n \nЭто раÑÑтоÑние в тайлах, на которое раÑпроÑтранÑетÑÑ\nзвук Ñтрельбы. Ð’ пределах Ñтого раÑÑтоÑниÑ\nвраги Ñмогут уÑлышать звук вашего выÑтрела.\n \nМеньше - лучше.", - L"\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ ÑƒÑ…ÑƒÐ´ÑˆÐ°ÐµÑ‚ÑÑ Ð¿Ñ€Ð¸ иÑпользовании.\n \nБольше - лучше.", - L"\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", - L"\n \nМинимальное раÑÑтоÑние, на котором прицел\nдает Ð±Ð¾Ð½ÑƒÑ Ðº точноÑти прицеливаниÑ.", - L"\n \nМодификатор попаданиÑ, дающийÑÑ Ð»Ð°Ð·ÐµÑ€Ð½Ñ‹Ð¼ целеуказателем.", - L"\n \nЧиÑло ОД, необходимое Ð´Ð»Ñ Ð²Ð·ÑÑ‚Ð¸Ñ Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку. ПоÑле взÑÑ‚Ð¸Ñ Ð½Ð°\nизготовку более не требуетÑÑ Ñ‚Ñ€Ð°Ñ‚Ð¸Ñ‚ÑŒ\nÑти ОД Ð´Ð»Ñ Ð²Ñех поÑледующих\nвыÑтрелов. Оружие автоматичеÑки ÑнимаетÑÑ\nÑ Ð¸Ð·Ð³Ð¾Ñ‚Ð¾Ð²ÐºÐ¸, еÑли его владелец выполнÑет\nлюбое другое дейÑтвие, отличное от Ñтрельбы\nили поворота.\n \nМеньше - лучше.", - L"\n \nЧиÑло ОД, необходимое Ð´Ð»Ñ Ð¾ÑущеÑтвлениÑ\nодиночной атаки Ñтим оружием. ДлÑ\nÑтрелкового Ð¾Ñ€ÑƒÐ¶Ð¸Ñ - ÑтоимоÑть одиночного\nвыÑтрела без дополнительного\nприцеливаниÑ.\n \nЕÑли Ñта иконка Ñерого цвета, то одиночные\nатаки недоÑтупны Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", - L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ñтрельбы\nочередью.\n \nЧиÑло пуль в каждой очереди определÑетÑÑ\nÑамим оружием и указано на Ñтой иконке.\n \nЕÑли Ñта иконка Ñерого цвета, то Ñтрельба\nочередью недоÑтупна Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", - L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой\nÑтрельбы Ñ‚Ñ€ÐµÐ¼Ñ Ð¿ÑƒÐ»Ñми.\n \nЕÑли вы хотите выÑтрелить большим\nчиÑлом пуль, то вам необходимо затратить\nбольшее чиÑло ОД.\n \nЕÑли Ñта иконка Ñерого цвета, то автоматичеÑкаÑ\nÑтрельба недоÑтупна Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", - L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки\nÑтого оружиÑ.\n \nМеньше - лучше.", - L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð´Ð¾ÑыланиÑ\nпатрона в патронник между выÑтрелами.\n \nМеньше - лучше.", - L"\n \nДиÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð½Ð° которую может ÑмеÑтитьÑÑ Ð´ÑƒÐ»Ð¾\nв горизонтале между каждой пулей\n в очереди.\n \nПоложительное чиÑло указывает на Ñмещение вправо.\nОтрицательное чиÑло указывает на Ñмещение влево.\n \nЧем ближе к нулю, тем лучше.", // No longer used - L"\n \nРаÑÑтоÑние, на которое ÑдвинетÑÑ Ñтвол\nпри каждом выÑтреле в режиме очереди\nили автоматичеÑкой Ñтрельбы, еÑли не задейÑтвуетÑÑ\nÑиÑтема противодейÑтвиÑ.\n \nМеньше - лучше.", - L"\n \nУказывает, какое количеÑтво пуль будет\nдобавлено к очереди или залпу при автоматичеÑкой\nÑтрельбе за каждые 5 ОД.\n \nБольше - лучше.", - L"\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", -}; - -STR16 szUDBGenArmorStatsTooltipText[]= -{ - L"|С|Ñ‚|е|п|е|н|ÑŒ |з|а|щ|и|Ñ‚|Ñ‹", - L"|П|о|к|Ñ€|Ñ‹|Ñ‚|и|е", - L"|С|к|о|Ñ€|о|Ñ|Ñ‚|ÑŒ |у|Ñ…|у|д|ш|е|н|и|Ñ", - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", -}; - -STR16 szUDBGenArmorStatsExplanationsTooltipText[]= -{ - L"\n \nЭто оÑновное качеÑтво брони, оно определÑет\nкакой урон будет заблокирован защитой.\n \nПомните, что бронебойные атаки и различные\nÑлучайные факторы могут повлиÑть на\nокончательное Ñнижение урона.\n \nБольше - лучше.", - L"\n \nОпределÑет, ÐºÐ°ÐºÐ°Ñ Ñ‡Ð°Ñть защищаемой\nчаÑти тела покрыта броней. ЕÑли покрытие\nменьше 100%, то у любой атаки еÑть определенный\nÑˆÐ°Ð½Ñ Ð½Ð° попадание в незащищенную чаÑть тела\nи нанеÑение ей макÑимального урона.\n \nБольше - лучше.", - L"\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтой\nброни ухудшаетÑÑ Ð¿Ñ€Ð¸ попадании в\nнее в завиÑимоÑти от урона от атаки.\n \nМеньше - лучше.", - L"\n \nОпределÑет ÑложноÑть починки Ñтой брони,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", - L"\n \nОпределÑет ÑложноÑть починки Ñтой брони,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", -}; - -STR16 szUDBGenAmmoStatsTooltipText[]= -{ - L"|П|Ñ€|о|б|и|Ñ‚|и|е |б|Ñ€|о|н|и", - L"|У|Ñ€|о|н |п|о|Ñ|л|е |п|Ñ€|о|б|и|Ñ‚|и|Ñ", - L"|У|Ñ€|о|н |п|е|Ñ€|е|д |п|о|п|а|д|а|н|и|е|м", - L"|Ð’|л|и|Ñ|н|и|е |н|а |Ñ‚|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|у", - L"|У|Ñ€|о|н |о|Ñ‚ |Ñ|д|а", - L"|Ð’|л|и|Ñ|н|и|е |н|а |з|а|г|Ñ€|Ñ|з|н|е|н|и|е", -}; - -STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= -{ - L"\n \nСпоÑобноÑть пули пробить броню\nцели. При значении меньше 1.0 Ð¿ÑƒÐ»Ñ Ñнижает\nÑтепень защиты брони, в которую она\nпопадет. При значении больше 1.0 пулÑ\nувеличивает Ñтепень защиты брони.\n \nМеньше - лучше.", - L"\n \nОпределÑет, как будет изменÑтьÑÑ ÑƒÑ€Ð¾Ð½\nот пули, пробившей броню.\n \nПри значении больше 1.0 урон увеличиваетÑÑ.\n \nПри значении меньше 1.0 урон уменьшаетÑÑ.\n \nБольше - лучше.", - L"\n \nМножитель, применÑющийÑÑ Ðº показателю\nурона непоÑредÑтвенно перед попаданием\nв цель.\n \nПри значении больше 1.0 урон увеличиваетÑÑ.\n \nПри значении меньше 1.0 урон уменьшаетÑÑ.\n \nБольше - лучше.", - L"\n \nДополнительное тепло, вырабатываемое Ñтими\nбоеприпаÑами.\n \nМеньше - лучше.", - L"\n \nОпределÑет, какой процент урона пули\nбудет Ñдовитым.", - L"\n \nДополнительное загрÑзнение, вырабатываемое\nÑтими боеприпаÑами.\n \nМеньше - лучше.", -}; - -STR16 szUDBGenExplosiveStatsTooltipText[]= -{ - L"|У|Ñ€|о|н", - L"|У|Ñ€|о|н |о|г|л|у|ш|е|н|и|Ñ", - L"|Ð’|з|в|Ñ€|Ñ‹|в |п|Ñ€|и |к|о|н|Ñ‚|а|к|Ñ‚|е", - L"|Р|а|д|и|у|Ñ |в|з|Ñ€|Ñ‹|в|а", - L"|Р|а|д|и|у|Ñ |о|г|л|у|ш|е|н|и|Ñ", - L"|Р|а|д|и|у|Ñ |ш|у|м|а", - L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|л|е|з|о|Ñ‚|о|ч|и|в|о|г|о |г|а|з|а", - L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |г|о|Ñ€|ч|и|ч|н|о|г|о |г|а|з|а", - L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|в|е|Ñ‚|а", - L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |д|Ñ‹|м|а", - L"|н|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |о|г|н|Ñ", - L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|л|е|з|о|Ñ‚|о|ч|и|в|о|г|о |г|а|з|а", - L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |г|о|Ñ€|ч|и|ч|н|о|г|о |г|а|з|а", - L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|в|е|Ñ‚|а", - L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |д|Ñ‹|м|а", - L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |о|г|н|Ñ", - L"|Д|л|и|Ñ‚|е|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |Ñ|Ñ„|Ñ„|е|к|Ñ‚|а", - // HEADROCK HAM 5: Fragmentation - L"|Ч|и|Ñ|л|о |о|Ñ|к|о|л|к|о|в", - L"|У|Ñ€|о|н |о|Ñ‚ |о|Ñ|к|о|л|к|о|в", - L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |Ñ€|а|з|л|Ñ‘|Ñ‚|а |о|Ñ|к|о|л|к|о|в", - // HEADROCK HAM 5: End Fragmentations - L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ", - L"|Ð|е|Ñ|Ñ‚|а|б|и|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ", - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", -}; - -STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= -{ - L"\n \nУрон, наноÑимый взрывом.\n \nОбратите внимание, что Ð±Ñ€Ð¸Ð·Ð°Ð½Ñ‚Ð½Ð°Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nнаноÑит Ñтот урон только один раз (при взрыве),\nа взрывчатка Ñ Ð´Ð»Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ Ñффектом наноÑит\nурон каждый ход, до тех пор, пока Ñффект\nне закончитÑÑ.\n \nБольше - лучше.", - L"\n \nОглушающий урон, наноÑимый взрывом.\n \nОбратите внимание, что Ð±Ñ€Ð¸Ð·Ð°Ð½Ñ‚Ð½Ð°Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nнаноÑит Ñтот урон только один раз (при взрыве),\nа взрывчатка Ñ Ð´Ð»Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ Ñффектом наноÑит\nурон каждый ход, до тех пор, пока Ñффект\nне закончитÑÑ.\n \nБольше - лучше.", - L"\n \nЭта взрывчатка не будет отÑкакивать от\nпрепÑÑ‚Ñтвий, а взорветÑÑ Ð¿Ñ€Ð¸ контакте Ñ Ð½Ð¸Ð¼Ð¸.", - L"\n \nÐ Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð½Ð¾Ð¹ волны.\n \nЦели будут получать тем меньший урон,\nчем дальше они от Ñпицентра взрыва.\n \nБольше - лучше.", - L"\n \nÐ Ð°Ð´Ð¸ÑƒÑ Ð¾Ð³Ð»ÑƒÑˆÐ°ÑŽÑ‰ÐµÐ¹ волны.\n \nЦели будут получать тем меньший урон,\nчем дальше они от Ñпицентра взрыва.\n \nБольше - лучше.", - L"\n \nРаÑÑтоÑние, которое преодолеет шум от\nÑтой ловушки. Солдаты в пределах Ñтого раÑÑтоÑниÑ\nÑмогут уÑлышать шум и поднÑть тревогу.\n \nБольше - лучше.", - L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñлезоточивого газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð³Ð¾Ñ€Ñ‡Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°Ñти Ñвета.\n \nТайлы ближе к центру будут очень\nÑркими, а тайлы ближе к краю - лишь Ñлегка\nÑрче обычного.\n \nЭффект Ñо временем туÑкнеет.\n \nБольше - лучше.", - L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°ÐºÐ° дыма.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход (при наличии),\nеÑли только на них не будет противогаза.\n Любого, кто окажетÑÑ Ð² Ñтом облаке, будет\nчрезвычайно трудно заметить, и Ñам он\nтакже ограничит Ñвое поле зрениÑ.\n \nБольше - лучше.", - L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¿Ð¾Ð¶Ð°Ñ€Ð°.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñлезоточивого газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð³Ð¾Ñ€Ñ‡Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°Ñти Ñвета.\n \nТайлы ближе к центру будут очень\nÑркими, а тайлы ближе к краю - лишь Ñлегка\nÑрче обычного.\n \nЭффект Ñо временем туÑкнеет.\n \nБольше - лучше.", - L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°ÐºÐ° дыма.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход (при наличии),\nеÑли только на них не будет противогаза.\n Любого, кто окажетÑÑ Ð² Ñтом облаке, будет\nчрезвычайно трудно заметить, и Ñам он\nтакже ограничит Ñвое поле зрениÑ.\n \nБольше - лучше.", - L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¿Ð¾Ð¶Ð°Ñ€Ð°.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑлитолько на них не будет противогаза.\n \nБольше - лучше.", - L"\n \nДлительноÑть Ñффекта.\n \nКаждый ход Ñ€Ð°Ð´Ð¸ÑƒÑ Ñффекта увеличиваетÑÑ\nна один тайл в каждом направлении, пока не\nдоÑтигнет конечного радиуÑа. По окончании\nвремени дейÑÑ‚Ð²Ð¸Ñ Ñффект полноÑтью\nиÑчезает.\n \nБольше - лучше.", - // HEADROCK HAM 5: Fragmentation - L"\n \nЧиÑло оÑколков при взрыве.\n \nОÑколки дейÑтвуют по принципу пуль, и они могут\nпопаÑть в любого, кто Ñтоит доÑтаточно близко\nк взрыву.\n \nБольше - лучше.", - L"\n \nПотенциальный урон от каждого оÑколка,\nобразовавшегоÑÑ Ð¿Ñ€Ð¸ взрыве.\n \nБольше - лучше.", - L"\n \nСреднее раÑÑтоÑние, на которое полетÑÑ‚ оÑколки\nот взрыва. Ðекоторые могут пролететь\nгораздо дальше, а некоторые - ближе Ñреднего.\n \nБольше - лучше.", - // HEADROCK HAM 5: End Fragmentations - L"\n \nРаÑÑтоÑние в тайлах, в пределах которого\nÑолдаты и наёмники уÑлышат звук взрыва.\n \nВраги, уÑлышавшие его, поймут, что вы в\nÑекторе.\n \nМеньше - лучше.", - L"\n \nЭто значение определÑет вероÑтноÑть в\nпроцентах, что Ñта взрывчатка Ñпонтанно взорветÑÑ\nпри ее повреждении (например, при близком взрыве).\n \nÐошение Ñ Ñобой в бою неÑтабильной\nвзрывчатки крайне опаÑно и не\nрекомендуетÑÑ.\n \nДиапазон: 0-100.\nМеньше - лучше. ", - L"\n \nОпределÑет ÑложноÑть починки взрывчатки,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", -}; - -STR16 szUDBGenCommonStatsTooltipText[]= -{ - L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", - L"|Д|о|Ñ|Ñ‚|у|п|н|Ñ‹|й |о|б|ÑŠ|Ñ‘|м", - L"|О|б|ÑŠ|Ñ‘|м", -}; - -STR16 szUDBGenCommonStatsExplanationsTooltipText[]= -{ - L"\n \nОпределÑет ÑложноÑть починки Ñтого предмета,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", - L"\n \nОпределÑет Ñколько доÑтупно меÑта в Ñтом держателе типа MOLLE.\n \nБольше - лучше.", - L"\n \nОпределÑет как много меÑта займёт Ñтот MOLLE карман.\n \nМеньше - лучше.", -}; - -STR16 szUDBGenSecondaryStatsTooltipText[]= -{ - L"|Т|Ñ€|а|Ñ|Ñ|и|Ñ€|у|ÑŽ|щ|и|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", - L"|П|Ñ€|о|Ñ‚|и|в|о|Ñ‚|а|н|к|о|в|Ñ‹|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", - L"|И|г|н|о|Ñ€|и|Ñ€|у|е|Ñ‚ |б|Ñ€|о|н|ÑŽ", - L"|К|и|Ñ|л|о|Ñ‚|н|Ñ‹|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", - L"|Р|а|з|Ñ€|у|ш|а|ÑŽ|щ|и|е |з|а|м|к|и |п|а|Ñ‚|Ñ€|о|н|Ñ‹", - L"|У|Ñ|Ñ‚|о|й|ч|и|в|Ñ‹|й |к|о |в|з|Ñ€|Ñ‹|в|а|м", - L"|Ð’|о|д|о|н|е|п|Ñ€|о|н|и|ц|а|е|м|Ñ‹|й", - L"|Э|л|е|к|Ñ‚|Ñ€|о|н|и|к|а", - L"|П|Ñ€|о|Ñ‚|и|в|о|г|а|з", - L"|Ð|у|ж|д|а|е|Ñ‚|Ñ|Ñ |в |б|а|Ñ‚|а|Ñ€|е|й|к|а|Ñ…", - L"|М|о|ж|е|Ñ‚ |в|з|л|а|м|Ñ‹|в|а|Ñ‚|ÑŒ |з|а|м|к|и", - L"|М|о|ж|е|Ñ‚ |Ñ€|е|з|а|Ñ‚|ÑŒ |п|Ñ€|о|в|о|л|о|к|у", - L"|М|о|ж|е|Ñ‚ |Ñ€|а|з|Ñ€|у|ш|а|Ñ‚|ÑŒ |з|а|м|к|и", - L"|М|е|Ñ‚|а|л|л|о|и|Ñ|к|а|Ñ‚|е|л|ÑŒ", - L"|П|у|л|ÑŒ|Ñ‚ |д|и|Ñ|Ñ‚|а|н|ц|и|о|н|н|о|г|о |у|п|Ñ€|а|в|л|е|н|и|Ñ", - L"|Д|и|Ñ|Ñ‚|а|н|ц|и|о|н|н|Ñ‹|й |д|е|Ñ‚|о|н|а|Ñ‚|о|Ñ€", - L"|Д|е|Ñ‚|о|н|а|Ñ‚|о|Ñ€ |Ñ |Ñ‚|а|й|м|е|Ñ€|о|м", - L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |Ñ‚|о|п|л|и|в|о", - L"|Ð|а|б|о|Ñ€ |и|н|Ñ|Ñ‚|Ñ€|у|м|е|н|Ñ‚|о|в", - L"|Т|е|п|л|о|в|а|Ñ |о|п|Ñ‚|и|к|а", - L"|Р|е|н|Ñ‚|г|е|н|-|п|Ñ€|и|б|о|Ñ€", - L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |п|и|Ñ‚|ÑŒ|е|в|у|ÑŽ |в|о|д|у", - L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |а|л|к|о|г|о|л|ÑŒ", - L"|Ð|п|Ñ‚|е|ч|к|а |п|е|Ñ€|в|о|й |п|о|м|о|щ|и", - L"|М|е|д|и|ц|и|н|Ñ|к|и|й |н|а|б|о|Ñ€", - L"|Б|о|м|б|а |д|л|Ñ |з|а|м|к|о|в", - L"|Ð|а|п|и|Ñ‚|о|к", - L"|П|и|щ|а", - L"|П|а|Ñ‚|Ñ€|о|н|н|а|Ñ |л|е|н|Ñ‚|а", - L"|Ж|и|л|е|Ñ‚ |д|л|Ñ |п|а|Ñ‚|Ñ€|о|н|о|в", - L"|Ð|а|б|о|Ñ€ |д|л|Ñ |Ñ€|а|з|м|и|н|и|Ñ€|о|в|а|н|и|Ñ", - L"|С|к|Ñ€|Ñ‹|Ñ‚|Ñ‹|й |п|Ñ€|е|д|м|е|Ñ‚", - L"|Ð|е|в|о|з|м|о|ж|н|о |п|о|в|Ñ€|е|д|и|Ñ‚|ÑŒ", - L"|С|д|е|л|а|н|о |и|з |м|е|Ñ‚|а|л|л|а", - L"|Т|о|н|е|Ñ‚", - L"|Д|в|у|Ñ€|у|ч|н|о|е", - L"|Б|л|о|к|и|Ñ€|у|е|Ñ‚ |о|Ñ‚|к|Ñ€|Ñ‹|Ñ‚|Ñ‹|й |п|Ñ€|и|ц|е|л", - L"|С|н|а|Ñ€|Ñ|д |п|Ñ€|о|Ñ‚|и|в |б|Ñ€|о|н|и", - L"|З|а|щ|и|Ñ‚|а |д|л|Ñ |л|и|ц|а", - L"|И|н|Ñ„|е|к|ц|и|о|н|н|а|Ñ |з|а|щ|и|Ñ‚|а", // 39 - L"|S|h|i|e|l|d", // TODO.Translate - L"|C|a|m|e|r|a", // TODO.Translate - L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", - L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate - L"|B|l|o|o|d |B|a|g", // 44 - L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", - L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", - L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate - L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate - L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", - L"|B|e|l|t| |F|e|d", -}; - -STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= -{ - L"\n \nЭти боеприпаÑÑ‹ Ñоздают траÑÑирующий\nÑффект при Ñтрельбе очередью или в режиме\nавтоматичеÑкой Ñтрельбы.\n \nТраÑÑеры помогают точнее ÑтрелÑть.\n \nТакже траÑÑеры Ñоздают облаÑти Ñвета,\nкоторые оÑвещают цель в темноте. Ðо они\nтакже выдают врагу положение Ñтрелка.\n \nТраÑÑирующие патроны автоматичеÑки отменÑÑŽÑ‚\nдейÑтвие любых навеÑок по гашению вÑпышки\nвыÑтрела, уÑтановленных на том же оружии.", - L"\n \nЭти боеприпаÑÑ‹ могут повредить танковую\nброню. Патроны БЕЗ Ñтого ÑвойÑтва не\nнанеÑут никакого урона никакому танку.\n \nДаже Ñ Ñтим ÑвойÑтвом большинÑтво видов\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ нанеÑут большого урона, так что\nне ожидайте чего-то оÑобенного.", - L"\n \nЭти боеприпаÑÑ‹ полноÑтью игнорируют\nброню.\n \nПри Ñтрельбе по бронированной цели патроны\nбудут веÑти ÑÐµÐ±Ñ Ñ‚Ð°Ðº, как будто цель\nабÑолютно не защищена, и нанеÑут макÑимально большой\nурон цели.", - L"\n \nПри попадании Ñтих боеприпаÑов в броню\nпоÑледнÑÑ Ð¾Ñ‡ÐµÐ½ÑŒ быÑтро будет разрушатьÑÑ.\n \nПотенциально Ñ Ð¸Ñ… помощью можно полноÑтью\nлишить цель брони.", - L"\n \nЭти боеприпаÑÑ‹ отлично работают\nпри разрушении замков.\n \nСтрельба ими по запертым дверÑм или контейнерам\nнанеÑет огромный урон замку.", - L"\n \nЭта Ð±Ñ€Ð¾Ð½Ñ Ð² три раза более уÑтойчива\nко взрывам.\n \nКогда взрыв попадет в броню, Ñтепень защиты\nпоÑледней будет ÑчитатьÑÑ ÑƒÑ‚Ñ€Ð¾ÐµÐ½Ð½Ð¾Ð¹\nпо Ñравнению Ñо Ñтандартным значением.", - L"\n \nЭта вещь водонепронимаема. Она не\nполучает повреждений при погружении под воду.\n \nСоÑтоÑние вещей БЕЗ Ñтого ÑвойÑтва поÑтепенно\nухудшаетÑÑ, еÑли их владелец плывет.", - L"\n \nСложнотехничеÑÐºÐ°Ñ Ð²ÐµÑ‰ÑŒ Ñ Ñлектроникой.\n \nТакие вещи Ñложнее чинить, по крайней\nмере без навыков Ñлектронщика.", - L"\n \nКогда Ñта вещь находитÑÑ Ð½Ð° лице\nперÑонажа, она защищает его ото вÑех\nвидов Ñдовитых газов.\n \nУчтите, что некоторые газы имеют коррозийный\nÑффект, так что будут разъедать и маÑку.", - L"\n \nЭтому предмету требуютÑÑ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐ¹ÐºÐ¸.\nБез них вы не Ñможете включить данный предмет.\n \nÐ’ÑтавлÑÑŽÑ‚ÑÑ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐ¹ÐºÐ¸ так же, как прицел\nприкреплÑетÑÑ Ðº оружию.", - L"\n \nЭтот предмет можно иÑпользовать\nÐ´Ð»Ñ Ð²ÑÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð·Ð°Ð¿ÐµÑ€Ñ‚Ñ‹Ñ… дверей и контейнеров.\n \nВзлом не производит шума, но требует\nзначительных навыков механика, без которых\nвозможно вÑкрыть лишь Ñамые проÑтые\nзамки. Эта вещь улучшает шанÑ\nвзлома на ", //JMich_SkillsModifiers: needs to be followed by a number - L"\n \nПри помощи Ñтой вещи можно делать\nпроходы в проволочных заграждениÑÑ….\n \nЭто может дать быÑтрый доÑтуп к\nфлангам или тылу врага.", - L"\n \nЭтой вещью можно разбивать запертые\nдвери или контейнеры. Разбивание требует\nнедюжинной Ñилы, производит много шума и быÑтро\nтратит Ñнергию перÑонажа. Однако Ñто отличный\nÑпоÑоб вÑкрыть замок без подходÑщих\nнавыков или отмычек. Эта вещь улучшает\nÑˆÐ°Ð½Ñ Ð²Ð·Ð»Ð¾Ð¼Ð° на ", //JMich_SkillsModifiers: needs to be followed by a number - L"\n \nЭтот предмет иÑпользуетÑÑ Ð´Ð»Ñ Ð½Ð°Ñ…Ð¾Ð¶Ð´ÐµÐ½Ð¸Ñ\nобъектов под землей.\n \nОÑновное назначение - поиÑк уÑтановленных мин.", - L"\n \nС помощью Ñтого предмета можно\nвзрывать бомбы, на которых уÑтановлен\nдиÑтанционный детонатор.\n \nСначала уÑтановите бомбу, затем\nвоÑпользуйтеÑÑŒ диÑтанционным детонатором длÑ\nвзрыва в нужное вам времÑ.", - L"\n \nЕÑли Ñтот детонатор приÑоединить\nк взрывчатке, то его можно будет взорвать\nпри помощи пульта диÑтанционного\nуправлениÑ.\n \nВзрывчатка Ñ Ñ‚Ð°ÐºÐ¸Ð¼ детонатором полезна в качеÑтве\nловушки, потому как взрываетÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ по\nвашему приказу.", - L"\n \nПоÑле приÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ñтого детонатора к\nвзрывчатке и взвода его начинетÑÑ Ð¾Ð±Ñ€Ð°Ñ‚Ð½Ñ‹Ð¹\nотÑчет. По доÑтижении Ð½ÑƒÐ»Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nвзрываетÑÑ.", - L"\n \nЭтот предмет Ñодержит в Ñебе\nбензин.\n \nОн может пригодитьÑÑ, еÑли вам необходимо\nбудет заправить машину.", - L"\n \nЭтот предмет Ñодержит в Ñебе\nразличные инÑтрументы, при помощи которых\nможно чинить другие вещи.\n \nТакой набор необходим, еÑли вы\nхотите дать задание наёмникам чинить\nвещи. Эта вещь изменÑет ÑффективноÑть\nремонта на ", //JMich_SkillsModifiers: need to be followed by a number - L"\n \nЕÑли надеть Ñтот предмет, то Ñ ÐµÐ³Ð¾\nпомощью вы Ñможете увидеть врагов\nчерез Ñтены Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð²Ñ‹Ð´ÐµÐ»Ñемому\nими теплу.", - L"\n \nЭто уÑтройÑтво можно иÑпользовать\nÐ´Ð»Ñ Ð½Ð°Ñ…Ð¾Ð¶Ð´ÐµÐ½Ð¸Ñ Ð²Ñ€Ð°Ð³Ð¾Ð² при помощи\nрентгеновÑких лучей.\n \nОно покажет меÑтонахождение вÑех\nврагов в определенном радиуÑе на короткое\nвремÑ.\n \nДержите подальше от репродуктивных органов!", - L"\n \nÐ’ Ñтом предмете находитÑÑ ÑвежаÑ\nÐ¿Ð¸Ñ‚ÑŒÐµÐ²Ð°Ñ Ð²Ð¾Ð´Ð°.\n \nИÑпользуйте, когда поÑвитÑÑ Ð¶Ð°Ð¶Ð´Ð°.", - L"\n \nÐ’ Ñтом предмете находитÑÑ Ð¾Ð³Ð½ÐµÐ½Ð½Ð°Ñ Ð²Ð¾Ð´Ð°,\nалкоголь, бухло - называйте как хотите.\n \nПрименÑть Ñ Ð¾ÑторожноÑтью. Ðе пейте за рулем.\n \nМожет вызвать цирроз печени.", - L"\n \nЭто базовый набор Ð´Ð»Ñ Ð¾ÐºÐ°Ð·Ð°Ð½Ð¸Ñ\nпервой медицинÑкой помощи.\n \nИÑпользуйте, чтобы перевÑзать ваших бойцов\nи не дать им иÑтечь кровью.\n \nÐ”Ð»Ñ Ð½Ð°ÑтоÑщего Ð»ÐµÑ‡ÐµÐ½Ð¸Ñ Ð¸Ñпользуйте\nмедицинÑкий набор и/или продолжительный\nотдых.", - L"\n \nЭто наÑтоÑщий медицинÑкий набор,\nкоторый можно иÑпользовать Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÐ´ÐµÐ½Ð¸Ñ\nхирургичеÑких операций.\n \nТакой набор необходим, еÑли вы\nхотите дать задание наёмникам заниматьÑÑ\nлечением.", - L"\n \nС помощью Ñтой вещи можно\nвзрывать запертые двери и контейнеры.\n \nÐ”Ð»Ñ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½Ð¾Ð³Ð¾ иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñ‚Ñ€ÐµÐ±ÑƒÐµÑ‚ÑÑ\nнавык Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñо взрывчаткой.\n \nВзрыв очень громкий, и он опаÑен\nÐ´Ð»Ñ Ð±Ð¾Ð»ÑŒÑˆÐ¸Ð½Ñтва перÑонажей.", - L"\n \nЭтот предмет утолит вашу жажду,\nеÑли вы выпьете его.", - L"\n \nЭтот предмет утолит ваш голод\n,еÑли вы Ñъедите его.", - L"\n \nÐ’Ñ‹ Ñможете питать патронами\nчей-нибудь пулемёт, еÑли будете держать\nÑту ленту в руках.", - L"\n \nÐ’ Ñтом жилете можно хранить\nпатронные ленты Ð´Ð»Ñ Ð±Ð¾ÐµÐ¿Ð¸Ñ‚Ð°Ð½Ð¸Ñ Ð²Ð°ÑˆÐµÐ³Ð¾\nпулемёта.", - L"\n \nЭтот предмет улучшает шанÑ\nÐ¾Ð±ÐµÐ·Ð²Ñ€ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð»Ð¾Ð²ÑƒÑˆÐºÐ¸ на ", - L"\n \nЭтот предмет и вÑе, что к нему\nприÑоединено или находитÑÑ Ð²Ð½ÑƒÑ‚Ñ€Ð¸\nнего, Ñкрыто от поÑторонних глаз.", - L"\n \nЭтот предмет Ð½ÐµÐ»ÑŒÐ·Ñ Ð¿Ð¾Ð²Ñ€ÐµÐ´Ð¸Ñ‚ÑŒ.", - L"\n \nЭтот предмет Ñделан из металла.\nОн получает меньше урона, чем\nдругие вещи.", - L"\n \nЭтот предмет тонет в воде.", - L"\n \nÐ”Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñтого предмета\nтребуютÑÑ Ð¾Ð±Ðµ руки.", - L"\n \nЭтот предмет блокирует открытые\nприцельные приÑпоÑÐ¾Ð±Ð»ÐµÐ½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ, так что вы не\nÑможете воÑпользоватьÑÑ Ð¸Ð¼Ð¸.", - L"\n \nЭтот Ð±Ð¾ÐµÐ¿Ñ€Ð¸Ð¿Ð°Ñ Ð¼Ð¾Ð¶ÐµÑ‚ уничтожать тонкие Ñтены\nи некоторые другие объекты.", - L"\n \nЕÑли одето на лицо, понижает шанÑ\nÐ·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¾Ñ‚ других людей.", - L"\n \nЕÑли хранить в Ñвоём кармане,\nпонижаетÑÑ ÑˆÐ°Ð½Ñ Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ\n от других людей.", - L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate - L"\n \nYou can take photos with this.", // TODO.Translate - L"\n \nThis item makes you more effective at burying corpses.", - L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate - L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 - L"\n \nThis armor lowers fire damage by %i%%.", - L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", - L"\n \nThis item improves your hacking skills by %i%%.", - L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate - L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate - L"\n \nThis ammo can cause fire.", - L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", -}; - -STR16 szUDBAdvStatsTooltipText[]= -{ - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ‚|о|ч|н|о|Ñ|Ñ‚|и", - L"|Ф|и|к|Ñ|и|Ñ€|о|в|а|н|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", - L"|П|Ñ€|о|ц|е|н|Ñ‚|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", - L"|Ф|и|к|Ñ|и|Ñ€|о|в|а|н|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|П|Ñ€|о|ц|е|н|Ñ‚|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|о|Ñ|Ñ‚|у|п|н|Ñ‹|Ñ… |у|Ñ€|о|в|н|е|й |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|б|Ñ€|а|щ|е|н|и|Ñ |Ñ |о|Ñ€|у|ж|и|е|м ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|а|д|е|н|и|Ñ |п|у|л|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ‚|Ñ|л|е|ж|и|в|а|н|и|Ñ |ц|е|л|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |у|Ñ€|о|н|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|у|к|о|п|а|ш|н|о|г|о |у|Ñ€|о|н|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|и", - L"|К|Ñ€|а|Ñ‚|н|о|Ñ|Ñ‚|ÑŒ |у|в|е|л|и|ч|е|н|и|Ñ |п|Ñ€|и|ц|е|л|а", - L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |п|Ñ€|о|е|ц|и|Ñ€|о|в|а|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |б|о|к|о|в|о|й |о|Ñ‚|д|а|ч|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|е|Ñ€|Ñ‚|и|к|а|л|ÑŒ|н|о|й |о|Ñ‚|д|а|ч|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |м|а|к|Ñ|и|м|а|л|ÑŒ|н|о|г|о |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ Ñ‚|о|ч|н|о|Ñ|Ñ‚|и |п|Ñ€|и |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |ч|а|Ñ|Ñ‚|о|Ñ‚|Ñ‹ |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|Ñ|е|Ñ… |О|Д", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |н|а |в|Ñ|к|и|д|Ñ‹|в|а|н|и|е", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |о|д|н|о|й |а|Ñ‚|а|к|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |о|ч|е|Ñ€|е|д|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |а|в|Ñ‚|о|м|а|Ñ‚|и|ч|е|Ñ|к|о|й |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |п|е|Ñ€|е|з|а|Ñ€|Ñ|д|к|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |м|а|г|а|з|и|н|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |о|ч|е|Ñ€|е|д|и", - L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |г|Ñ€|о|м|к|о|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |п|Ñ€|е|д|м|е|Ñ‚|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |н|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|и", - L"|Л|е|Ñ|н|о|й |к|а|м|у|Ñ„|л|Ñ|ж", - L"|Г|о|Ñ€|о|д|Ñ|к|о|й |к|а|м|у|Ñ„|л|Ñ|ж", - L"|П|у|Ñ|Ñ‚|Ñ‹|н|н|Ñ‹|й |к|а|м|у|Ñ„|л|Ñ|ж", - L"|З|и|м|н|и|й |к|а|м|у|Ñ„|л|Ñ|ж", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|к|Ñ€|Ñ‹|Ñ‚|н|о|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|л|Ñ‹|ш|и|м|о|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|б|Ñ‹|ч|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |н|о|ч|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|н|е|в|н|о|й |в|и|д|и|м|o|Ñ|Ñ‚|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|и|д|и|м|о|Ñ|Ñ‚|и |п|Ñ€|и |Ñ|Ñ€|к|о|м |Ñ|в|е|Ñ‚|е", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|е|щ|е|Ñ€|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", - L"|Т|у|н|н|е|л|ÑŒ|н|о|е |з|Ñ€|е|н|и|е", - L"|М|а|к|Ñ|и|м|а|л|ÑŒ|н|о|е |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|е", - L"|Ч|а|Ñ|Ñ‚|о|Ñ‚|а |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", - L"|Б|о|н|у|Ñ| |п|о|п|а|д|а|н|и|Ñ", - L"|Б|о|ну|Ñ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", - L"|Т|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|а |о|д|н|о|г|о |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", - L"|С|к|о|Ñ€|о|Ñ|Ñ‚|ÑŒ |о|Ñ|Ñ‚|Ñ‹|в|а|н|и|Ñ", - L"|П|о|Ñ€|о|г |о|Ñ|е|ч|к|и", - L"|П|о|Ñ€|о|г |п|о|в|Ñ€|е|ж|д|е|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ‚|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|Ñ‹", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ|Ñ‚|Ñ‹|в|а|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |о|Ñ|е|ч|к|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |п|о|в|Ñ€|е|ж|д|е|н|и|Ñ", - L"|У|Ñ€|о|в|е|н|ÑŒ |Ñ|д|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |з|а|г|Ñ€|Ñ|з|н|е|н|и|Ñ", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|д|а", - L"|У|Ñ‚|о|л|е|н|и|е |г|о|л|о|д|а", - L"|У|Ñ‚|о|л|е|н|и|е |ж|а|ж|д|Ñ‹", - L"|Р|а|з|м|е|Ñ€ |п|о|Ñ€|ц|и|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |м|о|Ñ€|а|л|и", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|ч|и", - L"|О|п|Ñ‚|и|м|а|л|ÑŒ|н|а|Ñ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |л|а|з|е|Ñ€|а", - L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ‚|д|а|ч|и |в |%", - L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate - L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", -}; - -// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. -STR16 szUDBAdvStatsExplanationsTooltipText[]= -{ - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет значение его точноÑти.\n \nÐŸÐ¾Ð²Ñ‹ÑˆÐµÐ½Ð½Ð°Ñ Ñ‚Ð¾Ñ‡Ð½Ð¾Ñть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет\nчаще попадать из него по более удаленным\nцелÑм.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭтот предмет изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭтот предмет изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанный процент.\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭтот предмет изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанный процент.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭтот предмет изменÑет чиÑло\nдоÑтупных уровней прицеливаниÑ.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", - L"\n \nЭтот предмет изменÑет макÑимальную\nточноÑть Ñтрелка при иÑпользовании огнеÑтрельного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанный процент.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет ÑложноÑть обращениÑ\nÑ Ð½Ð¸Ð¼.\n \nÐÐ¸Ð·ÐºÐ°Ñ ÑложноÑть означает, что Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼\nлегче управлÑтьÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимо от уровнÑ\nприцеливаниÑ.\n \nЭтот модификатор оÑнован на изначальной\nÑложноÑти Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼, выÑокой у винтовок\nи Ñ‚Ñжелого Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸ низкой у пиÑтолетов и ПП.\n \nМеньше - лучше.", - L"\n \nЭтот предмет изменÑет вероÑтноÑть\nпули пролететь дальше макÑимальной\nдальноÑти выÑтрела Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ оружиÑ.\n \nÐ’Ñ‹Ñокий Ð±Ð¾Ð½ÑƒÑ Ð¼Ð¾Ð¶ÐµÑ‚ заÑтавить пулю\nпролететь дальше макÑимальной дальноÑти\nкак минимум на пару тайлов.\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет вероÑтноÑть\nÐ¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ бегущей цели.\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±Ð»Ð¸Ð¶Ð½ÐµÐ³Ð¾ Ð±Ð¾Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет макÑимальную дальноÑть\nвыÑтрела.\n \nМакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть - Ñто раÑÑтоÑние, пролетев которое,\nÐ¿ÑƒÐ»Ñ Ð½Ð°Ñ‡Ð½ÐµÑ‚ падать на землю.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет дает возможноÑть оптичеÑкого\nÐ¿Ñ€Ð¸Ð±Ð»Ð¸Ð¶ÐµÐ½Ð¸Ñ ÑƒÐ´Ð°Ð»ÐµÐ½Ð½Ñ‹Ñ… целей.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет горизонтальную отдачу\nпри такой Ñтрельбе на указанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет вертикальную отдачу\nпри такой Ñтрельбе на указанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", - L"\n \nЭтот предмет изменÑет ÑпоÑобноÑть\nÑтрелка ÑправлÑтьÑÑ Ñ Ð¾Ñ‚Ð´Ð°Ñ‡ÐµÐ¹ оружиÑ\nпри Ñтрельбе очередÑми.\n \nÐ’Ñ‹Ñокое значение позволÑет уверенно\nконтролировать оружие Ñ Ñильной отдачей\nдаже перÑонажам Ñ Ð¼Ð°Ð»Ñ‹Ð¼ значением Ñилы.\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет ÑпоÑобноÑть\nÑтрелка при Ñтрельбе очередÑми\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ñ‹Ð¼\nна цель.\n \nÐ’Ñ‹Ñокое значение позволÑет попадать\nв цель при Ñтрельбе очередÑми\nдаже на дальних диÑтанциÑÑ….\n \nБольше - лучше.", - L"\n \nЭтот предмет изменÑет чаÑтоту,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок при Ñтрельбе очередÑми\nоценивает, Ñколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном \nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", - L"\n \nЭтот предмет напрÑмую изменÑет\nколичеÑтво ОД, доÑтупных перÑонажу\nв начале каждого хода.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ð²Ð·ÑÑ‚Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к любому оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ ÑÐ¾Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹ атаки.\n \nОбратите внимание, что Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ,\nÑпоÑобного веÑти огонь очередÑми,\nÑтот модификатор влиÑет и на Ñтот режим\nÑтрельбы тоже.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ñ‚Ð°ÐºÐ¾Ð¹ Ñтрельбы.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти автоматичеÑкий огонь,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ñ‚Ð°ÐºÐ¾Ð¹ Ñтрельбы.\n \nОбратите внимание, что Ñтот модификатор\nне влиÑет на ÑтоимоÑть Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹\nпули к очереди, а только на начальную ÑтоимоÑть\nочереди.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки Ñтого оружиÑ.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво пуль в\nмагазине, который можно зарÑдить в Ñто оружие.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво пуль,\nвыпуÑкаемых очередью.\n \nЕÑли изначально у Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ было режима\nÑтрельбы очередью, то поÑле приÑоединениÑ\nÑтого предмета указанный режим поÑвитÑÑ.\n \nИ наоборот, большое отрицательное значение\nданного параметра может полноÑтью\nвыключить Ñтот режим.\n \nБольше ОБЫЧÐО лучше, но одной из\nзадач Ñтрельбы очередью ÑвлÑетÑÑ\nÑÐºÐ¾Ð½Ð¾Ð¼Ð¸Ñ Ð¿Ð°Ñ‚Ñ€Ð¾Ð½Ð¾Ð²...", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет будет Ñкрывать вÑпышку\nвыÑтрела.\n \nÐ‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому враги не Ñмогут обнаружить\nÑтрелка по вÑпышке, что оÑобенно важно\nночью.", - L"\n \nПриÑоединенный к оружию, Ñтот предмет\nизменÑет раÑÑтоÑние, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ звук выÑтрела\nÑтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñлышен врагами и наёмниками.\n \nЕÑли Ñтот модификатор опуÑкает\nзначение громкоÑти Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð´Ð¾ 0,\nто оружие ÑчитаетÑÑ Ñовершенно беÑшумным.\n \nМеньше - лучше.", - L"\n \nЭтот предмет изменÑет размер\nлюбой другой вещи, к которой\nон приÑоединен.\n \nРазмер вещей важен в новой\nÑиÑтеме инвентарÑ, в которой в Ñлоты\nможно помеÑтить вещи определенных\nразмеров и форм.\n \nУвеличив размер вещи, вы уже не Ñможете\nпомеÑтить ее в Ñлот, в который\nона раньше Ñпокойно вмещалаÑÑŒ.\n \nУменьшив размер вещи, вы Ñможете\nпомеÑтить ее в Ñлот меньшего размера\nили же помеÑтить больше таких вещей\nв тот же Ñлот.\n \nÐ’ целом, меньше - лучше.", - L"\n \nПриÑоединенный к любому оружию,\nÑтот предмет изменÑет надежноÑть Ñтого\nоружиÑ.\n \nПри положительном значении ÑоÑтоÑние оружиÑ\nбудет ухудшатьÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, и наоборот.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nлеÑного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð²Ð¾Ð·Ð»Ðµ\nдеревьев или в выÑокой траве.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nгородÑкого камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nаÑфальте или бетоне.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nпуÑтынного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nпеÑке, гравии или Ñреди пуÑтынной раÑтительноÑти.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nзимнего камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nÑнежной поверхноÑти.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет показатель\nÑкрытноÑти владельца, что влиÑет на возможноÑть\nврагов УСЛЫШÐТЬ его передвижение в режиме\nÑкрытноÑти.\n \nЭтот модификатор менÑет ÐЕ видимоÑть\nвладельца, а лишь производимый им шум.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень Ñлуха\nвладельца на указанный процент.\n \nПри положительном значении владелец\nÑможет уÑлышать шум Ñ Ð±Ð¾Ð»ÐµÐµ дальних\nраÑÑтоÑний, и наоборот.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð²Ñех\nуÑловий.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð½Ð¾Ñ‡Ð½Ñ‹Ñ…\nуÑловий.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть ÑреднÑÑ Ð¸Ð»Ð¸ выше.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть очень выÑока, например\nпри иÑпользовании оÑÐ²ÐµÑ‚Ð¸Ñ‚ÐµÐ»Ñ Ð¸Ð»Ð¸ в полдень.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает только в темноте\nи только под землей.\n \nБольше - лучше.", - L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет поле зрениÑ\nвладельца.\n \nБольшее значение означает более выраженный\nÑффект туннельного зрениÑ.\n \nМеньше - лучше.", - L"\n \nСпоÑобноÑть Ñтрелка ÑправлÑтьÑÑ Ñ\nотдачей при Ñтрельбе очередÑми или автоматичеÑкой\nÑтрельбе.\n \nБольше - лучше.", - L"\n \nСпоÑобноÑть Ñтрелка чаще оценивать,\nÑколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном\nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð·\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nповышенный ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать\nиз оружиÑ.\n \nБольше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет Ð±Ð¾Ð½ÑƒÑ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nÑтот Ð±Ð¾Ð½ÑƒÑ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать из\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° дальних диÑтанциÑÑ….\n \nБольше - лучше.", - L"\n \nОдиночный выÑтрел повышает температуру\nна Ñто значение.\n \nРазличные типы боеприпаÑов и навеÑок\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", - L"\n \nКаждый ход температура ÑнижаетÑÑ\nна Ñто значение.\n \nБольше - лучше.", - L"\n \nЕÑли температура выше Ñтого значениÑ,\nто оружие будет давать оÑечки чаще.\n \nБольше - лучше.", - L"\n \nЕÑли температура предмета выше Ñтого\nзначениÑ, то его ÑоÑтоÑние будет ухудшатьÑÑ\nбыÑтрее.\n \nБольше - лучше.", - L"\n \nОдиночный выÑтрел из Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚\nповышать температуру на Ñтот процент.\n \nМеньше - лучше. ", - L"\n \nСкороÑть оÑÑ‚Ñ‹Ð²Ð°Ð½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", - L"\n \nПорог оÑечки Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", - L"\n \nПорог Ð¿Ð¾Ð²Ñ€ÐµÐ¶Ð´ÐµÐ½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", - L"\n \nОпределÑет, какой процент от нанеÑенного\nурона будет Ñдовитым.\n \nЭффективноÑть определÑетÑÑ Ñтепенью защиты\nили Ð¿Ð¾Ð³Ð»Ð¾Ñ‰ÐµÐ½Ð¸Ñ Ñда у врага.", - L"\n \nОдиночный выÑтрел загрÑзнÑет оружие\nна Ñто значение.\n \nРазличные типы боеприпаÑов и навеÑок\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", - L"\n \nКоличеÑтво Ñнергии в килокалориÑÑ….\n \nБольше - лучше.", - L"\n \nОбъем воды в литрах.\n \nБольше - лучше.", - L"\n \nОпределÑет, какой процент\nбудет Ñъеден за раз.\n \nМеньше - лучше.", - L"\n \nМораль изменÑетÑÑ Ð½Ð° Ñто значение.\n \nБольше - лучше.", - L"\n \nПища портитÑÑ Ñо временем.\nЕÑли она на 50% покрыта плеÑенью,\nто она ÑтановитÑÑ Ñдовитой.\nЭтот модификатор определÑет, Ñ ÐºÐ°ÐºÐ¾Ð¹\nÑкороÑтью будет портитьÑÑ ÐµÐ´Ð°.\n \nМеньше - лучше.", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", - L"", - L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет отдачу Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°\nуказанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", // 65 - L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate - L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", -}; - -STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= -{ - L"\n \nТочноÑть Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð°\nбоеприпаÑами, навеÑкой или внутренними\nÑвойÑтвами.\n \nÐŸÐ¾Ð²Ñ‹ÑˆÐµÐ½Ð½Ð°Ñ Ñ‚Ð¾Ñ‡Ð½Ð¾Ñть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет\nчаще попадать из него по более удаленным\nцелÑм.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭто оружие изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭто оружие изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанный процент.\n \nБольше - лучше.", - L"\n \nЭто оружие изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЭто оружие изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанный процент.\n \nДиапазон: -100..+100.\nБольше - лучше.", - L"\n \nЧиÑло доÑтупных уровней прицеливаниÑ\n Ð´Ð»Ñ Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¾ боеприпаÑами,\nнавеÑкой или внутренними ÑвойÑтвами.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", - L"\n \nЭто оружие изменÑет макÑимальную\nточноÑть Ñтрелка на указанный процент.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑложноÑть\nÐ¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð½Ð¸Ð¼.\n \nÐÐ¸Ð·ÐºÐ°Ñ ÑложноÑть означает, что Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼\nлегче управлÑтьÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимо от уровнÑ\nприцеливаниÑ.\n \nЭтот модификатор оÑнован на изначальной\nÑложноÑти Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼, выÑокой у винтовок\nи Ñ‚Ñжелого Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸ низкой у пиÑтолетов и ПП.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменили вероÑтноÑть\nпули пролететь дальше макÑимальной\nдальноÑти выÑтрела Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ оружиÑ.\n \nÐ’Ñ‹Ñокий Ð±Ð¾Ð½ÑƒÑ Ð¼Ð¾Ð¶ÐµÑ‚ увеличить макÑимальную\nдальноÑть как минимум на пару тайлов.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменили вероÑтноÑть\nÐ¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ бегущей цели.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", - L"\n \nÐавеÑка или внутренние ÑвойÑтва данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±Ð»Ð¸Ð¶Ð½ÐµÐ³Ð¾ Ð±Ð¾Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ð»Ð¸ урон\nна указанное значение.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили макÑимальную дальноÑть выÑтрела.\n \nМакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть - Ñто раÑÑтоÑние, пролетев которое,\n Ð¿ÑƒÐ»Ñ Ð½Ð°Ñ‡Ð½ÐµÑ‚ падать на землю.\n \nБольше - лучше.", - L"\n \nЭто оружие оборудовано оптичеÑким\nприцелом, что позволÑет уверенно поражать\nудаленные цели.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nБольше - лучше.", - L"\n \nЭто оружие оборудовано уÑтройÑтвом,\nкоторое проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ñилу горизонтальной отдачи.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ñилу вертикальной отдачи.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑпоÑобноÑть\nÑтрелка ÑправлÑтьÑÑ Ñ Ð¾Ñ‚Ð´Ð°Ñ‡ÐµÐ¹\nпри Ñтрельбе очередÑми.\n \nÐ’Ñ‹Ñокое значение позволÑет уверенно\nконтролировать оружие Ñ Ñильной отдачей\nдаже перÑонажам Ñ Ð¼Ð°Ð»Ñ‹Ð¼ значением Ñилы.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑпоÑобноÑть\nÑтрелка при Ñтрельбе очередÑми\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ñ‹Ð¼\nна цель.\n \nÐ’Ñ‹Ñокое значение позволÑет попадать\nв цель при Ñтрельбе очередÑми\nдаже на дальних диÑтанциÑÑ….\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ чаÑтоту,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок при Ñтрельбе очередÑми\nоценивает, Ñколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном \nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит количеÑтво ОД,\nдоÑтупных его владельцу на начало\nкаждого хода.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nвзÑÑ‚Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nÑÐ¾Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹ атаки.\n \nОбратите внимание, что Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ,\nÑпоÑобного веÑти огонь очередÑми,\nÑтот модификатор влиÑет и на Ñти режимы\nÑтрельбы тоже.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nÑтрельбы очередÑми.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nавтоматичеÑкой Ñтрельбы.\n \nОбратите внимание, что Ñтот модификатор\nне влиÑет на ÑтоимоÑть Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹\nпули к очереди, а только на начальную ÑтоимоÑть\nочереди.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nперезарÑдки оружиÑ.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили количеÑтво пуль в\nмагазине, который можно зарÑдить в Ñто оружие.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили количеÑтво пуль,\nвыпуÑкаемых очередью.\n \nЕÑли изначально у Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ было режима\nÑтрельбы очередью, то поÑле приÑоединениÑ\nÑтого предмета указанный режим поÑвитÑÑ.\n \nИ наоборот, большое отрицательное значение\nданного параметра может полноÑтью\nвыключить Ñтот режим.\n \nБольше ОБЫЧÐО лучше, но одной из\nзадач Ñтрельбы очередью ÑвлÑетÑÑ\nÑÐºÐ¾Ð½Ð¾Ð¼Ð¸Ñ Ð¿Ð°Ñ‚Ñ€Ð¾Ð½Ð¾Ð²...", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nÑкрывают вÑпышку\nвыÑтрела.\n \nÐ‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому враги не Ñмогут обнаружить\nÑтрелка по вÑпышке, что оÑобенно важно\nночью.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили раÑÑтоÑние, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ звук выÑтрела\nÑтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñлышен врагами и наёмниками.\n \nЕÑли Ñтот модификатор опуÑкает\nзначение громкоÑти Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð´Ð¾ 0,\nто оружие ÑчитаетÑÑ Ñовершенно беÑшумным.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили размер\nÑтого оружиÑ.\n \nРазмер вещей важен в новой\nÑиÑтеме инвентарÑ, в которой в Ñлоты\nможно помеÑтить вещи определенных\nразмеров и форм.\n \nУвеличив размер вещи, вы уже не Ñможете\nпомеÑтить ее в Ñлот, в который\nона раньше помещалаÑÑŒ.\n \nУменьшив размер вещи, вы Ñможете\nпомеÑтить ее в Ñлот меньшего размера\nили же помеÑтить больше таких вещей\nв тот же Ñлот.\n \nÐ’ целом, меньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили надежноÑть Ñтого оружиÑ.\n \nПри положительном значении ÑоÑтоÑние оружиÑ\nбудет ухудшатьÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, и наоборот.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nлеÑного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð²Ð¾Ð·Ð»Ðµ\nдеревьев или в выÑокой траве.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nгородÑкого камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nаÑфальте или бетоне.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nпуÑтынного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nпеÑке, гравии или Ñреди пуÑтынной раÑтительноÑти.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nзимнего камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nÑнежной поверхноÑти.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит показатель\nÑкрытноÑти владельца, что влиÑет на возможноÑть\nврагов УСЛЫШÐТЬ его передвижение в режиме\nÑкрытноÑти.\n \nЭтот модификатор менÑет ÐЕ видимоÑть\nвладельца, а лишь производимый им шум.\n \nБольше - лучше.", - L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит уровень Ñлуха\nвладельца на указанный процент.\n \nПри положительном значении владелец\nÑможет уÑлышать шум Ñ Ð±Ð¾Ð»ÐµÐµ дальних\nраÑÑтоÑний, и наоборот.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð²Ñех\nуÑловий.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð½Ð¾Ñ‡Ð½Ñ‹Ñ…\nуÑловий.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть ÑреднÑÑ Ð¸Ð»Ð¸ выше.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть очень выÑока, например\nпри иÑпользовании оÑÐ²ÐµÑ‚Ð¸Ñ‚ÐµÐ»Ñ Ð¸Ð»Ð¸ в полдень.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает только в темноте\nи только под землей.\n \nБольше - лучше.", - L"\n \nЕÑли взÑть Ñто оружие на изготовку,\nоно изменит поле Ð·Ñ€ÐµÐ½Ð¸Ñ Ð²Ð»Ð°Ð´ÐµÐ»ÑŒÑ†Ð°.\n \nБольшее значение означает более выраженный\nÑффект туннельного зрениÑ.\n \nМеньше - лучше.", - L"\n \nСпоÑобноÑть Ñтрелка ÑправлÑтьÑÑ Ñ\nотдачей при Ñтрельбе очередÑми или автоматичеÑкой\nÑтрельбе.\n \nБольше - лучше.", - L"\n \nСпоÑобноÑть Ñтрелка чаще оценивать\nÑколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐœÐµÐ½ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном\nприложении Ñилы очередь в целом будет точнее.\n \nМеньше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð·\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nповышенный ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать\nиз оружиÑ.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ð±Ð¾Ð½ÑƒÑ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nÑтот Ð±Ð¾Ð½ÑƒÑ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать из\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° дальних диÑтанциÑÑ….\n \nБольше - лучше.", - L"\n \nОдиночный выÑтрел повышает температуру\nна Ñто значение.\n \nРазличные типы боеприпаÑов\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", - L"\n \nКаждый ход температура ÑнижаетÑÑ\nна Ñто значение.\n \nБольше - лучше.", - L"\n \nЕÑли температура выше Ñтого значениÑ,\nто оружие будет давать оÑечки чаще.\n \nБольше - лучше.", - L"\n \nЕÑли температура предмета выше Ñтого\nзначениÑ, то его ÑоÑтоÑние будет ухудшатьÑÑ\nбыÑтрее.\n \nБольше - лучше.", - L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили отдачу Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°\nуказанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", -}; - -// HEADROCK HAM 4: Text for the new CTH indicator. -STR16 gzNCTHlabels[]= -{ - L"ОДИÐОЧÐЫЙ", //SINGLE - L"ОД", -}; -////////////////////////////////////////////////////// -// HEADROCK HAM 4: End new UDB texts and tooltips -////////////////////////////////////////////////////// - -// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. -STR16 gzMapInventorySortingMessage[] = -{ - L"Ð’ Ñекторе %c%d завершена Ñборка аммуниции в Ñщики.", - L"С предметов в Ñекторе %c%d ÑнÑта вÑÑ Ð½Ð°Ð²ÐµÑка.", - L"Ð’ Ñекторе %c%d вÑÑ‘ оружие разрÑжено.", - L"Ð’ Ñекторе %c%d вÑе вещи Ñгруппированы и объединены.", - // Bob: new strings for emptying LBE items - L"Finished emptying LBE items in sector %c%d.", - L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s - L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) - L"%s is now empty.", // LBE item %s contained stuff and was emptied - L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) - L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) -}; - -STR16 gzMapInventoryFilterOptions[] = -{ - L"Показать вÑÑ‘", - L"Оружие", - L"Патроны", - L"Взрывчатка", - L"Холодное оружие", - L"БронÑ", - L"Разгруз. ÑиÑтемы", - L"Ðаборы", - L"Прочие предметы", - L"Скрыть вÑÑ‘", -}; - -// MercCompare (MeLoDy) -// TODO.Translate -STR16 gzMercCompare[] = -{ - L"???", - L"Первое мнение:", - - L"Ðе нравÑÑ‚ÑÑ %s %s", - L"Симпатизирует %s %s", - - L"Люто ненавидит %s", - L"Ðенавидит %s", // 5 - - L"Лютый раÑиÑÑ‚ в отношении к %s", - L"РаÑиÑÑ‚ в отношении к %s", - - L"Излишне заботитÑÑ Ð¾ внешноÑти", - L"ЗаботитÑÑ Ð¾ внешноÑти", - - L"Лютый ÑекÑиÑÑ‚", // 10 - L"СекÑиÑÑ‚", - - L"Ðе нравитÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое", - L"Ðе нравитÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое", - - L"Затаил обиду", //Past grievances - L"____", // 15 - L"/", - L"* Мнение вÑегда между [%d; %d]", -}; - -// Flugente: Temperature-based text similar to HAM 4's condition-based text. -STR16 gTemperatureDesc[] = -{ - L"Температура ", - L"очень низкаÑ", - L"низкаÑ", - L"умереннаÑ", - L"выÑокаÑ", - L"очень выÑокаÑ", - L"опаÑнаÑ", - L"КРИТИЧЕСКÐЯ", - L"ФÐТÐЛЬÐÐЯ", - L"неизвеÑтна", - L"." -}; - -// Flugente: food condition texts -STR16 gFoodDesc[] = -{ - L"Пища ", - L"ÑвежаÑ", - L"хорошаÑ", - L"нормальнаÑ", - L"неÑвежаÑ", - L"порченнаÑ", - L"подгнившаÑ", - L"." -}; - -CHAR16* ranks[] = -{ L"", //ExpLevel 0 - L"РÑдовой ", //ExpLevel 1 - L"Ефрейтор ", //ExpLevel 2 - L"Мл. Ñержант ", //ExpLevel 3 - L"Сержант ", //ExpLevel 4 - L"Лейтенант ", //ExpLevel 5 - L"Капитан ", //ExpLevel 6 - L"Майор ", //ExpLevel 7 - L"Подполк. ", //ExpLevel 8 - L"Полковник ", //ExpLevel 9 - L"Генерал " //ExpLevel 10 -}; - - -STR16 gzNewLaptopMessages[]= -{ - L"Спрашивайте о нашем Ñпециальном предложении!", - L"Временно недоÑтупно", - L"ÐžÐ·Ð½Ð°ÐºÐ¾Ð¼Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð³Ñ€Ð° 'Jagged Alliance 2: Цена Свободы' Ñодержит только первые 6 карт Ñекторов. Ð¤Ð¸Ð½Ð°Ð»ÑŒÐ½Ð°Ñ Ð²ÐµÑ€ÑÐ¸Ñ Ð¸Ð³Ñ€Ñ‹ будет включать в ÑÐµÐ±Ñ Ð³Ð¾Ñ€Ð°Ð·Ð´Ð¾ больше возможноÑтей (Ð¿Ð¾Ð»Ð½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ ÑодержитÑÑ Ð² приложенном файле Readme.txt).", -}; - -STR16 zNewTacticalMessages[]= -{ - //L"РаÑÑтоÑние до цели: %d ед., ОÑвещенноÑть: %d/%d", - L"Передатчик подключен к вашему ноутбуку.", - L"Ð’Ñ‹ не можете нанÑть %s", - L"Предложение дейÑтвует ограниченное Ð²Ñ€ÐµÐ¼Ñ Ð¸ покрывает ÑтоимоÑть найма на вÑÑŽ миÑÑию, Ð¿Ð»ÑŽÑ Ð²Ñ‹ так же получите оборудование, перечиÑленное ниже.", - L"Ðаёмник %s - наше невероÑтное Ñуперпредложение 'одна плата за вÑе'. Ð’Ñ‹ также беÑплатно получите его перÑональную Ñкипировку.", - L"Гонорар", - L"Ð’ Ñекторе кто-то еÑть...", - //L"ДальнобойноÑть оружиÑ: %d ед., Ð¨Ð°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ñть: %d%%", - L"Показать укрытиÑ", - L"Ð›Ð¸Ð½Ð¸Ñ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð°", - L"Ðовые наёмники не могут выÑадитьÑÑ Ð·Ð´ÐµÑÑŒ.", - L"Так как ваш ноутбук лишилÑÑ Ð°Ð½Ñ‚ÐµÐ½Ð½Ñ‹, то вы не Ñможете нанÑть новых наёмников. Возможно, ÑÐµÐ¹Ñ‡Ð°Ñ Ð²Ð°Ð¼ Ñтоит загрузить одну из Ñохраненных игр, или начать игру заново!", - L"%s Ñлышит металличеÑкий хруÑÑ‚ под телом Джерри. КажетÑÑ, Ñто чмо Ñломало антенну вашего ноутбука.", //the %s is the name of a merc. - L"ПоÑле Ð¿Ñ€Ð¾Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð·Ð°Ð¿Ð¸Ñей, оÑтавленных помощником командира МорриÑа, %s видит, что не вÑе еще потерÑно. Ð’ запиÑке ÑодержатÑÑ ÐºÐ¾Ð¾Ñ€Ð´Ð¸Ð½Ð°Ñ‚Ñ‹ городов Ðрулько Ð´Ð»Ñ Ð·Ð°Ð¿ÑƒÑка по ним ракет. Кроме того, там также указаны координаты Ñамой ракетной базы.", - L"Изучив панель управлениÑ, %s понимает, что координаты цели можно изменить, и тогда ракета уничтожит Ñту базу. %s не ÑобираетÑÑ ÑƒÐ¼Ð¸Ñ€Ð°Ñ‚ÑŒ, а значит нужно быÑтрее отÑюда выбиратьÑÑ. Похоже, что Ñамый быÑтрый ÑпоÑоб Ñто лифт...", - L"Ð’ начале игры вы выбрали Ñохранение \"между боÑми\", поÑтому Ð½ÐµÐ»ÑŒÐ·Ñ Ñохранить игру во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", - L"(ÐÐµÐ»ÑŒÐ·Ñ ÑохранÑтьÑÑ Ð²Ð¾ Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ)", - L"Ðазвание кампании длиннее 30 Ñимволов.", - L"Ð¢ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ°Ð¼Ð¿Ð°Ð½Ð¸Ñ Ð½Ðµ найдена.", - L"КампаниÑ: По умолчанию ( %S )", - L"КампаниÑ: %S", - L"Ð’Ñ‹ выбрали кампанию %S. Она ÑвлÑетÑÑ Ð¼Ð¾Ð´Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸ÐµÐ¹ оригинальной игры Цена Свободы. Ð’Ñ‹ уверены, что хотите играть кампанию %S?", - L"Чтобы воÑпользоватьÑÑ Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¾Ñ€Ð¾Ð¼, Ñмените кампанию по умолчанию на другую.", - // anv: extra iron man modes - L"Ð’ начале игры вы выбрали Ñохранение \"между переÑтрелками\", поÑтому Ð½ÐµÐ»ÑŒÐ·Ñ Ñохранить игру в пошаговом режиме.", - L"Ð’ начале игры вы выбрали Ñохранение \"один раз в день\", поÑтому Ñохранить игру можно лишь раз в Ñутки, в %02d:00.", -}; - -// The_bob : pocket popup text defs -STR16 gszPocketPopupText[]= -{ - L"Гранатомёты", // POCKET_POPUP_GRENADE_LAUNCHERS, - L"Ракетницы", // POCKET_POPUP_ROCKET_LAUNCHERS - L"Холодное и метательное оружие", // POCKET_POPUP_MEELE_AND_THROWN - L"- нет подходÑщих патронов -", //POCKET_POPUP_NO_AMMO - L"- нет Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² инвентаре -", //POCKET_POPUP_NO_GUNS - L"ещё...", //POCKET_POPUP_MOAR -}; - -// Flugente: externalised texts for some features -STR16 szCovertTextStr[]= -{ - L"%s одет в камуфлÑж!", - L"%s неÑет рюкзак!", - L"%s неÑет труп!", - L"%s: %s выглÑдит подозрительно!", - L"%s: %s - Ñто военное оборудование!", - L"%s неÑет Ñлишком много оружиÑ!", - L"%s: %s Ñлишком круто Ð´Ð»Ñ Ñолдата %s!", - L"%s: Слишком много навеÑки на %s!", - L"%s занимаетÑÑ Ð¿Ð¾Ð´Ð¾Ð·Ñ€Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð¾Ð¹ деÑтельноÑтью!", - L"%s не выглÑдит как гражданÑкий!", - L"%s имеет кровотечение!", - L"%s пьÑн и ведет ÑÐµÐ±Ñ Ð½Ðµ как Ñолдат!", - L"При ближайшем раÑÑмотрении, маÑкировка %s не выдерживает проверки!", - L"%s не должен находитьÑÑ Ð·Ð´ÐµÑÑŒ!", - L"%s не должен находитьÑÑ Ð·Ð´ÐµÑÑŒ в данное времÑ!", - L"%s был замечен около Ñвежего трупа!", - L"%s имеет неÑтандартную Ñкипировку!", - L"%s целитÑÑ Ð² %s!", - L"%s Ñумел разоблачить маÑкировку %s!", - L"Ð’ Items.xml нет предметов одежды!", - L"Ðе работает Ñо Ñтарой ÑиÑтемой (OAS)!", - L"ÐедоÑтаточно ОД!", - L"Обнаружена Ð½ÐµÐ²ÐµÑ€Ð½Ð°Ñ Ð¿Ð°Ð»Ð¸Ñ‚Ñ€Ð°!", - L"Вам необходим навык шпиона Ð´Ð»Ñ Ñтого!", - L"Ðе найдена униформа!", - L"%s переоделÑÑ Ð² гражданÑкого.", - L"%s переоделÑÑ Ð² Ñолдата.", - L"%s ноÑит униформу неправильного образца!", - L"Требовать Ñдачи в плен, будучи переодетым, было не очень оÑмотрительно...", - L"%s был разоблачен!", - L"%s: маÑкировка выглÑдит нормально...", - L"%s: маÑкировка не выдержит проверки.", - L"%s был пойман на краже!", - L"%s пыталÑÑ Ð·Ð°Ð»ÐµÐ·Ñ‚ÑŒ в инвентарь %s.", - L"Элитный Ñолдат не раÑпознал %s!", // TODO.Translate - L"Офицер не знаком Ñ %s!", -}; - -STR16 szCorpseTextStr[]= -{ - L"Предмета 'голова' не найдено в Items.xml!", - L"Тело невозможно обезглавить!", - L"МÑÑных изделий не найдено в Items.xml!", - L"Ты больной! Тебе лечитьÑÑ Ð½Ð°Ð´Ð¾! ДейÑтвие невозможно.", - L"Снимать Ñ Ñ‚ÐµÐ»Ð° нечего!", - L"%s не может ÑнÑть одежду Ñ Ñтого трупа!", - L"Это тело невозможно забрать Ñ Ñобой!", //This corpse cannot be taken! - L"ОÑвободите руки, чтобы Ñ‚Ñнуть тело!", //No free hand to carry corpse - L"Предметов тела не найдено в Items.xml!", //No corpse item found in Items.xml - L"Ðеверный ID тела!", //Invalid corpse ID -}; - -STR16 szFoodTextStr[]= -{ - L"%s не хочет еÑть %s", - L"%s не хочет пить %s", - L"%s еÑÑ‚ %s", - L"%s пьёт %s", - L"%s оÑлабел от перееданиÑ!", - L"%s оÑлабел от голода!", - L"%s потерÑл здоровье от перееданиÑ!", - L"%s потерÑл здоровье от голода!", - L"%s оÑлабел от того, что выпил Ñлишком много воды!", - L"%s оÑлабел от жажды!", - L"%s потерÑл здоровье от того, что выпил Ñлишком много воды!", - L"%s потерÑл здоровье от жажды!", - L"Ðаполнение флÑжек в Ñекторе невозможно, СиÑтема Еды отключена!" -}; - -STR16 szPrisonerTextStr[]= -{ - L"%d офицеров, %d Ñпецназа, %d Ñолдат, %d полиции, %d генералов и %d гражданÑких было допрошено", - L"Gained $%d as ransom money.", // TODO.Translate - L"%d пленных выдали раÑположение отрÑдов армии.", - L"%d офицеров, %d Ñпецназ, %d Ñ€Ñдовых и %d полицейÑких решили приÑоединитьÑÑ Ðº нам.", - L"Пленные уÑтроили бунт в %s!", - L"%d пленные были отправлены в %s!", - L"Пленные были отпущены!", - L"ÐÑ€Ð¼Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð¾Ð»Ð¸Ñ€ÑƒÐµÑ‚ тюрьму %s, вÑе пленные были оÑвобождены!", - L"Противник отказываетÑÑ ÑдатьÑÑ!", - L"Противник отказываетÑÑ Ð²Ð·Ñть Ð²Ð°Ñ Ð² плен - они предпочли бы видеть Ð²Ð°Ñ Ð¼ÐµÑ€Ñ‚Ð²Ñ‹Ð¼Ð¸!", - L"Этот режим отключен в наÑтройках.", - L"%s оÑвободил %s!", - L"Ð’ %s был раÑкрыт выÑокопоÑтавленный офицер!", - L"ВражеÑкий командир отказываетÑÑ Ð´Ð°Ð¶Ðµ подумать о Ñдаче!", - L"%d заключенных добровольно приÑоединилиÑÑŒ к нашим Ñилам.", - L"Some of your mercs managed to escape the enemy capture!", - L"No possible escape is seen, it's a fight to the death!" -}; - -STR16 szMTATextStr[]= -{ - L"ничего", - L"укрепление ÑтроитÑÑ", - L"укрепление убираетÑÑ", - L"взлом", - L"%s был вынужден прекратить %s.", - L"Выбранное укрепление не может быть поÑтроено в Ñтом Ñекторе", -}; - -STR16 szInventoryArmTextStr[]= -{ - L"Взорвать (%d ОД)", - L"Взорвать", - L"Ðктивировать (%d ОД)", - L"Ðктивировать", - L"Обезвредить (%d ОД)", - L"Обезвредить", -}; - -STR16 szBackgroundText_Flags[]= -{ - L" может употреблÑть наркотики из инвентарÑ\n", - L" вне завиÑимоÑти от других оÑобенноÑтей биографии\n", - L" +1 уровень в подземных Ñекторах\n", - L" steals money from the locals sometimes\n", // TODO.Translate - - L" +1 уровень ловушек при уÑтановке мин\n", - L" разлагает других наёмников\n", - L" только женÑкий", // won't show up, text exists for compatibility reasons - L" только мужÑкой", // won't show up, text exists for compatibility reasons - - L" значительный штраф к лоÑльноÑти во вÑех городах, еÑли умирает\n", - - L" отказываетÑÑ Ð°Ñ‚Ð°ÐºÐ¾Ð²Ð°Ñ‚ÑŒ животных\n", - L" отказываетÑÑ Ð°Ñ‚Ð°ÐºÐ¾Ð²Ð°Ñ‚ÑŒ тех, кто ÑоÑтоит в той же группе\n", -}; - -STR16 szBackgroundText_Value[]= -{ - L" %s%d%% ОД в холодных Ñекторах\n", - L" %s%d%% ОД в пуÑтынных Ñекторах\n", - L" %s%d%% ОД в болотных Ñекторах\n", - L" %s%d%% ОД в городÑких Ñекторах\n", - L" %s%d%% ОД в леÑных Ñекторах\n", - L" %s%d%% ОД на равнинных Ñекторах\n", - L" %s%d%% ОД в речных Ñекторах\n", - L" %s%d%% ОД в тропичеÑких Ñекторах\n", - L" %s%d%% ОД в Ñекторах на побережье\n", - L" %s%d%% ОД в горных Ñекторах\n", - - L" %s%d%% подвижноÑть\n", - L" %s%d%% ловкоÑть\n", - L" %s%d%% Ñила\n", - L" %s%d%% лидерÑтво\n", - L" %s%d%% меткоÑть\n", - L" %s%d%% механика\n", - L" %s%d%% взрывчатка\n", - L" %s%d%% медицина\n", - L" %s%d%% интеллект\n", - - L" %s%d%% ОД на крышах\n", - L" %s%d%% ОД Ð´Ð»Ñ Ð¿Ð»Ð°Ð²Ð°Ð½Ð¸Ñ\n", - L" %s%d%% ОД Ð´Ð»Ñ ÑтроительÑтва укреплений\n", - L" %s%d%% ОД Ð´Ð»Ñ Ñтрельбы из миномётов\n", - L" %s%d%% ОД Ð´Ð»Ñ Ð´Ð¾Ñтупа к инвентарю\n", - L" Ñмотрит в разных направлениÑÑ… при выÑадке\n %s%d%% ОД поÑле выÑадки\n", - L" %s%d%% ОД на первом ходу при штурме Ñектора\n", - - L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¿ÐµÑˆÐºÐ¾Ð¼\n", - L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° машине\n", - L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° воздушном транÑпорте\n", - L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° водном транÑпорте\n", - - L" %s%d%% Ñопротивление Ñтраху\n", - L" %s%d%% Ñопротивление подавлению\n", - L" %s%d%% физичеÑкое Ñопротивление\n", - L" %s%d%% Ñопротивление алкогол.\n", - L" %s%d%% Ñопротивление заболеванию\n", - - L" %s%d%% ÑффективноÑть Ð²ÐµÐ´ÐµÐ½Ð¸Ñ Ð´Ð¾Ð¿Ñ€Ð¾Ñа\n", - L" %s%d%% ÑффективноÑть тюремной охраны\n", - L" %s%d%% лучше цены при торговле оружием и патронами\n", - L" %s%d%% лучшие цены при торговле броней, разгрузками, ножами, наборам и др.\n", - L" %s%d%% к Ñиле капитулÑции при ведении переговоров\n", - L" %s%d%% быÑтрее бег\n", - L" %s%d%% ÑкороÑть перевÑзки\n", - L" %s%d%% воÑтановление дыханиÑ\n", - L" %s%d%% Ñила Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ½Ð¾Ñки вещей\n", - L" %s%d%% потребление еды\n", - L" %s%d%% потребление воды\n", - L" %s%d потребноÑть в Ñне\n", - L" %s%d%% урон от ножей\n", - L" %s%d%% точноÑть атаки ножами\n", - L" %s%d%% ÑффективноÑть камуфлÑжа\n", - L" %s%d%% ÑкрытноÑть\n", - L" %s%d%% макÑ. ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ\n", - L" %s%d дальноÑть Ñлуха ночью\n", - L" %s%d дальноÑть Ñлуха днем\n", - L" %s%d ÑффективноÑть при разминировании ловушек\n", - L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐŸÐ’Ðž\n", - - L" %s%d%% ÑффективноÑть дружеÑкого обращениÑ\n", - L" %s%d%% ÑффективноÑть прÑмого обращении\n", - L" %s%d%% ÑффективноÑть угроз\n", - L" %s%d%% ÑффективноÑть найма\n", - - L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñ Ð²Ñ‹ÑˆÐ¸Ð±Ð½Ñ‹Ð¼Ð¸ зарÑдами\n", - L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼ против животных\n", - L" %s%d%% ÑтоимоÑть Ñтраховки\n", - L" %s%d%% ÑффективноÑть Ð½Ð°Ð±Ð»ÑŽÐ´Ð°Ñ‚ÐµÐ»Ñ Ð² ÑнайперÑкой паре\n", - L" %s%d%% ÑффективноÑть в диагноÑтике заболеваниÑ\n", - L" %s%d%% ÑффективноÑть в лечении наÑÐµÐ»ÐµÐ½Ð¸Ñ Ð¾Ñ‚ болезней\n", - L"Замечает Ñледы на раÑÑтоÑнии до %d метров\n", - L" %s%d%% начальное раÑÑтоÑние до противника в заÑаде\n", - L" %s%d%% ÑˆÐ°Ð½Ñ Ð¸Ð·Ð±ÐµÐ¶Ð°Ñ‚ÑŒ укуÑа змей\n", - - L" не нравитьÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое\n", - L"Курит", - L"Ðе курит", - L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", - L" %s%d%% кровотечение\n", - L" Взлом: %s%d ", - L" %s%d%% burial speed\n", // TODO.Translate - L" %s%d%% administration effectiveness\n", // TODO.Translate - L" %s%d%% exploration effectiveness\n", // TODO.Translate -}; - -STR16 szBackgroundTitleText[] = -{ - L"I.M.P. БиографиÑ", -}; - -// Flugente: personality -STR16 szPersonalityTitleText[] = -{ - L"I.M.P. ПредубеждениÑ", -}; - -STR16 szPersonalityDisplayText[]= -{ - L"Ð’Ñ‹ выглÑдите", - L"и ваша внешноÑть", - L"важна Ð´Ð»Ñ Ð²Ð°Ñ.", - L"У ваÑ", - L" и вы", - L"переживаете за Ñто.", - L"Ð’Ñ‹", - L"и ненавидите вÑех", - L".", - L"раÑиÑÑ‚ по отношению к не ", - L".", -}; - -// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! -STR16 szPersonalityHelpText[]= -{ - L"Как вы выглÑдите?", - L"ÐаÑколько Ð´Ð»Ñ Ð²Ð°Ñ Ð²Ð°Ð¶ÐµÐ½ внешний вид других?", - L"Ваша манера поведениÑ?", - L"ÐаÑколько Ð´Ð»Ñ Ð²Ð°Ñ Ð²Ð°Ð¶Ð½Ð° манера Ð¿Ð¾Ð²ÐµÐ´ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ…?", - L"Ваша национальноÑть?", - L"ÐšÐ°ÐºÐ°Ñ Ð½Ð°Ñ†Ð¸Ð¾Ð½Ð°Ð»ÑŒÐ½Ð¾Ñть вам неприÑтна?", - L"ÐаÑколько вам неприÑтна Ñта национальноÑть?", - L"наÑколько вы раÑиÑÑ‚?", - L"Ваша раÑа? Ð’Ñ‹ будете\nотноÑитьÑÑ Ð¿Ð»Ð¾Ñ…Ð¾ к другим раÑам.", - L"ÐаÑколько вы ÑекÑиÑÑ‚ по отношению к другим полам?", -}; - - -STR16 szRaceText[]= -{ - L"белым", - L"черным", - L"азиатам", - L"ÑÑкимоÑам", - L"иÑпанцам", -}; - -STR16 szAppearanceText[]= -{ - L"Ñредне", - L"уродливо", - L"невзрачно", - L"привлекательно", - L"как ребенок", -}; - -STR16 szRefinementText[]= -{ - L"обычное поведение", - L"хамÑкое поведение", - L"ÑнобÑкое поведение", -}; - -STR16 szRefinementTextTypes[] = -{ - L"нормальные люди", - L"жлобы", - L"Ñнобы", -}; - -STR16 szNationalityText[]= -{ - L"Ðмериканец", // 0 - L"Ðраб", - L"ÐвÑтралиец", - L"Британец", - L"Канадец", - L"Кубинец", // 5 - L"Датчанин", - L"Француз", - L"РуÑÑкий", - L"Ðигериец", - L"Швейцарец", // 10 - L"Ямаец", - L"ПолÑк", - L"Китаец", - L"Ирладец", - L"Южноафриканец", // 15 - L"Венгр", - L"Шотландец", - L"Ðрулькиец", - L"Ðемец", - L"Ðфриканец", // 20 - L"ИтальÑнец", - L"Голландец", - L"Румын", - L"Метавирец", - - // newly added from here on - L"Грек", // 25 - L"ЭÑтонец", - L"ВенеÑуÑлец", - L"Японец", - L"Турок", - L"Индиец", // 30 - L"МекÑиканец", - L"Ðорвежец", - L"ИÑпанец", - L"Бразилец", - L"Финн", // 35 - L"Иранец", - L"ИзраильтÑнин", - L"Болгарин", - L"Швед", - L"Иракец", // 40 - L"Сириец", - L"Бельгиец", - L"Португалец", - L"БелоруÑ", - L"Серб", // 45 - L"ПакиÑтанец", - L"Ðлбанец", - L"Ðргентинец", - L"ÐрмÑнин", - L"Ðзербайджанец", // 50 - L"Боливиец", - L"Чилиец", - L"ЧеркеÑ", - L"Колумбиец", - L"ЕгиптÑнин", // 55 - L"Эфиоп", - L"Грузин", - L"Иорданец", - L"КазахÑтанец", - L"Кениец", // 60 - L"Кореец", - L"КыргызÑтанец", - L"Монгол", - L"ПалеÑтинец", - L"Панамец", // 65 - L"Родезиец", - L"Сальвадорец", - L"Саудовец", - L"Сомалиец", - L"Таец", // 70 - L"Украинец", - L"УзбекиÑтанец", - L"Валлиец", - L"Езид", - L"Зимбабвиец", // 75 -}; - -STR16 szNationalityTextAdjective[] = -{ - L"американцев", // 0 - L"арабов", - L"авÑтралийцев", - L"британцев", - L"канадцев", - L"кубинцев", // 5 - L"датчан", - L"французов", - L"руÑÑких", - L"нигерийцев", - L"швейцарцев", // 10 - L"Ñмайцев", - L"полÑков", - L"китайцев", - L"ирладцев", - L"южноафриканцев", // 15 - L"венгров", - L"шотландецев", - L"арулькийцев", - L"немцев", - L"африканцев", // 20 - L"итальÑнцев", - L"голландцев", - L"румынов", - L"метавирцев", - - // newly added from here on - L"греков", // 25 - L"ÑÑтонцев", - L"венеÑуÑльцев", - L"Ñпонцев", - L"турков", - L"индийцев", // 30 - L"мекÑиканцев", - L"норвежцев", - L"иÑпанцев", - L"бразильцев", - L"финнов", // 35 - L"иранцев", - L"израильтÑнинов", - L"болгаров", - L"шведов", - L"иракцев", // 40 - L"Ñирийцев", - L"бельгийцев", - L"португальцев", - L"белоруÑов", - L"Ñербов", // 45 - L"пакиÑтанцев", - L"албанцев", - L"аргентинцев", - L"армÑн", - L"азербайджанцев", // 50 - L"боливийцев", - L"чилийцев", - L"черкеÑов", - L"колумбийцев", - L"египтÑн", // 55 - L"Ñфиопов", - L"грузин", - L"иорданцев", - L"казахÑтанцев", - L"кенийцев", // 60 - L"корейцев", - L"кыргызÑтанцев", - L"монголов", - L"палеÑтинцев", - L"панамцев", // 65 - L"родезийцев", - L"Ñальвадорцев", - L"Ñаудовцев", - L"Ñомалийцев", - L"тайцев", // 70 - L"украинцев", - L"узбекиÑтанцев", - L"валлийцев", - L"езидов", - L"зимбабвийцев", // 75 -}; - -// special text used if we do not hate any nation (value of -1) -STR16 szNationalityText_Special[]= -{ - L"нормально отноÑитÑÑ Ðº другим национальноÑÑ‚Ñм.", // used in personnel.cpp - L"неизвеÑтно", // used in IMP generation -}; - -STR16 szCareLevelText[]= -{ - L"не", - L"немного", - L"Ñильно", -}; - -STR16 szRacistText[]= -{ - L"не", - L"немного", - L"Ñильно", -}; - -STR16 szSexistText[]= -{ - L"не ÑекÑиÑÑ‚", - L"ÑекÑиÑÑ‚", - L"убежденный ÑекÑиÑÑ‚", - L"джентльмен", -}; - -// Flugente: power pack texts -STR16 gPowerPackDesc[] = -{ - L"Батарейки: ", - L"зарÑжены", - L"хороший зарÑд", - L"половина зарÑда", - L"низкий зарÑд", - L"разрÑжены", - L"." -}; - -// WANNE: Special characters like % or someting else should go here -// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) -STR16 sSpecialCharacters[] = -{ - L"%", // Percentage character -}; - -STR16 szSoldierClassName[]= -{ - L"Ðаёмник", - L"Ðовобранец", - L"РÑдовой", - L"Ветеран", - - L"ГражданÑкий", - - L"ПолицейÑкий", - L"Солдат", - L"Спецназ", - L"Танк", - - L"Тварь", - L"Зомби", -}; - -STR16 szCampaignHistoryWebSite[]= -{ - L"ПреÑÑ-Ñлужба %s", - L"МиниÑтерÑтво раÑпроÑÑ‚Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ %s", - L"Революционное движение %s", - L"The Times International", - L"International Times", - L"R.I.S. (Служба информационной разведки)", - - L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾Ñ‚ %s", - L"Мы - нейтральный иÑточник информации. Мы Ñобираем различные новоÑтные Ñтатьи от %s. Мы не оцениваем Ñти иÑточники - мы проÑто публикуем их, так что вы Ñами можете ÑоÑтавить Ñвое мнение. Мы публикуем Ñтатьи из различных иÑточников, Ñреди них ", - - L" ÐžÐ±Ñ‰Ð°Ñ Ñводка", - L" Боевые отчёты", - L" ÐовоÑти", - L" О наÑ", -}; - -STR16 szCampaignHistoryDetail[]= -{ - L"%s, %s %s %s в %s.", - - L"ополченцы", - L"армиÑ", - - L"атаковали", - L"попал в заÑаду", - L"выÑадилÑÑ", - - L"Ðтака оÑущеÑтвлена Ñ %s.", - L"Подкрепление Ð´Ð»Ñ %s пришли Ñ %s.", - L"Ðтакованы Ñ %s, %s получили Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ñ %s.", - L"Ñевера", - L"воÑтока", - L"юга", - L"запада", - L"и", - L"неизвеÑтно", //an unknown location - - L"Ð—Ð´Ð°Ð½Ð¸Ñ Ð² Ñекторе получили повреждениÑ.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð·Ð´Ð°Ð½Ð¸Ñ Ð² Ñекторе получили повреждениÑ, %d гражданÑких были убиты и %d ранены.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ %s и %s вызвали подкреплениÑ.", - L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ %s вызвали подкреплениÑ.", - L"Очевидцы отмечают иÑпользование химичеÑкого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¾Ð±ÐµÐ¸Ð¼Ð¸ Ñторонами.", - L"ХимичеÑкое оружие было иÑпользовано %s.", - L"Ð’ результате Ñерьезной ÑÑкалации конфликта отмечаетÑÑ Ð¸Ñпользование танков обеими Ñторонами.", - L"%d танков было иÑпользовано %s, %d было уничтожено в ожеÑточенном бою.", - L"Обе Ñтороны утверждают, что иÑпользовали Ñнайперов.", - L"По непроверенным данным, у %s в Ñтолкновении учаÑтвовали Ñнайперы.", - L"Этот Ñектор имеет большое ÑтратегичеÑкое значение, поÑкольку в нем раÑположена одна из батарей ПВО, которыми раÑполагает Ð°Ñ€Ð¼Ð¸Ñ %s. ÐÑрофотоÑьемка показывает, что центр ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ð» Ñерьезные повреждениÑ. Ð’ результате воздушное проÑтранÑтво над %s некоторое Ð²Ñ€ÐµÐ¼Ñ Ð±ÑƒÐ´ÐµÑ‚ незащищенным.", - L"Ð¡Ð¸Ñ‚ÑƒÐ°Ñ†Ð¸Ñ ÑтановитÑÑ Ð²Ñе более запутанной, так как, ÑÑƒÐ´Ñ Ð¿Ð¾ вÑему, разноглаÑÐ¸Ñ Ð¼ÐµÐ¶Ð´Ñƒ повÑтанцами доÑтигли Ñерьезного уровнÑ. У Ð½Ð°Ñ ÐµÑть подтверждение, что между повÑтанцами и иноÑтранными наёмниками произошел бой.", - L"Положение правительÑтвенных войÑк оказалоÑÑŒ более шатким, чем предÑтавлÑлоÑÑŒ ранее. ЕÑть ÑвидетельÑтва раÑкола и Ñтрельбы между армейÑкими подразделениÑми.", -}; - -STR16 szCampaignHistoryTimeString[]= -{ - L"Глубокой ночью", // 23 - 3 - L"Ðа раÑÑвете", // 3 - 6 - L"Рано утром", // 6 - 8 - L"Утром", // 8 - 11 - L"Ð’ полдень", // 11 - 14 - L"ПоÑле полуднÑ", // 14 - 18 - L"Вечером", // 18 - 21 - L"Ðочью", // 21 - 23 -}; - -STR16 szCampaignHistoryMoneyTypeString[]= -{ - L"Ðачальные финанÑÑ‹", - L"Доход от шахт", - L"ТорговлÑ", - L"Другие иÑточники", -}; - -STR16 szCampaignHistoryConsumptionTypeString[]= -{ - L"Патроны", - L"Взрывчатка", - L"Еда", - L"Медикаменты", - L"ОбÑлуживание", -}; - -STR16 szCampaignHistoryResultString[]= -{ - L"ÐрмейÑкие Ñилы были уничтожены без оÑобого ÑопротивлениÑ.", - - L"ПовÑтанцы легко Ñокрушили противника, нанеÑÑ Ñ‚Ñжелый урон.", - L"ПовÑтанцы без оÑобых уÑилий нанеÑли противнику Ñ‚Ñжелый урон и захватили неÑколько пленных.", - - L"ПовÑтанцы Ñумели победить противника в результате Ñ‚Ñжелого боÑ. ÐÑ€Ð¼Ð¸Ñ Ð¿Ð¾Ð½ÐµÑла потери.", - L"ПовÑтанцы понеÑли потери, но Ñмогли нанеÑти поражение правительÑтвенным войÑкам. По непроверенным данным, неÑколько Ñолдат могли попаÑть в плен.", - - L"ПовÑтанцы Ñумели нанеÑти поражение правительÑтвенным войÑкам, но из-за выÑоких потерь Ñта победа может оказатьÑÑ Ð¿Ð¸Ñ€Ñ€Ð¾Ð²Ð¾Ð¹. ÐеизвеÑтно, Ñумеют ли они удержать завоеванные позиции под непрерывными атаками противника.", - - L"ЧиÑленное превоÑходÑтво армии принеÑло Ñвои плоды. ПовÑтанцы не имели ни единого шанÑа и вынуждены были отÑтупить, чтобы избежать гибели или плена.", - L"ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° чиÑленное превоÑходÑтво повÑтанцев в Ñтом Ñекторе, Ð°Ñ€Ð¼Ð¸Ñ Ð»ÐµÐ³ÐºÐ¾ разделалаÑÑŒ Ñ Ð½Ð¸Ð¼Ð¸.", - - L"ПовÑтанцы не были готовы противоÑтоÑть правительÑтвенным войÑкам, которые превоÑходили их в чиÑленноÑти и вооружении, и были разбиты армией Ñ Ð»ÐµÐ³ÐºÐ¾Ñтью.", - L"ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° то, что на Ñтороне повÑтанцев было чиÑленное преимущеÑтво, Ð°Ñ€Ð¼Ð¸Ñ Ð¾ÐºÐ°Ð·Ð°Ð»Ð°ÑÑŒ лучше вооружена. ПовÑтанцы потерпели поражение", - - L"Ð’ результате ожеÑточенного Ð±Ð¾Ñ Ð¾Ð±Ðµ Ñтороны понеÑли ÑущеÑтвенные потери, но в итоге ÑказалоÑÑŒ чиÑленное преимущеÑтво армии. ПовÑтанцы были разгромлены. Возможно, чаÑть из них Ñумела выжить, но в наÑтоÑщий момент мы не можем проверить Ñту информацию.", - L"Ð’ произошедшей интенÑивной переÑтрелке ÑказалаÑÑŒ Ð»ÑƒÑ‡ÑˆÐ°Ñ Ð¿Ð¾Ð´Ð³Ð¾Ñ‚Ð¾Ð²ÐºÐ° армии, и повÑтанцы были вынуждены отÑтупить.", - - L"Ðи одна из Ñторон не ÑобиралаÑÑŒ уÑтупать. ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° то, что Ð°Ñ€Ð¼Ð¸Ñ ÑƒÑтранила угрозу воÑÑÑ‚Ð°Ð½Ð¸Ñ Ð² районе, понеÑенные потери означают, что армейÑкое подразделение ÑущеÑтвует только формально. Однако, еÑли Ð°Ñ€Ð¼Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ позволить Ñебе воевать Ñ Ñ‚Ð°ÐºÐ¸Ð¼ уровнем потерь, повÑтанцы очень Ñкоро физичеÑки закончатÑÑ.", -}; - -STR16 szCampaignHistoryImportanceString[]= -{ - L"Ðеприменимый", - L"Ðеважный", - L"Заметный", - L"Примечательный", - L"СущеÑтвенный", - L"ИнтереÑный", - L"Важный", - L"Очень важный", - L"Серьезный", - L"Значительный", - L"Важнейший", -}; - -STR16 szCampaignHistoryWebpageString[]= -{ - L"Убито", - L"Ранено", - L"Пленных", - L"Ð’Ñ‹Ñтрелов", - - L"Денег", - L"Издержки", - L"Потери", - L"УчаÑтники", - - L"Повышеный", - L"Общий", - L"Полный", - L"Ðазад", - - L"Далее", - L"Эпизод", - L"День", -}; - -STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate -{ - L"Славный %s", - L"Мощный %s", - L"Грозный %s", - L"Пугающий %s", - - L"Могучий %s", - L"Поразительный %s", - L"Вероломный %s", - L"Скорый %s", - - L"ÐеиÑтовый %s", - L"ЖеÑтокий %s", - L"БезжалоÑтный %s", - L"БеÑпощадный %s", - - L"КаннибальÑкий %s", - L"Великолепный %s", - L"Плутливый %s", - L"ÐеÑÑный %s", - - L"Ðеопределенный %s", - L"Сжигающий %s", - L"Разгневанный %s", - L"Воображаемый %s", - - // 20 - L"УжаÑтный %s", - L"Плевать-на-право %s", - L"Спровоцированный %s", - L"ÐепреÑтанный %s", - - L"ЖеÑткий %s", - L"Упорный %s", - L"БезраÑÑудный %s", - L"Ðевозможный %s", - - L"Страшнейший %s", - L"Внезапный %s", - L"ДемократичеÑкий %s", - L"Разрывной %s", - - L"Двухпартийный %s", - L"Кровавый %s", - L"РумÑный %s", - L"Ðевинный %s", - - L"Злобный %s", - L"ДразнÑщий %s", - L"Уничтожающий %s", - L"Стойкий %s", - - // 40 - L"ÐемилоÑердный %s", - L"СумаÑшедший %s", - L"Окончательный %s", - L"ЯроÑтный %s", - - L"Лучше избежать нашего %s", - L"Страшный %s", - L"Благодарный %s!", - L"Защитить %s", - - L"Внимательный %s", - L"Крушаший %s", - L"Колющий %s", - L"Побеждающий %s", - - L"СадиÑÑ‚Ñкий %s", - L"ГорÑщий %s", - L"Гневный %s", - L"Ðевидимый %s", - - L"Виновный %s", - L"Гниющий %s", - L"Очищающий %s", - L"БеÑпокойный %s", - - // 60 - L"Страый %s", - L"Голодный %s", - L"СпÑщий %s", - L"Угрюмый %s", - - L"Гибкий %s", - L"Ðазойливый %s", - L"Обиженный %s", - L"Привлекательный %s", - - L"Кричащий %s", - L"ПрÑчущийÑÑ %s", - L"МолÑщийÑÑ %s", - L"БродÑщий %s", - - L"Хладнокровный %s", - L"БеÑÑтрашный %s", - L"БыÑтроногий %s", - L"ПраклÑтый %s", - - L"ВегетарианÑкий %s", - L"Ðелепый %s", - L"ОтÑталый %s", - L"ПревоÑходный %s", - - // 80 - L"ГероичеÑкий %s", - L"ПодходÑщий %s", - L"СмотрÑщий %s", - L"Отравленный %s", - - L"Ðеожиданный %s", - L"Продолжительный %s", - L"ВеÑелÑщий %s", - L"%s - обмен!", - - L"%s на Ñтероидах", - L"%s против Прищельцев", - L"%s Ñ Ñ‚Ð²Ð¸Ñтом", - L"УдовлетворÑющий %s", - - L"Гибрид Человек-%s", - L"ПуÑтынный %s", - L"Дорогой %s", - L"Полуночный %s", - - L"КапиталиÑтичеÑкий %s", - L"КоммуниÑтичеÑкий %s", - L"Значительный %s", - L"УÑтойчивый %s", - - // 100 - L"ÐнарколептичеÑкий %s", - L"Отбеливающий %s", - L"ДробÑщий %s", - L"Бьющий %s", - - L"Кровожадный %s", - L"Тучный %s", - L"Лукавый %s", - L"Древовидный %s", - - L"Дешевый %s", - L"Удовлетворенный %s", - L"Ложный %s", - L"%s в помощь", - - L"Крабы против %s", - L"%s в коÑмоÑе!!!", - L"%s против Годзиллы", - L"Ðнеукрощённый %s", - - L"Ðадёжный %s", - L"Медный %s", - L"Ðлчный %s", - L"Ðочной %s", - - // 120 - L"Мешающий %s", - L"Сердитый %s", - L"Противный %s", - L"Мманиакальный %s", - - L"Древний %s", - L"КрадущийÑÑ %s", - L"%s Рока", - L"МеÑть %s", - - L"%s в бегах", - L"%s вне времени", - L"Один Ñ %s", - L"%s из Ðда", - - L"Супер-%s", - L"Ультра-%s", - L"Мега-%s", - L"Гига-%s", - - L"ЧаÑтичный %s", - L"Отличный %s", - L"Дрожащий %s", - L"ОбодрÑющий %s", - - // 140 -}; - -STR16 szCampaignStatsOperationSuffix[] = -{ - L"Дракон", - L"Горный Лев", - L"КраÑноголовый Змей", - L"Терьерь РаÑÑела", - - L"Грод Ðемезида", - L"ВаÑилиÑк", - L"Клинок", - L"Щит", - - L"Молот", - L"Призрак", - L"КонкреÑÑ", - L"ÐефтÑной Бур", - - L"Друг", - L"Товарищ", - L"Муж", - L"ТеÑть", - - L"Дюнный Змей", - L"Банкир", - L"Удав", - L"Кот", - - // 20 - L"Съезд", - L"Сенат", - L"Церковник", - L"Задира", - - L"Штык", - L"Волк", - L"Солдат", - L"ДревеÑтник", - - L"ПиÑец", - L"КуÑÑ‚", - L"ÐÑфальт", - L"Закат", - - L"Ураган", - L"Оцелот", - L"Тигр", - L"Завод", - - L"Леопард", - L"Демон", - L"Овод", - L"Ротвейлер", - - // 40 - L"Кузен", - L"Дед", - L"Ðоворожденный", - L"Сектант", - - L"Ðнтибиотик", - L"Демократ", - L"Полкоодец", - L"Молот Судного ДнÑ", - - L"МиниÑтр", - L"Бобр", - L"ТеррориÑÑ‚", - L"Дождь Смерти", - - L"Пророк", - L"Торговец", - L"КреÑтоноÑец", - L"Управленец", - - L"ПульÑар", - L"ОтпуÑк", - L"Взрыв", - L"Хищник", - - // 60 - L"Мантикор", - L"ЛедÑной Гигант", - L"Ðнтракт", - L"Средний КлаÑÑ", - - L"Крикун", - L"Козел", - L"ПеÑ", - L"Ответ", - - L"Бункер", - L"Мим", - L"Проводник", - L"Работодатель", - - L"Француз", - L"Момент", - L"Тритон", - L"Дурак", - - L"Степной Волк", - L"Железный Молот", - L"Лорд", - L"Правитель", - - // 80 - L"Диктатор", - L"Старик", - L"Измельчитель", - L"пылеÑоÑ", - - L"ХомÑк", - L"Гипноз", - L"Диджей", - L"Uробовщик", - - L"Гном", - L"Ребенок", - L"ГангÑтер", - L"МÑÑоед", - - L"Бог", - L"Гендер", - L"Моль", - L"Малыш", - - L"Самолет", - L"Гражданин", - L"Любовни", - L"Фонд", - - // 100 - L"Формат", - L"Меч", - L"БарÑ", - L"ИрбиÑ", - - L"Кентавр", - L"Скорпион", - L"Серпент", - L"Черный Паук", - - L"Тарантул", - L"Гриф", - L"Еретик", - L"Кретин", - - L"Образец", - L"Цербер", - L"МангуÑÑ‚", - L"Ухажер", - - L"Монах", - L"Скиталец", - L"Гад", - L"Сом", - - // 120 - L"Греховник", - L"Праведник", - L"ÐÑтероид", - L"Метеор", - - L"Клубок Проблем", - L"Рыбий Жир", - L"Молочник", - L"УÑ", - - L"ПÑих", - L"Безумец", - L"рефлекÑ", - L"Знак", - - L"Король", - L"Принц", - L"ЕпиÑкоп", - L"Раб", - - L"Оплот", - L"Дворец", - L"Конь", - L"Суд", - - // 140 -}; - -STR16 szMercCompareWebSite[] = -{ - // main page - L"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут", - L"Ваш ÑкÑперт â„–1 по Ñплочению комманды", - - L"Кто мы?", - L"Ðнализ команды", - L"Парные ÑравнениÑ", - L"ПерÑоналии", - L"Отзывы клиентов", - - L"ЕÑли ваш Ð±Ð¸Ð·Ð½ÐµÑ Ð¿Ñ€ÐµÐ´Ð¿Ð¾Ð»Ð°Ð³Ð°ÐµÑ‚ инновационные Ñ€ÐµÑˆÐµÐ½Ð¸Ñ Ð´Ð»Ñ ÐºÑ€Ð¸Ñ‚Ð¸Ñ‡ÐµÑких приложений, работающих в режиме реального времени, возможно, некоторые из Ñтих наблюдений будут вам знакомы:", - L"Ваша команда боретÑÑ Ñама Ñ Ñобой.", - L"Ваши Ñотрудники тратÑÑ‚ Ð²Ñ€ÐµÐ¼Ñ Ð¼ÐµÑˆÐ°Ñ Ð´Ñ€ÑƒÐ³ другу.", - L"Ð’ вашем коллективе Ð±Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‚ÐµÐºÑƒÑ‡ÐµÑть кадров.", - L"Ð’Ñ‹ поÑтоÑнно получаете низкие оценки по удовлетворенноÑти перÑонала работой.", - L"ЕÑли вы ÑтолкнулиÑÑŒ Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ Ñ Ð¾Ð´Ð½Ð¾Ð¹ из Ñтих Ñитуаций, то, возможно, в вашем деле еÑть проблемы. И Ñкорее вÑего, ваши Ñотрудники не Ñтанут работать в полную Ñилу. Ðо Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°ÑˆÐµÐ¹ запатентованной и проÑтой Ð´Ð»Ñ Ð¿Ð¾Ð½Ð¸Ð¼Ð°Ð½Ð¸Ñ ÑиÑтеме \"БоЛТиК\", вы Ñможете вернуть производительноÑть и ÑчаÑтливые улыбки на лицах вÑех ваших Ñотрудников в мгновение ока!", - - // customer quotes - L"ÐеÑколько цитат наших благодарных клиентов:", - L"Мои прошлые Ð¾Ñ‚Ð½Ð¾ÑˆÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¸ проÑто ужаÑны. Я винила во вÑём ÑебÑ... но теперь то Ñ Ð·Ð½Ð°ÑŽ. Ð’Ñе мужчины заÑлуживают Ñмерти! СпаÑибо тебе, \"БоЛТиК\", за моё прозрение!", - L"-Луиза Г., романиÑÑ‚-", - L"Я никогда не ладил Ñо Ñвоими братьÑми, а в поÑледнее Ð²Ñ€ÐµÐ¼Ñ Ð¾Ñ‚Ð½Ð¾ÑˆÐµÐ½Ð¸Ñ Ñтали ÑовÑем из рук вон плохими. Ð’Ñ‹ показали мне, что вÑему виной было поÑтыдное недоверие к отцу. СпаÑибо вам за Ñто! Я должен открыто вÑÑ‘ Ñказать отцу.", - L"-Конрад C., ИÑправительное учреждение-", - L"Я одиночка по жизни, и работа в команде была проÑто пыткой. Ðо методика \"БоЛТиК\" показала мне как Ñтать чаÑтью команды. Этот вклад проÑто неоценим!", - L"-Грант Ð’., Заклинатель змей-", - L"Ð’ моей работе необходимо доверÑть каждому члену команды на вÑе Ñто процентов. Вот почему мы обратилиÑÑŒ к ÑкÑпертам - к компании \"БоЛТиК\".", - L"-Ð¥Ð°Ð»Ð»Ñ Ð›., СПК-", - L"Прежде вÑего, хочу признать, что наш коллектив был веÑьма разношерÑтным, из-за чего чаÑто ÑлучалиÑÑŒ конфликты. Ðо Ñо временем мы доÑтигли взаимоуважениÑ, и теперь дополнÑем друг друга.", - L"-Майкл C., ÐÐСÐ-", - L"Рекоммендую отдать предпочтение Ñтому Ñайту!", - L"-КаÑпар Ð¥., ЛогиÑтичеÑÐºÐ°Ñ ÐºÐ¾Ð¼Ð¿Ð°Ð½Ð¸Ñ H&C-", - L"Ðаш процеÑÑ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²Ð¾Ðº должен быть макÑимально быÑтрым, поÑтому мы должны знать, Ñ ÐºÐµÐ¼ имеем дело. ÐšÐ¾Ð¼Ð¿Ð°Ð½Ð¸Ñ \"БоЛТиК\" Ñтала очевидным выбором.", - L"-СтÑнли Дюк, ÐšÐ¾Ñ€Ð¿Ð¾Ñ€Ð°Ñ†Ð¸Ñ Ð¦ÐµÑ€Ð±ÐµÑ€-", - - // analyze - L"Выберите наёмника", - L"Выберите отрÑд", - - // error messages - L"Ð’ наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ñƒ Ð²Ð°Ñ Ð½ÐµÑ‚ наёмников на Ñлужбе. Боевой дух бойцов ниже нормы - оÑÐ½Ð¾Ð²Ð½Ð°Ñ Ð¿Ñ€Ð¸Ñ‡Ð¸Ð½Ð° чаÑтых увольнений Ñреди перÑонала.", -}; - -STR16 szMercCompareEventText[]= -{ - L"%s подÑтрелил(а) менÑ!", - L"%s плетёт интриги за моей Ñпиной", - L"%s вмешиваетÑÑ Ð² мои дела", - L"%s дружит Ñ Ð¼Ð¾Ð¸Ð¼ врагом", - - L"%s получил(а) контракт до менÑ", - L"%s приказал(а) позорно отÑтупить", - L"%s убивает невинных", - L"%s тормозит наÑ", - - L"%s не делитÑÑ ÐµÐ´Ð¾Ð¹", - L"%s Ñтавит под угрозу миÑÑию", - L"%s наркоман", - L"%s воровÑÐºÐ°Ñ Ð³Ð°Ð´Ð¸Ð½Ð°", - - L"%s никакущий командир", - L"%s переплачивают", - L"%s получает вÑÑ‘ Ñамое лучшее", - L"%s держит Ð¼ÐµÐ½Ñ Ð½Ð° мушке", - - L"%s обрабатывал(а) мои раны", - L"Хорошо поÑидели за бутылочкой Ñ %s", - L"C %s клаÑÑно напиватьÑÑ", - L"%s доÑтавучий(-аÑ) когда пьÑн(а)", - - L"%s идиот когда пьÑн", - L"%s не поддерживает нашу точку зрениÑ", - L"%s поддерживает нашу позицию", - L"%s ÑоглашаетÑÑ Ñ Ð½Ð°ÑˆÐ¸Ð¼Ð¸ доводами", - - L"Ð£Ð±ÐµÐ¶Ð´ÐµÐ½Ð¸Ñ %s противоречат нашим", - L"%s знает, как уÑпокоить людей", - L"%s беÑчувÑтвенный(-аÑ)", - L"%s Ñтавит людей на Ñвоё меÑто", - - L"%s очень импульÑивен(а)", - L"%s - разноÑчик заразы", - L"%s лечит мои заболеваниÑ", - L"%s не ÑдерживаетÑÑ Ð² бою", - - L"%s наÑлаждаетÑÑ Ð±Ð¸Ñ‚Ð²Ð¾Ð¹ Ñверх меры", - L"%s хороший преподаватель", - L"%s привёл(а) Ð½Ð°Ñ Ðº победе", - L"%s ÑпаÑ(ла) мою жизнь", - - L"%s украл(а) моё убийÑтво", - L"%s и Ñ Ð¾Ñ‚Ð»Ð¸Ñ‡Ð½Ð¾ работаем вмеÑте", - L"%s заÑтавил(а) противника ÑдатьÑÑ", - L"%s ранил(а) гражданÑких", -}; - -STR16 szWHOWebSite[] = -{ - // main page - L"Ð’ÑÐµÐ¼Ð¸Ñ€Ð½Ð°Ñ Ð¾Ñ€Ð³Ð°Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ", - L"Возвращаем здоровье в жизнь", - - // links to other pages - L"О ВОЗ", - L"Болезни Ðрулько", - L"О заболеваниÑÑ…", - - // text on the main page - L"ВОЗ ÑвлÑетÑÑ Ð¾Ñ€Ð³Ð°Ð½Ð¾Ð¼, направлÑющим и координирующим международную работу в облаÑти Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð² рамках ÑиÑтемы ООÐ.", - L"ВОЗ выполнÑет Ñледующие функции: -обеÑпечение глобального лидерÑтва в облаÑти общеÑтвенного здравоохранениÑ; -ÑоÑтавление повеÑтки Ð´Ð½Ñ Ð¸ÑÑледований в облаÑти здравоохранениÑ; -уÑтановление норм и Ñтандартов; -формулирование ÑтичеÑких и оÑнованных на фактичеÑких данных вариантов политики; -оказание техничеÑкой поддержки Ñтранам; -мониторинг Ñитуации и оценка тенденций в облаÑти здравоохранениÑ.", - L"Здравоохранение в 21-м веке ÑвлÑетÑÑ Ð¾Ð±Ñ‰ÐµÐ¹ ответÑтвенноÑтью, Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ Ñ€Ð°Ð²Ð½Ð¾Ð¿Ñ€Ð°Ð²Ð½Ñ‹Ð¹ доÑтуп к оÑновной помощи и коллективной защите от международных угроз.", - - // contract page - L"Маленькую Ñтрану Ðрулько в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð¿Ð¾Ñ‚Ñ€ÑÑают хаотичные вÑпышки Ñмертельного вируÑа арулькийÑкой чумы.", - L"Из-за катаÑтрофичеÑкого ÑоÑтоÑÐ½Ð¸Ñ ÑиÑтемы Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ñтраны только армейÑкий лечебный ÐºÐ¾Ñ€Ð¿ÑƒÑ ÑпоÑобен боротьÑÑ Ñо Ñмертельным заболеванием.", - L"Страна Ðрулько закрыта Ð´Ð»Ñ Ð¿Ð°Ñ€Ñ‚Ð½Ñ‘Ñ€Ð¾Ð² ООÐ, поÑтому, вÑÑ‘ что мы можем предоÑтавить - Ñто подробные карты о текущем ÑоÑтоÑнии инфекционных заболеваний. Из-за трудноÑтей в работе Ñ Ðрулько мы вынуждены брать ежедневную плату Ñо вÑех желающих получать актуальную информацию по заболеваемоÑти в размере %d$.", - L"Желаете приобреÑти подробные данные о текущем ÑоÑтоÑнии заболеваемоÑти в Ðрулько? ДоÑтуп к Ñтим данным вы можете получить на ÑтратегичеÑкой карте, оплатив ÑтоимоÑть нашей уÑлуги.", - L"Ð’ наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð²Ñ‹ не имеете доÑтупа к данным ВОЗ по арулькийÑкой чуме.", - L"Ð’Ñ‹ приобрели подробные карты о ÑоÑтоÑнии заболеваемоÑти.", - L"Заказать обновление карт", - L"ОтказатьÑÑ Ð¾Ñ‚ карт", - - // helpful tips page - L"ÐрулькийÑÐºÐ°Ñ Ñ‡ÑƒÐ¼Ð° - Ñто Ñмертельный штамм чумы, который раÑпроÑтранён лишь на небольшой чаÑти территории Ðрулько. Первые жертвы штамма были заражены через укуÑÑ‹ комаров в болотиÑтой либо тропичеÑкой меÑтноÑти и непреднамеренно Ñтали причиной Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð½Ð°ÑÐµÐ»ÐµÐ½Ð¸Ñ Ð±Ð»Ð¸Ð·Ð»ÐµÐ¶Ð°Ñ‰Ð¸Ñ… городов.", - L"Симптомы болезни проÑвлÑÑŽÑ‚ÑÑ Ð½Ðµ Ñразу, и до первых проÑвлений Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ пройти неÑколько дней.", - L"Чтобы поÑмотреть от каких извеÑтных болезней Ñтрадают ваши наёмники, надо подвеÑти курÑор к портрету бойца на ÑтратегичеÑкой карте.", - L"БольшинÑтво заболеваний прогреÑÑирует Ñ Ñ‚ÐµÑ‡ÐµÐ½Ð¸ÐµÐ¼ времени, поÑтому Ñледует начинать лечение как можно Ñкорее.", - L"Определённые болезни можно вылечить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ медикаментов. Ðекоторые из них вы можете найти в Ñпециализированных аптеках.", - L"Врачам можно дать указание обÑледовать на предмет заболеваний вÑех товарищей по команде, находÑщихÑÑ Ð² Ñекторе. Это позволит узнать о болезни, прежде, чем произойдёт маÑÑовое заражение!", - L"Врачи находÑÑ‚ÑÑ Ð² большей Ñтепени риÑка заразитьÑÑ Ð¿Ñ€Ð¸ лечении инфицированных пациентов. СредÑтва индивидуальной защиты ÑнизÑÑ‚ риÑк заражениÑ.", - L"ЕÑли клинковое оружие ранит инфицированного человека, лезвие Ð¾Ñ€ÑƒÐ¶Ð¸Ñ ÑтановитÑÑ Ð·Ð°Ñ€Ð°Ð¶Ñ‘Ð½Ð½Ñ‹Ð¼ и может Ñтать причиной раÑпроÑÑ‚Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„ÐµÐºÑ†Ð¸Ð¸.", -}; - -STR16 szPMCWebSite[] = -{ - // main page - L"Цербер", - L"Ваше превоÑходÑтво в безопаÑноÑти", - - // links to other pages - L" Что еÑть Цербер", - L" ÐанÑть команду", - L" ÐанÑть Ñолдата", - - // text on the main page - L"ÐšÐ¾Ñ€Ð¿Ð¾Ñ€Ð°Ñ†Ð¸Ñ Ð¦ÐµÑ€Ð±ÐµÑ€ - хорошо извеÑтный международный чаÑтный военный подрÑдчик. ÐÐ°Ñ‡Ð¸Ð½Ð°Ñ Ñ 1983 года, мы предоÑтавлÑем Ñвои уÑлуги охраны и Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð´Ñ€Ð°Ð·Ð´ÐµÐ»ÐµÐ½Ð¸Ð¹ боевого Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾ вÑему миру.", - L"Ðаш профеÑÑионально обученный перÑонал обеÑпечивает безопаÑноÑть более 30 правительÑтв по вÑему миру. Ð’ том чиÑле в неÑкольких горÑчих точках.", - L"Ðаши тренировочные центры еÑть почти в каждой точке мира, Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ Ð˜Ð½Ð´Ð¾Ð½ÐµÐ·Ð¸ÑŽ, Колумбию, Катар, Южную Ðфрику и Румынию. Ð‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому мы можем, как правило, выполнить Ñвои обÑзательÑтва по контракту в течение 24 чаÑов.", - L"Ð’ разделе \"ÐанÑть Ñолдата\" мы предлагаем индивидуальные договоры Ñ Ð¾Ð¿Ñ‹Ñ‚Ð½Ñ‹Ð¼Ð¸ ветеранами в Ñфере безопаÑноÑти.", - L"Конечно же, вы можете нанÑть Ñразу целую роту Ñолдат. Ð’ разделе \"ÐанÑть команду\", вы можете указать количеÑтво Ñолдат к найму, а так же, выбрать меÑто, где необходимы их уÑлуги. Ð’ ÑвÑзи Ñ Ñ‚Ñ€Ð°Ð³Ð¸Ñ‡ÐµÑким инцидентом в прошлом, мы доÑтавлÑем Ñвоих контрактников лишь в зоны, которые находÑÑ‚ÑÑ Ð¿Ð¾Ð´ вашим контролем.", - L"Своих Ñотрудников мы можем доÑтавить воздухом, в Ñтом Ñлучае, в меÑте прибытиÑ, конечно, должен быть аÑропорт. Ð’ завиÑимоÑти от региона Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ñ‚Ð°ÐºÐ¶Ðµ возможны внедрениÑ/Ð¿Ñ€Ð¾Ð½Ð¸ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· порты или пограничные поÑты.", - L"Работаем только по предоплате. Далее ÐµÐ¶ÐµÐ´Ð½ÐµÐ²Ð½Ð°Ñ Ð¾Ð¿Ð»Ð°Ñ‚Ð° уÑлуг наших Ñотрудников будет ÑпиÑыватьÑÑ Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ Ñчёта.", - - // militia contract page - L"Выберите уровень и количеÑтво ополченцев:", - L"Ðовобранец", - L"Солдат Ñ€Ñдовой", - L"Солдат ветеран", - - L"%d чел., %d$ каждый", - L"К найму: %d", - L"СтоимоÑть: %d$", - - L"Выберите меÑто выÑадки Ñолдат:", - L"ÐžÐ±Ñ‰Ð°Ñ ÑтоимоÑть: %d$", - L"РВП: %02d:%02d", - L"Оплатить", - - L"Благодарим за ÑотрудничеÑтво! Ðаши Ñолдаты прибудут в меÑто Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð°Ð²Ñ‚Ñ€Ð° в %02d:%02d.", - L"Подкрепление из Цербер прибыло в %s.", - L" ИнформациÑ: Ñ€Ñдовых - %d чел., ветеранов - %d чел. прибудут в %s, Ð²Ñ€ÐµÐ¼Ñ Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ %02d:%02d, день %d.", - L"Под Вашим контролем нет меÑÑ‚, куда бы мы могли приÑлать Ñвоих Ñолдат!", - - // individual contract page -}; - -STR16 szTacticalInventoryDialogString[]= -{ - L"Команды инвентарÑ", - - L"ПÐÐ’", - L"Перезар.", - L"Собрать", - L"", - - L"Сортиров", - L"Объед.", - L"Отдел.", - L"Организ.", - - L"Ящики", - L"Коробки", - L"СброÑить", - L"ПоднÑть", - - L"", - L"", - L"", - L"", -}; - -STR16 szTacticalCoverDialogString[]= -{ - L"Режим Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ð¹", - - L"Выкл", - L"Враги", - L"Боец", - L"", - - L"Роли", - L"Укреп.", - L"Следы", - L"ШанÑ", - - L"Ловушки", - L"Сеть", - L"Детект.", - L"", - - L"Сеть A", - L"Сеть B", - L"Сеть C", - L"Сеть D", -}; - -STR16 szTacticalCoverDialogPrintString[]= -{ - - L"Выключение Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ð¹ или ловушек", - L"Показывает опаÑные зоны", - L"Показывает что видит боец", - L"", - - L"Показать Ñимвол роли противников", - L"Показать планируемые укреплениÑ", - L"Показать Ñледы противника", - L"", - - L"Показать Ñеть ловушек", - L"Показать цветную Ñеть ловушек", - L"Показать ближайшие ловушки", - L"", - - L"Показать Ñеть ловушек A", - L"Показать Ñеть ловушек B", - L"Показать Ñеть ловушек C", - L"Показать Ñеть ловушек D", -}; - - -STR16 szDynamicDialogueText[40][17] = // TODO.Translate -{ - // OPINIONEVENT_FRIENDLYFIRE - L"Какого черта! $CAUSE$ атаковал(а) менÑ!", - L"", - L"", - L"Что? Я? Ðикогда! Я целилÑÑ(-аÑÑŒ) во врага!", - L"Ой.", - L"", - L"", - L"$CAUSE$ атаковал(а) $VICTIM$. Что ты делаешь?", - L"Хмм, Ñто должно быть дружеÑтвенный огонь!", - L"Да, Я тоже Ñто видел(а)!", - L"Ðе увиливай, $CAUSE$. Ты вÑÑ‘ четко видел(а)! Ðа чьей ты Ñтороне?", - L"Я вÑе видел(а), Ñто точно был дружеÑтвенный огонь!", - L"Такое может ÑлучитьÑÑ Ð² пылу битвы. $CAUSE$, будь повнимательнее в Ñледующий раз.", - L"Мы на войне! Люди поÑтоÑнно ловÑÑ‚ пули!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHSOLDMEOUT - L"Эй! Забали варежку, $CAUSE$! Стукач!", - L"", - L"", - L"Ðга, как же! Рты Ñлабачек", - L"Ты Ñлышишь Ñто? Чёрт.", - L"", - L"", - L"$VICTIM$ зол Ñ $CAUSE$ потому что $CAUSE_GENDER$ говорил Ñ Ñ‚Ð¾Ð±Ð¾Ð¹. Что ты делаешь?", - L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", - L"Yeah, mind your own business, $CAUSE$!", - L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", - L"Yeah. Man up!", - L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", - L"This again? Keep your bickering to yourself, we have no time for this!", - L"", - L"", - L"", - - // OPINIONEVENT_SNITCHINTERFERENCE - L"$CAUSE$ is bullying me again!", - L"", - L"", - L"You're jeopardising the entire mission, and I won't let that stand any longer!", - L"Hey, it's for your own good. You'll thank me later.", - L"", - L"", - L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", - L"Then stop giving reasons for that!", - L"Drop it, $CAUSE$, who are you to tell us what to do?!", - L"You won't let that stand? Cute. Who ever made you the boss?", - L"Agreed. We can't let our guard down for a single moment!", - L"Can't you two sort this out?", - L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", - L"", - L"", - L"", - - // OPINIONEVENT_FRIENDSWITHHATED - L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", - L"", - L"", - L"My friends are none of your business!", - L"Can't you two all get along, $VICTIM$?", - L"", - L"", - L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", - L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", - L"Yeah, you guys are ugly!", - L"Then you should change your business. 'Cause its bad.", - L"What's that to you, $VICTIM$?", - L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", - L"Nobody wants to hear all this crap...", - L"", - L"", - L"", - - // OPINIONEVENT_CONTRACTEXTENSION - L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", - L"", - L"", - L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", - L"I'm sure you'll get your extension soon. You know how odd online banking can be.", - L"", - L"", - L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", - L"You are still getting paid, no? What does it matter as long as you get the money?", - L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", - L"Yeah. All that worth hasn't shown yet though.", - L"Aww, that burns, doesn't it, $VICTIM$?", - L"We have limited funds. Someone needs to get paid first, right?", - L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", - L"", - L"", - L"", - - // OPINIONEVENT_ORDEREDRETREAT - L"Nice command, $CAUSE$! Why would you order retreat?", - L"", - L"", - L"I just got us out of that hellhole, you should thank me for saving your life.", - L"They were flanking us, there was no other way!", - L"", - L"", - L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", - L"You know you can go back if you want... nobody's stopping you.", - L"We were rockin' it until that point.", - L"Oh, now YOU got us out? By being the first to leave? How noble of you.", - L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", - L"We're still alive, this is what counts.", - L"The more pressing issue is when will we go back, and finish the job?", - L"", - L"", - L"", - - // OPINIONEVENT_CIVKILLER - L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", - L"", - L"", - L"He had a gun, I saw it!", - L"Oh god. No! What have I done?", - L"", - L"", - L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", - L"Better safe than sorry I say...", - L"Yeah. The poor sod never had a chance. Damn.", - L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", - L"And you took him down nice and clean, good job!", - L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", - L"Who cares? Can't make a cake without breaking a few eggs.", - L"", - L"", - L"", - - // OPINIONEVENT_SLOWSUSDOWN - L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", - L"", - L"", - L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", - L"It's all this stuff, it's so heavy!", - L"", - L"", - L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", - L"We leave nobody behind, not even $CAUSE$!", - L"We have to move fast, the enemy isn't far behind!", - L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", - L"Aye, stop complaining. We go through this together or we don't do it at all.", - L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", - L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", - L"", - L"", - L"", - - // OPINIONEVENT_NOSHARINGFOOD - L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", - L"", - L"", - L"Not my problem if you already ate all your rations.", - L"Oh $VICTIM$, why didn't you say something then?", - L"", - L"", - L"$VICTIM$ wants $CAUSE$'s food. What do you do?", - L"We all get the same. If you used up yours already that's your problem.", - L"If $CAUSE$ shares, I want some too!", - L"Why do you have so much food anyway? Do I smell extra rations there?.", - L"Right, everyone got enough back at the base...", - L"There's enough food left at the base, so no need to fight, ok?", - L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", - L"", - L"", - L"", - - // OPINIONEVENT_ANNOYINGDISABILITY - L"Oh, come on, $CAUSE$. It's not a good moment!", - L"", - L"", - L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", - L"It's my only weakness, I can't help it!", - L"", - L"", - L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", - L"What does it even matter to you? Don't you have something to do?", - L"Really $CAUSE$. This is a military organization and not a ward.", - L"Well, we are pros, an you're not, $CAUSE$.", - L"Don't be such a snob, $VICTIM$.", - L"Uhm. Is $CAUSE_GENDER$ okay?", - L"Bla bla blah. Another notable moment of the crazies squad.", - L"", - L"", - L"", - - // OPINIONEVENT_ADDICT - L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", - L"", - L"", - L"Taking the stick out of your butt would be a starter, jeez...", - L"I've seen things man. And some... stuff!", - L"", - L"", - L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", - L"Hey, $CAUSE$ needs to ease the stress, ok?", - L"How unprofessional.", - L"This is war and not a stoner party. Cut it out, $CAUSE$!", - L"Hehe. So true.", - L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", - L"You can inject yourself with whatever you like, but only after the battle is over.", - L"", - L"", - L"", - - // OPINIONEVENT_THIEF - L"What the... Hey! $CAUSE$! Give it back, you damn thief!", - L"", - L"", - L"Have you been drinking? What the hell is your problem?", - L"You noticed? Dammit... 50/50?", - L"", - L"", - L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", - L"If you don't have any proof, don't throw around accusations, $VICTIM$.", - L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", - L"HEY! You put that back right now!", - L"No idea. All of a sudden $VICTIM$ is all drama.", - L"Perhaps we could get a raise to resolve this... issue?", - L"Shut up! There is more than enough loot for all of us!", - L"", - L"", - L"", - - // OPINIONEVENT_WORSTCOMMANDEREVER - L"What a disaster. That was worst command ever, $CAUSE$!", - L"", - L"", - L"I don't have to take that from a grunt like you!", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"", - L"", - L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", - L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", - L"Well, we sure aren't going to win the war at this rate...", - L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", - L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", - L"We will not forget their sacrifice. They died so we could fight on.", - L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", - L"", - L"", - L"", - - // OPINIONEVENT_RICHGUY - L"How can $CAUSE$ earn this much? It's not fair!", - L"", - L"", - L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", - L"You don't expect me to complain, do you?", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", - L"Quit whining about the money, you get more than enough yourself!", - L"In all honesty, $VICTIM$, I think you should adjust your rate!", - L"Worth it? All you do is pose!", - L"Relax. At least some of us appreciate your service, $CAUSE$.", - L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", - L"Everybody gets what the deserve. If you complain, you deserve less.", - L"", - L"", - L"", - - // OPINIONEVENT_BETTERGEAR - L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", - L"", - L"", - L"Contrary to you, I actually know how to use them.", - L"Well, someone has to use it, right? Better luck next time!", - L"", - L"", - L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", - L"You're just making up an excuse for your poor marksmanship.", - L"Yeah, this smells of cronyism to me.", - L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", - L"I'll second that!", - L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", - L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", - L"", - L"", - L"", - - // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS - L"Do I look like a bipod? Get that thing off me, $CAUSE$!", - L"", - L"", - L"Don't be such a wuss. This is war!", - L"Oh. Didn't see you for a minute there.", - L"", - L"", - L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", - L"Don't be such a wuss. This is war!", - L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", - L"You are and always will be an insensitive jerk, $CAUSE$.", - L"Sometimes you just have to use your surroundings!", - L"Ehm... what are you two DOING?", - L"This is hardly the time to fondle each other, dammit.", - L"", - L"", - L"", - - // OPINIONEVENT_BANDAGED - L"СпаÑибо, $CAUSE$. Я уж думал Ñ Ð¸Ñтеку кровью до Ñмерти.", - L"", - L"", - L"Я делаю Ñвою работу, ты можешь вернутьÑÑ Ðº Ñвоей!", - L"Эй, мы должны приÑматривать друг за другом, ты же ведь Ñделашь также в Ñледующий раз, $VICTIM$.", - L"", - L"", - L"$CAUSE$ перевÑзал $VICTIM$. Что ты делаешь?", - L"Patched together again? Good, now move!", - L"Ð’Ñегда пожалуйÑта.", - L"Jeez. Woken up on the wrong foot today?", - L"Talk about a no-nonsense approach...", - L"How did you even get wounded? Where did the attack come from?", - L"You need to be more careful. Now, where did the attack come from?", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_GOOD - L"Yeah, $CAUSE$! You get it! How 'bout next round?", - L"", - L"", - L"Pah. I think you've had enough.", - L"Sure. Bring it on!", - L"", - L"", - L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", - L"Yeah, enough booze for you today.", - L"Hoho, party!", - L"Party pooper!", - L"You sure like to keep a cool head, $CAUSE$.", - L"Alright, ladies, party's over, move on!", - L"Who told you to slack off? You have a job to do!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_SUPER - L"$CAUSE$... you're... you are... hic... you're the best!", - L"", - L"", - L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", - L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", - L"", - L"", - L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", - L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", - L"Heeeey... this is actually kinda nice for a change.", - L"'I know discipline', said the clueless drunk...", - L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", - L"Drink one for me too! But not now, because war.", - L"You celebrate already ? This in't over yet. Not by a longshot!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_BAD - L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", - L"", - L"", - L"Cut it out, $VICTIM$! You clearly don't know when to stop!", - L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", - L"", - L"", - L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", - L"Relax, it's just a bit of booze.", - L"Hey keep it down over there, okay?", - L"You're just as drunk. Beat it, $CAUSE$!", - L"Leave alcohol to the big ones, okay?", - L"Later, ok?", - L"We might've won this battle, but not this godamn war. So move it, soldier!", - L"", - L"", - L"", - - // OPINIONEVENT_DRINKBUDDIES_WORSE - L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", - L"", - L"", - L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", - L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", - L"", - L"", - L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", - L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", - L"This party was cool until $CAUSE$ ruined it!", - L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", - L"Word!", - L"Why don't you two sober up? You're pretty wasted...", - L"Both of you, shut up! You are a disgrace to this unit!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_US - L"I knew I couldn't depend on you, $CAUSE$!", - L"", - L"", - L"Depend? It was all your fault!", - L"Touched a nerve there, didn't I?", - L"", - L"", - L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", - L"So you depend on others to do your job? Then what good are you?!", - L"Indeed. Way to let $VICTIM$ hang!", - L"This isn't some schoolyard sympathy crap. It WAS your fault!", - L"Yeah, what's with the attitude?", - L"Zip it, both of you!", - L"Silence, now!", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_US - L"Ха! Видите? Даже $CAUSE$ поддерживает менÑ.", - L"", - L"", - L"'Даже'? Что Ñто значит?", - L"Да. Я польноÑтью Ñ $VICTIM$ здеÑÑŒ.", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", - L"Don't let it go to your head.", - L"Hey, don't forget about me!", - L"Apparently, sometimes even $CAUSE$ is deemed important...", - L"Do I smell trouble here??", - L"This is pointless! Discuss that in private, but not now.", - L"$VICTIM$! $CAUSE$! Less talk, more action, please!", - L"", - L"", - L"", - - // OPINIONEVENT_AGAINST_ENEMY - L"Yeah, $CAUSE$ saw you do it!", - L"", - L"", - L"No I did not!", - L"And we won't be quiet about it, no sir!", - L"", - L"", - L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", - L"I don't think so...", - L"Yeah, totally!", - L"Hu? You said you did.", - L"Yeah, don't twist what happened!", - L"Who cares? We have a job to do.", - L"If you ladies keep this on, we're going to have a real problem soon.", - L"", - L"", - L"", - - // OPINIONEVENT_FOR_ENEMY - L"I can't believe you wouldn't agree with me on this, $CAUSE$.", - L"", - L"", - L"It's because you're wrong, that's why.", - L"I'm surprised too, but that's how it is.", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", - L"Ugh. What now...", - L"Hum. Never saw that coming.", - L"Oh come down from your high horse, $CAUSE$.", - L"Yeah, you are wrong, $VICTIM$!", - L"Can I shut down squad radio, so I don't have to listen to you?", - L"Yes, very melodramatic. How is any of this relevant?", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD - L"Yeah... you're right, $CAUSE$. Peace?", - L"", - L"", - L"No. I won't let this go.", - L"Hmm... ok!", - L"", - L"", - L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", - L"You're not getting away this easy.", - L"Glad you guys are not angry anymore.", - L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", - L"You tell 'em, $CAUSE$!", - L"*Sigh* Shake hands or whatever you people do, and then back to business.", - L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_REASON_BAD - L"No. This is a matter of principle.", - L"", - L"", - L"As if you had any to start with.", - L"Suit yourself then..", - L"", - L"", - L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", - L"You're just asking for trouble, right?", - L"Guess you're not getting away that easy, $CAUSE$.", - L"Don't be so flippant.", - L"Who needs principles anyway?", - L"Now that this is out of the way, perhaps we could continue?", - L"Shut up, both of you!", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD - L"Alright alright. Jeez. I'm over it, okay?", - L"", - L"", - L"Cut it, drama queen.", - L"As long as it does not happen again.", - L"", - L"", - L"$VICTIM$ was reined in by $CAUSE$. What do you do?", - L"No reason to be so stiff about it.", - L"Yeah, keep it down, will ya?", - L"Pah. You're the one making all the fuss about it...", - L"Yeah, drop that attitude, $VICTIM$.", - L"*Sigh* More of this?", - L"Why am I even listening to you people...", - L"", - L"", - L"", - - // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD - L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", - L"", - L"", - L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", - L"The two of us are going to have real problem soon, $VICTIM$.", - L"", - L"", - L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", - L"Pfft. Don't make a fuss out of it.", - L"Yeah, you won't boss us around anymore!", - L"You are certainly nobodies superior!", - L"Not sure about that, but yep!", - L"Hey. Hey! Both of you, cut it out! What are you doing?", - L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_DISGUSTING - L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", - L"", - L"", - L"Oh yeah? Back off, before I cough on you!", - L"It really is. I... *cough* don't feel so well...", - L"", - L"", - L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", - L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", - L"This does look unhealthy. That better not be contagious!", - L"Stop it! We don't need more of whatever it is you have!", - L"Yeah, there's nothing you can do against this stuff, right?", - L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", - L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", - L"", - L"", - L"", - - // OPINIONEVENT_DISEASE_TREATMENT - L"Thanks, $CAUSE$. I'm already feeling better.", - L"", - L"", - L"How did you get that in the first place? Did you forget to wash your hands again?", - L"No problem, we can't have you running around coughing blood, right? Riiight?", - L"", - L"", - L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", - L"Where did you get that stuff from in the first place?", - L"Great. Are you sure it's fully treated now?", - L"The important thing is that it's gone now... It is, right?", - L"I told you people before... this country a dirty place, so beware of what you touch.", - L"We have to be careful. The army isn't the only thing that wants us dead.", - L"Great. Everything done? Then let's get back to shooting stuff!", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_GOOD - L"Отлично, $CAUSE$!", - L"", - L"", - L"Whoa. Are you really getting off on that?", - L"Now THIS is action!", - L"", - L"", - L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", - L"This isn't a video game, kid...", - L"That was so wicked!", - L"What are you apologizing for? That was awesome!", - L"You are sick, $VICTIM$.", - L"Killing them is enough. No need to make a show out of it.", - L"Cross us, and this is what you get. Waste the rest of these guys.", - L"", - L"", - L"", - - // OPINIONEVENT_BRUTAL_BAD - L"Черт, $CAUSE$, тебе надо было проÑто убить их, а не иÑпарить!", - L"", - L"", - L"Рчё, еÑли разница?", - L"Ого. ÐœÐ¾Ñ‰Ð½Ð°Ñ ÑˆÑ‚ÑƒÑ‡ÐºÐ°!", - L"", - L"", - L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", - L"Don't tell me you've never seen blood before...", - L"That was a bit excessive...", - L"Does that mean you aren't even remotely familiar with your gun?", - L"On the plus side, I doubt this guy is going to complain.", - L"Don't waste ammunition, $CAUSE$.", - L"They put up a fight, we put them in a bag. End of story.", - L"", - L"", - L"", - - // OPINIONEVENT_TEACHER - L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", - L"", - L"", - L"About that... you still have a lot to learn, $VICTIM$.", - L"You're welcome!", - L"", - L"", - L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", - L"At some point you'll have to do on your own though.", - L"Yeah, you better stick to $CAUSE$.", - L"Nah, $VICTIM_GENDER$ is doing fine.", - L"Yes, $VICTIM_GENDER$ still needs training.", - L"This training is a good preparation, keep up the good work.", - L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", - L"", - L"", - L"", - - // OPINIONEVENT_BESTCOMMANDEREVER - L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", - L"", - L"", - L"I couldn't have done it without you people.", - L"Well, I do have my moments.", - L"", - L"", - L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", - L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", - L"Agreed. $CAUSE$ is a fine squadleader.", - L"It's alright. You deserve this.", - L"You did everything right, $CAUSE$. Good work!", - L"Yeah. We're turning into quite the outfit, aren't we?", - L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_SAVIOUR - L"Wow, that was close. Thanks, $CAUSE$, I owe you!", - L"", - L"", - L"Don't mention it.", - L"You'd do the same for me.", - L"", - L"", - L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", - L"Pff, that guy was dead anyway.", - L"How bad is it, $VICTIM$? Can you still fight?", - L"Then I will. Good job!", - L"Yeah, I was worried there for a moment.", - L"Good job, but let's focus on ending this first, okay?", - L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", - L"", - L"", - L"", - - // OPINIONEVENT_FRAGTHIEF - L"Hey, I had him in my sights! That guy was MINE!", - L"", - L"", - L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", - L"What. Then where's my target?", - L"", - L"", - L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", - L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", - L"Yeah, I hate it when people don't stick to their firing lane.", - L"Stick to shooting whom you're supposed to, $CAUSE$.", - L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", - L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", - L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_ASSIST - L"Boom! We sure took care of that guy.", - L"", - L"", - L"Well, it was mostly me, but you did help too.", - L"Yup. Ready for the next one.", - L"", - L"", - L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", - L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", - L"It takes several people to take them down? Jeez, what kind of body armour do they have?", - L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", - L"Hehe, they've got no chance.", - L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", - L"I guess you get to share what he had. $CAUSE$, you may draw first.", - L"", - L"", - L"", - - // OPINIONEVENT_BATTLE_TOOK_PRISONER - L"Good thinking. We've already won, no need for more senseless slaughter.", - L"", - L"", - L"We'll see about that... I won't hesitate to use force against them if they resist.", - L"Yeah. Perhaps these guys have some intel we can use.", - L"", - L"", - L"The rest of the enemy team surrendered to $CAUSE$. Now what?", - L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", - L"Good job, $CAUSE$. Makes our job hell of a lot easier.", - L"Hey! Cut the crap. They already surrendered.", - L"Yeah, you can't trust these guys, they're totally reckless.", - L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", - L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", - L"", - L"", - L"", - - // OPINIONEVENT_CIV_ATTACKER - L"Watch it, $CAUSE$! They are on our side!", - L"", - L"", - L"That's just a scratch, they'll live.", - L"Oops.", - L"", - L"", - L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", - L"Well, this can happen. As long as they live it's okay.", - L"This won't look good in the after-action report.", - L"What are you doing? Watch it, $CAUSE$!", - L"Don't worry. Happens to me too all the time.", - L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", - L"If $CAUSE$ had intended it, they would be dead, so no worries here.", - L"", - L"", - L"", -}; - - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = -{ - L"Что?!", - L"Ðет!", - L"Это ложь!", - L"Это не правда!", - - L"Ложь, ложь, ложь. Ðичего, кроме лжи!", - L"Обманщик!", - L"Предатель!", - L"Следи за Ñзыком!", - - L"Ðе твоего ума дело.", - L"Кто вообще Ñ‚ÐµÐ±Ñ Ð¿Ð¾Ð·Ð²Ð°Ð»?", - L"Ðикто и не Ñпрашивал Ð¼Ð½ÐµÐ½Ð¸Ñ Ñ‚ÐµÐ±Ñ, $INTERJECTOR$.", - L"ДержиÑÑŒ от Ð¼ÐµÐ½Ñ Ð¿Ð¾Ð´Ð°Ð»ÑŒÑˆÐµ.", - - L"Почему вы вÑе против менÑ?", - L"Почему ты против менÑ, $INTERJECTOR$?", - L"Я знал(а) Ñто! $VICTIM$ и $INTERJECTOR$ - ÑоучаÑтники!", - L"Ðе Ñлушаю..!", - - L"Ðенавижу Ñтот дурдом.", - L"Ðенавижу Ñтот бредлам.", - L"Отвали!", - L"Вранье, вранье, вранье...", - - L"Ðикогда!", - L"Ðе правда.", - L"Это такие враки.", - L"Я знаю, то что у Ð¼ÐµÐ½Ñ Ð¿ÐµÑ€ÐµÐ´ глазами.", - - L"Я Ð±ÐµÑ Ð¿Ð¾Ð½ÑÑ‚Ð¸Ñ Ð¾ чем $INTERJECTOR_GENDER$ ведет речь.", - L"Да не Ñлушайте, $INTERJECTOR_PRONOUN$!", - L"Ðеа.", - L"ОшибаешьÑÑ.", -}; - -STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = -{ - L"I knew you'd back me, $INTERJECTOR$", - L"I knew $INTERJECTOR$ would back me.", - L"What $INTERJECTOR$ said.", - L"Что $INTERJECTOR_GENDER$ Ñказал.", - - L"СпаÑибо, $INTERJECTOR$!", - L"Еще раз, Ñ Ð¿Ñ€Ð°Ð²(а)!", - L"Видишь, $CAUSE$? Правда на моей Ñтороне!", - L"Еще раз - $SPEAKER$ говорит дело!", - - L"Ðу да.", - L"Угу.", - L"Ðга", - L"Да.", - - L"Конечно.", - L"Правда.", - L"Ха!", - L"Видишь?", - - L"Именно!", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = -{ - L"Так!", - L"ДейÑтвительно!", - L"Именно", - L"$CAUSE$ вÑегда Ñто делает.", - - L"$VICTIM$ прав(а)!", - L"Я тоже хотел(а) Ñто Ñказать!", - L"Что Ñказал(а) $VICTIM$.", - L"Это наша $CAUSE$!", - - L"Дааа!", - L"СтановитÑÑ Ð¸Ð½Ñ‚ÐµÑ€ÐµÑно...", - L"Скажи им, $VICTIM$!", - L"СоглашаюÑÑŒ Ñ $VICTIM$...", - - L"КлаÑÑичеÑкий $CAUSE$.", - L"Ðевозможно Ñказать лучше.", - L"Именно Ñто и ÑлучилоÑÑŒ.", - L"СоглаÑен!", - - L"Ðга.", - L"Верно.", - L"Ð’ точку.", -}; - -STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = -{ - L"Ртеперь подождите...", - L"Скундочку, Ñто не верно...", - L"Что? Ðет.", - L"Это не то, что произошло.", - - L"Хватит трепатьÑÑ Ð¾ $CAUSE$!", - L"Ой, закниÑÑŒ, $VICTIM$, а!", - L"Ðе-не-не, было не так.", - L"Вау. Почему Ñ‚Ð°ÐºÐ°Ñ Ñ€ÐµÐ·ÐºÐ°Ñ Ð½ÐµÐ¾Ð¶Ð¸Ð´Ð°Ð½Ð½Ð¾Ñть, $VICTIM$?", - - L"И Ñ Ð¿Ñ€ÐµÐ´Ð¿Ð¾Ð»Ð°Ð³Ð°ÑŽ такого не было, $VICTIM$?", - L"Хммммм... нет.", - L"Отлично, давайте уÑлышим доводы. Позоже у Ð½Ð°Ñ Ð½ÐµÑ‚ других вариантов...", - L"Ты ошибаешьÑÑ!", - - L"Ты ошибаешьÑÑ!", - L"Я и $CAUSE$ никогад не Ñделали бы такого.", - L"Хах, не может быть.", - L"Я так не думаю.", - - L"Зачем про Ñто вÑпоминать ÑейчаÑ?", - L"Серьезно, $VICTIM$? Это необходимо?", -}; - -STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = -{ - L"Тихо", - L"Поддерживаю $VICTIM$", - L"Поддерживаю $CAUSE$", - L"подумайте", - L"ЗаткнитеÑÑŒ", -}; - -STR16 szDynamicDialogueText_GenderText[] = -{ - L"он", - L"она", - L"его", - L"её", -}; - -STR16 szDiseaseText[] = -{ - L" %s%d%% к проворноÑти\n", - L" %s%d%% к ловкоÑти\n", - L" %s%d%% к Ñиле\n", - L" %s%d%% к интеллекту\n", - L" %s%d%% к уровню\n", - - L" %s%d%% к очкам дейÑтвиÑ\n", - L" %s%d к уровню Ñнергии\n", - L" %s%d%% к Ñиле Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ½Ð¾Ñки вещей\n", - L" %s%2.2f воÑÑтановление Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ Ð² чаÑ\n", - L" %s%d к нужде во Ñне\n", - L" %s%d%% потребление воды\n", - L" %s%d%% потребление еды\n", - - L"%s: поÑтавлен диагноз - %s!", - L"%s излечен(а) от %s!", - - L"ОбÑледование", - L"Лечение наÑелениÑ", - L"Burial", // TODO.Translate - L"Отмена", - - L"\n\n%s (недиагноÑтирована) - %d / %d\n", - - L"High amount of distress can cause a personality split\n", // TODO.Translate - L"Contaminated items found in %s' inventory.\n", - L"Whenever we get this, a new disability is added.\n", // TODO.Translate - - L"Only one hand can be used.\n", - L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", - L"Leg functionality severely limited.\n", - L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", -}; - -STR16 szSpyText[] = -{ - L"Hide", // TODO.Translate - L"Get Intel", -}; - -STR16 szFoodText[] = -{ - L"\n\n|Ð’|о|д|а: %d%%\n", - L"\n\n|П|и|щ|а: %d%%\n", - - L"изменение к макÑ. боевому духу %s%d\n", - L" %s%d к нужде во Ñне\n", - L" %s%d%% к воÑÑтановлению дыханиÑ\n", - L" %s%d%% к ÑффективноÑти в задании\n", - L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ñ‚ÐµÑ€Ñть в параметрах\n", -}; - -STR16 szIMPGearWebSiteText[] = -{ - // IMP Gear Entrance - L"Как будет роздано ÑнарÑжение?", - L"ÐвтоматичеÑки - Ñлучайный выбор, ÑоглаÑно ваших ответов.", - L"СамоÑтоÑтельно - вы Ñами ÑнарÑдите Ñвой перÑонаж.", - L"ÐвтоматичеÑки", - L"СамоÑтоÑтельно", - - // IMP Gear Entrance - L"I.M.P. Экипировка", - L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate -}; - -STR16 szIMPGearPocketText[] = -{ - L"Выбрать шлем", //L"Select helmet", - L"Выбрать жилет", //L"Select vest", - L"Выбрать поножи", //L"Select pants", - L"Выбрать Ð´Ð»Ñ Ð»Ð¸Ñ†Ð°", //L"Select face gear", - L"Выбрать Ð´Ð»Ñ Ð»Ð¸Ñ†Ð°", //L"Select face gear", - - L"Выбрать оÑн. оружие", //L"Select main gun", - L"Выбрать доп. оружие", //L"Select sidearm", - - L"Выбрать разгр. жилета", //L"Select LBE vest", - L"Выбрать разгр. кобуру", //L"Select left LBE holster", - L"Выбрать разгр. кобуру", //L"Select right LBE holster", - L"Выбрать разгр. ранец", //L"Select LBE combat pack", - L"Выбрать разгр. рюкзак", //L"Select LBE backpack", - - L"Select launcher / rifle", - L"Выбрать оружие ближ. боÑ", //L"Select melee weapon", - - L"Выбрать доп. предметы", //L"Select additional items", //BIGPOCK1POS - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Select medkit", //MEDPOCK1POS - L"Select medkit", - L"Select medkit", - L"Select medkit", - L"Select main gun ammo", //SMALLPOCK1POS - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select main gun ammo", - L"Select launcher / rifle ammo", //SMALLPOCK6POS - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select launcher / rifle ammo", - L"Select sidearm ammo", //SMALLPOCK11POS - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Select sidearm ammo", - L"Выбрать доп. предметы", //L"Select additional items", //SMALLPOCK19POS - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", - L"Выбрать доп. предметы", //L"Select additional items", //SMALLPOCK30POS - L"Left click to select item / Right click to close window", -}; - -STR16 szMilitiaStrategicMovementText[] = -{ - L"ÐÐµÐ»ÑŒÐ·Ñ Ð¾Ñ‚Ð´Ð°Ð²Ð°Ñ‚ÑŒ приказы в Ñтом Ñекторе, команды ополчению невозможны.", - L"ÐезадейÑтвованы", - L"Группа â„–", - L"Далее", - - L"РВП", - L"Группа %d (новаÑ)", - L"Группа %d", - L"Final", - - L"Желающих: %d (+%5.3f)", -}; - -STR16 szEnemyHeliText[] = -{ - L"ВражеÑкий вертолёт Ñбит в %s!", - L"Мы... Ñм... в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð½Ðµ контролируем Ñто ПВО, командир...", - L"ПВО не нуждаетÑÑ ÑÐµÐ¹Ñ‡Ð°Ñ Ð² обÑлуживании.", - L"Мы уже отдали приказ занÑтьÑÑ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð¾Ð¼, иÑполнение займёт времÑ.", - - L"Ðам нехватает реÑурÑов, чтобы выполнить приказ.", - L"Отремонтировать оборудование ПВО? Это обойдётÑÑ Ð² %d$ и займёт %d чаÑов.", - L"ВражеÑкий вертолёт подбит в %s.", - L"%s ÑтрелÑет %s по вражеÑкому вертолюту в %s.", - - L"База ПВО в %s обÑтрелÑла вражеÑкий вертолёт в %s.", -}; - -STR16 szFortificationText[] = // TODO.Translate -{ - L"No valid structure selected, nothing added to build plan.", - L"No gridno found to create items in %s - created items are lost.", - L"Structures could not be built in %s - people are in the way.", - L"Structures could not be built in %s - the following items are required:", - - L"No fitting fortifications found for tileset %d: %s", - L"Tileset %d: %s", -}; - -STR16 szMilitiaWebSite[] = -{ - // main page - L"Ополчение", - L"Силы ополчениÑ", -}; - -STR16 szIndividualMilitiaBattleReportText[] = -{ - L"УчаÑти в Операции %s", - L"Пришел в день %d, %d:%02d in %s", - L"Повышен в день %d, %d:%02d", - L"KIA, Operation %s", - - L"Мелкое ранение в операции %s", - L"Сильное ранение в операции %s", - L"КритичеÑкое ранение в операции %s", - L"ПроÑвил(а) доблеÑть в операции %s", - - L"ÐанÑÑ‚ из Цербера в день %d, %d:%02d in %s", - L"Defected to us on Day %d, %d:%02d in %s", - L"Contract terminated on Day %d, %d:%02d", - L"Defected to us on Day %d, %d:%02d in %s", -}; - -STR16 szIndividualMilitiaTraitRequirements[] = -{ - L"HP", - L"AGI", - L"DEX", - L"STR", - - L"LDR", - L"MRK", - L"MEC", - L"EXP", - - L"MED", - L"WIS", - L"\nMust have regular or elite rank", - L"\nMust have elite rank", - - L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", - L"\n%d %s", - L"\nBasic version of trait", - - L" (Expert)" -}; - -STR16 szIdividualMilitiaWebsiteText[] = -{ - L"Operations", - L"Are you sure you want to release %s from your service?", - L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", - L"Daily Wage: %3d$ Age: %d years", - - L"Kills: %d Assists: %d", - L"Status: Deceased", - L"Status: Fired", - L"Status: Active", - - L"Terminate Contract", - L"Personal Data", - L"Service Record", - L"Inventory", - - L"Militia name", - L"Sector name", - L"Weapon", - L"HP ratio: %3.1f%%%%%%%", - - L"%s is not active in the currently loaded sector.", - L"%s has been promoted to regular militia", - L"%s has been promoted to elite militia", - L"Status: Deserted", // TODO:Translate -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = -{ - L"All statuses", - L"Deceased", - L"Active", - L"Fired", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = -{ - L"All ranks", - L"Green", - L"Regular", - L"Elite", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = -{ - L"All origins", - L"Rebel", - L"PMC", - L"Defector", -}; - -STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = -{ - L"Ð’Ñе Ñектора", -}; - -STR16 szNonProfileMerchantText[] = -{ - L"Торговец наÑтроен враждебно и не будет торговать.", - L"Торговец не в ÑоÑтоÑнии веÑти дела", - L"Торговец отказываетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ñ‚ÑŒ во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", - L"Торговец отказываетÑÑ Ñ€Ð°Ð·Ð³Ð¾Ð²Ð°Ñ€Ð¸Ð²Ð°Ñ‚ÑŒ.", -}; - -STR16 szWeatherTypeText[] = -{ - L"обычно", - L"дождь", - L"гроза", - L"пеÑч. бурÑ", - - L"Ñнег", -}; - -STR16 szSnakeText[] = -{ - L"%s избежал(а) от укуÑа змеи!", - L"%s был(а) укушена змеёй!", -}; - -STR16 szSMilitiaResourceText[] = -{ - L"Превратил %s в реÑурÑÑ‹", - L"Оружие: ", - L"БронÑ: ", - L"Прочее: ", - - L"Ðе оÑталоÑÑŒ кандидатов в ополчение!", - L"Ðе хватает реÑурÑов Ð´Ð»Ñ Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ!", -}; - -STR16 szInteractiveActionText[] = -{ - L"%s начал взлом.", - L"%s получил доÑтуп, но не узнал ничего интереÑного.", - L"%s не доÑтаточно навыка Ð´Ð»Ñ Ð²Ð·Ð»Ð¾Ð¼Ð°.", - L"%s прочел документ, но не узнал ничего интереÑного.", - - L"%s can't make sense out of this.", - L"%s не может иÑпользовать иÑточник воды.", - L"%s купил %s.", - L"%s не может купить - нет доÑтаточно денег. Даже неловко как-то.", - - L"%s выпил из иÑточника воды", - L"Эта штука похоже не работает.", -}; - -STR16 szLaptopStatText[] = // TODO.Translate -{ - L"ÑффективноÑть угроз %d\n", - L"лидерÑтво %d\n", - L"модификатор подхода %.2f\n", - L"модификатор прошлого %.2f\n", - - L"+50 (other) for assertive\n", - L"-50 (other) for malicious\n", - L"Хороший человек", - L"%s ÑторонитÑÑ Ð»Ð¸ÑˆÐ½ÐµÐ³Ð¾ наÑÐ¸Ð»Ð¸Ñ Ð¸ будет акатовать только Ñвных врагов.", - - L"ДружеÑки", - L"ПрÑмо", - L"Threaten approach", - L"Recruit approach", - - L"Stats will regress.", - L"Fast", - L"Average", - L"Slow", - L"Health growth", - L"Strength growth", - L"Agility growth", - L"Dexterity growth", - L"Wisdom growth", - L"Marksmanship growth", - L"Explosives growth", - L"Leadership growth", - L"Medical growth", - L"Mechanical growth", - L"Experience growth", -}; - -STR16 szGearTemplateText[] = // TODO.Translate -{ - L"Enter Template Name", - L"Not possible during combat.", - L"Selected mercenary is not in this sector.", - L"%s is not in that sector.", - L"%s could not equip %s.", - L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate -}; - -STR16 szIntelWebsiteText[] = -{ - L"Recon Intelligence Services", - L"Your need to know base", - L"Information Requests", - L"Information Verification", - - L"About us", - L"You have %d Intel.", - L"We currently have information on the following items, available in exchange for intel as usual:", - L"There is currently no other information available.", - - L"%d Intel - %s", - L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", - L"Buy data - 50 intel", - L"Buy detailed data - 70 Intel", - - L"Select map region on which you want info on:", - - L"North-west", - L"North-north-west", - L"North-north-east", - L"North-east", - - L"West-north-west", - L"Center-north-west", - L"Center-north-east", - L"East-north-east", - - L"West-south-west", - L"Center-south-west", - L"Center-south-east", - L"East-south-east", - - L"South-west", - L"South-south-west", - L"South-south-east", - L"South-east", - - // about us - L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", - L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", - L"Some of that information may be of temporary nature.", - L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", - - L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", - L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", - - // sell info - L"You can upload the following facts:", - L"Previous", - L"Next", - L"Upload", - - L"You have already received compensation for the following:", - L"You have nothing to upload.", -}; - -STR16 szIntelText[] = -{ - L"No more enemies present, %s is no longer in hiding!", - L"%s has been discovered and goes into hiding for %d hours.", - L"%s has been discovered, going to sector!", - L"Enemy general present\n", - - L"Terrorist present\n", - L"%s on %02d:%02d\n", - L"No data found", - L"Data no longer eligible.", - - L"Whereabouts of a high-ranking officer of the royal army.", - L"Flight plans of an airforce helicopter.", - L"Coordinates of a recently imprisoned member of your force.", - L"Location of a high-value fugitive.", - - L"Information on possible bloodcat attacks against settlements.", - L"Time and place of possible zombie attacks against settlements.", - L"Information on planned bandit raids.", -}; - -STR16 szChatTextSpy[] = -{ - L"... so imagine my surprise when suddenly...", - L"... and did I ever tell you the story of that one time...", - L"... so, in conclusion, the colonel decided...", - L"... tell you, they did not see that coming...", - - L"... so, without further consideration...", - L"... but then SHE said...", - L"... and, speaking of llamas...", - L"... there I was, in the middle of the dustbowl, when...", - - L"... and let me tell, those things chafe...", - L"... you should have seen his face...", - L"... which wasn't the last of what we saw of them...", - L"... which reminds me, my grandmother used to say...", - - L"... who, by the way, is a total berk...", - L"... also, the roots were off by a margin...", - L"... and I was like, 'Back off, heathen!'...", - L"... at that point the vicars were in oben rebellion...", - - L"... not that I would've minded, you know, but...", - L"... if not for that ridiculous hat...", - L"... besides, it wasn't his favourite leg anyway...", - L"... even though the ships were still watertight...", - - L"... aside from the fact that giraffes can't do that...", - L"... totally wasted that fork, mind you...", - L"... and no bakery in sight. After that...", - L"... even though regulations are clear in that regard...", -}; - -STR16 szChatTextEnemy[] = -{ - L"Whoa. I had no idea!", - L"Really?", - L"Uhhhh....", - L"Well... you see, uhh...", - - L"I am not entirely sure that...", - L"I... well...", - L"If I could just...", - L"But...", - - L"I don't mean to intrude, but...", - L"Really? I had no idea!", - L"What? All of it?", - L"No way!", - - L"Haha!", - L"Whoa, the guys are not going to believe me!", - L"... yeah, just...", - L"That's just like the gypsy woman said!", - - L"... yeah, is that why...", - L"... hehe, talk about refurbishing...", - L"... yeah, I guess...", - L"Wait. What?", - - L"... wouldn't have minded seeing that...", - L"... now that you mention it...", - L"... but where did all the chalk go...", - L"... had never even considered that...", -}; - -STR16 szMilitiaText[] = -{ - L"Train new militia", - L"Drill militia", - L"Doctor militia", - L"Cancel", -}; - -STR16 szFactoryText[] = // TODO.Translate -{ - L"%s: Production of %s switched off as loyalty is too low.", - L"%s: Production of %s switched off due to insufficient funds.", - L"%s: Production of %s switched off as it requires a merc to staff the facility.", - L"%s: Production of %s switched off due to required items missing.", - L"Item to build", - - L"Preproducts", // 5 - L"h/item", -}; - -STR16 szTurncoatText[] = -{ - L"%s now secretly works for us!", - L"%s is not swayed by our offer. Suspicion against us rises...", - L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", - L"Recruit approach (%d)", - L"Use seduction (%d)", - - L"Bribe ($%d) (%d)", // 5 - L"Offer %d intel (%d)", - L"How to convince the soldier to join your forces?", - L"Do it", - L"%d turncoats present", -}; - -// rftr: better lbe tooltips -STR16 gLbeStatsDesc[14] = -{ - L"MOLLE ДоÑтупный объем:", - L"MOLLE Требуемый объем:", - L"MOLLE Маленьких Ñлотов:", - L"MOLLE Средних Ñлотов:", - L"MOLLE Маленький", - L"MOLLE Средний", - L"MOLLE Средний (Ð¿Ð¸Ñ‚ÑŒÐµÐ²Ð°Ñ ÑиÑтема)", - L"ÐÐ°Ð±ÐµÐ´Ñ€ÐµÐ½Ð½Ð°Ñ Ð¿Ð»Ð°Ñ‚Ñ„Ð¾Ñ€Ð¼Ð°", - L"Жилет", - L"Ранец", - L"Рюкзак", // 10 - L"MOLLE Карман", - L"СовмеÑтимые рюкзаки:", - L"СовмеÑтимые ранцы:", -}; - -STR16 szRebelCommandText[] = // TODO.Translate -{ - L"National Overview", - L"Regional Overview", - L"Mission Overview", - L"Select View:", - L"Regional (2)", - L"National (1)", - L"Mission (3)", - L"Supplies:", - L"Incoming Supplies", - L"Intel:", - L"/day", - L"Current Directive", - L"Improve Directive ($%d)", - L"Improving the selected directive will cost $%d. Confirm expenditure?", - L"Insufficient funds.", - L"New directive will take effect at 00:00.", - L"Militia Overview", - L"Green:", - L"Regular:", - L"Elite:", - L"Projected Daily Total:", - L"Volunteer Pool:", - L"Resources Available:", - L"Guns:", - L"Armour:", - L"Misc:", - L"Training Cost:", - L"Upkeep Cost Per Soldier Per Day:", - L"Training Speed Bonus:", - L"Combat Bonuses:", - L"Physical Stats Bonus:", - L"Marksmanship Bonus:", - L"Upgrade Stats ($%d)", - L"Upgrading militia stats will cost $%d. Confirm expenditure?", - L"Region:", - L"Next", - L"Previous", - L"Administration Team:", - L"None", - L"Active", - L"Inactive", - L"Loyalty:", - L"Maximum Loyalty:", - L"Deploy Administration Team (%d supplies)", - L"Reactivate Administration Team (%d supplies)", - L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", - L"No regional actions available in Omerta.", - L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", - L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", - L"Administrative Actions:", - L"Establish %s", - L"Improve %s", - L"Current Tier: %d", - L"Taking any administrative action in this region will cost %d supplies.", - L"Dead drop intel gain: %d", - L"Smuggler supply gain: %d", - L"A small group of militia from a nearby safehouse have joined the battle!", - L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", - L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", - L"Mine raid successful. Stole $%d.", - L"Insufficient Intel to create turncoats!", - L"Change Admin Action", - L"Cancel", - L"Confirm", - L"<", - L">", - L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", - L"Insufficient supplies! Admin Actions have been DISABLED.", - L"New missions will be available every %d hours.", - L"New missions are available at the A.R.C. website.", - L"Mission preparations in progress.", - L"Mission duration: %d days", - L"Chance of success: %d%s", - L"[REDACTED]", - L"Name: %s", - L"Location: %s", - L"Assignment: %s", - L"Contract: %d days", - L"Contract: %d hours", - L"Contract: ---", - L"Agent bonus:", - L"Chance of success +%d%s (%s)", - L"Deployment range +%d (%s)", - L"ASD Income -%2.0f%s (%s)", - L"Steal fuel; send to %s (%s)", - L"Destroy reserve units (%s)", - L"Time +%2.0f%s (%s)", - L"Vision -%2.0f%s (%s)", - L"Gear quality -%d (%s)", - L"Overall stats -%d (%s)", - L"Max trainers: %d (%s)", - L"Payout +%2.0f%s (%s)", - L"Payout limit increased to $%d (%s)", - L"Bonus for officers (%s)", - L"Bonus for vehicles (%s)", - L"Duration +%d hours (%s)", - L"Agent not in town", - L"Town loyalty too low", - L"Agent unavailable", - L"Agent contract expiring", - L"Can't use rebel agent", - L"Battle in progress", - L"Prepare Mission (%d supplies)", - L"View active mission effects", - L"View available mission list", - L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", - L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", - L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", - L"New missions will be available on Day %d at 00:00.", - L"Active missions:", - L"%s - Preparing - Ready on Day %d, %02d:%02d", - L"%s - Active - Expires on Day %d, %02d:%02d", - L"[%s (%d supplies)]", - L"%s Send a rebel agent to prepare this mission?", - L"%s Send %s to prepare this mission? He will return in approximately %d hours.", - L"%s Send %s to prepare this mission? She will return in approximately %d hours.", - L"Mission \"%s\" is now in effect.", - L"Preparations for mission \"%s\" failed.", - L"Mission \"%s\" has expired and is no longer in effect.", -}; - -STR16 szRebelCommandHelpText[] = // TODO.Translate -{ - L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", - L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", - L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", - L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", - L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", - L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", - L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate - L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", - L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", - L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", -}; - -// follows a specific format: -// x: "Admin Action Button Text", -// x+1: "Admin action description text", -STR16 szRebelCommandAdminActionsText[] = // TODO.Translate -{ - L"Supply Line", - L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", - L"Rebel Radio", - L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", - L"Safehouses", - L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", - L"Supply Disruption", - L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", - L"Scout Patrols", - L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", - L"Dead Drops", - L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", - L"Smugglers", - L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", - L"Militia Warehouses", - L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", - L"Regional Taxes", - L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", - L"Civilian Aid", - L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", - L"Merc Support", - L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", - L"Mining Policy", - L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", - L"Pathfinders", - L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", - L"Harriers", - L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", - L"Fortifications", - L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", -}; - -// follows a specific format: -// x: "Directive Name", -// x+1: "Directive Bonus Description", -// x+2: "Directive Help Text", -// x+3: "Directive Improvement Button Description", -STR16 szRebelCommandDirectivesText[] = // TODO.Translate -{ - L"Gather Supplies", - L"Gain an additional %.0f supplies per day.", - L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", - L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", - L"Support Militia", - L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", - L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", - L"Improving this directive will reduce the daily upkeep costs of your militia.", - L"Train Militia", - L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", - L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", - L"Improving this directive will further reduce training cost and increase training speed.", - L"Propaganda Campaign", - L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", - L"Your victories and feats will be embellished as news reaches\nthe locals.", - L"Improving this directive will increase how quickly town loyalty rises.", - L"Deploy Elites", - L"%.0f elite militia appear in Omerta each day.", - L"The rebels release a small number of their highly-trained forces to your command.", - L"Improving this directive will increase the number of militia\nthat appear each day.", - L"High Value Target Strikes", - L"Enemy groups are less likely to have specialised soldiers.", - L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", - L"Improving this directive will make strikes more successful and effective.", - L"Spotter Teams", - L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", - L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", - L"Improving this directive will make the locations of unspotted enemies more precise.", - L"Raid Mines", - L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", - L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", - L"Improving this directive will increase the maximum value of stolen income.", - L"Create Turncoats", - L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", - L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", - L"Improving this directive will increase the number of soldiers turned daily.", - L"Draft Civilians", - L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", - L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", - L"Improving this directive will increase the number of volunteers gained per day.", -}; - -STR16 szRebelCommandAgentMissionsText[] = -{ - L"Deep Deployment", - L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", - L"Disrupt ASD", - L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", - L"Forge Transport Orders", - L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", - L"Strategic Intel", - L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", - L"Improve Local Shops", - L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", - L"Slow Strategic Decisions", - L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", - L"Lower Readiness", - L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", - L"Sabotage Equipment", - L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", - L"Sabotage Vehicles", - L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", - L"Send Supplies", - L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", - L"Soldier Bounties (Kingpin)", - L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", - L"Train Militia Anywhere", - L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", -}; - -STR16 szRobotText[] = // TODO: Translate -{ - L"The robot's installed weapon cannot be changed.", - L"It is not possible to add attachments to the robot's weapon.", - L"Installed Weapon", - L"Reserve Ammo", - L"Targeting Upgrade", - L"Chassis Upgrade", - L"Utility Upgrade", - L"Storage", - L"No Bonus", - L"The laser bonuses of this item are applied to the robot.", - L"The night- and cave-vision bonuses of this item are applied to the robot.", - L"This kit degrades instead of the robot's weapon.", - L"The robot's cleaning kit was depleted!", - L"Mines adjacent to the robot are automatically flagged.", - L"Periodic X-Ray scans during combat. No batteries required.", - L"The robot has activated an x-ray scan!", - L"The robot can use the radio set.", - L"The robot's chassis is strengthened, giving it better combat performance.", - L"The camouflage bonuses of this item are applied to the robot.", - L"The robot is tougher and takes less damage.", - L"The robot's extra armour plating was destroyed!", - L"The robot gains the benefit of the %s skill trait.", -}; - -#endif //RUSSIAN +// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build! +//#pragma setlocale("RUSSIAN") + + #if defined( RUSSIAN ) + #include "text.h" + #include "Fileman.h" + #include "Scheduling.h" + #include "EditorMercs.h" + #include "Item Statistics.h" + #endif + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +void this_is_the_RussianText_public_symbol(void){;} + +#ifdef RUSSIAN + +/* + +****************************************************************************************************** +** IMPORTANT TRANSLATION NOTES ** +****************************************************************************************************** + +GENERAL INSTRUCTIONS +- Always be aware that foreign strings should be of equal or shorter length than the English equivalent. + I know that this is difficult to do on many occasions due to the nature of foreign languages when + compared to English. By doing so, this will greatly reduce the amount of work on both sides. In + most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word. + The general rule is if the string is very short (less than 10 characters), then it's short because of + interface limitations. On the other hand, full sentences commonly have little limitations for length. + Strings in between are a little dicey. +- Never translate a string to appear on multiple lines. All strings L"This is a really long string...", + must fit on a single line no matter how long the string is. All strings start with L" and end with ", +- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only + have one space after a period, which is different than standard typing convention. Never modify sections + of strings contain combinations of % characters. These are special format characters and are always + used in conjunction with other characters. For example, %s means string, and is commonly used for names, + locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9). + %% is how a single % character is built. There are countless types, but strings containing these + special characters are usually commented to explain what they mean. If it isn't commented, then + if you can't figure out the context, then feel free to ask SirTech. +- Comments are always started with // Anything following these two characters on the same line are + considered to be comments. Do not translate comments. Comments are always applied to the following + string(s) on the next line(s), unless the comment is on the same line as a string. +- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching + for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions. + Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the + comments intact, and SirTech will remove them once the translation for that particular area is resolved. +- If you have a problem or question with translating certain strings, please use "//!!! comment" + (without the quotes). The syntax is important, and should be identical to the comments used with @@@ + symbols. SirTech will search for !!! to look for your problems and questions. This is a more + efficient method than detailing questions in email, so try to do this whenever possible. + + + +FAST HELP TEXT -- Explains how the syntax of fast help text works. +************** + +1) BOLDED LETTERS + The popup help text system supports special characters to specify the hot key(s) for a button. + Anytime you see a '|' symbol within the help text string, that means the following key is assigned + to activate the action which is usually a button. + + EX: L"|Map Screen" + + This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that + button. When translating the text to another language, it is best to attempt to choose a word that + uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end + of the string in this format: + + EX: L"Ecran De Carte (|M)" (this is the French translation) + + Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e) + +2) NEWLINE + Any place you see a \n within the string, you are looking at another string that is part of the fast help + text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish + to start a new line. + + EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually." + + Would appear as: + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this + in the above example, we would see + + WRONG WAY -- spaces before and after the \n + EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually." + + Would appear as: (the second line is moved in a character) + + Clears all the mercs' positions, + and allows you to re-enter them manually. + + +@@@ NOTATION +************ + + Throughout the text files, you'll find an assortment of comments. Comments are used to describe the + text to make translation easier, but comments don't need to be translated. A good thing is to search for + "@@@" after receiving new version of the text file, and address the special notes in this manner. + +!!! NOTATION +************ + + As described above, the "!!!" notation should be used by you to ask questions and address problems as + SirTech uses the "@@@" notation. + +*/ + +CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] = +{ + L"", +}; + +//Encyclopedia + +STR16 pMenuStrings[] = +{ + //Encyclopedia + L"МеÑта", // 0 + L"Команда", + L"Предметы", + L"ЗаданиÑ", + L"Меню 5", + L"Меню 6", //5 + L"Меню 7", + L"Меню 8", + L"Меню 9", + L"Меню 10", + L"Меню 11", //10 + L"Меню 12", + L"Меню 13", + L"Меню 14", + L"Меню 15", + L"Меню 15", // 15 + + //Briefing Room + L"Войти", +}; + +STR16 pOtherButtonsText[] = +{ + L"ИнÑтруктаж", + L"ПринÑть", +}; + +STR16 pOtherButtonsHelpText[] = +{ + L"ИнÑтруктаж", + L"ПринÑть заданиÑ", +}; + + +STR16 pLocationPageText[] = +{ + L"Пред.", + L"Фото", + L"След.", +}; + +STR16 pSectorPageText[] = +{ + L"<<", + L"Ð’ начало", + L">>", + L"Тип: ", + L"Ðет данных", + L"Ðет поÑтавленных заданий. Добавьте Ð·Ð°Ð´Ð°Ð½Ð¸Ñ Ð² файл TableData\\BriefingRoom\\BriefingRoom.xml. Первое задание должно быть видимым. Чтобы Ñкрыть задание, уÑтановите значение = 0.", + L"Брифинг-зал. ПожалуйÑта, нажмите кнопку 'Войти'.", +}; + +STR16 pEncyclopediaTypeText[] = +{ + L"ÐеизвеÑтно",// 0 - unknown + L"Город", //1 - city + L"База ПВО", //2 - SAM Site + L"Другое", //3 - other location + L"Шахты", //4 - mines + L"Военный комплекÑ", //5 - military complex + L"ЛабораториÑ", //6 - laboratory complex + L"Фабрика", //7 - factory complex + L"ГоÑпиталь", //8 - hospital + L"Тюрьма", //9 - prison + L"ÐÑропорт", //10 - air port +}; + +STR16 pEncyclopediaHelpCharacterText[] = +{ + L"Показ. вÑех", + L"Показ. AIM", + L"Показ. MERC", + L"Показ. RPC", + L"Показ. NPC", + L"Показ. транÑ.", + L"Показ. IMP", + L"Показ. EPC", + L"Фильтр", +}; + +STR16 pEncyclopediaShortCharacterText[] = +{ + L"Ð’Ñе", + L"AIM", + L"MERC", + L"RPC", + L"NPC", + L"ТранÑ.", + L"IMP", + L"EPC", + L"Фильтр", +}; + +STR16 pEncyclopediaHelpText[] = +{ + L"Показать вÑÑ‘", + L"Показать города", + L"Показать базы ПВО", + L"Показать другие меÑта", + L"Показать шахты", + L"Показать военный комплекÑ", + L"Показать лабораторию", + L"Показать фабрику", + L"Показать гоÑпиталь", + L"Показать тюрьму", + L"Показать аÑропорт", +}; + +STR16 pEncyclopediaSkrotyText[] = +{ + L"Ð’ÑÑ‘", + L"Город", + L"ПВО", + L"Друг.", + L"Шахт.", + L"Воен.", + L"Лаб.", + L"Фабр.", + L"ГоÑп.", + L"Тюрьм.", + L"ÐÑроп.", +}; + +STR16 pEncyclopediaFilterLocationText[] = +{//major location filter button text max 7 chars +//..L"------v" + L"Ð’ÑÑ‘",//0 + L"Города", + L"ПВО", + L"Шахты", + L"ÐÑроп.", + L"Дик.меÑ", + L"Подзем.", + L"Завед.", + L"Другое", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Показать вÑÑ‘",//facility index + 1 + L"Показать города", + L"Показать базы ПВО", + L"Показать шахты", + L"Показать аÑропорты", + L"Показать дикую меÑтноÑть", + L"Показать подземные Ñекторы", + L"Показать Ñекторы Ñ Ð·Ð°Ð²ÐµÐ´ÐµÐ½Ð¸Ñми\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать другие Ñекторы", +}; + +STR16 pEncyclopediaSubFilterLocationText[] = +{//item subfilter button text max 7 chars +//..L"------v" + L"",//reserved. Insert new city filters above! + L"",//reserved. Insert new SAM filters above! + L"",//reserved. Insert new mine filters above! + L"",//reserved. Insert new airport filters above! + L"",//reserved. Insert new wilderness filters above! + L"",//reserved. Insert new underground sector filters above! + L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty! + L"",//reserved. Insert new other filters above! +}; + +STR16 pEncyclopediaFilterCharText[] = +{//major char filter button text +//..L"------v" + L"Ð’Ñе",//0 + L"A.I.M.", + L"MERC", + L"RPC", + L"NPC", + L"IMP", + L"Другое",//add new filter buttons before other +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Показать вÑех",//Other index + 1 + L"Показать наёмников из A.I.M.", + L"Показать наёмников из M.E.R.C", + L"Показать повÑтанцев", + L"Показать неигровых перÑонажей", + L"Показать перÑонажей игрока", + L"Показать другое\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", +}; + +STR16 pEncyclopediaSubFilterCharText[] = +{//item subfilter button text +//..L"------v" + L"",//reserved. Insert new AIM filters above! + L"",//reserved. Insert new MERC filters above! + L"",//reserved. Insert new RPC filters above! + L"",//reserved. Insert new NPC filters above! + L"",//reserved. Insert new IMP filters above! +//Other-----v" + L"ТранÑ.", + L"EPC", + L"",//reserved. Insert new Other filters above! +}; + +STR16 pEncyclopediaFilterItemText[] = +{//major item filter button text max 7 chars +//..L"------v" + L"Ð’ÑÑ‘",//0 + L"Оружие", + L"Патроны", + L"БронÑ", + L"Разгр.", + L"ÐавеÑка", + L"Разное",//add new filter buttons before misc +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Показать вÑÑ‘",//misc index + 1 + L"Показать оружие\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать боеприпаÑÑ‹\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать броню\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать разрузочные комплекты\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать навеÑку\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", + L"Показать разное\n[|Л|К|М] переключить фильтр\n[|П|К|М] ÑброÑить фильтр", +}; + +STR16 pEncyclopediaSubFilterItemText[] = +{//item subfilter button text max 7 chars +//..L"------v" +//Guns......v" + L"ПиÑтол.", + L"Ð.пиÑÑ‚.", + L"ПП", + L"Винтов.", + L"Сн.винт", + L"Ðвтомат", + L"Пулем.", + L"Дробов.", + L"ТÑжел.", + L"",//reserved. insert new gun filters above! +//Amunition.v" + L"ПиÑтол.", + L"Ð.пиÑÑ‚.", + L"ПП", + L"Винтов.", + L"Сн.винт", + L"Ðвтомат", + L"Пулем.", + L"Дробов.", + L"ТÑжел.", + L"",//reserved. insert new ammo filters above! +//Armor.....v" + L"Шлем", + L"Жилет", + L"Штаны", + L"ПлаÑÑ‚.", + L"",//reserved. insert new armor filters above! +//LBE.......v" + L"Кобуры", + L"Жилеты", + L"Ранцы", + L"Рюкзаки", + L"Карманы", + L"Другое", + L"",//reserved. insert new LBE filters above! +//Attachments" + L"Оптика", + L"Доп.", + L"Дуло", + L"Съёмн.", + L"Ð’Ñтроен.", + L"Другое", + L"",//reserved. insert new attachment filters above! +//Misc......v" + L"Ðожи", + L"Мет.нож", + L"Удар.", + L"Гранаты", + L"Бомбы", + L"Мед.наб", + L"Ðаборы", + L"Лицо", + L"Другое", + L"",//reserved. insert new misc filters above! +//add filters for a new button here +}; + +STR16 pEncyclopediaFilterQuestText[] = +{//major quest filter button text max 7 chars +//..L"------v" + L"Ð’Ñе", + L"Ðктивн.", + L"Заверш.", +//filter button tooltip +//..L"---------------------------------------------------------------------v" + L"Показать вÑе",//misc index + 1 + L"Показать активные квеÑты", + L"Показать завершённые квеÑты", +}; + +STR16 pEncyclopediaSubFilterQuestText[] = +{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added +//..L"------v" + L"",//reserved. insert new active quest subfilters above! + L"",//reserved. insert new completed quest subfilters above! +}; + +STR16 pEncyclopediaShortInventoryText[] = +{ + L"Ð’ÑÑ‘", //0 + L"Оружие", + L"Патроны", + L"Разгр.", + L"Другое", + + L"Ð’Ñе", //5 + L"Оружие", + L"Патроны", + L"Разгр.", + L"Другое", +}; + +STR16 BoxFilter[] = +{ + // Guns + L"ТÑжел.", + L"ПиÑтол.", + L"Ð.пиÑÑ‚.", + L"ПП", + L"Винтов.", + L"С.винт.", + L"Ш.винт.", + L"Пулем.", + L"Дробов.", + + // Ammo + L"ПиÑтол.", + L"Ð.пиÑÑ‚.", //10 + L"ПП", + L"Винтов.", + L"С.винт.", + L"Ш.винт.", + L"Пулем.", + L"Дробов.", + + // Used + L"Оружие", + L"БронÑ", + L"Разгр.", + L"Другое", //20 + + // Armour + L"Шлемы", + L"Жилеты", + L"Штаны", + L"ПлаÑÑ‚.", + + // Misc + L"Ðожи", + L"Мет.нож", + L"Бл.бой", + L"Гранаты", + L"Бомбы", + L"Мед.", //30 + L"Ðаборы", + L"Лицо", + L"Разгр.", + L"Разное", //34 +}; + +STR16 QuestDescText[] = +{ + L"ДоÑтавка пиÑьма", + L"ПоÑтавка еды", + L"ТеррориÑты", + L"Кубок БоÑÑа", + L"Деньги БоÑÑа", + L"Беглец Джои", + L"СпаÑение Марии", + L"Кубок Читзены", + L"Пленники в Ðльме", + L"ДопроÑ", + + L"Проблемные фермеры", //10 + L"Ðайти учёного", + L"ПринеÑти видеокамеру", + L"Кошки-убийцы", + L"Ðайти отшельника", + L"Твари в шахте", + L"Ðайти пилота вертолёта", + L"Сопроводить Ð’Ñадника", + L"ОÑвободить Динамо", + L"Сопроводить туриÑтов", + + + L"Проверить Дорин", //20 + L"Мечта о магазине", + L"Сопроводить Шенка", + L"No 23 Yet", + L"No 24 Yet", + L"Убить Дейдрану", + L"No 26 Yet", + L"No 27 Yet", + L"No 28 Yet", + L"No 29 Yet", +}; + +STR16 FactDescText[] = +{ + L"Омерта оÑвобождена", + L"ДраÑÑен оÑвобождён", + L"Сан-Мона оÑвобождена", + L"ÐšÐ°Ð¼Ð±Ñ€Ð¸Ñ Ð¾Ñвобождена", + L"Ðльма оÑвобождена", + L"Грам оÑвобождён", + L"ТикÑа оÑвобождена", + L"Читзена оÑвобождена", + L"ЭÑтони оÑвобождён", + L"Балайм оÑвобождён", + + L"Орта оÑвобождена", //10 + L"Медуна оÑвобождена", + L"Поговорили Ñ ÐŸÐ°ÐºÐ¾Ñом", + L"Фатима прочла пиÑьмо", + L"Фатима Ñбежала от игрока", + L"Димитрий (#60) мёртв", + L"Фатима ответила на удивление ДимитриÑ", + L"ÐšÐ°Ñ€Ð»Ð¾Ñ ÐºÑ€Ð¸ÐºÐ½ÑƒÐ» 'никому не двигатьÑÑ'", + L"Фатима раÑÑказала о пиÑьме", + L"Фатима пришла в меÑто назначениÑ", + + L"Димитрий Ñказал, что у Фатимы еÑть доказательÑтва", //20 + L"Мигель выÑлушал доводы", + L"Мигель попроÑил пиÑьмо", + L"Мигель прочёл пиÑьмо", + L"Ðйра прокоментировала пиÑьмо Мигелю", + L"ПовÑтанцы наши враги", + L"Разговор Фатимы до передачи пиÑьма", + L"Получено задание Ñ Ð”Ñ€Ð°ÑÑеном", + L"Мигель предложил Ðйру", + L"ÐŸÐ°ÐºÐ¾Ñ Ñ€Ð°Ð½ÐµÐ½ или убит", + + L"ÐŸÐ°ÐºÐ¾Ñ Ð² A10", //30 + L"Ð’ Ñекотре безопаÑно", + L"ПоÑылка от БР в пути", + L"ПоÑылка от БР в ДраÑÑене", + L"33 - ВЕРÐО и прибыло в течение 2 чаÑов", + L"33 - ВЕРÐО 34 - ЛОЖЬ, более чем 2 чаÑа", + L"Игрок заметил что чаÑть груза пропала", + L"36 - ВЕРÐО и Пабло был избит игроком", + L"Пабло проворовалÑÑ", + L"Пабло вернул украденное, set 37 false", + + L"Мигель приÑоединитÑÑ Ðº команде", //40 + L"Дали Пабло немного денег", + L"ÐебеÑного вÑадника Ñопровождают в город", + L"ÐебеÑный Ð’Ñадник уже близок к Ñвоему вертолёту в ДраÑÑене", + L"ÐебеÑный вÑадник оговорил уÑÐ»Ð¾Ð²Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð°", + L"Игрок выбрал вертолёт на ÑтратегичеÑком Ñкране как минимум один раз", + L"Ðеигровому перÑонажу должны денег", + L"Ðеигровой перÑонаж ранен", + L"Ðеигровой перÑонаж ранен игроком", + L"Отцу Джону Уолкеру Ñказали о нехватке продовольÑтвиÑ", + + L"Ðйра не в Ñекторе", //50 + L"Ðйра ведёт беÑеду", + L"Задание Ñ Ð¿Ñ€Ð¾Ð´Ð¾Ð²Ð¾Ð»ÑŒÑтвием выполнено", + L"Пабло что-то украл Ñ Ð¿Ð¾Ñледней поÑылки", + L"ПоÑледнее отправление повреждено", + L"ПоÑледнее отправление отправлено не туда", + L"Прошло 24 чаÑа Ñ Ð¼Ð¾Ð¼ÐµÐ½Ñ‚Ð° ÑообщениÑ, что отправление отправлено не в тот аÑропорт", + L"ПотерÑÐ½Ð½Ð°Ñ Ð¿Ð¾Ñылка пришла Ñ Ð¿Ð¾Ð²Ñ€ÐµÐ¶Ð´Ñ‘Ð½Ð½Ñ‹Ð¼ грузом. 56 to False", + L"ПотерÑÐ½Ð½Ð°Ñ Ð¿Ð¾Ñылка пропала беÑÑледно. Turn 56 False", + L"Следующее отправление может быть (random) потерÑно", + + L"Следующее отправление может быть (random) задержано", //60 + L"Отправление Ñреднего размера", + L"Отправление большого размера", + L"У Дорин проÑнулаÑÑŒ ÑовеÑть", + L"Игрок поговорил Ñ Ð“Ð¾Ñ€Ð´Ð¾Ð½Ð¾Ð¼", + L"Ðйра до Ñих пор неигровой перÑонаж и находитÑÑ Ð² A10-2(не приÑоединилаÑÑŒ)", + L"Динамо проÑит оказать ему первую помощь", + L"Динамо можно нанÑть", + L"Ðеигровой перÑонаж иÑтекает кровью", + L"Шенк хочет приÑоединитьÑÑ", + + L"Ðеигровой перÑонаж иÑтекает кровью", //70 + L"У игрока еÑть голова и Кармен в Сан-Мона", + L"У игрока еÑть голова и Кармен в Камбрии", + L"У игрока еÑть голова и Кармен в ДраÑÑене", + L"Отец пьÑн", + L"Раненые бойцы игрока находÑÑ‚ÑÑ Ð±Ð»Ð¸Ð¶Ðµ 8 тайлов от неигрового перÑонажа", + L"1 и только 1 раненый боец ближе 8 тайлов от неигрового перÑонажа", + L"Больше одного раненного бойца ближе 8 тайлов от неигрового перÑонажа", + L"Бренда в магазине ", + L"Бренда мертва", + + L"Бренда у ÑÐµÐ±Ñ Ð´Ð¾Ð¼Ð°", //80 + L"Ðеигровой перÑонаж - враг", + L"Уровень разговора >= 84 и < 3 мужчин приÑутÑтвует", + L"Уровень разговора >= 84 и Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ 3 мужчины приÑутÑтвует", + L"Ð“Ð°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ð¸Ð» нам вÑтретитьÑÑ Ñ Ð¢Ð¾Ð½Ð¸", + L"Ð“Ð°Ð½Ñ Ñтоит на позиции 13523", + L"Ð¡ÐµÐ³Ð¾Ð´Ð½Ñ Ð¢Ð¾Ð½Ð¸ нет", + L"Женщина разговаривает Ñ Ð½ÐµÐ¸Ð³Ñ€Ð¾Ð²Ñ‹Ð¼ перÑонажем", + L"Игрок развлекалÑÑ Ð² борделе", + L"Карла доÑтупна", + + L"Синди доÑтупна", //90 + L"БÑмби доÑтупна", + L"Свободных девочек нет", + L"Игрок ожидал девочек", + L"Игрок заплатил правильную Ñумму денег", + L"Mercs walked by goon", + L"More thean 1 merc present within 3 tiles of NPC", + L"At least 1 merc present withing 3 tiles of NPC", + L"БоÑÑ Ð¾Ð¶Ð¸Ð´Ð°ÐµÑ‚ визита игрока", + L"ДÑррен ожидает денег от игрока", + + L"Player within 5 tiles and NPC is visible", // 100 + L"Carmen is in San Mona", + L"Player Spoke to Carmen", + L"KingPin knows about stolen money", + L"Player gave money back to KingPin", + L"Frank was given the money ( not to buy booze )", + L"Player was told about KingPin watching fights", + L"Past club closing time and Darren warned Player. (reset every day)", + L"Joey is EPC", + L"Joey is in C5", + + L"Joey is within 5 tiles of Martha(109) in sector G8", //110 + L"Joey is Dead!", + L"At least one player merc within 5 tiles of Martha", + L"Spike is occuping tile 9817", + L"Angel offered vest", + L"Angel sold vest", + L"Maria is EPC", + L"Maria is EPC and inside leather Shop", + L"Player wants to buy vest", + L"Maria rescue was noticed by KingPin goons and Kingpin now enemy", + + L"Angel left deed on counter", //120 + L"Maria quest over", + L"Player bandaged NPC today", + L"Doreen revealed allegiance to Queen", + L"Pablo should not steal from player", + L"Player shipment arrived but loyalty to low, so it left", + L"Helicopter is in working condition", + L"Player is giving amount of money >= $1000", + L"Player is giving amount less than $1000", + L"Waldo agreed to fix helicopter( heli is damaged )", + + L"Helicopter was destroyed", //130 + L"Waldo told us about heli pilot", + L"Father told us about Deidranna killing sick people", + L"Father told us about Chivaldori family", + L"Father told us about creatures", + L"Loyalty is OK", + L"Loyalty is Low", + L"Loyalty is High", + L"Player doing poorly", + L"Player gave valid head to Carmen", + + L"Current sector is G9(Cambria)", //140 + L"Current sector is C5(SanMona)", + L"Current sector is C13(Drassen", + L"Carmen has at least $10,000 on him", + L"Player has Slay on team for over 48 hours", + L"Carmen is suspicous about slay", + L"Slay is in current sector", + L"Carmen gave us final warning", + L"Vince has explained that he has to charge", + L"Vince is expecting cash (reset everyday)", + + L"Player stole some medical supplies once", //150 + L"Player stole some medical supplies again", + L"Vince can be recruited", + L"Vince is currently doctoring", + L"Vince was recruited", + L"Slay offered deal", + L"All terrorists killed", + L"", + L"Maria left in wrong sector", + L"Skyrider left in wrong sector", + + L"Joey left in wrong sector", //160 + L"John left in wrong sector", + L"Mary left in wrong sector", + L"Walter was bribed", + L"Shank(67) is part of squad but not speaker", + L"Maddog spoken to", + L"Jake told us about shank", + L"Shank(67) is not in secotr", + L"Bloodcat quest on for more than 2 days", + L"Effective threat made to Armand", + + L"Queen is DEAD!", //170 + L"Speaker is with Aim or Aim person on squad within 10 tiles", + L"Current mine is empty", + L"Current mine is running out", + L"Loyalty low in affiliated town (low mine production)", + L"Creatures invaded current mine", + L"Player LOST current mine", + L"Current mine is at FULL production", + L"Dynamo(66) is Speaker or within 10 tiles of speaker", + L"Fred told us about creatures", + + L"Matt told us about creatures", //180 + L"Oswald told us about creatures", + L"Calvin told us about creatures", + L"Carl told us about creatures", + L"Chalice stolen from museam", + L"John(118) is EPC", + L"Mary(119) and John (118) are EPC's", + L"Mary(119) is alive", + L"Mary(119)is EPC", + L"Mary(119) is bleeding", + + L"John(118) is alive", //190 + L"John(118) is bleeding", + L"John or Mary close to airport in Drassen(B13)", + L"Mary is Dead", + L"Miners placed", + L"Krott planning to shoot player", + L"Madlab explained his situation", + L"Madlab expecting a firearm", + L"Madlab expecting a video camera.", + L"Item condition is < 70 ", + + L"Madlab complained about bad firearm.", //200 + L"Madlab complained about bad video camera.", + L"Robot is ready to go!", + L"First robot destroyed.", + L"Madlab given a good camera.", + L"Robot is ready to go a second time!", + L"Second robot destroyed.", + L"Mines explained to player.", + L"Dynamo (#66) is in sector J9.", + L"Dynamo (#66) is alive.", + + L"One PC hasn't fought, but is able, and less than 3 fights have occured", //210 + L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena", + L"Player has been to K4_b1", + L"Brewster got to talk while Warden was alive", + L"Warden (#103) is dead.", + L"Ernest gave us the guns", + L"This is the first bartender", + L"This is the second bartender", + L"This is the third bartender", + L"This is the fourth bartender", + + + L"Manny is a bartender.", //220 + L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)", + L"Player made purchase from Howard (#125)", + L"Dave sold vehicle", + L"Dave's vehicle ready", + L"Dave expecting cash for car", + L"Dave has gas. (randomized daily)", + L"Vehicle is present", + L"First battle won by player", + L"Robot recruited and moved", + + L"No club fighting allowed", //230 + L"Player already fought 3 fights today", + L"Hans mentioned Joey", + L"Player is doing better than 50% (Alex's function)", + L"Player is doing very well (better than 80%)", + L"Father is drunk and sci-fi option is on", + L"Micky (#96) is drunk", + L"Player has attempted to force their way into brothel", + L"Rat effectively threatened 3 times", + L"Player paid for two people to enter brothel", + + L"", //240 + L"", + L"Player owns 2 towns including omerta", + L"Player owns 3 towns including omerta",// 243 + L"Player owns 4 towns including omerta",// 244 + L"", + L"", + L"", + L"Fact male speaking female present", + L"Fact hicks married player merc",// 249 + + L"Fact museum open",// 250 + L"Fact brothel open",// 251 + L"Fact club open",// 252 + L"Fact first battle fought",// 253 + L"Fact first battle being fought",// 254 + L"Fact kingpin introduced self",// 255 + L"Fact kingpin not in office",// 256 + L"Fact dont owe kingpin money",// 257 + L"Fact pc marrying daryl is flo",// 258 + L"", + + L"", //260 + L"Fact npc cowering", // 261, + L"", + L"", + L"Fact top and bottom levels cleared", + L"Fact top level cleared",// 265 + L"Fact bottom level cleared",// 266 + L"Fact need to speak nicely",// 267 + L"Fact attached item before",// 268 + L"Fact skyrider ever escorted",// 269 + + L"Fact npc not under fire",// 270 + L"Fact willis heard about joey rescue",// 271 + L"Fact willis gives discount",// 272 + L"Fact hillbillies killed",// 273 + L"Fact keith out of business", // 274 + L"Fact mike available to army",// 275 + L"Fact kingpin can send assassins",// 276 + L"Fact estoni refuelling possible",// 277 + L"Fact museum alarm went off",// 278 + L"", + + L"Fact maddog is speaker", //280, + L"", + L"Fact angel mentioned deed", // 282, + L"Fact iggy available to army",// 283 + L"Fact pc has conrads recruit opinion",// 284 + L"", + L"", + L"", + L"", + L"Fact npc hostile or pissed off", //289, + + L"", //290 + L"Fact tony in building", //291, + L"Fact shank speaking", // 292, + L"Fact doreen alive",// 293 + L"Fact waldo alive",// 294 + L"Fact perko alive",// 295 + L"Fact tony alive",// 296 + L"", + L"Fact vince alive",// 298, + L"Fact jenny alive",// 299 + + L"", //300 + L"", + L"Fact arnold alive",// 302, + L"", + L"Fact rocket rifle exists",// 304, + L"", + L"", + L"", + L"", + L"", + + L"", //310 + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //320 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //330 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //340 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //350 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //360 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //370 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //380 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //390 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //400 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //410 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //420 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //430 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //440 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //450 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //460 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //470 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //480 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //490 + + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", + L"", //500 +}; + +//----------- + +// Editor +//Editor Taskbar Creation.cpp +STR16 iEditorItemStatsButtonsText[] = +{ + L"Delete", + L"Delete item (|D|e|l)", +}; + +STR16 FaceDirs[8] = +{ + L"north", + L"northeast", + L"east", + L"southeast", + L"south", + L"southwest", + L"west", + L"northwest" +}; + +STR16 iEditorMercsToolbarText[] = +{ + L"Toggle viewing of players", //0 + L"Toggle viewing of enemies", + L"Toggle viewing of creatures", + L"Toggle viewing of rebels", + L"Toggle viewing of civilians", + + L"Player", + L"Enemy", + L"Creature", + L"Rebels", + L"Civilian", + + L"DETAILED PLACEMENT", //10 + L"General information mode", + L"Physical appearance mode", + L"Attributes mode", + L"Inventory mode", + L"Profile ID mode", + L"Schedule mode", + L"Schedule mode", + L"DELETE", + L"Delete currently selected merc (|D|e|l)", + L"NEXT", //20 + L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)", + L"Toggle priority existance", + L"Toggle whether or not placement\nhas access to all doors", + + //Orders + L"STATIONARY", + L"ON GUARD", + L"ON CALL", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", //30 + L"RND PT PATROL", + + //Attitudes + L"DEFENSIVE", + L"BRAVE SOLO", + L"BRAVE AID", + L"AGGRESSIVE", + L"CUNNING SOLO", + L"CUNNING AID", + + L"Set merc to face %s", + + L"Find", + L"BAD", //40 + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"BAD", + L"POOR", + L"AVERAGE", + L"GOOD", + L"GREAT", + + L"Previous color set", //50 + L"Next color set", + + L"Previous body type", + L"Next body type", + + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + L"Toggle time variance (+ or - 15 minutes)", + + L"No action", + L"No action", + L"No action", //60 + L"No action", + + L"Clear Schedule", + + L"Find selected merc", +}; + +STR16 iEditorBuildingsToolbarText[] = +{ + L"ROOFS", //0 + L"WALLS", + L"ROOM INFO", + + L"Place walls using selection method", + L"Place doors using selection method", + L"Place roofs using selection method", + L"Place windows using selection method", + L"Place damaged walls using selection method.", + L"Place furniture using selection method", + L"Place wall decals using selection method", + L"Place floors using selection method", //10 + L"Place generic furniture using selection method", + L"Place walls using smart method", + L"Place doors using smart method", + L"Place windows using smart method", + L"Place damaged walls using smart method", + L"Lock or trap existing doors", + + L"Add a new room", + L"Edit cave walls.", + L"Remove an area from existing building.", + L"Remove a building", //20 + L"Add/replace building's roof with new flat roof.", + L"Copy a building", + L"Move a building", + L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)", + L"Erase room numbers", + + L"Toggle |Erase mode", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Cycle brush size (|A/|Z)", + L"Roofs (|H)", + L"|Walls", //30 + L"Room Info (|N)", +}; + +STR16 iEditorItemsToolbarText[] = +{ + L"Wpns", //0 + L"Ammo", + L"Armour", + L"Разгр.", + L"Exp", + L"E1", + L"E2", + L"E3", + L"Triggers", + L"Keys", + L"Rnd", //10 + L"Previous (|,)", // previous page + L"Next (|.)", // next page +}; + +STR16 iEditorMapInfoToolbarText[] = +{ + L"Add ambient light source", //0 + L"Toggle fake ambient lights.", + L"Add exit grids (r-clk to query existing).", + L"Cycle brush size (|A/|Z)", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", + L"Specify north point for validation purposes.", + L"Specify west point for validation purposes.", + L"Specify east point for validation purposes.", + L"Specify south point for validation purposes.", + L"Specify center point for validation purposes.", //10 + L"Specify isolated point for validation purposes.", +}; + +STR16 iEditorOptionsToolbarText[]= +{ + L"New outdoor level", //0 + L"New basement", + L"New cave level", + L"Save map (|C|t|r|l+|S)", + L"Load map (|C|t|r|l+|L)", + L"Select tileset", + L"Leave Editor mode", + L"Exit game (|A|l|t+|X)", + L"Create radar map", + L"When checked, the map will be saved in original JA2 map format. Items with ID > 350 will be lost.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.", + L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.", +}; + +STR16 iEditorTerrainToolbarText[] = +{ + L"Draw |Ground textures", //0 + L"Set map ground textures", + L"Place banks and |Cliffs", + L"Draw roads (|P)", + L"Draw |Debris", + L"Place |Trees & bushes", + L"Place |Rocks", + L"Place barrels & |Other junk", + L"Fill area", + L"Undo last change (|B|a|c|k|s|p|a|c|e)", + L"Toggle |Erase mode", //10 + L"Cycle brush size (|A/|Z)", + L"Raise brush density (|])", + L"Lower brush density (|[)", +}; + +STR16 iEditorTaskbarInternalText[]= +{ + L"Terrain", //0 + L"Buildings", + L"Items", + L"Mercs", + L"Map Info", + L"Options", + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Terrain fasthelp text + L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method", //Buildings fasthelp text + L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor", //Items fasthelp text + L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level", //Mercs fasthelp text + L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions", //Map Info fasthelp text + L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version", //Options fasthelp text +}; + +//Editor Taskbar Utils.cpp + +STR16 iRenderMapEntryPointsAndLightsText[] = +{ + L"North Entry Point", //0 + L"West Entry Point", + L"East Entry Point", + L"South Entry Point", + L"Center Entry Point", + L"Isolated Entry Point", + + L"Prime", + L"Night", + L"24Hour", +}; + +STR16 iBuildTriggerNameText[] = +{ + L"Panic Trigger1", //0 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", + + L"Pressure Action", + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", +}; + +STR16 iRenderDoorLockInfoText[]= +{ + L"No Lock ID", //0 + L"Explosion Trap", + L"Electric Trap", + L"Siren Trap", + L"Silent Alarm", + L"Super Electric Trap", //5 + L"Brothel Siren Trap", + L"Trap Level %d", +}; + +STR16 iRenderEditorInfoText[]= +{ + L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)", //0 + L"No map currently loaded.", + L"File: %S, Current Tileset: %s", + L"Enlarge map on loading", +}; +//EditorBuildings.cpp +STR16 iUpdateBuildingsInfoText[] = +{ + L"TOGGLE", //0 + L"VIEWS", + L"SELECTION METHOD", + L"SMART METHOD", + L"BUILDING METHOD", + L"Room#", //5 +}; + +STR16 iRenderDoorEditingWindowText[] = +{ + L"Editing lock attributes at map index %d.", + L"Lock ID", + L"Trap Type", + L"Trap Level", + L"Locked", +}; + +//EditorItems.cpp + +STR16 pInitEditorItemsInfoText[] = +{ + L"Pressure Action", //0 + L"Panic Action1", + L"Panic Action2", + L"Panic Action3", + L"Action%d", + + L"Panic Trigger1", //5 + L"Panic Trigger2", + L"Panic Trigger3", + L"Trigger%d", +}; + +STR16 pDisplayItemStatisticsTex[] = +{ + L"Status Info Line 1", + L"Status Info Line 2", + L"Status Info Line 3", + L"Status Info Line 4", + L"Status Info Line 5", +}; + +//EditorMapInfo.cpp +STR16 pUpdateMapInfoText[] = +{ + L"R", //0 + L"G", + L"B", + + L"Prime", + L"Night", + L"24Hrs", //5 + + L"Radius", + + L"Underground", + L"Light Level", + + L"Outdoors", + L"Basement", //10 + L"Caves", + + L"Restricted", + L"Scroll ID", + + L"Destination", + L"Sector", //15 + L"Destination", + L"Bsmt. Level", + L"Dest.", + L"GridNo", +}; +//EditorMercs.cpp +CHAR16 gszScheduleActions[ 11 ][20] = +{ + L"No action", + L"Lock door", + L"Unlock door", + L"Open door", + L"Close door", + L"Move to gridno", + L"Leave sector", + L"Enter sector", + L"Stay in sector", + L"Sleep", + L"Ignore this!" +}; + +STR16 zDiffNames[5] = // NUM_DIFF_LVLS = 5 +{ + L"Wimp", + L"Easy", + L"Average", + L"Tough", + L"Steroid Users Only" +}; + +STR16 EditMercStat[12] = +{ + L"Max Health", + L"Cur Health", + L"Strength", + L"Agility", + L"Dexterity", + L"Charisma", + L"Wisdom", + L"Marksmanship", + L"Explosives", + L"Medical", + L"Scientific", + L"Exp Level", +}; + + +STR16 EditMercOrders[8] = +{ + L"Stationary", + L"On Guard", + L"Close Patrol", + L"Far Patrol", + L"Point Patrol", + L"On Call", + L"Seek Enemy", + L"Random Point Patrol", +}; + +STR16 EditMercAttitudes[6] = +{ + L"Defensive", + L"Brave Loner", + L"Brave Buddy", + L"Cunning Loner", + L"Cunning Buddy", + L"Aggressive", +}; + +STR16 pDisplayEditMercWindowText[] = +{ + L"Merc Name:", //0 + L"Orders:", + L"Combat Attitude:", +}; + +STR16 pCreateEditMercWindowText[] = +{ + L"Merc Colors", //0 + L"Done", + + L"Previous merc standing orders", + L"Next merc standing orders", + + L"Previous merc combat attitude", + L"Next merc combat attitude", //5 + + L"Decrease merc stat", + L"Increase merc stat", +}; + +STR16 pDisplayBodyTypeInfoText[] = +{ + L"Random", //0 + L"Reg Male", + L"Big Male", + L"Stocky Male", + L"Reg Female", + L"NE Tank", //5 + L"NW Tank", + L"Fat Civilian", + L"M Civilian", + L"Miniskirt", + L"F Civilian", //10 + L"Kid w/ Hat", + L"Humvee", + L"Eldorado", + L"Icecream Truck", + L"Jeep", //15 + L"Kid Civilian", + L"Domestic Cow", + L"Cripple", + L"Unarmed Robot", + L"Larvae", //20 + L"Infant", + L"Yng F Monster", + L"Yng M Monster", + L"Adt F Monster", + L"Adt M Monster", //25 + L"Queen Monster", + L"Bloodcat", + L"Humvee", // TODO.Translate +}; + +STR16 pUpdateMercsInfoText[] = +{ + L" --=ORDERS=-- ", //0 + L"--=ATTITUDE=--", + + L"RELATIVE", + L"ATTRIBUTES", + + L"RELATIVE", + L"EQUIPMENT", + + L"RELATIVE", + L"ATTRIBUTES", + + L"Army", + L"Admin", + L"Elite", //10 + + L"Exp. Level", + L"Life", + L"LifeMax", + L"Marksmanship", + L"Strength", + L"Agility", + L"Dexterity", + L"Wisdom", + L"Leadership", + L"Explosives", //20 + L"Medical", + L"Mechanical", + L"Morale", + + L"Hair color:", + L"Skin color:", + L"Vest color:", + L"Pant color:", + + L"RANDOM", + L"RANDOM", + L"RANDOM", //30 + L"RANDOM", + + L"By specifying a profile index, all of the information will be extracted from the profile ", + L"and override any values that you have edited. It will also disable the editing features ", + L"though, you will still be able to view stats, etc. Pressing ENTER will automatically ", + L"extract the number you have typed. A blank field will clear the profile. The current ", + L"number of profiles range from 0 to ", + + L"Current Profile: n/a ", + L"Current Profile: %s", + + L"STATIONARY", + L"ON CALL", //40 + L"ON GUARD", + L"SEEK ENEMY", + L"CLOSE PATROL", + L"FAR PATROL", + L"POINT PATROL", + L"RND PT PATROL", + + L"Action", + L"Time", + L"V", + L"GridNo 1", //50 + L"GridNo 2", + L"1)", + L"2)", + L"3)", + L"4)", + + L"lock", + L"unlock", + L"open", + L"close", + + L"Click on the gridno adjacent to the door that you wish to %s.", //60 + L"Click on the gridno where you wish to move after you %s the door.", + L"Click on the gridno where you wish to move to.", + L"Click on the gridno where you wish to sleep at. Person will automatically return to original position after waking up.", + L" Hit ESC to abort entering this line in the schedule.", +}; + +CHAR16 pRenderMercStringsText[][100] = +{ + L"Slot #%d", + L"Patrol orders with no waypoints", + L"Waypoints with no patrol orders", +}; + +STR16 pClearCurrentScheduleText[] = +{ + L"No action", +}; + +STR16 pCopyMercPlacementText[] = +{ + L"Placement not copied because no placement selected.", + L"Placement copied.", +}; + +STR16 pPasteMercPlacementText[] = +{ + L"Placement not pasted as no placement is saved in buffer.", + L"Placement pasted.", + L"Placement not pasted as the maximum number of placements for this team has been reached.", +}; + +//editscreen.cpp +STR16 pEditModeShutdownText[] = +{ + L"Exit editor?", +}; + +STR16 pHandleKeyboardShortcutsText[] = +{ + L"Are you sure you wish to remove all lights?", //0 + L"Are you sure you wish to reverse the schedules?", + L"Are you sure you wish to clear all of the schedules?", + + L"Clicked Placement Enabled", + L"Clicked Placement Disabled", + + L"Draw High Ground Enabled", //5 + L"Draw High Ground Disabled", + + L"Number of edge points: N=%d E=%d S=%d W=%d", + + L"Random Placement Enabled", + L"Random Placement Disabled", + + L"Removing Treetops", //10 + L"Showing Treetops", + + L"World Raise Reset", + + L"World Raise Set Old", + L"World Raise Set", +}; + +STR16 pPerformSelectedActionText[] = +{ + L"Creating radar map for %S", //0 + + L"Delete current map and start a new basement level?", + L"Delete current map and start a new cave level?", + L"Delete current map and start a new outdoor level?", + + L" Wipe out ground textures? ", +}; + +STR16 pWaitForHelpScreenResponseText[] = +{ + L"HOME", //0 + L"Toggle fake editor lighting ON/OFF", + + L"INSERT", + L"Toggle fill mode ON/OFF", + + L"BKSPC", + L"Undo last change", + + L"DEL", + L"Quick erase object under mouse cursor", + + L"ESC", + L"Exit editor", + + L"PGUP/PGDN", //10 + L"Change object to be pasted", + + L"F1", + L"This help screen", + + L"F10", + L"Save current map", + + L"F11", + L"Load map as current", + + L"+/-", + L"Change shadow darkness by .01", + + L"SHFT +/-", //20 + L"Change shadow darkness by .05", + + L"0 - 9", + L"Change map/tileset filename", + + L"b", + L"Change brush size", + + L"d", + L"Draw debris", + + L"o", + L"Draw obstacle", + + L"r", //30 + L"Draw rocks", + + L"t", + L"Toggle trees display ON/OFF", + + L"g", + L"Draw ground textures", + + L"w", + L"Draw building walls", + + L"e", + L"Toggle erase mode ON/OFF", + + L"h", //40 + L"Toggle roofs ON/OFF", +}; + +STR16 pAutoLoadMapText[] = +{ + L"Map data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", + L"Schedule data has just been corrupted. Don't save, don't quit, get Kris! If he's not here, save the map using a temp filename and document everything you just did, especially your last action!", +}; + +STR16 pShowHighGroundText[] = +{ + L"Showing High Ground Markers", + L"Hiding High Ground Markers", +}; + +//Item Statistics.cpp +/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = +{ + L"Klaxon Mine", + L"Flare Mine", + L"Teargas Explosion", + L"Stun Explosion", + L"Smoke Explosion", + L"Mustard Gas", + L"Land Mine", + L"Open Door", + L"Close Door", + L"3x3 Hidden Pit", + L"5x5 Hidden Pit", + L"Small Explosion", + L"Medium Explosion", + L"Large Explosion", + L"Toggle Door", + L"Toggle Action1s", + L"Toggle Action2s", + L"Toggle Action3s", + L"Toggle Action4s", + L"Enter Brothel", + L"Exit Brothel", + L"Kingpin Alarm", + L"Sex with Prostitute", + L"Reveal Room", + L"Local Alarm", + L"Global Alarm", + L"Klaxon Sound", + L"Unlock door", + L"Toggle lock", + L"Untrap door", + L"Tog pressure items", + L"Museum alarm", + L"Bloodcat alarm", + L"Big teargas", +}; +*/ +STR16 pUpdateItemStatsPanelText[] = +{ + L"Toggle hide flag", //0 + L"No item selected.", + L"Slot available for", + L"Random generation.", + L"Keys not editable.", + L"ProfileID of owner", + L"Item class not implemented.", + L"Slot locked as empty.", + L"Status", + L"Rounds", + L"Trap Level", //10 + L"Quantity", + L"Trap Level", + L"Status", + L"Trap Level", + L"Status", + L"Quantity", + L"Trap Level", + L"Dollars", + L"Status", + L"Trap Level", //20 + L"Trap Level", + L"Tolerance", + L"Alarm Trigger", + L"Exist Chance", + L"B", + L"R", + L"S", +}; + +STR16 pSetupGameTypeFlagsText[] = +{ + L"Item appears in both Sci-Fi and Realistic modes", //0 + L"Item appears in Realistic mode only", + L"Item appears in Sci-Fi mode only", +}; + +STR16 pSetupGunGUIText[] = +{ + L"SILENCER", //0 + L"SNIPERSCOPE", + L"LASERSCOPE", + L"BIPOD", + L"DUCKBILL", + L"G-LAUNCHER", //5 +}; + +STR16 pSetupArmourGUIText[] = +{ + L"CERAMIC PLATES", //0 +}; + +STR16 pSetupExplosivesGUIText[] = +{ + L"DETONATOR", +}; + +STR16 pSetupTriggersGUIText[] = +{ + L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.", +}; + +//Sector Summary.cpp + +STR16 pCreateSummaryWindowText[]= +{ + L"Okay", //0 + L"A", + L"G", + L"B1", + L"B2", + L"B3", //5 + L"LOAD", + L"SAVE", + L"Update", +}; + +STR16 pRenderSectorInformationText[] = +{ + L"Tileset: %s", //0 + L"Version Info: Summary: 1.%02d, Map: %1.2f / %02d", + L"Number of items: %d", + L"Number of lights: %d", + L"Number of entry points: %d", + + L"N", + L"E", + L"S", + L"W", + L"C", + L"I", //10 + + L"Number of rooms: %d", + L"Total map population: %d", + L"Enemies: %d", + L"Admins: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Troops: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Elites: %d", + + L"(%d detailed, %d profile -- %d have priority existance)", + L"Civilians: %d", //20 + + L"(%d detailed, %d profile -- %d have priority existance)", + + L"Humans: %d", + L"Cows: %d", + L"Bloodcats: %d", + + L"Creatures: %d", + + L"Monsters: %d", + L"Bloodcats: %d", + + L"Number of locked and/or trapped doors: %d", + L"Locked: %d", + L"Trapped: %d", //30 + L"Locked & Trapped: %d", + + L"Civilians with schedules: %d", + + L"Too many exit grid destinations (more than 4)...", + L"ExitGrids: %d (%d with a long distance destination)", + L"ExitGrids: none", + L"ExitGrids: 1 destination using %d exitgrids", + L"ExitGrids: 2 -- 1) Qty: %d, 2) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d", + L"ExitGrids: 3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d", + L"Enemy Relative Attributes: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", //40 + L"Enemy Relative Equipment: %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)", + L"%d placements have patrol orders without any waypoints defined.", + L"%d placements have waypoints, but without any patrol orders.", + L"%d gridnos have questionable room numbers. Please validate.", + +}; + +STR16 pRenderItemDetailsText[] = +{ + L"R", //0 + L"S", + L"Enemy", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"Panic1", + L"Panic2", + L"Panic3", + L"Norm1", + L"Norm2", + L"Norm3", + L"Norm4", //10 + L"Pressure Actions", + + L"TOO MANY ITEMS TO DISPLAY!", + + L"PRIORITY ENEMY DROPPED ITEMS", + L"None", + + L"TOO MANY ITEMS TO DISPLAY!", + L"NORMAL ENEMY DROPPED ITEMS", + L"TOO MANY ITEMS TO DISPLAY!", + L"None", + L"TOO MANY ITEMS TO DISPLAY!", + L"ERROR: Can't load the items for this map. Reason unknown.", //20 +}; + +STR16 pRenderSummaryWindowText[] = +{ + L"CAMPAIGN EDITOR -- %s Version 1.%02d", //0 + L"(NO MAP LOADED).", + L"You currently have %d outdated maps.", + L"The more maps that need to be updated, the longer it takes. It'll take ", + L"approximately 4 minutes on a P200MMX to analyse 100 maps, so", + L"depending on your computer, it may vary.", + L"Do you wish to regenerate info for ALL these maps at this time (y/n)?", + + L"There is no sector currently selected.", + + L"Entering a temp file name that doesn't follow campaign editor conventions...", + + L"You need to either load an existing map or create a new map before being", + L"able to enter the editor, or you can quit (ESC or Alt+x).", //10 + + L", ground level", + L", underground level 1", + L", underground level 2", + L", underground level 3", + L", alternate G level", + L", alternate B1 level", + L", alternate B2 level", + L", alternate B3 level", + + L"ITEM DETAILS -- sector %s", + L"Summary Information for sector %s:",//20 + + L"Summary Information for sector %s", + L"does not exist.", + + L"Summary Information for sector %s", + L"does not exist.", + + L"No information exists for sector %s.", + + L"No information exists for sector %s.", + + L"FILE: %s", + + L"FILE: %s", + + L"Override READONLY", + L"Overwrite File", //30 + + L"You currently have no summary data. By creating one, you will be able to keep track", + L"of information pertaining to all of the sectors you edit and save. The creation process", + L"will analyse all maps in your \\MAPS directory, and generate a new one. This could", + L"take a few minutes depending on how many valid maps you have. Valid maps are", + L"maps following the proper naming convention from a1.dat - p16.dat. Underground maps", + L"are signified by appending _b1 to _b3 before the .dat (ex: a9_b1.dat). ", + + L"Do you wish to do this now (y/n)?", + + L"No summary info. Creation denied.", + + L"Grid", + L"Progress", //40 + L"Use Alternate Maps", + + L"Summary", + L"Items", +}; + +STR16 pUpdateSectorSummaryText[] = +{ + L"Analyzing map: %s...", +}; + +STR16 pSummaryLoadMapCallbackText[] = +{ + L"Loading map: %s", +}; + +STR16 pReportErrorText[] = +{ + L"Skipping update for %s. Probably due to tileset conflicts...", +}; + +STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] = +{ + L"Generating map information", +}; + +STR16 pSummaryUpdateCallbackText[] = +{ + L"Generating map summary", +}; + +STR16 pApologizeOverrideAndForceUpdateEverythingText[] = +{ + L"MAJOR VERSION UPDATE", + L"There are %d maps requiring a major version update.", + L"Updating all outdated maps", +}; + +//selectwin.cpp +STR16 pDisplaySelectionWindowGraphicalInformationText[] = +{ + L"%S[%d] from default tileset %s (%d, %S)", + L"File: %S, subindex: %d (%d, %S)", + L"Tileset: %s", +}; + +STR16 pDisplaySelectionWindowButtonText[] = +{ + L"Accept selections (|E|n|t|e|r)", + L"Cancel selections (|E|s|c)\nClear selections (|S|p|a|c|e)", + L"Scroll window up (|U|p)", + L"Scroll window down (|D|o|w|n)", +}; + +//Cursor Modes.cpp +STR16 wszSelType[6] = { + L"Small", + L"Medium", + L"Large", + L"XLarge", + L"Width: xx", + L"Area" + }; + +//--- + +CHAR16 gszAimPages[ 6 ][ 20 ] = +{ + L"CÑ‚p. 1/2", //0 + L"CÑ‚p. 2/2", + + L"CÑ‚p. 1/3", + L"CÑ‚p. 2/3", + L"CÑ‚p. 3/3", + + L"CÑ‚p. 1/1", //5 +}; + +// by Jazz +CHAR16 zGrod[][500] = +{ + L"Робот", //0 // Robot +}; + +STR16 pCreditsJA2113[] = +{ + L"@T,{;Разработчики JA2 v1.13", + L"@T,C144,R134,{;Программирование", + L"@T,C144,R134,{;Графика и звук", + L"@};(Многое взÑто из других модов)", + L"@T,C144,R134,{;Предметы", + L"@T,C144,R134,{;Также помогали", + L"@};(И многие другие, предложившие хорошие идеи и выÑказавшие важные замечаниÑ!)", +}; + +CHAR16 ItemNames[MAXITEMS][80] = +{ + L"", +}; + + +CHAR16 ShortItemNames[MAXITEMS][80] = +{ + L"", +}; + +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 AmmoCaliber[MAXITEMS][20];// = +//{ +// L"0", +// L".38 кал", +// L"9 мм", +// L".45 кал", +// L".357 кал", +// L"12 кал", +// L"ОББ", +// L"5,45 мм", +// L"5,56 мм", +// L"7,62 мм ÐÐТО", +// L"7,62 мм ВД", +// L"4,7 мм", +// L"5,7 мм", +// L"МонÑтр", +// L"Ракета", +// L"", // дротик +// L"", // Ð¿Ð»Ð°Ð¼Ñ +//// L".50 кал", // barrett +//// L"9 мм Ñ‚Ñж", // Val silent +//}; + +// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words. +// +// Different weapon calibres +// CAWS is Close Assault Weapon System and should probably be left as it is +// NATO is the North Atlantic Treaty Organization +// WP is Warsaw Pact +// cal is an abbreviation for calibre +CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//= +//{ +// L"0", +// L".38 кал", +// L"9 мм", +// L".45 кал", +// L".357 кал", +// L"12 кал", +// L"ОББ", +// L"5,45 мм", +// L"5,56 мм", +// L"7,62 мм Ð.", +// L"7,62 мм ВД", +// L"4,7 мм", +// L"5,7 мм", +// L"МонÑтр", +// L"Ракета", +// L"", // дротик +//// L"", // flamethrower +//// L".50 кал", // barrett +//// L"9 мм Ñ‚Ñж", // Val silent +//}; + + +CHAR16 WeaponType[MAXITEMS][30] = +{ + L"Прочие", + L"ПиÑтолет", + L"Ðвт.пиÑтолет", + L"ПП", + L"Винтовка", + L"Сн.винтовка", + L"Ðвтомат", + L"Ручной пулемёт", + L"Дробовик", +}; + +CHAR16 TeamTurnString[][STRING_LENGTH] = +{ + L"Ход Игрока", // player's turn + L"Ход Противника", + L"Ход Тварей", + L"Ход ОполчениÑ", + L"Ход ГражданÑких", + L"Планирование",// planning turn + L"Клиент â„–1",//hayden + L"Клиент â„–2",//hayden + L"Клиент â„–3",//hayden + L"Клиент â„–4",//hayden + +}; + +CHAR16 Message[][STRING_LENGTH] = +{ + L"", + + // In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number. + + L"%s получает ранение в голову и терÑет в интеллекте!", + L"%s получает ранение в плечо и терÑет в ловкоÑти!", + L"%s получает ранение в грудь и терÑет в Ñиле!", + L"%s получает ранение в ногу и терÑет в проворноÑти!", + L"%s получает ранение в голову и терÑет %d ед. интеллекта!", + L"%s получает ранение в плечо и терÑет %d ед. ловкоÑти!", + L"%s получает ранение в грудь и терÑет %d ед. Ñилы!", + L"%s получает ранение в ногу и терÑет %d ед. проворноÑти!", + L"Перехват!", + + // The first %s is a merc's name, the second is a string from pNoiseVolStr, + // the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr + + L"", //OBSOLETE + L"К вам на помощь прибыло подкрепление!", + + // In the following four lines, all %s's are merc names + + L"%s перезарÑжает оружие.", + L"%s недоÑтаточно очков дейÑтвиÑ!", + L"%s оказывает первую помощь (Ð»ÑŽÐ±Ð°Ñ ÐºÐ»Ð°Ð²Ð¸ÑˆÐ° - отмена).", + L"%s и %s оказывают первую помощь (Ð»ÑŽÐ±Ð°Ñ ÐºÐ»Ð°Ð²Ð¸ÑˆÐ° - отмена).", + // the following 17 strings are used to create lists of gun advantages and disadvantages + // (separated by commas) + L"надёжно", + L"ненадёжно", + L"проÑтой ремонт", + L"Ñложный ремонт", + L"большой урон", + L"малый урон", + L"ÑкороÑтрельное", + L"неÑкороÑтрельное", + L"дальний бой", + L"ближний бой", + L"лёгкое", + L"Ñ‚Ñжёлое", + L"компактное", + L"очередÑми", + L"нет отÑечки очереди", + L"бол.магазин", + L"мал.магазин", + + // In the following two lines, all %s's are merc names + + L"%s: камуфлÑÐ¶Ð½Ð°Ñ ÐºÑ€Ð°Ñка ÑтёрлаÑÑŒ.", + L"%s: камуфлÑÐ¶Ð½Ð°Ñ ÐºÑ€Ð°Ñка ÑмылаÑÑŒ.", + + // The first %s is a merc name and the second %s is an item name + + L"Второе оружие: закончилиÑÑŒ патроны!", + L"%s крадёт %s.", + + // The %s is a merc name + + L"%s: оружие не ÑтрелÑет очередÑми.", + + L"Уже уÑтановлено!", + L"Объединить?", + + // Both %s's are item names + + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿Ñ€Ð¸Ñоединить %s к %s.", + + L"Ðичего", + L"РазрÑдить", + L"ÐавеÑка", + + //You cannot use "item(s)" and your "other item" at the same time. + //Ex: You cannot use sun goggles and you gas mask at the same time. + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ñпользовать %s и %s одновременно.", + + L"Этот предмет можно приÑоединить к другим, помеÑтив его в одно из четырех меÑÑ‚ Ð´Ð»Ñ Ð½Ð°Ð²ÐµÑки.", + L"Этот предмет можно приÑоединить к другим, помеÑтив его в одно из четырех меÑÑ‚ Ð´Ð»Ñ Ð½Ð°Ð²ÐµÑки. (Однако Ñти предметы неÑовмеÑтимы)", + L"Ð’ Ñекторе еще оÑталиÑÑŒ враги!", + L"%s требует полную оплату, нужно заплатить ещё %s", + L"%s: попадание в голову!", + L"Покинуть битву?", + L"Это неÑъёмное приÑпоÑобление. УÑтановить его?", + L"%s чувÑтвует прилив Ñнергии!", + L"%s поÑкальзываетÑÑ Ð½Ð° ÑтеклÑнных шариках!", + L"%s не удалоÑÑŒ отобрать %s у врага!", + L"%s чинит %s", + L"Перехватили ход: ", + L"СдатьÑÑ?", + L"Человек отверг вашу помощь.", + L"Вам Ñто надо?", + L"Чтобы воÑпользоватьÑÑ Ð²ÐµÑ€Ñ‚Ð¾Ð»Ñ‘Ñ‚Ð¾Ð¼ ÐебеÑного Ð’Ñадника - выберите \"ТранÑпорт/Вертолёт\".", + L"%s уÑпевает зарÑдить только одно оружие.", + L"Ход кошек-убийц", + L"автоматичеÑкий", + L"неавтоматичеÑкий", + L"точный", + L"неточный", + L"нет одиночных", + L"Враг обобран до нитки!", + L"У врага в руках ничего нет!", + + L"%s: пеÑчаный камуфлÑж ÑтёрÑÑ.", + L"%s: пеÑчаный камуфлÑж ÑмылÑÑ.", + + L"%s: раÑтительный камуфлÑж ÑтёрÑÑ.", + L"%s: раÑтительный камуфлÑж ÑмылÑÑ.", + + L"%s: городÑкой камуфлÑж ÑтёрÑÑ.", + L"%s: городÑкой камуфлÑж ÑмылÑÑ.", + + L"%s: зимний камуфлÑж ÑтёрÑÑ.", + L"%s: зимний камуфлÑж ÑмылÑÑ.", + + L"ÐÐµÐ»ÑŒÐ·Ñ ÑƒÑтановить навеÑку %s на Ñто меÑто.", + L"%s не помеÑтитÑÑ Ð½Ð¸ в один Ñлот.", + L"ÐедоÑтаточно меÑта Ð´Ð»Ñ Ñтого кармана.", + + L"%s отремонтировал(а) %s, наÑколько Ñто было возможно.", + L"%s отремонтировал(а) у наёмника %s %s, наÑколько Ñто было возможно.", + + L"%s почиÑтил(а) %s.", // TODO.Translate + L"%s почиÑтил(а) у %s %s.", + + L"Assignment not possible at the moment", // TODO.Translate + L"No militia that can be drilled present.", + + L"%s has fully explored %s.", // TODO.Translate +}; + +// the country and its noun in the game +CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] = +{ +#ifdef JA2UB + L"Тракону", + L"Траконец", +#else + L"Ðрулько", + L"Ðрулькиец", +#endif +}; + +// the names of the towns in the game +CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = +{ + L"", + L"Омерта", + L"ДраÑÑен", + L"Ðльма", + L"Грам", + L"ТикÑа", + L"КамбриÑ", + L"Сан-Мона", + L"ЭÑтони", + L"Орта", + L"Балайм", + L"Медуна", + L"Читзена", +}; + +// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc. +// min is an abbreviation for minutes + +STR16 sTimeStrings[] = +{ + L"Пауза", + L"Ðорма", + L"5 мин", + L"30 мин", + L"60 мин", + L"6 чаÑов", +}; + + +// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training, +// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be. + +STR16 pAssignmentStrings[] = +{ + L"ОтрÑд 1", + L"ОтрÑд 2", + L"ОтрÑд 3", + L"ОтрÑд 4", + L"ОтрÑд 5", + L"ОтрÑд 6", + L"ОтрÑд 7", + L"ОтрÑд 8", + L"ОтрÑд 9", + L"ОтрÑд 10", + L"ОтрÑд 11", + L"ОтрÑд 12", + L"ОтрÑд 13", + L"ОтрÑд 14", + L"ОтрÑд 15", + L"ОтрÑд 16", + L"ОтрÑд 17", + L"ОтрÑд 18", + L"ОтрÑд 19", + L"ОтрÑд 20", + L"ОтрÑд 21", + L"ОтрÑд 22", + L"ОтрÑд 23", + L"ОтрÑд 24", + L"ОтрÑд 25", + L"ОтрÑд 26", + L"ОтрÑд 27", + L"ОтрÑд 28", + L"ОтрÑд 29", + L"ОтрÑд 30", + L"ОтрÑд 31", + L"ОтрÑд 32", + L"ОтрÑд 33", + L"ОтрÑд 34", + L"ОтрÑд 35", + L"ОтрÑд 36", + L"ОтрÑд 37", + L"ОтрÑд 38", + L"ОтрÑд 39", + L"ОтрÑд 40", + L"Ðа Ñлужбе", // on active duty + L"Медик", // administering medical aid + L"Пациент", // getting medical aid + L"ТранÑпорт", // in a vehicle + L"Ð’ пути", // in transit - abbreviated form + L"Ремонт", // repairing + L"Сканировать чаÑтоты", // scanning for nearby patrols + L"Практика", // training themselves + L"Ополчение", // training a town to revolt + L"Патруль", //training moving militia units //M.Militia + L"Тренер", // training a teammate + L"Ученик", // being trained by someone else + L"ÐоÑильщик", // move items + L"Штат", // operating a strategic facility //Staff + L"ПитатьÑÑ", // eating at a facility (cantina etc.) + L"Отдых", // Resting at a facility //Rest + L"ДопроÑ", // Flugente: interrogate prisoners + L"Мёртв", // dead + L"ÐедееÑп.", // abbreviation for incapacitated + L"Ð’ плену", // Prisoner of war - captured + L"ГоÑпиталь", // patient in a hospital + L"ПуÑÑ‚", // Vehicle is empty + L"ОÑведомитель",// facility: undercover prisoner (snitch) + L"Пропаганда", // facility: spread propaganda + L"Пропаганда", // facility: spread propaganda (globally) + L"Слухи", // facility: gather information + L"Пропаганда", // spread propaganda + L"Слухи", // gather information + L"Командует", // militia movement orders + L"ОÑмотр", // disease diagnosis + L"Леч.наÑел.", // treat disease among the population + L"Медик", // administering medical aid + L"Пациент", // getting medical aid + L"Ремонт", // repairing + L"УкреплÑет", // build structures according to external layout + L"Учит рабочих", + L"Hide", // TODO.Translate + L"GetIntel", + L"DoctorM.", + L"DMilitia", + L"Burial", + L"Admin", // TODO.Translate + L"Explore", // TODO.Translate + L"Event",// rftr: merc is on a mini event // TODO: translate + L"Mission", // rftr: rebel command +}; + + +STR16 pMilitiaString[] = +{ + L"Ополчение", // the title of the militia box + L"Резерв", //the number of unassigned militia troops + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿ÐµÑ€ÐµÑ€Ð°ÑпределÑть ополчение во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ!", + L"Ðекоторые ополченцы не были определены по Ñекторам. Желаете их раÑпуÑтить (уволить)?", +}; + + +STR16 pMilitiaButtonString[] = +{ + L"Ðвто", // auto place the militia troops for the player + L"Готово", // done placing militia troops + L"РаÑпуÑтить", // HEADROCK HAM 3.6: Disband militia + L"Ð’ резерв", // move all milita troops to unassigned pool +}; + +STR16 pConditionStrings[] = +{ + L"Отличное", //the state of a soldier .. excellent health + L"Хорошее", //good health + L"СноÑное", //fair health + L"Ранен", //wounded health + L"УÑтал", //tired + L"Кровоточит", //bleeding to death + L"Без ÑознаниÑ", //knocked out + L"Умирает", //near death + L"Мёртв", //dead +}; + +STR16 pEpcMenuStrings[] = +{ + L"Ðа Ñлужбе", // set merc on active duty + L"Пациент", // set as a patient to receive medical aid + L"ТранÑпорт", // tell merc to enter vehicle + L"Без ÑÑкорта", // let the escorted character go off on their own + L"Отмена", // close this menu +}; + + +// look at pAssignmentString above for comments + +STR16 pPersonnelAssignmentStrings[] = +{ + L"ОтрÑд 1", + L"ОтрÑд 2", + L"ОтрÑд 3", + L"ОтрÑд 4", + L"ОтрÑд 5", + L"ОтрÑд 6", + L"ОтрÑд 7", + L"ОтрÑд 8", + L"ОтрÑд 9", + L"ОтрÑд 10", + L"ОтрÑд 11", + L"ОтрÑд 12", + L"ОтрÑд 13", + L"ОтрÑд 14", + L"ОтрÑд 15", + L"ОтрÑд 16", + L"ОтрÑд 17", + L"ОтрÑд 18", + L"ОтрÑд 19", + L"ОтрÑд 20", + L"ОтрÑд 21", + L"ОтрÑд 22", + L"ОтрÑд 23", + L"ОтрÑд 24", + L"ОтрÑд 25", + L"ОтрÑд 26", + L"ОтрÑд 27", + L"ОтрÑд 28", + L"ОтрÑд 29", + L"ОтрÑд 30", + L"ОтрÑд 31", + L"ОтрÑд 32", + L"ОтрÑд 33", + L"ОтрÑд 34", + L"ОтрÑд 35", + L"ОтрÑд 36", + L"ОтрÑд 37", + L"ОтрÑд 38", + L"ОтрÑд 39", + L"ОтрÑд 40", + L"Ðа Ñлужбе", + L"Медик", + L"Пациент", + L"ТранÑпорт", + L"Ð’ пути", + L"Ремонт", + L"Сканирует радиочаÑтоты", // radio scan + L"Практика", + L"Ополчение", + L"Тренирует патруль", //Training Mobile Militia + L"Тренер", + L"Ученик", + L"ÐоÑильщик", // move items + L"Работает Ñ Ð½Ð°Ñелением", //Facility Staff + L"ПитаетÑÑ", // eating at a facility (cantina etc.) + L"Отдыхает", //Resting at Facility + L"Допрашивает пленных", // Flugente: interrogate prisoners + L"Мёртв", + L"ÐедееÑп.", + L"Ð’ плену", + L"ГоÑпиталь", + L"ПуÑÑ‚", // Vehicle is empty + L"ОÑведомитель", // facility: undercover prisoner (snitch) + L"Ведет пропаганду", // facility: spread propaganda + L"Ведет пропаганду", // facility: spread propaganda (globally) + L"Собирает Ñлухи", // facility: gather rumours + L"Ведет пропаганду", // spread propaganda + L"Собирает Ñлухи", // gather information + L"Руководит ополчением", // militia movement orders + L"ОбÑледование", // disease diagnosis + L"Лечит наÑеление", // treat disease among the population + L"Медик", + L"Пациент", + L"Ремонт", + L"УкреплÑет Ñектор", // build structures according to external layout + L"Учит рабочих", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// refer to above for comments + +STR16 pLongAssignmentStrings[] = +{ + L"ОтрÑд 1", + L"ОтрÑд 2", + L"ОтрÑд 3", + L"ОтрÑд 4", + L"ОтрÑд 5", + L"ОтрÑд 6", + L"ОтрÑд 7", + L"ОтрÑд 8", + L"ОтрÑд 9", + L"ОтрÑд 10", + L"ОтрÑд 11", + L"ОтрÑд 12", + L"ОтрÑд 13", + L"ОтрÑд 14", + L"ОтрÑд 15", + L"ОтрÑд 16", + L"ОтрÑд 17", + L"ОтрÑд 18", + L"ОтрÑд 19", + L"ОтрÑд 20", + L"ОтрÑд 21", + L"ОтрÑд 22", + L"ОтрÑд 23", + L"ОтрÑд 24", + L"ОтрÑд 25", + L"ОтрÑд 26", + L"ОтрÑд 27", + L"ОтрÑд 28", + L"ОтрÑд 29", + L"ОтрÑд 30", + L"ОтрÑд 31", + L"ОтрÑд 32", + L"ОтрÑд 33", + L"ОтрÑд 34", + L"ОтрÑд 35", + L"ОтрÑд 36", + L"ОтрÑд 37", + L"ОтрÑд 38", + L"ОтрÑд 39", + L"ОтрÑд 40", + L"Ðа Ñлужбе", + L"Медик", + L"Пациент", + L"Ð’ транÑпорте", + L"Ð’ пути", + L"Ремонтирует", + L"Сканирует радиочаÑтоты", // radio scan + L"ПрактикуетÑÑ", + L"Тренирует ополчение", + L"Тренирует патруль", //Train Mobiles + L"Тренирует", + L"ОбучаетÑÑ", + L"ÐоÑильщик", // move items + L"Работает Ñ Ð½Ð°Ñелением", //Staff Facility + L"Отдыхает в заведении", //Resting at Facility + L"Допрашивает пленных", // Flugente: interrogate prisoners + L"Мёртв", + L"ÐедееÑпоÑобен", + L"Ð’ плену", + L"Ð’ гоÑпитале", // patient in a hospital + L"Без паÑÑажиров", // Vehicle is empty + L"ОÑведомитель", // facility: undercover prisoner (snitch) + L"Ведет пропаганду", // facility: spread propaganda + L"Ведет пропаганду", // facility: spread propaganda (globally) + L"Собирает Ñлухи", // facility: gather rumours + L"Ведет пропаганду", // spread propaganda + L"Собирает Ñлухи", // gather information + L"Руководит ополчением", // militia movement orders + L"ОбÑледование", // disease diagnosis + L"Лечит наÑеление", // treat disease among the population + L"Медик", + L"Пациент", + L"Ремонтирует", + L"УкреплÑет Ñектор", // build structures according to external layout + L"Учит рабочих", + L"Hide while disguised", // TODO.Translate + L"Get intel while disguised", + L"Doctor wounded militia", + L"Drill existing militia", + L"Bury corpses", + L"Administration", // TODO.Translate + L"Exploration", // TODO.Translate +}; + + +// the contract options + +STR16 pContractStrings[] = +{ + L"Изменение контракта:", + L"", // a blank line, required + L"Продлить на 1 день", // offer merc a one day contract extension + L"Продлить на 7 дней", // 1 week + L"Продлить на 14 дней", // 2 week + L"Уволить", // end merc's contract + L"Отмена", // stop showing this menu +}; + +STR16 pPOWStrings[] = +{ + L"Ð’ плену", //an acronym for Prisoner of War + L"??", +}; + +STR16 pLongAttributeStrings[] = +{ + L"СИЛÐ", + L"ЛОВКОСТЬ", + L"ПРОВОРÐОСТЬ", + L"ИÐТЕЛЛЕКТ", + L"МЕТКОСТЬ", + L"МЕДИЦИÐÐ", + L"МЕХÐÐИКÐ", + L"ЛИДЕРСТВО", + L"ВЗРЫВЧÐТКÐ", + L"УРОВЕÐЬ", +}; + +STR16 pInvPanelTitleStrings[] = +{ + L"БронÑ", // the armor rating of the merc + L"ВеÑ", // the weight the merc is carrying + L"Камуф.", // the merc's camouflage rating + L"КамуфлÑж:", + L"БронÑ:", +}; + +STR16 pShortAttributeStrings[] = +{ + L"Прв", // the abbreviated version of : agility + L"Лов", // dexterity + L"Сил", // strength + L"Лид", // leadership + L"Инт", // wisdom + L"Опт", // experience level + L"Мет", // marksmanship skill + L"Мех", // mechanical skill + L"Взр", // explosive skill + L"Мед", // medical skill +}; + + +STR16 pUpperLeftMapScreenStrings[] = +{ + L"ЗанÑтие", // the mercs current assignment + L"Контракт", // the contract info about the merc + L"Здоровье", // the health level of the current merc + L"Боев.дух", // the morale of the current merc + L"СоÑÑ‚.", // the condition of the current vehicle + L"Топливо", // the fuel level of the current vehicle +}; + +STR16 pTrainingStrings[] = +{ + L"Практика", // tell merc to train self + L"Ополчение", // tell merc to train town + L"Тренер", // tell merc to act as trainer + L"Ученик", // tell merc to be train by other +}; + +STR16 pGuardMenuStrings[] = +{ + L"Ведение огнÑ:", // the allowable rate of fire for a merc who is guarding + L" ÐгреÑÑÐ¸Ð²Ð½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°", // the merc can be aggressive in their choice of fire rates + L" Беречь патроны", // conserve ammo + L" ВоздержатьÑÑ Ð¾Ñ‚ Ñтрельбы", // fire only when the merc needs to + L"Другие параметры:", // other options available to merc + L" Может отÑтупить", // merc can retreat + L" Может иÑкать укрытие", // merc is allowed to seek cover + L" Может помочь команде", // merc can assist teammates + L"Готово", // done with this menu + L"Отмена", // cancel this menu +}; + +// This string has the same comments as above, however the * denotes the option has been selected by the player + +STR16 pOtherGuardMenuStrings[] = +{ + L"Ведение огнÑ:", + L" *ÐгреÑÑÐ¸Ð²Ð½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°*", + L" *Беречь патроны*", + L" *ВоздержатьÑÑ Ð¾Ñ‚ Ñтрельбы*", + L"Другие параметры:", + L" *Может отÑтупить*", + L" *Может иÑкать укрытие*", + L" *Может помочь команде*", + L"Готово", + L"Отмена", +}; + +STR16 pAssignMenuStrings[] = +{ + L"Ðа Ñлужбе", // merc is on active duty + L"Медик", // the merc is acting as a doctor + L"ЗаболеваниÑ", // merc is a doctor doing diagnosis + L"Пациент", // the merc is receiving medical attention + L"ТранÑпорт", // the merc is in a vehicle + L"Ремонт", // the merc is repairing items + L"Радио", // Flugente: the merc is scanning for patrols in neighbouring sectors + L"ОÑведомитель", // anv: snitch actions + L"Обучение", // the merc is training + L"Militia", // all things militia + L"ÐоÑильщик", // move items + L"УкреплÑть", // fortify sector + L"Intel", // covert assignments // TODO.Translate + L"Administer", // TODO.Translate + L"Explore", // TODO.Translate + L"ЗанÑтиÑ", // the merc is using/staffing a facility + L"Отмена", // cancel this menu +}; + +//lal +STR16 pMilitiaControlMenuStrings[] = +{ + L"Ð’ атаку", // set militia to aggresive + L"Держать оборону", // set militia to stationary + L"ОтÑтупать", // retreat militia + L"За мной", + L"ЛожиÑÑŒ", + L"ПриÑеÑть", + L"Ð’ укрытие", + L"ДвигатьÑÑ Ð² точку", + L"Ð’Ñе в атаку", + L"Ð’Ñем держать оборону", + L"Ð’Ñем отÑтупать", + L"Ð’Ñе за мной", + L"Ð’Ñем раÑÑеÑтьÑÑ", + L"Ð’Ñем залечь", + L"Ð’Ñем приÑеÑть", + L"Ð’Ñем в укрытие", + //L"Ð’Ñем иÑкать предметы", + L"Отмена", // cancel this menu +}; + +//Flugente +STR16 pTraitSkillsMenuStrings[] = +{ + // radio operator + L"Ðртналет", + L"ПоÑтановка помех", + L"Сканировать радиочаÑтоты", + L"ПроÑлушивать", + L"Вызвать подкреплениÑ", + L"Выключить радиоÑтанцию", + L"Radio: Activate all turncoats", + + // spy + L"Hide assignment", + L"Get Intel assignment", + L"Recruit turncoat", + L"Activate turncoat", + L"Activate all turncoats", + + // disguise + L"Disguise", + L"Remove disguise", + L"Test disguise", + L"Remove clothes", + + // various + L"Ðаблюдатель", + L"Focus", // TODO.Translate + L"Drag", + L"Fill canteens", +}; + +//Flugente: short description of the above skills for the skill selection menu +STR16 pTraitSkillsMenuDescStrings[] = +{ + // radio operator + L"Вызвать артиллерийÑкий удар из Ñектора...", + L"Заполнить Ñфир помехами, чтобы Ñделать невозможным иÑпользование ÑредÑтв ÑвÑзи.", + L"ИÑкать иÑточник помех.", + L"ИÑпользовать радиопроÑлушку Ð´Ð»Ñ Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð½Ð¸ÐºÐ°.", + L"Вызвать Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ð¸Ð· ÑоÑедних Ñекторов.", + L"Turn off radio set.", // TODO.Translate + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // spy + L"Assignment: hide among the population.", // TODO.Translate + L"Assignment: hide among the population and gather intel.", + L"Try to turn an enemy into a turncoat.", + L"Order previously turned soldier to betray their comrades and join you.", + L"Order all previously turned soldiers in the sector to betray their comrades and join you.", + + // disguise + L"Try to disguise with the merc's current clothes.", + L"Remove the disguise, but clothes remain worn.", + L"Test the viability of the disguise.", + L"Remove any extra clothes.", + + // various + L"Ðаблюдать за меÑтноÑтью, чтобы обеÑпечить более меткую Ñтрельбу Ñвоим Ñнайперам.", + L"Increase interrupt modifier (penalty outside of area).", // TODO.Translate + L"Drag a person, corpse or structure while you move.", + L"Refill your squad's canteens with water from this sector.", +}; + +STR16 pTraitSkillsDenialStrings[] = +{ + L"ТребуетÑÑ:\n", + L" - %d ОД\n", + L" - %s\n", + L" - %s или выше\n", + L" - %s или выше или\n", + L" - %d минут на подготовку\n", + L" - позиции миномётов в ÑоÑедних Ñекторах\n", + L" - %s |и|л|и %s |и %s или %s или выше\n", + L" - одержим беÑами", + L" - a gun-related trait\n", // TODO.Translate + L" - aimed gun\n", + L" - prone person, corpse or structure next to merc\n", + L" - crouched position\n", + L" - free main hand\n", + L" - covert trait\n", + L" - enemy occupied sector\n", + L" - single merc\n", + L" - no alarm raised\n", + L" - civilian or soldier disguise\n", + L" - being our turn\n", + L" - turned enemy soldier\n", + L" - enemy soldier\n", + L" - surface sector\n", + L" - not being under suspicion\n", + L" - not disguised\n", + L" - not in combat\n", + L" - friendly controlled sector\n", +}; + +STR16 pSkillMenuStrings[] = +{ + L"Ополчение", + L"Другие отрÑды", + L"Отмена", + L"%d ополченцев", + L"Ð’Ñе ополченцы", + + L"More", // TODO.Translate + L"Corpse: %s", // TODO.Translate +}; + +STR16 pSnitchMenuStrings[] = +{ + // snitch + L"ОÑведомитель в отрÑде", + L"ГородÑкое назначение", + L"Отмена", +}; + +STR16 pSnitchMenuDescStrings[] = +{ + // snitch + L"ОбÑудить поведение оÑÐ²ÐµÐ´Ð¾Ð¼Ð¸Ñ‚ÐµÐ»Ñ Ð¿Ð¾ отношению к его команде.", + L"ВзÑть задание в Ñтом Ñекторе.", + L"Отмена", +}; + +STR16 pSnitchToggleMenuStrings[] = +{ + // toggle snitching + L"Сообщать о недовольÑтве", + L"Ðе Ñообщать", + L"Предотвращать нарушениÑ", + L"Игнорировать нарушениÑ", + L"Отмена", +}; + +STR16 pSnitchToggleMenuDescStrings[] = +{ + L"Сообщать командиру обо вÑех недовольных.", + L"Ðичего не Ñообщать.", + L"Предотвращать попытки воровÑтва и наркомании.", + L"Ðе обращать Ð²Ð½Ð¸Ð¼Ð°Ð½Ð¸Ñ Ð½Ð° нарушениÑ.", + L"Отмена", +}; + +STR16 pSnitchSectorMenuStrings[] = +{ + // sector assignments + L"ВеÑти пропаганду", + L"Собирать Ñлухи", + L"Отмена", +}; + +STR16 pSnitchSectorMenuDescStrings[] = +{ + L"ПроÑлавлÑть дейÑÑ‚Ð²Ð¸Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð² Ð´Ð»Ñ Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð»Ð¾ÑльноÑти. ", + L"Собирать Ñлухи о дейÑтвиÑÑ… противника.", + L"", +}; + +STR16 pPrisonerMenuStrings[] = +{ + L"ДопроÑить полицию", + L"ДопроÑить Ñолдат", + L"ДопроÑить Ñпецназ", + L"ДопроÑить офицеров", + L"ДопроÑить генералов", + L"ДопроÑить граждан", + L"Отмена", +}; + +STR16 pPrisonerMenuDescStrings[] = // TODO.Translate +{ + L"Administrators are easy to process, but give only poor results", + L"Regular troops are common and don't give you high rewards.", + L"If elite troops defect to you, they can become veteran militia.", + L"Interrogating enemy officers can lead you to find enemy generals.", + L"Generals cannot join your militia, but lead to high ransoms.", + L"Civilians don't offer much resistance, but are second-rate troops at best.", + L"Отмена", +}; + +STR16 pSnitchPrisonExposedStrings[] = +{ + L"%s был уличен как оÑведомитель, но Ð²Ð¾Ð²Ñ€ÐµÐ¼Ñ Ñумел заметить Ñто и выбратьÑÑ Ð¶Ð¸Ð²Ñ‹Ð¼.", + L"%s был уличен как оÑведомитель, но Ñумел разрÑдить обÑтановку и выбратьÑÑ Ð¶Ð¸Ð²Ñ‹Ð¼.", + L"%s был уличен как оÑведомитель, но Ñумел избежать покушениÑ.", + L"%s был уличен как оÑведомитель, но охрана Ñумела предотвратить наÑилие.", + + L"%s был уличен как оÑведомитель и почти утоплен другими заключенными, но охрана уÑпела вмешатьÑÑ.", + L"%s был уличен как оÑведомитель и чуть не забит до Ñмерти, прежде чем охрана вмешалаÑÑŒ.", + L"%s был уличен как оÑведомитель и едва не заколот, но охрана уÑпела вмешатьÑÑ.", + L"%s был уличен как оÑведомитель и чуть не задушен, но охрана уÑпела вмешатьÑÑ.", + + L"%s был уличен как оÑведомитель и утоплен в Ñортире другими заключенными.", + L"%s был уличен как оÑведомитель и забит до Ñмерти другими заключенными.", + L"%s был уличен как оÑведомитель и заколот наÑмерть другими заключенными.", + L"%s был уличен как оÑведомитель и задушен другими заключенными.", +}; + +STR16 pSnitchGatheringRumoursResultStrings[] = +{ + L"%s Ñобрал(а) Ñлухи об активноÑти противника в %d Ñекторах.", + +}; + +STR16 pRemoveMercStrings[] = +{ + L"Убрать бойца", // remove dead merc from current team + L"Отмена", +}; + +STR16 pAttributeMenuStrings[] = +{ + L"Здоровье", + L"ПроворноÑть", + L"ЛовкоÑть", + L"Сила", + L"ЛидерÑтво", + L"МеткоÑть", + L"Механика", + L"Взрывчатка", + L"Медицина", + L"Отмена", +}; + +STR16 pTrainingMenuStrings[] = +{ + L"Практика", // train yourself + L"Рабочие", // Train workers + L"Тренер", // train your teammates + L"Ученик", // be trained by an instructor + L"Отмена", // cancel this menu +}; + + +STR16 pSquadMenuStrings[] = +{ + L"ОтрÑд 1", + L"ОтрÑд 2", + L"ОтрÑд 3", + L"ОтрÑд 4", + L"ОтрÑд 5", + L"ОтрÑд 6", + L"ОтрÑд 7", + L"ОтрÑд 8", + L"ОтрÑд 9", + L"ОтрÑд 10", + L"ОтрÑд 11", + L"ОтрÑд 12", + L"ОтрÑд 13", + L"ОтрÑд 14", + L"ОтрÑд 15", + L"ОтрÑд 16", + L"ОтрÑд 17", + L"ОтрÑд 18", + L"ОтрÑд 19", + L"ОтрÑд 20", + L"ОтрÑд 21", + L"ОтрÑд 22", + L"ОтрÑд 23", + L"ОтрÑд 24", + L"ОтрÑд 25", + L"ОтрÑд 26", + L"ОтрÑд 27", + L"ОтрÑд 28", + L"ОтрÑд 29", + L"ОтрÑд 30", + L"ОтрÑд 31", + L"ОтрÑд 32", + L"ОтрÑд 33", + L"ОтрÑд 34", + L"ОтрÑд 35", + L"ОтрÑд 36", + L"ОтрÑд 37", + L"ОтрÑд 38", + L"ОтрÑд 39", + L"ОтрÑд 40", + L"Отмена", +}; + +STR16 pPersonnelTitle[] = +{ + L"Команда", // the title for the personnel screen/program application +}; + +STR16 pPersonnelScreenStrings[] = +{ + L"Здоровье:", // health of merc + L"ПроворноÑть:", + L"ЛовкоÑть:", + L"Сила:", + L"ЛидерÑтво:", + L"Интеллект:", + L"Опыт:", // experience level + L"МеткоÑть:", + L"Механика:", + L"Взрывчатка:", + L"Медицина:", + L"Мед. депозит:", // amount of medical deposit put down on the merc + L"До конца контракта:", // cost of current contract + L"Убил врагов:", // number of kills by merc + L"Помог убить:", // number of assists on kills by merc + L"Гонорар за день:", // daily cost of merc + L"ÐžÐ±Ñ‰Ð°Ñ Ñ†ÐµÐ½Ð° уÑлуг:", // total cost of merc + L"Контракт:", // cost of current contract + L"У Ð²Ð°Ñ Ð½Ð° Ñлужбе:", // total service rendered by merc + L"Задолж. жалованиÑ:", // amount left on MERC merc to be paid + L"Процент попаданий:", // percentage of shots that hit target + L"Боёв:", // number of battles fought + L"Ранений:", // number of times merc has been wounded + L"Ðавыки:", + L"Ðет навыков", + L"ДоÑтижениÑ:", //Achievements +}; + +// SANDRO - helptexts for merc records +STR16 pPersonnelRecordsHelpTexts[] = +{ + L"Спецназа: %d\n", + L"Солдат: %d\n", + L"Полиции: %d\n", + L"Враждебных граждан: %d\n", + L"Животных: %d\n", + L"Танков: %d\n", + L"Других объектов: %d\n", + + L"Своим: %d\n", + L"Ополчению: %d\n", + L"Другим: %d\n", + + L"Выпущено пуль: %d\n", + L"Выпущено ракет: %d\n", + L"Брошено гранат: %d\n", + L"Брошено ножей: %d\n", + L"Ударов ножом: %d\n", + L"Ударов кулаками: %d\n", + L"Удачных попаданий: %d\n", + + L"Замков взломано: %d\n", + L"Замков Ñорвано: %d\n", + L"Ловушек обезврежено: %d\n", + L"Взрывчатки взорвано: %d\n", + L"Предметов отремонтированно: %d\n", + L"Предметов Ñобрано: %d\n", + L"Вещей украдено: %d\n", + L"Ополченцев натренировано: %d\n", + L"Бойцов перевÑзано: %d\n", + L"Заданий: %d\n", + L"Ð’Ñтречено информаторов: %d\n", + L"Секторов разведано: %d\n", + L"Предотвращено заÑад: %d\n", + L"Заданий жителей выполнено: %d\n", + + L"ТактичеÑких Ñражений: %d\n", + L"Ðвтобитв: %d\n", + L"КоличеÑтво отÑтуплений: %d\n", + L"Попаданий в заÑады: %d\n", + L"ÐšÑ€ÑƒÐ¿Ð½ÐµÐ¹ÑˆÐ°Ñ Ð±Ð¸Ñ‚Ð²Ð°: %d врагов\n", + + L"ОгнеÑтрельных ран: %d\n", + L"Ðожевых ран: %d\n", + L"Пропущенных ударов: %d\n", + L"ПодорвалÑÑ: %d\n", + L"Ухудшений параметров: %d\n", + L"ÐŸÐµÑ€ÐµÐ½Ñ‘Ñ Ñ…Ð¸Ñ€. операций: %d\n", + L"Травм на производÑтве: %d\n", + + L"Характер:", + L"ÐедоÑтаток:", + + L"По жизни:", //Attitudes // WANNE: For old traits display instead of "Character:"! + + L"Зомби: %d\n", + + L"БиографиÑ:", + L"Характер:", + + L"ДопроÑил(а): %d\n", + L"Заболел(а): %d\n", + L"Получено урона: %d\n", + L"ÐанеÑено урона: %d\n", + L"Вылечено: %d\n", +}; + + +//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h +STR16 gzMercSkillText[] = +{ + // SANDRO - tweaked this + L"Ðет навыка", + L"Взлом замков", + L"Рукопашный бой", + L"Электроника", + L"Ðочные операции", + L"Метание", + L"ИнÑтруктор", + L"ТÑжелое оружие", + L"ÐвтоматичеÑкое оружие", + L"СкрытноÑть", + L"Ловкач", + L"ВоровÑтво", + L"Боевые иÑкуÑÑтва", + L"Холодное оружие", + L"Снайпер", + L"КамуфлÑж", + L"(ЭкÑперт)", +}; +////////////////////////////////////////////////////////// +// SANDRO - added this +STR16 gzMercSkillTextNew[] = +{ + // Major traits + L"Ðет навыка", // 0 + L"Ðвтоматчик", // 1 + L"Гренадёр", + L"Стрелок", + L"Охотник", + L"Ковбой", // 5 + L"БокÑёр", + L"Старшина", + L"Техник", + L"Санитар", + // Minor traits + L"Ловкач", // 10 + L"МаÑтер клинка", + L"МаÑтер по метанию", + L"Ðочник", + L"БеÑшумный убийца", + L"СпортÑмен", + L"КультуриÑÑ‚", + L"Подрывник", + L"ИнÑтруктор", + L"Разведчик", + // covert ops is a major trait that was added later + L"ДиверÑант", // 20 + + // new minor traits + L"РадиÑÑ‚", // 21 + L"ОÑведомитель", // 22 + L"Спец по выживанию", + + // second names for major skills + L"Пулемётчик", + L"ÐртиллериÑÑ‚", + L"Снайпер", + L"Рейнджер", + L"ПиÑтолетчик", + L"Боевые иÑкуÑÑтва", + L"Командир", + L"Инженер", + L"Доктор", + // placeholders for minor traits + L"Placeholder", // 33 + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", + L"Placeholder", // 42 + L"Шпион", // 43 + L"Placeholder", // for radio operator (minor trait) + L"Placeholder", // for snitch (minor trait) + L"Placeholder", // for survival (minor trait) + L"Ещё...", // 47 + L"Intel", // for INTEL // TODO.Translate + L"Disguise", // for DISGUISE + L"Различные", // for VARIOUSSKILLS + L"ÐвтоперевÑзка", // for AUTOBANDAGESKILLS +}; +////////////////////////////////////////////////////////// + +// This is pop up help text for the options that are available to the merc + +STR16 pTacticalPopupButtonStrings[] = +{ + L"Ð’Ñтать/Идти (|S)", + L"ПриÑеÑть/ГуÑиный шаг (|C)", + L"СтоÑть/Бежать (|R)", + L"Лечь/Ползти (|P)", + L"Поворот (|L)", + L"ДейÑтвие", + L"Поговорить", + L"ОÑмотреть (|C|t|r|l)", + + // Pop up door menu + L"Открыть", + L"ИÑкать ловушки", + L"Ð’Ñкрыть отмычками", + L"Открыть cилой", + L"Обезвредить", + L"Запереть", + L"Отпереть", + L"ИÑпользовать зарÑд взрывчатки", + L"Взломать ломом", + L"Отмена (|E|s|c)", + L"Закрыть", +}; + +// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps. + +STR16 pDoorTrapStrings[] = +{ + L"нет ловушки", + L"бомба-ловушка", + L"Ñлектроловушка", + L"Ñирена", + L"ÑигнализациÑ", +}; + +// Contract Extension. These are used for the contract extension with AIM mercenaries. + +STR16 pContractExtendStrings[] = +{ + L"1 день", + L"7 дней", + L"14 дней", +}; + +// On the map screen, there are four columns. This text is popup help text that identifies the individual columns. + +STR16 pMapScreenMouseRegionHelpText[] = +{ + L"Выбрать наёмника", + L"Отдать приказ", + L"Проложить путь движениÑ", + L"Контракт наёмника (|C)", + L"МеÑтонахождение бойца", + L"Спать", +}; + +// volumes of noises + +STR16 pNoiseVolStr[] = +{ + L"ТИХИЙ", + L"ЧЕТКИЙ", + L"ГРОМКИЙ", + L"ОЧЕÐЬ ГРОМКИЙ", +}; + +// types of noises + +STR16 pNoiseTypeStr[] = // OBSOLETE +{ + L"ÐЕПОÐЯТÐЫЙ", + L"ШÐГИ", + L"СКРИП", + L"ВСПЛЕСК", + L"УДÐР", + L"ВЫСТРЕЛ", + L"ВЗРЫВ", + L"КРИК", + L"УДÐР", + L"УДÐР", + L"ЗВОÐ", + L"ГРОХОТ", +}; + +// Directions that are used to report noises + +STR16 pDirectionStr[] = +{ + L"c СЕВЕРО-ВОСТОКÐ", + L"c ВОСТОКÐ", + L"c ЮГО-ВОСТОКÐ", + L"c ЮГÐ", + L"c ЮГО-ЗÐПÐДÐ", + L"c ЗÐПÐДÐ", + L"c СЕВЕРО-ЗÐПÐДÐ", + L"c СЕВЕРÐ", +}; + +// These are the different terrain types. + +STR16 pLandTypeStrings[] = +{ + L"Город", + L"Дорога", + L"Равнина", + L"ПуÑтынÑ", + L"ПрериÑ", + L"ЛеÑ", + L"Болото", + L"Вода", + L"Холмы", + L"Ðепроходимо", + L"Река", //river from north to south + L"Река", //river from east to west + L"Ð§ÑƒÐ¶Ð°Ñ Ñтрана", + //NONE of the following are used for directional travel, just for the sector description. + L"Тропики", + L"Ферма", + L"ПолÑ, дорога", + L"ЛеÑа, дорога", + L"Ферма, дорога", + L"Тропики, дорога", + L"ЛеÑа, дорога", + L"Побережье", + L"Горы, дорога", + L"Берег, дорога", + L"ПуÑтынÑ, дорога", + L"Болота, дорога", + L"ПрериÑ, ПВО", + L"ПуÑтынÑ, ПВО", + L"Тропики, ПВО", + L"Медуна, ПВО", + + //These are descriptions for special sectors + L"ГоÑпиталь Камбрии", + L"ÐÑропорт ДраÑÑена", + L"ÐÑропорт Медуны", + L"База ПВО", + L"ÐЗС ", + L"Убежище повÑтанцев", //The rebel base underground in sector A10 + L"Подвалы ТикÑÑ‹", //The basement of the Tixa Prison (J9) + L"Логово тварей", //Any mine sector with creatures in it + L"Подвалы Орты", //The basement of Orta (K4) + L"Туннель", //The tunnel access from the maze garden in Meduna + //leading to the secret shelter underneath the palace + L"Убежище", //The shelter underneath the queen's palace + L"", //Unused +}; + +STR16 gpStrategicString[] = +{ + L"", //Unused + L"%s замечен в Ñекторе %c%d, и другой отрÑд уже на подходе.", //STR_DETECTED_SINGULAR + L"%s замечен в Ñекторе %c%d, и оÑтальные отрÑды уже на подходе.", //STR_DETECTED_PLURAL + L"Желаете дождатьÑÑ Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ð¾Ñтальных?", //STR_COORDINATE + + //Dialog strings for enemies. + + L"Враг предлагает вам ÑдатьÑÑ.", //STR_ENEMY_SURRENDER_OFFER + L"ОÑтавшиеÑÑ Ð±ÐµÐ· ÑÐ¾Ð·Ð½Ð°Ð½Ð¸Ñ Ð±Ð¾Ð¹Ñ†Ñ‹ попали в плен.", //STR_ENEMY_CAPTURED + + //The text that goes on the autoresolve buttons + + L"ОтÑтупить", //The retreat button //STR_AR_RETREAT_BUTTON + L"OK", //The done button //STR_AR_DONE_BUTTON + + //The headers are for the autoresolve type (MUST BE UPPERCASE) + + L"ОБОРОÐÐ", //STR_AR_DEFEND_HEADER + L"ÐТÐКÐ", //STR_AR_ATTACK_HEADER + L"ВСТРЕЧÐ", //STR_AR_ENCOUNTER_HEADER + L"Сектор", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER + + //The battle ending conditions + + L"ПОБЕДÐ!", //STR_AR_OVER_VICTORY + L"ПОРÐЖЕÐИЕ!", //STR_AR_OVER_DEFEAT + L"СДÐЛСЯ!", //STR_AR_OVER_SURRENDERED + L"ПЛЕÐÐÐ!", //STR_AR_OVER_CAPTURED + L"ОТСТУПИЛ!", //STR_AR_OVER_RETREATED + + //These are the labels for the different types of enemies we fight in autoresolve. + + L"Ополченец", //STR_AR_MILITIA_NAME, + L"Спецназ", //STR_AR_ELITE_NAME, + L"Солдат", //STR_AR_TROOP_NAME, + L"ПолициÑ", //STR_AR_ADMINISTRATOR_NAME, + L"Рептион", //STR_AR_CREATURE_NAME, + + //Label for the length of time the battle took + + L"Прошло времени", //STR_AR_TIME_ELAPSED, + + //Labels for status of merc if retreating. (UPPERCASE) + + L"ОТСТУПИЛ", //STR_AR_MERC_RETREATED, + L"ОТСТУПÐЕТ", //STR_AR_MERC_RETREATING, + L"ОТСТУПИТЬ", //STR_AR_MERC_RETREAT, + + //PRE BATTLE INTERFACE STRINGS + //Goes on the three buttons in the prebattle interface. The Auto resolve button represents + //a system that automatically resolves the combat for the player without having to do anything. + //These strings must be short (two lines -- 6-8 chars per line) + + L"Ðвто битва", //STR_PB_AUTORESOLVE_BTN, + L"Перейти в Ñектор", //STR_PB_GOTOSECTOR_BTN, + L"Уйти из Ñектора", //STR_PB_RETREATMERCS_BTN, + + //The different headers(titles) for the prebattle interface. + L"ВСТРЕЧРС ВРÐГОМ", //STR_PB_ENEMYENCOUNTER_HEADER, + L"ÐÐСТУПЛЕÐИЕ ВРÐГÐ", //STR_PB_ENEMYINVASION_HEADER, // 30 + L"ВРÐЖЕСКÐЯ ЗÐСÐДÐ", //STR_PB_ENEMYAMBUSH_HEADER + L"ВРÐЖЕСКИЙ СЕКТОР", //STR_PB_ENTERINGENEMYSECTOR_HEADER + L"ÐТÐКРТВÐРЕЙ", //STR_PB_CREATUREATTACK_HEADER + L"ЗÐСÐДРКОШЕК-УБИЙЦ", //STR_PB_BLOODCATAMBUSH_HEADER + L"ВХОД Ð’ ЛОГОВИЩЕ КОШЕК-УБИЙЦ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER + L"ENEMY AIRDROP", //STR_PB_ENEMYINVASION_AIRDROP_HEADER // TODO.Translate + + //Various single words for direct translation. The Civilians represent the civilian + //militia occupying the sector being attacked. Limited to 9-10 chars + + L"Сектор", + L"Враг", + L"Ðаёмники", + L"Ополчение", + L"Рептионы", + L"Кошки-убийцы", + L"Сектор", + L"Ðет", //If there are no uninvolved mercs in this fight. + L"Ð/Д", //Acronym of Not Applicable + L"д", //One letter abbreviation of day + L"ч", //One letter abbreviation of hour + + //TACTICAL PLACEMENT USER INTERFACE STRINGS + //The four buttons + + L"Отмена", + L"Случайно", + L"Группой", + L"B aÑ‚aку!", + + //The help text for the four buttons. Use \n to denote new line (just like enter). + + L"Убирает вÑе позиции бойцов \nи позволÑет заново раÑÑтавить их. (|C)", + L"При каждом нажатии раÑпределÑет \nбойцов Ñлучайным образом. (|S)", + L"ПозволÑет выбрать меÑто, \nгде Ñгруппировать ваших бойцов. (|G)", + L"Ðажмите Ñту кнопку, когда завершите \nвыбор позиций Ð´Ð»Ñ Ð±Ð¾Ð¹Ñ†Ð¾Ð². (|Ð’|в|о|д)", + L"Ð’Ñ‹ должны размеÑтить вÑех Ñвоих бойцов \nперед тем, как начать бой.", + + //Various strings (translate word for word) + + L"Сектор", + L"Выбор точек входа (иÑпользуйте Ñтрелки Ð´Ð»Ñ Ñкроллинга карты)", + + //Strings used for various popup message boxes. Can be as long as desired. + + L"ПрепÑÑ‚Ñтвие. МеÑто недоÑтупно. Попробуйте пройти другим путем.", + L"ПомеÑтите бойцов в незатененную чаÑть карты.", + + //This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9. + //Don't uppercase first character, or add spaces on either end. + + L"прибыл(а) в Ñектор", + + //These entries are for button popup help text for the prebattle interface. All popup help + //text supports the use of \n to denote new line. Do not use spaces before or after the \n. + L"ÐвтоматичеÑки проÑчитывает бой\nбез загрузки карты. (|A)", + L"ÐÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ автобой\nво Ð²Ñ€ÐµÐ¼Ñ Ð½Ð°Ð¿Ð°Ð´ÐµÐ½Ð¸Ñ.", + L"Войти в Ñектор, чтобы атаковать врага. (|E)", + L"ОтÑтупить отрÑдом в предыдущий Ñектор. (|R)", //singular version + L"Ð’Ñем отрÑдам отÑтупить в предыдущий Ñектор. (|R)", //multiple groups with same previous sector + + //various popup messages for battle conditions. + + //%c%d is the sector -- ex: A9 + L"Враги атаковали ваших ополченцев в Ñекторе %c%d.", + //%c%d Ñектор -- напр: A9 + L"Твари атаковали ваших ополченцев в Ñекторе %c%d.", + //1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9 + //Note: the minimum number of civilians eaten will be two. + L"Твари убили %d гражданÑких во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ Ñектора %s.", + //%s is the sector location -- ex: A9: Omerta + L"Враги атаковали ваших наёмников в Ñекторе %s. Ðи один из ваших бойцов не в ÑоÑтоÑнии ÑражатьÑÑ!", + //%s is the sector location -- ex: A9: Omerta + L"Твари атаковали ваших наёмников в Ñекторе %s. Ðи один из ваших бойцов не в ÑоÑтоÑнии ÑражатьÑÑ!", + + // Flugente: militia movement forbidden due to limited roaming + L"Ополчение не может быть Ñюда перемещено (RESTRICT_ROAMING = TRUE).", + L"War room isn't staffed - militia move aborted!", // TODO.Translate + + L"Робот", //STR_AR_ROBOT_NAME, TODO: translate + L"Танк", //STR_AR_TANK_NAME, + L"Джип", //STR_AR_JEEP_NAME + + L"\nВоÑÑтановление Ð´Ñ‹Ñ…Ð°Ð½Ð¸Ñ Ð² чаÑ: %d", // STR_BREATH_REGEN_SLEEP + + L"Zombies", // TODO.Translate + L"Bandits", + L"BLOODCAT ATTACK", + L"ZOMBIE ATTACK", + L"BANDIT ATTACK", + L"Zombie", + L"Bandit", + L"Bandits attack and kill %d civilians in sector %s.", + L"Transport group", + L"Transport group en route", +}; + +STR16 gpGameClockString[] = +{ + //This is the day represented in the game clock. Must be very short, 4 characters max. + L"День", +}; + +//When the merc finds a key, they can get a description of it which +//tells them where and when they found it. +STR16 sKeyDescriptionStrings[2] = +{ + L"Ðайдено в Ñекторе:", + L"День находки:", +}; + +//The headers used to describe various weapon statistics. + +CHAR16 gWeaponStatsDesc[][ 20 ] = +{ + // HEADROCK: Changed this for Extended Description project + L"СоÑтоÑние:", + L"ВеÑ:", + L"Ðужно ОД", + L"ДиÑÑ‚:", // Range + L"Урон:", // Damage + L"Ð’Ñего:", // Number of bullets left in a magazine + L"ОД:", // abbreviation for Action Points + L"=", + L"=", + //Lal: additional strings for tooltips + L"ТочноÑть:", //9 + L"ДиÑÑ‚:", //10 + L"Урон:", //11 + L"ВеÑ:", //12 + L"Оглушение:",//13 + // HEADROCK: Added new strings for extended description ** REDUNDANT ** + // HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only) + // Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES... + L"ÐавеÑка:", //14 //Attachments + L"AUTO/5:", //15 + L"ОÑталоÑÑŒ патрон:", //16 //Remaining ammo + L"ПредуÑтановка:", //17 //WarmSteel - So we can also display default attachments + L"Ðагар:", // 18 + L"МеÑто:", // 19 //space left on Molle items + L"РазброÑ:", // 20 + +}; + +// HEADROCK: Several arrays of tooltip text for new Extended Description Box +STR16 gzWeaponStatsFasthelpTactical[ 33 ] = +{ + L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ\n \nФактичеÑÐºÐ°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть Ñтрельбы из Ñтого оружиÑ.\nСтрельба Ñ Ñ€Ð°ÑÑтоÑний, превышающих данный показатель,\nбудет оÑущеÑтвлÑтьÑÑ Ñо значительными штрафами\nна точноÑть.\n \nБольше - лучше.", + L"|У|Ñ€|о|н\n \nПоказатель потенциального урона оружиÑ.\nПопадание в незащищенную цель нанеÑет ей\nпримерно Ñтолько единиц урона.\n \nБольше - лучше.", + L"|Т|о|ч|н|о|Ñ|Ñ‚|ÑŒ\n \nПоказатель иÑходного бонуÑа (или штрафа!)\nк точноÑти, приÑущего Ñтому оружию благодарÑ\nего удачному (или неудачному) дизайну.\n \nБольше - лучше.", + L"|У|Ñ€|о|в|н|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ\n \nМакÑимальное чиÑло кликов прицеливаниÑ,\nвозможных при иÑпользовании Ñтого оружиÑ.\n \nС каждым кликом Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð°Ñ‚Ð°ÐºÐ°\nÑтановитÑÑ Ð±Ð¾Ð»ÐµÐµ точной.\n \nБольше - лучше.", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ\n \nФикÑированный модификатор, менÑющий\nÑффективноÑть каждого клика прицеливаниÑ\nпри иÑпользовании Ñтого оружиÑ.\n \nБольше - лучше.", + L"|М|и|н|. |Ñ€|а|Ñ|Ñ|Ñ‚|о|Ñ|н|и|е |д|л|Ñ |б|о|н|у|Ñ|а |п|Ñ€|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|и\n \nМинимальное раÑÑтоÑние до цели, при котором\nк Ñтому оружию может применÑтьÑÑ\nмодификатор прицеливаниÑ.\n \nЕÑли цель находитÑÑ Ð±Ð»Ð¸Ð¶Ðµ, чем\nÑтот показатель, то ÑффективноÑть каждого\nклика Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ неизменной.\n \nМеньше - лучше.", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|п|а|д|а|н|и|Ñ\n \nФикÑированный модификатор шанÑа попаданиÑ\nпри любой атаке из Ñтого оружиÑ.\n \nБольше - лучше.", + L"|О|п|Ñ‚|и|м|а|л|ÑŒ|н|а|Ñ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |л|а|з|е|Ñ€|а\n \nДальноÑть (в тайлах), в пределах которой\nлазерный целеуказатель, уÑтановленный на оружии,\nбудет работать Ñ Ð¼Ð°ÐºÑимальной ÑффективноÑтью.\n \nПри Ñтрельбе Ñ Ñ€Ð°ÑÑтоÑний, превышающих данный показатель,\nцелеуказатель будет давать меньший Ð±Ð¾Ð½ÑƒÑ Ð¸Ð»Ð¸\nне будет давать его вовÑе.\n \nБольше - лучше.", + L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а\n \nПоÑвление Ñтой иконки означает, что\nоружие не производит вÑпышки при выÑтреле.\nЭто позволÑет Ñтрелку оÑтаватьÑÑ Ð½ÐµÐ·Ð°Ð¼ÐµÑ‡ÐµÐ½Ð½Ñ‹Ð¼.", + L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ\n \nЭто раÑÑтоÑние в тайлах, на которое раÑпроÑтранÑетÑÑ\nзвук Ñтрельбы. Ð’ пределах Ñтого раÑÑтоÑниÑ\nвраги Ñмогут уÑлышать звук вашего выÑтрела.\n \nМеньше - лучше.", + L"|Ð|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|ÑŒ\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ ÑƒÑ…ÑƒÐ´ÑˆÐ°ÐµÑ‚ÑÑ Ð¿Ñ€Ð¸ иÑпользовании.\n \nБольше - лучше.", + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", + L"", //12 + L"ОД на вÑкидывание", + L"ОД на 1 выÑтрел", + L"ОД на огонь Ñ Ð¾Ñ‚Ñечкой", + L"ОД на огонь очередью", + L"ОД на замену магазина", + L"ОД на доÑылку патрона", + L"Штраф за отдачу при\nÑтрельбе очередью c отÑечкой\n(меньше - лучше)", //19 + L"Ð‘Ð¾Ð½ÑƒÑ Ð¾Ñ‚ Ñошек\n(при Ñтрельбе лёжа)", + L"Ð’Ñ‹Ñтрелов в автоматичеÑком\nрежиме за 5 ОД", + L"Штраф за отдачу при \nÑтрельбе очередью \n(меньше - лучше)", + L"Штраф за отдачу при\nÑтрельбе очередью\n(c отÑечкой/без) (меньше - лучше)", //23 + L"ОД на броÑок", + L"ОД на выÑтрел", + L"ОД на удар ножом", + L"Ðе ÑтрелÑет одиночными!", + L"Ðет отÑечки патрона!", + L"Ðет автоматичеÑкого режима!", + L"ОД на удар", + L"", + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", +}; + +STR16 gzMiscItemStatsFasthelp[] = +{ + L"Модификатор размера предмета\n(меньше - лучше)", //0 + L"Модификатор надёжноÑти", + L"Модификатор шумноÑти\n(меньше - лучше)", + L"Скрывает вÑпышку", + L"Модификатор Ñошек", + L"Модификатор дальноÑти", //5 + L"Модификатор точноÑти", + L"ÐžÐ¿Ñ‚Ð¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть лазера", + L"Модификатор бонуÑов оптики", + L"Модификатор очереди Ñ Ð¾Ñ‚Ñечкой", + L"Модификатор штрафа за отдачу\nпри Ñтрельбе c отÑечкой\n(больше - лучше)", //10 + L"Модификатор штрафа за отдачу\nпри Ñтрельбе очередью\n(больше - лучше)", + L"Модификатор ОД", + L"Модификатор ОД\nна очередь Ñ Ð¾Ñ‚Ñечкой\n(меньше - лучше)", + L"Модификатор ОД\nна очередь без отÑечки\n(меньше - лучше)", + L"Модификатор ОД на вÑкидывание\n(меньше - лучше)", //15 + L"Модификатор ОД\nна замену магазина\n(меньше - лучше)", + L"Модификатор размера магазина", + L"Модификатор ОД на выÑтрел\n(меньше - лучше)", + L"Модификатор урона", + L"Модификатор урона\nв ближнем бою", //20 + L"КамуфлÑж 'ЛеÑ'", + L"КамуфлÑж 'Город'", + L"КамуфлÑж 'ПуÑтынÑ'", + L"КамуфлÑж 'Снег'", + L"Модификатор ÑкрытноÑти", // 25 + L"Модификатор диапазона\nÑлышимоÑти", + L"Модификатор диапазона\nвидимоÑти", + L"Модификатор диапазона\nвидимоÑти днём", + L"Модификатор диапазона\nвидимоÑти ночью", + L"Модификатор диапазона\nвидимоÑти при Ñрком оÑвещении", //30 + L"Модификатор диапазона\nвидимоÑти в пещере", + L"Туннельное зрение\n(меньше - лучше)", + L"Минимальное раÑÑтоÑние\nÐ´Ð»Ñ Ð±Ð¾Ð½ÑƒÑа при прицеливании", + L"Зажмите |C|t|r|l Ð´Ð»Ñ ÑÑ€Ð°Ð²Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²", // item compare help text + L"Equipment weight: %4.1f kg", // 35 // TODO.Translate +}; + +// HEADROCK: End new tooltip text + +// HEADROCK HAM 4: New condition-based text similar to JA1. +STR16 gConditionDesc[] = +{ + L"Ð’ ", //In + L"ИДЕÐЛЬÐОМ", + L"ОТЛИЧÐОМ", + L"ХОРОШЕМ", //GOOD + L"ÐОРМÐЛЬÐОМ", //FAIR + L"ПЛОХОМ", //POOR + L"УЖÐСÐОМ", //BAD + L"ÐЕРÐБОЧЕМ", + L" ÑоÑтоÑнии." +}; + +//The headers used for the merc's money. + +CHAR16 gMoneyStatsDesc[][ 14 ] = +{ + L"Кол-во", + L"ОÑталоÑÑŒ:", //this is the overall balance + L"Кол-во", + L"Отделить:", //the amount he wants to separate from the overall balance to get two piles of money + + L"Текущий", + L"БаланÑ:", + L"СнимаемаÑ", + L"Сумма:", +}; + +//The health of various creatures, enemies, characters in the game. The numbers following each are for comment +//only, but represent the precentage of points remaining. + +CHAR16 zHealthStr[][13] = +{ + L"УМИРÐЕТ", // >= 0 + L"КРИТИЧЕÐ", // >= 15 + L"ПЛОХ", // >= 30 + L"РÐÐЕÐ", // >= 45 + L"ЗДОРОВ", // >= 60 + L"СИЛЕÐ", // >= 75 + L"ОТЛИЧÐО", // >= 90 + L"ЗÐХВÐЧЕÐ", +}; + +STR16 gzHiddenHitCountStr[1] = +{ + L"?", +}; + +STR16 gzMoneyAmounts[6] = +{ + L"1000$", + L"100$", + L"10$", + L"СнÑть", + L"Разделить", + L"ВзÑть", +}; + +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +CHAR16 gzProsLabel[10] = +{ + L"+", +}; + +CHAR16 gzConsLabel[10] = +{ + L"-", +}; + +//Conversation options a player has when encountering an NPC +CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] = +{ + L"Повторить", //meaning "Repeat yourself" + L"ДружеÑтвенно", //approach in a friendly + L"ÐапрÑмую", //approach directly - let's get down to business + L"Угрожать", //approach threateningly - talk now, or I'll blow your face off + L"Дать", + L"ÐанÑть", +}; + +//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well. +CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]= +{ + L"Купить/Продать", + L"Купить", + L"Продать", + L"Ремонтировать", +}; + +CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] = +{ + L"До вÑтречи", +}; + + +//These are vehicles in the game. + +STR16 pVehicleStrings[] = +{ + L"Эльдорадо", + L"Хаммер", // a hummer jeep/truck -- military vehicle + L"Фургон", + L"Джип", + L"Танк", + L"Вертолёт", +}; + +STR16 pShortVehicleStrings[] = +{ + L"Эльдорадо", + L"Хаммер", // the HMVV + L"Фургон", + L"Джип", + L"Танк", + L"Вертолёт", // the helicopter +}; + +STR16 zVehicleName[] = +{ + L"Эльдорадо", + L"Хаммер", //a military jeep. This is a brand name. + L"Фургон", // Ice cream truck + L"Джип", + L"Танк", + L"Вертолёт", //an abbreviation for Helicopter +}; + +STR16 pVehicleSeatsStrings[] = +{ + L"Ð’Ñ‹ не можете ÑтрелÑть Ñ Ñтого меÑта.", + L"Ð’Ñ‹ не можете поменÑть их меÑтами во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ, не Ð²Ñ‹Ñ…Ð¾Ð´Ñ Ð¸Ð· автомобилÑ.", +}; + +//These are messages Used in the Tactical Screen + +CHAR16 TacticalStr[][ MED_STRING_LENGTH ] = +{ + L"Воздушный Рейд", + L"Оказать первую помощь?", + + // CAMFIELD NUKE THIS and add quote #66. + + L"%s замечает, что некоторые вещи отÑутÑтвуют в поÑылке.", + + // The %s is a string from pDoorTrapStrings + + L"Замок (%s).", + L"Тут нет замка.", + L"УÑпех!", + L"Провал.", + L"УÑпех!", + L"Провал", + L"Ðа замке нет ловушки.", + L"УÑпех!", + // The %s is a merc name + L"У %s нет подходÑщего ключа", + L"Ловушка обезврежена", + L"Ðа замке не найдено ловушки.", + L"Заперто", + L"ДВЕРЬ", + L"С ЛОВУШКОЙ", + L"ЗÐПЕРТÐЯ", + L"ÐЕЗÐПЕРТÐЯ", + L"СЛОМÐÐÐЯ", + L"Тут еÑть кнопка. Ðажать?", + L"РазрÑдить ловушку?", + L"Пред...", + L"След...", + L"Еще...", + + // In the next 2 strings, %s is an item name + + L"%s помещен(а) на землю.", + L"%s отдан(а) %s.", + + // In the next 2 strings, %s is a name + + L"%s: Оплачено Ñполна.", + L"%s: Еще должен %d.", + L"УÑтановить чаÑтоту радиодетонатора:", //in this case, frequency refers to a radio signal + L"КоличеÑтво ходов до взрыва:", //how much time, in turns, until the bomb blows + L"Выберите чаÑтоту радиодетонатора на пульте:", //in this case, frequency refers to a radio signal + L"Обезвредить ловушку?", + L"Убрать Ñиний флаг?", + L"ПоÑтавить здеÑÑŒ Ñиний флаг?", + L"Завершающий ход", + + // In the next string, %s is a name. Stance refers to way they are standing. + + L"Ð’Ñ‹ дейÑтвительно хотите атаковать %s?", + L"Увы, в машине боец не может изменить положение.", + L"Робот не может менÑть положение.", + + // In the next 3 strings, %s is a name + + L"%s не может поменÑть положение здеÑÑŒ.", + L"%s не может получить первую помощь.", + L"%s не нуждаетÑÑ Ð² медицинÑкой помощи.", + L"Туда идти нельзÑ.", + L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð°, меÑÑ‚ нет.", //there's no room for a recruit on the player's team + + // In the next string, %s is a name + + L"%s нанÑÑ‚(а).", + + // Here %s is a name and %d is a number + + L"%s должен получить $%d.", + + // In the next string, %s is a name + + L"Сопроводить %s?", + + // In the next string, the first %s is a name and the second %s is an amount of money (including $ sign) + + L"ÐанÑть %s за %s в день?", + + // This line is used repeatedly to ask player if they wish to participate in a boxing match. + + L"Хотите учаÑтвовать в поединке?", + + // In the next string, the first %s is an item name and the + // second %s is an amount of money (including $ sign) + + L"Купить %s за %s?", + + // In the next string, %s is a name + + L"%s ÑопровождаетÑÑ Ð¾Ñ‚Ñ€Ñдом %d.", + + // These messages are displayed during play to alert the player to a particular situation + + L"ОТКÐЗ", //weapon is jammed. + L"Роботу нужны патроны %s калибра.", //Robot is out of ammo + L"БроÑить туда не получитÑÑ.", //Merc can't throw to the destination he selected + + // These are different buttons that the player can turn on and off. + + L"Режим ÑкрытноÑти (|Z)", + L"Карта (|M)", + L"Завершить ход (|D)", + L"Говорить", + L"Молчать", + L"ПоднÑтьÑÑ (|P|g|U|p)", + L"Смена ÑƒÑ€Ð¾Ð²Ð½Ñ (|T|a|b)", + L"ЗабратьÑÑ/Спрыгнуть (|J)", + L"ПриÑеÑть/Лечь (|P|g|D|n)", + L"ОÑмотреть (|C|t|r|l)", + L"Предыдущий боец", + L"Следующий боец (|П|p|o|б|e|л)", + L"ÐаÑтройки (|O)", + L"Режим очереди (|B)", + L"Смотреть/ПовернутьÑÑ (|L)", + L"Здоровье: %d/%d\nЭнергиÑ: %d/%d\nБоевой дух: %s", + L"Ðу и?", //this means "what?" + L"Продолж.", // an abbrieviation for "Continued" + L"%s будет говорить.", + L"%s будет молчать.", + L"СоÑтоÑние: %d/%d\nТопливо: %d/%d", + L"Выйти из машины", + L"Сменить отрÑд (|S|h|i|f|t |П|p|о|б|e|л)", + L"Ехать", + L"Ð/Д", //this is an acronym for "Not Applicable." + L"Рукопашный бой", + L"Применить оружие", + L"ВоÑпользоватьÑÑ Ð½Ð¾Ð¶Ð¾Ð¼", + L"ИÑпользовать взрывчатку", + L"ВоÑпользоватьÑÑ Ð°Ð¿Ñ‚ÐµÑ‡ÐºÐ¾Ð¹", + L"(Ловит)", + L"(ПерезарÑдка)", + L"(Дать)", + L"Сработала %s.", // The %s here is a string from pDoorTrapStrings ASSUME all traps are female gender + L"%s прибыл(а).", + L"%s: иÑтратил(а) вÑе очки дейÑтвиÑ.", + L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ может дейÑтвовать.", + L"%s перевÑзан(а).", + L"%s: закончилиÑÑŒ бинты.", + L"Враг в Ñекторе!", + L"Врагов в поле Ð·Ñ€ÐµÐ½Ð¸Ñ Ð½ÐµÑ‚.", + L"ÐедоÑтаточно очков дейÑтвиÑ.", + L"Ðаденьте на голову одного из наёмников пульт ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ñ€Ð¾Ð±Ð¾Ñ‚Ð¾Ð¼.", + L"ПоÑледнÑÑ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ опуÑтошила магазин!", + L"СОЛДÐТ", + L"РЕПТИОÐ", + L"ОПОЛЧЕÐЕЦ", + L"ЖИТЕЛЬ", + L"ЗОМБИ", + L"Пленный", + L"Выход из Ñектора", + L"ДÐ", + L"ОТМЕÐÐ", + L"Выбранный боец", + L"Ð’Ñе бойцы отрÑда", + L"Идти в Ñектор", + L"Идти на карту", + L"Этот Ñектор отÑюда покинуть нельзÑ.", + L"Ð’Ñ‹ не можете покинуть Ñектор в походовом режиме.", + L"%s Ñлишком далеко.", + L"Скрыть кроны деревьев", + L"Показать кроны деревьев", + L"ВОРОÐÐ", //Crow, as in the large black bird + L"ШЕЯ", + L"ГОЛОВÐ", + L"ТОРС", + L"ÐОГИ", + L"РаÑÑказать королеве то, что она хочет знать?", + L"РегиÑÑ‚Ñ€Ð°Ñ†Ð¸Ñ Ð¾Ñ‚Ð¿ÐµÑ‡Ð°Ñ‚ÐºÐ¾Ð² пальцев пройдена.", + L"Ðеопознанные отпечатки пальцев. Оружие заблокировано.", + L"Цель захвачена", + L"Путь заблокирован", + L"Положить/СнÑть деньги", // Help text over the $ button on the Single Merc Panel + L"Ðикто не нуждаетÑÑ Ð² медицинÑкой помощи.", + L"отказ", // Short form of JAMMED, for small inv slots + L"Туда вÑкарабкатьÑÑ Ð½ÐµÐ²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾.", // used ( now ) for when we click on a cliff + L"Путь блокирован. Хотите поменÑтьÑÑ Ð¼ÐµÑтами Ñ Ñтим человеком?", + L"Человек отказываетÑÑ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", + // In the following message, '%s' would be replaced with a quantity of money (e.g. $200) + L"Ð’Ñ‹ ÑоглаÑны заплатить %s?", + L"ПринÑть беÑплатное лечение?", + L"СоглаÑитьÑÑ Ð²Ñ‹Ð¹Ñ‚Ð¸ замуж за %s?", //Daryl + L"СвÑзка ключей", + L"С ÑÑкортируемыми Ñтого Ñделать нельзÑ.", + L"Пощадить %s?", //Krott + L"За пределами прицельной дальноÑти.", + L"Шахтер", + L"Машина может ездить только между Ñекторами.", + L"Ðи у кого из наёмников нет аптечки", + L"Путь Ð´Ð»Ñ %s заблокирован", + L"Ваши бойцы, захваченные армией %s, томÑÑ‚ÑÑ Ð·Ð´ÐµÑÑŒ в плену!", //Deidranna + L"Замок поврежден.", + L"Замок разрушен.", + L"Кто-то Ñ Ð´Ñ€ÑƒÐ³Ð¾Ð¹ Ñтороны пытаетÑÑ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚ÑŒ Ñту дверь.", + L"СоÑтоÑние: %d/%d\nТопливо: %d/%d", + L"%s не видит %s.", // Cannot see person trying to talk to + L"ÐавеÑка ÑнÑта", + L"Ð’Ñ‹ не можете Ñодержать еще одну машину, довольÑтвуйтеÑÑŒ уже имеющимиÑÑ Ð´Ð²ÑƒÐ¼Ñ.", + + // added by Flugente for defusing/setting up trap networks + L"Выберите чаÑтоту активации (1 - 4) или чаÑтоту деактивации (A - D):", + L"УÑтановите чаÑтоту деактивации:", + L"УÑтановите чаÑтоту активации (1 - 4) и чаÑтоту деактивации (A - D):", + L"УÑтановите Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¾ активации в ходах (1 - 4) и чаÑтоту деактивации (A - D):", + L"Выберите уровень (1 - 4) и Ñеть (A - D):", + + // added by Flugente to display food status + L"Здоровье: %d/%d\nЭнергиÑ: %d/%d\nБоевой дух: %s\nВода: %d%s\nПища: %d%s", + + // added by Flugente: selection of a function to call in tactical + L"Что будем делать?", + L"Ðаполнить флÑги", + L"ЧиÑтить (один)", + L"ЧиÑтить (вÑе)", + L"Убрать одежду", + L"Убрать маÑкировку", + L"Ополчение: броÑить оружие", + L"Ополчение: взÑть оружие", + L"Проверить маÑкировку", + L"", + + // added by Flugente: decide what to do with the corpses + L"Что будем делать Ñ Ñ‚ÐµÐ»Ð¾Ð¼?", + L"ОтÑечь голову", + L"Потрошить", + L"Забрать одежду", + L"Забрать тело", + + // Flugente: weapon cleaning + L"%s чиÑтит %s", + + // added by Flugente: decide what to do with prisoners + L"As we have no prison, a field interrogation is performed.", // TODO.Translate + L"Field interrogation", + L"Куда отправить %d пленного(-иков)?", + L"ОтпуÑтить", + L"Что вы хотите Ñделать?", + L"Требовать ÑдатьÑÑ", + L"Предложить ÑдатьÑÑ", + L"Distract", // TODO.Translate + L"Переговоры", + L"Recruit Turncoat", // TODO: translate + + // added by sevenfm: disarm messagebox options, messages when arming wrong bomb + L"Обезвредить", + L"ИÑÑледовать", + L"Убрать флаг", + L"Взорвать!", + L"Ðктивировать Ñеть", + L"Деактивировать Ñеть", + L"Показать Ñеть", + L"Ðет детонатора!", + L"Эта бомба уже взведена!", + L"БезопаÑно", + L"ОтноÑительно безопаÑно", + L"РиÑкованно", + L"ОпаÑно", + L"Очень опаÑно!", + + L"МаÑка", + L"ПÐÐ’", + L"Предмет", + + L"Эта Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°ÐµÑ‚ только Ñ Ð½Ð¾Ð²Ð¾Ð¹ ÑиÑтемой Ð¸Ð½Ð²ÐµÐ½Ñ‚Ð°Ñ€Ñ (NIV)", + L"Ðет предметов в главной руке", + L"Ðекуда помеÑтить предмет", + L"Ð”Ð»Ñ Ñтого быÑтрого Ñлота не определены предметы", + L"Ðет Ñвободной руки Ð´Ð»Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð°", + L"Предмет не обнаружен", + L"Ðевозможно взÑть предмет в руку", + + L"ПеревÑзка идуших бойцов...", + + L"Комплектовать", + L"%s заменил %s на лучшую верÑию", + L"%s поднÑл %s", + + L"%s has stopped chatting with %s", // TODO.Translate + L"Attempt to turn", +}; + +//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. +STR16 pExitingSectorHelpText[] = +{ + //Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked. + L"ЕÑли выбрано, то карта ÑоÑеднего Ñектора будет Ñразу же загружена.", + L"ЕÑли выбрано, то вы автоматичеÑки попадете на Ñкран карты,\nтак как путешеÑтвие займет некоторое времÑ.", + + //If you attempt to leave a sector when you have multiple squads in a hostile sector. + L"Этот Ñектор оккупирован врагом, и вы не можете выйти отÑюда.\nÐ’Ñ‹ должны разобратьÑÑ Ñ Ñтим, прежде чем перейти в любой другой Ñектор.", + + //Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on. + //The helptext explains why it is locked. + L"Как только оÑтавшиеÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¸ покинут Ñтот Ñектор,\nÑразу будет загружен ÑоÑедний Ñектор.", + L"Ð’Ñ‹Ð²ÐµÐ´Ñ Ð¾ÑтавшихÑÑ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð² из Ñтого Ñектора,\nвы автоматичеÑки попадете на Ñкран карты,\nтак как на путешеÑтвие потребуетÑÑ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ðµ времÑ.", + + //If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled. + L"%s нуждаетÑÑ Ð² Ñопровождении ваших наёмников и не может ÑамоÑтоÑтельно покинуть Ñектор.", + + //If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone. + //There are several strings depending on the gender of the merc and how many EPCs are in the squad. + //DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES! + L"%s не может покинуть Ñектор один, так как он Ñопровождает %s.", //male singular + L"%s не может покинуть Ñектор одна, так как она Ñопровождает %s.", //female singular + L"%s не может покинуть Ñектор один, так как он Ñопровождает группу из неÑкольких человек.", //male plural + L"%s не может покинуть Ñектор одна, так как она Ñопровождает группу из неÑкольких человек.", //female plural + + //If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled, + //and this helptext explains why. + L"Ð’Ñе ваши наёмники должны быть в машине,\nчтобы отрÑд Ñмог отправитьÑÑ Ð² меÑто назначениÑ.", + + L"", //UNUSED + + //Standard helptext for single movement. Explains what will happen (splitting the squad) + L"ЕÑли выбрать, то %s отправитÑÑ Ð² одиночку\nи автоматичеÑки будет переведен в отдельный отрÑд.", + + //Standard helptext for all movement. Explains what will happen (moving the squad) + L"ЕÑли выбрать, данный отрÑд отправитÑÑ\nв меÑто назначениÑ, покинув Ñтот Ñектор.", + + //This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically + //traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the + //"exiting sector" interface will not appear. This is just like the situation where + //This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string. + L"%s ÑопровождаетÑÑ Ð²Ð°ÑˆÐ¸Ð¼Ð¸ наёмниками и не может покинуть Ñтот Ñектор в одиночку. ОÑтальные наёмники должны быть Ñ€Ñдом, прежде чем вы Ñможете покинуть Ñектор.", +}; + + + +STR16 pRepairStrings[] = +{ + L"Предметы", // tell merc to repair items in inventory + L"База ПВО", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile + L"Отмена", // cancel this menu + L"Робот", // repair the robot +}; + + +// NOTE: combine prestatbuildstring with statgain to get a line like the example below. +// "John has gained 3 points of marksmanship skill." + +STR16 sPreStatBuildString[] = +{ + L"терÑет", // the merc has lost a statistic + L"получает", // the merc has gained a statistic + L"ед.", // singular + L"ед.", // plural + L"уровень", // singular + L"уровнÑ", // plural +}; + +STR16 sStatGainStrings[] = +{ + L"здоровьÑ.", + L"проворноÑти.", + L"ловкоÑти.", + L"интеллекта.", + L"медицины.", + L"взрывного дела.", + L"механики.", + L"меткоÑти.", + L"опыта.", + L"Ñилы.", + L"лидерÑтва.", +}; + + +STR16 pHelicopterEtaStrings[] = +{ + L"ÐžÐ±Ñ‰Ð°Ñ Ð´Ð¸ÑтанциÑ:", // total distance for helicopter to travel + L"БезопаÑно: ", // distance to travel to destination + L"ОпаÑно:", // distance to return from destination to airport + L"Итого:", // total cost of trip by helicopter + L"РВП:", // ETA is an acronym for "estimated time of arrival" + L"У вертолета закончилоÑÑŒ топливо. ПридетÑÑ Ñовершить поÑадку на вражеÑкой территории!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"ПаÑÑажиры:", + L"Выбрать вертолет или точку выÑадки?", + L"Вертолёт", + L"Ð’Ñ‹Ñадка", + L"Вертолет Ñерьезно поврежден и идет на вынужденную поÑадку во вражеÑкой территории!", // warning that the sector the helicopter is going to use for refueling is under enemy control -> + L"Вертолет возвращаетÑÑ Ð½Ð° базу, выÑадить Ñначала паÑÑажиров?", + L"ОÑтаток топлива:", + L"РаÑÑÑ‚. до заправки:", +}; + +STR16 pHelicopterRepairRefuelStrings[]= +{ + // anv: Waldo The Mechanic - prompt and notifications + L"Хотите, чтобы %s начал ремонт? Это будет Ñтоить $%d, вертолет не будет доÑтупен в течение %d чаÑов.", + L"Вертолет разобран. Подождите, пока не закончитÑÑ ÐµÐ³Ð¾ ремонт.", + L"Ремонт закончен. Вертолет Ñнова доÑтупен.", + L"Вертолет полноÑтью заправлен.", + + L"Helicopter has exceeded maximum range!", // TODO.Translate +}; + +STR16 sMapLevelString[] = +{ + L"Подуровень:", // what level below the ground is the player viewing in mapscreen +}; + +STR16 gsLoyalString[] = +{ + L"ЛоÑльноÑть", // the loyalty rating of a town ie : Loyal 53% +}; + + +// error message for when player is trying to give a merc a travel order while he's underground. + +STR16 gsUndergroundString[] = +{ + L"не может выйти на марш в подземельÑÑ….", +}; + +STR16 gsTimeStrings[] = +{ + L"ч", // hours abbreviation + L"м", // minutes abbreviation + L"Ñ", // seconds abbreviation + L"д", // days abbreviation +}; + +// text for the various facilities in the sector + +STR16 sFacilitiesStrings[] = +{ + L"Ðет", //важные объекты Ñектора + L"ГоÑпиталь", + L"Завод", //Factory + L"Тюрьма", + L"Ð’Ð¾ÐµÐ½Ð½Ð°Ñ Ð±Ð°Ð·Ð°", + L"ÐÑропорт", + L"Стрельбище", // a field for soldiers to practise their shooting skills +}; + +// text for inventory pop up button + +STR16 pMapPopUpInventoryText[] = +{ + L"Инвентарь", + L"Выйти", + L"Ремонт", + L"Factories", // TODO.Translate +}; + +// town strings + +STR16 pwTownInfoStrings[] = +{ + L"Размер", // 0 // size of the town in sectors + L"", // blank line, required + L"Контроль", // how much of town is controlled + L"Ðет", // none of this town + L"Шахта города", // mine associated with this town + L"ЛоÑльноÑть", // 5 // the loyalty level of this town + L"Готовы", // the forces in the town trained by the player + L"", + L"Важные объекты", // main facilities in this town + L"Уровень", // the training level of civilians in this town + L"Тренировка ополчениÑ", // 10 // state of civilian training in town + L"Ополчение", // the state of the trained civilians in the town + + // Flugente: prisoner texts + L"Заключенные", + L"%d (вмеÑтимоÑть %d)", + L"%d ПолициÑ", + L"%d Солдаты", + L"%d Спецназ", + L"%d Офицеры", + L"%d Генералы", + L"%d ГражданÑкие", + L"%d Special1", + L"%d Special2", +}; + +// Mine strings + +STR16 pwMineStrings[] = +{ + L"Шахта", // 0 + L"Серебро", + L"Золото", + L"Ð”Ð½ÐµÐ²Ð½Ð°Ñ Ð²Ñ‹Ñ€Ð°Ð±Ð¾Ñ‚ÐºÐ°", + L"ПроизводÑтвенные возможноÑти", + L"Заброшена", // 5 + L"Закрыта", + L"ИÑтощаетÑÑ", + L"Идет добыча", + L"СтатуÑ", + L"Уровень добычи", + L"РеÑурÑ", // 10 + L"ПринадлежноÑть", + L"ЛоÑльноÑть", +}; + +// blank sector strings + +STR16 pwMiscSectorStrings[] = +{ + L"Силы врага", + L"Сектор", + L"КоличеÑтво предметов", + L"ÐеизвеÑтно", + + L"Под контролем", + L"Да", + L"Ðет", + L"Status/Software status:", // TODO.Translate + + L"Additional Intel", // TODO:Translate +}; + +// error strings for inventory + +STR16 pMapInventoryErrorString[] = +{ + L"%s Ñлишком далеко.", //Merc is in sector with item but not close enough + L"ÐÐµÐ»ÑŒÐ·Ñ Ð²Ñ‹Ð±Ñ€Ð°Ñ‚ÑŒ Ñтого бойца.", //MARK CARTER + L"%s вне Ñтого Ñектора, и не может подобрать предмет.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ придетÑÑ Ð¿Ð¾Ð´Ð±Ð¸Ñ€Ð°Ñ‚ÑŒ вещи Ñ Ð·ÐµÐ¼Ð»Ð¸.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ придетÑÑ Ð²Ñ‹ÐºÐ»Ð°Ð´Ñ‹Ð²Ð°Ñ‚ÑŒ вещи на землю на тактичеÑкой карте.", + L"%s вне Ñтого Ñектора и не может оÑтавить предмет.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¸Ñ‚Ð²Ñ‹ вы не можете зарÑжать оружие патронами из короба.", +}; + +STR16 pMapInventoryStrings[] = +{ + L"ЛокациÑ", // sector these items are in + L"Ð’Ñего предметов", // total number of items in sector +}; + + +// help text for the user + +STR16 pMapScreenFastHelpTextList[] = +{ + L"Чтобы перевеÑти наёмника в другой отрÑд, назначить его врачом или отдать приказ ремонтировать вещи, щелкните по колонке 'ЗÐÐЯТИЕ'.", + L"Чтобы приказать наёмнику перейти в другой Ñектор, щелкните в колонке 'КУДÐ'.", + L"Как только наёмник получит приказ на передвижение, включитÑÑ Ñжатие времени.", + L"Ðажатием левой кнопки мыши выбираетÑÑ Ñектор. Еще одно нажатие нужно, чтобы отдать наёмникам приказы на передвижение. Ðажатие правой кнопки мыши на Ñекторе откроет Ñкран дополнительной информации.", + L"Чтобы вызвать Ñкран помощи, в любой момент времени нажмите 'h'.", + L"ТеÑтовый текÑÑ‚", + L"ТеÑтовый текÑÑ‚", + L"ТеÑтовый текÑÑ‚", + L"ТеÑтовый текÑÑ‚", + L"Ð’Ñ‹ практичеÑки ничего не Ñможете Ñделать на Ñтом Ñкране, пока не прибудете в Ðрулько. Когда познакомитеÑÑŒ Ñо Ñвоей командой, включите Ñжатие времени (кнопки в правом нижнем углу). Это уÑкорит течение времени, пока ваша команда не прибудет в Ðрулько.", +}; + +// movement menu text + +STR16 pMovementMenuStrings[] = +{ + L"Отправить наёмников в Ñектор", // title for movement box + L"Путь", // done with movement menu, start plotting movement + L"Отмена", // cancel this menu + L"Другое", // title for group of mercs not on squads nor in vehicles + L"Выбрать вÑе", // Select all squads +}; + + +STR16 pUpdateMercStrings[] = +{ + L"Ой!:", // an error has occured + L"Срок контракта иÑтек:", // this pop up came up due to a merc contract ending + L"Задание выполнили:", // this pop up....due to more than one merc finishing assignments + L"Бойцы вернулиÑÑŒ к Ñвоим обÑзанноÑÑ‚Ñм:", // this pop up ....due to more than one merc waking up and returing to work + L"Бойцы ложатÑÑ Ñпать:", // this pop up ....due to more than one merc being tired and going to sleep + L"Скоро закончатÑÑ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ñ‹ у:", // this pop up came up due to a merc contract ending +}; + +// map screen map border buttons help text + +STR16 pMapScreenBorderButtonHelpText[] = +{ + L"ÐаÑеленные пункты (|W)", + L"Шахты (|M)", + L"ОтрÑды и враги (|T)", + L"Карта воздушного проÑтранÑтва (|A)", + L"Вещи (|I)", + L"Ополчение и враги (|Z)", + L"Show |Disease Data", // TODO.Translate + L"Show Weathe|r", + L"Show |Quests & Intel", +}; + +STR16 pMapScreenInvenButtonHelpText[] = +{ + L"Ð¡Ð»ÐµÐ´ÑƒÑŽÑ‰Ð°Ñ \nÑтраница (|.)", // next page + L"ÐŸÑ€ÐµÐ´Ñ‹Ð´ÑƒÑ‰Ð°Ñ \nÑтраница (|,)", // previous page + L"Закрыть инвентарь Ñектора (|E|s|c)", // exit sector inventory + L"Увеличить предметы", // HEAROCK HAM 5: Inventory Zoom Button + L"Сложить и объединить предметы", // HEADROCK HAM 5: Stack and Merge + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Собрать патроны в Ñщики\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Собрать патроны в коробки", // HEADROCK HAM 5: Sort ammo + // 6 - 10 + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: СнÑть вÑÑŽ навеÑку \nÑ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments + L"РазрÑдить вÑÑ‘ оружие", //HEADROCK HAM 5: Eject Ammo + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать вÑе предметы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть вÑе предметы", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть оружие\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать оружие", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть аммуницию\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать аммуницию", // HEADROCK HAM 5: Filter Button + // 11 - 15 + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть взрывчатку\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать взрывчатку", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть холодное оружие\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать холодное оружие", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть броню\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать броню", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть разгрузочные ÑиÑтемы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать разгрузочные ÑиÑтемы", // HEADROCK HAM 5: Filter Button + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть наборы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать наборы", // HEADROCK HAM 5: Filter Button + // 16 - 20 + L"|Л|е|в|Ñ‹|й| |щ|е|л|ч|о|к|: Скрыть прочие предметы\n|П|Ñ€|а|в|Ñ‹|й| |щ|е|л|ч|о|к|: Показать прочие предметы", // HEADROCK HAM 5: Filter Button + L"Переключить отображение Ð¿ÐµÑ€ÐµÐ¼ÐµÑ‰ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð²", // Flugente: move item display + L"Save Gear Template", // TODO.Translate + L"Load Gear Template...", +}; + +STR16 pMapScreenBottomFastHelp[] = +{ + L"ЛÑптоп (|L)", + L"ТактичеÑкий Ñкран (|E|s|c)", + L"ÐаÑтройки (|O)", + L"Сжатие времени (|+)", // time compress more + L"Сжатие времени (|-)", // time compress less + L"Предыдущее Ñообщение (|С|Ñ‚|Ñ€|е|л|к|а |в|в|е|Ñ€|Ñ…)\nÐŸÑ€ÐµÐ´Ñ‹Ð´ÑƒÑ‰Ð°Ñ Ñтраница (|P|g|U|p)", // previous message in scrollable list + L"Следующее Ñообщение (|С|Ñ‚|Ñ€|е|л|к|а |в|н|и|з)\nÐ¡Ð»ÐµÐ´ÑƒÑŽÑ‰Ð°Ñ Ñтраница (|P|g|D|n)", // next message in the scrollable list + L"Включить / выключить\nÑжатие времени (|П|Ñ€|о|б|е|л)", // start/stop time compression +}; + +STR16 pMapScreenBottomText[] = +{ + L"Текущий баланÑ", // current balance in player bank account +}; + +STR16 pMercDeadString[] = +{ + L"%s мертв(а)", +}; + + +STR16 pDayStrings[] = +{ + L"День", +}; + +// the list of email sender names + +CHAR16 pSenderNameList[500][128] = +{ + L"", +}; +/* +{ + L"Энрико", + L"Psych Pro Inc.", + L"Помощь", + L"Psych Pro Inc.", + L"Спек", + L"R.I.S.", //5 + L"Барри", + L"Блад", + L"РыÑÑŒ", + L"Гризли", + L"Вики", //10 + L"Тревор", + L"Грунти (ХрÑп)", + L"Иван", + L"Ðнаболик", + L"Игорь", //15 + L"Тень", + L"Рыжий", + L"Жнец (Потрошитель)", + L"Фидель", + L"ЛиÑка", //20 + L"Сидней", + L"ГаÑ", + L"Сдоба", + L"ÐйÑ", + L"Паук", //25 + L"Скала (Клифф)", + L"Бык", + L"Стрелок", + L"ТоÑка", + L"Рейдер", //30 + L"Сова", + L"Статик", + L"Лен", + L"ДÑнни", + L"Маг", + L"Стефан", + L"ЛыÑый", + L"Злобный", + L"Доктор Кью", + L"Гвоздь", + L"Тор", + L"Стрелка", + L"Волк", + L"ЭмДи", + L"Лава", + //---------- + L"M.I.S. Страховка", + L"Бобби РÑй", + L"БоÑÑ", + L"Джон Кульба", + L"A.I.M.", +}; +*/ + +// next/prev strings + +STR16 pTraverseStrings[] = +{ + L"<<", + L">>", +}; + +// new mail notify string + +STR16 pNewMailStrings[] = +{ + L"Получена Ð½Ð¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°...", +}; + + +// confirm player's intent to delete messages + +STR16 pDeleteMailStrings[] = +{ + L"Удалить пиÑьмо?", + L"Удалить, ÐЕ ПРОЧИТÐÐ’?", +}; + + +// the sort header strings + +STR16 pEmailHeaders[] = +{ + L"От:", + L"Тема:", + L"День:", +}; + +// email titlebar text + +STR16 pEmailTitleText[] = +{ + L"Почтовый Ñщик", +}; + + +// the financial screen strings +STR16 pFinanceTitle[] = +{ + L"ФинанÑовый отчет", //the name we made up for the financial program in the game +}; + +STR16 pFinanceSummary[] = +{ + L"Доход:", // credit (subtract from) to player's account + L"РаÑход:", // debit (add to) to player's account + L"Вчерашний чиÑтый доход:", + L"Вчерашние другие поÑтуплениÑ:", + L"Вчерашний раÑход:", + L"Ð‘Ð°Ð»Ð°Ð½Ñ Ð½Ð° конец днÑ:", + L"ЧиÑтый доход ÑегоднÑ:", + L"Другие поÑÑ‚ÑƒÐ¿Ð»ÐµÐ½Ð¸Ñ Ð·Ð° ÑегоднÑ:", + L"РаÑход за ÑегоднÑ:", + L"Текущий баланÑ:", + L"Ожидаемый доход:", + L"Ожидаемый баланÑ:", // projected balance for player for tommorow +}; + + +// headers to each list in financial screen + +STR16 pFinanceHeaders[] = +{ + L"День", // the day column + L"Доход", // the credits column + L"РаÑход", // the debits column + L"Операции", // transaction type - see TransactionText below + L"БаланÑ", // balance at this point in time + L"Стр.", // page number + L"Дней", // the day(s) of transactions this page displays +}; + + +STR16 pTransactionText[] = +{ + L"ÐачиÑленный процент", // interest the player has accumulated so far + L"Ðнонимный взноÑ", + L"Перевод ÑредÑтв", + L"ÐанÑÑ‚", // Merc was hired + L"Покупки у Бобби РÑÑ", // Bobby Ray is the name of an arms dealer + L"Оплата Ñчёта M.E.R.C.", + L"%s: Ñтраховка.", // medical deposit for merc + L"I.M.P.: Ðнализ профилÑ", // IMP is the acronym for International Mercenary Profiling + L"%s: куплена Ñтраховка", + L"%s: Страховка уменьшена", + L"%s: Продление Ñтраховки", // johnny contract extended + L"Ð´Ð»Ñ %s: Страховка аннулирована", + L"%s: ТребуетÑÑ Ñтраховка", // insurance claim for merc + L"1 день", // merc's contract extended for a day + L"7 дней", // merc's contract extended for a week + L"14 дней", // ... for 2 weeks + L"Доход шахты", + L"", //String nuked + L"Куплены цветы", + L"%s: Возврат мед. депозита", + L"%s: ОÑтаток мед. депозита", + L"%s: Мед. депозит удержан", + L"%s: оплата уÑлуг.", // %s is the name of the npc being paid + L"%s берёт наличные.", // transfer funds to a merc + L"%s: переводит деньги.", // transfer funds from a merc + L"%s: найм ополчениÑ.", // initial cost to equip a town's militia + L"%s продал вам вещи.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string. + L"%s кладёт наличные на Ñчет.", + L"СнарÑжение продано наÑелению", + L"ОÑнащение перÑонала", // HEADROCK HAM 3.6 //Facility Use + L"Содержание ополчениÑ", // HEADROCK HAM 3.6 //Militia upkeep + L"Выкуп за оÑвобожденных заключенных", // Flugente: prisoner system + L"ВОЗ, подпиÑка", // Flugente: disease + L"Оплата уÑлуг Цербер", // Flugente: PMC + L"СтоимоÑть ремонта базы ПВО", // Flugente: SAM repair + L"Trained workers", // Flugente: train workers // TODO.Translate + L"Drill militia in %s", // Flugente: drill militia // TODO.Translate + L"Mini event", // rftr: mini events // TODO: translate + L"Funds transferred from rebel command", // rftr: rebel command + L"Funds transferred to rebel command", // rftr: rebel command + L"Bounty payout", // rftr: rebel command soldier bounties +}; + +STR16 pTransactionAlternateText[] = +{ + L"Страховка длÑ", // insurance for a merc + L"%s: контракт продлен на 1 день.", // entend mercs contract by a day + L"%s: контракт продлен на 7 дней.", + L"%s: контракт продлен на 14 дней.", +}; + +// helicopter pilot payment + +STR16 pSkyriderText[] = +{ + L"ÐебеÑному Ð’Ñаднику заплачено $%d", // skyrider was paid an amount of money + L"Ð’Ñ‹ вÑе еще должны ÐебеÑному Ð’Ñаднику $%d.", // skyrider is still owed an amount of money + L"ÐебеÑный Ð’Ñадник завершил заправку.", // skyrider has finished refueling + L"",//unused + L"",//unused + L"ÐебеÑный Ð’Ñадник готов к полету.", // Skyrider was grounded but has been freed + L"У ÐебеÑного Ð’Ñадника нет паÑÑажиров. ЕÑли вы хотите переправить бойцов в Ñтот Ñектор, поÑадите их в вертолёт (приказ \"ТранÑпорт/Вертолёт\")." +}; + + +// strings for different levels of merc morale + +STR16 pMoralStrings[] = +{ + L"Отлично", + L"Хорошо", + L"Ðорма", + L"ÐизкаÑ", + L"Паника", + L"УжаÑ", +}; + +// Mercs equipment has now arrived and is now available in Omerta or Drassen. + +STR16 pLeftEquipmentString[] = +{ + L"%s оÑтавлÑет Ñвою Ñкипировку в Омерте (A9).", + L"%s оÑтавлÑет Ñвою Ñкипировку в ДраÑÑене (B13).", +}; + +// Status that appears on the Map Screen + +STR16 pMapScreenStatusStrings[] = +{ + L"Здоровье", + L"ЭнергиÑ", + L"Боевой дух", + L"СоÑтоÑние", // the condition of the current vehicle (its "health") + L"Бензин", // the fuel level of the current vehicle (its "energy") + L"Яд", // for display of poisoning + L"Вода", // drink level + L"Пища", // food level +}; + + +STR16 pMapScreenPrevNextCharButtonHelpText[] = +{ + L"Предыдущий боец\n(|С|Ñ‚|Ñ€|е|л|к|а |Ð’|л|е|в|о)", // previous merc in the list + L"Следующий боец\n(|С|Ñ‚|Ñ€|е|л|к|а |Ð’|п|Ñ€|а|в|о)", // next merc in the list +}; + + +STR16 pEtaString[] = +{ + L"РВП:", // eta is an acronym for Estimated Time of Arrival +}; + +STR16 pTrashItemText[] = +{ + L"Ð’Ñ‹ больше никогда не увидите Ñтот предмет. Уверены?", // do you want to continue and lose the item forever + L"Этот предмет кажетÑÑ ÐžÐ§Ð•ÐЬ важным. Ð’Ñ‹ ДЕЙСТВИТЕЛЬÐО хотите выброÑить его?", // does the user REALLY want to trash this item +}; + + +STR16 pMapErrorString[] = +{ + L"ОтрÑд не может выйти на марш, когда один из наёмников Ñпит.", + +//1-5 + L"Сначала выведите отрÑд на поверхноÑть.", + L"Выйти на марш? Да тут же враги повÑюду!", + L"Чтобы выйти на марш, наёмники должны быть назначены в отрÑд или поÑажены в машину.", + L"У Ð²Ð°Ñ ÐµÑ‰Ðµ нет ни одного бойца.", // you have no members, can't do anything + L"наёмник не может выполнить.", // merc can't comply with your order +//6-10 + L"нуждаетÑÑ Ð² Ñопровождении, чтобы идти. Ðазначьте его Ñ ÐºÐµÐ¼-нибудь в отрÑд.", // merc can't move unescorted .. for a male + L"нуждаетÑÑ Ð² Ñопровождении, чтобы идти. Ðазначьте ее Ñ ÐºÐµÐ¼-нибудь в отрÑд.", // for a female + L"Ðаёмник ещё не прибыл в %s!", + L"КажетÑÑ, Ñначала надо уладить проблемы Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð¾Ð¼.", + L"Бежать от Ñамолета? Только поÑле ваÑ!", +//11-15 + L"Ð’Ñ‹Ñтупить на марш? Да у Ð½Ð°Ñ Ñ‚ÑƒÑ‚ бой идет!", + L"Ð’Ñ‹ попали в заÑаду кошек-убийц в Ñекторе %s!", + L"Ð’Ñ‹ только что вошли в Ñектор %s... И наткнулиÑÑŒ на логово кошек-убийц!", + L"", + L"База ПВО в %s была захвачена.", +//16-20 + L"Шахта в %s была захвачена врагом. Ваш дневной доход ÑократилÑÑ Ð´Ð¾ %s в день.", + L"Враг занÑл без ÑÐ¾Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð»ÐµÐ½Ð¸Ñ Ñектор %s.", + L"Как минимум один из ваших бойцов не может выполнить Ñтот приказ.", + L"%s не может приÑоединитьÑÑ Ðº %s - нет меÑта.", + L"%s не может приÑоединитьÑÑ Ðº %s - Ñлишком большое раÑÑтоÑние.", +//21-25 + L"Шахта в %s была захвачена войÑками Дейдраны!", + L"ВойÑка Дейдраны только что вторглиÑÑŒ на базу ПВО в %s.", + L"ВойÑка Дейдраны только что вторглиÑÑŒ в %s.", + L"ВойÑка Дейдраны были замечены в %s.", + L"ВойÑка Дейдраны только что захватили %s.", +//26-30 + L"Как минимум один из ваших бойцов не хочет Ñпать.", + L"Как минимум один из ваших бойцов не может проÑнутьÑÑ.", + L"Ополченцы не поÑвÑÑ‚ÑÑ, пока не завершат тренировку.", + L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ в ÑоÑтоÑнии принÑть приказ о перемещении.", + L"Ополченцы вне границ города не могут перейти в другой Ñектор.", +//31-35 + L"Ð’Ñ‹ не можете держать ополченцев в %s.", + L"ПуÑÑ‚Ð°Ñ Ð¼Ð°ÑˆÐ¸Ð½Ð° не может двигатьÑÑ!", + L"%s из-за Ñ‚Ñжелых ранений не может идти!", + L"Сначала вам нужно покинуть музей!", + L"%s мертв(а)!", +//36-40 + L"%s не может переключитьÑÑ Ð½Ð° %s, так как находитÑÑ Ð² движении.", + L"%s не может ÑеÑть в машину Ñ Ñтой Ñтороны.", + L"%s не может вÑтупить в %s", + L"Ð’Ñ‹ не можете включить Ñжатие времени, пока не наймете новых бойцов!", + L"Эта машина может двигатьÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ по дорогам!", +//41-45 + L"Ð’Ñ‹ не можете переназначить наёмников на марше.", + L"У машины закончилÑÑ Ð±ÐµÐ½Ð·Ð¸Ð½!", + L"%s еле волочит ноги и идти не может.", + L"Ðи один из паÑÑажиров не в ÑоÑтоÑнии веÑти машину.", + L"Один или неÑколько наёмников из Ñтого отрÑда не могут ÑÐµÐ¹Ñ‡Ð°Ñ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", +//46-50 + L"Один или неÑколько наёмников не могут ÑÐµÐ¹Ñ‡Ð°Ñ Ð´Ð²Ð¸Ð³Ð°Ñ‚ÑŒÑÑ.", + L"Машина Ñильно повреждена!", + L"Внимание! Тренировать ополченцев в одном Ñекторе могут не более двух наёмников.", + L"Роботом обÑзательно нужно управлÑть. Ðазначьте наёмника Ñ Ð¿ÑƒÐ»ÑŒÑ‚Ð¾Ð¼ и робота в один отрÑд.", + L"Ðевозможно перемеÑтить вещи в %s, непонÑтно куда Ñкладывать. Зайдите в Ñектор, чтобы иÑправить.", +// 51-55 + L"%d items moved from %s to %s", +}; + + +// help text used during strategic route plotting +STR16 pMapPlotStrings[] = +{ + L"Ещё раз щелкните по точке назначениÑ, чтобы подтвердить путь, или щелкните по другому Ñектору, чтобы уÑтановить больше путевых точек.", + L"Путь Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð´Ñ‚Ð²ÐµÑ€Ð¶Ð´Ñ‘Ð½.", + L"Точка Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð½Ðµ изменена.", + L"Путь Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‘Ð½.", + L"Путь Ñокращен.", +}; + + +// help text used when moving the merc arrival sector +STR16 pBullseyeStrings[] = +{ + L"Выберите Ñектор, в который прибудут наёмники.", + L"Вновь прибывшие наёмники выÑадÑÑ‚ÑÑ Ð² %s.", + L"Ð’Ñ‹Ñадить здеÑÑŒ наёмников нельзÑ. Воздушное проÑтранÑтво небезопаÑно!", + L"Отменено. Сектор Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ð½Ðµ изменилÑÑ.", + L"Ðебо над %s более не безопаÑно! МеÑто выÑадки было перемещено в %s.", +}; + + +// help text for mouse regions + +STR16 pMiscMapScreenMouseRegionHelpText[] = +{ + L"Показать ÑнарÑжение (|Ð’|в|о|д)", + L"Выкинуть предмет", + L"Скрыть ÑнарÑжение (|Ð’|в|о|д)", +}; + + + +// male version of where equipment is left +STR16 pMercHeLeaveString[] = +{ + L"Должен ли %s оÑтавить Ñвою амуницию здеÑÑŒ (в %s) или позже (в %s) перед отлетом?", + L"%s Ñкоро уходит и оÑтавит Ñвою амуницию в %s.", +}; + + +// female version +STR16 pMercSheLeaveString[] = +{ + L"Должна ли %s оÑтавить Ñвою амуницию здеÑÑŒ (в %s) или позже (в %s) перед отлетом?", + L"%s Ñкоро уходит и оÑтавит Ñвою амуницию в %s.", +}; + + +STR16 pMercContractOverStrings[] = +{ + L"отправлÑетÑÑ Ð´Ð¾Ð¼Ð¾Ð¹, так как Ð²Ñ€ÐµÐ¼Ñ ÐµÐ³Ð¾ контракта иÑтекло.", // merc's contract is over and has departed + L"отправлÑетÑÑ Ð´Ð¾Ð¼Ð¾Ð¹, так как Ð²Ñ€ÐµÐ¼Ñ ÐµÑ‘ контракта иÑтекло.", // merc's contract is over and has departed + L"уходит, так как его контракт был прерван.", // merc's contract has been terminated + L"уходит, так как ее контракт был прерван.", // merc's contract has been terminated + L"Ð’Ñ‹ должны M.E.R.C. Ñлишком много денег, так что %s уходит.", // Your M.E.R.C. account is invalid so merc left +}; + +// Text used on IMP Web Pages + +// WDS: Allow flexible numbers of IMPs of each sex +// note: I only updated the English text to remove "three" below +STR16 pImpPopUpStrings[] = +{ + L"Ðеверный код доÑтупа.", + L"Это приведет к потере уже полученных результатов теÑтированиÑ. Ð’Ñ‹ уверены?", + L"Введите правильное Ð¸Ð¼Ñ Ð¸ укажите пол.", + L"Предварительный анализ вашего Ñчета показывает, что вы не можете позволить Ñебе пройти теÑтирование.", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð²Ñ‹ не можете выбрать Ñтот пункт.", + L"Чтобы закончить анализ, нужно иметь меÑто еще Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ члена команды.", + L"Профиль уже Ñоздан.", + L"Ðе могу загрузить I.M.P.-перÑонаж Ñ Ð´Ð¸Ñка.", + L"Ð’Ñ‹ доÑтигли макÑимального количеÑтва I.M.P.-перÑонажей.", + L"У Ð²Ð°Ñ Ð² команде уже еÑть три I.M.P.-перÑонажа того же пола.", + L"Ð’Ñ‹ не можете позволить Ñебе такой I.M.P.-перÑонаж.", // 10 + L"Ðовый I.M.P.-перÑонаж приÑоединилÑÑ Ðº команде.", + L"Ð’Ñ‹ уже выбрали макÑимальное количеÑтво навыков.", + L"ГолоÑа не найдены.", +}; + + +// button labels used on the IMP site + +STR16 pImpButtonText[] = +{ + L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ наÑ", // about the IMP site + L"ÐÐЧÐТЬ", // begin profiling + L"СпоÑобноÑти", //Skills + L"ХарактериÑтики", // personal stats/attributes section + L"ВнешноÑть", // Appearance + L"ГолоÑ: %d", // the voice selection + L"Готово", // done profiling + L"Ðачать Ñначала", // start over profiling + L"Да, Ñ Ð²Ñ‹Ð±Ð¸Ñ€Ð°ÑŽ отмеченный ответ.", + L"Да", + L"Ðет", + L"Готово", // finished answering questions + L"Ðазад", // previous question..abbreviated form + L"Дальше", // next question + L"ДÐ.", // yes, I am certain + L"ÐЕТ, Я ХОЧУ ÐÐЧÐТЬ СÐОВÐ.", // no, I want to start over the profiling process + L"ДÐ", + L"ÐЕТ", + L"Ðазад", // back one page + L"Отменить", // cancel selection + L"Да, вÑÑ‘ верно.", + L"Ðет, ещё раз взглÑну.", + L"РегиÑтрациÑ", // the IMP site registry..when name and gender is selected + L"Ðнализ данных", // analyzing your profile results + L"Готово", + L"Личные качеÑтва", // Character + L"Ðет", +}; + +STR16 pExtraIMPStrings[] = +{ + // These texts have been also slightly changed + L"Теперь, когда формирование внешноÑти и личных качеÑтв завершено, укажите ваши ÑпоÑобноÑти.", //With your character traits chosen, it is time to select your skills. + L"Ð”Ð»Ñ Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð²Ñ‹Ð±ÐµÑ€Ð¸Ñ‚Ðµ Ñвои характериÑтики.", //To complete the process, select your attributes. + L"Ð”Ð»Ñ Ð½Ð°Ñ‡Ð°Ð»Ð° подберите наиболее подходÑщее вам лицо, голоÑ, телоÑложение и ÑоответÑтвующую раÑцветку.", //To commence actual profiling, select portrait, voice and colors. + L"Теперь, когда вы завершили формирование Ñвоей внешноÑти, перейдём к анализу ваших личных качеÑтв.", //Now that you have completed your appearence choice, proceed to character analysis. +}; + +STR16 pFilesTitle[] = +{ + L"ПроÑмотр данных", +}; + +STR16 pFilesSenderList[] = +{ + L"Отчет разведки", // the recon report sent to the player. Recon is an abbreviation for reconissance + L"Ð’ розыÑке â„–1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title + L"Ð’ розыÑке â„–2", // second intercept file + L"Ð’ розыÑке â„–3", // third intercept file + L"Ð’ розыÑке â„–4", // fourth intercept file + L"Ð’ розыÑке â„–5", // fifth intercept file + L"Ð’ розыÑке â„–6", // sixth intercept file +}; + +// Text having to do with the History Log + +STR16 pHistoryTitle[] = +{ + L"Журнал Ñобытий", +}; + +STR16 pHistoryHeaders[] = +{ + L"День", // the day the history event occurred + L"Стр.", // the current page in the history report we are in + L"День", // the days the history report occurs over + L"ЛокациÑ", // location (in sector) the event occurred + L"Событие", // the event label +}; + +// Externalized to "TableData\History.xml" +/* +// various history events +// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED. +// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS +// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN +// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS +// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME. +STR16 pHistoryStrings[] = +{ + L"", // leave this line blank + //1-5 + L"ÐанÑÑ‚(а) %s из A.I.M.", // merc was hired from the aim site + L"ÐанÑÑ‚(а) %s из M.E.R.C.", // merc was hired from the aim site + L"%s мертв(а).", // merc was killed + L"Оплачены уÑлуги M.E.R.C.", // paid outstanding bills at MERC + L"ПринÑто задание от Энрико Чивалдори", + //6-10 + L"ВоÑпользовалиÑÑŒ уÑлугами I.M.P.", + L"Оформлена Ñтраховка Ð´Ð»Ñ %s.", // insurance contract purchased + L"%s: cтраховой контракт аннулирован.", // insurance contract canceled + L"Выплата Ñтраховки %s.", // insurance claim payout for merc + L"%s: контракт продлен на 1 день.", // Extented "mercs name"'s for a day + //11-15 + L"%s: контракт продлен на 7 дней.", // Extented "mercs name"'s for a week + L"%s: контракт продлен на 14 дней.", // Extented "mercs name"'s 2 weeks + L"Ð’Ñ‹ уволили %s.", // "merc's name" was dismissed. + L"%s уходит от ваÑ.", // "merc's name" quit. + L"получено задание.", // a particular quest started + //16-20 + L"задание выполнено.", + L"Поговорили Ñо Ñтаршим горнÑком города %s", // talked to head miner of town + L"%s оÑвобожден(а).", + L"Включен режим чит-кодов", + L"ÐŸÑ€Ð¾Ð²Ð¸Ð·Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚ доÑтавлена в Омерту завтра.", + //21-25 + L"%s ушла, чтобы выйти замуж за Дерила Хика.", + L"ИÑтек контракт у %s.", + L"ÐанÑÑ‚(а) %s.", + L"Энрико Ñетует на отÑутÑтвие уÑпехов в кампании.", + L"Победа в Ñражении!", + //26-30 + L"Ð’ шахте %s иÑÑÑкает Ð·Ð°Ð¿Ð°Ñ Ñ€ÑƒÐ´Ñ‹.", + L"Шахта %s иÑтощилаÑÑŒ.", + L"Шахта %s закрыта.", + L"Шахта %s Ñнова работает.", + L"Получена Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ тюрьме ТикÑа.", + //31-35 + L"Узнали об Орте - Ñекретном военном заводе.", + L"Ученый из Орты подарил вам ракетные винтовки.", + L"Королева Дейдрана нашла применение трупам.", + L"ФрÑнк говорил что-то о боÑÑ… в Сан-Моне.", + L"Пациенту кажетÑÑ, что он что-то видел в шахтах.", + //36-40 + L"Ð’Ñтретили Девина - торговца взрывчаткой.", + L"ПереÑеклиÑÑŒ Ñ Ð±Ñ‹Ð²ÑˆÐ¸Ð¼ наёмником A.I.M., Майком!", + L"Ð’Ñтретили Тони, торговца оружием.", + L"Получена Ñ€Ð°ÐºÐµÑ‚Ð½Ð°Ñ Ð²Ð¸Ð½Ñ‚Ð¾Ð²ÐºÐ° от Ñержанта Кротта.", + L"Документы на магазин Энжела переданы Кайлу.", + //41-45 + L"Шиз предлагает поÑтроить робота.", //может, Ñобрать робота? + L"Болтун может Ñделать варево, обманывающее жуков.", + L"Кит отошел от дел.", + L"Говард поÑтавлÑл цианиды Дейдране.", + L"Ð’Ñтретили торговца Кита из Камбрии.", + //46-50 + L"Ð’Ñтретили Говарда, фармацевта из Балайма.", + L"Ð’Ñтретили Перко. Он держит небольшую маÑтерÑкую.", + L"Ð’Ñтретили СÑма из Балайма. Он торгует железками.", + L"Франц разбираетÑÑ Ð² Ñлектронике и других вещах.", + L"Ðрнольд держит маÑтерÑкую в Граме.", + //51-55 + L"Фредо из Грама чинит Ñлектронику.", + L"Один богатей из Балайма дал вам денег.", + L"Ð’Ñтретили Ñтарьевщика Джейка.", + L"Один бродÑга дал нам Ñлектронную карточку.", + L"Вальтер подкуплен, он откроет дверь в подвал.", + //56-60 + L"ДÑйв заправит машину беÑплатно, еÑли будет бензин.", + L"Дали взÑтку Пабло.", + L"БоÑÑ Ð´ÐµÑ€Ð¶Ð¸Ñ‚ деньги в шахте Сан-Моны.", + L"%s: победа в бое без правил.", + L"%s: проигрыш в бое без правил.", + //61-65 + L"%s: диÑÐºÐ²Ð°Ð»Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸Ñ Ð² бое без правил.", + L"Ð’ заброшенной шахте найдена куча денег.", + L"Ð’Ñтречен убийца, поÑланный БоÑÑом.", + L"ПотерÑн контроль над Ñектором", //ENEMY_INVASION_CODE + L"Отбита атака врага", + //66-70 + L"Сражение проиграно", //ENEMY_ENCOUNTER_CODE + L"Ð¡Ð¼ÐµÑ€Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð·Ð°Ñада", //ENEMY_AMBUSH_CODE + L"ВырвалиÑÑŒ из заÑады", + L"Ðтака провалилаÑÑŒ!", //ENTERING_ENEMY_SECTOR_CODE + L"УÑÐ¿ÐµÑˆÐ½Ð°Ñ Ð°Ñ‚Ð°ÐºÐ°!", + //71-75 + L"Ðтака тварей", //CREATURE_ATTACK_CODE + L"Кошки-убийцы уничтожили ваш отрÑд.", //BLOODCAT_AMBUSH_CODE + L"Ð’Ñе кошки-убийцы убиты", + L"%s был убит(а).", + L"Отдали Кармену голову террориÑта.", + //76-80 + L"Убийца ушёл.", + L"%s убит(а) вашим отрÑдом.", + L"Ð’Ñтретили Вальдо, авиатехника.", + L"Ðачат ремонт вертолета. Будет закончен через %d чаÑов.", +}; +*/ + +STR16 pHistoryLocations[] = +{ + L"Ð/Д", // N/A is an acronym for Not Applicable +}; + +// icon text strings that appear on the laptop + +STR16 pLaptopIcons[] = +{ + L"Почта", + L"Сайты", + L"ФинанÑÑ‹", + L"Команда", + L"Журнал", + L"Данные", + L"Выключить", + L"sir-FER 4.0", // our play on the company name (Sirtech) and web surFER +}; + +// bookmarks for different websites +// IMPORTANT make sure you move down the Cancel string as bookmarks are being added + +STR16 pBookMarkStrings[] = +{ + L"A.I.M.", + L"Бобби РÑй", + L"I.M.P.", + L"M.E.R.C.", + L"Похороны", + L"Цветы", + L"Страховка", + L"Отмена", + L"ЭнциклопедиÑ", + L"Брифинг-зал", + L"ПреÑÑ-Ñлужба", + L"БоЛТиК", + L"ВОЗ", + L"Цербер", + L"Ополчение", + L"R.I.S.", + L"Factories", // TODO.Translate +}; + +STR16 pBookmarkTitle[] = +{ + L"Закладки", + L"Позже Ñто меню можно вызвать правым щелчком мыши.", +}; + +// When loading or download a web page + +STR16 pDownloadString[] = +{ + L"Загрузка", + L"Обновление", +}; + +//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine + +STR16 gsAtmSideButtonText[] = +{ + L"OK", + L"ВзÑть", // take money from merc + L"Дать", // give money to merc + L"Отмена", // cancel transaction + L"ОчиÑÑ‚.", // clear amount being displayed on the screen +}; + +STR16 gsAtmStartButtonText[] = +{ + L"Параметры", // view stats of the merc + L"ОтношениÑ", + L"Контракт", + L"СнарÑжение", // view the inventory of the merc +}; + +STR16 sATMText[ ]= +{ + L"ПеревеÑти ÑредÑтва?", // transfer funds to merc? + L"Уверены?", // are we certain? + L"ВвеÑти Ñумму", // enter the amount you want to transfer to merc + L"Выбрать тип", // select the type of transfer to merc + L"Ðе хватает денег", // not enough money to transfer to merc + L"Сумма должна быть кратна $10", // transfer amount must be a multiple of $10 +}; + +// Web error messages. Please use foreign language equivilant for these messages. +// DNS is the acronym for Domain Name Server +// URL is the acronym for Uniform Resource Locator + +STR16 pErrorStrings[] = +{ + L"Ошибка", + L"Сервер не имеет запиÑи DNS.", + L"Проверьте Ð°Ð´Ñ€ÐµÑ Ð¸ попробуйте ещё раз.", + L"OK", //Превышено Ð²Ñ€ÐµÐ¼Ñ Ð¾Ð¶Ð¸Ð´Ð°Ð½Ð¸Ñ Ð¾Ñ‚Ð²ÐµÑ‚Ð° Ñервера. + L"Обрыв ÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ñ Ñервером.", +}; + + +STR16 pPersonnelString[] = +{ + L"Бойцов:", // mercs we have +}; + + +STR16 pWebTitle[ ]= +{ + L"sir-FER 4.0", // our name for the version of the browser, play on company name +}; + + +// The titles for the web program title bar, for each page loaded + +STR16 pWebPagesTitles[] = +{ + L"A.I.M.", + L"A.I.M. СоÑтав", + L"A.I.M. Портреты", // a mug shot is another name for a portrait + L"A.I.M. Сортировка", + L"A.I.M.", + L"A.I.M. ГалереÑ", + L"A.I.M. Правила", + L"A.I.M. ИÑториÑ", + L"A.I.M. СÑылки", + L"M.E.R.C.", + L"M.E.R.C. Счета", + L"M.E.R.C. РегиÑтрациÑ", + L"M.E.R.C. Оглавление", + L"Бобби РÑй", + L"Бобби РÑй - оружие", + L"Бобби РÑй - боеприпаÑÑ‹", + L"Бобби РÑй - бронÑ", + L"Бобби РÑй - разное", //misc is an abbreviation for miscellaneous + L"Бобби РÑй - вещи б/у.", + L"Бобби РÑй - почтовый заказ", + L"I.M.P.", + L"I.M.P.", + L"\"Цветы по вÑему миру\"", + L"\"Цветы по вÑему миру\" - галереÑ", + L"\"Цветы по вÑему миру\" - бланк заказа", + L"\"Цветы по вÑему миру\" - открытки", + L"Страховые агенты: МалеуÑ, Ð˜Ð½ÐºÑƒÑ Ð¸ СтÑйпÑ", + L"ИнформациÑ", + L"Контракт", + L"Комментарии", + L"ÐŸÐ¾Ñ…Ð¾Ñ€Ð¾Ð½Ð½Ð°Ñ Ñлужба Макгилликатти", + L"", + L"ÐÐ´Ñ€ÐµÑ Ð½Ðµ найден.", + L"%s ПреÑÑ-Ñлужба - Сводка по конфликту", + L"%s ПреÑÑ-Ñлужба - Боевые отчеты", + L"%s ПреÑÑ-Ñлужба - ПоÑледние новоÑти", + L"%s ПреÑÑ-Ñлужба - О наÑ", + L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" О наÑ", + L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Ðнализ команды", + L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Парные ÑравнениÑ", + L"\"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут\" Комментарии", + L"ВОЗ", + L"ВОЗ - Ð—Ð°Ð±Ð¾Ð»ÐµÐ²Ð°Ð½Ð¸Ñ Ð² Ðрулько", + L"ВОЗ - Полезно знать", + L"Цербер", + L"Цербер - Ðайм команды", + L"Цербер - Индивидуальные контракты", + L"Militia Overview", // TODO.Translate + L"Recon Intelligence Services - Information Requests", // TODO.Translate + L"Recon Intelligence Services - Information Verification", + L"Recon Intelligence Services - About us", + L"Factory Overview", // TODO.Translate + L"Бобби РÑй - поÑледние поÑтуплениÑ", + L"ЭнциклопедиÑ", + L"Ð­Ð½Ñ†Ð¸ÐºÐ»Ð¾Ð¿ÐµÐ´Ð¸Ñ - данные", + L"Брифинг-зал", + L"Брифинг-зал - данные", +}; + +STR16 pShowBookmarkString[] = +{ + L"ПодÑказка", + L"Щёлкните ещё раз по кнопке \"Сайты\" Ð´Ð»Ñ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ ÑпиÑка.", +}; + +STR16 pLaptopTitles[] = +{ + L"Почтовый Ñщик", + L"ПроÑмотр данных", + L"ПерÑонал", + L"ФинанÑовый отчет", + L"Журнал", +}; + +STR16 pPersonnelDepartedStateStrings[] = +{ + //reasons why a merc has left. + L"Погиб в бою", + L"Уволен", + L"Другое", + L"Вышла замуж", + L"Контракт иÑтёк", + L"Выход", +}; +// personnel strings appearing in the Personnel Manager on the laptop + +STR16 pPersonelTeamStrings[] = +{ + L"Ð’ команде", + L"Выбывшие", + L"Гонорар за день:", + L"Ðаибольший гонорар:", + L"Ðаименьший гонорар:", + L"Погибло в боÑÑ…:", + L"Уволено:", + L"Другое:", +}; + + +STR16 pPersonnelCurrentTeamStatsStrings[] = +{ + L"Худший", + L"Среднее", + L"Лучший", +}; + + +STR16 pPersonnelTeamStatsStrings[] = +{ + L"ЗДР", + L"ПРВ", + L"ЛОВ", + L"СИЛ", + L"ЛИД", + L"ИÐТ", + L"ОПТ", + L"МЕТ", + L"МЕХ", + L"ВЗР", + L"МЕД", +}; + + +// horizontal and vertical indices on the map screen + +STR16 pMapVertIndex[] = +{ + L"X", + L"A", + L"B", + L"C", + L"D", + L"E", + L"F", + L"G", + L"H", + L"I", + L"J", + L"K", + L"L", + L"M", + L"N", + L"O", + L"P", +}; + +STR16 pMapHortIndex[] = +{ + L"X", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"10", + L"11", + L"12", + L"13", + L"14", + L"15", + L"16", +}; + +STR16 pMapDepthIndex[] = +{ + L"", + L"-1", + L"-2", + L"-3", +}; + +// text that appears on the contract button + +STR16 pContractButtonString[] = +{ + L"Контракт", +}; + +// text that appears on the update panel buttons + +STR16 pUpdatePanelButtons[] = +{ + L"Далее", + L"Стоп", +}; + +// Text which appears when everyone on your team is incapacitated and incapable of battle + +CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] = +{ + L"Ð’Ñ‹ потерпели поражение в Ñтом Ñекторе!", + L"Рептионы, не иÑÐ¿Ñ‹Ñ‚Ñ‹Ð²Ð°Ñ ÑƒÐ³Ñ€Ñ‹Ð·ÐµÐ½Ð¸Ð¹ ÑовеÑти, пожрут вÑех до единого!", + L"Ваши бойцы захвачены в плен (некоторые без ÑознаниÑ)!", + L"Ваши бойцы захвачены в плен.", +}; + + +//Insurance Contract.c +//The text on the buttons at the bottom of the screen. + +STR16 InsContractText[] = +{ + L"Ðазад", + L"Дальше", + L"Да", + L"ОчиÑтить", +}; + + + +//Insurance Info +// Text on the buttons on the bottom of the screen + +STR16 InsInfoText[] = +{ + L"Ðазад", + L"Дальше", +}; + + + +//For use at the M.E.R.C. web site. Text relating to the player's account with MERC + +STR16 MercAccountText[] = +{ + // Text on the buttons on the bottom of the screen + L"ВнеÑти Ñумму", + L"Ð’ начало", + L"Ðомер Ñчета:", + L"Ðаёмник", + L"Дней", + L"Ставка", + L"СтоимоÑть", + L"Ð’Ñего:", + L"Ð’Ñ‹ подтверждаете платеж в размере %s?", //the %s is a string that contains the dollar amount ( ex. "$150" ) + L"%s (+ÑнарÑжение)", +}; + +// Merc Account Page buttons +STR16 MercAccountPageText[] = +{ + // Text on the buttons on the bottom of the screen + L"Ðазад", + L"Дальше", +}; + + +//For use at the M.E.R.C. web site. Text relating a MERC mercenary + + +STR16 MercInfo[] = +{ + L"Здоровье", + L"ПроворноÑть", + L"ЛовкоÑть", + L"Сила", + L"ЛидерÑтво", + L"Интеллект", + L"Уровень опыта", + L"МеткоÑть", + L"Механика", + L"Взрывчатка", + L"Медицина", + + L"Ðазад", + L"ÐанÑть", + L"Дальше", + L"Ð”Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ", + L"Ð’ начало", + L"ÐанÑÑ‚", + L"Оплата", + L"в день", + L"СнарÑж.:", + L"Ð’Ñего:", + L"Погиб", + + L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð° из наёмников.", + L"Со ÑнарÑжением?", + L"ÐедоÑтупно", + L"Ðеоплаченные Ñчета", + L"ИнформациÑ", + L"СнарÑжение", + L"Special Offer!", +}; + + + +// For use at the M.E.R.C. web site. Text relating to opening an account with MERC + +STR16 MercNoAccountText[] = +{ + //Text on the buttons at the bottom of the screen + L"Открыть Ñчет", + L"Отмена", + L"Ð’Ñ‹ ещё не зарегиÑтрировалиÑÑŒ. Желаете открыть Ñчёт?", +}; + + + +// For use at the M.E.R.C. web site. MERC Homepage + +STR16 MercHomePageText[] = +{ + //Description of various parts on the MERC page + L"Спек Т. КлÑйн, оÑнователь и хозÑин", + L"Открыть Ñчёт", + L"ПроÑмотр Ñчёта", + L"ПроÑмотр файлов", + // The version number on the video conferencing system that pops up when Speck is talking + L"Speck Com v3.2", + L"Денежный перевод не ÑоÑтоÑлÑÑ. ÐедоÑтаточно ÑредÑтв на Ñчету.", +}; + +// For use at MiGillicutty's Web Page. + +STR16 sFuneralString[] = +{ + L"Похоронное агентÑтво Макгилликатти: Ñкорбим вмеÑте Ñ ÑемьÑми уÑопших Ñ 1983 г.", + L"Директор по похоронам и бывший наёмник A.I.M. - Мюррей Макгилликатти \"Папаша\", ÑпециалиÑÑ‚ по чаÑти похорон.", + L"Ð’ÑÑŽ жизнь Папашу Ñопровождали Ñмерть и утраты, поÑтому он, как никто, познал их Ñ‚ÑжеÑть.", + L"Похоронное агентÑтво Макгилликатти предлагает широкий Ñпектр ритуальных уÑлуг - от жилетки, в которую можно поплакать, до воÑÑÑ‚Ð°Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ñильно поврежденных оÑтанков.", + L"Похоронное агентÑтво Макгилликатти поможет вам и вашим родÑтвенникам покоитьÑÑ Ñ Ð¼Ð¸Ñ€Ð¾Ð¼.", + + // Text for the various links available at the bottom of the page + L"ДОСТÐВКРЦВЕТОВ", + L"КОЛЛЕКЦИЯ УРРИ ГРОБОВ", + L"УСЛУГИ ПО КРЕМÐЦИИ", + L"ПОМОЩЬ Ð’ ПРОВЕДЕÐИИ ПОХОРОÐ", + L"ПОХОРОÐÐЫЕ РИТУÐЛЫ", + + // The text that comes up when you click on any of the links ( except for send flowers ). + L"К Ñожалению, наш Ñайт не закончен, в ÑвÑзи Ñ ÑƒÑ‚Ñ€Ð°Ñ‚Ð¾Ð¹ в Ñемье. Мы поÑтараемÑÑ Ð¿Ñ€Ð¾Ð´Ð¾Ð»Ð¶Ð¸Ñ‚ÑŒ работу поÑле Ð¿Ñ€Ð¾Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð·Ð°Ð²ÐµÑ‰Ð°Ð½Ð¸Ñ Ð¸ выплат долгов умершего. Сайт вÑкоре откроетÑÑ.", + L"Мы иÑкренне ÑочувÑтвуем вам в Ñто трудное времÑ. Заходите ещё.", +}; + +// Text for the florist Home page + +STR16 sFloristText[] = +{ + //Text on the button on the bottom of the page + + L"ГалереÑ", + + //Address of United Florist + + L"\"Мы ÑброÑим ваш букет где угодно!\"", + L"1-555-SCENT-ME", + L"333 NoseGay Dr,Seedy City, CA USA 90210", + L"http://www.scent-me.com", + + // detail of the florist page + + L"Мы работаем быÑтро и Ñффективно!", + L"Гарантируем доÑтавку на Ñледующий день практичеÑки в любой уголок мира. ЕÑть некоторые ограничениÑ.", + L"Гарантируем Ñамые низкие цены в мире!", + L"Покажите нам рекламу более дешевого ÑервиÑа и получите 10 беÑплатных роз.", + L"\"ÐšÑ€Ñ‹Ð»Ð°Ñ‚Ð°Ñ Ð¤Ð»Ð¾Ñ€Ð°\", занимаемÑÑ Ñ„Ð°ÑƒÐ½Ð¾Ð¹ и цветами Ñ 1981 г.", + L"Ðаши летчики, бывшие пилоты бомбардировщиков, ÑброÑÑÑ‚ ваш букет в радиуÑе 10 миль от заданного района. Когда угодно и Ñколько угодно!", + L"Позвольте нам удовлетворить ваши цветочные фантазии.", + L"ПуÑть БрюÑ, извеÑтный во вÑем мире Ñадовник, Ñам Ñоберет вам отличный букет в нашем Ñаду.", + L"И запомните, еÑли у Ð½Ð°Ñ Ð½ÐµÑ‚ таких цветов, мы быÑтро выраÑтим то, что вам надо!", +}; + + + +//Florist OrderForm + +STR16 sOrderFormText[] = +{ + //Text on the buttons + + L"Ðазад", + L"ПоÑлать", + L"Отмена", + L"ГалереÑ", + + L"Ðазвание букета:", + L"Цена:", + L"Ðомер заказа:", + L"ДоÑтавить", + L"Завтра", + L"Как будете в тех краÑÑ…", + L"МеÑто доÑтавки", + L"Дополнительно", + L"Сломать цветы ($10)", + L"Черные розы ($20)", + L"УвÑдший букет ($10)", + L"Фруктовый пирог (еÑли еÑть) ($10)", + L"ТекÑÑ‚ поздравлениÑ:", + L"Ввиду небольшого размера открытки, поÑтарайтеÑÑŒ уложитьÑÑ Ð² 75 Ñимволов.", + L"...или выберите одну из", + + L"СТÐÐДÐРТÐЫХ ОТКРЫТОК", + L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ Ñчете", + + //The text that goes beside the area where the user can enter their name + + L"Ðазвание:", +}; + + + + +//Florist Gallery.c + +STR16 sFloristGalleryText[] = +{ + //text on the buttons + + L"Ðазад", //abbreviation for previous + L"Дальше", //abbreviation for next + + L"Выберите букет, которые хотите поÑлать.", + L"Примечание: ЕÑли Вам нужно поÑлать увÑдший или Ñломанный букет - заплатите еще $10.", + + //text on the button + + L"Ð’ начало", +}; + +//Florist Cards + +STR16 sFloristCards[] = +{ + L"Выберите текÑÑ‚, который будет напечатан на открытке.", + L"Ðазад", +}; + + + +// Text for Bobby Ray's Mail Order Site + +STR16 BobbyROrderFormText[] = +{ + L"Бланк заказа", //Title of the page + L"Штк", // The number of items ordered + L"Ð’ÐµÑ (%s)", // The weight of the item + L"Ðазвание", // The name of the item + L"цена 1 вещи", // the item's weight + L"Итого", // The total price of all of items of the same type + L"СтоимоÑть", // The sub total of all the item totals added + L"ДиУ (Ñм. МеÑто ДоÑтавки)", // S&H is an acronym for Shipping and Handling + L"Ð’Ñего", // The grand total of all item totals + the shipping and handling + L"МеÑто доÑтавки", + L"СкороÑть доÑтавки", // See below + L"Цена (за %s.)", // The cost to ship the items + L"ЭкÑпреÑÑ-доÑтавка", // Gets deliverd the next day + L"2 рабочих днÑ", // Gets delivered in 2 days + L"ÐžÐ±Ñ‹Ñ‡Ð½Ð°Ñ Ð´Ð¾Ñтавка", // Gets delivered in 3 days + L"ОЧИСТИТЬ",//15 // Clears the order page + L"ЗÐКÐЗÐТЬ", // Accept the order + L"Ðазад", // text on the button that returns to the previous page + L"Ð’ начало", // Text on the button that returns to the home page + L"* - вещи, бывшие в употреблении", // Disclaimer stating that the item is used + L"Ð’Ñ‹ не можете Ñто оплатить.", //20 // A popup message that to warn of not enough money + L"<ÐЕ ВЫБРÐÐО>", // Gets displayed when there is no valid city selected + L"Ð’Ñ‹ дейÑтвительно хотите отправить груз в %s?", // A popup that asks if the city selected is the correct one + L"Ð’ÐµÑ Ð³Ñ€ÑƒÐ·Ð°**", // Displays the weight of the package + L"** Мин. веÑ", // Disclaimer states that there is a minimum weight for the package + L"Заказы", +}; + +STR16 BobbyRFilter[] = +{ + // Guns + L"ПиÑтолеты", + L"Ðвт.пиÑтол.", + L"ПП", + L"Винтовки", + L"Сн.винтовки", + L"Ðвтоматы", + L"Пулемёты", + L"Дробовики", + L"ТÑжелое", + + // Ammo + L"ПиÑтолеты", + L"Ðвт.пиÑтол.", + L"ПП", + L"Винтовки", + L"Сн.винтовки", + L"Ðвтоматы", + L"Пулемёты", + L"Дробовики", + + // Used + L"Оружие", + L"БронÑ", + L"Разгр.Ñ-мы", + L"Разное", + + // Armour + L"КаÑки", + L"Жилеты", + L"Брюки", + L"ПлаÑтины", + + // Misc + L"Режущие", + L"Метательн.", + L"ДробÑщие", + L"Гранаты", + L"Бомбы", + L"Ðптечки", + L"Ðаборы", + L"Головные", + L"Разгр.Ñ-мы", + L"Прицелы", // Madd: new BR filters + L"РукоÑÑ‚/ЛЦУ", + L"Дул.наÑад.", + L"Приклады", + L"Маг./ÑпуÑк.", + L"Др. навеÑка", + L"Разное", +}; + + +// This text is used when on the various Bobby Ray Web site pages that sell items + +STR16 BobbyRText[] = +{ + L"Заказать", // Title + // instructions on how to order + L"Ðажмите на товар. Ð›ÐµÐ²Ð°Ñ ÐºÐ½Ð¾Ð¿ÐºÐ° - добавить, Ð¿Ñ€Ð°Ð²Ð°Ñ ÐºÐ½Ð¾Ð¿ÐºÐ° - уменьшить. ПоÑле того как выберете товар, оформите заказ.", + + //Text on the buttons to go the various links + + L"Ðазад", + L"Оружие", + L"Патроны", + L"БронÑ", + L"Разное", //misc is an abbreviation for miscellaneous + L"Б/У", + L"Далее", + L"БЛÐÐК ЗÐКÐЗÐ", + L"Ð’ начало", + + //The following 2 lines are used on the Ammunition page. + //They are used for help text to display how many items the player's merc has + //that can use this type of ammo + + L"У вашей команды еÑть", + L"оружее, иÑпользующее Ñтот тип боеприпаÑов", + + //The following lines provide information on the items + + L"ВеÑ:", // Weight of all the items of the same type + L"Кал.:", // the caliber of the gun + L"Маг:", // number of rounds of ammo the Magazine can hold + L"ДиÑÑ‚:", // The range of the gun + L"Урон:", // Damage of the weapon + L"Скор:", // Weapon's Rate Of Fire, acronym ROF + L"ОД:", // Weapon's Action Points, acronym AP + L"Оглушение:", // Weapon's Stun Damage + L"БронÑ:", // Armour's Protection + L"Камуф.:", // Armour's Camouflage + L"Armor Pen:", // Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction) + L"Dmg Mod:", // Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage) + L"Projectiles:", // Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets) + L"Цена:", // Cost of the item + L"Склад:", // The number of items still in the store's inventory + L"Штук в заказе:", // The number of items on order + L"Урон:", // If the item is damaged + L"ВеÑ:", // the Weight of the item + L"Итого:", // The total cost of all items on order + L"* %% до изноÑа", // if the item is damaged, displays the percent function of the item + + //Popup that tells the player that they can only order 10 items at a time + + L"Чёрт! Ð’ Ñту форму можно внеÑти не более " ,//First part + L" позиций Ð´Ð»Ñ Ð¾Ð´Ð½Ð¾Ð³Ð¾ заказа. ЕÑли хотите заказать больше (а мы надеемÑÑ, вы хотите), то заполните еще один заказ и примите наши Ð¸Ð·Ð²Ð¸Ð½ÐµÐ½Ð¸Ñ Ð·Ð° неудобÑтва.", + + // A popup that tells the user that they are trying to order more items then the store has in stock + + L"Извините, но данного товара нет на Ñкладе. Попробуйте заглÑнуть позже.", + + //A popup that tells the user that the store is temporarily sold out + + L"Извините, но данного товара пока нет на Ñкладе.", + +}; + + +// Text for Bobby Ray's Home Page + +STR16 BobbyRaysFrontText[] = +{ + //Details on the web site + + L"ЗдеÑÑŒ вы найдете лучшие и новейшие образцы оружиÑ", + L"Мы Ñнабдим Ð²Ð°Ñ Ð²Ñем, что нужно Ð´Ð»Ñ Ð¿Ð¾Ð±ÐµÐ´Ñ‹ над противником", + L"ВЕЩИ Б/У", + + //Text for the various links to the sub pages + + L"РÐЗÐОЕ", + L"ОРУЖИЕ", + L"БОЕПРИПÐСЫ", + L"БРОÐЯ", + + //Details on the web site + + L"ЕÑли у Ð½Ð°Ñ Ñ‡ÐµÐ³Ð¾-то нет, то Ñтого нет нигде!", + L"Ð’ разработке", +}; + + + +// Text for the AIM page. +// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page + +STR16 AimSortText[] = +{ + L"A.I.M. СоÑтав", // Title + // Title for the way to sort + L"Сортировка:", + + // sort by... + + L"Цена", + L"Опыт", + L"МеткоÑть", + L"Механика", + L"Взрывчатка", + L"Медицина", + L"Здоровье", + L"ПроворноÑть", + L"ЛовкоÑть", + L"Сила", + L"ЛидерÑтво", + L"Интеллект", + L"ИмÑ", + + //Text of the links to other AIM pages + + L"Фотографии наёмников", + L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾ наёмниках", + L"Ðрхив A.I.M.", + + // text to display how the entries will be sorted + + L"По возраÑтанию", + L"По убыванию", +}; + + +//Aim Policies.c +//The page in which the AIM policies and regulations are displayed + +STR16 AimPolicyText[] = +{ + // The text on the buttons at the bottom of the page + + L"Ðазад", + L"Ð’ начало", + L"Оглавление", + L"Дальше", + L"Ðе ÑоглаÑен", + L"СоглаÑен", +}; + + + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index + +STR16 AimMemberText[] = +{ + L"Левый щелчок", + L"ÑвÑзатьÑÑ Ñ Ð±Ð¾Ð¹Ñ†Ð¾Ð¼.", + L"Правый щелчок - ", + L"фотографии бойцов.", +}; + +//Aim Member.c +//The page in which the players hires AIM mercenaries + +STR16 CharacterInfo[] = +{ + // The various attributes of the merc + + L"Здоровье", + L"ПроворноÑть", + L"ЛовкоÑть", + L"Сила", + L"ЛидерÑтво", + L"Интеллект", + L"Уровень опыта", + L"МеткоÑть", + L"Механика", + L"Взрывчатка", + L"Медицина", + + // the contract expenses' area + + L"Гонорар", + L"Срок", + L"1 день", + L"7 дней", + L"14 дней", + + // text for the buttons that either go to the previous merc, + // start talking to the merc, or go to the next merc + + L"<<", + L"СвÑзатьÑÑ", + L">>", + + L"Ð”Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ", // Title for the additional info for the merc's bio + L"ДейÑтвующий ÑоÑтав", // Title of the page + L"СнарÑжение:", // Displays the optional gear cost + L"СнарÑж.", //"gear", //tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's + L"СтоимоÑть мед. депозита", // If the merc required a medical deposit, this is displayed + L"Ðабор 1", // Text on Starting Gear Selection Button 1 + L"Ðабор 2", // Text on Starting Gear Selection Button 2 + L"Ðабор 3", // Text on Starting Gear Selection Button 3 + L"Ðабор 4", // Text on Starting Gear Selection Button 4 + L"Ðабор 5", // Text on Starting Gear Selection Button 5 + L"Mission Fee", // For UB fixed price contracts +}; + + +//Aim Member.c +//The page in which the player's hires AIM mercenaries + +//The following text is used with the video conference popup + +STR16 VideoConfercingText[] = +{ + L"Сумма контракта:", //Title beside the cost of hiring the merc + + //Text on the buttons to select the length of time the merc can be hired + + L"1 день", + L"7 дней", + L"14 дней", + + //Text on the buttons to determine if you want the merc to come with the equipment + + L"Без ÑнарÑжениÑ", + L"Со ÑнарÑжением", + + // Text on the Buttons + + L"ОПЛÐТИТЬ", // to actually hire the merc + L"ОТМЕÐÐ", // go back to the previous menu + L"ÐÐÐЯТЬ", // go to menu in which you can hire the merc + L"ОТБОЙ", // stops talking with the merc + L"ЗÐКРЫТЬ", + L"СООБЩЕÐИЕ", // if the merc is not there, you can leave a message + + //Text on the top of the video conference popup + + L"Ð’Ð¸Ð´ÐµÐ¾ÐºÐ¾Ð½Ñ„ÐµÑ€ÐµÐ½Ñ†Ð¸Ñ Ñ", + L"Подключение. . .", + + L"+ Ñтраховка" // Displays if you are hiring the merc with the medical deposit +}; + + + +//Aim Member.c +//The page in which the player hires AIM mercenaries + +// The text that pops up when you select the TRANSFER FUNDS button + +STR16 AimPopUpText[] = +{ + L"ПРОИЗВЕДЕРЭЛЕКТРОÐÐЫЙ ПЛÐТЕЖ", // You hired the merc + L"ÐЕЛЬЗЯ ПЕРЕВЕСТИ СРЕДСТВÐ", // Player doesn't have enough money, message 1 + L"ÐЕ ХВÐТÐЕТ СРЕДСТВ", // Player doesn't have enough money, message 2 + + // if the merc is not available, one of the following is displayed over the merc's face + + L"Ðа задании", + L"ПожалуйÑта, оÑтавьте Ñообщение", + L"СкончалÑÑ", + + //If you try to hire more mercs than game can support + + L"У Ð²Ð°Ñ ÑƒÐ¶Ðµ Ð¿Ð¾Ð»Ð½Ð°Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ð° из наёмников.", + + L"Ðвтоответчик", + L"Сообщение оÑтавлено на автоответчике", +}; + + +//AIM Link.c + +STR16 AimLinkText[] = +{ + L"A.I.M. СÑылки", //The title of the AIM links page +}; + + + +//Aim History + +// This page displays the history of AIM + +STR16 AimHistoryText[] = +{ + L"A.I.M. ИÑториÑ", //Title + + // Text on the buttons at the bottom of the page + + L"Ðазад", + L"Ð’ начало", + L"A.I.M. ГалереÑ", + L"Дальше", +}; + + +//Aim Mug Shot Index + +//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page. + +STR16 AimFiText[] = +{ + // displays the way in which the mercs were sorted + + L"Цена", + L"Опыт", + L"МеткоÑть", + L"Механика", + L"Взрывчатка", + L"Медицина", + L"Здоровье", + L"ПроворноÑть", + L"ЛовкоÑть", + L"Сила", + L"ЛидерÑтво", + L"Интеллект", + L"ИмÑ", + + // The title of the page, the above text gets added at the end of this text + + L"СоÑтав A.I.M. По возраÑтанию, критерий - %s", + L"СоÑтав A.I.M. По убыванию, критерий - %s", + + // Instructions to the players on what to do + + L"Левый щелчок", + L"Выбрать наёмника", + L"Правый щелчок", + L"Критерий Ñортировки", + + // Gets displayed on top of the merc's portrait if they are... + + L"Выбыл", + L"СкончалÑÑ", + L"Ðа задании", +}; + + + +//AimArchives. +// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM + +STR16 AimAlumniText[] = +{ + // Text of the buttons + + L"СТР. 1", + L"СТР. 2", + L"СТР. 3", + + L"A.I.M. ГалереÑ", // Title of the page + + L"ОК", // Stops displaying information on selected merc + L"След. Ñтр.", +}; + + + + + + +//AIM Home Page + +STR16 AimScreenText[] = +{ + // AIM disclaimers + + L"A.I.M. и логотип A.I.M. - зарегиÑтрированные во многих Ñтранах торговые марки.", + L"Так что и не думай подражать нам.", + L"(Ñ) 1998-1999 A.I.M., Ltd. Ð’Ñе права защищены.", + + //Text for an advertisement that gets displayed on the AIM page + + L"\"Цветы по вÑему миру\"", + L"\"Мы ÑброÑим ваш букет где угодно!\"", + L"Сделай как надо", + L"...в первый раз", + L"ЕÑли у Ð½Ð°Ñ Ð½ÐµÑ‚ такого Ñтвола, то он вам и не нужен.", +}; + + +//Aim Home Page + +STR16 AimBottomMenuText[] = +{ + //Text for the links at the bottom of all AIM pages + L"Ð’ начало", + L"Ðаёмники", + L"Ðрхив", + L"Правила", + L"ИнформациÑ", + L"СÑылки", +}; + + + +//ShopKeeper Interface +// The shopkeeper interface is displayed when the merc wants to interact with +// the various store clerks scattered through out the game. + +STR16 SKI_Text[ ] = +{ + L"ИМЕЮЩИЕСЯ ТОВÐРЫ", //Header for the merchandise available + L"СТР.", //The current store inventory page being displayed + L"ОБЩÐЯ ЦЕÐÐ", //The total cost of the the items in the Dealer inventory area + L"ОБЩÐЯ ЦЕÐÐОСТЬ", //The total value of items player wishes to sell + L"ОЦЕÐКÐ", //Button text for dealer to evaluate items the player wants to sell + L"ПЕРЕВОД", //Button text which completes the deal. Makes the transaction. + L"УЙТИ", //Text for the button which will leave the shopkeeper interface. + L"ЦЕÐРРЕМОÐТÐ", //The amount the dealer will charge to repair the merc's goods + L"1 ЧÐС", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"%d ЧÐСОВ", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired + L"ИСПРÐÐ’ÐО", // Text appearing over an item that has just been repaired by a NPC repairman dealer + L"Вам уже некуда клаÑть вещи.", //Message box that tells the user there is no more room to put there stuff + L"%d МИÐУТ", // The text underneath the inventory slot when an item is given to the dealer to be repaired + L"ВыброÑить предмет на землю.", + L"БЮДЖЕТ", +}; + +//ShopKeeper Interface +//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine + +STR16 SkiAtmText[] = +{ + //Text on buttons on the banking machine, displayed at the bottom of the page + L"0", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"7", + L"8", + L"9", + L"OK", // Transfer the money + L"ВзÑть", //Take money from the player + L"Дать", //Give money to the player + L"Отмена", //Cancel the transfer + L"ОчиÑтить", //Clear the money display +}; + + +//Shopkeeper Interface +STR16 gzSkiAtmText[] = +{ + + // Text on the bank machine panel that.... + L"Выберите тип", //tells the user to select either to give or take from the merc + L"Введите Ñумму", //Enter the amount to transfer + L"ПеревеÑти деньги бойцу", //Giving money to the merc + L"Забрать деньги у бойца", //Taking money from the merc + L"ÐедоÑтаточно ÑредÑтв", //Not enough money to transfer + L"БаланÑ", //Display the amount of money the player currently has +}; + + +STR16 SkiMessageBoxText[] = +{ + L"Желаете ÑнÑть Ñо Ñчета %s, чтобы покрыть разницу?", + L"ÐедоÑтаточно ÑредÑтв. Ðе хватает %s", + L"Желаете ÑнÑть Ñо Ñчета %s, чтобы оплатить полную ÑтоимоÑть?", + L"ПопроÑить торговца Ñделать перевод", + L"ПопроÑить торговца починить выбранные предметы", + L"Закончить беÑеду", + L"Текущий баланÑ", + + L"Do you want to transfer %s Intel to cover the difference?", // TODO.Translate + L"Do you want to transfer %s Intel to cover the cost?", +}; + + +//OptionScreen.c + +STR16 zOptionsText[] = +{ + //button Text + L"Сохранить", + L"Загрузить", + L"Выход", + L">>", + L"<<", + L"Готово", + L"1.13 Features", + L"New in 1.13", + L"Options", + + //Text above the slider bars + L"Звуки", + L"Речь", + L"Музыка", + + //Confirmation pop when the user selects.. + L"Выйти из игры и вернутьÑÑ Ð² главное меню?", + + L"Ðеобходимо выбрать или \"Речь\", или \"Субтитры\"", +}; + +STR16 z113FeaturesScreenText[] = +{ + L"1.13 FEATURE TOGGLES", + L"Changing these settings during a campaign will affect your experience.", + L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).", +}; + +STR16 z113FeaturesToggleText[] = +{ + L"Use These Overrides", + L"New Chance to Hit", + L"Enemies Drop All", + L"Enemies Drop All (Damaged)", + L"Suppression Fire", + L"Drassen Counterattack", + L"City Counterattacks", + L"Multiple Counterattacks", + L"Intel", + L"Prisoners", + L"Mines Require Workers", + L"Enemy Ambushes", + L"Enemy Assassins", + L"Enemy Roles", + L"Enemy Role: Medic", + L"Enemy Role: Officer", + L"Enemy Role: General", + L"Kerberus", + L"Mercs Need Food", + L"Disease", + L"Dynamic Opinions", + L"Dynamic Dialogue", + L"Arulco Strategic Division", + L"ASD: Helicopters", + L"Enemy Vehicles Can Move", + L"Zombies", + L"Bloodcat Raids", + L"Bandit Raids", + L"Zombie Raids", + L"Militia Volunteer Pool", + L"Tactical Militia Command", + L"Strategic Militia Command", + L"Militia Uses Sector Equipment", + L"Militia Requires Resources", + L"Enhanced Close Combat", + L"Improved Interrupt System", + L"Weapon Overheating", + L"Weather: Rain", + L"Weather: Lightning", + L"Weather: Sandstorms", + L"Weather: Snow", + L"Mini Events", + L"Arulco Rebel Command", + L"Strategic Transport Groups", +}; + +STR16 z113FeaturesHelpText[] = +{ + L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.", + L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).", + L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.", + L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].", + L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.", + L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.", + L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.", + L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.", + L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN", + L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS", + L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2", + L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER", + L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER", + L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF", + L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS", + L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS", + L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS", + L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS", + L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS", + L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.", + L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET", + L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS", + L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME", + L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR", + L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL", + L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS", + L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS", + L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES", + L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY", + L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.", + L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC", + L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS", + L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN", + L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.", + L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING", + L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL", + L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN", + L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM", + L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM", + L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW", + L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.", + L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.", + L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", +}; + +STR16 z113FeaturesPanelText[] = +{ + L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.", + L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.", + L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.", + L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!", + L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!", + L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.", + L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.", + L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.", + L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.", + L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!", + L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.", + L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.", + L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.", + L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.", + L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.", + L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.", + L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.", + L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!", + L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.", + L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.", + L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.", + L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.", + L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.", + L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.", + L"Zombies rise from corpses!", + L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.", + L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.", + L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.", + L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.", + L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.", + L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.", + L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.", + L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.", + L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.", + L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.", + L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.", + L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.", + L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.", + L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.", + L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.", + L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.", + L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.", + L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.", +}; + + +//SaveLoadScreen +STR16 zSaveLoadText[] = +{ + L"Сохранить", + L"Загрузить", + L"Отмена", + L"Сохранение выбрано", + L"Загрузка выбрана", + + L"Игра уÑпешно Ñохранена", + L"ОШИБКРÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð³Ñ€Ñ‹!", + L"Игра уÑпешно загружена", + L"ОШИБКРзагрузки игры!", + + L"Это Ñохранение было Ñделано иной верÑией игры. Скорее вÑего, загрузить его не удаÑÑ‚ÑÑ. Ð’Ñе равно продолжить?", + + L"Возможно, файлы Ñохранений повреждены. Желаете их удалить?", + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"ВерÑÐ¸Ñ Ñохранений игры была изменена. ПроÑим Ñообщить, еÑли Ñто изменение привело к какой-либо ошибке. ПытаемÑÑ Ð·Ð°Ð³Ñ€ÑƒÐ·Ð¸Ñ‚ÑŒ?", +#else + L"Попытка загрузить Ñохранение игры уÑтаревшей верÑии. ÐвтоматичеÑки обновить его и загрузить?", +#endif + + //Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one + //is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are + //used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though. +#ifdef JA2BETAVERSION + L"ВерÑÐ¸Ñ Ð¸Ð³Ñ€Ñ‹ и файлов Ñохранений была изменена. ПроÑим Ñообщить, еÑли Ñто изменение привело к какой-либо ошибке. ПытаемÑÑ Ð·Ð°Ð³Ñ€ÑƒÐ·Ð¸Ñ‚ÑŒ?", +#else + L"Попытка загрузить Ñохранение игры уÑтаревшей верÑии. ÐвтоматичеÑки обновить его и загрузить?", +#endif + + L"Ð’Ñ‹ решили запиÑать игру на ÑущеÑтвующее Ñохранение #%d?", + L"Хотите загрузить игру из ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ #", + + + //The first %d is a number that contains the amount of free space on the users hard drive, + //the second is the recommended amount of free space. + L"У Ð²Ð°Ñ Ð·Ð°ÐºÐ°Ð½Ñ‡Ð¸Ð²Ð°ÐµÑ‚ÑÑ Ñвободное меÑто на жеÑтком диÑке. Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ñвободно %d Мб, а требуетÑÑ %d Мб Ñвободного меÑта Ð´Ð»Ñ JA.", + + L"Сохранение", //When saving a game, a message box with this string appears on the screen + + L"Ðормальный", + L"Огромный", + L"нет", + L"да", + + L"Элементы фантаÑтики", + L"ÐŸÐ»Ð°Ñ‚Ð¸Ð½Ð¾Ð²Ð°Ñ ÑериÑ", + + L"ÐÑÑортимент Бобби РÑÑ", + L"Ðормальный", + L"Большой", + L"Огромный", + L"Ð’ÑÑ‘ и Ñразу", + + L"Ð¡Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð½Ð°Ñ Ð¸Ð³Ñ€Ð° была начата в режиме \"Ðового ИнвентарÑ\", Ñтот режим не работает при разрешении Ñкрана 640Ñ…480. Измените разрешение и загрузите игру Ñнова.", + L"Загрузка игры, начатой в режиме \"Ðового ИнвентарÑ\", невозможна. УÑтановите в Ja2.ini игровую папку 'Data-1.13' и повторите попытку.", + + L"Размер отрÑда, заданный в Ñохраненной игре, не поддерживаетÑÑ Ñ‚ÐµÐºÑƒÑ‰Ð¸Ð¼ разрешением. Увеличьте разрешение Ñкрана и попробуйте Ñнова.", + L"КоличеÑтво товара у Бобби РÑÑ", +}; + + + +//MapScreen +STR16 zMarksMapScreenText[] = +{ + L"Уровень карты", + L"У Ð²Ð°Ñ Ð½ÐµÑ‚ ополченцев. Чтобы они поÑвилиÑÑŒ, вам нужно Ñклонить на Ñвою Ñторону горожан.", + L"Доход в Ñутки", + L"Ðаёмник заÑтрахован", + L"%s не нуждаетÑÑ Ð² отдыхе.", + L"%s на марше и не может лечь Ñпать.", + L"%s валитÑÑ Ñ Ð½Ð¾Ð³ от уÑталоÑти, погоди немного.", + L"%s ведет машину.", + L"ОтрÑд не может двигатьÑÑ, когда один из наёмников Ñпит.", + + // stuff for contracts + L"Ð¥Ð¾Ñ‚Ñ Ñƒ Ð²Ð°Ñ Ð¸ еÑть деньги на подпиÑание контракта, но их не хватит, чтобы оплатить Ñтраховку наёмника.", + L"%s: продление Ñтраховки ÑоÑтавит %s за %d дополнительных дней. Желаете заплатить?", + L"Предметы в Ñекторе", + L"Жизнь наёмника заÑтрахована.", + + // other items + L"Медики", // people acting a field medics and bandaging wounded mercs + L"Раненые", // people who are being bandaged by a medic + L"Готово", // Continue on with the game after autobandage is complete + L"Стоп", // Stop autobandaging of patients by medics now + L"Извините, Ñтот пункт недоÑтупен в демонÑтрационной верÑии.", // informs player this option/button has been disabled in the demo + L"%s: нет инÑтрументов.", + L"%s: нет аптечки.", + L"ЗдеÑÑŒ недоÑтаточно добровольцев Ð´Ð»Ñ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²ÐºÐ¸.", + L"Ð’ %s макÑимальное количеÑтво ополченцев.", + L"У наёмника ограниченный контракт.", + L"Контракт наёмника не заÑтрахован", + L"СтратегичеÑÐºÐ°Ñ ÐºÐ°Ñ€Ñ‚Ð°", + + // Flugente: disease texts describing what a map view does + L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.", // TODO.Translate + + // Flugente: weather texts describing what a map view does + L"ЗдеÑÑŒ паказана Ð°ÐºÑ‚ÑƒÐ°Ð»ÑŒÐ½Ð°Ñ Ð¿Ð¾Ð³Ð¾Ð´Ð°. Без цвета=Ñолнечно, зеленый=дождь, Синий=Гроза, Оранжевый=пеÑÑ‡Ð°Ð½Ð°Ñ Ð±ÑƒÑ€Ñ, Белый=Ñнег.", + + // Flugente: describe what intel map view does + L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.", // TODO.Translate +}; + + +STR16 pLandMarkInSectorString[] = +{ + L"ОтрÑд %d заметил кого-то в Ñекторе %s.", + L"ОтрÑд %s заметил кого-то в Ñекторе %s.", +}; + +// confirm the player wants to pay X dollars to build a militia force in town +STR16 pMilitiaConfirmStrings[] = +{ + L"Тренировка отрÑда ополченцев будет Ñтоить $", // telling player how much it will cost + L"Подтвердить платеж?", // asking player if they wish to pay the amount requested + L"Ð’Ñ‹ не можете Ñебе Ñтого позволить.", // telling the player they can't afford to train this town + L"Продолжить тренировку в %s (%s %d)?", // continue training this town? + + L"Цена $", // the cost in dollars to train militia + L"( Д/Ð )", // abbreviated yes/no + L"", // unused + L"Тренировка Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð² Ñекторе %d будет Ñтоить $%d. %s", // cost to train sveral sectors at once + + L"У Ð²Ð°Ñ Ð½ÐµÑ‚ $%d, чтобы приÑтупить к тренировке ополчениÑ.", + L"%s: ТребуетÑÑ Ð½Ðµ менее %d процентов лоÑльноÑти, чтобы продолжить тренировку ополчениÑ.", + L"Больше вы не можете тренировать ополчение в %s.", + L"оÑвободить больше городÑких Ñекторов", + + L"оÑвободить новые городÑкие Ñектора", + L"оÑвободить больше городов", + L"воÑÑтановить потерÑнные прогреÑÑ", + L"продвинутьÑÑ Ð´Ð°Ð»ÑŒÑˆÐµ", + + L"нанÑть больше повÑтанцев", +}; + +//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel +STR16 gzMoneyWithdrawMessageText[] = +{ + L"За один раз вы можете ÑнÑть Ñо Ñчета не более $20 000.", + L"Ð’Ñ‹ решили положить %s на Ñвой Ñчет?", +}; + +STR16 gzCopyrightText[] = +{ + L"ÐвторÑкие права (C) 1999 Sir-tech Canada Ltd. Ð’Ñе права защищены.", +}; + +//option Text +STR16 zOptionsToggleText[] = +{ + L"Речь", + L"Молчаливые герои", + L"Субтитры", + L"Пауза в диалогах", + L"Ðнимированный дым", + L"Кровь и жеÑтокоÑть", + L"Ðе трогать мышь!", + L"Старый метод выбора", + L"Показать путь движениÑ", + L"Показать промахи", + L"Игра в реальном времени", + L"Подтверждение Ñна/подъема", + L"МетричеÑÐºÐ°Ñ ÑиÑтема", + L"Выделите наемников", + L"КурÑор на бойцов", + L"КурÑор на дверь", + L"Мерцание вещей", + L"Показать кроны деревьев", + L"Скрывать мешающие кроны", + L"Показать каркаÑÑ‹", + L"Трехмерный курÑор", + L"Показать ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ", + L"КурÑор очереди Ð´Ð»Ñ Ð³Ñ€Ð°Ð½Ð°Ñ‚", + L"Злорадные враги", //Allow Enemy Taunts + L"Стрельба гранатой навеÑом", + L"КраÑтьÑÑ Ð² реальном времени", + L"Выбор пробелом Ñлед. отрÑда", + L"Тени предметов в инвентаре", + L"ДальноÑть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² тайлах", + L"Одиночный траÑÑер", + L"Шум дождÑ", + L"Вороны", + L"ПодÑказки над Ñолдатами", //Show Soldier Tooltips + L"ÐвтоÑохранение каждый ход", + L"Молчаливый пилот вертолёта", + L"Подробное опиÑание предметов", //Enhanced Description Box + L"Только пошаговый режим", // add forced turn mode + L"ÐÐ¾Ð²Ð°Ñ Ñ€Ð°Ñцветка Ñтратег. карты", //Alternate Strategy-Map Colors //Change color scheme of Strategic Map + L"Ð—Ð°Ð¼ÐµÑ‚Ð½Ð°Ñ Ð»ÐµÑ‚ÑÑ‰Ð°Ñ Ð¿ÑƒÐ»Ñ", // Show alternate bullet graphics (tracers) + L"ÐÐ¾Ð²Ð°Ñ Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ Ñкипировки", + L"Показать ранг бойца", // shows mercs ranks + L"Показать ÑнарÑжение на голове", //Show Face gear graphics + L"Показать иконки ÑнарÑжениÑ", + L"Отключить менÑющийÑÑ ÐºÑƒÑ€Ñор", // Disable Cursor Swap + L"Ð¢Ð¸Ñ…Ð°Ñ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²ÐºÐ°", // Madd: mercs don't say quotes while training + L"Тихий ремонт", // Madd: mercs don't say quotes while repairing + L"Тихое лечение", // Madd: mercs don't say quotes while doctoring + L"БыÑтрый ход компьютера", // Automatic fast forward through AI turns + L"Зомби в игре!", // Flugente Zombies + L"Меню в инвентаре бойца", // the_bob : enable popups for picking items from sector inv + L"Отметить оÑтавшихÑÑ Ð²Ñ€Ð°Ð³Ð¾Ð²", + L"Показать Ñодержимое разгрузки", + L"Инвертировать колеÑо мыши", + L"Боевой порÑдок", // when multiple mercs are selected, they will try to keep their relative distances + L"Показывать раÑположение", // show locator on last known enemy location + L"Start at maximum aim", + L"Alternative pathfinding", + L"--ЧитерÑкие наÑтройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, + L"УÑкорить доÑтавку Бобби РÑÑ", // force all pending Bobby Ray shipments + L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END + L"--ÐаÑтройки отладочной верÑии--", // an example options screen options header (pure text) + L"Сообщать координаты промахов", //Report Miss Offsets // Screen messages showing amount and direction of shot deviation. + L"Ð¡Ð±Ñ€Ð¾Ñ Ð²Ñех игровых наÑтроек", // failsafe show/hide option to reset all options + L"Ð’ Ñамом деле хотите Ñтого?", // a do once and reset self option (button like effect) + L"Отладочные наÑтройки везде", //Debug Options in other builds // allow debugging in release or mapeditor + L"Показать Отладочные наÑтройки", //DEBUG Render Option group // an example option that will show/hide other options + L"Отображать Mouse Regions", //Render Mouse Regions // an example of a DEBUG build option + L"-----------------", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"THE_LAST_OPTION", +}; + +//This is the help text associated with the above toggles. +STR16 zOptionsScreenHelpText[] = +{ + // HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better. + + //speech + L"Включить или выключить\nÐ³Ð¾Ð»Ð¾Ñ Ð²Ð¾ Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð².", + + //Mute Confirmation + L"Включить или выключить речевое\nподтверждение Ð²Ñ‹Ð¿Ð¾Ð»Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¸ÐºÐ°Ð·Ð¾Ð².", + + //Subtitles + L"Включить или выключить отображение\nÑубтитров во Ð²Ñ€ÐµÐ¼Ñ Ð´Ð¸Ð°Ð»Ð¾Ð³Ð¾Ð².", + + //Key to advance speech + L"ЕÑли Ñубтитры включены, выберите Ñтот пункт,\nчтобы уÑпеть прочитать диалоги перÑонажей.", + + //Toggle smoke animation + L"Отключите анимацию дыма,\nеÑли он замедлÑет игру.", + + //Blood n Gore + L"Отключите Ñтот пункт,\nеÑли боитеÑÑŒ крови.", + + //Never move my mouse + L"ЕÑли выключено, то курÑор\nавтоматичеÑки перемещаетÑÑ Ð½Ð° кнопку\nвÑплывающего окна диалога.", + + //Old selection method + L"ЕÑли включено, то будет иÑпользоватьÑÑ\nÑтарый метод выбора бойцов\n(Ð´Ð»Ñ Ñ‚ÐµÑ…, кто привык к управлению предыдущих чаÑтей Jagged Alliance).", + + //Show movement path + L"ЕÑли включено, то в режиме реального времени\nбудет отображатьÑÑ Ð¿ÑƒÑ‚ÑŒ передвижениÑ\n(еÑли выключено, нажмите |S|h|i|f|t, чтобы увидеть путь).", + + //show misses + L"ЕÑли включено, то камера будет отÑлеживать\nтраекторию пуль, прошедших мимо цели.", + + //Real Time Confirmation + L"ЕÑли включено, то Ð´Ð»Ñ Ð¿Ñ€Ð¸ÐºÐ°Ð·Ð° на передвижение\nбудет требоватьÑÑ Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¹\nподтверждающий щелчок мыши на меÑте назначениÑ.", + + //Sleep/Wake notification + L"ЕÑли включено, то вы получите предупреждение,\nкогда наёмники лÑгут Ñпать или проÑнутÑÑ.", + + //Use the metric system + L"ЕÑли включено, то иÑпользуетÑÑ Ð¼ÐµÑ‚Ñ€Ð¸Ñ‡ÐµÑÐºÐ°Ñ ÑиÑтема мер,\nиначе будет британÑкаÑ.", + + //Highlight Mercs + L"При включении выделÑет наемника (не виден врагам).\nПереключитьÑÑ Ð² игре Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ (|G)", + + //Smart cursor + L"ЕÑли включено, то перемещение курÑора возле наёмника\nавтоматичеÑки выбирает его.", + + //snap cursor to the door + L"ЕÑли включено, то перемещение курÑора возле двери\nавтоматичеÑки помещает его на дверь.", + + //glow items + L"ЕÑли включено, то вÑе предметы подÑвечиваютÑÑ (|C|t|r|l+|A|l|t+|I).", + + //toggle tree tops + L"ЕÑли включено, то отображаютÑÑ ÐºÑ€Ð¾Ð½Ñ‹ деревьев (|T).", + + //smart tree tops + L"ЕÑли включено, кроны деревьев не будут отображатьÑÑ Ð¾ÐºÐ¾Ð»Ð¾ видимых Ñолдат и около курÑора.", + + //toggle wireframe + L"ЕÑли включено, то у препÑÑ‚Ñтвий\nдополнительно показываетÑÑ ÐºÐ°Ñ€ÐºÐ°Ñ (|C|t|r|l+|A|l|t+|W).", + + L"ЕÑли включено, то курÑор передвижениÑ\nотображаетÑÑ Ð² 3D (|H|o|m|e).", + + // Options for 1.13 + L"ЕÑли включено, ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ\nпоказываетÑÑ Ð½Ð°Ð´ курÑором.", + L"ЕÑли включено, очередь из гранатомёта\nиÑпользует курÑор Ñтрельбы очередÑми.", + L"ЕÑли включено, враг иногда будет\nкомментировать Ñвои дейÑтвиÑ.", + L"ЕÑли включено, гранатомёты выÑтреливают\nзарÑд под большим углом к горизонту (|A|l|t+|Q).", + L"ЕÑли включено, игра не переходит\nв пошаговый режим при обнаружении\nпротивника (еÑли враг Ð²Ð°Ñ Ð½Ðµ видит). \nРучной вход в пошаговый режим - |C|t|r|l+|X. (|C|t|r|l+|S|h|i|f|t+|X)", + L"ЕÑли включено, |П|Ñ€|о|б|е|л выделÑет Ñледующий отрÑд.", + L"ЕÑли включено, показываютÑÑ\nтени предметов в инвентаре.", + L"ЕÑли включено, дальноÑть оружиÑ\nуказываетÑÑ Ð² игровых Ñекторах.", + L"ЕÑли включено, траÑÑирующий Ñффект\nÑоздаётÑÑ Ð¸ одиночным выÑтрелом.", + L"ЕÑли включено, дождь будет\nÑопровождатьÑÑ Ð·Ð²ÑƒÐºÐ¾Ð¼.", + L"ЕÑли включено, вороны приÑутÑтвуют в игре.", + L"ЕÑли включено, при нажатии кнопки |A|l|t\nи наведении курÑора мыши на вражеÑкого Ñолдата\nбудет показана Ð´Ð¾Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ.", + L"ЕÑли включено, игра будет автоматичеÑки\nÑохранÑтьÑÑ Ð¿Ð¾Ñле каждого хода игрока.", + L"ЕÑли включено, ÐебеÑный Ð’Ñадник\nне будет Ð²Ð°Ñ Ñ€Ð°Ð·Ð´Ñ€Ð°Ð¶Ð°Ñ‚ÑŒ болтливоÑтью.", + L"ЕÑли включено, будет задейÑтвовано\nподробное опиÑание предметов.", + L"ЕÑли включено и в Ñекторе приÑутÑтвует враг,\nпошаговый режим будет задейÑтвован\nдо полной зачиÑтки Ñектора (|C|t|r|l+|T).", + L"ЕÑли включено, необÑледованные Ñектора\nна ÑтратегичеÑкой карте будут чёрно-белыми.", + L"ЕÑли включено, летÑÑ‰Ð°Ñ Ð¿ÑƒÐ»Ñ\nбудет более заметной.", + L"ЕÑли включено, Ð°Ð½Ð¸Ð¼Ð°Ñ†Ð¸Ñ Ð½Ð°ÐµÐ¼Ð½Ð¸ÐºÐ° будет отображать иÑпользуемое оружие и Ñкипировку.", + L"ЕÑли включено, на ÑтратегичеÑком Ñкране\nбудет подпиÑан ранг бойца перед его именем.", + L"ЕÑли включено, на портрете наёмника\nбудет отображено надетое головное ÑнарÑжение.", + L"ЕÑли включено, в правом нижнем углу\nна портрете наёмника будут отображены иконки\nнадетого головного ÑнарÑжениÑ.", + L"ЕÑли включено, курÑор не будет менÑтьÑÑ,\nÐ¿Ð¾ÐºÐ°Ð·Ñ‹Ð²Ð°Ñ Ð²Ñе возможные дейÑтвиÑ.\nЧтобы поменÑтьÑÑ Ð¼ÐµÑтами Ñ Ñ‡ÐµÐ»Ð¾Ð²ÐµÐºÐ¾Ð¼ Ñ€Ñдом, нажмите |X.", + L"ЕÑли включено, бойцы не будут\nÑообщать о повышении Ñвоих умений.", + L"ЕÑли включено, бойцы не будут\nÑообщать о ÑтатуÑе ремонта.", + L"ЕÑли включено, бойцы не будут\nÑообщать о ÑтатуÑе лечениÑ.", + L"ЕÑли включено, ожидание,\nпока Ñделают ход противник,\nгражданÑкие и другие ÑущеÑтва,\nбудет значительно меньше.", + + L"ЕÑли включено, убитые враги\nбудут превращатьÑÑ Ð² зомби. ВеÑелитеÑÑŒ!", + L"ЕÑли включено, при проÑмотре\nпредметов Ñектора в инвентаре бойца\nбудет доÑтупно меню по нажатии\nлевой кнопки на пуÑтой карман.", + L"ЕÑли включено, указываетÑÑ Ð¿Ñ€Ð¸Ð¼ÐµÑ€Ð½Ð¾Ðµ\nположение поÑледних врагов в Ñекторе.", + L"ЕÑли включено, показывает Ñодержимое разгрузки,\nиначе - обычный Ð¸Ð½Ñ‚ÐµÑ€Ñ„ÐµÐ¹Ñ Ð½Ð¾Ð²Ð¾Ð¹ ÑиÑтемы навеÑки.", + L"ЕÑли включено, инвертирует направление\nпрокрутки колеÑа мыши.", + L"ЕÑли выбрано неÑколько наёмников,\nони будут пытатьÑÑ ÑохранÑть взаимное раÑположение\nи диÑтанцию при движении\n(нажмите |C|t|r|l+|A|l|t+|G Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð¸Ð»Ð¸ |S|h|i|f|t + клик Ð´Ð»Ñ Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ).", + L"ЕÑли включено, показывает извеÑтное раÑположение противника\n(нажмите |S|h|i|f|t, чтобы показать иÑточник шума).", + L"When ON, aiming at enemy will start at maximum aiming instead of default no aim", + L"When ON, Use A* pathfinding algorithm, instead of original", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER", + L"Выберите Ñтот пункт,\nчтобы груз Бобби РÑÑ Ð¿Ñ€Ð¸Ð±Ñ‹Ð» немедленно.", + L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text) + L"|H|A|M |4 |D|e|b|u|g: When ON, will report the distance each bullet deviates from the\ncenter of the target, taking all NCTH factors into account.", + L"ЕÑли включить, повреждённые игровые наÑтройки\nбудут воÑÑтановлены.", // failsafe show/hide option to reset all options + L"Отметьте Ñтроку Ð´Ð»Ñ Ð¿Ð¾Ð´Ñ‚Ð²ÐµÑ€Ð¶Ð´ÐµÐ½Ð¸Ñ ÑброÑа игровых наÑтроек.", // a do once and reset self option (button like effect) + L"ЕÑли включено, отладочные наÑтройки\nбудут доÑтупны как в игре,\nтак и в редакторе карт.", // Allows debug options in release or mapeditor builds + L"ЕÑли включено, отладочные наÑтройки \nбудут показаны в общем ÑпиÑке.", //Toggle to display debugging render options + L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option + L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text) + + // this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist) + L"ПоÑледнÑÑ Ñтрока в ÑпиÑке наÑтроек.", +}; + + +STR16 gzGIOScreenText[] = +{ + L"УСТÐÐОВКИ ÐÐЧÐЛРИГРЫ", +#ifdef JA2UB + L"Ð¡Ð»ÑƒÑ‡Ð°Ð¹Ð½Ð°Ñ Ð¸ÑÑ‚Ð¾Ñ€Ð¸Ñ ÐœÐ°Ð½ÑƒÑлÑ", + L"да", + L"нет", +#else + L"Элементы фантаÑтики", + L"нет", + L"еÑть", +#endif + L"ÐŸÐ»Ð°Ñ‚Ð¸Ð½Ð¾Ð²Ð°Ñ ÑериÑ", + L"ÐÑÑортимент Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² игре", + L"вÑÑ‘ доÑтупное", + L"чуть поменьше", + L"Уровень ÑложноÑти", + L"лёгкий", //новичок + L"Ñредний", //опытный + L"трудный", //ÑкÑперт + L"БЕЗУМÐЫЙ", //помешанный + L"Ðачать игру", + L"Главное меню", + L"ВозможноÑть ÑохранениÑ", + L"в любое времÑ", + L"между боÑми", //Iron Man + L"Отключено в демо-верÑии", + L"ÐÑÑортимент Бобби РÑÑ", + L"хороший", + L"большой", + L"огромный", + L"вÑÑ‘ и Ñразу", + L"Инвентарь / ÐавеÑка", + L"NOT USED", + L"NOT USED", + L"Загрузить", + L"УСТÐÐОВКИ ИГРЫ (актуальны только наÑтройки игры Ñервера)", + // Added by SANDRO + L"Ð£Ð¼ÐµÐ½Ð¸Ñ Ð¿ÐµÑ€Ñонажа", + L"Ñтарые", + L"новые", + L"Создаваемых перÑонажей", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + L"Враг оÑтавлÑет вÑÑ‘ ÑнарÑжение", + L"нет", + L"да", +#ifdef JA2UB + L"Ð¢ÐµÐºÑ Ð¸ Джон", + L"Случайно", + L"Оба Ñразу", +#else + L"ЧиÑло террориÑтов", + L"Ñлучайное", + L"вÑе Ñразу", +#endif + L"СпрÑтанное оружие Ñекторов", //Secret Weapon Caches + L"выборочно", + L"вÑÑ‘ возможное", + L"СкороÑть Ð¾Ð±Ð½Ð¾Ð²Ð»ÐµÐ½Ð¸Ñ Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ", //Progress Speed of Item Choices + L"очень медленно", + L"медленно", + L"умеренно", + L"быÑтро", + L"очень быÑтро", + + L"Ñтарый / ÑтараÑ", + L"новый / ÑтараÑ", + L"новый / новаÑ", + + // Squad Size + L"Бойцов в отрÑде", + L"6", + L"8", + L"10", + //L"Faster Bobby Ray Shipments", + L"МанипулÑции Ñ Ð¸Ð½Ð²ÐµÐ½Ñ‚Ð°Ñ€Ñ‘Ð¼ за ОД", + + L"ÐÐ¾Ð²Ð°Ñ ÑиÑтема прицеливаниÑ", //New Chance to Hit System + L"ÐÐ¾Ð²Ð°Ñ ÑиÑтема перехвата хода", + L"Ð‘Ð¸Ð¾Ð³Ñ€Ð°Ñ„Ð¸Ñ Ð½Ð°Ñ‘Ð¼Ð½Ð¸ÐºÐ¾Ð²", + L"Игра Ñ ÐµÐ´Ð¾Ð¹", + L"КоличеÑтво товара у Бобби РÑÑ", + + // anv: extra iron man modes + L"между переÑтрелкой", //Soft Iron Man + L"один раз в день", //Extreme Iron Man +}; + +STR16 gzMPJScreenText[] = +{ + L"СЕТЕВÐЯ ИГРÐ", //MULTIPLAYER + L"ПриÑоединитьÑÑ", //Join + L"Создать игру", //Host + L"Отмена", //Cancel + L"Обновить", //Refresh + L"Ð˜Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°", //Player Name + L"IP Ñервера", //Server IP + L"Порт", //Port + L"Ð˜Ð¼Ñ Ñервера", //Server Name + L"# Plrs", + L"ВерÑиÑ", //Version + L"Тип игры", //Game Type + L"Пинг", //Ping + L"Впишите Ð¸Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°.", + L"Впишите корректный IP адреÑ. (пример 84.114.195.239).", + L"Впишите корректный порт Ñервера (иÑпользуйте диапазон от 1 до 65535).", +}; + +STR16 gzMPJHelpText[] = +{ + L"Ðовых игроков можно найти здеÑÑŒ: http://webchat.quakenet.org/?channels=ja2-multiplayer", + L"Можно нажать 'у', чтобы открыть окно чата внутриигровой, поÑле того как вы были подключены к Ñерверу.", // TODO.Translate + + L"СОЗДÐТЬ ИГРУ", + L"Введите '127.0.0.1' в поле IP и выберите номер порта Ð½Ð°Ñ‡Ð¸Ð½Ð°Ñ Ñ 60000.", //Enter '127.0.0.1' for the IP and the Port number should be greater than 60000. + L"УбедитеÑÑŒ что выбранный порт (UDP, TCP) не блокируетÑÑ Ñ€Ð¾ÑƒÑ‚ÐµÑ€Ð¾Ð¼. Подробнее читайте здеÑÑŒ: http://portforward.com", + L"Так же Ñообщите по IRC или ICQ другим игрокам ваш внешний IP Ð°Ð´Ñ€ÐµÑ Ð¸ порт (http://www.whatismyip.com).", + L"Жмите на кнопку 'Создать игру' Ð´Ð»Ñ Ð·Ð°Ð¿ÑƒÑка Ñервера Ñетевой игры.", + + L"ПРИСОЕДИÐИТЬСЯ К ИГРЕ", + L"Создавший игру должен был вам Ñообщить (по IRC, ICQ и Ñ‚.д.) Ñвой внешний IP Ð°Ð´Ñ€ÐµÑ Ð¸ порт.", + L"Впишите Ñти данные в поле IP адреÑа и номер порта.", + L"Жмите 'ПриÑоединитьÑÑ' чтобы подключитьÑÑ Ðº уже Ñозданной Ñетевой игре.", +}; + +STR16 gzMPHScreenText[] = +{ + L"СТÐРТОВЫЕ УСТÐÐОВКИ СЕРВЕРÐ", //HOST GAME + L"Ðачать игру", //Start + L"Главное меню", //Cancel + L"Ð˜Ð¼Ñ Ñервера", //Server Name + L"Тип игры", //Game Type + L"Deathmatch", + L"Team-Deathmatch", + L"Co-Operative", + L"КоличеÑтво игроков", //Max Players + L"Солдат в отрÑде", //Maximum Mercs + L"Выбор бойцов", + L"Ðайм бойцов", + L"ÐанÑÑ‚ игроком", //Hired by Player + L"Деньги при Ñтарте", //Starting Cash + L"Можно нанимать тех же бойцов", //Allow Hiring Same Merc + L"Ð¡Ð¾Ð¾Ð±Ñ‰ÐµÐ½Ð¸Ñ Ð¾ нанÑтых бойцах", //Report Hired Mercs + L"Бобби РÑй", //Bobby Rays + L"МеÑто выÑадки", //Sector Starting Edge + L"Впишите Ð¸Ð¼Ñ Ñервера", //You must enter a server name + L"", + L"", + L"Ð’Ñ€ÐµÐ¼Ñ Ñуток", //Starting Time + L"", + L"", + L"УбойноÑть оружиÑ", //Weapon Damage + L"", + L"Ð’Ñ€ÐµÐ¼Ñ Ñ…Ð¾Ð´Ð°", //Timed Turns + L"", + L"ГражданÑкие в CO-OP", //Enable Civilians in CO-OP + L"", + L"МакÑимум врагов в CO-OP", //Maximum Enemies in CO-OP + L"Ð¡Ð¸Ð½Ñ…Ñ€Ð¾Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð¸Ð³Ñ€Ð¾Ð²Ñ‹Ñ… файлов", //Synchronize Game Directory + L"MP Sync. Directory", + L"Укажите директорию Ð´Ð»Ñ Ñинхронизации передаваемых файлов.", + L"(Ð”Ð»Ñ Ñ€Ð°Ð·Ð´ÐµÐ»ÐµÐ½Ð¸Ñ Ð´Ð¸Ñ€ÐµÐºÑ‚Ð¾Ñ€Ð¸Ð¹ иÑпользуйте '/' вмеÑто '\\'.)", + L"Ð£ÐºÐ°Ð·Ð°Ð½Ð½Ð°Ñ Ð´Ð¸Ñ€ÐµÐºÑ‚Ð¾Ñ€Ð¸Ñ Ð´Ð»Ñ Ñинхронизации не ÑущеÑтвует.", + L"1", + L"2", + L"3", + L"4", + L"5", + L"6", + // Max. Enemies / Report Hired Merc / Enable Civs in CO-OP + L"да", + L"нет", + // Starting Time + L"утро", + L"день", + L"ночь", + // Starting Cash + L"мало", + L"Ñредне", + L"много", + L"неограничено", + // Time Turns + L"не ограничено", //Never + L"медленно", //Slow + L"умеренно", //Medium + L"быÑтро", //Fast + // Weapon Damage + L"очень малаÑ", //Very low + L"небольшаÑ", //Low + L"хорошаÑ", //Normal + // Merc Hire + L"Ñлучайно", + L"ÑамоÑтоÑтельно", //Normal + // Sector Edge + L"Ñлучайно", + L"выборочно", + // Bobby Ray / Hire same merc + L"нет", + L"еÑть", +}; + +STR16 pDeliveryLocationStrings[] = +{ + L"ОÑтин", //Austin, Texas, USA + L"Багдад", //Baghdad, Iraq (Suddam Hussein's home) + L"ДраÑÑен", //The main place in JA2 that you can receive items. The other towns are dummy names... + L"Гонконг", //Hong Kong, Hong Kong + L"Бейрут", //Beirut, Lebanon (Middle East) + L"Лондон", //London, England + L"ЛоÑ-ÐнджелеÑ",//Los Angeles, California, USA (SW corner of USA) + L"Медуна", //Meduna -- the other airport in JA2 that you can receive items. + L"Метавира", //The island of Metavira was the fictional location used by JA1 + L"Майами", //Miami, Florida, USA (SE corner of USA) + L"МоÑква", //Moscow, USSR + L"Ðью-Йорк", //New York, New York, USA + L"Оттава", //Ottawa, Ontario, Canada -- where JA2 was made! + L"Париж", //Paris, France + L"Триполи", //Tripoli, Libya (eastern Mediterranean) + L"Токио", //Tokyo, Japan + L"Ванкувер", //Vancouver, British Columbia, Canada (west coast near US border) +}; + +STR16 pSkillAtZeroWarning[] = +{ //This string is used in the IMP character generation. It is possible to select 0 ability + //in a skill meaning you can't use it. This text is confirmation to the player. + L"Ð’Ñ‹ уверены? Значение ноль означает отÑутÑтвие Ñтого навыка вообще.", +}; + +STR16 pIMPBeginScreenStrings[] = +{ + L"( до 8 Ñимволов )", +}; + +STR16 pIMPFinishButtonText[ 1 ]= +{ + L"Ðнализ", +}; + +STR16 pIMPFinishStrings[ ]= +{ + L"СпаÑибо, %s", //%s is the name of the merc +}; + +// the strings for imp voices screen +STR16 pIMPVoicesStrings[] = +{ + L"ГолоÑ", +}; + +STR16 pDepartedMercPortraitStrings[ ]= +{ + L"Погиб в бою", + L"Уволен", + L"Другое", +}; + +// title for program +STR16 pPersTitleText[] = +{ + L"ДоÑье", +}; + +// paused game strings +STR16 pPausedGameText[] = +{ + L"Пауза в игре", + L"Продолжить (|P|a|u|s|e)", + L"Пауза (|P|a|u|s|e)", +}; + + +STR16 pMessageStrings[] = +{ + L"Выйти из игры?", + L"Да", + L"ДÐ", + L"ÐЕТ", + L"ОТМЕÐÐ", + L"ÐÐÐЯТЬ", + L"СОЛГÐТЬ", + L"Ðет опиÑаниÑ.", //Save slots that don't have a description. + L"Игра Ñохранена.", + L"Игра Ñохранена.", + L"QuickSave", //10 The name of the quicksave file (filename, text reference) + L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc. + L"sav", //The 3 character dos extension (represents sav) + L"..\\SavedGames", //The name of the directory where games are saved. + L"День", + L"Ðаёмн", + L"Свободное меÑто", //An empty save game slot + L"Демо", //Demo of JA2 + L"Ð›Ð¾Ð²Ð»Ñ Ð‘Ð°Ð³Ð¾Ð²", //State of development of a project (JA2) that is a debug build + L"Релиз", //Release build for JA2 + L"пвм", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute. + L"мин", //Abbreviation for minute. + L"м", //One character abbreviation for meter (metric distance measurement unit). + L"пуль", //Abbreviation for rounds (# of bullets) + L"кг", //Abbreviation for kilogram (metric weight measurement unit) + L"фунт", //Abbreviation for pounds (Imperial weight measurement unit) + L"Ð’ начало", //Home as in homepage on the internet. + L"USD", //Abbreviation to US dollars + L"н/д", //Lowercase acronym for not applicable. + L"ПоÑмотрим, что проиÑходит тем временем в другом меÑте", //Meanwhile + L"%s: прибыл в Ñектор %s%s",//30 Name/Squad has arrived in sector A9. Order must not change without notifying +//SirTech + L"ВерÑиÑ", + L"ПуÑÑ‚Ð°Ñ Ñчейка быÑтрого Ñохр.", + L"Эта Ñчейка зарезервирована Ð´Ð»Ñ Ð‘Ñ‹Ñтрого СохранениÑ, которое можно провеÑти Ñ Ñ‚Ð°ÐºÑ‚Ð¸Ñ‡ÐµÑкой карты или Ñ Ð³Ð»Ð¾Ð±Ð°Ð»ÑŒÐ½Ð¾Ð¹ карты, нажав клавиши ALT+S.", + L"ОткрытаÑ", + L"ЗакрытаÑ", + L"У Ð²Ð°Ñ Ð·Ð°ÐºÐ°Ð½Ñ‡Ð¸Ð²Ð°ÐµÑ‚ÑÑ Ñвободное диÑковое проÑтранÑтво. Ðа диÑке еÑть вÑего %sMб Ñвободного меÑта, а Ð´Ð»Ñ Jagged Alliance 2 требуетÑÑ %s Mб.", + L"Из A.I.M. нанÑÑ‚ боец %s.", + L"%s ловит %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item. + L"%s has taken %s.", // TODO.Translate + L"%s: отÑутÑтвуют навыки в медицине.",//40 'Merc name' has no medical skill. + + //CDRom errors (such as ejecting CD while attempting to read the CD) + L"Ðарушена целоÑтноÑть программы.", + L"ОШИБКÐ: CD-ROM открыт.", + + //When firing heavier weapons in close quarters, you may not have enough room to do so. + L"Ðет меÑта, чтобы веÑти отÑюда огонь.", + + //Can't change stance due to objects in the way... + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ñ‚ÑŒ положение тела.", + + //Simple text indications that appear in the game, when the merc can do one of these things. + L"Выкинуть", + L"БроÑить", + L"Передать", + + L"%s передан %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise, + //must notify SirTech. + L"Ðе хватает меÑта, чтобы передать %s %s.", //pass "item" to "merc". Same instructions as above. + + //A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )' + L" приÑоединён]", // 50 + + //Cheat modes + L"Ðу и зачем тебе Ñто надо?", + L"Ðктивирован режим кодов.", + + //Toggling various stealth modes + L"ОтрÑд идёт тихим шагом.", + L"ОтрÑд идёт обычным шагом.", + L"%s идёт тихим шагом.", + L"%s идёт обычным шагом.", + + //Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in + //an isometric engine. You can toggle this mode freely in the game. + L"ÐšÐ°Ñ€ÐºÐ°Ñ Ð·Ð´Ð°Ð½Ð¸Ð¹ ВКЛ.", + L"ÐšÐ°Ñ€ÐºÐ°Ñ Ð·Ð´Ð°Ð½Ð¸Ð¹ ВЫКЛ.", + + //These are used in the cheat modes for changing levels in the game. Going from a basement level to + //an upper level, etc. + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¿Ð¾Ð´Ð½ÑтьÑÑ Ñ Ñтого уровнÑ...", + L"Ðет нижних Ñтажей...", + L"Входим в подвал. Уровень %d...", + L"Покидаем подвал...", + + L".", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun + L"Режим ÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð’Ð«ÐšÐ›.", + L"Режим ÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð’ÐšÐ›.", + L"3D курÑор ВЫКЛ.", + L"3D курÑор ВКЛ.", + L"Выбран %d-й отрÑд.", + L"Ðе хватает денег, чтобы заплатить %s ежедневный гонорар %s", //first %s is the mercs name, the seconds is a string containing the salary + L"Ðет", //Skip + L"%s не может уйти в одиночку.", + L"Файл ÑÐ¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð±Ñ‹Ð» запиÑан под названием SaveGame249.sav. ЕÑли необходимо, переименуйте его в SaveGame01 - SaveGame10 и тогда он Ñтанет доÑтупен в ÑпиÑке Ñохранений.", + L"%s: выпил(а) немного %s.", + L"ПоÑылка прибыла в ДраÑÑен.", + L"%s прибудет в точку Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ (Ñектор %s) в %dй день, примерно в %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival + L"Ð’ журнал добавлена запиÑÑŒ!", + L"Очереди из гранат иÑпользуют курÑор Ñтрельбы очередÑми (Ñтрельба по площадÑм возможна)", + L"Очереди из гранат иÑпользуют курÑор Ð¼ÐµÑ‚Ð°Ð½Ð¸Ñ (Ñтрельба по площадÑм невозможна)", + L"Включены подпиÑи к Ñолдатам", // Changed from Drop All On (Enabled Soldier Tooltips) + L"Отключены подпиÑи к Ñолдатам", // 80 // Changed from Drop All Off (Disabled Soldier Tooltips) + L"Гранатометы ÑтрелÑÑŽÑ‚ под обычным углом", + L"Гранатометы ÑтрелÑÑŽÑ‚ навеÑом", + // forced turn mode strings + L"Только пошаговый режим", + L"Режим реального времени", //Normal turn mode + L"Выход из пошагового режима", //Exit combat mode + L"Включен только пошаговый режим. Ð’Ñтупаем в бой!", //Forced Turn Mode Active, Entering Combat + L"Игра Ñохранена в поле авто-ÑохранениÑ.", + L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved + L"Клиент", //Client + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¾Ð´Ð½Ð¾Ð²Ñ€ÐµÐ¼ÐµÐ½Ð½Ð¾ уÑтановить \"Старый\" инвентарь и \"Ðовую СиÑтему ÐавеÑки\".", //You cannot use the Old Inventory and the New Attachment System at the same time. + + L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID + L"Этот Ñлот зарезервирован Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой запиÑи, которую можно включить/отключить (AUTO_SAVE_EVERY_N_HOURS) в файле ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save + L"ПуÑтой Ñлот авто запиÑи #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet) + L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05 + L"End-Turn Save #", // 95 // The text for the tactical end turn auto save + L"Saving Auto Save #", // 96 // The message box, when doing auto save + L"Saving", // 97 // The message box, when doing end turn auto save + L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save + L"Этот Ñлот зарезервирвоан Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой запиÑи в конце каждого хода, которую можно включить/отключить на Ñкране опций.", //99 // The text, when the user clicks on the save screen on an auto save + // Mouse tooltips + L"QuickSave.sav", // 100 + L"AutoSaveGame%02d.sav", // 101 + L"Auto%02d.sav", // 102 + L"SaveGame%02d.sav", //103 + // Lock / release mouse in windowed mode (window boundary) + L"Захватить курÑор мыши.", // 104 + L"ОÑвободить курÑор мыши.", // 105 + L"Движение в боевом порÑдке", + L"Движение в обычном порÑдке", + L"ПодÑветка наёмника включена", + L"ПодÑветка наёмника отключена", + L"Выбран отрÑд %s.", + L"%s курит %s.", + L"Ðктивировать чит-коды?", + L"Деактивировать чит-коды?", +}; + + +CHAR16 ItemPickupHelpPopup[][40] = +{ + L"ВзÑть", + L"Вверх", + L"Выбрать вÑе", + L"Вниз", + L"Отмена", +}; + +STR16 pDoctorWarningString[] = +{ + L"%s Ñлишком далеко, чтобы подлечитьÑÑ.", + L"Ваши медики не могут оказать первую помощь вÑем раненым.", +}; + +STR16 pMilitiaButtonsHelpText[] = +{ + L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nÐовобранцы", // button help text informing player they can pick up or drop militia with this button + L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nРÑдовые", + L"Убрать (|П|Ñ€|а|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nДобавить (|Л|е|в|а|Ñ |к|н|о|п|к|а |м|Ñ‹|ш|и)\nВетераны", + L"Равномерно раÑпределить ополчение\nпо доÑтупным Ñекторам", +}; + +STR16 pMapScreenJustStartedHelpText[] = +{ + L"ОтправлÑйтеÑÑŒ в A.I.M. и наймите бойцов (*ПодÑказка* - Ñто в лÑптопе).", // to inform the player to hired some mercs to get things going +#ifdef JA2UB + L"Когда будете готовы отправитьÑÑ Ð² Тракону, включите Ñжатие времени в правом нижнем углу Ñкрана.", // to inform the player to hit time compression to get the game underway +#else + L"Когда будете готовы отправитьÑÑ Ð² Ðрулько, включите Ñжатие времени в правом нижнем углу Ñкрана.", // to inform the player to hit time compression to get the game underway +#endif +}; + +STR16 pAntiHackerString[] = +{ + L"Ошибка. Пропущен или иÑпорчен файл(Ñ‹). Игра прекращает работу.", +}; + + +STR16 gzLaptopHelpText[] = +{ + //Buttons: + L"ПроÑмотреть почту", + L"ПоÑетить интернет Ñайты", + L"ПроÑмотреть полученные данные", + L"ПроÑмотреть журнал поÑледних Ñобытий", + L"Показать информацию о команде", + L"ПроÑмотреть финанÑовые отчеты", + L"Закрыть лÑптоп", + + //Bottom task bar icons (if they exist): + L"Получена Ð½Ð¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°", + L"Получены новые данные", + + //Bookmarks: + L"ÐœÐµÐ¶Ð´ÑƒÐ½Ð°Ñ€Ð¾Ð´Ð½Ð°Ñ ÐÑÑÐ¾Ñ†Ð¸Ð°Ñ†Ð¸Ñ Ðаёмников A.I.M.", + L"Бобби РÑй - заказ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· Интернет", + L"ИнÑтитут Ð˜Ð·ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð›Ð¸Ñ‡Ð½Ð¾Ñти Ðаёмника I.M.P.", + L"Центр рекрутов M.E.R.C.", + L"ÐŸÐ¾Ñ…Ð¾Ñ€Ð¾Ð½Ð½Ð°Ñ Ñлужба Макгилликатти", + L"'Цветы по вÑему миру'", + L"Страховые агенты по контрактам A.I.M.", + //New Bookmarks + L"", + L"ЭнциклопедиÑ", + L"Брифинг-зал", + L"Ð¡Ð¾Ð±Ñ‹Ñ‚Ð¸Ñ Ð¸ факты. ÐрулькийÑкие новоÑти", + L"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут", + L"Ð’ÑÐµÐ¼Ð¸Ñ€Ð½Ð°Ñ Ð¾Ñ€Ð³Ð°Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ", + L"Цербер - Опыт в безопаÑноÑти", + L"Ополчение", + L"Recon Intelligence Services", // TODO.Translate + L"Controlled factories", // TODO.Translate +}; + + +STR16 gzHelpScreenText[] = +{ + L"Закрыть окно помощи", +}; + +STR16 gzNonPersistantPBIText[] = +{ + L"Идет бой. Ð’Ñ‹ можете отÑтупить только через тактичеÑкий Ñкран.", + L"Войти в Ñектор, чтобы продолжить бой. (|E)", + L"ПровеÑти бой автоматичеÑки (|A).", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ врага автоматичеÑкую битву включить нельзÑ.", + L"ПоÑле того, как вы попали в заÑаду, автоматичеÑкую битву включить нельзÑ.", + L"РÑдом рептионы - автоматичеÑкую битву включить нельзÑ.", + L"РÑдом враждебные гражданÑкие - автоматичеÑкую битву включить нельзÑ.", + L"РÑдом кошки-убийцы - автоматичеÑкую битву включить нельзÑ.", + L"ИДЕТ БОЙ", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð²Ñ‹ не можете отÑтупить.", +}; + +STR16 gzMiscString[] = +{ + L"Ваши ополченцы продолжают бой без помощи наёмников...", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð¼Ð°ÑˆÐ¸Ð½Ðµ топливо не требуетÑÑ.", + L"Топливный бак полон на %d%%.", + L"%s полноÑтью под контролем Дейдраны.", + L"Ð’Ñ‹ потерÑли заправочную Ñтанцию.", +}; + +STR16 gzIntroScreen[] = +{ + L"Ðе удаетÑÑ Ð½Ð°Ð¹Ñ‚Ð¸ вÑтупительный видеоролик", +}; + +// These strings are combined with a merc name, a volume string (from pNoiseVolStr), +// and a direction (either "above", "below", or a string from pDirectionStr) to +// report a noise. +// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH." +STR16 pNewNoiseStr[] = +{ + L"%s Ñлышит %s звук %s.", + L"%s Ñлышит %s звук Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ %s.", + L"%s Ñлышит %s Ñкрип, идущий %s.", + L"%s Ñлышит %s звук вÑплеÑка %s.", + L"%s Ñлышит %s звук удара %s.", + L"%s Ñлышит %s звук Ñтрельбы %s.", // anv: without this, all further noise notifications were off by 1! + L"%s Ñлышит %s звук взрыва %s.", + L"%s Ñлышит %s крик %s.", + L"%s Ñлышит %s звук удара %s.", + L"%s Ñлышит %s звук удара %s.", + L"%s Ñлышит %s звон %s.", + L"%s Ñлышит %s грохот %s.", + L"", // anv: placeholder for silent alarm + L"%s Ñлышит чей-то %s Ð³Ð¾Ð»Ð¾Ñ %s.", // anv: report enemy taunt to player +}; + +STR16 pTauntUnknownVoice[] = +{ + L"Чей-то голоÑ", +}; + +STR16 wMapScreenSortButtonHelpText[] = +{ + L"Сортировка по имени (|F|1)", + L"Сортировка по роду деÑтельноÑти (|F|2)", + L"Сортировка по ÑоÑтоÑнию Ñна (|F|3)", + L"Сортировка по меÑту Ð¿Ñ€ÐµÐ±Ñ‹Ð²Ð°Ð½Ð¸Ñ (|F|4)", + L"Сортировка по меÑту Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ (|F|5)", + L"Сортировка по времени контракта (|F|6)", +}; + + + +STR16 BrokenLinkText[] = +{ + L"Ошибка 404", + L"Сайт не найден.", +}; + + +STR16 gzBobbyRShipmentText[] = +{ + L"ПоÑледние поÑтуплениÑ", + L"Заказ â„–", + L"КоличеÑтво", + L"Заказано", +}; + + +STR16 gzCreditNames[]= +{ + L"Chris Camfield", + L"Shaun Lyng", + L"Kris Märnes", + L"Ian Currie", + L"Linda Currie", + L"Eric \"WTF\" Cheng", + L"Lynn Holowka", + L"Norman \"NRG\" Olsen", + L"George Brooks", + L"Andrew Stacey", + L"Scot Loving", + L"Andrew \"Big Cheese\" Emmons", + L"Dave \"The Feral\" French", + L"Alex Meduna", + L"Joey \"Joeker\" Whelan", +}; + + +STR16 gzCreditNameTitle[]= +{ + L"Ведущий программиÑÑ‚ игры", // Chris Camfield + L"Дизайнер/СценариÑÑ‚", // Shaun Lyng + L"ПрограммиÑÑ‚ ÑтратегичеÑкой чаÑти и редактора", //Kris \"The Cow Rape Man\" Marnes + L"ПродюÑер/Дизайнер", // Ian Currie + L"Дизайнер/Дизайн карт", // Linda Currie + L"Художник", // Eric \"WTF\" Cheng + L"ТеÑтирование, поддержка", // Lynn Holowka + L"Главный художник", // Norman \"NRG\" Olsen + L"МаÑтер по звуку", // George Brooks + L"Дизайнер Ñкранов/художник", // Andrew Stacey + L"Ведущий художник/аниматор", // Scot Loving + L"Ведущий программиÑÑ‚", // Andrew \"Big Cheese Doddle\" Emmons + L"ПрограммиÑÑ‚", // Dave French + L"ПрограммиÑÑ‚ Ñтратегии и баланÑа игры", // Alex Meduna + L"Художник-портретиÑÑ‚", // Joey \"Joeker\" Whelan", +}; + +STR16 gzCreditNameFunny[]= +{ + L"", // Chris Camfield + L"(Ð’ÑÑ‘ ещё зубрит правила пунктуации)", // Shaun Lyng + L"(\"Готово! ОÑталоÑÑŒ только баги иÑправить.\")", //Kris \"The Cow Rape Man\" Marnes + L"(Уже Ñлишком Ñтар Ð´Ð»Ñ Ð²Ñего Ñтого)", // Ian Currie + L"(Также работает над Wizardry 8)", // Linda Currie + L"(ЗаÑтавили теÑтировать под дулом пиÑтолета)", // Eric \"WTF\" Cheng + L"(Ушла от Ð½Ð°Ñ Ð² CFSA - Ñкатертью дорожка...)", // Lynn Holowka + L"", // Norman \"NRG\" Olsen + L"", // George Brooks + L"(Поклонник джаза и группы Dead Head)", // Andrew Stacey + L"(Его наÑтоÑщее Ð¸Ð¼Ñ Ð Ð¾Ð±ÐµÑ€Ñ‚)", // Scot Loving + L"(ЕдинÑтвенный ответÑтвенный человек)", // Andrew \"Big Cheese Doddle\" Emmons + L"(Может опÑть занÑтьÑÑ Ð¼Ð¾Ñ‚Ð¾Ð³Ð¾Ð½ÐºÐ°Ð¼Ð¸)", // Dave French + L"(Украден Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ñ‹ над Wizardry 8)", // Alex Meduna + L"(Делал предметы и загрузочные Ñкраны!)", // Joey \"Joeker\" Whelan", +}; + +// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair. +STR16 sRepairsDoneString[] = +{ + L"%s: завершён ремонт личных вещей.", + L"%s: завершён ремонт вÑего Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸ брони.", + L"%s: завершён ремонт вÑей Ñкипировки отрÑда.", + L"%s: завершён ремонт вÑех крупных вещей отрÑда.", + L"%s: завершён ремонт вÑех малых вещей отрÑда.", + L"%s: завершён ремонт вÑех мелких вещей отрÑда.", + L"%s: завершён ремонт разгрузочных ÑиÑтем отрÑда.", + L"%s: завершена чиÑтка вÑего Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¾Ñ‚Ñ€Ñда.", +}; + +STR16 zGioDifConfirmText[]= +{ + L"Ð’Ñ‹ выбрали ЛÐГКИЙ уровень ÑложноÑти. Этот режим предназначен Ð´Ð»Ñ Ð¿ÐµÑ€Ð²Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ Ð¾Ð·Ð½Ð°ÐºÐ¾Ð¼Ð»ÐµÐ½Ð¸Ñ Ñ Jagged Alliance. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", + L"Ð’Ñ‹ выбрали СРЕДÐИЙ уровень ÑложноÑти. Этот режим предназначен Ð´Ð»Ñ Ñ‚ÐµÑ…, кто знаком Ñ Jagged Alliance и подобными играми. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", + L"Ð’Ñ‹ выбрали ТЯЖÐЛЫЙ уровень ÑложноÑти. Ð’ Ñтом режиме вам потребуетÑÑ Ð½ÐµÐ¼Ð°Ð»Ñ‹Ð¹ опыт игры в Jagged Alliance. Ваш выбор определит ход вÑей игры, так что будьте оÑторожны. Ð’Ñ‹ дейÑтвительно хотите начать игру в Ñтом режиме?", + L"Ð’Ñ‹ выбрали БЕЗУМÐЫЙ уровень ÑложноÑти. Имейте в виду - в Ñтом режиме возможноÑти Дейдраны воиÑтину за пределами разумного! Ðо еÑли Ñ Ð³Ð¾Ð»Ð¾Ð²Ð¾Ð¹ вы не в ладах, то вам даже понравитÑÑ. РиÑкнете?", +}; + +STR16 gzLateLocalizedString[] = +{ + L"%S файл Ð´Ð»Ñ Ð·Ð°Ð³Ñ€ÑƒÐ·ÐºÐ¸ Ñкрана не найден...", + + //1-5 + L"Робот не Ñможет покинуть Ñтот Ñектор, пока кто-нибудь не возьмет пульт управлениÑ.", + + //This message comes up if you have pending bombs waiting to explode in tactical. + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ Ñжатие времени. ДождитеÑÑŒ взрыва!", + + //'Name' refuses to move. + L"%s отказываетÑÑ Ð¿Ð¾Ð´Ð²Ð¸Ð½ÑƒÑ‚ÑŒÑÑ.", + + //%s a merc name + L"%s: недоÑтаточно очков дейÑÑ‚Ð²Ð¸Ñ Ð´Ð»Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ.", + + //A message that pops up when a vehicle runs out of gas. + L"%s: закончилоÑÑŒ топливо. Машина оÑталаÑÑŒ в %c%d.", + + //6-10 + + // the following two strings are combined with the pNewNoise[] strings above to report noises + // heard above or below the merc + L"Ñверху", + L"Ñнизу", + + //The following strings are used in autoresolve for autobandaging related feedback. + L"Ðикто из ваших наёмников не имеет медицинÑких навыков.", + L"Ðечем бинтовать. Ðи у кого из наёмников нет аптечки.", + L"Чтобы перевÑзать вÑех наёмников, не хватило бинтов.", + L"Ðикто из ваших наёмников не нуждаетÑÑ Ð² перевÑзке.", + L"ÐвтоматичеÑки перевÑзывать бойцов.", + L"Ð’Ñе ваши наёмники перевÑзаны.", + + //14 +#ifdef JA2UB + L"Тракона", +#else + L"Ðрулько", +#endif + + L"(на крыше)", + + L"Здоровье: %d/%d", + + //In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8" + //"vs." is the abbreviation of versus. + L"%d против %d", + + L"%s полон!", //(ex "The ice cream truck is full") + + L"%s нуждаетÑÑ Ð½Ðµ в первой помощи или перевÑзке, а в Ñерьезном лечении и/или отдыхе.", + + //20 + //Happens when you get shot in the legs, and you fall down. + L"Из-за Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð² ногу %s падает на землю!", + //Name can't speak right now. + L"%s ÑÐµÐ¹Ñ‡Ð°Ñ Ð½Ðµ может говорить", + + //22-24 plural versions + L"%d новобранца из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ð¸Ð·Ð²ÐµÐ´ÐµÐ½Ñ‹ в ветераны.", + L"%d новобранца из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾Ð¸Ð·Ð²ÐµÐ´ÐµÐ½Ñ‹ в Ñ€Ñдовые.", + L"%d Ñ€Ñдовых ополченца произведены в ветераны.", + + //25 + L"Кнопка", + + //26 + //Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters) + L"У %s приÑтуп безумиÑ!", + + //27-28 + //Messages why a player can't time compress. + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ±ÐµÐ·Ð¾Ð¿Ð°Ñно включать Ñжатие времени - у Ð²Ð°Ñ ÐµÑть наёмники в Ñекторе %s.", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½ÐµÐ±ÐµÐ·Ð¾Ð¿Ð°Ñно включать Ñжатие времени - у Ð²Ð°Ñ ÐµÑть наёмники в пещерах Ñ Ñ‚Ð²Ð°Ñ€Ñми.", + + //29-31 singular versions + L"1 новобранец из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ñтал ветераном ополченцем.", + L"1 новобранец из Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ Ñтал Ñ€Ñдовым ополченцем.", + L"1 Ñ€Ñдовой ополченец Ñтал ветераном ополченцем.", + + //32-34 + L"%s ничего не говорит.", + L"ВыбратьÑÑ Ð½Ð° поверхноÑть?", + L"(%dй отрÑд)", + + //35 + //Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K) + L"%s отремонтировал(а) у %s %s", + + //36 + L"ГЕПÐРД", + + //37-38 "Name trips and falls" + L"%s ÑпотыкаетÑÑ Ð¸ падает.", + L"Этот предмет отÑюда взÑть невозможно.", + + //39 + L"ОÑтавшиеÑÑ Ð±Ð¾Ð¹Ñ†Ñ‹ не могут ÑражатьÑÑ. Сражение Ñ Ñ‚Ð²Ð°Ñ€Ñми продолжит ополчение.", + + //40-43 + //%s is the name of merc. + L"%s: закончилиÑÑŒ медикаменты!", + L"%s: недоÑтаточно навыков Ð´Ð»Ñ Ð»ÐµÑ‡ÐµÐ½Ð¸Ñ.", + L"%s: закончилÑÑ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð½Ñ‹Ð¹ набор!", + L"%s: недоÑтаточно навыков Ð´Ð»Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð°.", + + //44-45 + L"Ð’Ñ€ÐµÐ¼Ñ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð°", + L"%s не видит Ñтого человека.", + + //46-48 + L"%s: отвалилаÑÑŒ ÑÑ‚Ð²Ð¾Ð»ÑŒÐ½Ð°Ñ Ð½Ð°Ñадка!", + // HEADROCK HAM 3.5: Changed to reflect facility effect. + L"Ð’ Ñтом Ñекторе ополченцев могут тренировать не более %d человек.", //No more than %d militia trainers are permitted in this sector. + L"Ð’Ñ‹ уверены?", + + //49-50 + L"Сжатие времени.", + L"Бак машины полон.", + + //51-52 Fast help text in mapscreen. + L"Возобновить Ñжатие времени (|П|Ñ€|о|б|е|л)", + L"Прекратить Ñжатие времени (|E|s|c)", + + //53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11" + L"%s починил(а) %s", + L"%s починил(а) %s (%s)", + + //55 + L"ÐÐµÐ»ÑŒÐ·Ñ Ð²ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒ Ñжатие времени при проÑмотре предметов в Ñекторе.", + + L"CD ÐÐ³Ð¾Ð½Ð¸Ñ Ð’Ð»Ð°Ñти не найден. Программа выходит в ОС.", + + L"Предметы уÑпешно Ñовмещены.", + + //58 + //Displayed with the version information when cheats are enabled. + L"ПрогреÑÑ Ð¸Ð³Ñ€Ñ‹ текущий/макÑимально доÑтигнутый: %d%%/%d%%", + + L"Сопроводить Джона и МÑри?", + + // 60 + L"Кнопка нажата.", + + L"%s чувÑтвует, что в бронежилете что-то треÑнуло!", + L"%s выпуÑтил на %d больше пуль!", + L"%s выпуÑтил на одну пулю больше!", + + L"Сперва закрой опиÑание предмета!", + + L"Ðевозможно уÑкорить Ð²Ñ€ÐµÐ¼Ñ - враждебные гражданÑкие или кошки-убийцы в Ñекторе.", // 65 +}; + +// HEADROCK HAM 3.5: Added sector name +STR16 gzCWStrings[] = +{ + L"Вызвать подкрепление из ÑоÑедних Ñекторов Ð´Ð»Ñ %s?", +}; + +// WANNE: Tooltips +STR16 gzTooltipStrings[] = +{ + // Debug info + L"%s|МеÑто: %d\n", + L"%s|ЯркоÑть: %d / %d\n", + L"%s|ДиÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð´Ð¾ |Цели: %d\n", + L"%s|I|D: %d\n", + L"%s|Приказы: %d\n", + L"%s|ÐаÑтрой: %d\n", + L"%s|Текущие |О|Д: %d\n", + L"%s|Текущее |Здоровье: %d\n", + L"%s|Ð¢ÐµÐºÑƒÑ‰Ð°Ñ |ЭнергиÑ: %d\n", + L"%s|Ð¢ÐµÐºÑƒÑ‰Ð°Ñ |Мораль: %d\n", + L"%s|Текущий |Шок: %d\n", + L"%s|Текущий |Уровень |ПодавлениÑ: %d\n", + // Full info + L"%s|КаÑка: %s\n", + L"%s|Жилет: %s\n", + L"%s|Брюки: %s\n", + // Limited, Basic + L"|БронÑ: ", + L"КаÑка", + L"Жилет", + L"Брюки", + L"Одет", + L"нет брони", + L"%s|П|Ð|Ð’: %s\n", + L"нет ПÐÐ’", + L"%s|Противогаз: %s\n", + L"нет противогаза", + L"%s|Голова,|Слот |1: %s\n", + L"%s|Голова,|Слот |2: %s\n", + L"\n(в рюкзаке) ", + L"%s|Оружие: %s ", + L"без оружиÑ", + L"ПиÑтолет", + L"ПиÑтолет-пулемёт", + L"Винтовка", + L"Ручной пулемёт", + L"Дробовик", + L"Ðож", + L"ТÑжелое оружие", + L"без каÑки", + L"без бронежилета", + L"без поножей", + L"|БронÑ: %s\n", + // Added - SANDRO + L"%s|Ðавык 1: %s\n", //%s|Skill 1: %s\n + L"%s|Ðавык 2: %s\n", + L"%s|Ðавык 3: %s\n", + // Additional suppression effects - sevenfm + L"%s|О|Д потерÑно от |ПодавлениÑ: %d\n", + L"%s|Сопротивление |Подавлению: %d\n", + L"%s|Эффективный |Уровень |Шока: %d\n", + L"%s|A|I |Мораль: %d\n", +}; + +STR16 New113Message[] = +{ + L"ÐачалаÑÑŒ бурÑ.", + L"Ð‘ÑƒÑ€Ñ Ð·Ð°ÐºÐ¾Ð½Ñ‡Ð¸Ð»Ð°ÑÑŒ.", + L"ÐачалÑÑ Ð´Ð¾Ð¶Ð´ÑŒ.", + L"Дождь закончилÑÑ.", + L"ОпаÑайтеÑÑŒ Ñнайперов...", + L"Огонь на подавление!", //suppression fire! + L"*", //BRST - Ñтабильна по количеÑтву выпущенных пуль + L"***", //AUTO - Ñ€ÐµÐ³ÑƒÐ»Ð¸Ñ€ÑƒÐµÐ¼Ð°Ñ Ð¾Ñ‡ÐµÑ€ÐµÐ´ÑŒ + L"ГР", + L"ГР *", + L"ГР ***", + L"ПС", + L"ПС *", + L"ПС ***", + L"Штык", + L"Снайпер!", + L"Ðевозможно разделить деньги из-за предмета на курÑоре.", + L"Точка выÑадки прибывающих наёмников перенеÑена в %s, так как запланированное меÑто выÑадки %s захвачено противником.", + L"Выброшена вещь.", + L"Выброшены вÑе вещи выбранной группы.", + L"Вещь продана голодающему наÑелению Ðрулько.", + L"Проданы вÑе вещи выбранной группы.", + L"Проверьте, что вашим бойцам мешает лучше видеть.", //You should check your goggles + // Real Time Mode messages + L"Уже в бою.", //In combat already + L"Ð’ пределах видимоÑти нет врагов.", //No enemies in sight + L"КраÑтьÑÑ Ð² режиме реального времени ОТКЛ.", //Real-time sneaking OFF + L"КраÑтьÑÑ Ð² режиме реального времени ВКЛ.", //Real-time sneaking ON + //L"Enemy spotted! (Ctrl + x to enter turn based)", + L"Обнаружен враг!", // this should be enough - SANDRO + ////////////////////////////////////////////////////////////////////////////////////// + // These added by SANDRO + L"%s отлично ÑправилÑÑ Ñ ÐºÑ€Ð°Ð¶ÐµÐ¹!", //%s was successful at stealing! + L"%s: недоÑтаточно очков дейÑтвиÑ, чтобы украÑть вÑе выбранные вещи.", //%s did not have enough action points to steal all selected items. + L"Хотите провеÑти хирургичеÑкую операцию %s перед перевÑзкой? (Ð’Ñ‹ Ñможете воÑÑтановить около %i здоровьÑ).", //Do you want to perform surgery on %s before bandaging? (You can heal about %i Health.) + L"Хотите провеÑти хирургичеÑкую операцию %s? (Ð’Ñ‹ Ñможете воÑÑтановить около %i здоровьÑ).", //Do you want to perform surgery on %s? (You can heal about %i Health.) + L"Do you wish to perform surgeries first? (%i patient(s))", // TODO.Translate + L"Хотите провеÑти операцию Ñначала Ñтому пациенту?", //Do you wish to perform the surgery on this patient first? + L"Apply first aid automatically with surgeries or without them?", + L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)", // TODO.Translate + L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)", + L"%s уÑпешно прооперирован(а).", //Surgery on %s finished. + L"%s пропуÑтил(а) удар в грудную клетку и терÑет единицу макÑимального Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ!", //%s is hit in the chest and loses a point of maximum health! + L"%s пропуÑтил(а) удар в грудную клетку и терÑет %d макÑимального Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ!", //%s is hit in the chest and loses %d points of maximum health! + L"%s оÑлеплен взрывом!", + L"%s воÑÑтановил(а) одну ед. потерÑнного %s.", //%s has regained one point of lost %s + L"%s воÑÑтановил(а) %d ед. потерÑнного %s.", //%s has regained %d points of lost %s + L"Ваши навыки разведчика Ñорвали заÑаду противника.", + L"Ð‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð²Ð°ÑˆÐ¸Ð¼ навыкам разведчика вы уÑпешно избежали вÑтречи Ñ ÐºÐ¾ÑˆÐºÐ°Ð¼Ð¸-убицами!", + L"%s получает удар в пах и падает на землю от адÑкой боли!", + ////////////////////////////////////////////////////////////////////////////////////// + L"Внимание: враг обнаружил труп!!!", + L"%s [%d патр.]\n%s %1.1f %s", + L"ÐедоÑтаточно ОД! Ðужно %d, у Ð²Ð°Ñ ÐµÑть %d.", + L"Совет: %s", + L"Сила игрока: %d - Сила противника: %6.0f", + + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ñпользовать навык!", + L"ÐÐµÐ»ÑŒÐ·Ñ Ñтроить, пока противник в Ñекторе!", + L"Ðевозможно наблюдать за Ñтим меÑтом!", + L"Ðекорректные координаты Ð´Ð»Ñ Ñтрельбы артиллерии!", + L"Помехи на радиочаÑтотах. СвÑзь невозможна!", + L"Ðе удалоÑÑŒ иÑпользовать радиоÑтанцию!", + L"ÐедоÑтаточно миномётных ÑнарÑдов в Ñекторе Ð´Ð»Ñ Ð¿Ð¾Ñтановки огнÑ!", + L"Ðе обнаружены Ñигнальные мины в Items.xml!", + L"Ðе обнаружены оÑколочно-фугаÑные мины в Items.xml!", + L"Ðет миномётов, невозможно организовать артналет!", + L"Режим радиопомех уже включен, нет необходимоÑти делать Ñто Ñнова!", + L"Режим проÑÐ»ÑƒÑˆÐ¸Ð²Ð°Ð½Ð¸Ñ Ð·Ð²ÑƒÐºÐ¾Ð² уже включен, нет необходимоÑти делать Ñто Ñнова!", + L"Режим Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ ÑƒÐ¶Ðµ включен, нет необходимоÑти делать Ñто Ñнова!", + L"Режим Ð¾Ð±Ð½Ð°Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸Ñточника помех уже включен, нет необходимоÑти делать Ñто Ñнова!", + L"%s не может применить %s к %s.", + L"%s вызывает Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ð¸Ð· %s.", + L"%s радиоÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð¾Ð±ÐµÑточен.", + L"Ñ€Ð°Ð±Ð¾Ñ‚Ð°ÑŽÑ‰Ð°Ñ Ñ€Ð°Ð´Ð¸Ð¾ÑтанциÑ", + L"бинокль", + L"терпение", + L"%s's shield has been destroyed!", // TODO.Translate + L" DELAY", // TODO.Translate + L"Yes*", + L"Yes", + L"No", + L"%s applied %s to %s.", // TODO.Translate +}; + +STR16 New113HAMMessage[] = +{ + // 0 - 5 + L"%s в Ñтрахе пытаетÑÑ ÑƒÐºÑ€Ñ‹Ñ‚ÑŒÑÑ!", + L"%s прижат(а) к земле вражеÑким огнём!", + L"%s дал более длинную очередь!", + L"Ð’Ñ‹ не можете тренировать ополчение в Ñтом Ñекторе.", + L"Ополченец подобрал %s.", + L"Ðевозможно тренировать ополчение, пока в Ñекторе враги!", + // 6 - 10 + L"%s имеет низкий навык ЛидерÑтва, чтобы тренировать ополченцев.", + L"Ð’ Ñтом Ñекторе может быть не больше %d тренеров патрульных групп.", + L"Ðет Ñвободных меÑÑ‚ в %s или вокруг него Ð´Ð»Ñ Ð½Ð¾Ð²Ð¾Ð¹ патрульной группы!", + L"Ðужно иметь по %d ополченцев в каждом оÑвобождённом Ñекторе города %s, прежде чем можно будет тренировать патруль.", + L"Ðевозможно назначить занÑтие, пока враг в Ñекторе!", + // 11 - 15 + L"%s имеет недоÑтаточно интеллекта Ð´Ð»Ñ Ñтого занÑтиÑ.", + L"Учереждение %s полноÑтью укомплектованно перÑоналом.", + L"Один Ñ‡Ð°Ñ Ñтого Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¾Ð±Ð¾Ð¹Ð´Ñ‘Ñ‚ÑÑ Ð²Ð°Ð¼ в $%d. СоглаÑны оплачивать?", + L"У Ð²Ð°Ñ Ð½ÐµÐ´Ð¾Ñтаточно денег, чтобы оплатить за ÑегоднÑ. $%d выплачено, ещё нужно $%d. МеÑтным Ñто не понравилоÑÑŒ.", + L"У Ð²Ð°Ñ Ð½ÐµÐ´Ð¾Ñтаточно денег, чтобы выплатить заработную плату вÑем рабочим. Теперь долг ÑоÑтавил $%d. МеÑтным Ñто не понравилоÑÑŒ.", + // 16 - 20 + L"Ðепогашенный долг ÑоÑтавлÑет $%d, и нет денег, чтобы его погаÑить!", + L"Ðепогашенный долг ÑоÑтавлÑет $%d. Ð’Ñ‹ не можете выбрать Ñто назначение, пока не погаÑите задолженноÑть.", + L"Ðепогашенный долг ÑоÑтавлÑет $%d. Выплатить деньги по задолженноÑти?", + L"Ð/Д в Ñтом Ñекторе", + L"Дневной раÑход", + // 21 - 25 + L"ÐедоÑтаточно денег Ð´Ð»Ñ Ð²Ñ‹Ð¿Ð»Ð°Ñ‚ нанÑтому ополчению. %d ополченцев было раÑпущено и отправлено домой.", + L"Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы изучить характериÑтики предмета во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ, вам нужно Ñначала взÑть его.", + L"Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð¿Ñ€Ð¸Ñоединить один предмет к другому, вам нужно Ñначала взÑть их.", + L"Ð”Ð»Ñ Ð¾Ð±ÑŠÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ð¿Ñ€ÐµÐ´Ð¼ÐµÑ‚Ð¾Ð² во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð²Ð°Ð¼ нужно Ñначала взÑть их.", +}; + +// HEADROCK HAM 5: Text dealing exclusively with Item Transformations. +STR16 gzTransformationMessage[] = +{ + L"Ðет доÑтупных преобразований", + L"%s был разделен на неÑколько чаÑтей.", + L"%s был разделен на неÑколько чаÑтей. Предметы находÑÑ‚ÑÑ Ð² инвентаре %s.", + L"Из-за нехватки меÑта в инвентаре %s поÑле Ð¿Ñ€ÐµÐ¾Ð±Ñ€Ð°Ð·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ðµ предметы были брошены на землю.", + L"%s был разделен на неÑколько чаÑтей. Из-за нехватки меÑта в инвентаре %s пришлоÑÑŒ броÑить некоторые предметы на землю.", + L"Преобразовать вÑе %d предметов вмеÑте? (Ð”Ð»Ñ Ñ‚Ð¾Ð³Ð¾, чтобы преобразовать только один предмет, предварительно отделите его)", + // 6 - 10 + L"Разделить Ñщик и помеÑтить в инвентарь", + L"Разделить на магазины емкоÑтью %d", + L"%s был разделен на %d магазинов по %d патронов в каждом.", + L"%s был разделен и помещен в инвентарь %s.", + L"ÐедоÑтаточно меÑта в инвентаре %s Ð´Ð»Ñ Ð¼Ð°Ð³Ð°Ð·Ð¸Ð½Ð¾Ð² данного калибра!", + L"Instant mode", // TODO.Translate + L"Delayed mode", + L"Instant mode (%d AP)", + L"Delayed mode (%d AP)", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file! +// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 New113MERCMercMailTexts[] = +{ + // Gaston: Text from Line 39 in Email.edt + L"ПожалуйÑта, примите к Ñведению, что Ñ Ð½Ð°ÑтоÑщего момента гонорар ГаÑтона увеличиваетÑÑ Ð²ÑледÑтвие Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ профеÑÑионального уровнÑ. ± ± Спек Т. КлÑйн ± ", + // Stogie: Text from Line 43 in Email.edt + L"ПожалуйÑта, примите к Ñведению, что повышение боевых навыков лейтенанта Хорга 'Сигары' влечет за Ñобой повышение его гонорара. ± ± Спек Т. КлÑйн ± ", + // Tex: Text from Line 45 in Email.edt + L"Прошу принÑть к Ñведению, что заÑлуги ТекÑа позволÑÑŽÑ‚ ему требовать более доÑтойной оплаты. ПоÑтому его гонорар был увеличен, чтобы ÑоответÑтвовать его умениÑм. ± ± Спек Т. КлÑйн ± ", + // Biggens: Text from Line 49 in Email.edt + L"Ставим в извеÑтноÑть, что Ð¾Ñ‚Ð»Ð¸Ñ‡Ð½Ð°Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð° полковника Фредерика БиггенÑа заÑлуживает Ð¿Ð¾Ð¾Ñ‰Ñ€ÐµÐ½Ð¸Ñ Ð² виде Ð¿Ð¾Ð²Ñ‹ÑˆÐµÐ½Ð¸Ñ Ð³Ð¾Ð½Ð¾Ñ€Ð°Ñ€Ð°. ПоÑтановление Ñчитать дейÑтвительным Ñ Ñ‚ÐµÐºÑƒÑ‰ÐµÐ³Ð¾ момента. ± ± Спек Т. КлÑйн ± ", +}; + +// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file! +// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back +STR16 New113AIMMercMailTexts[] = +{ + // Monk + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Виктора КолеÑникова", + L"Привет. Это Монк. Получил твое Ñообщение. Я вернулÑÑ, так что можешь Ñо мной ÑвÑзатьÑÑ. ± ± Жду звонка. ±", + + // Brain + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Янно Ðллика", + L"Я готов обÑудить заданиÑ. Ð”Ð»Ñ Ð²Ñего еÑть Ñвое Ð²Ñ€ÐµÐ¼Ñ Ð¸ меÑто. ± ± Янно Ðллик ±", + + // Scream + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Леннарта Вильде", + L"Леннарт Вильде вернулÑÑ!", + + // Henning + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Хеннинга фон Браница", + L"Получил твое Ñообщение, ÑпаÑибо. ЕÑли хочешь обÑудить работу, ÑвÑжиÑÑŒ Ñо мной на Ñайте A.I.M. До вÑтречи! ± ± Хеннинг фон Браниц ±", + + // Luc + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Люка Фабра", + L"ПоÑлание получил, мерÑи! С удовольÑтвием раÑÑмотрю ваши предложениÑ. Ð’Ñ‹ знаете, где Ð¼ÐµÐ½Ñ Ð½Ð°Ð¹Ñ‚Ð¸. ± ± Жду Ñ Ð½ÐµÑ‚ÐµÑ€Ð¿ÐµÐ½Ð¸ÐµÐ¼ ±", + + // Laura + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Лоры Колин", + L"Привет! СпаÑибо, что оÑтавили Ñообщение. Звучит интереÑно. ± ± Зайдите Ñнова в A.I.M. ХотелоÑÑŒ бы уÑлышать больше. ± ± С уважением! ± ± Др. Лора Колин ± ± P.S. ÐадеюÑÑŒ, Monk уже в вашей команде? ±", + + // Grace + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Грациеллы Джирелли", + L"Ð’Ñ‹ хотели ÑвÑзатьÑÑ Ñо мной, но неудачно.± ± Семейное Ñобрание. Думаю, вы понимаете. Я уже уÑтала от Ñемьи и буду рада. ЕÑли вы Ñнова ÑвÑжетеÑÑŒ Ñо мной через Ñайт A.I.M. ± ± Чао! ±", + + // Rudolf + L"FW Ñ Ñервера A.I.M.: ПиÑьмо от Рудольфа Штайгера", + L"Ты знаешь, Ñколько звонков Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð°ÑŽ каждый день? Любой придурок Ñчитает, что может позвонить мне. ± ± Ðо Ñ Ð²ÐµÑ€Ð½ÑƒÐ»ÑÑ, еÑли тебе еÑть чем Ð¼ÐµÐ½Ñ Ð·Ð°Ð¸Ð½Ñ‚ÐµÑ€ÐµÑовать. ±", + + // WANNE: Generic mail, for additional merc made by modders, index >= 178 + L"FW Ñ Ñервера A.I.M.: Ðаёмник доÑтупен", + L"Я на меÑте. Жду звонка чтобы обÑудить уÑÐ»Ð¾Ð²Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð°ÐºÑ‚Ð°. ±", +}; + +// WANNE: These are the missing skills from the impass.edt file +// INFO: Do not replace the ± characters. They indicate the (-> Newline) from the edt files +STR16 MissingIMPSkillsDescriptions[] = +{ + // Sniper + L"Снайпер: У Ð²Ð°Ñ Ð³Ð»Ð°Ð·Ð° ÑÑтреба. Ð’ Ñвободное Ð²Ñ€ÐµÐ¼Ñ Ð²Ñ‹ развлекаетеÑÑŒ, отÑÑ‚Ñ€ÐµÐ»Ð¸Ð²Ð°Ñ ÐºÑ€Ñ‹Ð»Ñ‹ÑˆÐºÐ¸ у мух Ñ Ñ€Ð°ÑÑтоÑÐ½Ð¸Ñ 100 метров! ± ", //Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! + // Camouflage + L"МаÑкировка: Ðа вашем фоне даже куÑты выглÑдÑÑ‚ ÑинтетичеÑкими! ± ", + // SANDRO - new strings for new traits added + // MINTY - Altered the texts for more natural English, and added a little flavour too + // Ranger + L"Рейнджер: Эти любители из ТехаÑа вам и в подметки не годÑÑ‚ÑÑ! ± ", + // Gunslinger + L"Ковбой: С одним револьвером или Ñ Ð´Ð²ÑƒÐ¼Ñ - вы так же опаÑны, как Билли Кид! ± ", + // Squadleader + L"Командир: Ð’Ñ‹ прирождённый лидер, Ñолдаты проÑто боготворÑÑ‚ ваÑ! ± ", + // Technician + L"Механик: ÐÐ½Ð³ÑƒÑ ÐœÐ°ÐºÐ“Ð°Ð¹Ð²ÐµÑ€ по Ñравнению Ñ Ð²Ð°Ð¼Ð¸ проÑто никто! Механика, Ñлектроника или взрывчатка - вы отремонтируете что угодно! ± ", + // Doctor + L"Доктор: Будь то царапины или вÑкрытое брюхо, требуетÑÑ Ð°Ð¼Ð¿ÑƒÑ‚Ð°Ñ†Ð¸Ñ Ð¸Ð»Ð¸ же наоборот, пришить что-нибудь - вы Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью ÑправитеÑÑŒ Ñ Ð»ÑŽÐ±Ñ‹Ð¼ недугом! ± ", + // Athletics + L"СпортÑмен: Ваша ÑкороÑть и выноÑливоÑть доÑтойны олимпийца! ± ", + // Bodybuilding + L"КультуриÑÑ‚: Шварц? Да он Ñлабак! Ð’Ñ‹ Ñ Ð»Ñ‘Ð³ÐºÐ¾Ñтью завалите его одной левой! ± ", + // Demolitions + L"Подрывник: СеÑть гранаты, как Ñемена по полю; минировать поле, как картошку Ñадить - гуÑто и минимум 20 Ñоток; а поÑле Ñозерцать полет конечноÑтей... Вот то, ради чего вы живёте! ± ", + // Scouting + L"Разведчик: Ðичто не ÑкроетÑÑ Ð¾Ñ‚ вашего зоркого взглÑда! ± ", + // Covert ops + L"Шпион: Ðгент 007 по Ñравнению Ñ Ð²Ð°Ð¼Ð¸ - дилетант! ± ", + // Radio Operator + L"РадиÑÑ‚: ИÑпользование вами ÑредÑтв ÑвÑзи позволÑет раÑширить тактичеÑкие и ÑтратегичеÑкие возможноÑти команды. ± ", + // Survival + L"Выживание: Ð’ уÑловиÑÑ… дикой природы вы чувÑтвуете ÑÐµÐ±Ñ ÐºÐ°Ðº дома. ± ", +}; + +STR16 NewInvMessage[] = +{ + L"Ð’ данный момент поднÑть рюкзак нельзÑ.", + L"Ð’Ñ‹ не можете одновременно ноÑить 2 рюкзака.", + L"Ð’Ñ‹ потерÑли Ñвой рюкзак...", + L"Замок рюкзака работает лишь во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¸Ñ‚Ð²Ñ‹.", + L"Ð’Ñ‹ не можете передвигатьÑÑ Ñ Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ñ‹Ð¼ рюкзаком.", + L"Ð’Ñ‹ уверены, что хотите продать веÑÑŒ хлам Ñтого Ñектора голодающему наÑелению Ðрулько?", + L"Ð’Ñ‹ уверены, что хотите выброÑить веÑÑŒ хлам, валÑющийÑÑ Ð² Ñтом Ñекторе?", + L"ТÑжеловато будет взбиратьÑÑ Ñ Ð¿Ð¾Ð»Ð½Ñ‹Ð¼ рюкзаком на крышу. Может, Ñнимем?", + L"Ð’Ñе рюкзаки ÑнÑты", + L"Ð’Ñе рюкзаки надеты", + L"%s ÑнÑл(а) рюкзак", + L"%s надел(а) рюкзак", +}; + +// WANNE - MP: Multiplayer messages +STR16 MPServerMessage[] = +{ + // 0 + L"ЗапуÑкаетÑÑ Ñервер RakNet...", + L"Сервер запущен, ожидание подключений...", + L"Теперь вам надо подключитьÑÑ Ðº Ñерверу, нажав '2'.", + L"Сервер уже запущен.", + L"Ðе удалоÑÑŒ запуÑтить Ñервер. Прекращаю работу.", + // 5 + L"%d/%d клиентов готовы к режиму реального времени.", + L"Сервер отключилÑÑ Ð¸ прекратил Ñвою работу.", + L"Сервер не запущен.", + L"Подождите пожалуйÑта, игроки вÑе еще загружаютÑÑ...", + L"Ð’Ñ‹ не можете изменÑть зону выÑадки поÑле запуÑка Ñервера.", + // 10 + L"Отправка файла '%S' - 100/100", //Sent file '%S' - 100/100 + L"Завершена отправка файлов Ð´Ð»Ñ '%S'.", //Finished sending files to '%S'. + L"Ðачата отправка файлов Ð´Ð»Ñ '%S'.", //Started sending files to '%S'. + L"ИÑпользуйте обзор воздушного проÑтранÑтва, чтобы выбрать карту Ð´Ð»Ñ Ð¸Ð³Ñ€Ñ‹. ЕÑли вы ходите Ñменить карту, Ñто нужно Ñделать до того, как вы нажмете кнопку 'Ðачать игру'.", +}; + +STR16 MPClientMessage[] = +{ + // 0 + L"ЗапуÑкаетÑÑ ÐºÐ»Ð¸ÐµÐ½Ñ‚ RakNet...", + L"Подключение к IP: %S ...", + L"Получены наÑтройки игры:", + L"Ð’Ñ‹ уже подключены.", + L"Ð’Ñ‹ уже подключаетеÑÑŒ...", + // 5 + L"Клиент â„–%d - '%S' нанÑл %s.", + L"Клиент â„–%d - '%S' нанÑл еще бойца.", + L"Ð’Ñ‹ готовы к бою (вÑего готово = %d/%d).", + L"Ð’Ñ‹ отменили готовноÑть к бою (вÑего готово = %d/%d).", + L"ОтрÑды подтÑгиваютÑÑ Ðº меÑту битвы...", //'Starting battle...' + // 10 + L"Клиент â„–%d - '%S' готов к бою (вÑего готово = %d/%d).", + L"Клиент â„–%d - '%S' отменил готовноÑть к бою (вÑего готово = %d/%d).", + L"Похоже, вы уже готовы к бою, однако, придетÑÑ Ð¿Ð¾Ð´Ð¾Ð¶Ð´Ð°Ñ‚ÑŒ оÑтальных. (ЕÑли хотите изменить раÑположение Ñвоих бойцов, нажмите кнопку 'ДÐ').", + L"Ðачнем же битву!", + L"Ð”Ð»Ñ Ð½Ð°Ñ‡Ð°Ð»Ð° игры необходимо запуÑтить клиент.", + // 15 + L"Игра не может быть начата, вы не нанÑли ни одного бойца.", + L"Ждем, когда Ñервер даÑÑ‚ добро на доÑтуп к лÑптопу...", + L"Перехвачен", //Interrupted + L"Продолжение поÑле перехвата", //Finish from interrupt + L"Координаты курÑора:", //Mouse Grid Coordinates + // 20 + L"X: %d, Y: %d", + L"Ðомер Ñектора: %d", //Grid Number + L"ДоÑтупно лишь Ð´Ð»Ñ Ñервера.", + L"Выберите, какую Ñтупень игры принудительно запуÑтить: ('1' - открыть лÑптоп/найм бойцов) ('2' - запуÑтить/загрузить уровень) ('3' - разблокировать пользовательÑкий интерфейÑ) ('4' - завершить раÑÑтановку)", + L"Sector=%s, Max Clients=%d, Max Mercs=%d, Game_Mode=%d, Same Merc=%d, Damage Multiplier=%f, Timed Turns=%d, Secs/Tic=%d, Dis BobbyRay=%d, Dis Aim/Merc Equip=%d, Dis Morale=%d, Testing=%d", + // 25 + L"", //not used any more + L"Ðовый игрок: клиент â„–%d - '%S'.", + L"Команда: %d.",//not used any more + L"%s (клиент %d - '%S') был убит %s (клиент %d - '%S')", + L"Клиент â„–%d - '%S' выкинут из игры.", + // 30 + L"Принудительно дать ход клиенту. â„–1: <Отменить>, â„–2: %S, â„–3: %S, â„–4: %S", + L"ÐачалÑÑ Ñ…Ð¾Ð´ клиента â„–%d", + L"Ð—Ð°Ð¿Ñ€Ð¾Ñ Ð¿ÐµÑ€ÐµÑ…Ð¾Ð´Ð° в режим реального времÑ...", + L"Переход в режим реального времени.", + L"Ошибка: что-то пошло не так, возвращаю обратно.", + // 35 + L"Открыть доÑтуп к лÑптопу? (Уверены что вÑе игроки подключилиÑÑŒ?)", + L"Сервером был открыт доÑтуп к лÑптопу. ПриÑтупайте к найму бойцов!", + L"Перехватчик.", + L"Клиент не может изменÑть зону выÑадки, доÑтупно лишь Ñерверу.", + L"Ð’Ñ‹ отказалиÑÑŒ от Ð¿Ñ€ÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ ÑдатьÑÑ, потому что Ñто не актуально в Ñетевой игре.", + // 40 + L"Ð’Ñе ваши бойцы были убиты!", + L"Ðктивизирован режим наблюдениÑ.", + L"Ð’Ñ‹ потерпели поражение!", + L"Извините, залезать на крышу в Ñетевой игре запрещено.", + L"Ð’Ñ‹ нанÑли %s.", + // 45 + L"Ð’Ñ‹ не можете изменить карту поÑле начала закупки.", + L"Карта изменена на '%s'", + L"Клиент '%s' отключилÑÑ, убираем его из игры.", + L"Ð’Ñ‹ были отключены от игры, возвращаемÑÑ Ð² главное меню.", + L"ПодключитьÑÑ Ð½Ðµ удалоÑÑŒ. ÐŸÐ¾Ð²Ñ‚Ð¾Ñ€Ð½Ð°Ñ Ð¿Ð¾Ð¿Ñ‹Ñ‚ÐºÐ° через 5 Ñекунд (оÑталоÑÑŒ %i попыток)", + //50 + L"ПодключитьÑÑ Ð½Ðµ удалоÑÑŒ, ÑдаюÑÑŒ...", + L"Ð’Ñ‹ не можете начать игру во Ð²Ñ€ÐµÐ¼Ñ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ… игроков.", + L"%s : %s", + L"Отправить вÑем", + L"Только Ñоюзникам", + // 55 + L"Ðе могу приÑоединитьÑÑ Ðº игре. Игра уже началаÑÑŒ.", + L"%s (команда): %s", + L"#%i - '%s'", + L"%S - 100/100", + L"%S - %i/100", + // 60 + L"От Ñервера получены вÑе необходимые файлы.", + L"'%S' закачка Ñ Ñервера завершена.", + L"'%S' начата закачка Ñ Ñервера.", + L"ÐÐµÐ»ÑŒÐ·Ñ Ð½Ð°Ñ‡Ð°Ñ‚ÑŒ игру пока вÑе игроки не завершать приём файлов от Ñервера.", + L"Ð”Ð»Ñ Ð¸Ð³Ñ€Ñ‹ на Ñтом Ñервере необходимо Ñкачать некоторые изменённые файлы, желаете продолжить?", + // 65 + L"Ðажмите 'Готов' Ð´Ð»Ñ Ð²Ñ…Ð¾Ð´Ð° на тактичеÑкую карту.", + L"Ðе удаётÑÑ Ð¿Ð¾Ð´ÐºÐ»ÑŽÑ‡Ð¸Ñ‚ÑŒÑÑ. ВерÑÐ¸Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ клиента (%S) отличаетÑÑ Ð¾Ñ‚ верÑии Ñервера (%S).", + L"Ð’Ñ‹ убили вражеÑкого Ñолдата.", + L"ÐÐµÐ»ÑŒÐ·Ñ Ð·Ð°Ð¿ÑƒÑтить игру потому что вÑе команды одинаковые.", + L"Игра на Ñервере Ñоздана Ñ Ðовым Инвентарём (NIV), а выбранное вами разрешение Ñкрана не поддерживаетÑÑ NIV.", + // 70 + L"Ðевозможно Ñохранить принÑтый файл '%S'", + L"%s's бомба была разрÑжена %s", + L"Ð’Ñ‹ проиграли. Стыд и Ñрам!", // All over red rover + L"Режим Ð½Ð°Ð±Ð»ÑŽÐ´Ð°Ñ‚ÐµÐ»Ñ Ð²Ñ‹ÐºÐ»ÑŽÑ‡ÐµÐ½", + L"Укажите номер клиента, который нужно кикнуть. â„–1: <Отменить>, â„–2: %S, â„–3: %S, â„–4: %S", + // 75 + L"Команда %s уничтожена.", + L"Ошибка при запуÑке клиента. Завершение операции.", + L"Клиент отÑоединилÑÑ Ð¸ закрыт.", + L"Клиент не запущен.", + L"ИÐФОРМÐЦИЯ: ЕÑли игра завиÑла (полоÑа прогреÑÑа противника не двигаетÑÑ), Ñообщите Ñерверу, чтобы нажал ALT + E Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ´Ð°Ñ‡Ð¸ хода обратно вам!", + // 80 + L"ход AI - оÑталоÑÑŒ %d", +}; + +STR16 gszMPEdgesText[] = +{ + L"С", //N + L"Ð’", //E + L"Ю", //S + L"З", //W + L"Ц", // "C"enter +}; + +STR16 gszMPTeamNames[] = +{ + L"ФокÑтрот", //Foxtrot + L"Браво", //Bravo + L"Дельта", //Delta + L"Чарли", //Charlie + L"Ð/Д", // Acronym of Not Applicable +}; + +STR16 gszMPMapscreenText[] = +{ + L"Тип игры: ", //Game Type: + L"Игроков: ", //Players: + L"Ð’Ñего бойцов: ", //Mercs each: + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ñть Ñторону выÑадки отрÑда поÑле Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð»Ñптопа.", + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ñ‚ÑŒ Ð¸Ð¼Ñ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ‹ поÑле Ð¾Ñ‚ÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð»Ñптопа.", + L"Случ. бойцы: ", //Random Mercs: + L"Да", //Y + L"СложноÑть:", //Difficulty: + L"ВерÑÐ¸Ñ Ñервера:", //Server Version: +}; + +STR16 gzMPSScreenText[] = +{ + L"ДоÑка Ñчёта", //Scoreboard + L"Продолжить", //Continue + L"Отмена", //Cancel + L"Игрок", //Player + L"Убито", //Kills + L"Погибло", //Deaths + L"КоролевÑÐºÐ°Ñ Ð°Ñ€Ð¼Ð¸Ñ", //Queen's Army + L"Ð’Ñ‹Ñтрелов", //Hits + L"Промахи", //Misses + L"МеткоÑть", //Accuracy + L"ÐанеÑённый урон", //Damage Dealt + L"Полученный урон", //Damage Taken + L"ДождитеÑÑŒ, пожалуйÑта, пока Ñервер нажмёт кнопку 'Продолжить'." +}; + +STR16 gzMPCScreenText[] = +{ + L"Отмена", //Cancel + L"ПодключаюÑÑŒ к Ñерверу...", //Connecting to Server + L"Получаю наÑтройки от Ñервера...", //Getting Server Settings + L"Скачиваю выбранные файлы...", //Downloading custom files + L"Ðажмите 'ESC' Ð´Ð»Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‹ или 'Y' чтобы войти в чат.", //Press 'ESC' to cancel or 'Y' to chat + L"Ðажмите 'ESC' Ð´Ð»Ñ Ð¾Ñ‚Ð¼ÐµÐ½Ñ‹", //Press 'ESC' to cancel + L"Выполнено." //Ready +}; + +STR16 gzMPChatToggleText[] = +{ + L"Отправть вÑем", + L"Отправть только Ñоюзникам", +}; + +STR16 gzMPChatboxText[] = +{ + L"Чат Ñетевой игры Jagged Alliance 2 v1.13", + L"Заметка: нажмите |Ð’|Ð’|О|Д Ð´Ð»Ñ Ð¾Ñ‚Ð¿Ñ€Ð°Ð²ÐºÐ¸ ÑообщениÑ, |К|Л|Ю|Ч Ð´Ð»Ñ Ð²Ñ‹Ñ…Ð¾Ð´Ð° из чата.", +}; + +// Following strings added - SANDRO +STR16 pSkillTraitBeginIMPStrings[] = +{ + // For old traits + L"Ðа Ñледующей Ñтранице вам нужно выбрать профеÑÑиональные навыки в ÑоответÑтвии Ñо Ñпециализацией вашего наёмника. Ð’Ñ‹ можете выбрать не более двух разных навыков, либо один и владеть им в ÑовершенÑтве.", + L"Можно выбрать вÑего один навык или вообще оÑтатьÑÑ Ð±ÐµÐ· него. Тогда вам будут даны дополнительные баллы Ð´Ð»Ñ ÑƒÐ»ÑƒÑ‡ÑˆÐµÐ½Ð¸Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… параметров. Внимание: навыки Ñлектроники, Ñтрельбы Ñ Ð´Ð²ÑƒÑ… рук и маÑкировки не могут быть ÑкÑпертными.", + // For new major/minor traits + L"Следующий Ñтап - выбор навыков, которые определÑÑ‚ Ñпециализацию вашего наёмника. Ðа первой Ñтранице можно выбрать до %d оÑновных навыков, которые определÑÑ‚ роль бойца в отрÑде. Ðа второй - дополнительные навыки, подчеркивающие личные качеÑтва бойца.", + L"Ð’Ñего можно взÑть не более %d навыков. Так, еÑли вы не выбрали оÑновной навык, то можно взÑть %d дополнительных. ЕÑли же вы выбрали оба оÑновных навыка (или один улучшенный), то будет доÑтупен лишь %d дополнительный...", +}; + +STR16 sgAttributeSelectionText[] = +{ + L"Откорректируйте Ñвои физичеÑкие параметры ÑоглаÑно вашим иÑтинным ÑпоÑобноÑÑ‚Ñм. И не Ñтоит их завышать.", + L"I.M.P.: Параметры и умениÑ.", //I.M.P. Attributes and skills review. + L"БонуÑ:", //Bonus Pts. + L"Ваш уровень", //Starting Level + // New strings for new traits + L"Ðа Ñледующей Ñтранице укажите Ñвои физичеÑкие параметры и умениÑ. \"ФизичеÑкие параметры\" - Ñто здоровье, ловкоÑть, проворноÑть, Ñила и интеллект. Они не могут быть ниже %d.", + L"ОÑтавшиеÑÑ \"умениÑ\", в отличие от физичеÑких параметров, могут быть уÑтановлены в ноль, что означает абÑолютную некомпетентноÑть в данных облаÑÑ‚ÑÑ….", + L"Изначально вÑе параметры уÑтановлены на минимум. Заметьте, что минимум Ð´Ð»Ñ Ð½ÐµÐºÐ¾Ñ‚Ð¾Ñ€Ñ‹Ñ… параметров определÑетÑÑ Ð²Ñ‹Ð±Ñ€Ð°Ð½Ð½Ñ‹Ð¼Ð¸ навыками, и вы не можете понизить их значение.", +}; + +STR16 pCharacterTraitBeginIMPStrings[] = +{ + L"I.M.P.: Ðнализ личных качеÑтв", //I.M.P. Character Analysis + L"Следующий шаг - анализ ваших личных качеÑтв. Ðа первой Ñтранице вам на выбор будет предложен ÑпиÑок черт характера. Уверены, что вам могут быть ÑвойÑтвенны неÑколько из указанных черт, но выбрать нужно лишь одну. Выберите лишь Ñамую Ñрко выраженную вашу черту характера.", + L"Ðа второй Ñтранице вам будет предложен ÑпиÑок проблем, которые, возможно, еÑть у ваÑ. ЕÑли найдёте Ñвою проблемы в ÑпиÑке, отметьте её. Будьте предельно чеÑтны при ответах, очень важно предоÑтавить вашим потенциальным работодателÑм доÑтоверную информацию о ваÑ.", +}; + +STR16 gzIMPAttitudesText[]= +{ + L"Ðдекватный", //Normal + L"Общительный", //Friendly + L"Одиночка", //Loner + L"ОптимиÑÑ‚", //Optimist + L"ПеÑÑимиÑÑ‚", //Pessimist + L"ÐгреÑÑивный", //Aggressive + L"Ð’Ñ‹Ñокомерный", //Arrogant + L"Крутой", //Big Shot + L"Мудак", //Asshole + L"ТруÑ", //Coward + L"I.M.P.: Ð–Ð¸Ð·Ð½ÐµÐ½Ð½Ð°Ñ Ð¿Ð¾Ð·Ð¸Ñ†Ð¸Ñ", //I.M.P. Attitudes +}; + +STR16 gzIMPCharacterTraitText[]= +{ + L"Обычный", //Neutral + L"Общительный", //Sociable + L"Одиночка", //Loner + L"ОптимиÑÑ‚", //Optimist + L"Самоуверенный", //Assertive + L"Мозговитый", //Intellectual + L"ПроÑтофилÑ", //Primitive + L"ÐгреÑÑивный", //Aggressive + L"Флегматик", //Phlegmatic + L"БеÑÑтрашный", //Dauntless + L"Миролюбивый", //Pacifist + L"Злобный", //Malicious + L"ХваÑтун", //Show-off + L"ТруÑ", + L"I.M.P.: ЛичноÑтные качеÑтва", //I.M.P. Character Traits +}; + +STR16 gzIMPColorChoosingText[] = +{ + L"I.M.P.: РаÑцветка и телоÑложение", + L"I.M.P.: РаÑцветка", + L"Выберите ÑоответÑтвующие цвета вашей кожи, Ð²Ð¾Ð»Ð¾Ñ Ð¸ одежды, а также укажите ваше телоÑложение.", + L"Выберите ÑоответÑтвующие цвета вашей кожи, Ð²Ð¾Ð»Ð¾Ñ Ð¸ одежды.", + L"Отметьте здеÑÑŒ, чтобы ваш перÑонаж \nдержал автомат одной рукой.", + L"\n(Важно: вам понадобитÑÑ Ð¿Ñ€Ð¸Ð»Ð¸Ñ‡Ð½Ð¾ Ñил Ð´Ð»Ñ Ñтого.)", +}; + +STR16 sColorChoiceExplanationTexts[]= +{ + L"Цвет волоÑ", //Hair Color + L"Цвет кожи", //Skin Color + L"Цвет майки", //Shirt Color + L"Цвет штанов", //Pants Color + L"Ðормальное телоÑложение", //Normal Body + L"МуÑкулиÑтое телоÑложение", //Big Body +}; + +STR16 gzIMPDisabilityTraitText[]= +{ + L"Ðет проблем", //No Disability + L"ÐепереноÑимоÑть жары", //Heat Intolerant + L"Ðервный", //Nervous + L"КлауÑтрафоб", //Claustrophobic + L"Ðе умеющий плавать", //Nonswimmer + L"БоÑзнь наÑекомых", //Fear of Insects + L"Забывчивый", //Forgetful + L"ПÑихопат", //Psychotic + L"Глухой", //Deaf + L"Близорукий", //Shortsighted + L"Гемофилик", // Hemophiliac + L"БоÑзнь выÑоты", // Fear of Heights + L"СамоиÑтезание", // Self-Harming + L"I.M.P.: Проблемы", //I.M.P. Disabilities +}; + +STR16 gzIMPDisabilityTraitEmailTextDeaf[] = +{ + L"Можем поÑпорить - вы рады, что Ñто не голоÑÐ¾Ð²Ð°Ñ Ð¿Ð¾Ñ‡Ñ‚Ð°.", + L"Ð’Ñ‹ Ñлишком чаÑто Ñлушали громкую музыку на диÑкотеке или Ñлишком близко Ñлушали взрывы ÑнарÑдов. Или Ñто проÑто возраÑÑ‚. Ð’ любом Ñлучае, вашей команде Ñтоит изучить Ñзык жеÑтов.", +}; + +STR16 gzIMPDisabilityTraitEmailTextShortSighted[] = +{ + L"Ð’Ñ‹ будете беÑполезны, еÑли потерÑете Ñвои очки.", + L"Это ÑлучаетÑÑ, еÑли проводить много времени перед ÑветÑщимиÑÑ Ð¿Ñ€Ñмоугольниками. Ðужно было еÑть больше морковок. Ð’Ñ‹ когда-нибудь видели кролика в очках?", +}; + +STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = +{ + L"Ð’Ñ‹ УВЕРЕÐЫ, что Ñто подходÑÑ‰Ð°Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð° Ð´Ð»Ñ Ð’Ð°Ñ?", + L"Разве что Ð’Ñ‹ так круты, что никогда не получаете ран или ÑражаетеÑÑŒ только в хорошо оÑнащенном гоÑпитале.", +}; + +STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]= +{ + L"Скажем проÑто, вы любите быть только на твердой земле.", + L"Вам больше нравÑÑ‚ÑÑ Ð¼Ð¸ÑÑии, в которых не надо покорÑть горы и лезть на выÑокие зданиÑ. Рекомендуем завоевать Голландию.", +}; + +STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] = +{ + L"Возможно вы хотите убедитьÑÑ Ð² чиÑтоте ваших ножей.", + L"У Ð²Ð°Ñ Ð¾Ð¿Ñ€ÐµÐ´ÐµÐ»ÐµÐ½Ð½Ñ‹Ðµ проблемы Ñ Ð½Ð¾Ð¶Ð°Ð¼Ð¸. Т.е. вы не избегаете из, а даже наоборот, Ñерьезно!", +}; + +// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility +STR16 gzFacilityErrorMessage[]= +{ + L"%s не хватает Силы, чтобы выполнить Ñто дейÑтвие.", + L"%s не хватает ЛовкоÑти, чтобы выполнить Ñто дейÑтвие.", + L"%s не хватает ПроворноÑти, чтобы выполнить Ñто дейÑтвие.", + L"%s не хватает ЗдоровьÑ, чтобы выполнить Ñто дейÑтвие..", + L"%s не хватает Интеллекта, чтобы выполнить Ñто дейÑтвие.", + L"%s не хватает МеткоÑти, чтобы выполнить Ñто дейÑтвие.", + // 6 - 10 + L"%s недоÑтаточно развит МедицинÑкий навык, чтобы выполнить Ñто дейÑтвие.", + L"%s недоÑтаточно развит навык Механики, чтобы выполнить Ñто дейÑтвие.", + L"%s недоÑтаточно развито ЛидерÑтво, чтобы выполнить Ñто дейÑтвие.", + L"%s недоÑтаточно развит навык Взрывчатки, чтобы выполнить Ñто дейÑтвие.", + L"%s недоÑтаточно Опыта, чтобы выполнить Ñто дейÑтвие.", + // 11 - 15 + L"У %s Ñлишком плохой боевой дух, чтобы выполнить Ñто дейÑтвие", + L"%s Ñлишком уÑтал(а), чтобы выполнить Ñто дейÑтвие.", + L"Ð’ городе %s вам пока не доверÑÑŽÑ‚. МеÑтные отказываютÑÑ Ð²Ñ‹Ð¿Ð¾Ð»Ð½Ð¸Ñ‚ÑŒ Ñтот приказ.", + L"Слишком много людей уже работают в %s.", + L"Слишком много людей уже выполнÑÑŽÑ‚ Ñту задачу в %s.", + // 16 - 20 + L"%s не может найти вещи, которые нуждаютÑÑ Ð² ремонте.", + L"%s потерÑл(а) чаÑть %s, пока работал в Ñекторе %s!", + L"%s потерÑл(а) чаÑть %s, пока работал над %s в %s!", + L"%s получил(а) травму, пока работал(а) в Ñекторе %s, и требует незамедлительной медицинÑкой помощи!", + L"%s получил(а) травму, пока работал(а) над %s в %s, и требует незамедлительной медицинÑкой помощи!", + // 21 - 25 + L"%s получил(а) травму, пока работал(а) в Ñекторе %s. Травма незначительнаÑ.", + L"%s получил(а) травму, пока работал(а) над %s в %s. Травма незначительнаÑ.", + L"Жители города %s раÑÑтроены тем, что %s пребывает в их городе.", + L"Жители города %s раÑÑтроены работой %s в %s.", + L"%s в Ñекторе %s Ñвоими дейÑтвиÑми понизил репутацию во вÑём регионе!", + // 26 - 30 + L"%s, Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ñ Ð½Ð°Ð´ %s в %s, привёл(а) к понижению репутации во вÑём регионе!", + L"%s пьÑн(а).", + L"%s заболел(а) в Ñекторе %s и вынужден(а) отложить текущую задачу.", + L"%s заболел(а) и не может продолжить работу над %s в %s.", + L"%s получил(а) травму в Ñекторе %s.", + // 31 - 35 + L"%s получил(а) Ñерьёзную травму в Ñекторе %s.", + L"ЗдеÑÑŒ еÑть пленные, которые оÑведомлены о личноÑти %s.", + L"%s хорошо извеÑтен как доноÑчик. Подождите еще Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ %d чаÑов.", + + +}; + +STR16 gzFacilityRiskResultStrings[]= +{ + L"Сила", //Strength + L"ПроворноÑть", //Agility + L"ЛовкоÑть", //Dexterity + L"Интеллект", //Wisdom + L"Здоровье", //Health + L"МеткоÑть", //Marksmanship + // 5-10 + L"ЛидерÑтво", //Leadership + L"Механика", //Mechanical skill + L"Медицина", //Medical skill + L"Взрывчатка", //Explosives skill +}; + +STR16 gzFacilityAssignmentStrings[]= +{ + L"ÐžÐºÑ€ÑƒÐ¶Ð°ÑŽÑ‰Ð°Ñ Ñреда", //AMBIENT + L"Штат", //Staff + L"Питание", + L"Отдых", + L"Ремонт вещей", + L"Ремонт %s", // Vehicle name inserted here + L"Ремонт робота", + // 6-10 + L"Доктор", + L"Пациент", + L"Тренировка Силы", + L"Тренировка ЛовкоÑти", + L"Тренировка ПроворноÑти", + L"Тренировка ЗдоровьÑ", + // 11-15 + L"Тренировка МеткоÑти", + L"Тренировка Медицины", + L"Тренировка Механики", + L"Тренировка ЛидерÑтва", + L"Тренировка Взрывчатки", + // 16-20 + L"Ученик на Силу", + L"Ученик на ЛовкоÑть", + L"Ученик на ПроворноÑть", + L"Ученик на Здоровье", + L"Ученик на МеткоÑть", + // 21-25 + L"Ученик на Медицину", + L"Ученик на Механику", + L"Ученик на ЛидерÑтво", + L"Ученик на Взрывчатку", + L"Тренер на Силу", + // 26-30 + L"Тренер на ЛовкоÑть", + L"Тренер на ПроворноÑть", + L"Тренер на Здоровье", + L"Тренер на МеткоÑть", + L"Тренер на Медицину", + // 30-35 + L"Тренер на Механику", + L"Тренер на ЛидерÑтво", + L"Тренер на Взрывчатку", + L"Допрашивать пленных", + L"ОÑведомитель", + // 36-40 + L"ВеÑти пропаганду", + L"ВеÑти пропаганду", // spread propaganda (globally) + L"Собирать Ñлухи", + L"Командовать ополчением", // militia movement orders +}; +STR16 Additional113Text[]= +{ + L"Ð”Ð»Ñ Ð·Ð°Ð¿ÑƒÑка Jagged Alliance 2 v1.13 в оконном режиме требуетÑÑ ÑƒÑтановить 16-битное качеÑтво цветопередачи Ñкрана", + L"Jagged Alliance 2 v1.13 в полноÑкранном режиме Ñ Ñ€Ð°Ð·Ñ€ÐµÑˆÐµÐ½Ð¸ÐµÐ¼ %d x %d не поддерживаетÑÑ ÑƒÑтановками вашего Ñкрана.\nИзмените разрешение игры или иÑпользуйте 16-битный оконный режим.", + L"ВнутреннÑÑ Ð¾ÑˆÐ¸Ð±ÐºÐ° при чтении меÑта %s Ñохранённой игры: ЧиÑло меÑÑ‚ в Ñохранённой игре (%d) отличаетÑÑ Ð¾Ñ‚ определенных параметрами наÑтроек (%d) в ja2_options.ini", + // WANNE: Savegame slots validation against INI file + L"Ðаёмники (MAX_NUMBER_PLAYER_MERCS) / Машины (MAX_NUMBER_PLAYER_VEHICLES)", + L"Противник (MAX_NUMBER_ENEMIES_IN_TACTICAL)", + L"Твари (MAX_NUMBER_CREATURES_IN_TACTICAL)", + L"Ополчение (MAX_NUMBER_MILITIA_IN_TACTICAL)", + L"ГражданÑкие (MAX_NUMBER_CIVS_IN_TACTICAL)", + +}; + +// SANDRO - Taunts (here for now, xml for future, I hope) +// MINTY - Changed some of the following taunts to sound more natural +STR16 sEnemyTauntsFireGun[]= +{ + L"Отведай-ка гоÑтинца!", + L"ПоздоровайÑÑ Ñ Ð¼Ð¾Ð¸Ð¼ дружком!", + L"Иди и получи!", + L"Ты мой!", + L"Сдохни!", + L"ОбоÑралÑÑ, говнюк?", + L"Будет больно!", + L"Давай, ублюдок!", + L"Давай! Ðе веÑÑŒ же день Ñ‚ÑгатьÑÑ!", + L"Иди к папочке!", + L"Закопаю моментом!", + L"Домой поедешь в деревÑнном коÑтюме, неудачник!", + L"Эй, Ñыграем?", + L"Сидел бы дома, мудила!", + L"С-Ñука!", +}; + +STR16 sEnemyTauntsFireLauncher[]= +{ + + L"Будет, будет... Шашлык из Ñ‚ÐµÐ±Ñ Ð±ÑƒÐ´ÐµÑ‚!", + L"Держи подарочек!", + L"Бах!", + L"Улыбочку!", +}; + +STR16 sEnemyTauntsThrow[]= +{ + L"Лови!", + L"Держи!", + L"Бум-бах, ой-ой-ой! Умирает зайчик мой!", + L"Это тебе.", + L"Муа-ха-ха!", + L"Лови, ÑвинтуÑ!", + L"Обожаю Ñтот момент.", +}; + +STR16 sEnemyTauntsChargeKnife[]= +{ + L"Твой Ñкальп мой, лошара!", + L"Иди к папочке.", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð¿Ð¾Ñмотрим на твои кишочки!", + L"Порву, как Тузик грелку!", + L"МÑÑо!", +}; + +STR16 sEnemyTauntsRunAway[]= +{ + L"КажетÑÑ, мы в дерьме...", + L"Мне говорили вÑтупать в армию, а не в Ñто дерьмо!", + L"С Ð¼ÐµÐ½Ñ Ñ…Ð²Ð°Ñ‚Ð¸Ñ‚!", + L"О мой Бог!", + L"Ðам не доплачивают за Ñто дерьмо, валим отÑюда...", + L"Мамочка!", + L"Я вернуÑÑŒ! И Ð½Ð°Ñ Ð±ÑƒÐ´ÑƒÑ‚ тыÑÑчи!", + +}; + +STR16 sEnemyTauntsSeekNoise[]= +{ + L"Я Ñ‚ÐµÐ±Ñ Ñлышу!", + L"Кто здеÑÑŒ?", + L"Что Ñто было?", + L"Эй! Какого...", + +}; + +STR16 sEnemyTauntsAlert[]= +{ + L"Они здеÑÑŒ!", + L"Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ð½Ð°Ñ‡Ð½Ñ‘Ñ‚ÑÑ Ð²ÐµÑелье!", + L"Я надеÑлÑÑ, что Ñтого никогда не ÑлучитÑÑ...", + +}; + +STR16 sEnemyTauntsGotHit[]= +{ + L"Ð-а-г-Ñ€-Ñ€!", + L"Ð-а-а!", + L"Как же... больно!", + L"Твою мать!", + L"Ты пожалеешь... у-м-Ñ…Ñ…... об Ñтом.", + L"Что за!..", + L"Теперь ты менÑ... разозлил.", + +}; + +STR16 sEnemyTauntsNoticedMerc[]= +{ + L"Что за...!", + L"О боже!", + L"О черт!", + L"Противник!!!", + L"Тревога! Тревога!", + L"Вот он!", + L"Ðтаковать!", + +}; + +////////////////////////////////////////////////////// +// HEADROCK HAM 4: Begin new UDB texts and tooltips +////////////////////////////////////////////////////// +STR16 gzItemDescTabButtonText[] = +{ + L"ИнформациÑ", + L"Параметры", + L"Доп. инфо", +}; + +STR16 gzItemDescTabButtonShortText[] = +{ + L"Инфо.", + L"Пар.", + L"Доп.", +}; + +STR16 gzItemDescGenHeaders[] = +{ + L"ОÑновное", + L"Дополнительное", + L"Затраты ОД", + L"Стрельба очередью", +}; + +STR16 gzItemDescGenIndexes[] = +{ + L"Парам.", + L"0", + L"+/-", + L"=", +}; + +STR16 gzUDBButtonTooltipText[]= +{ + L"|И|н|Ñ„|о|Ñ€|м|а|ц|и|о|н|н|а|Ñ |ч|а|Ñ|Ñ‚|ÑŒ:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð¾Ð±Ñ‰Ð¸Ð¼ опиÑанием предмета.", + L"|П|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð¸Ð½Ð´Ð¸Ð²Ð¸Ð´ÑƒÐ°Ð»ÑŒÐ½Ñ‹Ð¼Ð¸ ÑвойÑтвами\nи параметрами предмета.\n \nÐ”Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ: нажмите еще раз,\nчтобы открыть вторую Ñтраницу.", + L"|Д|о|п|о|л|н|и|Ñ‚|е|л|ÑŒ|н|а|Ñ| |и|н|Ñ„|о|Ñ€|м|а|ц|и|Ñ:\n \nЗдеÑÑŒ вы Ñможете ознакомитьÑÑ\nÑ Ð±Ð¾Ð½ÑƒÑами, дающимиÑÑ Ð´Ð°Ð½Ð½Ñ‹Ð¼ предметом.", +}; + +STR16 gzUDBHeaderTooltipText[]= +{ + L"|О|Ñ|н|о|в|н|Ñ‹|е |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nСвойÑтва и данные Ñтого предмета\n(оружие, Ð±Ñ€Ð¾Ð½Ñ Ð¸ Ñ‚.д.).", + L"|Д|о|п|о|л|н|и|Ñ‚|е|л|ÑŒ|н|Ñ‹|е| |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹:\n \nДополнительные ÑвойÑтва и/или\nвозможные вторичные характериÑтики.", + L"|З|а|Ñ‚|Ñ€|а|Ñ‚|Ñ‹| |О|Д:\n \nКоличеÑтво очков дейÑтвиÑ, необходимых\nна Ñтрельбу и другие дейÑÑ‚Ð²Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼.", + L"|С|Ñ‚|Ñ€|е|л|ÑŒ|б|а| |о|ч|е|Ñ€|е|д|ÑŒ|ÑŽ| |- |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|Ñ‹|:\n \nПараметры данного оружиÑ,\nкаÑающиеÑÑ Ñтрельбы очередью.", +}; + +STR16 gzUDBGenIndexTooltipText[]= +{ + L"|С|и|м|в|о|л|ÑŒ|н|о|е| |о|б|о|з|н|а|ч|е|н|и|е| |п|а|Ñ€|а|м|е|Ñ‚|Ñ€|о|в\n \nÐаведите курÑор на Ñимвол,\nчтобы увидеть, что он значит.", + L"|С|Ñ‚|а|н|д|а|Ñ€|Ñ‚|н|о|е |з|н|а|ч|е|н|и|е\n \nСтандартное значение праметров предмета\n(без штрафов и бонуÑов навеÑки и боеприпаÑов).", + L"|Б|о|н|у|Ñ|Ñ‹| |н|а|в|е|Ñ|к|и\n \nБонуÑÑ‹ или штрафы, обуÑловленные\nнавеÑкой, боеприпаÑами или повреждениÑми вещи.", + L"|С|у|м|м|а|Ñ€|н|о|е| |з|н|а|ч|е|н|и|е\n \nСуммарное значение параметров предмета\nÑ ÑƒÑ‡ÐµÑ‚Ð¾Ð¼ вÑех бонуÑов/штрафов навеÑки и боеприпаÑов", +}; + +STR16 gzUDBAdvIndexTooltipText[]= +{ + L"Символьное обозначение параметров\n(наведите курÑор на Ñимвол,\nчтобы увидеть что он значит).", + L"БонуÑ/штраф в положении |Ñ|Ñ‚|о|Ñ.", + L"БонуÑ/штраф в положении |Ñ|и|д|Ñ.", + L"БонуÑ/штраф в положении |л|Ñ‘|ж|а.", + L"БонуÑ/штраф", +}; + +STR16 szUDBGenWeaponsStatsTooltipText[]= +{ + L"|Т|о|ч|н|о|Ñ|Ñ‚|ÑŒ", + L"|У|Ñ€|о|н", + L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ", + L"|С|л|о|ж|н|о|Ñ|Ñ‚|ÑŒ |о|б|Ñ€|а|щ|е|н|и|Ñ |Ñ |о|Ñ€|у|ж|и|е|м", + L"|Д|о|Ñ|Ñ‚|у|п|н|Ñ‹|е |у|Ñ€|о|в|н|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|К|Ñ€|а|Ñ‚|н|о|Ñ|Ñ‚|ÑŒ |у|в|е|л|и|ч|е|н|и|Ñ |п|Ñ€|и|ц|е|л|а", + L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |п|Ñ€|о|е|ц|и|Ñ€|о|в|а|н|и|Ñ", + L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", + L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ", + L"|Ð|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|ÑŒ", + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", + L"|М|и|н|. |Ñ€|а|Ñ|Ñ|Ñ‚|о|Ñ|н|и|е |д|л|Ñ |б|о|н|у|Ñ|а |п|Ñ€|и |п|Ñ€|и|ц|е|л|и|в|а|н|и|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|п|а|д|а|н|и|Ñ", + L"|О|Д |н|а |в|Ñ|к|и|д|Ñ‹|в|а|н|и|е", + L"|О|Д |н|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л", + L"|О|Д |н|а |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|у |о|ч|е|Ñ€|е|д|ÑŒ|ÑŽ", + L"|О|Д |н|а |а|в|Ñ‚|о|м|а|Ñ‚|и|ч|е|Ñ|к|у|ÑŽ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|у", + L"|О|Д |н|а |п|е|Ñ€|е|з|а|Ñ€|Ñ|д|к|у", + L"|О|Д |н|а |д|о|Ñ|Ñ‹|л|а|н|и|е |п|а|Ñ‚|Ñ€|о|н|а", + L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used + L"|П|о|л|н|а|Ñ |о|Ñ‚|д|а|ч|а", + L"|К|о|л|-|в|о |п|а|Ñ‚|Ñ€|о|н|о|в |н|а |к|а|ж|д|Ñ‹|е |5 |О|Д", +}; + +STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]= +{ + L"\n \nОпределÑет, наÑколько пули, выпущенные\nиз Ñтого оружиÑ, будут отклонÑтьÑÑ Ð¾Ñ‚\nточки прицеливаниÑ.\n \nДиапазон: 0-100.\nБольше - лучше.", + L"\n \nОпределÑет Ñредний урон от\nпуль, выпущенных из Ñтого оружиÑ,\nне учитывающий броню или ее пробитие.\n \nБольше - лучше.", + L"\n \nМакÑимальное раÑÑтоÑние (в тайлах),\nна которое пролетит Ð¿ÑƒÐ»Ñ Ð¸Ð· Ñтого оружиÑ,\nпрежде чем начнет падать на землю.\n \nБольше - лучше.", + L"\n \nОпределÑет ÑложноÑть обращениÑ\nÑ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼ и Ñтрельбы из него.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ ÑложноÑть приводит к меньшему\nшанÑу попаÑть в цель при прицельной\nи оÑобенно при неприцельной Ñтрельбе.\n \nМеньше - лучше.", + L"\n \nЭто чиÑло доÑтупных уровней прицеливаниÑ.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", + L"\n \nПри значении больше 1.0 будет уменьшать кол-во\nошибок Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° раÑÑтоÑнии.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nЗначение 1.0 означает, что оптичеÑкий прицел не уÑтановлен.", + L"\n \nУменьшает кол-во ошибок Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð½Ð° раÑÑтоÑнии.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто ÑвойÑтво активно, то оружие\nне производит вÑпышку при выÑтреле.\n \nВраги не Ñмогут обнаружить ваÑ\nтолько по вÑпышке выÑтрела, но по-прежнему будут\nÑлышать ваÑ.", + L"\n \nЭто раÑÑтоÑние в тайлах, на которое раÑпроÑтранÑетÑÑ\nзвук Ñтрельбы. Ð’ пределах Ñтого раÑÑтоÑниÑ\nвраги Ñмогут уÑлышать звук вашего выÑтрела.\n \nМеньше - лучше.", + L"\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ ÑƒÑ…ÑƒÐ´ÑˆÐ°ÐµÑ‚ÑÑ Ð¿Ñ€Ð¸ иÑпользовании.\n \nБольше - лучше.", + L"\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить его Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", + L"\n \nМинимальное раÑÑтоÑние, на котором прицел\nдает Ð±Ð¾Ð½ÑƒÑ Ðº точноÑти прицеливаниÑ.", + L"\n \nМодификатор попаданиÑ, дающийÑÑ Ð»Ð°Ð·ÐµÑ€Ð½Ñ‹Ð¼ целеуказателем.", + L"\n \nЧиÑло ОД, необходимое Ð´Ð»Ñ Ð²Ð·ÑÑ‚Ð¸Ñ Ñтого\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку. ПоÑле взÑÑ‚Ð¸Ñ Ð½Ð°\nизготовку более не требуетÑÑ Ñ‚Ñ€Ð°Ñ‚Ð¸Ñ‚ÑŒ\nÑти ОД Ð´Ð»Ñ Ð²Ñех поÑледующих\nвыÑтрелов. Оружие автоматичеÑки ÑнимаетÑÑ\nÑ Ð¸Ð·Ð³Ð¾Ñ‚Ð¾Ð²ÐºÐ¸, еÑли его владелец выполнÑет\nлюбое другое дейÑтвие, отличное от Ñтрельбы\nили поворота.\n \nМеньше - лучше.", + L"\n \nЧиÑло ОД, необходимое Ð´Ð»Ñ Ð¾ÑущеÑтвлениÑ\nодиночной атаки Ñтим оружием. ДлÑ\nÑтрелкового Ð¾Ñ€ÑƒÐ¶Ð¸Ñ - ÑтоимоÑть одиночного\nвыÑтрела без дополнительного\nприцеливаниÑ.\n \nЕÑли Ñта иконка Ñерого цвета, то одиночные\nатаки недоÑтупны Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", + L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ñтрельбы\nочередью.\n \nЧиÑло пуль в каждой очереди определÑетÑÑ\nÑамим оружием и указано на Ñтой иконке.\n \nЕÑли Ñта иконка Ñерого цвета, то Ñтрельба\nочередью недоÑтупна Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", + L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð°Ð²Ñ‚Ð¾Ð¼Ð°Ñ‚Ð¸Ñ‡ÐµÑкой\nÑтрельбы Ñ‚Ñ€ÐµÐ¼Ñ Ð¿ÑƒÐ»Ñми.\n \nЕÑли вы хотите выÑтрелить большим\nчиÑлом пуль, то вам необходимо затратить\nбольшее чиÑло ОД.\n \nЕÑли Ñта иконка Ñерого цвета, то автоматичеÑкаÑ\nÑтрельба недоÑтупна Ð´Ð»Ñ Ñтого оружиÑ.\n \nМеньше - лучше.", + L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки\nÑтого оружиÑ.\n \nМеньше - лучше.", + L"\n \nЧиÑло ОД, необходимых Ð´Ð»Ñ Ð´Ð¾ÑыланиÑ\nпатрона в патронник между выÑтрелами.\n \nМеньше - лучше.", + L"\n \nДиÑÑ‚Ð°Ð½Ñ†Ð¸Ñ Ð½Ð° которую может ÑмеÑтитьÑÑ Ð´ÑƒÐ»Ð¾\nв горизонтале между каждой пулей\n в очереди.\n \nПоложительное чиÑло указывает на Ñмещение вправо.\nОтрицательное чиÑло указывает на Ñмещение влево.\n \nЧем ближе к нулю, тем лучше.", // No longer used + L"\n \nРаÑÑтоÑние, на которое ÑдвинетÑÑ Ñтвол\nпри каждом выÑтреле в режиме очереди\nили автоматичеÑкой Ñтрельбы, еÑли не задейÑтвуетÑÑ\nÑиÑтема противодейÑтвиÑ.\n \nМеньше - лучше.", + L"\n \nУказывает, какое количеÑтво пуль будет\nдобавлено к очереди или залпу при автоматичеÑкой\nÑтрельбе за каждые 5 ОД.\n \nБольше - лучше.", + L"\n \nОпределÑет ÑложноÑть починки Ñтого оружиÑ,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", +}; + +STR16 szUDBGenArmorStatsTooltipText[]= +{ + L"|С|Ñ‚|е|п|е|н|ÑŒ |з|а|щ|и|Ñ‚|Ñ‹", + L"|П|о|к|Ñ€|Ñ‹|Ñ‚|и|е", + L"|С|к|о|Ñ€|о|Ñ|Ñ‚|ÑŒ |у|Ñ…|у|д|ш|е|н|и|Ñ", + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", +}; + +STR16 szUDBGenArmorStatsExplanationsTooltipText[]= +{ + L"\n \nЭто оÑновное качеÑтво брони, оно определÑет\nкакой урон будет заблокирован защитой.\n \nПомните, что бронебойные атаки и различные\nÑлучайные факторы могут повлиÑть на\nокончательное Ñнижение урона.\n \nБольше - лучше.", + L"\n \nОпределÑет, ÐºÐ°ÐºÐ°Ñ Ñ‡Ð°Ñть защищаемой\nчаÑти тела покрыта броней. ЕÑли покрытие\nменьше 100%, то у любой атаки еÑть определенный\nÑˆÐ°Ð½Ñ Ð½Ð° попадание в незащищенную чаÑть тела\nи нанеÑение ей макÑимального урона.\n \nБольше - лучше.", + L"\n \nОпределÑет, как быÑтро ÑоÑтоÑние Ñтой\nброни ухудшаетÑÑ Ð¿Ñ€Ð¸ попадании в\nнее в завиÑимоÑти от урона от атаки.\n \nМеньше - лучше.", + L"\n \nОпределÑет ÑложноÑть починки Ñтой брони,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только техники и некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", + L"\n \nОпределÑет ÑложноÑть починки Ñтой брони,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nЖелтый - только некоторые NPC\nмогут починить ее Ñвыше порога ремонта.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", +}; + +STR16 szUDBGenAmmoStatsTooltipText[]= +{ + L"|П|Ñ€|о|б|и|Ñ‚|и|е |б|Ñ€|о|н|и", + L"|У|Ñ€|о|н |п|о|Ñ|л|е |п|Ñ€|о|б|и|Ñ‚|и|Ñ", + L"|У|Ñ€|о|н |п|е|Ñ€|е|д |п|о|п|а|д|а|н|и|е|м", + L"|Ð’|л|и|Ñ|н|и|е |н|а |Ñ‚|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|у", + L"|У|Ñ€|о|н |о|Ñ‚ |Ñ|д|а", + L"|Ð’|л|и|Ñ|н|и|е |н|а |з|а|г|Ñ€|Ñ|з|н|е|н|и|е", +}; + +STR16 szUDBGenAmmoStatsExplanationsTooltipText[]= +{ + L"\n \nСпоÑобноÑть пули пробить броню\nцели. При значении меньше 1.0 Ð¿ÑƒÐ»Ñ Ñнижает\nÑтепень защиты брони, в которую она\nпопадет. При значении больше 1.0 пулÑ\nувеличивает Ñтепень защиты брони.\n \nМеньше - лучше.", + L"\n \nОпределÑет, как будет изменÑтьÑÑ ÑƒÑ€Ð¾Ð½\nот пули, пробившей броню.\n \nПри значении больше 1.0 урон увеличиваетÑÑ.\n \nПри значении меньше 1.0 урон уменьшаетÑÑ.\n \nБольше - лучше.", + L"\n \nМножитель, применÑющийÑÑ Ðº показателю\nурона непоÑредÑтвенно перед попаданием\nв цель.\n \nПри значении больше 1.0 урон увеличиваетÑÑ.\n \nПри значении меньше 1.0 урон уменьшаетÑÑ.\n \nБольше - лучше.", + L"\n \nДополнительное тепло, вырабатываемое Ñтими\nбоеприпаÑами.\n \nМеньше - лучше.", + L"\n \nОпределÑет, какой процент урона пули\nбудет Ñдовитым.", + L"\n \nДополнительное загрÑзнение, вырабатываемое\nÑтими боеприпаÑами.\n \nМеньше - лучше.", +}; + +STR16 szUDBGenExplosiveStatsTooltipText[]= +{ + L"|У|Ñ€|о|н", + L"|У|Ñ€|о|н |о|г|л|у|ш|е|н|и|Ñ", + L"|Ð’|з|в|Ñ€|Ñ‹|в |п|Ñ€|и |к|о|н|Ñ‚|а|к|Ñ‚|е", + L"|Р|а|д|и|у|Ñ |в|з|Ñ€|Ñ‹|в|а", + L"|Р|а|д|и|у|Ñ |о|г|л|у|ш|е|н|и|Ñ", + L"|Р|а|д|и|у|Ñ |ш|у|м|а", + L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|л|е|з|о|Ñ‚|о|ч|и|в|о|г|о |г|а|з|а", + L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |г|о|Ñ€|ч|и|ч|н|о|г|о |г|а|з|а", + L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|в|е|Ñ‚|а", + L"|Ð|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |д|Ñ‹|м|а", + L"|н|а|ч|а|л|ÑŒ|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |о|г|н|Ñ", + L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|л|е|з|о|Ñ‚|о|ч|и|в|о|г|о |г|а|з|а", + L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |г|о|Ñ€|ч|и|ч|н|о|г|о |г|а|з|а", + L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |Ñ|в|е|Ñ‚|а", + L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |д|Ñ‹|м|а", + L"|К|о|н|е|ч|н|Ñ‹|й |Ñ€|а|д|и|у|Ñ |о|г|н|Ñ", + L"|Д|л|и|Ñ‚|е|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |Ñ|Ñ„|Ñ„|е|к|Ñ‚|а", + // HEADROCK HAM 5: Fragmentation + L"|Ч|и|Ñ|л|о |о|Ñ|к|о|л|к|о|в", + L"|У|Ñ€|о|н |о|Ñ‚ |о|Ñ|к|о|л|к|о|в", + L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |Ñ€|а|з|л|Ñ‘|Ñ‚|а |о|Ñ|к|о|л|к|о|в", + // HEADROCK HAM 5: End Fragmentations + L"|Г|Ñ€|о|м|к|о|Ñ|Ñ‚|ÑŒ", + L"|Ð|е|Ñ|Ñ‚|а|б|и|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ", + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", +}; + +STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= +{ + L"\n \nУрон, наноÑимый взрывом.\n \nОбратите внимание, что Ð±Ñ€Ð¸Ð·Ð°Ð½Ñ‚Ð½Ð°Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nнаноÑит Ñтот урон только один раз (при взрыве),\nа взрывчатка Ñ Ð´Ð»Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ Ñффектом наноÑит\nурон каждый ход, до тех пор, пока Ñффект\nне закончитÑÑ.\n \nБольше - лучше.", + L"\n \nОглушающий урон, наноÑимый взрывом.\n \nОбратите внимание, что Ð±Ñ€Ð¸Ð·Ð°Ð½Ñ‚Ð½Ð°Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nнаноÑит Ñтот урон только один раз (при взрыве),\nа взрывчатка Ñ Ð´Ð»Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ñ‹Ð¼ Ñффектом наноÑит\nурон каждый ход, до тех пор, пока Ñффект\nне закончитÑÑ.\n \nБольше - лучше.", + L"\n \nЭта взрывчатка не будет отÑкакивать от\nпрепÑÑ‚Ñтвий, а взорветÑÑ Ð¿Ñ€Ð¸ контакте Ñ Ð½Ð¸Ð¼Ð¸.", + L"\n \nÐ Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð½Ð¾Ð¹ волны.\n \nЦели будут получать тем меньший урон,\nчем дальше они от Ñпицентра взрыва.\n \nБольше - лучше.", + L"\n \nÐ Ð°Ð´Ð¸ÑƒÑ Ð¾Ð³Ð»ÑƒÑˆÐ°ÑŽÑ‰ÐµÐ¹ волны.\n \nЦели будут получать тем меньший урон,\nчем дальше они от Ñпицентра взрыва.\n \nБольше - лучше.", + L"\n \nРаÑÑтоÑние, которое преодолеет шум от\nÑтой ловушки. Солдаты в пределах Ñтого раÑÑтоÑниÑ\nÑмогут уÑлышать шум и поднÑть тревогу.\n \nБольше - лучше.", + L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñлезоточивого газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð³Ð¾Ñ€Ñ‡Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°Ñти Ñвета.\n \nТайлы ближе к центру будут очень\nÑркими, а тайлы ближе к краю - лишь Ñлегка\nÑрче обычного.\n \nЭффект Ñо временем туÑкнеет.\n \nБольше - лучше.", + L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°ÐºÐ° дыма.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход (при наличии),\nеÑли только на них не будет противогаза.\n Любого, кто окажетÑÑ Ð² Ñтом облаке, будет\nчрезвычайно трудно заметить, и Ñам он\nтакже ограничит Ñвое поле зрениÑ.\n \nБольше - лучше.", + L"\n \nÐачальный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¿Ð¾Ð¶Ð°Ñ€Ð°.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ñлезоточивого газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð³Ð¾Ñ€Ñ‡Ð¸Ñ‡Ð½Ð¾Ð³Ð¾ газа.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑли только на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°Ñти Ñвета.\n \nТайлы ближе к центру будут очень\nÑркими, а тайлы ближе к краю - лишь Ñлегка\nÑрче обычного.\n \nЭффект Ñо временем туÑкнеет.\n \nБольше - лучше.", + L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¾Ð±Ð»Ð°ÐºÐ° дыма.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход (при наличии),\nеÑли только на них не будет противогаза.\n Любого, кто окажетÑÑ Ð² Ñтом облаке, будет\nчрезвычайно трудно заметить, и Ñам он\nтакже ограничит Ñвое поле зрениÑ.\n \nБольше - лучше.", + L"\n \nКонечный Ñ€Ð°Ð´Ð¸ÑƒÑ Ð¿Ð¾Ð¶Ð°Ñ€Ð°.\n \nВраги, попавшие в Ñтот радиуÑ, будут получать\nурон и оглушающий урон каждый ход,\nеÑлитолько на них не будет противогаза.\n \nБольше - лучше.", + L"\n \nДлительноÑть Ñффекта.\n \nКаждый ход Ñ€Ð°Ð´Ð¸ÑƒÑ Ñффекта увеличиваетÑÑ\nна один тайл в каждом направлении, пока не\nдоÑтигнет конечного радиуÑа. По окончании\nвремени дейÑÑ‚Ð²Ð¸Ñ Ñффект полноÑтью\nиÑчезает.\n \nБольше - лучше.", + // HEADROCK HAM 5: Fragmentation + L"\n \nЧиÑло оÑколков при взрыве.\n \nОÑколки дейÑтвуют по принципу пуль, и они могут\nпопаÑть в любого, кто Ñтоит доÑтаточно близко\nк взрыву.\n \nБольше - лучше.", + L"\n \nПотенциальный урон от каждого оÑколка,\nобразовавшегоÑÑ Ð¿Ñ€Ð¸ взрыве.\n \nБольше - лучше.", + L"\n \nСреднее раÑÑтоÑние, на которое полетÑÑ‚ оÑколки\nот взрыва. Ðекоторые могут пролететь\nгораздо дальше, а некоторые - ближе Ñреднего.\n \nБольше - лучше.", + // HEADROCK HAM 5: End Fragmentations + L"\n \nРаÑÑтоÑние в тайлах, в пределах которого\nÑолдаты и наёмники уÑлышат звук взрыва.\n \nВраги, уÑлышавшие его, поймут, что вы в\nÑекторе.\n \nМеньше - лучше.", + L"\n \nЭто значение определÑет вероÑтноÑть в\nпроцентах, что Ñта взрывчатка Ñпонтанно взорветÑÑ\nпри ее повреждении (например, при близком взрыве).\n \nÐошение Ñ Ñобой в бою неÑтабильной\nвзрывчатки крайне опаÑно и не\nрекомендуетÑÑ.\n \nДиапазон: 0-100.\nМеньше - лучше. ", + L"\n \nОпределÑет ÑложноÑть починки взрывчатки,\nа также то, кто Ñможет полноÑтью починить ее.\nЗеленый - может починить кто угодно.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", +}; + +STR16 szUDBGenCommonStatsTooltipText[]= +{ + L"|Л|Ñ‘|г|к|о|Ñ|Ñ‚|ÑŒ |п|о|ч|и|н|к|и", + L"|Д|о|Ñ|Ñ‚|у|п|н|Ñ‹|й |о|б|ÑŠ|Ñ‘|м", + L"|О|б|ÑŠ|Ñ‘|м", +}; + +STR16 szUDBGenCommonStatsExplanationsTooltipText[]= +{ + L"\n \nОпределÑет ÑложноÑть починки Ñтого предмета,\nа также то, кто Ñможет полноÑтью починить его.\nЗеленый - может починить кто угодно.\n \nКраÑный - Ñту вещь починить невозможно.\n \nБольше - лучше.", + L"\n \nОпределÑет Ñколько доÑтупно меÑта в Ñтом держателе типа MOLLE.\n \nБольше - лучше.", + L"\n \nОпределÑет как много меÑта займёт Ñтот MOLLE карман.\n \nМеньше - лучше.", +}; + +STR16 szUDBGenSecondaryStatsTooltipText[]= +{ + L"|Т|Ñ€|а|Ñ|Ñ|и|Ñ€|у|ÑŽ|щ|и|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", + L"|П|Ñ€|о|Ñ‚|и|в|о|Ñ‚|а|н|к|о|в|Ñ‹|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", + L"|И|г|н|о|Ñ€|и|Ñ€|у|е|Ñ‚ |б|Ñ€|о|н|ÑŽ", + L"|К|и|Ñ|л|о|Ñ‚|н|Ñ‹|е |п|а|Ñ‚|Ñ€|о|н|Ñ‹", + L"|Р|а|з|Ñ€|у|ш|а|ÑŽ|щ|и|е |з|а|м|к|и |п|а|Ñ‚|Ñ€|о|н|Ñ‹", + L"|У|Ñ|Ñ‚|о|й|ч|и|в|Ñ‹|й |к|о |в|з|Ñ€|Ñ‹|в|а|м", + L"|Ð’|о|д|о|н|е|п|Ñ€|о|н|и|ц|а|е|м|Ñ‹|й", + L"|Э|л|е|к|Ñ‚|Ñ€|о|н|и|к|а", + L"|П|Ñ€|о|Ñ‚|и|в|о|г|а|з", + L"|Ð|у|ж|д|а|е|Ñ‚|Ñ|Ñ |в |б|а|Ñ‚|а|Ñ€|е|й|к|а|Ñ…", + L"|М|о|ж|е|Ñ‚ |в|з|л|а|м|Ñ‹|в|а|Ñ‚|ÑŒ |з|а|м|к|и", + L"|М|о|ж|е|Ñ‚ |Ñ€|е|з|а|Ñ‚|ÑŒ |п|Ñ€|о|в|о|л|о|к|у", + L"|М|о|ж|е|Ñ‚ |Ñ€|а|з|Ñ€|у|ш|а|Ñ‚|ÑŒ |з|а|м|к|и", + L"|М|е|Ñ‚|а|л|л|о|и|Ñ|к|а|Ñ‚|е|л|ÑŒ", + L"|П|у|л|ÑŒ|Ñ‚ |д|и|Ñ|Ñ‚|а|н|ц|и|о|н|н|о|г|о |у|п|Ñ€|а|в|л|е|н|и|Ñ", + L"|Д|и|Ñ|Ñ‚|а|н|ц|и|о|н|н|Ñ‹|й |д|е|Ñ‚|о|н|а|Ñ‚|о|Ñ€", + L"|Д|е|Ñ‚|о|н|а|Ñ‚|о|Ñ€ |Ñ |Ñ‚|а|й|м|е|Ñ€|о|м", + L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |Ñ‚|о|п|л|и|в|о", + L"|Ð|а|б|о|Ñ€ |и|н|Ñ|Ñ‚|Ñ€|у|м|е|н|Ñ‚|о|в", + L"|Т|е|п|л|о|в|а|Ñ |о|п|Ñ‚|и|к|а", + L"|Р|е|н|Ñ‚|г|е|н|-|п|Ñ€|и|б|о|Ñ€", + L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |п|и|Ñ‚|ÑŒ|е|в|у|ÑŽ |в|о|д|у", + L"|С|о|д|е|Ñ€|ж|и|Ñ‚ |а|л|к|о|г|о|л|ÑŒ", + L"|Ð|п|Ñ‚|е|ч|к|а |п|е|Ñ€|в|о|й |п|о|м|о|щ|и", + L"|М|е|д|и|ц|и|н|Ñ|к|и|й |н|а|б|о|Ñ€", + L"|Б|о|м|б|а |д|л|Ñ |з|а|м|к|о|в", + L"|Ð|а|п|и|Ñ‚|о|к", + L"|П|и|щ|а", + L"|П|а|Ñ‚|Ñ€|о|н|н|а|Ñ |л|е|н|Ñ‚|а", + L"|Ж|и|л|е|Ñ‚ |д|л|Ñ |п|а|Ñ‚|Ñ€|о|н|о|в", + L"|Ð|а|б|о|Ñ€ |д|л|Ñ |Ñ€|а|з|м|и|н|и|Ñ€|о|в|а|н|и|Ñ", + L"|С|к|Ñ€|Ñ‹|Ñ‚|Ñ‹|й |п|Ñ€|е|д|м|е|Ñ‚", + L"|Ð|е|в|о|з|м|о|ж|н|о |п|о|в|Ñ€|е|д|и|Ñ‚|ÑŒ", + L"|С|д|е|л|а|н|о |и|з |м|е|Ñ‚|а|л|л|а", + L"|Т|о|н|е|Ñ‚", + L"|Д|в|у|Ñ€|у|ч|н|о|е", + L"|Б|л|о|к|и|Ñ€|у|е|Ñ‚ |о|Ñ‚|к|Ñ€|Ñ‹|Ñ‚|Ñ‹|й |п|Ñ€|и|ц|е|л", + L"|С|н|а|Ñ€|Ñ|д |п|Ñ€|о|Ñ‚|и|в |б|Ñ€|о|н|и", + L"|З|а|щ|и|Ñ‚|а |д|л|Ñ |л|и|ц|а", + L"|И|н|Ñ„|е|к|ц|и|о|н|н|а|Ñ |з|а|щ|и|Ñ‚|а", // 39 + L"|S|h|i|e|l|d", // TODO.Translate + L"|C|a|m|e|r|a", // TODO.Translate + L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r", + L"|E|m|p|t|y |B|l|o|o|d |B|a|g", // TODO.Translate + L"|B|l|o|o|d |B|a|g", // 44 + L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", + L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", + L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate + L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate + L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o", + L"|B|e|l|t| |F|e|d", +}; + +STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= +{ + L"\n \nЭти боеприпаÑÑ‹ Ñоздают траÑÑирующий\nÑффект при Ñтрельбе очередью или в режиме\nавтоматичеÑкой Ñтрельбы.\n \nТраÑÑеры помогают точнее ÑтрелÑть.\n \nТакже траÑÑеры Ñоздают облаÑти Ñвета,\nкоторые оÑвещают цель в темноте. Ðо они\nтакже выдают врагу положение Ñтрелка.\n \nТраÑÑирующие патроны автоматичеÑки отменÑÑŽÑ‚\nдейÑтвие любых навеÑок по гашению вÑпышки\nвыÑтрела, уÑтановленных на том же оружии.", + L"\n \nЭти боеприпаÑÑ‹ могут повредить танковую\nброню. Патроны БЕЗ Ñтого ÑвойÑтва не\nнанеÑут никакого урона никакому танку.\n \nДаже Ñ Ñтим ÑвойÑтвом большинÑтво видов\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ нанеÑут большого урона, так что\nне ожидайте чего-то оÑобенного.", + L"\n \nЭти боеприпаÑÑ‹ полноÑтью игнорируют\nброню.\n \nПри Ñтрельбе по бронированной цели патроны\nбудут веÑти ÑÐµÐ±Ñ Ñ‚Ð°Ðº, как будто цель\nабÑолютно не защищена, и нанеÑут макÑимально большой\nурон цели.", + L"\n \nПри попадании Ñтих боеприпаÑов в броню\nпоÑледнÑÑ Ð¾Ñ‡ÐµÐ½ÑŒ быÑтро будет разрушатьÑÑ.\n \nПотенциально Ñ Ð¸Ñ… помощью можно полноÑтью\nлишить цель брони.", + L"\n \nЭти боеприпаÑÑ‹ отлично работают\nпри разрушении замков.\n \nСтрельба ими по запертым дверÑм или контейнерам\nнанеÑет огромный урон замку.", + L"\n \nЭта Ð±Ñ€Ð¾Ð½Ñ Ð² три раза более уÑтойчива\nко взрывам.\n \nКогда взрыв попадет в броню, Ñтепень защиты\nпоÑледней будет ÑчитатьÑÑ ÑƒÑ‚Ñ€Ð¾ÐµÐ½Ð½Ð¾Ð¹\nпо Ñравнению Ñо Ñтандартным значением.", + L"\n \nЭта вещь водонепронимаема. Она не\nполучает повреждений при погружении под воду.\n \nСоÑтоÑние вещей БЕЗ Ñтого ÑвойÑтва поÑтепенно\nухудшаетÑÑ, еÑли их владелец плывет.", + L"\n \nСложнотехничеÑÐºÐ°Ñ Ð²ÐµÑ‰ÑŒ Ñ Ñлектроникой.\n \nТакие вещи Ñложнее чинить, по крайней\nмере без навыков Ñлектронщика.", + L"\n \nКогда Ñта вещь находитÑÑ Ð½Ð° лице\nперÑонажа, она защищает его ото вÑех\nвидов Ñдовитых газов.\n \nУчтите, что некоторые газы имеют коррозийный\nÑффект, так что будут разъедать и маÑку.", + L"\n \nЭтому предмету требуютÑÑ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐ¹ÐºÐ¸.\nБез них вы не Ñможете включить данный предмет.\n \nÐ’ÑтавлÑÑŽÑ‚ÑÑ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐ¹ÐºÐ¸ так же, как прицел\nприкреплÑетÑÑ Ðº оружию.", + L"\n \nЭтот предмет можно иÑпользовать\nÐ´Ð»Ñ Ð²ÑÐºÑ€Ñ‹Ñ‚Ð¸Ñ Ð·Ð°Ð¿ÐµÑ€Ñ‚Ñ‹Ñ… дверей и контейнеров.\n \nВзлом не производит шума, но требует\nзначительных навыков механика, без которых\nвозможно вÑкрыть лишь Ñамые проÑтые\nзамки. Эта вещь улучшает шанÑ\nвзлома на ", //JMich_SkillsModifiers: needs to be followed by a number + L"\n \nПри помощи Ñтой вещи можно делать\nпроходы в проволочных заграждениÑÑ….\n \nЭто может дать быÑтрый доÑтуп к\nфлангам или тылу врага.", + L"\n \nЭтой вещью можно разбивать запертые\nдвери или контейнеры. Разбивание требует\nнедюжинной Ñилы, производит много шума и быÑтро\nтратит Ñнергию перÑонажа. Однако Ñто отличный\nÑпоÑоб вÑкрыть замок без подходÑщих\nнавыков или отмычек. Эта вещь улучшает\nÑˆÐ°Ð½Ñ Ð²Ð·Ð»Ð¾Ð¼Ð° на ", //JMich_SkillsModifiers: needs to be followed by a number + L"\n \nЭтот предмет иÑпользуетÑÑ Ð´Ð»Ñ Ð½Ð°Ñ…Ð¾Ð¶Ð´ÐµÐ½Ð¸Ñ\nобъектов под землей.\n \nОÑновное назначение - поиÑк уÑтановленных мин.", + L"\n \nС помощью Ñтого предмета можно\nвзрывать бомбы, на которых уÑтановлен\nдиÑтанционный детонатор.\n \nСначала уÑтановите бомбу, затем\nвоÑпользуйтеÑÑŒ диÑтанционным детонатором длÑ\nвзрыва в нужное вам времÑ.", + L"\n \nЕÑли Ñтот детонатор приÑоединить\nк взрывчатке, то его можно будет взорвать\nпри помощи пульта диÑтанционного\nуправлениÑ.\n \nВзрывчатка Ñ Ñ‚Ð°ÐºÐ¸Ð¼ детонатором полезна в качеÑтве\nловушки, потому как взрываетÑÑ Ñ‚Ð¾Ð»ÑŒÐºÐ¾ по\nвашему приказу.", + L"\n \nПоÑле приÑÐ¾ÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ Ñтого детонатора к\nвзрывчатке и взвода его начинетÑÑ Ð¾Ð±Ñ€Ð°Ñ‚Ð½Ñ‹Ð¹\nотÑчет. По доÑтижении Ð½ÑƒÐ»Ñ Ð²Ð·Ñ€Ñ‹Ð²Ñ‡Ð°Ñ‚ÐºÐ°\nвзрываетÑÑ.", + L"\n \nЭтот предмет Ñодержит в Ñебе\nбензин.\n \nОн может пригодитьÑÑ, еÑли вам необходимо\nбудет заправить машину.", + L"\n \nЭтот предмет Ñодержит в Ñебе\nразличные инÑтрументы, при помощи которых\nможно чинить другие вещи.\n \nТакой набор необходим, еÑли вы\nхотите дать задание наёмникам чинить\nвещи. Эта вещь изменÑет ÑффективноÑть\nремонта на ", //JMich_SkillsModifiers: need to be followed by a number + L"\n \nЕÑли надеть Ñтот предмет, то Ñ ÐµÐ³Ð¾\nпомощью вы Ñможете увидеть врагов\nчерез Ñтены Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð²Ñ‹Ð´ÐµÐ»Ñемому\nими теплу.", + L"\n \nЭто уÑтройÑтво можно иÑпользовать\nÐ´Ð»Ñ Ð½Ð°Ñ…Ð¾Ð¶Ð´ÐµÐ½Ð¸Ñ Ð²Ñ€Ð°Ð³Ð¾Ð² при помощи\nрентгеновÑких лучей.\n \nОно покажет меÑтонахождение вÑех\nврагов в определенном радиуÑе на короткое\nвремÑ.\n \nДержите подальше от репродуктивных органов!", + L"\n \nÐ’ Ñтом предмете находитÑÑ ÑвежаÑ\nÐ¿Ð¸Ñ‚ÑŒÐµÐ²Ð°Ñ Ð²Ð¾Ð´Ð°.\n \nИÑпользуйте, когда поÑвитÑÑ Ð¶Ð°Ð¶Ð´Ð°.", + L"\n \nÐ’ Ñтом предмете находитÑÑ Ð¾Ð³Ð½ÐµÐ½Ð½Ð°Ñ Ð²Ð¾Ð´Ð°,\nалкоголь, бухло - называйте как хотите.\n \nПрименÑть Ñ Ð¾ÑторожноÑтью. Ðе пейте за рулем.\n \nМожет вызвать цирроз печени.", + L"\n \nЭто базовый набор Ð´Ð»Ñ Ð¾ÐºÐ°Ð·Ð°Ð½Ð¸Ñ\nпервой медицинÑкой помощи.\n \nИÑпользуйте, чтобы перевÑзать ваших бойцов\nи не дать им иÑтечь кровью.\n \nÐ”Ð»Ñ Ð½Ð°ÑтоÑщего Ð»ÐµÑ‡ÐµÐ½Ð¸Ñ Ð¸Ñпользуйте\nмедицинÑкий набор и/или продолжительный\nотдых.", + L"\n \nЭто наÑтоÑщий медицинÑкий набор,\nкоторый можно иÑпользовать Ð´Ð»Ñ Ð¿Ñ€Ð¾Ð²ÐµÐ´ÐµÐ½Ð¸Ñ\nхирургичеÑких операций.\n \nТакой набор необходим, еÑли вы\nхотите дать задание наёмникам заниматьÑÑ\nлечением.", + L"\n \nС помощью Ñтой вещи можно\nвзрывать запертые двери и контейнеры.\n \nÐ”Ð»Ñ Ð¿Ñ€Ð°Ð²Ð¸Ð»ÑŒÐ½Ð¾Ð³Ð¾ иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñ‚Ñ€ÐµÐ±ÑƒÐµÑ‚ÑÑ\nнавык Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñо взрывчаткой.\n \nВзрыв очень громкий, и он опаÑен\nÐ´Ð»Ñ Ð±Ð¾Ð»ÑŒÑˆÐ¸Ð½Ñтва перÑонажей.", + L"\n \nЭтот предмет утолит вашу жажду,\nеÑли вы выпьете его.", + L"\n \nЭтот предмет утолит ваш голод\n,еÑли вы Ñъедите его.", + L"\n \nÐ’Ñ‹ Ñможете питать патронами\nчей-нибудь пулемёт, еÑли будете держать\nÑту ленту в руках.", + L"\n \nÐ’ Ñтом жилете можно хранить\nпатронные ленты Ð´Ð»Ñ Ð±Ð¾ÐµÐ¿Ð¸Ñ‚Ð°Ð½Ð¸Ñ Ð²Ð°ÑˆÐµÐ³Ð¾\nпулемёта.", + L"\n \nЭтот предмет улучшает шанÑ\nÐ¾Ð±ÐµÐ·Ð²Ñ€ÐµÐ¶Ð¸Ð²Ð°Ð½Ð¸Ñ Ð»Ð¾Ð²ÑƒÑˆÐºÐ¸ на ", + L"\n \nЭтот предмет и вÑе, что к нему\nприÑоединено или находитÑÑ Ð²Ð½ÑƒÑ‚Ñ€Ð¸\nнего, Ñкрыто от поÑторонних глаз.", + L"\n \nЭтот предмет Ð½ÐµÐ»ÑŒÐ·Ñ Ð¿Ð¾Ð²Ñ€ÐµÐ´Ð¸Ñ‚ÑŒ.", + L"\n \nЭтот предмет Ñделан из металла.\nОн получает меньше урона, чем\nдругие вещи.", + L"\n \nЭтот предмет тонет в воде.", + L"\n \nÐ”Ð»Ñ Ð¸ÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñтого предмета\nтребуютÑÑ Ð¾Ð±Ðµ руки.", + L"\n \nЭтот предмет блокирует открытые\nприцельные приÑпоÑÐ¾Ð±Ð»ÐµÐ½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ, так что вы не\nÑможете воÑпользоватьÑÑ Ð¸Ð¼Ð¸.", + L"\n \nЭтот Ð±Ð¾ÐµÐ¿Ñ€Ð¸Ð¿Ð°Ñ Ð¼Ð¾Ð¶ÐµÑ‚ уничтожать тонкие Ñтены\nи некоторые другие объекты.", + L"\n \nЕÑли одето на лицо, понижает шанÑ\nÐ·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¾Ñ‚ других людей.", + L"\n \nЕÑли хранить в Ñвоём кармане,\nпонижаетÑÑ ÑˆÐ°Ð½Ñ Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ\n от других людей.", + L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate + L"\n \nYou can take photos with this.", // TODO.Translate + L"\n \nThis item makes you more effective at burying corpses.", + L"\n \nA paramedic can extract blood\nfrom a donor with this.", // TODO.Translate + L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.", // 44 + L"\n \nThis armor lowers fire damage by %i%%.", + L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", + L"\n \nThis item improves your hacking skills by %i%%.", + L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate + L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate + L"\n \nThis ammo can cause fire.", + L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.", +}; + +STR16 szUDBAdvStatsTooltipText[]= +{ + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ‚|о|ч|н|о|Ñ|Ñ‚|и", + L"|Ф|и|к|Ñ|и|Ñ€|о|в|а|н|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", + L"|П|Ñ€|о|ц|е|н|Ñ‚|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", + L"|Ф|и|к|Ñ|и|Ñ€|о|в|а|н|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|П|Ñ€|о|ц|е|н|Ñ‚|н|Ñ‹|й |м|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|о|Ñ|Ñ‚|у|п|н|Ñ‹|Ñ… |у|Ñ€|о|в|н|е|й |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|б|Ñ€|а|щ|е|н|и|Ñ |Ñ |о|Ñ€|у|ж|и|е|м ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|а|д|е|н|и|Ñ |п|у|л|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ‚|Ñ|л|е|ж|и|в|а|н|и|Ñ |ц|е|л|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |у|Ñ€|о|н|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|у|к|о|п|а|ш|н|о|г|о |у|Ñ€|о|н|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|и", + L"|К|Ñ€|а|Ñ‚|н|о|Ñ|Ñ‚|ÑŒ |у|в|е|л|и|ч|е|н|и|Ñ |п|Ñ€|и|ц|е|л|а", + L"|Д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |п|Ñ€|о|е|ц|и|Ñ€|о|в|а|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |б|о|к|о|в|о|й |о|Ñ‚|д|а|ч|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|е|Ñ€|Ñ‚|и|к|а|л|ÑŒ|н|о|й |о|Ñ‚|д|а|ч|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |м|а|к|Ñ|и|м|а|л|ÑŒ|н|о|г|о |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ Ñ‚|о|ч|н|о|Ñ|Ñ‚|и |п|Ñ€|и |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |ч|а|Ñ|Ñ‚|о|Ñ‚|Ñ‹ |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|Ñ|е|Ñ… |О|Д", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |н|а |в|Ñ|к|и|д|Ñ‹|в|а|н|и|е", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |о|д|н|о|й |а|Ñ‚|а|к|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |о|ч|е|Ñ€|е|д|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |а|в|Ñ‚|о|м|а|Ñ‚|и|ч|е|Ñ|к|о|й |Ñ|Ñ‚|Ñ€|е|л|ÑŒ|б|Ñ‹", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |О|Д |п|е|Ñ€|е|з|а|Ñ€|Ñ|д|к|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |м|а|г|а|з|и|н|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |о|ч|е|Ñ€|е|д|и", + L"|С|к|Ñ€|Ñ‹|Ñ‚|а|Ñ |в|Ñ|п|Ñ‹|ш|к|а |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |г|Ñ€|о|м|к|о|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ€|а|з|м|е|Ñ€|а |п|Ñ€|е|д|м|е|Ñ‚|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |н|а|д|Ñ‘|ж|н|о|Ñ|Ñ‚|и", + L"|Л|е|Ñ|н|о|й |к|а|м|у|Ñ„|л|Ñ|ж", + L"|Г|о|Ñ€|о|д|Ñ|к|о|й |к|а|м|у|Ñ„|л|Ñ|ж", + L"|П|у|Ñ|Ñ‚|Ñ‹|н|н|Ñ‹|й |к|а|м|у|Ñ„|л|Ñ|ж", + L"|З|и|м|н|и|й |к|а|м|у|Ñ„|л|Ñ|ж", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|к|Ñ€|Ñ‹|Ñ‚|н|о|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|л|Ñ‹|ш|и|м|о|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|б|Ñ‹|ч|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |н|о|ч|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |д|н|е|в|н|о|й |в|и|д|и|м|o|Ñ|Ñ‚|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |в|и|д|и|м|о|Ñ|Ñ‚|и |п|Ñ€|и |Ñ|Ñ€|к|о|м |Ñ|в|е|Ñ‚|е", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|е|щ|е|Ñ€|н|о|й |в|и|д|и|м|о|Ñ|Ñ‚|и", + L"|Т|у|н|н|е|л|ÑŒ|н|о|е |з|Ñ€|е|н|и|е", + L"|М|а|к|Ñ|и|м|а|л|ÑŒ|н|о|е |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|е", + L"|Ч|а|Ñ|Ñ‚|о|Ñ‚|а |п|Ñ€|о|Ñ‚|и|в|о|д|е|й|Ñ|Ñ‚|в|и|Ñ", + L"|Б|о|н|у|Ñ| |п|о|п|а|д|а|н|и|Ñ", + L"|Б|о|ну|Ñ |п|Ñ€|и|ц|е|л|и|в|а|н|и|Ñ", + L"|Т|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|а |о|д|н|о|г|о |в|Ñ‹|Ñ|Ñ‚|Ñ€|е|л|а", + L"|С|к|о|Ñ€|о|Ñ|Ñ‚|ÑŒ |о|Ñ|Ñ‚|Ñ‹|в|а|н|и|Ñ", + L"|П|о|Ñ€|о|г |о|Ñ|е|ч|к|и", + L"|П|о|Ñ€|о|г |п|о|в|Ñ€|е|ж|д|е|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ‚|е|м|п|е|Ñ€|а|Ñ‚|у|Ñ€|Ñ‹", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ|Ñ‚|Ñ‹|в|а|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |о|Ñ|е|ч|к|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|о|г|а |п|о|в|Ñ€|е|ж|д|е|н|и|Ñ", + L"|У|Ñ€|о|в|е|н|ÑŒ |Ñ|д|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |з|а|г|Ñ€|Ñ|з|н|е|н|и|Ñ", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |Ñ|д|а", + L"|У|Ñ‚|о|л|е|н|и|е |г|о|л|о|д|а", + L"|У|Ñ‚|о|л|е|н|и|е |ж|а|ж|д|Ñ‹", + L"|Р|а|з|м|е|Ñ€ |п|о|Ñ€|ц|и|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |м|о|Ñ€|а|л|и", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |п|о|Ñ€|ч|и", + L"|О|п|Ñ‚|и|м|а|л|ÑŒ|н|а|Ñ |д|а|л|ÑŒ|н|о|Ñ|Ñ‚|ÑŒ |л|а|з|е|Ñ€|а", + L"|М|о|д|и|Ñ„|и|к|а|Ñ‚|о|Ñ€ |о|Ñ‚|д|а|ч|и |в |%", + L"|F|a|n |t|h|e |H|a|m|m|e|r", // TODO.Translate + L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s", +}; + +// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular. +STR16 szUDBAdvStatsExplanationsTooltipText[]= +{ + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет значение его точноÑти.\n \nÐŸÐ¾Ð²Ñ‹ÑˆÐµÐ½Ð½Ð°Ñ Ñ‚Ð¾Ñ‡Ð½Ð¾Ñть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет\nчаще попадать из него по более удаленным\nцелÑм.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭтот предмет изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭтот предмет изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанный процент.\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭтот предмет изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанный процент.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭтот предмет изменÑет чиÑло\nдоÑтупных уровней прицеливаниÑ.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", + L"\n \nЭтот предмет изменÑет макÑимальную\nточноÑть Ñтрелка при иÑпользовании огнеÑтрельного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанный процент.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет ÑложноÑть обращениÑ\nÑ Ð½Ð¸Ð¼.\n \nÐÐ¸Ð·ÐºÐ°Ñ ÑложноÑть означает, что Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼\nлегче управлÑтьÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимо от уровнÑ\nприцеливаниÑ.\n \nЭтот модификатор оÑнован на изначальной\nÑложноÑти Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼, выÑокой у винтовок\nи Ñ‚Ñжелого Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸ низкой у пиÑтолетов и ПП.\n \nМеньше - лучше.", + L"\n \nЭтот предмет изменÑет вероÑтноÑть\nпули пролететь дальше макÑимальной\nдальноÑти выÑтрела Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ оружиÑ.\n \nÐ’Ñ‹Ñокий Ð±Ð¾Ð½ÑƒÑ Ð¼Ð¾Ð¶ÐµÑ‚ заÑтавить пулю\nпролететь дальше макÑимальной дальноÑти\nкак минимум на пару тайлов.\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет вероÑтноÑть\nÐ¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ бегущей цели.\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±Ð»Ð¸Ð¶Ð½ÐµÐ³Ð¾ Ð±Ð¾Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет макÑимальную дальноÑть\nвыÑтрела.\n \nМакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть - Ñто раÑÑтоÑние, пролетев которое,\nÐ¿ÑƒÐ»Ñ Ð½Ð°Ñ‡Ð½ÐµÑ‚ падать на землю.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет дает возможноÑть оптичеÑкого\nÐ¿Ñ€Ð¸Ð±Ð»Ð¸Ð¶ÐµÐ½Ð¸Ñ ÑƒÐ´Ð°Ð»ÐµÐ½Ð½Ñ‹Ñ… целей.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет горизонтальную отдачу\nпри такой Ñтрельбе на указанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет вертикальную отдачу\nпри такой Ñтрельбе на указанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", + L"\n \nЭтот предмет изменÑет ÑпоÑобноÑть\nÑтрелка ÑправлÑтьÑÑ Ñ Ð¾Ñ‚Ð´Ð°Ñ‡ÐµÐ¹ оружиÑ\nпри Ñтрельбе очередÑми.\n \nÐ’Ñ‹Ñокое значение позволÑет уверенно\nконтролировать оружие Ñ Ñильной отдачей\nдаже перÑонажам Ñ Ð¼Ð°Ð»Ñ‹Ð¼ значением Ñилы.\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет ÑпоÑобноÑть\nÑтрелка при Ñтрельбе очередÑми\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ñ‹Ð¼\nна цель.\n \nÐ’Ñ‹Ñокое значение позволÑет попадать\nв цель при Ñтрельбе очередÑми\nдаже на дальних диÑтанциÑÑ….\n \nБольше - лучше.", + L"\n \nЭтот предмет изменÑет чаÑтоту,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок при Ñтрельбе очередÑми\nоценивает, Ñколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном \nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", + L"\n \nЭтот предмет напрÑмую изменÑет\nколичеÑтво ОД, доÑтупных перÑонажу\nв начале каждого хода.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ð²Ð·ÑÑ‚Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к любому оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ ÑÐ¾Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹ атаки.\n \nОбратите внимание, что Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ,\nÑпоÑобного веÑти огонь очередÑми,\nÑтот модификатор влиÑет и на Ñтот режим\nÑтрельбы тоже.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ñ‚Ð°ÐºÐ¾Ð¹ Ñтрельбы.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти автоматичеÑкий огонь,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ñ‚Ð°ÐºÐ¾Ð¹ Ñтрельбы.\n \nОбратите внимание, что Ñтот модификатор\nне влиÑет на ÑтоимоÑть Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹\nпули к очереди, а только на начальную ÑтоимоÑть\nочереди.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво ОД,\nтребуемых Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки Ñтого оружиÑ.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво пуль в\nмагазине, который можно зарÑдить в Ñто оружие.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет количеÑтво пуль,\nвыпуÑкаемых очередью.\n \nЕÑли изначально у Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ было режима\nÑтрельбы очередью, то поÑле приÑоединениÑ\nÑтого предмета указанный режим поÑвитÑÑ.\n \nИ наоборот, большое отрицательное значение\nданного параметра может полноÑтью\nвыключить Ñтот режим.\n \nБольше ОБЫЧÐО лучше, но одной из\nзадач Ñтрельбы очередью ÑвлÑетÑÑ\nÑÐºÐ¾Ð½Ð¾Ð¼Ð¸Ñ Ð¿Ð°Ñ‚Ñ€Ð¾Ð½Ð¾Ð²...", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет будет Ñкрывать вÑпышку\nвыÑтрела.\n \nÐ‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому враги не Ñмогут обнаружить\nÑтрелка по вÑпышке, что оÑобенно важно\nночью.", + L"\n \nПриÑоединенный к оружию, Ñтот предмет\nизменÑет раÑÑтоÑние, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ звук выÑтрела\nÑтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñлышен врагами и наёмниками.\n \nЕÑли Ñтот модификатор опуÑкает\nзначение громкоÑти Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð´Ð¾ 0,\nто оружие ÑчитаетÑÑ Ñовершенно беÑшумным.\n \nМеньше - лучше.", + L"\n \nЭтот предмет изменÑет размер\nлюбой другой вещи, к которой\nон приÑоединен.\n \nРазмер вещей важен в новой\nÑиÑтеме инвентарÑ, в которой в Ñлоты\nможно помеÑтить вещи определенных\nразмеров и форм.\n \nУвеличив размер вещи, вы уже не Ñможете\nпомеÑтить ее в Ñлот, в который\nона раньше Ñпокойно вмещалаÑÑŒ.\n \nУменьшив размер вещи, вы Ñможете\nпомеÑтить ее в Ñлот меньшего размера\nили же помеÑтить больше таких вещей\nв тот же Ñлот.\n \nÐ’ целом, меньше - лучше.", + L"\n \nПриÑоединенный к любому оружию,\nÑтот предмет изменÑет надежноÑть Ñтого\nоружиÑ.\n \nПри положительном значении ÑоÑтоÑние оружиÑ\nбудет ухудшатьÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, и наоборот.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nлеÑного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð²Ð¾Ð·Ð»Ðµ\nдеревьев или в выÑокой траве.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nгородÑкого камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nаÑфальте или бетоне.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nпуÑтынного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nпеÑке, гравии или Ñреди пуÑтынной раÑтительноÑти.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет значение\nзимнего камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nÑнежной поверхноÑти.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет показатель\nÑкрытноÑти владельца, что влиÑет на возможноÑть\nврагов УСЛЫШÐТЬ его передвижение в режиме\nÑкрытноÑти.\n \nЭтот модификатор менÑет ÐЕ видимоÑть\nвладельца, а лишь производимый им шум.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень Ñлуха\nвладельца на указанный процент.\n \nПри положительном значении владелец\nÑможет уÑлышать шум Ñ Ð±Ð¾Ð»ÐµÐµ дальних\nраÑÑтоÑний, и наоборот.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð²Ñех\nуÑловий.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð½Ð¾Ñ‡Ð½Ñ‹Ñ…\nуÑловий.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть ÑреднÑÑ Ð¸Ð»Ð¸ выше.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть очень выÑока, например\nпри иÑпользовании оÑÐ²ÐµÑ‚Ð¸Ñ‚ÐµÐ»Ñ Ð¸Ð»Ð¸ в полдень.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет уровень зрениÑ\nвладельца на указанный процент.\n \nЭтот модификатор работает только в темноте\nи только под землей.\n \nБольше - лучше.", + L"\n \nÐадевание Ñтой вещи или прикрепление\nее к ноÑимой вещи изменÑет поле зрениÑ\nвладельца.\n \nБольшее значение означает более выраженный\nÑффект туннельного зрениÑ.\n \nМеньше - лучше.", + L"\n \nСпоÑобноÑть Ñтрелка ÑправлÑтьÑÑ Ñ\nотдачей при Ñтрельбе очередÑми или автоматичеÑкой\nÑтрельбе.\n \nБольше - лучше.", + L"\n \nСпоÑобноÑть Ñтрелка чаще оценивать,\nÑколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном\nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð·\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nповышенный ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать\nиз оружиÑ.\n \nБольше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет изменÑет Ð±Ð¾Ð½ÑƒÑ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nÑтот Ð±Ð¾Ð½ÑƒÑ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать из\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° дальних диÑтанциÑÑ….\n \nБольше - лучше.", + L"\n \nОдиночный выÑтрел повышает температуру\nна Ñто значение.\n \nРазличные типы боеприпаÑов и навеÑок\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", + L"\n \nКаждый ход температура ÑнижаетÑÑ\nна Ñто значение.\n \nБольше - лучше.", + L"\n \nЕÑли температура выше Ñтого значениÑ,\nто оружие будет давать оÑечки чаще.\n \nБольше - лучше.", + L"\n \nЕÑли температура предмета выше Ñтого\nзначениÑ, то его ÑоÑтоÑние будет ухудшатьÑÑ\nбыÑтрее.\n \nБольше - лучше.", + L"\n \nОдиночный выÑтрел из Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±ÑƒÐ´ÐµÑ‚\nповышать температуру на Ñтот процент.\n \nМеньше - лучше. ", + L"\n \nСкороÑть оÑÑ‚Ñ‹Ð²Ð°Ð½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", + L"\n \nПорог оÑечки Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", + L"\n \nПорог Ð¿Ð¾Ð²Ñ€ÐµÐ¶Ð´ÐµÐ½Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÑетÑÑ\nна Ñтот процент.\n \nБольше - лучше.", + L"\n \nОпределÑет, какой процент от нанеÑенного\nурона будет Ñдовитым.\n \nЭффективноÑть определÑетÑÑ Ñтепенью защиты\nили Ð¿Ð¾Ð³Ð»Ð¾Ñ‰ÐµÐ½Ð¸Ñ Ñда у врага.", + L"\n \nОдиночный выÑтрел загрÑзнÑет оружие\nна Ñто значение.\n \nРазличные типы боеприпаÑов и навеÑок\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", + L"\n \nКоличеÑтво Ñнергии в килокалориÑÑ….\n \nБольше - лучше.", + L"\n \nОбъем воды в литрах.\n \nБольше - лучше.", + L"\n \nОпределÑет, какой процент\nбудет Ñъеден за раз.\n \nМеньше - лучше.", + L"\n \nМораль изменÑетÑÑ Ð½Ð° Ñто значение.\n \nБольше - лучше.", + L"\n \nПища портитÑÑ Ñо временем.\nЕÑли она на 50% покрыта плеÑенью,\nто она ÑтановитÑÑ Ñдовитой.\nЭтот модификатор определÑет, Ñ ÐºÐ°ÐºÐ¾Ð¹\nÑкороÑтью будет портитьÑÑ ÐµÐ´Ð°.\n \nМеньше - лучше.", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑтот предмет проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", + L"", + L"\n \nПриÑоединенный к огнеÑтрельному оружию,\nÑпоÑобному веÑти огонь очередÑми, Ñтот\nпредмет изменÑет отдачу Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°\nуказанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", // 65 + L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.", // TODO.Translate + L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.", +}; + +STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= +{ + L"\n \nТочноÑть Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð°\nбоеприпаÑами, навеÑкой или внутренними\nÑвойÑтвами.\n \nÐŸÐ¾Ð²Ñ‹ÑˆÐµÐ½Ð½Ð°Ñ Ñ‚Ð¾Ñ‡Ð½Ð¾Ñть Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет\nчаще попадать из него по более удаленным\nцелÑм.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭто оружие изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭто оружие изменÑет точноÑть,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок Ñовершает ЛЮБОЙ\nвыÑтрел, на указанный процент.\n \nБольше - лучше.", + L"\n \nЭто оружие изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанное значение.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЭто оружие изменÑет точноÑть,\nдающуюÑÑ Ð·Ð° каждый дополнительный\nуровень прицеливаниÑ, на указанный процент.\n \nДиапазон: -100..+100.\nБольше - лучше.", + L"\n \nЧиÑло доÑтупных уровней прицеливаниÑ\n Ð´Ð»Ñ Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¾ боеприпаÑами,\nнавеÑкой или внутренними ÑвойÑтвами.\n \nЧем МЕÐЬШЕ Ñто чиÑло, тем БОЛЬШИЙ бонуÑ\nдаетÑÑ Ð·Ð° каждый уровень. То еÑть\nМЕÐЬШЕЕ чиÑло уровней позволÑет быÑтрее\nприцеливатьÑÑ Ð±ÐµÐ· потери точноÑти.\n \nМеньше - лучше.", + L"\n \nЭто оружие изменÑет макÑимальную\nточноÑть Ñтрелка на указанный процент.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑложноÑть\nÐ¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð½Ð¸Ð¼.\n \nÐÐ¸Ð·ÐºÐ°Ñ ÑложноÑть означает, что Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼\nлегче управлÑтьÑÑ Ð½ÐµÐ·Ð°Ð²Ð¸Ñимо от уровнÑ\nприцеливаниÑ.\n \nЭтот модификатор оÑнован на изначальной\nÑложноÑти Ð¾Ð±Ñ€Ð°Ñ‰ÐµÐ½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼, выÑокой у винтовок\nи Ñ‚Ñжелого Ð²Ð¾Ð¾Ñ€ÑƒÐ¶ÐµÐ½Ð¸Ñ Ð¸ низкой у пиÑтолетов и ПП.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменили вероÑтноÑть\nпули пролететь дальше макÑимальной\nдальноÑти выÑтрела Ð´Ð»Ñ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ оружиÑ.\n \nÐ’Ñ‹Ñокий Ð±Ð¾Ð½ÑƒÑ Ð¼Ð¾Ð¶ÐµÑ‚ увеличить макÑимальную\nдальноÑть как минимум на пару тайлов.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменили вероÑтноÑть\nÐ¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ð¾ бегущей цели.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили урон от данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° указанное значение.\n \nБольше - лучше.", + L"\n \nÐавеÑка или внутренние ÑвойÑтва данного\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð±Ð»Ð¸Ð¶Ð½ÐµÐ³Ð¾ Ð±Ð¾Ñ Ð¸Ð·Ð¼ÐµÐ½Ð¸Ð»Ð¸ урон\nна указанное значение.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили макÑимальную дальноÑть выÑтрела.\n \nМакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾Ñть - Ñто раÑÑтоÑние, пролетев которое,\n Ð¿ÑƒÐ»Ñ Ð½Ð°Ñ‡Ð½ÐµÑ‚ падать на землю.\n \nБольше - лучше.", + L"\n \nЭто оружие оборудовано оптичеÑким\nприцелом, что позволÑет уверенно поражать\nудаленные цели.\n \nПомните, что Ñильное увеличение прицела Ñнижает\nточноÑть, еÑли цель находитÑÑ Ñлишком близко.\n \nБольше - лучше.", + L"\n \nЭто оружие оборудовано уÑтройÑтвом,\nкоторое проецирует точку на цели,\nчто облегчает прицеливание.\n \nЭтот Ñффект работает до данного раÑÑтоÑниÑ,\nзатем начинает уменьшатьÑÑ Ð¸, в конце концов,\nпропадает на значительном раÑÑтоÑнии.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ñилу горизонтальной отдачи.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ñилу вертикальной отдачи.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑпоÑобноÑть\nÑтрелка ÑправлÑтьÑÑ Ñ Ð¾Ñ‚Ð´Ð°Ñ‡ÐµÐ¹\nпри Ñтрельбе очередÑми.\n \nÐ’Ñ‹Ñокое значение позволÑет уверенно\nконтролировать оружие Ñ Ñильной отдачей\nдаже перÑонажам Ñ Ð¼Ð°Ð»Ñ‹Ð¼ значением Ñилы.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ ÑпоÑобноÑть\nÑтрелка при Ñтрельбе очередÑми\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°Ð¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð½Ñ‹Ð¼\nна цель.\n \nÐ’Ñ‹Ñокое значение позволÑет попадать\nв цель при Ñтрельбе очередÑми\nдаже на дальних диÑтанциÑÑ….\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¸Ð»Ð¸ его\nвнутренние ÑвойÑтва изменÑÑŽÑ‚ чаÑтоту,\nÑ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð¹ Ñтрелок при Ñтрельбе очередÑми\nоценивает, Ñколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐ‘Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном \nприложении Ñилы очередь в целом будет точнее.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит количеÑтво ОД,\nдоÑтупных его владельцу на начало\nкаждого хода.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nвзÑÑ‚Ð¸Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° изготовку.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nÑÐ¾Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹ атаки.\n \nОбратите внимание, что Ð´Ð»Ñ Ð¾Ñ€ÑƒÐ¶Ð¸Ñ,\nÑпоÑобного веÑти огонь очередÑми,\nÑтот модификатор влиÑет и на Ñти режимы\nÑтрельбы тоже.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nÑтрельбы очередÑми.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nавтоматичеÑкой Ñтрельбы.\n \nОбратите внимание, что Ñтот модификатор\nне влиÑет на ÑтоимоÑть Ð´Ð¾Ð±Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¾Ð´Ð½Ð¾Ð¹\nпули к очереди, а только на начальную ÑтоимоÑть\nочереди.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑтоимоÑть ОД, требуемых длÑ\nперезарÑдки оружиÑ.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили количеÑтво пуль в\nмагазине, который можно зарÑдить в Ñто оружие.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили количеÑтво пуль,\nвыпуÑкаемых очередью.\n \nЕÑли изначально у Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ðµ было режима\nÑтрельбы очередью, то поÑле приÑоединениÑ\nÑтого предмета указанный режим поÑвитÑÑ.\n \nИ наоборот, большое отрицательное значение\nданного параметра может полноÑтью\nвыключить Ñтот режим.\n \nБольше ОБЫЧÐО лучше, но одной из\nзадач Ñтрельбы очередью ÑвлÑетÑÑ\nÑÐºÐ¾Ð½Ð¾Ð¼Ð¸Ñ Ð¿Ð°Ñ‚Ñ€Ð¾Ð½Ð¾Ð²...", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nÑкрывают вÑпышку\nвыÑтрела.\n \nÐ‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому враги не Ñмогут обнаружить\nÑтрелка по вÑпышке, что оÑобенно важно\nночью.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили раÑÑтоÑние, Ñ ÐºÐ¾Ñ‚Ð¾Ñ€Ð¾Ð³Ð¾ звук выÑтрела\nÑтого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ñлышен врагами и наёмниками.\n \nЕÑли Ñтот модификатор опуÑкает\nзначение громкоÑти Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð´Ð¾ 0,\nто оружие ÑчитаетÑÑ Ñовершенно беÑшумным.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили размер\nÑтого оружиÑ.\n \nРазмер вещей важен в новой\nÑиÑтеме инвентарÑ, в которой в Ñлоты\nможно помеÑтить вещи определенных\nразмеров и форм.\n \nУвеличив размер вещи, вы уже не Ñможете\nпомеÑтить ее в Ñлот, в который\nона раньше помещалаÑÑŒ.\n \nУменьшив размер вещи, вы Ñможете\nпомеÑтить ее в Ñлот меньшего размера\nили же помеÑтить больше таких вещей\nв тот же Ñлот.\n \nÐ’ целом, меньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили надежноÑть Ñтого оружиÑ.\n \nПри положительном значении ÑоÑтоÑние оружиÑ\nбудет ухудшатьÑÑ Ð¼ÐµÐ´Ð»ÐµÐ½Ð½ÐµÐµ, и наоборот.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nлеÑного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð²Ð¾Ð·Ð»Ðµ\nдеревьев или в выÑокой траве.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nгородÑкого камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nаÑфальте или бетоне.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nпуÑтынного камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nпеÑке, гравии или Ñреди пуÑтынной раÑтительноÑти.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит значение\nзимнего камуфлÑжа владельца.\n \nЧтобы Ñтот камуфлÑж Ñработал,\nвладельцу необходимо находитьÑÑ Ð½Ð°\nÑнежной поверхноÑти.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит показатель\nÑкрытноÑти владельца, что влиÑет на возможноÑть\nврагов УСЛЫШÐТЬ его передвижение в режиме\nÑкрытноÑти.\n \nЭтот модификатор менÑет ÐЕ видимоÑть\nвладельца, а лишь производимый им шум.\n \nБольше - лучше.", + L"\n \nЕÑли Ñто оружие держать в руках,\nто оно изменит уровень Ñлуха\nвладельца на указанный процент.\n \nПри положительном значении владелец\nÑможет уÑлышать шум Ñ Ð±Ð¾Ð»ÐµÐµ дальних\nраÑÑтоÑний, и наоборот.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð²Ñех\nуÑловий.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ Ð½Ð¾Ñ‡Ð½Ñ‹Ñ…\nуÑловий.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть ÑреднÑÑ Ð¸Ð»Ð¸ выше.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает Ð´Ð»Ñ ÑƒÑловий,\nкогда оÑвещенноÑть очень выÑока, например\nпри иÑпользовании оÑÐ²ÐµÑ‚Ð¸Ñ‚ÐµÐ»Ñ Ð¸Ð»Ð¸ в полдень.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку, оно изменит\nуровень Ð·Ñ€ÐµÐ½Ð¸Ñ ÐµÐ³Ð¾ владельца на\nуказанный процент Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°Ð²ÐµÑке\nили внутренним ÑвойÑтвам оружиÑ.\n \nЭтот модификатор работает только в темноте\nи только под землей.\n \nБольше - лучше.", + L"\n \nЕÑли взÑть Ñто оружие на изготовку,\nоно изменит поле Ð·Ñ€ÐµÐ½Ð¸Ñ Ð²Ð»Ð°Ð´ÐµÐ»ÑŒÑ†Ð°.\n \nБольшее значение означает более выраженный\nÑффект туннельного зрениÑ.\n \nМеньше - лучше.", + L"\n \nСпоÑобноÑть Ñтрелка ÑправлÑтьÑÑ Ñ\nотдачей при Ñтрельбе очередÑми или автоматичеÑкой\nÑтрельбе.\n \nБольше - лучше.", + L"\n \nСпоÑобноÑть Ñтрелка чаще оценивать\nÑколько ему нужно приложить Ñил\nÐ´Ð»Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð²Ð¾Ð´ÐµÐ¹ÑÑ‚Ð²Ð¸Ñ Ð¾Ñ‚Ð´Ð°Ñ‡Ðµ.\n \nÐœÐµÐ½ÑŒÑˆÐ°Ñ Ñ‡Ð°Ñтота означает, что при правильном\nприложении Ñилы очередь в целом будет точнее.\n \nМеньше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¸Ð·\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nповышенный ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать\nиз оружиÑ.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили Ð±Ð¾Ð½ÑƒÑ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð¸Ð²Ð°Ð½Ð¸Ñ Ð´Ð»Ñ\nÑтого оружиÑ.\n \nПри уÑловии точного прицеливаниÑ\nÑтот Ð±Ð¾Ð½ÑƒÑ Ð¿Ð¾Ð·Ð²Ð¾Ð»Ñет чаще попадать из\nÐ¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð° дальних диÑтанциÑÑ….\n \nБольше - лучше.", + L"\n \nОдиночный выÑтрел повышает температуру\nна Ñто значение.\n \nРазличные типы боеприпаÑов\nвлиÑÑŽÑ‚ на Ñто значение.\n \nМеньше - лучше.", + L"\n \nКаждый ход температура ÑнижаетÑÑ\nна Ñто значение.\n \nБольше - лучше.", + L"\n \nЕÑли температура выше Ñтого значениÑ,\nто оружие будет давать оÑечки чаще.\n \nБольше - лучше.", + L"\n \nЕÑли температура предмета выше Ñтого\nзначениÑ, то его ÑоÑтоÑние будет ухудшатьÑÑ\nбыÑтрее.\n \nБольше - лучше.", + L"\n \nÐавеÑка Ñтого оружиÑ, боеприпаÑÑ‹\nк нему или его внутренние ÑвойÑтва\nизменили отдачу Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð½Ð°\nуказанный процент.\n \nСнижение отдачи позволÑет дольше\nудерживать Ñтвол Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² направлении цели\nво Ð²Ñ€ÐµÐ¼Ñ Ð·Ð°Ð»Ð¿Ð°.\n \nМеньше - лучше.", +}; + +// HEADROCK HAM 4: Text for the new CTH indicator. +STR16 gzNCTHlabels[]= +{ + L"ОДИÐОЧÐЫЙ", //SINGLE + L"ОД", +}; +////////////////////////////////////////////////////// +// HEADROCK HAM 4: End new UDB texts and tooltips +////////////////////////////////////////////////////// + +// HEADROCK HAM 5: Screen messages for sector inventory sorting reports. +STR16 gzMapInventorySortingMessage[] = +{ + L"Ð’ Ñекторе %c%d завершена Ñборка аммуниции в Ñщики.", + L"С предметов в Ñекторе %c%d ÑнÑта вÑÑ Ð½Ð°Ð²ÐµÑка.", + L"Ð’ Ñекторе %c%d вÑÑ‘ оружие разрÑжено.", + L"Ð’ Ñекторе %c%d вÑе вещи Ñгруппированы и объединены.", + // Bob: new strings for emptying LBE items + L"Finished emptying LBE items in sector %c%d.", + L"Dropped %i item(s) from %s", // Bunch of stuff removed from LBE item %s + L"No droppable items in %s!", // LBE item %s had a LBENode assigned but it contained no items (error!) + L"%s is now empty.", // LBE item %s contained stuff and was emptied + L"Cannot empty %s!", // Removed everything we could from LBE item %s but it's still not marked as empty (error!) + L"%s contents lost!", // LBE item %s not marked as empty but LBENode not found (error!!!) +}; + +STR16 gzMapInventoryFilterOptions[] = +{ + L"Показать вÑÑ‘", + L"Оружие", + L"Патроны", + L"Взрывчатка", + L"Холодное оружие", + L"БронÑ", + L"Разгруз. ÑиÑтемы", + L"Ðаборы", + L"Прочие предметы", + L"Скрыть вÑÑ‘", +}; + +// MercCompare (MeLoDy) +// TODO.Translate +STR16 gzMercCompare[] = +{ + L"???", + L"Первое мнение:", + + L"Ðе нравÑÑ‚ÑÑ %s %s", + L"Симпатизирует %s %s", + + L"Люто ненавидит %s", + L"Ðенавидит %s", // 5 + + L"Лютый раÑиÑÑ‚ в отношении к %s", + L"РаÑиÑÑ‚ в отношении к %s", + + L"Излишне заботитÑÑ Ð¾ внешноÑти", + L"ЗаботитÑÑ Ð¾ внешноÑти", + + L"Лютый ÑекÑиÑÑ‚", // 10 + L"СекÑиÑÑ‚", + + L"Ðе нравитÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое", + L"Ðе нравитÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое", + + L"Затаил обиду", //Past grievances + L"____", // 15 + L"/", + L"* Мнение вÑегда между [%d; %d]", +}; + +// Flugente: Temperature-based text similar to HAM 4's condition-based text. +STR16 gTemperatureDesc[] = +{ + L"Температура ", + L"очень низкаÑ", + L"низкаÑ", + L"умереннаÑ", + L"выÑокаÑ", + L"очень выÑокаÑ", + L"опаÑнаÑ", + L"КРИТИЧЕСКÐЯ", + L"ФÐТÐЛЬÐÐЯ", + L"неизвеÑтна", + L"." +}; + +// Flugente: food condition texts +STR16 gFoodDesc[] = +{ + L"Пища ", + L"ÑвежаÑ", + L"хорошаÑ", + L"нормальнаÑ", + L"неÑвежаÑ", + L"порченнаÑ", + L"подгнившаÑ", + L"." +}; + +CHAR16* ranks[] = +{ L"", //ExpLevel 0 + L"РÑдовой ", //ExpLevel 1 + L"Ефрейтор ", //ExpLevel 2 + L"Мл. Ñержант ", //ExpLevel 3 + L"Сержант ", //ExpLevel 4 + L"Лейтенант ", //ExpLevel 5 + L"Капитан ", //ExpLevel 6 + L"Майор ", //ExpLevel 7 + L"Подполк. ", //ExpLevel 8 + L"Полковник ", //ExpLevel 9 + L"Генерал " //ExpLevel 10 +}; + + +STR16 gzNewLaptopMessages[]= +{ + L"Спрашивайте о нашем Ñпециальном предложении!", + L"Временно недоÑтупно", + L"ÐžÐ·Ð½Ð°ÐºÐ¾Ð¼Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð°Ñ Ð¸Ð³Ñ€Ð° 'Jagged Alliance 2: Цена Свободы' Ñодержит только первые 6 карт Ñекторов. Ð¤Ð¸Ð½Ð°Ð»ÑŒÐ½Ð°Ñ Ð²ÐµÑ€ÑÐ¸Ñ Ð¸Ð³Ñ€Ñ‹ будет включать в ÑÐµÐ±Ñ Ð³Ð¾Ñ€Ð°Ð·Ð´Ð¾ больше возможноÑтей (Ð¿Ð¾Ð»Ð½Ð°Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ ÑодержитÑÑ Ð² приложенном файле Readme.txt).", +}; + +STR16 zNewTacticalMessages[]= +{ + //L"РаÑÑтоÑние до цели: %d ед., ОÑвещенноÑть: %d/%d", + L"Передатчик подключен к вашему ноутбуку.", + L"Ð’Ñ‹ не можете нанÑть %s", + L"Предложение дейÑтвует ограниченное Ð²Ñ€ÐµÐ¼Ñ Ð¸ покрывает ÑтоимоÑть найма на вÑÑŽ миÑÑию, Ð¿Ð»ÑŽÑ Ð²Ñ‹ так же получите оборудование, перечиÑленное ниже.", + L"Ðаёмник %s - наше невероÑтное Ñуперпредложение 'одна плата за вÑе'. Ð’Ñ‹ также беÑплатно получите его перÑональную Ñкипировку.", + L"Гонорар", + L"Ð’ Ñекторе кто-то еÑть...", + //L"ДальнобойноÑть оружиÑ: %d ед., Ð¨Ð°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ñть: %d%%", + L"Показать укрытиÑ", + L"Ð›Ð¸Ð½Ð¸Ñ Ð¿Ñ€Ð¸Ñ†ÐµÐ»Ð°", + L"Ðовые наёмники не могут выÑадитьÑÑ Ð·Ð´ÐµÑÑŒ.", + L"Так как ваш ноутбук лишилÑÑ Ð°Ð½Ñ‚ÐµÐ½Ð½Ñ‹, то вы не Ñможете нанÑть новых наёмников. Возможно, ÑÐµÐ¹Ñ‡Ð°Ñ Ð²Ð°Ð¼ Ñтоит загрузить одну из Ñохраненных игр, или начать игру заново!", + L"%s Ñлышит металличеÑкий хруÑÑ‚ под телом Джерри. КажетÑÑ, Ñто чмо Ñломало антенну вашего ноутбука.", //the %s is the name of a merc. + L"ПоÑле Ð¿Ñ€Ð¾Ñ‡Ñ‚ÐµÐ½Ð¸Ñ Ð·Ð°Ð¿Ð¸Ñей, оÑтавленных помощником командира МорриÑа, %s видит, что не вÑе еще потерÑно. Ð’ запиÑке ÑодержатÑÑ ÐºÐ¾Ð¾Ñ€Ð´Ð¸Ð½Ð°Ñ‚Ñ‹ городов Ðрулько Ð´Ð»Ñ Ð·Ð°Ð¿ÑƒÑка по ним ракет. Кроме того, там также указаны координаты Ñамой ракетной базы.", + L"Изучив панель управлениÑ, %s понимает, что координаты цели можно изменить, и тогда ракета уничтожит Ñту базу. %s не ÑобираетÑÑ ÑƒÐ¼Ð¸Ñ€Ð°Ñ‚ÑŒ, а значит нужно быÑтрее отÑюда выбиратьÑÑ. Похоже, что Ñамый быÑтрый ÑпоÑоб Ñто лифт...", + L"Ð’ начале игры вы выбрали Ñохранение \"между боÑми\", поÑтому Ð½ÐµÐ»ÑŒÐ·Ñ Ñохранить игру во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", + L"(ÐÐµÐ»ÑŒÐ·Ñ ÑохранÑтьÑÑ Ð²Ð¾ Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ)", + L"Ðазвание кампании длиннее 30 Ñимволов.", + L"Ð¢ÐµÐºÑƒÑ‰Ð°Ñ ÐºÐ°Ð¼Ð¿Ð°Ð½Ð¸Ñ Ð½Ðµ найдена.", + L"КампаниÑ: По умолчанию ( %S )", + L"КампаниÑ: %S", + L"Ð’Ñ‹ выбрали кампанию %S. Она ÑвлÑетÑÑ Ð¼Ð¾Ð´Ð¸Ñ„Ð¸ÐºÐ°Ñ†Ð¸ÐµÐ¹ оригинальной игры Цена Свободы. Ð’Ñ‹ уверены, что хотите играть кампанию %S?", + L"Чтобы воÑпользоватьÑÑ Ñ€ÐµÐ´Ð°ÐºÑ‚Ð¾Ñ€Ð¾Ð¼, Ñмените кампанию по умолчанию на другую.", + // anv: extra iron man modes + L"Ð’ начале игры вы выбрали Ñохранение \"между переÑтрелками\", поÑтому Ð½ÐµÐ»ÑŒÐ·Ñ Ñохранить игру в пошаговом режиме.", + L"Ð’ начале игры вы выбрали Ñохранение \"один раз в день\", поÑтому Ñохранить игру можно лишь раз в Ñутки, в %02d:00.", +}; + +// The_bob : pocket popup text defs +STR16 gszPocketPopupText[]= +{ + L"Гранатомёты", // POCKET_POPUP_GRENADE_LAUNCHERS, + L"Ракетницы", // POCKET_POPUP_ROCKET_LAUNCHERS + L"Холодное и метательное оружие", // POCKET_POPUP_MEELE_AND_THROWN + L"- нет подходÑщих патронов -", //POCKET_POPUP_NO_AMMO + L"- нет Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð² инвентаре -", //POCKET_POPUP_NO_GUNS + L"ещё...", //POCKET_POPUP_MOAR +}; + +// Flugente: externalised texts for some features +STR16 szCovertTextStr[]= +{ + L"%s одет в камуфлÑж!", + L"%s неÑет рюкзак!", + L"%s неÑет труп!", + L"%s: %s выглÑдит подозрительно!", + L"%s: %s - Ñто военное оборудование!", + L"%s неÑет Ñлишком много оружиÑ!", + L"%s: %s Ñлишком круто Ð´Ð»Ñ Ñолдата %s!", + L"%s: Слишком много навеÑки на %s!", + L"%s занимаетÑÑ Ð¿Ð¾Ð´Ð¾Ð·Ñ€Ð¸Ñ‚ÐµÐ»ÑŒÐ½Ð¾Ð¹ деÑтельноÑтью!", + L"%s не выглÑдит как гражданÑкий!", + L"%s имеет кровотечение!", + L"%s пьÑн и ведет ÑÐµÐ±Ñ Ð½Ðµ как Ñолдат!", + L"При ближайшем раÑÑмотрении, маÑкировка %s не выдерживает проверки!", + L"%s не должен находитьÑÑ Ð·Ð´ÐµÑÑŒ!", + L"%s не должен находитьÑÑ Ð·Ð´ÐµÑÑŒ в данное времÑ!", + L"%s был замечен около Ñвежего трупа!", + L"%s имеет неÑтандартную Ñкипировку!", + L"%s целитÑÑ Ð² %s!", + L"%s Ñумел разоблачить маÑкировку %s!", + L"Ð’ Items.xml нет предметов одежды!", + L"Ðе работает Ñо Ñтарой ÑиÑтемой (OAS)!", + L"ÐедоÑтаточно ОД!", + L"Обнаружена Ð½ÐµÐ²ÐµÑ€Ð½Ð°Ñ Ð¿Ð°Ð»Ð¸Ñ‚Ñ€Ð°!", + L"Вам необходим навык шпиона Ð´Ð»Ñ Ñтого!", + L"Ðе найдена униформа!", + L"%s переоделÑÑ Ð² гражданÑкого.", + L"%s переоделÑÑ Ð² Ñолдата.", + L"%s ноÑит униформу неправильного образца!", + L"Требовать Ñдачи в плен, будучи переодетым, было не очень оÑмотрительно...", + L"%s был разоблачен!", + L"%s: маÑкировка выглÑдит нормально...", + L"%s: маÑкировка не выдержит проверки.", + L"%s был пойман на краже!", + L"%s пыталÑÑ Ð·Ð°Ð»ÐµÐ·Ñ‚ÑŒ в инвентарь %s.", + L"Элитный Ñолдат не раÑпознал %s!", // TODO.Translate + L"Офицер не знаком Ñ %s!", +}; + +STR16 szCorpseTextStr[]= +{ + L"Предмета 'голова' не найдено в Items.xml!", + L"Тело невозможно обезглавить!", + L"МÑÑных изделий не найдено в Items.xml!", + L"Ты больной! Тебе лечитьÑÑ Ð½Ð°Ð´Ð¾! ДейÑтвие невозможно.", + L"Снимать Ñ Ñ‚ÐµÐ»Ð° нечего!", + L"%s не может ÑнÑть одежду Ñ Ñтого трупа!", + L"Это тело невозможно забрать Ñ Ñобой!", //This corpse cannot be taken! + L"ОÑвободите руки, чтобы Ñ‚Ñнуть тело!", //No free hand to carry corpse + L"Предметов тела не найдено в Items.xml!", //No corpse item found in Items.xml + L"Ðеверный ID тела!", //Invalid corpse ID +}; + +STR16 szFoodTextStr[]= +{ + L"%s не хочет еÑть %s", + L"%s не хочет пить %s", + L"%s еÑÑ‚ %s", + L"%s пьёт %s", + L"%s оÑлабел от перееданиÑ!", + L"%s оÑлабел от голода!", + L"%s потерÑл здоровье от перееданиÑ!", + L"%s потерÑл здоровье от голода!", + L"%s оÑлабел от того, что выпил Ñлишком много воды!", + L"%s оÑлабел от жажды!", + L"%s потерÑл здоровье от того, что выпил Ñлишком много воды!", + L"%s потерÑл здоровье от жажды!", + L"Ðаполнение флÑжек в Ñекторе невозможно, СиÑтема Еды отключена!" +}; + +STR16 szPrisonerTextStr[]= +{ + L"%d офицеров, %d Ñпецназа, %d Ñолдат, %d полиции, %d генералов и %d гражданÑких было допрошено", + L"Gained $%d as ransom money.", // TODO.Translate + L"%d пленных выдали раÑположение отрÑдов армии.", + L"%d офицеров, %d Ñпецназ, %d Ñ€Ñдовых и %d полицейÑких решили приÑоединитьÑÑ Ðº нам.", + L"Пленные уÑтроили бунт в %s!", + L"%d пленные были отправлены в %s!", + L"Пленные были отпущены!", + L"ÐÑ€Ð¼Ð¸Ñ ÐºÐ¾Ð½Ñ‚Ñ€Ð¾Ð»Ð¸Ñ€ÑƒÐµÑ‚ тюрьму %s, вÑе пленные были оÑвобождены!", + L"Противник отказываетÑÑ ÑдатьÑÑ!", + L"Противник отказываетÑÑ Ð²Ð·Ñть Ð²Ð°Ñ Ð² плен - они предпочли бы видеть Ð²Ð°Ñ Ð¼ÐµÑ€Ñ‚Ð²Ñ‹Ð¼Ð¸!", + L"Этот режим отключен в наÑтройках.", + L"%s оÑвободил %s!", + L"Ð’ %s был раÑкрыт выÑокопоÑтавленный офицер!", + L"ВражеÑкий командир отказываетÑÑ Ð´Ð°Ð¶Ðµ подумать о Ñдаче!", + L"%d заключенных добровольно приÑоединилиÑÑŒ к нашим Ñилам.", + L"Some of your mercs managed to escape the enemy capture!", + L"No possible escape is seen, it's a fight to the death!" +}; + +STR16 szMTATextStr[]= +{ + L"ничего", + L"укрепление ÑтроитÑÑ", + L"укрепление убираетÑÑ", + L"взлом", + L"%s был вынужден прекратить %s.", + L"Выбранное укрепление не может быть поÑтроено в Ñтом Ñекторе", +}; + +STR16 szInventoryArmTextStr[]= +{ + L"Взорвать (%d ОД)", + L"Взорвать", + L"Ðктивировать (%d ОД)", + L"Ðктивировать", + L"Обезвредить (%d ОД)", + L"Обезвредить", +}; + +STR16 szBackgroundText_Flags[]= +{ + L" может употреблÑть наркотики из инвентарÑ\n", + L" вне завиÑимоÑти от других оÑобенноÑтей биографии\n", + L" +1 уровень в подземных Ñекторах\n", + L" steals money from the locals sometimes\n", // TODO.Translate + + L" +1 уровень ловушек при уÑтановке мин\n", + L" разлагает других наёмников\n", + L" только женÑкий", // won't show up, text exists for compatibility reasons + L" только мужÑкой", // won't show up, text exists for compatibility reasons + + L" значительный штраф к лоÑльноÑти во вÑех городах, еÑли умирает\n", + + L" отказываетÑÑ Ð°Ñ‚Ð°ÐºÐ¾Ð²Ð°Ñ‚ÑŒ животных\n", + L" отказываетÑÑ Ð°Ñ‚Ð°ÐºÐ¾Ð²Ð°Ñ‚ÑŒ тех, кто ÑоÑтоит в той же группе\n", +}; + +STR16 szBackgroundText_Value[]= +{ + L" %s%d%% ОД в холодных Ñекторах\n", + L" %s%d%% ОД в пуÑтынных Ñекторах\n", + L" %s%d%% ОД в болотных Ñекторах\n", + L" %s%d%% ОД в городÑких Ñекторах\n", + L" %s%d%% ОД в леÑных Ñекторах\n", + L" %s%d%% ОД на равнинных Ñекторах\n", + L" %s%d%% ОД в речных Ñекторах\n", + L" %s%d%% ОД в тропичеÑких Ñекторах\n", + L" %s%d%% ОД в Ñекторах на побережье\n", + L" %s%d%% ОД в горных Ñекторах\n", + + L" %s%d%% подвижноÑть\n", + L" %s%d%% ловкоÑть\n", + L" %s%d%% Ñила\n", + L" %s%d%% лидерÑтво\n", + L" %s%d%% меткоÑть\n", + L" %s%d%% механика\n", + L" %s%d%% взрывчатка\n", + L" %s%d%% медицина\n", + L" %s%d%% интеллект\n", + + L" %s%d%% ОД на крышах\n", + L" %s%d%% ОД Ð´Ð»Ñ Ð¿Ð»Ð°Ð²Ð°Ð½Ð¸Ñ\n", + L" %s%d%% ОД Ð´Ð»Ñ ÑтроительÑтва укреплений\n", + L" %s%d%% ОД Ð´Ð»Ñ Ñтрельбы из миномётов\n", + L" %s%d%% ОД Ð´Ð»Ñ Ð´Ð¾Ñтупа к инвентарю\n", + L" Ñмотрит в разных направлениÑÑ… при выÑадке\n %s%d%% ОД поÑле выÑадки\n", + L" %s%d%% ОД на первом ходу при штурме Ñектора\n", + + L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð¿ÐµÑˆÐºÐ¾Ð¼\n", + L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° машине\n", + L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° воздушном транÑпорте\n", + L" %s%d%% ÑкороÑть Ð´Ð²Ð¸Ð¶ÐµÐ½Ð¸Ñ Ð½Ð° водном транÑпорте\n", + + L" %s%d%% Ñопротивление Ñтраху\n", + L" %s%d%% Ñопротивление подавлению\n", + L" %s%d%% физичеÑкое Ñопротивление\n", + L" %s%d%% Ñопротивление алкогол.\n", + L" %s%d%% Ñопротивление заболеванию\n", + + L" %s%d%% ÑффективноÑть Ð²ÐµÐ´ÐµÐ½Ð¸Ñ Ð´Ð¾Ð¿Ñ€Ð¾Ñа\n", + L" %s%d%% ÑффективноÑть тюремной охраны\n", + L" %s%d%% лучше цены при торговле оружием и патронами\n", + L" %s%d%% лучшие цены при торговле броней, разгрузками, ножами, наборам и др.\n", + L" %s%d%% к Ñиле капитулÑции при ведении переговоров\n", + L" %s%d%% быÑтрее бег\n", + L" %s%d%% ÑкороÑть перевÑзки\n", + L" %s%d%% воÑтановление дыханиÑ\n", + L" %s%d%% Ñила Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ½Ð¾Ñки вещей\n", + L" %s%d%% потребление еды\n", + L" %s%d%% потребление воды\n", + L" %s%d потребноÑть в Ñне\n", + L" %s%d%% урон от ножей\n", + L" %s%d%% точноÑть атаки ножами\n", + L" %s%d%% ÑффективноÑть камуфлÑжа\n", + L" %s%d%% ÑкрытноÑть\n", + L" %s%d%% макÑ. ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ\n", + L" %s%d дальноÑть Ñлуха ночью\n", + L" %s%d дальноÑть Ñлуха днем\n", + L" %s%d ÑффективноÑть при разминировании ловушек\n", + L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ ÐŸÐ’Ðž\n", + + L" %s%d%% ÑффективноÑть дружеÑкого обращениÑ\n", + L" %s%d%% ÑффективноÑть прÑмого обращении\n", + L" %s%d%% ÑффективноÑть угроз\n", + L" %s%d%% ÑффективноÑть найма\n", + + L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñ Ð²Ñ‹ÑˆÐ¸Ð±Ð½Ñ‹Ð¼Ð¸ зарÑдами\n", + L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ñ Ð¾Ñ€ÑƒÐ¶Ð¸ÐµÐ¼ против животных\n", + L" %s%d%% ÑтоимоÑть Ñтраховки\n", + L" %s%d%% ÑффективноÑть Ð½Ð°Ð±Ð»ÑŽÐ´Ð°Ñ‚ÐµÐ»Ñ Ð² ÑнайперÑкой паре\n", + L" %s%d%% ÑффективноÑть в диагноÑтике заболеваниÑ\n", + L" %s%d%% ÑффективноÑть в лечении наÑÐµÐ»ÐµÐ½Ð¸Ñ Ð¾Ñ‚ болезней\n", + L"Замечает Ñледы на раÑÑтоÑнии до %d метров\n", + L" %s%d%% начальное раÑÑтоÑние до противника в заÑаде\n", + L" %s%d%% ÑˆÐ°Ð½Ñ Ð¸Ð·Ð±ÐµÐ¶Ð°Ñ‚ÑŒ укуÑа змей\n", + + L" не нравитьÑÑ Ð´Ñ€ÑƒÐ³Ð¾Ðµ прошлое\n", + L"Курит", + L"Ðе курит", + L" %s%d%% enemy CTH if crouched against thick cover in their direction\n", + L" %s%d%% кровотечение\n", + L" Взлом: %s%d ", + L" %s%d%% burial speed\n", // TODO.Translate + L" %s%d%% administration effectiveness\n", // TODO.Translate + L" %s%d%% exploration effectiveness\n", // TODO.Translate +}; + +STR16 szBackgroundTitleText[] = +{ + L"I.M.P. БиографиÑ", +}; + +// Flugente: personality +STR16 szPersonalityTitleText[] = +{ + L"I.M.P. ПредубеждениÑ", +}; + +STR16 szPersonalityDisplayText[]= +{ + L"Ð’Ñ‹ выглÑдите", + L"и ваша внешноÑть", + L"важна Ð´Ð»Ñ Ð²Ð°Ñ.", + L"У ваÑ", + L" и вы", + L"переживаете за Ñто.", + L"Ð’Ñ‹", + L"и ненавидите вÑех", + L".", + L"раÑиÑÑ‚ по отношению к не ", + L".", +}; + +// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters! +STR16 szPersonalityHelpText[]= +{ + L"Как вы выглÑдите?", + L"ÐаÑколько Ð´Ð»Ñ Ð²Ð°Ñ Ð²Ð°Ð¶ÐµÐ½ внешний вид других?", + L"Ваша манера поведениÑ?", + L"ÐаÑколько Ð´Ð»Ñ Ð²Ð°Ñ Ð²Ð°Ð¶Ð½Ð° манера Ð¿Ð¾Ð²ÐµÐ´ÐµÐ½Ð¸Ñ Ð´Ñ€ÑƒÐ³Ð¸Ñ…?", + L"Ваша национальноÑть?", + L"ÐšÐ°ÐºÐ°Ñ Ð½Ð°Ñ†Ð¸Ð¾Ð½Ð°Ð»ÑŒÐ½Ð¾Ñть вам неприÑтна?", + L"ÐаÑколько вам неприÑтна Ñта национальноÑть?", + L"наÑколько вы раÑиÑÑ‚?", + L"Ваша раÑа? Ð’Ñ‹ будете\nотноÑитьÑÑ Ð¿Ð»Ð¾Ñ…Ð¾ к другим раÑам.", + L"ÐаÑколько вы ÑекÑиÑÑ‚ по отношению к другим полам?", +}; + + +STR16 szRaceText[]= +{ + L"белым", + L"черным", + L"азиатам", + L"ÑÑкимоÑам", + L"иÑпанцам", +}; + +STR16 szAppearanceText[]= +{ + L"Ñредне", + L"уродливо", + L"невзрачно", + L"привлекательно", + L"как ребенок", +}; + +STR16 szRefinementText[]= +{ + L"обычное поведение", + L"хамÑкое поведение", + L"ÑнобÑкое поведение", +}; + +STR16 szRefinementTextTypes[] = +{ + L"нормальные люди", + L"жлобы", + L"Ñнобы", +}; + +STR16 szNationalityText[]= +{ + L"Ðмериканец", // 0 + L"Ðраб", + L"ÐвÑтралиец", + L"Британец", + L"Канадец", + L"Кубинец", // 5 + L"Датчанин", + L"Француз", + L"РуÑÑкий", + L"Ðигериец", + L"Швейцарец", // 10 + L"Ямаец", + L"ПолÑк", + L"Китаец", + L"Ирладец", + L"Южноафриканец", // 15 + L"Венгр", + L"Шотландец", + L"Ðрулькиец", + L"Ðемец", + L"Ðфриканец", // 20 + L"ИтальÑнец", + L"Голландец", + L"Румын", + L"Метавирец", + + // newly added from here on + L"Грек", // 25 + L"ЭÑтонец", + L"ВенеÑуÑлец", + L"Японец", + L"Турок", + L"Индиец", // 30 + L"МекÑиканец", + L"Ðорвежец", + L"ИÑпанец", + L"Бразилец", + L"Финн", // 35 + L"Иранец", + L"ИзраильтÑнин", + L"Болгарин", + L"Швед", + L"Иракец", // 40 + L"Сириец", + L"Бельгиец", + L"Португалец", + L"БелоруÑ", + L"Серб", // 45 + L"ПакиÑтанец", + L"Ðлбанец", + L"Ðргентинец", + L"ÐрмÑнин", + L"Ðзербайджанец", // 50 + L"Боливиец", + L"Чилиец", + L"ЧеркеÑ", + L"Колумбиец", + L"ЕгиптÑнин", // 55 + L"Эфиоп", + L"Грузин", + L"Иорданец", + L"КазахÑтанец", + L"Кениец", // 60 + L"Кореец", + L"КыргызÑтанец", + L"Монгол", + L"ПалеÑтинец", + L"Панамец", // 65 + L"Родезиец", + L"Сальвадорец", + L"Саудовец", + L"Сомалиец", + L"Таец", // 70 + L"Украинец", + L"УзбекиÑтанец", + L"Валлиец", + L"Езид", + L"Зимбабвиец", // 75 +}; + +STR16 szNationalityTextAdjective[] = +{ + L"американцев", // 0 + L"арабов", + L"авÑтралийцев", + L"британцев", + L"канадцев", + L"кубинцев", // 5 + L"датчан", + L"французов", + L"руÑÑких", + L"нигерийцев", + L"швейцарцев", // 10 + L"Ñмайцев", + L"полÑков", + L"китайцев", + L"ирладцев", + L"южноафриканцев", // 15 + L"венгров", + L"шотландецев", + L"арулькийцев", + L"немцев", + L"африканцев", // 20 + L"итальÑнцев", + L"голландцев", + L"румынов", + L"метавирцев", + + // newly added from here on + L"греков", // 25 + L"ÑÑтонцев", + L"венеÑуÑльцев", + L"Ñпонцев", + L"турков", + L"индийцев", // 30 + L"мекÑиканцев", + L"норвежцев", + L"иÑпанцев", + L"бразильцев", + L"финнов", // 35 + L"иранцев", + L"израильтÑнинов", + L"болгаров", + L"шведов", + L"иракцев", // 40 + L"Ñирийцев", + L"бельгийцев", + L"португальцев", + L"белоруÑов", + L"Ñербов", // 45 + L"пакиÑтанцев", + L"албанцев", + L"аргентинцев", + L"армÑн", + L"азербайджанцев", // 50 + L"боливийцев", + L"чилийцев", + L"черкеÑов", + L"колумбийцев", + L"египтÑн", // 55 + L"Ñфиопов", + L"грузин", + L"иорданцев", + L"казахÑтанцев", + L"кенийцев", // 60 + L"корейцев", + L"кыргызÑтанцев", + L"монголов", + L"палеÑтинцев", + L"панамцев", // 65 + L"родезийцев", + L"Ñальвадорцев", + L"Ñаудовцев", + L"Ñомалийцев", + L"тайцев", // 70 + L"украинцев", + L"узбекиÑтанцев", + L"валлийцев", + L"езидов", + L"зимбабвийцев", // 75 +}; + +// special text used if we do not hate any nation (value of -1) +STR16 szNationalityText_Special[]= +{ + L"нормально отноÑитÑÑ Ðº другим национальноÑÑ‚Ñм.", // used in personnel.cpp + L"неизвеÑтно", // used in IMP generation +}; + +STR16 szCareLevelText[]= +{ + L"не", + L"немного", + L"Ñильно", +}; + +STR16 szRacistText[]= +{ + L"не", + L"немного", + L"Ñильно", +}; + +STR16 szSexistText[]= +{ + L"не ÑекÑиÑÑ‚", + L"ÑекÑиÑÑ‚", + L"убежденный ÑекÑиÑÑ‚", + L"джентльмен", +}; + +// Flugente: power pack texts +STR16 gPowerPackDesc[] = +{ + L"Батарейки: ", + L"зарÑжены", + L"хороший зарÑд", + L"половина зарÑда", + L"низкий зарÑд", + L"разрÑжены", + L"." +}; + +// WANNE: Special characters like % or someting else should go here +// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese) +STR16 sSpecialCharacters[] = +{ + L"%", // Percentage character +}; + +STR16 szSoldierClassName[]= +{ + L"Ðаёмник", + L"Ðовобранец", + L"РÑдовой", + L"Ветеран", + + L"ГражданÑкий", + + L"ПолицейÑкий", + L"Солдат", + L"Спецназ", + L"Танк", + + L"Тварь", + L"Зомби", +}; + +STR16 szCampaignHistoryWebSite[]= +{ + L"ПреÑÑ-Ñлужба %s", + L"МиниÑтерÑтво раÑпроÑÑ‚Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ð¸ %s", + L"Революционное движение %s", + L"The Times International", + L"International Times", + L"R.I.S. (Служба информационной разведки)", + + L"Ð˜Ð½Ñ„Ð¾Ñ€Ð¼Ð°Ñ†Ð¸Ñ Ð¾Ñ‚ %s", + L"Мы - нейтральный иÑточник информации. Мы Ñобираем различные новоÑтные Ñтатьи от %s. Мы не оцениваем Ñти иÑточники - мы проÑто публикуем их, так что вы Ñами можете ÑоÑтавить Ñвое мнение. Мы публикуем Ñтатьи из различных иÑточников, Ñреди них ", + + L" ÐžÐ±Ñ‰Ð°Ñ Ñводка", + L" Боевые отчёты", + L" ÐовоÑти", + L" О наÑ", +}; + +STR16 szCampaignHistoryDetail[]= +{ + L"%s, %s %s %s в %s.", + + L"ополченцы", + L"армиÑ", + + L"атаковали", + L"попал в заÑаду", + L"выÑадилÑÑ", + + L"Ðтака оÑущеÑтвлена Ñ %s.", + L"Подкрепление Ð´Ð»Ñ %s пришли Ñ %s.", + L"Ðтакованы Ñ %s, %s получили Ð¿Ð¾Ð´ÐºÑ€ÐµÐ¿Ð»ÐµÐ½Ð¸Ñ Ñ %s.", + L"Ñевера", + L"воÑтока", + L"юга", + L"запада", + L"и", + L"неизвеÑтно", //an unknown location + + L"Ð—Ð´Ð°Ð½Ð¸Ñ Ð² Ñекторе получили повреждениÑ.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ Ð·Ð´Ð°Ð½Ð¸Ñ Ð² Ñекторе получили повреждениÑ, %d гражданÑких были убиты и %d ранены.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ %s и %s вызвали подкреплениÑ.", + L"Во Ð²Ñ€ÐµÐ¼Ñ Ð°Ñ‚Ð°ÐºÐ¸ %s вызвали подкреплениÑ.", + L"Очевидцы отмечают иÑпользование химичеÑкого Ð¾Ñ€ÑƒÐ¶Ð¸Ñ Ð¾Ð±ÐµÐ¸Ð¼Ð¸ Ñторонами.", + L"ХимичеÑкое оружие было иÑпользовано %s.", + L"Ð’ результате Ñерьезной ÑÑкалации конфликта отмечаетÑÑ Ð¸Ñпользование танков обеими Ñторонами.", + L"%d танков было иÑпользовано %s, %d было уничтожено в ожеÑточенном бою.", + L"Обе Ñтороны утверждают, что иÑпользовали Ñнайперов.", + L"По непроверенным данным, у %s в Ñтолкновении учаÑтвовали Ñнайперы.", + L"Этот Ñектор имеет большое ÑтратегичеÑкое значение, поÑкольку в нем раÑположена одна из батарей ПВО, которыми раÑполагает Ð°Ñ€Ð¼Ð¸Ñ %s. ÐÑрофотоÑьемка показывает, что центр ÑƒÐ¿Ñ€Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð»ÑƒÑ‡Ð¸Ð» Ñерьезные повреждениÑ. Ð’ результате воздушное проÑтранÑтво над %s некоторое Ð²Ñ€ÐµÐ¼Ñ Ð±ÑƒÐ´ÐµÑ‚ незащищенным.", + L"Ð¡Ð¸Ñ‚ÑƒÐ°Ñ†Ð¸Ñ ÑтановитÑÑ Ð²Ñе более запутанной, так как, ÑÑƒÐ´Ñ Ð¿Ð¾ вÑему, разноглаÑÐ¸Ñ Ð¼ÐµÐ¶Ð´Ñƒ повÑтанцами доÑтигли Ñерьезного уровнÑ. У Ð½Ð°Ñ ÐµÑть подтверждение, что между повÑтанцами и иноÑтранными наёмниками произошел бой.", + L"Положение правительÑтвенных войÑк оказалоÑÑŒ более шатким, чем предÑтавлÑлоÑÑŒ ранее. ЕÑть ÑвидетельÑтва раÑкола и Ñтрельбы между армейÑкими подразделениÑми.", +}; + +STR16 szCampaignHistoryTimeString[]= +{ + L"Глубокой ночью", // 23 - 3 + L"Ðа раÑÑвете", // 3 - 6 + L"Рано утром", // 6 - 8 + L"Утром", // 8 - 11 + L"Ð’ полдень", // 11 - 14 + L"ПоÑле полуднÑ", // 14 - 18 + L"Вечером", // 18 - 21 + L"Ðочью", // 21 - 23 +}; + +STR16 szCampaignHistoryMoneyTypeString[]= +{ + L"Ðачальные финанÑÑ‹", + L"Доход от шахт", + L"ТорговлÑ", + L"Другие иÑточники", +}; + +STR16 szCampaignHistoryConsumptionTypeString[]= +{ + L"Патроны", + L"Взрывчатка", + L"Еда", + L"Медикаменты", + L"ОбÑлуживание", +}; + +STR16 szCampaignHistoryResultString[]= +{ + L"ÐрмейÑкие Ñилы были уничтожены без оÑобого ÑопротивлениÑ.", + + L"ПовÑтанцы легко Ñокрушили противника, нанеÑÑ Ñ‚Ñжелый урон.", + L"ПовÑтанцы без оÑобых уÑилий нанеÑли противнику Ñ‚Ñжелый урон и захватили неÑколько пленных.", + + L"ПовÑтанцы Ñумели победить противника в результате Ñ‚Ñжелого боÑ. ÐÑ€Ð¼Ð¸Ñ Ð¿Ð¾Ð½ÐµÑла потери.", + L"ПовÑтанцы понеÑли потери, но Ñмогли нанеÑти поражение правительÑтвенным войÑкам. По непроверенным данным, неÑколько Ñолдат могли попаÑть в плен.", + + L"ПовÑтанцы Ñумели нанеÑти поражение правительÑтвенным войÑкам, но из-за выÑоких потерь Ñта победа может оказатьÑÑ Ð¿Ð¸Ñ€Ñ€Ð¾Ð²Ð¾Ð¹. ÐеизвеÑтно, Ñумеют ли они удержать завоеванные позиции под непрерывными атаками противника.", + + L"ЧиÑленное превоÑходÑтво армии принеÑло Ñвои плоды. ПовÑтанцы не имели ни единого шанÑа и вынуждены были отÑтупить, чтобы избежать гибели или плена.", + L"ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° чиÑленное превоÑходÑтво повÑтанцев в Ñтом Ñекторе, Ð°Ñ€Ð¼Ð¸Ñ Ð»ÐµÐ³ÐºÐ¾ разделалаÑÑŒ Ñ Ð½Ð¸Ð¼Ð¸.", + + L"ПовÑтанцы не были готовы противоÑтоÑть правительÑтвенным войÑкам, которые превоÑходили их в чиÑленноÑти и вооружении, и были разбиты армией Ñ Ð»ÐµÐ³ÐºÐ¾Ñтью.", + L"ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° то, что на Ñтороне повÑтанцев было чиÑленное преимущеÑтво, Ð°Ñ€Ð¼Ð¸Ñ Ð¾ÐºÐ°Ð·Ð°Ð»Ð°ÑÑŒ лучше вооружена. ПовÑтанцы потерпели поражение", + + L"Ð’ результате ожеÑточенного Ð±Ð¾Ñ Ð¾Ð±Ðµ Ñтороны понеÑли ÑущеÑтвенные потери, но в итоге ÑказалоÑÑŒ чиÑленное преимущеÑтво армии. ПовÑтанцы были разгромлены. Возможно, чаÑть из них Ñумела выжить, но в наÑтоÑщий момент мы не можем проверить Ñту информацию.", + L"Ð’ произошедшей интенÑивной переÑтрелке ÑказалаÑÑŒ Ð»ÑƒÑ‡ÑˆÐ°Ñ Ð¿Ð¾Ð´Ð³Ð¾Ñ‚Ð¾Ð²ÐºÐ° армии, и повÑтанцы были вынуждены отÑтупить.", + + L"Ðи одна из Ñторон не ÑобиралаÑÑŒ уÑтупать. ÐеÑÐ¼Ð¾Ñ‚Ñ€Ñ Ð½Ð° то, что Ð°Ñ€Ð¼Ð¸Ñ ÑƒÑтранила угрозу воÑÑÑ‚Ð°Ð½Ð¸Ñ Ð² районе, понеÑенные потери означают, что армейÑкое подразделение ÑущеÑтвует только формально. Однако, еÑли Ð°Ñ€Ð¼Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ позволить Ñебе воевать Ñ Ñ‚Ð°ÐºÐ¸Ð¼ уровнем потерь, повÑтанцы очень Ñкоро физичеÑки закончатÑÑ.", +}; + +STR16 szCampaignHistoryImportanceString[]= +{ + L"Ðеприменимый", + L"Ðеважный", + L"Заметный", + L"Примечательный", + L"СущеÑтвенный", + L"ИнтереÑный", + L"Важный", + L"Очень важный", + L"Серьезный", + L"Значительный", + L"Важнейший", +}; + +STR16 szCampaignHistoryWebpageString[]= +{ + L"Убито", + L"Ранено", + L"Пленных", + L"Ð’Ñ‹Ñтрелов", + + L"Денег", + L"Издержки", + L"Потери", + L"УчаÑтники", + + L"Повышеный", + L"Общий", + L"Полный", + L"Ðазад", + + L"Далее", + L"Эпизод", + L"День", +}; + +STR16 szCampaignStatsOperationPrefix[] = // TODO.Translate +{ + L"Славный %s", + L"Мощный %s", + L"Грозный %s", + L"Пугающий %s", + + L"Могучий %s", + L"Поразительный %s", + L"Вероломный %s", + L"Скорый %s", + + L"ÐеиÑтовый %s", + L"ЖеÑтокий %s", + L"БезжалоÑтный %s", + L"БеÑпощадный %s", + + L"КаннибальÑкий %s", + L"Великолепный %s", + L"Плутливый %s", + L"ÐеÑÑный %s", + + L"Ðеопределенный %s", + L"Сжигающий %s", + L"Разгневанный %s", + L"Воображаемый %s", + + // 20 + L"УжаÑтный %s", + L"Плевать-на-право %s", + L"Спровоцированный %s", + L"ÐепреÑтанный %s", + + L"ЖеÑткий %s", + L"Упорный %s", + L"БезраÑÑудный %s", + L"Ðевозможный %s", + + L"Страшнейший %s", + L"Внезапный %s", + L"ДемократичеÑкий %s", + L"Разрывной %s", + + L"Двухпартийный %s", + L"Кровавый %s", + L"РумÑный %s", + L"Ðевинный %s", + + L"Злобный %s", + L"ДразнÑщий %s", + L"Уничтожающий %s", + L"Стойкий %s", + + // 40 + L"ÐемилоÑердный %s", + L"СумаÑшедший %s", + L"Окончательный %s", + L"ЯроÑтный %s", + + L"Лучше избежать нашего %s", + L"Страшный %s", + L"Благодарный %s!", + L"Защитить %s", + + L"Внимательный %s", + L"Крушаший %s", + L"Колющий %s", + L"Побеждающий %s", + + L"СадиÑÑ‚Ñкий %s", + L"ГорÑщий %s", + L"Гневный %s", + L"Ðевидимый %s", + + L"Виновный %s", + L"Гниющий %s", + L"Очищающий %s", + L"БеÑпокойный %s", + + // 60 + L"Страый %s", + L"Голодный %s", + L"СпÑщий %s", + L"Угрюмый %s", + + L"Гибкий %s", + L"Ðазойливый %s", + L"Обиженный %s", + L"Привлекательный %s", + + L"Кричащий %s", + L"ПрÑчущийÑÑ %s", + L"МолÑщийÑÑ %s", + L"БродÑщий %s", + + L"Хладнокровный %s", + L"БеÑÑтрашный %s", + L"БыÑтроногий %s", + L"ПраклÑтый %s", + + L"ВегетарианÑкий %s", + L"Ðелепый %s", + L"ОтÑталый %s", + L"ПревоÑходный %s", + + // 80 + L"ГероичеÑкий %s", + L"ПодходÑщий %s", + L"СмотрÑщий %s", + L"Отравленный %s", + + L"Ðеожиданный %s", + L"Продолжительный %s", + L"ВеÑелÑщий %s", + L"%s - обмен!", + + L"%s на Ñтероидах", + L"%s против Прищельцев", + L"%s Ñ Ñ‚Ð²Ð¸Ñтом", + L"УдовлетворÑющий %s", + + L"Гибрид Человек-%s", + L"ПуÑтынный %s", + L"Дорогой %s", + L"Полуночный %s", + + L"КапиталиÑтичеÑкий %s", + L"КоммуниÑтичеÑкий %s", + L"Значительный %s", + L"УÑтойчивый %s", + + // 100 + L"ÐнарколептичеÑкий %s", + L"Отбеливающий %s", + L"ДробÑщий %s", + L"Бьющий %s", + + L"Кровожадный %s", + L"Тучный %s", + L"Лукавый %s", + L"Древовидный %s", + + L"Дешевый %s", + L"Удовлетворенный %s", + L"Ложный %s", + L"%s в помощь", + + L"Крабы против %s", + L"%s в коÑмоÑе!!!", + L"%s против Годзиллы", + L"Ðнеукрощённый %s", + + L"Ðадёжный %s", + L"Медный %s", + L"Ðлчный %s", + L"Ðочной %s", + + // 120 + L"Мешающий %s", + L"Сердитый %s", + L"Противный %s", + L"Мманиакальный %s", + + L"Древний %s", + L"КрадущийÑÑ %s", + L"%s Рока", + L"МеÑть %s", + + L"%s в бегах", + L"%s вне времени", + L"Один Ñ %s", + L"%s из Ðда", + + L"Супер-%s", + L"Ультра-%s", + L"Мега-%s", + L"Гига-%s", + + L"ЧаÑтичный %s", + L"Отличный %s", + L"Дрожащий %s", + L"ОбодрÑющий %s", + + // 140 +}; + +STR16 szCampaignStatsOperationSuffix[] = +{ + L"Дракон", + L"Горный Лев", + L"КраÑноголовый Змей", + L"Терьерь РаÑÑела", + + L"Грод Ðемезида", + L"ВаÑилиÑк", + L"Клинок", + L"Щит", + + L"Молот", + L"Призрак", + L"КонкреÑÑ", + L"ÐефтÑной Бур", + + L"Друг", + L"Товарищ", + L"Муж", + L"ТеÑть", + + L"Дюнный Змей", + L"Банкир", + L"Удав", + L"Кот", + + // 20 + L"Съезд", + L"Сенат", + L"Церковник", + L"Задира", + + L"Штык", + L"Волк", + L"Солдат", + L"ДревеÑтник", + + L"ПиÑец", + L"КуÑÑ‚", + L"ÐÑфальт", + L"Закат", + + L"Ураган", + L"Оцелот", + L"Тигр", + L"Завод", + + L"Леопард", + L"Демон", + L"Овод", + L"Ротвейлер", + + // 40 + L"Кузен", + L"Дед", + L"Ðоворожденный", + L"Сектант", + + L"Ðнтибиотик", + L"Демократ", + L"Полкоодец", + L"Молот Судного ДнÑ", + + L"МиниÑтр", + L"Бобр", + L"ТеррориÑÑ‚", + L"Дождь Смерти", + + L"Пророк", + L"Торговец", + L"КреÑтоноÑец", + L"Управленец", + + L"ПульÑар", + L"ОтпуÑк", + L"Взрыв", + L"Хищник", + + // 60 + L"Мантикор", + L"ЛедÑной Гигант", + L"Ðнтракт", + L"Средний КлаÑÑ", + + L"Крикун", + L"Козел", + L"ПеÑ", + L"Ответ", + + L"Бункер", + L"Мим", + L"Проводник", + L"Работодатель", + + L"Француз", + L"Момент", + L"Тритон", + L"Дурак", + + L"Степной Волк", + L"Железный Молот", + L"Лорд", + L"Правитель", + + // 80 + L"Диктатор", + L"Старик", + L"Измельчитель", + L"пылеÑоÑ", + + L"ХомÑк", + L"Гипноз", + L"Диджей", + L"Uробовщик", + + L"Гном", + L"Ребенок", + L"ГангÑтер", + L"МÑÑоед", + + L"Бог", + L"Гендер", + L"Моль", + L"Малыш", + + L"Самолет", + L"Гражданин", + L"Любовни", + L"Фонд", + + // 100 + L"Формат", + L"Меч", + L"БарÑ", + L"ИрбиÑ", + + L"Кентавр", + L"Скорпион", + L"Серпент", + L"Черный Паук", + + L"Тарантул", + L"Гриф", + L"Еретик", + L"Кретин", + + L"Образец", + L"Цербер", + L"МангуÑÑ‚", + L"Ухажер", + + L"Монах", + L"Скиталец", + L"Гад", + L"Сом", + + // 120 + L"Греховник", + L"Праведник", + L"ÐÑтероид", + L"Метеор", + + L"Клубок Проблем", + L"Рыбий Жир", + L"Молочник", + L"УÑ", + + L"ПÑих", + L"Безумец", + L"рефлекÑ", + L"Знак", + + L"Король", + L"Принц", + L"ЕпиÑкоп", + L"Раб", + + L"Оплот", + L"Дворец", + L"Конь", + L"Суд", + + // 140 +}; + +STR16 szMercCompareWebSite[] = +{ + // main page + L"Бойцы ЛюбÑÑ‚ Ð¢ÐµÐ±Ñ Ð¸Ð»Ð¸ КлÑнут", + L"Ваш ÑкÑперт â„–1 по Ñплочению комманды", + + L"Кто мы?", + L"Ðнализ команды", + L"Парные ÑравнениÑ", + L"ПерÑоналии", + L"Отзывы клиентов", + + L"ЕÑли ваш Ð±Ð¸Ð·Ð½ÐµÑ Ð¿Ñ€ÐµÐ´Ð¿Ð¾Ð»Ð°Ð³Ð°ÐµÑ‚ инновационные Ñ€ÐµÑˆÐµÐ½Ð¸Ñ Ð´Ð»Ñ ÐºÑ€Ð¸Ñ‚Ð¸Ñ‡ÐµÑких приложений, работающих в режиме реального времени, возможно, некоторые из Ñтих наблюдений будут вам знакомы:", + L"Ваша команда боретÑÑ Ñама Ñ Ñобой.", + L"Ваши Ñотрудники тратÑÑ‚ Ð²Ñ€ÐµÐ¼Ñ Ð¼ÐµÑˆÐ°Ñ Ð´Ñ€ÑƒÐ³ другу.", + L"Ð’ вашем коллективе Ð±Ð¾Ð»ÑŒÑˆÐ°Ñ Ñ‚ÐµÐºÑƒÑ‡ÐµÑть кадров.", + L"Ð’Ñ‹ поÑтоÑнно получаете низкие оценки по удовлетворенноÑти перÑонала работой.", + L"ЕÑли вы ÑтолкнулиÑÑŒ Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ Ñ Ð¾Ð´Ð½Ð¾Ð¹ из Ñтих Ñитуаций, то, возможно, в вашем деле еÑть проблемы. И Ñкорее вÑего, ваши Ñотрудники не Ñтанут работать в полную Ñилу. Ðо Ð±Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ð½Ð°ÑˆÐµÐ¹ запатентованной и проÑтой Ð´Ð»Ñ Ð¿Ð¾Ð½Ð¸Ð¼Ð°Ð½Ð¸Ñ ÑиÑтеме \"БоЛТиК\", вы Ñможете вернуть производительноÑть и ÑчаÑтливые улыбки на лицах вÑех ваших Ñотрудников в мгновение ока!", + + // customer quotes + L"ÐеÑколько цитат наших благодарных клиентов:", + L"Мои прошлые Ð¾Ñ‚Ð½Ð¾ÑˆÐµÐ½Ð¸Ñ Ð±Ñ‹Ð»Ð¸ проÑто ужаÑны. Я винила во вÑём ÑебÑ... но теперь то Ñ Ð·Ð½Ð°ÑŽ. Ð’Ñе мужчины заÑлуживают Ñмерти! СпаÑибо тебе, \"БоЛТиК\", за моё прозрение!", + L"-Луиза Г., романиÑÑ‚-", + L"Я никогда не ладил Ñо Ñвоими братьÑми, а в поÑледнее Ð²Ñ€ÐµÐ¼Ñ Ð¾Ñ‚Ð½Ð¾ÑˆÐµÐ½Ð¸Ñ Ñтали ÑовÑем из рук вон плохими. Ð’Ñ‹ показали мне, что вÑему виной было поÑтыдное недоверие к отцу. СпаÑибо вам за Ñто! Я должен открыто вÑÑ‘ Ñказать отцу.", + L"-Конрад C., ИÑправительное учреждение-", + L"Я одиночка по жизни, и работа в команде была проÑто пыткой. Ðо методика \"БоЛТиК\" показала мне как Ñтать чаÑтью команды. Этот вклад проÑто неоценим!", + L"-Грант Ð’., Заклинатель змей-", + L"Ð’ моей работе необходимо доверÑть каждому члену команды на вÑе Ñто процентов. Вот почему мы обратилиÑÑŒ к ÑкÑпертам - к компании \"БоЛТиК\".", + L"-Ð¥Ð°Ð»Ð»Ñ Ð›., СПК-", + L"Прежде вÑего, хочу признать, что наш коллектив был веÑьма разношерÑтным, из-за чего чаÑто ÑлучалиÑÑŒ конфликты. Ðо Ñо временем мы доÑтигли взаимоуважениÑ, и теперь дополнÑем друг друга.", + L"-Майкл C., ÐÐСÐ-", + L"Рекоммендую отдать предпочтение Ñтому Ñайту!", + L"-КаÑпар Ð¥., ЛогиÑтичеÑÐºÐ°Ñ ÐºÐ¾Ð¼Ð¿Ð°Ð½Ð¸Ñ H&C-", + L"Ðаш процеÑÑ Ñ‚Ñ€ÐµÐ½Ð¸Ñ€Ð¾Ð²Ð¾Ðº должен быть макÑимально быÑтрым, поÑтому мы должны знать, Ñ ÐºÐµÐ¼ имеем дело. ÐšÐ¾Ð¼Ð¿Ð°Ð½Ð¸Ñ \"БоЛТиК\" Ñтала очевидным выбором.", + L"-СтÑнли Дюк, ÐšÐ¾Ñ€Ð¿Ð¾Ñ€Ð°Ñ†Ð¸Ñ Ð¦ÐµÑ€Ð±ÐµÑ€-", + + // analyze + L"Выберите наёмника", + L"Выберите отрÑд", + + // error messages + L"Ð’ наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ñƒ Ð²Ð°Ñ Ð½ÐµÑ‚ наёмников на Ñлужбе. Боевой дух бойцов ниже нормы - оÑÐ½Ð¾Ð²Ð½Ð°Ñ Ð¿Ñ€Ð¸Ñ‡Ð¸Ð½Ð° чаÑтых увольнений Ñреди перÑонала.", +}; + +STR16 szMercCompareEventText[]= +{ + L"%s подÑтрелил(а) менÑ!", + L"%s плетёт интриги за моей Ñпиной", + L"%s вмешиваетÑÑ Ð² мои дела", + L"%s дружит Ñ Ð¼Ð¾Ð¸Ð¼ врагом", + + L"%s получил(а) контракт до менÑ", + L"%s приказал(а) позорно отÑтупить", + L"%s убивает невинных", + L"%s тормозит наÑ", + + L"%s не делитÑÑ ÐµÐ´Ð¾Ð¹", + L"%s Ñтавит под угрозу миÑÑию", + L"%s наркоман", + L"%s воровÑÐºÐ°Ñ Ð³Ð°Ð´Ð¸Ð½Ð°", + + L"%s никакущий командир", + L"%s переплачивают", + L"%s получает вÑÑ‘ Ñамое лучшее", + L"%s держит Ð¼ÐµÐ½Ñ Ð½Ð° мушке", + + L"%s обрабатывал(а) мои раны", + L"Хорошо поÑидели за бутылочкой Ñ %s", + L"C %s клаÑÑно напиватьÑÑ", + L"%s доÑтавучий(-аÑ) когда пьÑн(а)", + + L"%s идиот когда пьÑн", + L"%s не поддерживает нашу точку зрениÑ", + L"%s поддерживает нашу позицию", + L"%s ÑоглашаетÑÑ Ñ Ð½Ð°ÑˆÐ¸Ð¼Ð¸ доводами", + + L"Ð£Ð±ÐµÐ¶Ð´ÐµÐ½Ð¸Ñ %s противоречат нашим", + L"%s знает, как уÑпокоить людей", + L"%s беÑчувÑтвенный(-аÑ)", + L"%s Ñтавит людей на Ñвоё меÑто", + + L"%s очень импульÑивен(а)", + L"%s - разноÑчик заразы", + L"%s лечит мои заболеваниÑ", + L"%s не ÑдерживаетÑÑ Ð² бою", + + L"%s наÑлаждаетÑÑ Ð±Ð¸Ñ‚Ð²Ð¾Ð¹ Ñверх меры", + L"%s хороший преподаватель", + L"%s привёл(а) Ð½Ð°Ñ Ðº победе", + L"%s ÑпаÑ(ла) мою жизнь", + + L"%s украл(а) моё убийÑтво", + L"%s и Ñ Ð¾Ñ‚Ð»Ð¸Ñ‡Ð½Ð¾ работаем вмеÑте", + L"%s заÑтавил(а) противника ÑдатьÑÑ", + L"%s ранил(а) гражданÑких", +}; + +STR16 szWHOWebSite[] = +{ + // main page + L"Ð’ÑÐµÐ¼Ð¸Ñ€Ð½Ð°Ñ Ð¾Ñ€Ð³Ð°Ð½Ð¸Ð·Ð°Ñ†Ð¸Ñ Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ", + L"Возвращаем здоровье в жизнь", + + // links to other pages + L"О ВОЗ", + L"Болезни Ðрулько", + L"О заболеваниÑÑ…", + + // text on the main page + L"ВОЗ ÑвлÑетÑÑ Ð¾Ñ€Ð³Ð°Ð½Ð¾Ð¼, направлÑющим и координирующим международную работу в облаÑти Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð² рамках ÑиÑтемы ООÐ.", + L"ВОЗ выполнÑет Ñледующие функции: -обеÑпечение глобального лидерÑтва в облаÑти общеÑтвенного здравоохранениÑ; -ÑоÑтавление повеÑтки Ð´Ð½Ñ Ð¸ÑÑледований в облаÑти здравоохранениÑ; -уÑтановление норм и Ñтандартов; -формулирование ÑтичеÑких и оÑнованных на фактичеÑких данных вариантов политики; -оказание техничеÑкой поддержки Ñтранам; -мониторинг Ñитуации и оценка тенденций в облаÑти здравоохранениÑ.", + L"Здравоохранение в 21-м веке ÑвлÑетÑÑ Ð¾Ð±Ñ‰ÐµÐ¹ ответÑтвенноÑтью, Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ Ñ€Ð°Ð²Ð½Ð¾Ð¿Ñ€Ð°Ð²Ð½Ñ‹Ð¹ доÑтуп к оÑновной помощи и коллективной защите от международных угроз.", + + // contract page + L"Маленькую Ñтрану Ðрулько в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð¿Ð¾Ñ‚Ñ€ÑÑают хаотичные вÑпышки Ñмертельного вируÑа арулькийÑкой чумы.", + L"Из-за катаÑтрофичеÑкого ÑоÑтоÑÐ½Ð¸Ñ ÑиÑтемы Ð·Ð´Ñ€Ð°Ð²Ð¾Ð¾Ñ…Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ñтраны только армейÑкий лечебный ÐºÐ¾Ñ€Ð¿ÑƒÑ ÑпоÑобен боротьÑÑ Ñо Ñмертельным заболеванием.", + L"Страна Ðрулько закрыта Ð´Ð»Ñ Ð¿Ð°Ñ€Ñ‚Ð½Ñ‘Ñ€Ð¾Ð² ООÐ, поÑтому, вÑÑ‘ что мы можем предоÑтавить - Ñто подробные карты о текущем ÑоÑтоÑнии инфекционных заболеваний. Из-за трудноÑтей в работе Ñ Ðрулько мы вынуждены брать ежедневную плату Ñо вÑех желающих получать актуальную информацию по заболеваемоÑти в размере %d$.", + L"Желаете приобреÑти подробные данные о текущем ÑоÑтоÑнии заболеваемоÑти в Ðрулько? ДоÑтуп к Ñтим данным вы можете получить на ÑтратегичеÑкой карте, оплатив ÑтоимоÑть нашей уÑлуги.", + L"Ð’ наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð²Ñ‹ не имеете доÑтупа к данным ВОЗ по арулькийÑкой чуме.", + L"Ð’Ñ‹ приобрели подробные карты о ÑоÑтоÑнии заболеваемоÑти.", + L"Заказать обновление карт", + L"ОтказатьÑÑ Ð¾Ñ‚ карт", + + // helpful tips page + L"ÐрулькийÑÐºÐ°Ñ Ñ‡ÑƒÐ¼Ð° - Ñто Ñмертельный штамм чумы, который раÑпроÑтранён лишь на небольшой чаÑти территории Ðрулько. Первые жертвы штамма были заражены через укуÑÑ‹ комаров в болотиÑтой либо тропичеÑкой меÑтноÑти и непреднамеренно Ñтали причиной Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð½Ð°ÑÐµÐ»ÐµÐ½Ð¸Ñ Ð±Ð»Ð¸Ð·Ð»ÐµÐ¶Ð°Ñ‰Ð¸Ñ… городов.", + L"Симптомы болезни проÑвлÑÑŽÑ‚ÑÑ Ð½Ðµ Ñразу, и до первых проÑвлений Ð·Ð°Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð¼Ð¾Ð¶ÐµÑ‚ пройти неÑколько дней.", + L"Чтобы поÑмотреть от каких извеÑтных болезней Ñтрадают ваши наёмники, надо подвеÑти курÑор к портрету бойца на ÑтратегичеÑкой карте.", + L"БольшинÑтво заболеваний прогреÑÑирует Ñ Ñ‚ÐµÑ‡ÐµÐ½Ð¸ÐµÐ¼ времени, поÑтому Ñледует начинать лечение как можно Ñкорее.", + L"Определённые болезни можно вылечить Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ медикаментов. Ðекоторые из них вы можете найти в Ñпециализированных аптеках.", + L"Врачам можно дать указание обÑледовать на предмет заболеваний вÑех товарищей по команде, находÑщихÑÑ Ð² Ñекторе. Это позволит узнать о болезни, прежде, чем произойдёт маÑÑовое заражение!", + L"Врачи находÑÑ‚ÑÑ Ð² большей Ñтепени риÑка заразитьÑÑ Ð¿Ñ€Ð¸ лечении инфицированных пациентов. СредÑтва индивидуальной защиты ÑнизÑÑ‚ риÑк заражениÑ.", + L"ЕÑли клинковое оружие ранит инфицированного человека, лезвие Ð¾Ñ€ÑƒÐ¶Ð¸Ñ ÑтановитÑÑ Ð·Ð°Ñ€Ð°Ð¶Ñ‘Ð½Ð½Ñ‹Ð¼ и может Ñтать причиной раÑпроÑÑ‚Ñ€Ð°Ð½ÐµÐ½Ð¸Ñ Ð¸Ð½Ñ„ÐµÐºÑ†Ð¸Ð¸.", +}; + +STR16 szPMCWebSite[] = +{ + // main page + L"Цербер", + L"Ваше превоÑходÑтво в безопаÑноÑти", + + // links to other pages + L" Что еÑть Цербер", + L" ÐанÑть команду", + L" ÐанÑть Ñолдата", + + // text on the main page + L"ÐšÐ¾Ñ€Ð¿Ð¾Ñ€Ð°Ñ†Ð¸Ñ Ð¦ÐµÑ€Ð±ÐµÑ€ - хорошо извеÑтный международный чаÑтный военный подрÑдчик. ÐÐ°Ñ‡Ð¸Ð½Ð°Ñ Ñ 1983 года, мы предоÑтавлÑем Ñвои уÑлуги охраны и Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾Ð´Ñ€Ð°Ð·Ð´ÐµÐ»ÐµÐ½Ð¸Ð¹ боевого Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð¿Ð¾ вÑему миру.", + L"Ðаш профеÑÑионально обученный перÑонал обеÑпечивает безопаÑноÑть более 30 правительÑтв по вÑему миру. Ð’ том чиÑле в неÑкольких горÑчих точках.", + L"Ðаши тренировочные центры еÑть почти в каждой точке мира, Ð²ÐºÐ»ÑŽÑ‡Ð°Ñ Ð˜Ð½Ð´Ð¾Ð½ÐµÐ·Ð¸ÑŽ, Колумбию, Катар, Южную Ðфрику и Румынию. Ð‘Ð»Ð°Ð³Ð¾Ð´Ð°Ñ€Ñ Ñтому мы можем, как правило, выполнить Ñвои обÑзательÑтва по контракту в течение 24 чаÑов.", + L"Ð’ разделе \"ÐанÑть Ñолдата\" мы предлагаем индивидуальные договоры Ñ Ð¾Ð¿Ñ‹Ñ‚Ð½Ñ‹Ð¼Ð¸ ветеранами в Ñфере безопаÑноÑти.", + L"Конечно же, вы можете нанÑть Ñразу целую роту Ñолдат. Ð’ разделе \"ÐанÑть команду\", вы можете указать количеÑтво Ñолдат к найму, а так же, выбрать меÑто, где необходимы их уÑлуги. Ð’ ÑвÑзи Ñ Ñ‚Ñ€Ð°Ð³Ð¸Ñ‡ÐµÑким инцидентом в прошлом, мы доÑтавлÑем Ñвоих контрактников лишь в зоны, которые находÑÑ‚ÑÑ Ð¿Ð¾Ð´ вашим контролем.", + L"Своих Ñотрудников мы можем доÑтавить воздухом, в Ñтом Ñлучае, в меÑте прибытиÑ, конечно, должен быть аÑропорт. Ð’ завиÑимоÑти от региона Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ Ñ‚Ð°ÐºÐ¶Ðµ возможны внедрениÑ/Ð¿Ñ€Ð¾Ð½Ð¸ÐºÐ½Ð¾Ð²ÐµÐ½Ð¸Ñ Ñ‡ÐµÑ€ÐµÐ· порты или пограничные поÑты.", + L"Работаем только по предоплате. Далее ÐµÐ¶ÐµÐ´Ð½ÐµÐ²Ð½Ð°Ñ Ð¾Ð¿Ð»Ð°Ñ‚Ð° уÑлуг наших Ñотрудников будет ÑпиÑыватьÑÑ Ñ Ð²Ð°ÑˆÐµÐ³Ð¾ Ñчёта.", + + // militia contract page + L"Выберите уровень и количеÑтво ополченцев:", + L"Ðовобранец", + L"Солдат Ñ€Ñдовой", + L"Солдат ветеран", + + L"%d чел., %d$ каждый", + L"К найму: %d", + L"СтоимоÑть: %d$", + + L"Выберите меÑто выÑадки Ñолдат:", + L"ÐžÐ±Ñ‰Ð°Ñ ÑтоимоÑть: %d$", + L"РВП: %02d:%02d", + L"Оплатить", + + L"Благодарим за ÑотрудничеÑтво! Ðаши Ñолдаты прибудут в меÑто Ð½Ð°Ð·Ð½Ð°Ñ‡ÐµÐ½Ð¸Ñ Ð·Ð°Ð²Ñ‚Ñ€Ð° в %02d:%02d.", + L"Подкрепление из Цербер прибыло в %s.", + L" ИнформациÑ: Ñ€Ñдовых - %d чел., ветеранов - %d чел. прибудут в %s, Ð²Ñ€ÐµÐ¼Ñ Ð¿Ñ€Ð¸Ð±Ñ‹Ñ‚Ð¸Ñ %02d:%02d, день %d.", + L"Под Вашим контролем нет меÑÑ‚, куда бы мы могли приÑлать Ñвоих Ñолдат!", + + // individual contract page +}; + +STR16 szTacticalInventoryDialogString[]= +{ + L"Команды инвентарÑ", + + L"ПÐÐ’", + L"Перезар.", + L"Собрать", + L"", + + L"Сортиров", + L"Объед.", + L"Отдел.", + L"Организ.", + + L"Ящики", + L"Коробки", + L"СброÑить", + L"ПоднÑть", + + L"", + L"", + L"", + L"", +}; + +STR16 szTacticalCoverDialogString[]= +{ + L"Режим Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ð¹", + + L"Выкл", + L"Враги", + L"Боец", + L"", + + L"Роли", + L"Укреп.", + L"Следы", + L"ШанÑ", + + L"Ловушки", + L"Сеть", + L"Детект.", + L"", + + L"Сеть A", + L"Сеть B", + L"Сеть C", + L"Сеть D", +}; + +STR16 szTacticalCoverDialogPrintString[]= +{ + + L"Выключение Ð¾Ñ‚Ð¾Ð±Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ ÑƒÐºÑ€Ñ‹Ñ‚Ð¸Ð¹ или ловушек", + L"Показывает опаÑные зоны", + L"Показывает что видит боец", + L"", + + L"Показать Ñимвол роли противников", + L"Показать планируемые укреплениÑ", + L"Показать Ñледы противника", + L"", + + L"Показать Ñеть ловушек", + L"Показать цветную Ñеть ловушек", + L"Показать ближайшие ловушки", + L"", + + L"Показать Ñеть ловушек A", + L"Показать Ñеть ловушек B", + L"Показать Ñеть ловушек C", + L"Показать Ñеть ловушек D", +}; + + +STR16 szDynamicDialogueText[40][17] = // TODO.Translate +{ + // OPINIONEVENT_FRIENDLYFIRE + L"Какого черта! $CAUSE$ атаковал(а) менÑ!", + L"", + L"", + L"Что? Я? Ðикогда! Я целилÑÑ(-аÑÑŒ) во врага!", + L"Ой.", + L"", + L"", + L"$CAUSE$ атаковал(а) $VICTIM$. Что ты делаешь?", + L"Хмм, Ñто должно быть дружеÑтвенный огонь!", + L"Да, Я тоже Ñто видел(а)!", + L"Ðе увиливай, $CAUSE$. Ты вÑÑ‘ четко видел(а)! Ðа чьей ты Ñтороне?", + L"Я вÑе видел(а), Ñто точно был дружеÑтвенный огонь!", + L"Такое может ÑлучитьÑÑ Ð² пылу битвы. $CAUSE$, будь повнимательнее в Ñледующий раз.", + L"Мы на войне! Люди поÑтоÑнно ловÑÑ‚ пули!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHSOLDMEOUT + L"Эй! Забали варежку, $CAUSE$! Стукач!", + L"", + L"", + L"Ðга, как же! Рты Ñлабачек", + L"Ты Ñлышишь Ñто? Чёрт.", + L"", + L"", + L"$VICTIM$ зол Ñ $CAUSE$ потому что $CAUSE_GENDER$ говорил Ñ Ñ‚Ð¾Ð±Ð¾Ð¹. Что ты делаешь?", + L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?", + L"Yeah, mind your own business, $CAUSE$!", + L"This isn't girls college, keep your snickering to yourself, $CAUSE$.", + L"Yeah. Man up!", + L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...", + L"This again? Keep your bickering to yourself, we have no time for this!", + L"", + L"", + L"", + + // OPINIONEVENT_SNITCHINTERFERENCE + L"$CAUSE$ is bullying me again!", + L"", + L"", + L"You're jeopardising the entire mission, and I won't let that stand any longer!", + L"Hey, it's for your own good. You'll thank me later.", + L"", + L"", + L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?", + L"Then stop giving reasons for that!", + L"Drop it, $CAUSE$, who are you to tell us what to do?!", + L"You won't let that stand? Cute. Who ever made you the boss?", + L"Agreed. We can't let our guard down for a single moment!", + L"Can't you two sort this out?", + L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ", + L"", + L"", + L"", + + // OPINIONEVENT_FRIENDSWITHHATED + L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!", + L"", + L"", + L"My friends are none of your business!", + L"Can't you two all get along, $VICTIM$?", + L"", + L"", + L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?", + L"Everybody can hang out with whom $CAUSE_GENDER$ wants!", + L"Yeah, you guys are ugly!", + L"Then you should change your business. 'Cause its bad.", + L"What's that to you, $VICTIM$?", + L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?", + L"Nobody wants to hear all this crap...", + L"", + L"", + L"", + + // OPINIONEVENT_CONTRACTEXTENSION + L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.", + L"", + L"", + L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.", + L"I'm sure you'll get your extension soon. You know how odd online banking can be.", + L"", + L"", + L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?", + L"You are still getting paid, no? What does it matter as long as you get the money?", + L"And your contract ends so soon, $CAUSE$... I hope you get an extension.", + L"Yeah. All that worth hasn't shown yet though.", + L"Aww, that burns, doesn't it, $VICTIM$?", + L"We have limited funds. Someone needs to get paid first, right?", + L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.", + L"", + L"", + L"", + + // OPINIONEVENT_ORDEREDRETREAT + L"Nice command, $CAUSE$! Why would you order retreat?", + L"", + L"", + L"I just got us out of that hellhole, you should thank me for saving your life.", + L"They were flanking us, there was no other way!", + L"", + L"", + L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?", + L"You know you can go back if you want... nobody's stopping you.", + L"We were rockin' it until that point.", + L"Oh, now YOU got us out? By being the first to leave? How noble of you.", + L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.", + L"We're still alive, this is what counts.", + L"The more pressing issue is when will we go back, and finish the job?", + L"", + L"", + L"", + + // OPINIONEVENT_CIVKILLER + L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!", + L"", + L"", + L"He had a gun, I saw it!", + L"Oh god. No! What have I done?", + L"", + L"", + L"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?", + L"Better safe than sorry I say...", + L"Yeah. The poor sod never had a chance. Damn.", + L"Don't talk crap. That was an unarmed civilian. We are here to protect these people!", + L"And you took him down nice and clean, good job!", + L"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.", + L"Who cares? Can't make a cake without breaking a few eggs.", + L"", + L"", + L"", + + // OPINIONEVENT_SLOWSUSDOWN + L"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.", + L"", + L"", + L"I wouldn't if you would carry your fair share of the gear, $VICTIM$!", + L"It's all this stuff, it's so heavy!", + L"", + L"", + L"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?", + L"We leave nobody behind, not even $CAUSE$!", + L"We have to move fast, the enemy isn't far behind!", + L"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?", + L"Aye, stop complaining. We go through this together or we don't do it at all.", + L"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.", + L"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.", + L"", + L"", + L"", + + // OPINIONEVENT_NOSHARINGFOOD + L"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...", + L"", + L"", + L"Not my problem if you already ate all your rations.", + L"Oh $VICTIM$, why didn't you say something then?", + L"", + L"", + L"$VICTIM$ wants $CAUSE$'s food. What do you do?", + L"We all get the same. If you used up yours already that's your problem.", + L"If $CAUSE$ shares, I want some too!", + L"Why do you have so much food anyway? Do I smell extra rations there?.", + L"Right, everyone got enough back at the base...", + L"There's enough food left at the base, so no need to fight, ok?", + L"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.", + L"", + L"", + L"", + + // OPINIONEVENT_ANNOYINGDISABILITY + L"Oh, come on, $CAUSE$. It's not a good moment!", + L"", + L"", + L"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.", + L"It's my only weakness, I can't help it!", + L"", + L"", + L"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?", + L"What does it even matter to you? Don't you have something to do?", + L"Really $CAUSE$. This is a military organization and not a ward.", + L"Well, we are pros, an you're not, $CAUSE$.", + L"Don't be such a snob, $VICTIM$.", + L"Uhm. Is $CAUSE_GENDER$ okay?", + L"Bla bla blah. Another notable moment of the crazies squad.", + L"", + L"", + L"", + + // OPINIONEVENT_ADDICT + L"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?", + L"", + L"", + L"Taking the stick out of your butt would be a starter, jeez...", + L"I've seen things man. And some... stuff!", + L"", + L"", + L"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?", + L"Hey, $CAUSE$ needs to ease the stress, ok?", + L"How unprofessional.", + L"This is war and not a stoner party. Cut it out, $CAUSE$!", + L"Hehe. So true.", + L"I am sure there is a good explanation for this. Am I right, $CAUSE$?", + L"You can inject yourself with whatever you like, but only after the battle is over.", + L"", + L"", + L"", + + // OPINIONEVENT_THIEF + L"What the... Hey! $CAUSE$! Give it back, you damn thief!", + L"", + L"", + L"Have you been drinking? What the hell is your problem?", + L"You noticed? Dammit... 50/50?", + L"", + L"", + L"$VICTIM$ saw $CAUSE$ steal an item. What do you do?", + L"If you don't have any proof, don't throw around accusations, $VICTIM$.", + L"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.", + L"HEY! You put that back right now!", + L"No idea. All of a sudden $VICTIM$ is all drama.", + L"Perhaps we could get a raise to resolve this... issue?", + L"Shut up! There is more than enough loot for all of us!", + L"", + L"", + L"", + + // OPINIONEVENT_WORSTCOMMANDEREVER + L"What a disaster. That was worst command ever, $CAUSE$!", + L"", + L"", + L"I don't have to take that from a grunt like you!", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"", + L"", + L"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?", + L"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?", + L"Well, we sure aren't going to win the war at this rate...", + L"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.", + L"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!", + L"We will not forget their sacrifice. They died so we could fight on.", + L"What? This is the business. Screw up and you're dead. They knew the risks. Move on.", + L"", + L"", + L"", + + // OPINIONEVENT_RICHGUY + L"How can $CAUSE$ earn this much? It's not fair!", + L"", + L"", + L"Dream on, $VICTIM$. I'm worth every penny, and you know it!", + L"You don't expect me to complain, do you?", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?", + L"Quit whining about the money, you get more than enough yourself!", + L"In all honesty, $VICTIM$, I think you should adjust your rate!", + L"Worth it? All you do is pose!", + L"Relax. At least some of us appreciate your service, $CAUSE$.", + L"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?", + L"Everybody gets what the deserve. If you complain, you deserve less.", + L"", + L"", + L"", + + // OPINIONEVENT_BETTERGEAR + L"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!", + L"", + L"", + L"Contrary to you, I actually know how to use them.", + L"Well, someone has to use it, right? Better luck next time!", + L"", + L"", + L"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?", + L"You're just making up an excuse for your poor marksmanship.", + L"Yeah, this smells of cronyism to me.", + L"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.", + L"I'll second that!", + L"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.", + L"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.", + L"", + L"", + L"", + + // OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS + L"Do I look like a bipod? Get that thing off me, $CAUSE$!", + L"", + L"", + L"Don't be such a wuss. This is war!", + L"Oh. Didn't see you for a minute there.", + L"", + L"", + L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?", + L"Don't be such a wuss. This is war!", + L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?", + L"You are and always will be an insensitive jerk, $CAUSE$.", + L"Sometimes you just have to use your surroundings!", + L"Ehm... what are you two DOING?", + L"This is hardly the time to fondle each other, dammit.", + L"", + L"", + L"", + + // OPINIONEVENT_BANDAGED + L"СпаÑибо, $CAUSE$. Я уж думал Ñ Ð¸Ñтеку кровью до Ñмерти.", + L"", + L"", + L"Я делаю Ñвою работу, ты можешь вернутьÑÑ Ðº Ñвоей!", + L"Эй, мы должны приÑматривать друг за другом, ты же ведь Ñделашь также в Ñледующий раз, $VICTIM$.", + L"", + L"", + L"$CAUSE$ перевÑзал $VICTIM$. Что ты делаешь?", + L"Patched together again? Good, now move!", + L"Ð’Ñегда пожалуйÑта.", + L"Jeez. Woken up on the wrong foot today?", + L"Talk about a no-nonsense approach...", + L"How did you even get wounded? Where did the attack come from?", + L"You need to be more careful. Now, where did the attack come from?", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_GOOD + L"Yeah, $CAUSE$! You get it! How 'bout next round?", + L"", + L"", + L"Pah. I think you've had enough.", + L"Sure. Bring it on!", + L"", + L"", + L"Drunk $VICTIM$ likes $CAUSE$. What do you do?", + L"Yeah, enough booze for you today.", + L"Hoho, party!", + L"Party pooper!", + L"You sure like to keep a cool head, $CAUSE$.", + L"Alright, ladies, party's over, move on!", + L"Who told you to slack off? You have a job to do!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_SUPER + L"$CAUSE$... you're... you are... hic... you're the best!", + L"", + L"", + L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!", + L"Hic... yeah. You too, $VICTIM$. You. hic.. too!", + L"", + L"", + L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?", + L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.", + L"Heeeey... this is actually kinda nice for a change.", + L"'I know discipline', said the clueless drunk...", + L"Yeargh. Dis... gulp! Disciplined like... ehm... us!", + L"Drink one for me too! But not now, because war.", + L"You celebrate already ? This in't over yet. Not by a longshot!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_BAD + L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...", + L"", + L"", + L"Cut it out, $VICTIM$! You clearly don't know when to stop!", + L"Tehehe. You are RIGHT. Hehe. Always right. Hic!", + L"", + L"", + L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?", + L"Relax, it's just a bit of booze.", + L"Hey keep it down over there, okay?", + L"You're just as drunk. Beat it, $CAUSE$!", + L"Leave alcohol to the big ones, okay?", + L"Later, ok?", + L"We might've won this battle, but not this godamn war. So move it, soldier!", + L"", + L"", + L"", + + // OPINIONEVENT_DRINKBUDDIES_WORSE + L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.", + L"", + L"", + L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.", + L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.", + L"", + L"", + L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?", + L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?", + L"This party was cool until $CAUSE$ ruined it!", + L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!", + L"Word!", + L"Why don't you two sober up? You're pretty wasted...", + L"Both of you, shut up! You are a disgrace to this unit!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_US + L"I knew I couldn't depend on you, $CAUSE$!", + L"", + L"", + L"Depend? It was all your fault!", + L"Touched a nerve there, didn't I?", + L"", + L"", + L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?", + L"So you depend on others to do your job? Then what good are you?!", + L"Indeed. Way to let $VICTIM$ hang!", + L"This isn't some schoolyard sympathy crap. It WAS your fault!", + L"Yeah, what's with the attitude?", + L"Zip it, both of you!", + L"Silence, now!", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_US + L"Ха! Видите? Даже $CAUSE$ поддерживает менÑ.", + L"", + L"", + L"'Даже'? Что Ñто значит?", + L"Да. Я польноÑтью Ñ $VICTIM$ здеÑÑŒ.", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?", + L"Don't let it go to your head.", + L"Hey, don't forget about me!", + L"Apparently, sometimes even $CAUSE$ is deemed important...", + L"Do I smell trouble here??", + L"This is pointless! Discuss that in private, but not now.", + L"$VICTIM$! $CAUSE$! Less talk, more action, please!", + L"", + L"", + L"", + + // OPINIONEVENT_AGAINST_ENEMY + L"Yeah, $CAUSE$ saw you do it!", + L"", + L"", + L"No I did not!", + L"And we won't be quiet about it, no sir!", + L"", + L"", + L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?", + L"I don't think so...", + L"Yeah, totally!", + L"Hu? You said you did.", + L"Yeah, don't twist what happened!", + L"Who cares? We have a job to do.", + L"If you ladies keep this on, we're going to have a real problem soon.", + L"", + L"", + L"", + + // OPINIONEVENT_FOR_ENEMY + L"I can't believe you wouldn't agree with me on this, $CAUSE$.", + L"", + L"", + L"It's because you're wrong, that's why.", + L"I'm surprised too, but that's how it is.", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?", + L"Ugh. What now...", + L"Hum. Never saw that coming.", + L"Oh come down from your high horse, $CAUSE$.", + L"Yeah, you are wrong, $VICTIM$!", + L"Can I shut down squad radio, so I don't have to listen to you?", + L"Yes, very melodramatic. How is any of this relevant?", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_GOOD + L"Yeah... you're right, $CAUSE$. Peace?", + L"", + L"", + L"No. I won't let this go.", + L"Hmm... ok!", + L"", + L"", + L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?", + L"You're not getting away this easy.", + L"Glad you guys are not angry anymore.", + L"Oh come on. $VICTIM$ is letting it go, what's your issue now?", + L"You tell 'em, $CAUSE$!", + L"*Sigh* Shake hands or whatever you people do, and then back to business.", + L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_REASON_BAD + L"No. This is a matter of principle.", + L"", + L"", + L"As if you had any to start with.", + L"Suit yourself then..", + L"", + L"", + L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?", + L"You're just asking for trouble, right?", + L"Guess you're not getting away that easy, $CAUSE$.", + L"Don't be so flippant.", + L"Who needs principles anyway?", + L"Now that this is out of the way, perhaps we could continue?", + L"Shut up, both of you!", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD + L"Alright alright. Jeez. I'm over it, okay?", + L"", + L"", + L"Cut it, drama queen.", + L"As long as it does not happen again.", + L"", + L"", + L"$VICTIM$ was reined in by $CAUSE$. What do you do?", + L"No reason to be so stiff about it.", + L"Yeah, keep it down, will ya?", + L"Pah. You're the one making all the fuss about it...", + L"Yeah, drop that attitude, $VICTIM$.", + L"*Sigh* More of this?", + L"Why am I even listening to you people...", + L"", + L"", + L"", + + // OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD + L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!", + L"", + L"", + L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!", + L"The two of us are going to have real problem soon, $VICTIM$.", + L"", + L"", + L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?", + L"Pfft. Don't make a fuss out of it.", + L"Yeah, you won't boss us around anymore!", + L"You are certainly nobodies superior!", + L"Not sure about that, but yep!", + L"Hey. Hey! Both of you, cut it out! What are you doing?", + L"If anybody is superior here, then that's me... and I'm ordering you to stand down!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_DISGUSTING + L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!", + L"", + L"", + L"Oh yeah? Back off, before I cough on you!", + L"It really is. I... *cough* don't feel so well...", + L"", + L"", + L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?", + L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!", + L"This does look unhealthy. That better not be contagious!", + L"Stop it! We don't need more of whatever it is you have!", + L"Yeah, there's nothing you can do against this stuff, right?", + L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.", + L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!", + L"", + L"", + L"", + + // OPINIONEVENT_DISEASE_TREATMENT + L"Thanks, $CAUSE$. I'm already feeling better.", + L"", + L"", + L"How did you get that in the first place? Did you forget to wash your hands again?", + L"No problem, we can't have you running around coughing blood, right? Riiight?", + L"", + L"", + L"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?", + L"Where did you get that stuff from in the first place?", + L"Great. Are you sure it's fully treated now?", + L"The important thing is that it's gone now... It is, right?", + L"I told you people before... this country a dirty place, so beware of what you touch.", + L"We have to be careful. The army isn't the only thing that wants us dead.", + L"Great. Everything done? Then let's get back to shooting stuff!", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_GOOD + L"Отлично, $CAUSE$!", + L"", + L"", + L"Whoa. Are you really getting off on that?", + L"Now THIS is action!", + L"", + L"", + L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?", + L"This isn't a video game, kid...", + L"That was so wicked!", + L"What are you apologizing for? That was awesome!", + L"You are sick, $VICTIM$.", + L"Killing them is enough. No need to make a show out of it.", + L"Cross us, and this is what you get. Waste the rest of these guys.", + L"", + L"", + L"", + + // OPINIONEVENT_BRUTAL_BAD + L"Черт, $CAUSE$, тебе надо было проÑто убить их, а не иÑпарить!", + L"", + L"", + L"Рчё, еÑли разница?", + L"Ого. ÐœÐ¾Ñ‰Ð½Ð°Ñ ÑˆÑ‚ÑƒÑ‡ÐºÐ°!", + L"", + L"", + L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?", + L"Don't tell me you've never seen blood before...", + L"That was a bit excessive...", + L"Does that mean you aren't even remotely familiar with your gun?", + L"On the plus side, I doubt this guy is going to complain.", + L"Don't waste ammunition, $CAUSE$.", + L"They put up a fight, we put them in a bag. End of story.", + L"", + L"", + L"", + + // OPINIONEVENT_TEACHER + L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.", + L"", + L"", + L"About that... you still have a lot to learn, $VICTIM$.", + L"You're welcome!", + L"", + L"", + L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?", + L"At some point you'll have to do on your own though.", + L"Yeah, you better stick to $CAUSE$.", + L"Nah, $VICTIM_GENDER$ is doing fine.", + L"Yes, $VICTIM_GENDER$ still needs training.", + L"This training is a good preparation, keep up the good work.", + L"We need everybody at full capacity if we're going to win this campaign, so keep it up.", + L"", + L"", + L"", + + // OPINIONEVENT_BESTCOMMANDEREVER + L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!", + L"", + L"", + L"I couldn't have done it without you people.", + L"Well, I do have my moments.", + L"", + L"", + L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?", + L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...", + L"Agreed. $CAUSE$ is a fine squadleader.", + L"It's alright. You deserve this.", + L"You did everything right, $CAUSE$. Good work!", + L"Yeah. We're turning into quite the outfit, aren't we?", + L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_SAVIOUR + L"Wow, that was close. Thanks, $CAUSE$, I owe you!", + L"", + L"", + L"Don't mention it.", + L"You'd do the same for me.", + L"", + L"", + L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?", + L"Pff, that guy was dead anyway.", + L"How bad is it, $VICTIM$? Can you still fight?", + L"Then I will. Good job!", + L"Yeah, I was worried there for a moment.", + L"Good job, but let's focus on ending this first, okay?", + L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?", + L"", + L"", + L"", + + // OPINIONEVENT_FRAGTHIEF + L"Hey, I had him in my sights! That guy was MINE!", + L"", + L"", + L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?", + L"What. Then where's my target?", + L"", + L"", + L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?", + L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.", + L"Yeah, I hate it when people don't stick to their firing lane.", + L"Stick to shooting whom you're supposed to, $CAUSE$.", + L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?", + L"You can sort this out later, but right now, everybody make sure we're not missing any angle.", + L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_ASSIST + L"Boom! We sure took care of that guy.", + L"", + L"", + L"Well, it was mostly me, but you did help too.", + L"Yup. Ready for the next one.", + L"", + L"", + L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?", + L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.", + L"It takes several people to take them down? Jeez, what kind of body armour do they have?", + L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.", + L"Hehe, they've got no chance.", + L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.", + L"I guess you get to share what he had. $CAUSE$, you may draw first.", + L"", + L"", + L"", + + // OPINIONEVENT_BATTLE_TOOK_PRISONER + L"Good thinking. We've already won, no need for more senseless slaughter.", + L"", + L"", + L"We'll see about that... I won't hesitate to use force against them if they resist.", + L"Yeah. Perhaps these guys have some intel we can use.", + L"", + L"", + L"The rest of the enemy team surrendered to $CAUSE$. Now what?", + L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?", + L"Good job, $CAUSE$. Makes our job hell of a lot easier.", + L"Hey! Cut the crap. They already surrendered.", + L"Yeah, you can't trust these guys, they're totally reckless.", + L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.", + L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.", + L"", + L"", + L"", + + // OPINIONEVENT_CIV_ATTACKER + L"Watch it, $CAUSE$! They are on our side!", + L"", + L"", + L"That's just a scratch, they'll live.", + L"Oops.", + L"", + L"", + L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?", + L"Well, this can happen. As long as they live it's okay.", + L"This won't look good in the after-action report.", + L"What are you doing? Watch it, $CAUSE$!", + L"Don't worry. Happens to me too all the time.", + L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.", + L"If $CAUSE$ had intended it, they would be dead, so no worries here.", + L"", + L"", + L"", +}; + + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] = +{ + L"Что?!", + L"Ðет!", + L"Это ложь!", + L"Это не правда!", + + L"Ложь, ложь, ложь. Ðичего, кроме лжи!", + L"Обманщик!", + L"Предатель!", + L"Следи за Ñзыком!", + + L"Ðе твоего ума дело.", + L"Кто вообще Ñ‚ÐµÐ±Ñ Ð¿Ð¾Ð·Ð²Ð°Ð»?", + L"Ðикто и не Ñпрашивал Ð¼Ð½ÐµÐ½Ð¸Ñ Ñ‚ÐµÐ±Ñ, $INTERJECTOR$.", + L"ДержиÑÑŒ от Ð¼ÐµÐ½Ñ Ð¿Ð¾Ð´Ð°Ð»ÑŒÑˆÐµ.", + + L"Почему вы вÑе против менÑ?", + L"Почему ты против менÑ, $INTERJECTOR$?", + L"Я знал(а) Ñто! $VICTIM$ и $INTERJECTOR$ - ÑоучаÑтники!", + L"Ðе Ñлушаю..!", + + L"Ðенавижу Ñтот дурдом.", + L"Ðенавижу Ñтот бредлам.", + L"Отвали!", + L"Вранье, вранье, вранье...", + + L"Ðикогда!", + L"Ðе правда.", + L"Это такие враки.", + L"Я знаю, то что у Ð¼ÐµÐ½Ñ Ð¿ÐµÑ€ÐµÐ´ глазами.", + + L"Я Ð±ÐµÑ Ð¿Ð¾Ð½ÑÑ‚Ð¸Ñ Ð¾ чем $INTERJECTOR_GENDER$ ведет речь.", + L"Да не Ñлушайте, $INTERJECTOR_PRONOUN$!", + L"Ðеа.", + L"ОшибаешьÑÑ.", +}; + +STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] = +{ + L"I knew you'd back me, $INTERJECTOR$", + L"I knew $INTERJECTOR$ would back me.", + L"What $INTERJECTOR$ said.", + L"Что $INTERJECTOR_GENDER$ Ñказал.", + + L"СпаÑибо, $INTERJECTOR$!", + L"Еще раз, Ñ Ð¿Ñ€Ð°Ð²(а)!", + L"Видишь, $CAUSE$? Правда на моей Ñтороне!", + L"Еще раз - $SPEAKER$ говорит дело!", + + L"Ðу да.", + L"Угу.", + L"Ðга", + L"Да.", + + L"Конечно.", + L"Правда.", + L"Ха!", + L"Видишь?", + + L"Именно!", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] = +{ + L"Так!", + L"ДейÑтвительно!", + L"Именно", + L"$CAUSE$ вÑегда Ñто делает.", + + L"$VICTIM$ прав(а)!", + L"Я тоже хотел(а) Ñто Ñказать!", + L"Что Ñказал(а) $VICTIM$.", + L"Это наша $CAUSE$!", + + L"Дааа!", + L"СтановитÑÑ Ð¸Ð½Ñ‚ÐµÑ€ÐµÑно...", + L"Скажи им, $VICTIM$!", + L"СоглашаюÑÑŒ Ñ $VICTIM$...", + + L"КлаÑÑичеÑкий $CAUSE$.", + L"Ðевозможно Ñказать лучше.", + L"Именно Ñто и ÑлучилоÑÑŒ.", + L"СоглаÑен!", + + L"Ðга.", + L"Верно.", + L"Ð’ точку.", +}; + +STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] = +{ + L"Ртеперь подождите...", + L"Скундочку, Ñто не верно...", + L"Что? Ðет.", + L"Это не то, что произошло.", + + L"Хватит трепатьÑÑ Ð¾ $CAUSE$!", + L"Ой, закниÑÑŒ, $VICTIM$, а!", + L"Ðе-не-не, было не так.", + L"Вау. Почему Ñ‚Ð°ÐºÐ°Ñ Ñ€ÐµÐ·ÐºÐ°Ñ Ð½ÐµÐ¾Ð¶Ð¸Ð´Ð°Ð½Ð½Ð¾Ñть, $VICTIM$?", + + L"И Ñ Ð¿Ñ€ÐµÐ´Ð¿Ð¾Ð»Ð°Ð³Ð°ÑŽ такого не было, $VICTIM$?", + L"Хммммм... нет.", + L"Отлично, давайте уÑлышим доводы. Позоже у Ð½Ð°Ñ Ð½ÐµÑ‚ других вариантов...", + L"Ты ошибаешьÑÑ!", + + L"Ты ошибаешьÑÑ!", + L"Я и $CAUSE$ никогад не Ñделали бы такого.", + L"Хах, не может быть.", + L"Я так не думаю.", + + L"Зачем про Ñто вÑпоминать ÑейчаÑ?", + L"Серьезно, $VICTIM$? Это необходимо?", +}; + +STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] = +{ + L"Тихо", + L"Поддерживаю $VICTIM$", + L"Поддерживаю $CAUSE$", + L"подумайте", + L"ЗаткнитеÑÑŒ", +}; + +STR16 szDynamicDialogueText_GenderText[] = +{ + L"он", + L"она", + L"его", + L"её", +}; + +STR16 szDiseaseText[] = +{ + L" %s%d%% к проворноÑти\n", + L" %s%d%% к ловкоÑти\n", + L" %s%d%% к Ñиле\n", + L" %s%d%% к интеллекту\n", + L" %s%d%% к уровню\n", + + L" %s%d%% к очкам дейÑтвиÑ\n", + L" %s%d к уровню Ñнергии\n", + L" %s%d%% к Ñиле Ð´Ð»Ñ Ð¿ÐµÑ€ÐµÐ½Ð¾Ñки вещей\n", + L" %s%2.2f воÑÑтановление Ð·Ð´Ð¾Ñ€Ð¾Ð²ÑŒÑ Ð² чаÑ\n", + L" %s%d к нужде во Ñне\n", + L" %s%d%% потребление воды\n", + L" %s%d%% потребление еды\n", + + L"%s: поÑтавлен диагноз - %s!", + L"%s излечен(а) от %s!", + + L"ОбÑледование", + L"Лечение наÑелениÑ", + L"Burial", // TODO.Translate + L"Отмена", + + L"\n\n%s (недиагноÑтирована) - %d / %d\n", + + L"High amount of distress can cause a personality split\n", // TODO.Translate + L"Contaminated items found in %s' inventory.\n", + L"Whenever we get this, a new disability is added.\n", // TODO.Translate + + L"Only one hand can be used.\n", + L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n", + L"Leg functionality severely limited.\n", + L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n", +}; + +STR16 szSpyText[] = +{ + L"Hide", // TODO.Translate + L"Get Intel", +}; + +STR16 szFoodText[] = +{ + L"\n\n|Ð’|о|д|а: %d%%\n", + L"\n\n|П|и|щ|а: %d%%\n", + + L"изменение к макÑ. боевому духу %s%d\n", + L" %s%d к нужде во Ñне\n", + L" %s%d%% к воÑÑтановлению дыханиÑ\n", + L" %s%d%% к ÑффективноÑти в задании\n", + L" %s%d%% ÑˆÐ°Ð½Ñ Ð¿Ð¾Ñ‚ÐµÑ€Ñть в параметрах\n", +}; + +STR16 szIMPGearWebSiteText[] = +{ + // IMP Gear Entrance + L"Как будет роздано ÑнарÑжение?", + L"ÐвтоматичеÑки - Ñлучайный выбор, ÑоглаÑно ваших ответов.", + L"СамоÑтоÑтельно - вы Ñами ÑнарÑдите Ñвой перÑонаж.", + L"ÐвтоматичеÑки", + L"СамоÑтоÑтельно", + + // IMP Gear Entrance + L"I.M.P. Экипировка", + L"Additional Cost: %d$ (%d$ prepaid)", // TODO.Translate +}; + +STR16 szIMPGearPocketText[] = +{ + L"Выбрать шлем", //L"Select helmet", + L"Выбрать жилет", //L"Select vest", + L"Выбрать поножи", //L"Select pants", + L"Выбрать Ð´Ð»Ñ Ð»Ð¸Ñ†Ð°", //L"Select face gear", + L"Выбрать Ð´Ð»Ñ Ð»Ð¸Ñ†Ð°", //L"Select face gear", + + L"Выбрать оÑн. оружие", //L"Select main gun", + L"Выбрать доп. оружие", //L"Select sidearm", + + L"Выбрать разгр. жилета", //L"Select LBE vest", + L"Выбрать разгр. кобуру", //L"Select left LBE holster", + L"Выбрать разгр. кобуру", //L"Select right LBE holster", + L"Выбрать разгр. ранец", //L"Select LBE combat pack", + L"Выбрать разгр. рюкзак", //L"Select LBE backpack", + + L"Select launcher / rifle", + L"Выбрать оружие ближ. боÑ", //L"Select melee weapon", + + L"Выбрать доп. предметы", //L"Select additional items", //BIGPOCK1POS + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Select medkit", //MEDPOCK1POS + L"Select medkit", + L"Select medkit", + L"Select medkit", + L"Select main gun ammo", //SMALLPOCK1POS + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select main gun ammo", + L"Select launcher / rifle ammo", //SMALLPOCK6POS + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select launcher / rifle ammo", + L"Select sidearm ammo", //SMALLPOCK11POS + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Select sidearm ammo", + L"Выбрать доп. предметы", //L"Select additional items", //SMALLPOCK19POS + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", + L"Выбрать доп. предметы", //L"Select additional items", //SMALLPOCK30POS + L"Left click to select item / Right click to close window", +}; + +STR16 szMilitiaStrategicMovementText[] = +{ + L"ÐÐµÐ»ÑŒÐ·Ñ Ð¾Ñ‚Ð´Ð°Ð²Ð°Ñ‚ÑŒ приказы в Ñтом Ñекторе, команды ополчению невозможны.", + L"ÐезадейÑтвованы", + L"Группа â„–", + L"Далее", + + L"РВП", + L"Группа %d (новаÑ)", + L"Группа %d", + L"Final", + + L"Желающих: %d (+%5.3f)", +}; + +STR16 szEnemyHeliText[] = +{ + L"ВражеÑкий вертолёт Ñбит в %s!", + L"Мы... Ñм... в наÑтоÑщее Ð²Ñ€ÐµÐ¼Ñ Ð½Ðµ контролируем Ñто ПВО, командир...", + L"ПВО не нуждаетÑÑ ÑÐµÐ¹Ñ‡Ð°Ñ Ð² обÑлуживании.", + L"Мы уже отдали приказ занÑтьÑÑ Ñ€ÐµÐ¼Ð¾Ð½Ñ‚Ð¾Ð¼, иÑполнение займёт времÑ.", + + L"Ðам нехватает реÑурÑов, чтобы выполнить приказ.", + L"Отремонтировать оборудование ПВО? Это обойдётÑÑ Ð² %d$ и займёт %d чаÑов.", + L"ВражеÑкий вертолёт подбит в %s.", + L"%s ÑтрелÑет %s по вражеÑкому вертолюту в %s.", + + L"База ПВО в %s обÑтрелÑла вражеÑкий вертолёт в %s.", +}; + +STR16 szFortificationText[] = // TODO.Translate +{ + L"No valid structure selected, nothing added to build plan.", + L"No gridno found to create items in %s - created items are lost.", + L"Structures could not be built in %s - people are in the way.", + L"Structures could not be built in %s - the following items are required:", + + L"No fitting fortifications found for tileset %d: %s", + L"Tileset %d: %s", +}; + +STR16 szMilitiaWebSite[] = +{ + // main page + L"Ополчение", + L"Силы ополчениÑ", +}; + +STR16 szIndividualMilitiaBattleReportText[] = +{ + L"УчаÑти в Операции %s", + L"Пришел в день %d, %d:%02d in %s", + L"Повышен в день %d, %d:%02d", + L"KIA, Operation %s", + + L"Мелкое ранение в операции %s", + L"Сильное ранение в операции %s", + L"КритичеÑкое ранение в операции %s", + L"ПроÑвил(а) доблеÑть в операции %s", + + L"ÐанÑÑ‚ из Цербера в день %d, %d:%02d in %s", + L"Defected to us on Day %d, %d:%02d in %s", + L"Contract terminated on Day %d, %d:%02d", + L"Defected to us on Day %d, %d:%02d in %s", +}; + +STR16 szIndividualMilitiaTraitRequirements[] = +{ + L"HP", + L"AGI", + L"DEX", + L"STR", + + L"LDR", + L"MRK", + L"MEC", + L"EXP", + + L"MED", + L"WIS", + L"\nMust have regular or elite rank", + L"\nMust have elite rank", + + L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s", + L"\n%d %s", + L"\nBasic version of trait", + + L" (Expert)" +}; + +STR16 szIdividualMilitiaWebsiteText[] = +{ + L"Operations", + L"Are you sure you want to release %s from your service?", + L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years", + L"Daily Wage: %3d$ Age: %d years", + + L"Kills: %d Assists: %d", + L"Status: Deceased", + L"Status: Fired", + L"Status: Active", + + L"Terminate Contract", + L"Personal Data", + L"Service Record", + L"Inventory", + + L"Militia name", + L"Sector name", + L"Weapon", + L"HP ratio: %3.1f%%%%%%%", + + L"%s is not active in the currently loaded sector.", + L"%s has been promoted to regular militia", + L"%s has been promoted to elite militia", + L"Status: Deserted", // TODO:Translate +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Dead[] = +{ + L"All statuses", + L"Deceased", + L"Active", + L"Fired", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Rank[] = +{ + L"All ranks", + L"Green", + L"Regular", + L"Elite", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Origin[] = +{ + L"All origins", + L"Rebel", + L"PMC", + L"Defector", +}; + +STR16 szIdividualMilitiaWebsiteFilterText_Sector[] = +{ + L"Ð’Ñе Ñектора", +}; + +STR16 szNonProfileMerchantText[] = +{ + L"Торговец наÑтроен враждебно и не будет торговать.", + L"Торговец не в ÑоÑтоÑнии веÑти дела", + L"Торговец отказываетÑÑ Ñ€Ð°Ð±Ð¾Ñ‚Ð°Ñ‚ÑŒ во Ð²Ñ€ÐµÐ¼Ñ Ð±Ð¾Ñ.", + L"Торговец отказываетÑÑ Ñ€Ð°Ð·Ð³Ð¾Ð²Ð°Ñ€Ð¸Ð²Ð°Ñ‚ÑŒ.", +}; + +STR16 szWeatherTypeText[] = +{ + L"обычно", + L"дождь", + L"гроза", + L"пеÑч. бурÑ", + + L"Ñнег", +}; + +STR16 szSnakeText[] = +{ + L"%s избежал(а) от укуÑа змеи!", + L"%s был(а) укушена змеёй!", +}; + +STR16 szSMilitiaResourceText[] = +{ + L"Превратил %s в реÑурÑÑ‹", + L"Оружие: ", + L"БронÑ: ", + L"Прочее: ", + + L"Ðе оÑталоÑÑŒ кандидатов в ополчение!", + L"Ðе хватает реÑурÑов Ð´Ð»Ñ Ð¾Ð±ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð¾Ð¿Ð¾Ð»Ñ‡ÐµÐ½Ð¸Ñ!", +}; + +STR16 szInteractiveActionText[] = +{ + L"%s начал взлом.", + L"%s получил доÑтуп, но не узнал ничего интереÑного.", + L"%s не доÑтаточно навыка Ð´Ð»Ñ Ð²Ð·Ð»Ð¾Ð¼Ð°.", + L"%s прочел документ, но не узнал ничего интереÑного.", + + L"%s can't make sense out of this.", + L"%s не может иÑпользовать иÑточник воды.", + L"%s купил %s.", + L"%s не может купить - нет доÑтаточно денег. Даже неловко как-то.", + + L"%s выпил из иÑточника воды", + L"Эта штука похоже не работает.", +}; + +STR16 szLaptopStatText[] = // TODO.Translate +{ + L"ÑффективноÑть угроз %d\n", + L"лидерÑтво %d\n", + L"модификатор подхода %.2f\n", + L"модификатор прошлого %.2f\n", + + L"+50 (other) for assertive\n", + L"-50 (other) for malicious\n", + L"Хороший человек", + L"%s ÑторонитÑÑ Ð»Ð¸ÑˆÐ½ÐµÐ³Ð¾ наÑÐ¸Ð»Ð¸Ñ Ð¸ будет акатовать только Ñвных врагов.", + + L"ДружеÑки", + L"ПрÑмо", + L"Threaten approach", + L"Recruit approach", + + L"Stats will regress.", + L"Fast", + L"Average", + L"Slow", + L"Health growth", + L"Strength growth", + L"Agility growth", + L"Dexterity growth", + L"Wisdom growth", + L"Marksmanship growth", + L"Explosives growth", + L"Leadership growth", + L"Medical growth", + L"Mechanical growth", + L"Experience growth", +}; + +STR16 szGearTemplateText[] = // TODO.Translate +{ + L"Enter Template Name", + L"Not possible during combat.", + L"Selected mercenary is not in this sector.", + L"%s is not in that sector.", + L"%s could not equip %s.", + L"We cannot attach %s (item %d) as that might damage items.", // TODO.Translate +}; + +STR16 szIntelWebsiteText[] = +{ + L"Recon Intelligence Services", + L"Your need to know base", + L"Information Requests", + L"Information Verification", + + L"About us", + L"You have %d Intel.", + L"We currently have information on the following items, available in exchange for intel as usual:", + L"There is currently no other information available.", + + L"%d Intel - %s", + L"We can provide aerial reconnaissance of a map region. This will last until %02d:00.", + L"Buy data - 50 intel", + L"Buy detailed data - 70 Intel", + + L"Select map region on which you want info on:", + + L"North-west", + L"North-north-west", + L"North-north-east", + L"North-east", + + L"West-north-west", + L"Center-north-west", + L"Center-north-east", + L"East-north-east", + + L"West-south-west", + L"Center-south-west", + L"Center-south-east", + L"East-south-east", + + L"South-west", + L"South-south-west", + L"South-south-east", + L"South-east", + + // about us + L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.", + L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..", + L"Some of that information may be of temporary nature.", + L"On the 'Information Verification' page, you can upload data you took of significant intelligence.", + + L"We will verify the data (this process usually takes several hours) and compensate you accordingly.", + L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).", + + // sell info + L"You can upload the following facts:", + L"Previous", + L"Next", + L"Upload", + + L"You have already received compensation for the following:", + L"You have nothing to upload.", +}; + +STR16 szIntelText[] = +{ + L"No more enemies present, %s is no longer in hiding!", + L"%s has been discovered and goes into hiding for %d hours.", + L"%s has been discovered, going to sector!", + L"Enemy general present\n", + + L"Terrorist present\n", + L"%s on %02d:%02d\n", + L"No data found", + L"Data no longer eligible.", + + L"Whereabouts of a high-ranking officer of the royal army.", + L"Flight plans of an airforce helicopter.", + L"Coordinates of a recently imprisoned member of your force.", + L"Location of a high-value fugitive.", + + L"Information on possible bloodcat attacks against settlements.", + L"Time and place of possible zombie attacks against settlements.", + L"Information on planned bandit raids.", +}; + +STR16 szChatTextSpy[] = +{ + L"... so imagine my surprise when suddenly...", + L"... and did I ever tell you the story of that one time...", + L"... so, in conclusion, the colonel decided...", + L"... tell you, they did not see that coming...", + + L"... so, without further consideration...", + L"... but then SHE said...", + L"... and, speaking of llamas...", + L"... there I was, in the middle of the dustbowl, when...", + + L"... and let me tell, those things chafe...", + L"... you should have seen his face...", + L"... which wasn't the last of what we saw of them...", + L"... which reminds me, my grandmother used to say...", + + L"... who, by the way, is a total berk...", + L"... also, the roots were off by a margin...", + L"... and I was like, 'Back off, heathen!'...", + L"... at that point the vicars were in oben rebellion...", + + L"... not that I would've minded, you know, but...", + L"... if not for that ridiculous hat...", + L"... besides, it wasn't his favourite leg anyway...", + L"... even though the ships were still watertight...", + + L"... aside from the fact that giraffes can't do that...", + L"... totally wasted that fork, mind you...", + L"... and no bakery in sight. After that...", + L"... even though regulations are clear in that regard...", +}; + +STR16 szChatTextEnemy[] = +{ + L"Whoa. I had no idea!", + L"Really?", + L"Uhhhh....", + L"Well... you see, uhh...", + + L"I am not entirely sure that...", + L"I... well...", + L"If I could just...", + L"But...", + + L"I don't mean to intrude, but...", + L"Really? I had no idea!", + L"What? All of it?", + L"No way!", + + L"Haha!", + L"Whoa, the guys are not going to believe me!", + L"... yeah, just...", + L"That's just like the gypsy woman said!", + + L"... yeah, is that why...", + L"... hehe, talk about refurbishing...", + L"... yeah, I guess...", + L"Wait. What?", + + L"... wouldn't have minded seeing that...", + L"... now that you mention it...", + L"... but where did all the chalk go...", + L"... had never even considered that...", +}; + +STR16 szMilitiaText[] = +{ + L"Train new militia", + L"Drill militia", + L"Doctor militia", + L"Cancel", +}; + +STR16 szFactoryText[] = // TODO.Translate +{ + L"%s: Production of %s switched off as loyalty is too low.", + L"%s: Production of %s switched off due to insufficient funds.", + L"%s: Production of %s switched off as it requires a merc to staff the facility.", + L"%s: Production of %s switched off due to required items missing.", + L"Item to build", + + L"Preproducts", // 5 + L"h/item", +}; + +STR16 szTurncoatText[] = +{ + L"%s now secretly works for us!", + L"%s is not swayed by our offer. Suspicion against us rises...", + L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.", + L"Recruit approach (%d)", + L"Use seduction (%d)", + + L"Bribe ($%d) (%d)", // 5 + L"Offer %d intel (%d)", + L"How to convince the soldier to join your forces?", + L"Do it", + L"%d turncoats present", +}; + +// rftr: better lbe tooltips +STR16 gLbeStatsDesc[14] = +{ + L"MOLLE ДоÑтупный объем:", + L"MOLLE Требуемый объем:", + L"MOLLE Маленьких Ñлотов:", + L"MOLLE Средних Ñлотов:", + L"MOLLE Маленький", + L"MOLLE Средний", + L"MOLLE Средний (Ð¿Ð¸Ñ‚ÑŒÐµÐ²Ð°Ñ ÑиÑтема)", + L"ÐÐ°Ð±ÐµÐ´Ñ€ÐµÐ½Ð½Ð°Ñ Ð¿Ð»Ð°Ñ‚Ñ„Ð¾Ñ€Ð¼Ð°", + L"Жилет", + L"Ранец", + L"Рюкзак", // 10 + L"MOLLE Карман", + L"СовмеÑтимые рюкзаки:", + L"СовмеÑтимые ранцы:", +}; + +STR16 szRebelCommandText[] = // TODO.Translate +{ + L"National Overview", + L"Regional Overview", + L"Mission Overview", + L"Select View:", + L"Regional (2)", + L"National (1)", + L"Mission (3)", + L"Supplies:", + L"Incoming Supplies", + L"Intel:", + L"/day", + L"Current Directive", + L"Improve Directive ($%d)", + L"Improving the selected directive will cost $%d. Confirm expenditure?", + L"Insufficient funds.", + L"New directive will take effect at 00:00.", + L"Militia Overview", + L"Green:", + L"Regular:", + L"Elite:", + L"Projected Daily Total:", + L"Volunteer Pool:", + L"Resources Available:", + L"Guns:", + L"Armour:", + L"Misc:", + L"Training Cost:", + L"Upkeep Cost Per Soldier Per Day:", + L"Training Speed Bonus:", + L"Combat Bonuses:", + L"Physical Stats Bonus:", + L"Marksmanship Bonus:", + L"Upgrade Stats ($%d)", + L"Upgrading militia stats will cost $%d. Confirm expenditure?", + L"Region:", + L"Next", + L"Previous", + L"Administration Team:", + L"None", + L"Active", + L"Inactive", + L"Loyalty:", + L"Maximum Loyalty:", + L"Deploy Administration Team (%d supplies)", + L"Reactivate Administration Team (%d supplies)", + L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.", + L"No regional actions available in Omerta.", + L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.", + L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).", + L"Administrative Actions:", + L"Establish %s", + L"Improve %s", + L"Current Tier: %d", + L"Taking any administrative action in this region will cost %d supplies.", + L"Dead drop intel gain: %d", + L"Smuggler supply gain: %d", + L"A small group of militia from a nearby safehouse have joined the battle!", + L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.", + L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.", + L"Mine raid successful. Stole $%d.", + L"Insufficient Intel to create turncoats!", + L"Change Admin Action", + L"Cancel", + L"Confirm", + L"<", + L">", + L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?", + L"Insufficient supplies! Admin Actions have been DISABLED.", + L"New missions will be available every %d hours.", + L"New missions are available at the A.R.C. website.", + L"Mission preparations in progress.", + L"Mission duration: %d days", + L"Chance of success: %d%s", + L"[REDACTED]", + L"Name: %s", + L"Location: %s", + L"Assignment: %s", + L"Contract: %d days", + L"Contract: %d hours", + L"Contract: ---", + L"Agent bonus:", + L"Chance of success +%d%s (%s)", + L"Deployment range +%d (%s)", + L"ASD Income -%2.0f%s (%s)", + L"Steal fuel; send to %s (%s)", + L"Destroy reserve units (%s)", + L"Time +%2.0f%s (%s)", + L"Vision -%2.0f%s (%s)", + L"Gear quality -%d (%s)", + L"Overall stats -%d (%s)", + L"Max trainers: %d (%s)", + L"Payout +%2.0f%s (%s)", + L"Payout limit increased to $%d (%s)", + L"Bonus for officers (%s)", + L"Bonus for vehicles (%s)", + L"Duration +%d hours (%s)", + L"Agent not in town", + L"Town loyalty too low", + L"Agent unavailable", + L"Agent contract expiring", + L"Can't use rebel agent", + L"Battle in progress", + L"Prepare Mission (%d supplies)", + L"View active mission effects", + L"View available mission list", + L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.", + L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.", + L"The cost of preparing a mission increases based on the number other missions either active or being prepared.", + L"New missions will be available on Day %d at 00:00.", + L"Active missions:", + L"%s - Preparing - Ready on Day %d, %02d:%02d", + L"%s - Active - Expires on Day %d, %02d:%02d", + L"[%s (%d supplies)]", + L"%s Send a rebel agent to prepare this mission?", + L"%s Send %s to prepare this mission? He will return in approximately %d hours.", + L"%s Send %s to prepare this mission? She will return in approximately %d hours.", + L"Mission \"%s\" is now in effect.", + L"Preparations for mission \"%s\" failed.", + L"Mission \"%s\" has expired and is no longer in effect.", +}; + +STR16 szRebelCommandHelpText[] = // TODO.Translate +{ + L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.", + L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)", + L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.", + L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.", + L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.", + L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.", + L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate + L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.", + L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.", + L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.", +}; + +// follows a specific format: +// x: "Admin Action Button Text", +// x+1: "Admin action description text", +STR16 szRebelCommandAdminActionsText[] = // TODO.Translate +{ + L"Supply Line", + L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.", + L"Rebel Radio", + L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.", + L"Safehouses", + L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.", + L"Supply Disruption", + L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.", + L"Scout Patrols", + L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.", + L"Dead Drops", + L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.", + L"Smugglers", + L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.", + L"Militia Warehouses", + L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.", + L"Regional Taxes", + L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.", + L"Civilian Aid", + L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.", + L"Merc Support", + L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).", + L"Mining Policy", + L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.", + L"Pathfinders", + L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.", + L"Harriers", + L"The rebels harass nearby enemy groups, significantly increasing their travel time in the region.", + L"Fortifications", + L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.", +}; + +// follows a specific format: +// x: "Directive Name", +// x+1: "Directive Bonus Description", +// x+2: "Directive Help Text", +// x+3: "Directive Improvement Button Description", +STR16 szRebelCommandDirectivesText[] = // TODO.Translate +{ + L"Gather Supplies", + L"Gain an additional %.0f supplies per day.", + L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.", + L"Improving this directive will increase the amount of supplies that the rebels can gather daily.", + L"Support Militia", + L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.", + L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.", + L"Improving this directive will reduce the daily upkeep costs of your militia.", + L"Train Militia", + L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.", + L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.", + L"Improving this directive will further reduce training cost and increase training speed.", + L"Propaganda Campaign", + L"Town loyalty rises faster. Loyalty gain modifier: %.2f.", + L"Your victories and feats will be embellished as news reaches\nthe locals.", + L"Improving this directive will increase how quickly town loyalty rises.", + L"Deploy Elites", + L"%.0f elite militia appear in Omerta each day.", + L"The rebels release a small number of their highly-trained forces to your command.", + L"Improving this directive will increase the number of militia\nthat appear each day.", + L"High Value Target Strikes", + L"Enemy groups are less likely to have specialised soldiers.", + L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.", + L"Improving this directive will make strikes more successful and effective.", + L"Spotter Teams", + L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).", + L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.", + L"Improving this directive will make the locations of unspotted enemies more precise.", + L"Raid Mines", + L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.", + L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.", + L"Improving this directive will increase the maximum value of stolen income.", + L"Create Turncoats", + L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.", + L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.", + L"Improving this directive will increase the number of soldiers turned daily.", + L"Draft Civilians", + L"Gain %.0f volunteers each day. All towns lose some loyalty each day.", + L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.", + L"Improving this directive will increase the number of volunteers gained per day.", +}; + +STR16 szRebelCommandAgentMissionsText[] = +{ + L"Deep Deployment", + L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.", + L"Disrupt ASD", + L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.", + L"Forge Transport Orders", + L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.", + L"Strategic Intel", + L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.", + L"Improve Local Shops", + L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.", + L"Slow Strategic Decisions", + L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.", + L"Lower Readiness", + L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.", + L"Sabotage Equipment", + L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.", + L"Sabotage Vehicles", + L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.", + L"Send Supplies", + L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.", + L"Soldier Bounties (Kingpin)", + L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.", + L"Train Militia Anywhere", + L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.", +}; + +STR16 szRobotText[] = // TODO: Translate +{ + L"The robot's installed weapon cannot be changed.", + L"It is not possible to add attachments to the robot's weapon.", + L"Installed Weapon", + L"Reserve Ammo", + L"Targeting Upgrade", + L"Chassis Upgrade", + L"Utility Upgrade", + L"Storage", + L"No Bonus", + L"The laser bonuses of this item are applied to the robot.", + L"The night- and cave-vision bonuses of this item are applied to the robot.", + L"This kit degrades instead of the robot's weapon.", + L"The robot's cleaning kit was depleted!", + L"Mines adjacent to the robot are automatically flagged.", + L"Periodic X-Ray scans during combat. No batteries required.", + L"The robot has activated an x-ray scan!", + L"The robot can use the radio set.", + L"The robot's chassis is strengthened, giving it better combat performance.", + L"The camouflage bonuses of this item are applied to the robot.", + L"The robot is tougher and takes less damage.", + L"The robot's extra armour plating was destroyed!", + L"The robot gains the benefit of the %s skill trait.", +}; + +#endif //RUSSIAN diff --git a/Utils/ExportStrings.h b/i18n/include/ExportStrings.h similarity index 73% rename from Utils/ExportStrings.h rename to i18n/include/ExportStrings.h index f2156ed5..9d4ce926 100644 --- a/Utils/ExportStrings.h +++ b/i18n/include/ExportStrings.h @@ -1,9 +1,9 @@ -#ifndef _EXPORTSTRINGS_H_ -#define _EXPORTSTRINGS_H_ - -namespace Loc -{ - bool ExportStrings(); -} - -#endif // _EXPORTSTRINGS_H_ \ No newline at end of file +#ifndef _EXPORTSTRINGS_H_ +#define _EXPORTSTRINGS_H_ + +namespace Loc +{ + bool ExportStrings(); +} + +#endif // _EXPORTSTRINGS_H_ diff --git a/sgp/Ja2 Libs.h b/i18n/include/Ja2 Libs.h similarity index 92% rename from sgp/Ja2 Libs.h rename to i18n/include/Ja2 Libs.h index 72d67aaa..b154a4c5 100644 --- a/sgp/Ja2 Libs.h +++ b/i18n/include/Ja2 Libs.h @@ -1,61 +1,61 @@ -#ifndef _JA2_LIBS_H_ -#define _JA2_LIBS_H_ - - - //enums used for accessing the libraries - enum - { - LIBRARY_DATA, - LIBRARY_EDITOR, - LIBRARY_AMBIENT, - LIBRARY_ANIMS, - LIBRARY_BATTLESNDS, - LIBRARY_BIGITEMS, - LIBRARY_BINARY_DATA, - LIBRARY_CURSORS, - LIBRARY_FACES, - LIBRARY_FONTS, - LIBRARY_INTERFACE, - LIBRARY_LAPTOP, - LIBRARY_MAPS, - LIBRARY_MERCEDT, - LIBRARY_MUSIC, - LIBRARY_NPC_SPEECH, - LIBRARY_NPC_DATA, - LIBRARY_RADAR_MAPS, - LIBRARY_SOUNDS, - LIBRARY_SPEECH, -// LIBRARY_TILE_CACHE, - LIBRARY_TILESETS, - LIBRARY_LOADSCREENS, - LIBRARY_INTRO, - -#ifdef GERMAN - LIBRARY_GERMAN_DATA, -#endif - -#ifdef DUTCH - LIBRARY_DUTCH_DATA, -#endif - -#ifdef POLISH - LIBRARY_POLISH_DATA, -#endif - -#ifdef ITALIAN - LIBRARY_ITALIAN_DATA, -#endif - -#ifdef RUSSIAN - LIBRARY_RUSSIAN_DATA, -#endif - -#ifdef FRENCH - LIBRARY_FRENCH_DATA, -#endif - - NUMBER_OF_LIBRARIES - }; - - -#endif \ No newline at end of file +#ifndef _JA2_LIBS_H_ +#define _JA2_LIBS_H_ + + + //enums used for accessing the libraries + enum + { + LIBRARY_DATA, + LIBRARY_EDITOR, + LIBRARY_AMBIENT, + LIBRARY_ANIMS, + LIBRARY_BATTLESNDS, + LIBRARY_BIGITEMS, + LIBRARY_BINARY_DATA, + LIBRARY_CURSORS, + LIBRARY_FACES, + LIBRARY_FONTS, + LIBRARY_INTERFACE, + LIBRARY_LAPTOP, + LIBRARY_MAPS, + LIBRARY_MERCEDT, + LIBRARY_MUSIC, + LIBRARY_NPC_SPEECH, + LIBRARY_NPC_DATA, + LIBRARY_RADAR_MAPS, + LIBRARY_SOUNDS, + LIBRARY_SPEECH, +// LIBRARY_TILE_CACHE, + LIBRARY_TILESETS, + LIBRARY_LOADSCREENS, + LIBRARY_INTRO, + +#ifdef GERMAN + LIBRARY_GERMAN_DATA, +#endif + +#ifdef DUTCH + LIBRARY_DUTCH_DATA, +#endif + +#ifdef POLISH + LIBRARY_POLISH_DATA, +#endif + +#ifdef ITALIAN + LIBRARY_ITALIAN_DATA, +#endif + +#ifdef RUSSIAN + LIBRARY_RUSSIAN_DATA, +#endif + +#ifdef FRENCH + LIBRARY_FRENCH_DATA, +#endif + + NUMBER_OF_LIBRARIES + }; + + +#endif diff --git a/Utils/Multi Language Graphic Utils.h b/i18n/include/Multi Language Graphic Utils.h similarity index 95% rename from Utils/Multi Language Graphic Utils.h rename to i18n/include/Multi Language Graphic Utils.h index dcedbcc1..8a3fdc05 100644 --- a/Utils/Multi Language Graphic Utils.h +++ b/i18n/include/Multi Language Graphic Utils.h @@ -1,53 +1,53 @@ -#ifndef __MULTI_LANGUAGE_GRAPHIC_UTILS_H -#define __MULTI_LANGUAGE_GRAPHIC_UTILS_H - -enum -{ - MLG_AIMSYMBOL, - MLG_AIMSYMBOL_SMALL, - MLG_BOBBYNAME, - MLG_BOBBYRAYAD21, - MLG_BOBBYRAYLINK, - MLG_CLOSED, - MLG_CONFIRMORDER, - MLG_DESKTOP, - MLG_FUNERALAD9, - MLG_GOLDPIECEBUTTONS, - MLG_HISTORY, - MLG_IMPSYMBOL, - MLG_INSURANCEAD10, - MLG_INSURANCELINK, - MLG_INSURANCETITLE, //LargeTitle - MLG_LARGEFLORISTSYMBOL, //LargeSymbol - MLG_LOADSAVEHEADER, //LoadScreenAddOns - MLG_MCGILLICUTTYS, - MLG_MORTUARY, - MLG_MORTUARYLINK, - MLG_OPTIONHEADER, //OptionScreenAddOns - MLG_ORDERGRID, - MLG_PREBATTLEPANEL, - MLG_PREBATTLEPANEL_800x600, - MLG_PREBATTLEPANEL_1024x768, - MLG_PREBATTLEPANEL_1280x720, - MLG_SECTORINVENTORY, - MLG_SMALLFLORISTSYMBOL, //SmallSymbol - MLG_SMALLTITLE, - MLG_SPLASH, - MLG_STATSBOX, - MLG_STOREPLAQUE, - MLG_TITLETEXT, - MLG_TOALUMNI, - MLG_TOMUGSHOTS, - MLG_TOSTATS, - MLG_WARNING, - MLG_YOURAD13, - MLG_TITLETEXT_MP, // WANNE: Additional multiplayer text - MLG_BOBBYRAYTITLE, //inshy: translation needed for russian version - MLG_BR, - MLG_MP_GOLDPIECEBUTTONS, - MLG_ITEMINFOADVANCEDICONS, // WANNE: Language specific Icons -}; - -BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID ); - -#endif \ No newline at end of file +#ifndef __MULTI_LANGUAGE_GRAPHIC_UTILS_H +#define __MULTI_LANGUAGE_GRAPHIC_UTILS_H + +enum +{ + MLG_AIMSYMBOL, + MLG_AIMSYMBOL_SMALL, + MLG_BOBBYNAME, + MLG_BOBBYRAYAD21, + MLG_BOBBYRAYLINK, + MLG_CLOSED, + MLG_CONFIRMORDER, + MLG_DESKTOP, + MLG_FUNERALAD9, + MLG_GOLDPIECEBUTTONS, + MLG_HISTORY, + MLG_IMPSYMBOL, + MLG_INSURANCEAD10, + MLG_INSURANCELINK, + MLG_INSURANCETITLE, //LargeTitle + MLG_LARGEFLORISTSYMBOL, //LargeSymbol + MLG_LOADSAVEHEADER, //LoadScreenAddOns + MLG_MCGILLICUTTYS, + MLG_MORTUARY, + MLG_MORTUARYLINK, + MLG_OPTIONHEADER, //OptionScreenAddOns + MLG_ORDERGRID, + MLG_PREBATTLEPANEL, + MLG_PREBATTLEPANEL_800x600, + MLG_PREBATTLEPANEL_1024x768, + MLG_PREBATTLEPANEL_1280x720, + MLG_SECTORINVENTORY, + MLG_SMALLFLORISTSYMBOL, //SmallSymbol + MLG_SMALLTITLE, + MLG_SPLASH, + MLG_STATSBOX, + MLG_STOREPLAQUE, + MLG_TITLETEXT, + MLG_TOALUMNI, + MLG_TOMUGSHOTS, + MLG_TOSTATS, + MLG_WARNING, + MLG_YOURAD13, + MLG_TITLETEXT_MP, // WANNE: Additional multiplayer text + MLG_BOBBYRAYTITLE, //inshy: translation needed for russian version + MLG_BR, + MLG_MP_GOLDPIECEBUTTONS, + MLG_ITEMINFOADVANCEDICONS, // WANNE: Language specific Icons +}; + +BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID ); + +#endif diff --git a/Utils/Text.h b/i18n/include/Text.h similarity index 95% rename from Utils/Text.h rename to i18n/include/Text.h index e2c3251c..90340e50 100644 --- a/Utils/Text.h +++ b/i18n/include/Text.h @@ -1,3248 +1,3250 @@ -#ifndef __TEXT_H -#define __TEXT_H - -#include "items.h" -#include "types.h" -#include "mapscreen.h" -#include "XML_Language.h" - -#define STRING_LENGTH 255 - -enum -{ - //TCTL_MSG__RANGE_TO_TARGET, - TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP, - TACT_MSG__CANNOT_AFFORD_MERC, - TACT_MSG__AIMMEMBER_FEE_TEXT, - TACT_MSG__AIMMEMBER_ONE_TIME_FEE, - TACT_MSG__FEE, - TACT_MSG__SOMEONE_ELSE_IN_SECTOR, - //TCTL_MSG__GUN_RANGE_AND_CTH, - TCTL_MSG__DISPLAY_COVER, - TCTL_MSG__LOS, - TCTL_MSG__INVALID_DROPOFF_SECTOR, - TCTL_MSG__PLAYER_LOST_SHOULD_RESTART, - TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA, - TCTL_MSG__END_GAME_POPUP_TXT_1, - TCTL_MSG__END_GAME_POPUP_TXT_2, - TCTL_MSG__IRON_MAN_CANT_SAVE_NOW, - TCTL_MSG__CANNOT_SAVE_DURING_COMBAT, - TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE, - TCTL_MSG__CAMPAIGN_DOESN_T_EXIST, - TCTL_MSG__DEFAULT_CAMPAIGN_LABEL, - TCTL_MSG__CAMPAIGN_LABEL, - TCTL_MSG__NEW_CAMPAIGN_CONFIRM, - TCTL_MSG__CANT_EDIT_DEFAULT, - TCTL_MSG__SOFT_IRON_MAN_CANT_SAVE_NOW, - TCTL_MSG__EXTREME_IRON_MAN_CANT_SAVE_NOW, - -}; -//Ja25 UB -//enums used for zNewLaptopMessages -enum -{ - LPTP_MSG__MERC_SPECIAL_OFFER, - LPTP_MSG__TEMP_UNAVAILABLE, - LPTP_MSG__PREVIEW_TEXT, -}; - -extern CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS]; - -//Encyclopedia -extern STR16 pMenuStrings[]; -extern STR16 pLocationPageText[]; -extern STR16 pSectorPageText[]; -extern STR16 pEncyclopediaHelpText[]; -extern STR16 pEncyclopediaTypeText[]; -extern STR16 pEncyclopediaSkrotyText[]; -extern STR16 pEncyclopediaFilterLocationText[]; -extern STR16 pEncyclopediaSubFilterLocationText[]; -extern STR16 pEncyclopediaFilterCharText[]; -extern STR16 pEncyclopediaSubFilterCharText[]; -extern STR16 pEncyclopediaFilterItemText[]; -extern STR16 pEncyclopediaSubFilterItemText[]; -extern STR16 pEncyclopediaFilterQuestText[]; -extern STR16 pEncyclopediaSubFilterQuestText[]; -extern STR16 pEncyclopediaShortCharacterText[]; -extern STR16 pEncyclopediaHelpCharacterText[]; -extern STR16 pEncyclopediaShortInventoryText[]; -extern STR16 BoxFilter[]; -extern STR16 pOtherButtonsText[]; -extern STR16 pOtherButtonsHelpText[]; -extern STR16 QuestDescText[]; -extern STR16 FactDescText[]; - -//Editor -//Editor Taskbar Creation.cpp -extern STR16 iEditorItemStatsButtonsText[]; -extern STR16 FaceDirs[8]; -extern STR16 iEditorMercsToolbarText[]; -extern STR16 iEditorBuildingsToolbarText[]; -extern STR16 iEditorItemsToolbarText[]; -extern STR16 iEditorMapInfoToolbarText[]; -extern STR16 iEditorOptionsToolbarText[]; -extern STR16 iEditorTerrainToolbarText[]; -extern STR16 iEditorTaskbarInternalText[]; -//Editor Taskbar Utils.cpp -extern STR16 iRenderMapEntryPointsAndLightsText[]; -extern STR16 iBuildTriggerNameText[]; -extern STR16 iRenderDoorLockInfoText[]; -extern STR16 iRenderEditorInfoText[]; -//EditorBuildings.cpp -extern STR16 iUpdateBuildingsInfoText[]; -extern STR16 iRenderDoorEditingWindowText[]; -//EditorItems.cpp -extern STR16 pInitEditorItemsInfoText[]; -extern STR16 pDisplayItemStatisticsTex[]; -extern STR16 pUpdateMapInfoText[]; -//EditorMercs.cpp -extern CHAR16 gszScheduleActions[ 11 ][20]; // NUM_SCHEDULE_ACTIONS = 11 -extern STR16 zDiffNames[5]; // NUM_DIFF_LVLS = 5 -extern STR16 EditMercStat[12]; -extern STR16 EditMercOrders[8]; -extern STR16 EditMercAttitudes[6]; -extern STR16 pDisplayEditMercWindowText[]; -extern STR16 pCreateEditMercWindowText[]; -extern STR16 pDisplayBodyTypeInfoText[]; -extern STR16 pUpdateMercsInfoText[]; -extern CHAR16 pRenderMercStringsText[][100]; -extern STR16 pClearCurrentScheduleText[]; -extern STR16 pCopyMercPlacementText[]; -extern STR16 pPasteMercPlacementText[]; -//editscreen.cpp -extern STR16 pEditModeShutdownText[]; -extern STR16 pHandleKeyboardShortcutsText[]; -extern STR16 pPerformSelectedActionText[]; -extern STR16 pWaitForHelpScreenResponseText[]; -extern STR16 pAutoLoadMapText[]; -extern STR16 pShowHighGroundText[]; -//Item Statistics.cpp -//extern CHAR16 gszActionItemDesc[ 34 ][ 30 ]; // NUM_ACTIONITEMS = 34 -extern STR16 pUpdateItemStatsPanelText[]; -extern STR16 pSetupGameTypeFlagsText[]; -extern STR16 pSetupGunGUIText[]; -extern STR16 pSetupArmourGUIText[]; -extern STR16 pSetupExplosivesGUIText[]; -extern STR16 pSetupTriggersGUIText[]; -//Sector Summary.cpp -extern STR16 pCreateSummaryWindowText[]; -extern STR16 pRenderSectorInformationText[]; -extern STR16 pRenderItemDetailsText[]; -extern STR16 pRenderSummaryWindowText[]; -extern STR16 pUpdateSectorSummaryText[]; -extern STR16 pSummaryLoadMapCallbackText[]; -extern STR16 pReportErrorText[]; -extern STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[]; -extern STR16 pSummaryUpdateCallbackText[]; -extern STR16 pApologizeOverrideAndForceUpdateEverythingText[]; -//selectwin.cpp -extern STR16 pDisplaySelectionWindowGraphicalInformationText[]; -extern STR16 pDisplaySelectionWindowButtonText[]; -//Cursor Modes.cpp -extern STR16 wszSelType[6]; -//-- - -extern STR16 gzNewLaptopMessages[]; -extern STR16 zNewTacticalMessages[]; -extern CHAR16 gszAimPages[ 6 ][ 20 ]; -extern CHAR16 zGrod[][500]; -extern STR16 pCreditsJA2113[]; -extern CHAR16 ShortItemNames[MAXITEMS][80]; -extern CHAR16 ItemNames[MAXITEMS][80]; -extern CHAR16 AmmoCaliber[MAXITEMS][20]; -extern CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20]; -extern CHAR16 WeaponType[MAXITEMS][30]; - -extern CHAR16 Message[][STRING_LENGTH]; -extern CHAR16 TeamTurnString[][STRING_LENGTH]; -extern STR16 pMilitiaControlMenuStrings[]; //lal -extern STR16 pTraitSkillsMenuStrings[]; //Flugente -extern STR16 pTraitSkillsMenuDescStrings[]; //Flugente -extern STR16 pTraitSkillsDenialStrings[]; //Flugente - -enum -{ - SKILLMENU_MILITIA, - SKILLMENU_OTHERSQUADS, - SKILLMENU_CANCEL, - SKILLMENU_X_MILITIA, - SKILLMENU_ALL_MILITIA, - SKILLMENU_MORE, - SKILLMENU_CORPSES, -}; - -extern STR16 pSkillMenuStrings[]; //Flugente -//extern STR16 pTalkToAllMenuStrings[]; -extern STR16 pSnitchMenuStrings[]; -extern STR16 pSnitchMenuDescStrings[]; -extern STR16 pSnitchToggleMenuStrings[]; -extern STR16 pSnitchToggleMenuDescStrings[]; -extern STR16 pSnitchSectorMenuStrings[]; -extern STR16 pSnitchSectorMenuDescStrings[]; -extern STR16 pPrisonerMenuStrings[]; -extern STR16 pPrisonerMenuDescStrings[]; -extern STR16 pSnitchPrisonExposedStrings[]; -extern STR16 pSnitchGatheringRumoursResultStrings[]; -extern STR16 pAssignMenuStrings[]; -extern STR16 pTrainingStrings[]; -extern STR16 pTrainingMenuStrings[]; -extern STR16 pAttributeMenuStrings[]; -extern STR16 pVehicleStrings[]; -extern STR16 pShortAttributeStrings[]; -extern STR16 pLongAttributeStrings[]; -extern STR16 pContractStrings[]; -extern STR16 pAssignmentStrings[]; -extern STR16 pConditionStrings[]; -extern CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT]; -extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT]; // Lesh: look mapscreen.h for definitions -extern STR16 pPersonnelScreenStrings[]; -extern STR16 pPersonnelRecordsHelpTexts[]; // added by SANDRO -extern STR16 pPersonnelTitle[]; -extern STR16 pUpperLeftMapScreenStrings[]; -extern STR16 pTacticalPopupButtonStrings[]; -extern STR16 pSquadMenuStrings[]; -extern STR16 pDoorTrapStrings[]; -extern STR16 pLongAssignmentStrings[]; -extern STR16 pContractExtendStrings[]; -extern STR16 pMapScreenMouseRegionHelpText[]; -extern STR16 pPersonnelAssignmentStrings[]; -extern STR16 pNoiseVolStr[]; -extern STR16 pNoiseTypeStr[]; -extern STR16 pDirectionStr[]; -extern STR16 pRemoveMercStrings[]; -extern STR16 sTimeStrings[]; -extern STR16 pLandTypeStrings[]; -extern STR16 pGuardMenuStrings[]; -extern STR16 pOtherGuardMenuStrings[]; -extern STR16 pInvPanelTitleStrings[]; -extern STR16 pPOWStrings[]; -extern STR16 pMilitiaString[]; -extern STR16 pMilitiaButtonString[]; -extern STR16 pEpcMenuStrings[]; - -extern STR16 pRepairStrings[]; -extern STR16 sPreStatBuildString[]; -extern STR16 sStatGainStrings[]; -extern STR16 pHelicopterEtaStrings[]; -extern STR16 pHelicopterRepairRefuelStrings[]; -extern STR16 sMapLevelString[]; -extern STR16 gsLoyalString[]; -extern STR16 pMapHeliErrorString[]; -extern STR16 gsUndergroundString[]; -extern STR16 gsTimeStrings[]; -extern STR16 sFacilitiesStrings[]; -extern STR16 pMapPopUpInventoryText[]; -extern STR16 pwTownInfoStrings[]; -extern STR16 pwMineStrings[]; -extern STR16 pwMiscSectorStrings[]; -extern STR16 pMapInventoryErrorString[]; -extern STR16 pMapInventoryStrings[]; -extern STR16 pMapScreenFastHelpTextList[]; -extern STR16 pMovementMenuStrings[]; -extern STR16 pUpdateMercStrings[]; -extern STR16 pMapScreenBorderButtonHelpText[]; -extern STR16 pMapScreenInvenButtonHelpText[]; -extern STR16 pMapScreenBottomFastHelp[]; -extern STR16 pMapScreenBottomText[]; -extern STR16 pMercDeadString[]; -extern CHAR16 pSenderNameList[500][128]; -extern STR16 pTraverseStrings[]; -extern STR16 pNewMailStrings[]; -extern STR16 pDeleteMailStrings[]; -extern STR16 pEmailHeaders[]; -extern STR16 pEmailTitleText[]; -extern STR16 pFinanceTitle[]; -extern STR16 pFinanceSummary[]; -extern STR16 pFinanceHeaders[]; -extern STR16 pTransactionText[]; -extern STR16 pTransactionAlternateText[]; -extern STR16 pMoralStrings[]; -extern STR16 pSkyriderText[]; -extern STR16 pMercFellAsleepString[]; -extern STR16 pLeftEquipmentString[]; -extern STR16 pMapScreenStatusStrings[]; -extern STR16 pMapScreenPrevNextCharButtonHelpText[]; -extern STR16 pEtaString[]; -extern STR16 pShortVehicleStrings[]; -extern STR16 pTrashItemText[]; -extern STR16 pMapErrorString[]; -extern STR16 pMapPlotStrings[]; -extern STR16 pMiscMapScreenMouseRegionHelpText[]; -extern STR16 pMercHeLeaveString[]; -extern STR16 pMercSheLeaveString[]; -extern STR16 pImpPopUpStrings[]; -extern STR16 pImpButtonText[]; -extern STR16 pExtraIMPStrings[]; -extern STR16 pFilesTitle[]; -extern STR16 pFilesSenderList[]; -extern STR16 pHistoryLocations[]; -//extern STR16 pHistoryAlternateStrings[]; -//extern STR16 pHistoryStrings[]; // Externalized to "TableData\History.xml" -extern STR16 pHistoryHeaders[]; -extern STR16 pHistoryTitle[]; -extern STR16 pShowBookmarkString[]; -extern STR16 pWebPagesTitles[]; -extern STR16 pWebTitle[ ]; -extern STR16 pPersonnelString[]; -extern STR16 pErrorStrings[]; -extern STR16 pDownloadString[]; -extern STR16 pBookmarkTitle[]; -extern STR16 pBookMarkStrings[]; -extern STR16 pLaptopIcons[]; -extern STR16 sATMText[ ]; -extern STR16 gsAtmStartButtonText[]; -extern STR16 gsAtmSideButtonText[]; -extern STR16 pDownloadString[]; -extern STR16 pPersonnelTeamStatsStrings[]; -extern STR16 pPersonnelCurrentTeamStatsStrings[]; -extern STR16 pPersonelTeamStrings[]; -extern STR16 pPersonnelDepartedStateStrings[]; -extern STR16 pMapHortIndex[]; -extern STR16 pMapVertIndex[]; -extern STR16 pMapDepthIndex[]; -//extern STR16 sCritLocationStrings[]; -//extern STR16 sVehicleHit[ ]; -extern STR16 pLaptopTitles[]; -extern STR16 pDayStrings[]; -extern STR16 pMercContractOverStrings[]; -extern STR16 pMilitiaConfirmStrings[]; -extern STR16 pDeliveryLocationStrings[]; -extern STR16 pSkillAtZeroWarning[]; -extern STR16 pIMPBeginScreenStrings[]; -extern STR16 pIMPFinishButtonText[1]; -extern STR16 pIMPFinishStrings[]; -extern STR16 pIMPVoicesStrings[]; -extern STR16 pDepartedMercPortraitStrings[]; -extern STR16 pPersTitleText[]; -extern STR16 pPausedGameText[]; -extern STR16 zOptionsToggleText[]; -extern STR16 zOptionsScreenHelpText[]; -extern STR16 pDoctorWarningString[]; -extern STR16 pMilitiaButtonsHelpText[]; -extern STR16 pMapScreenJustStartedHelpText[]; -extern STR16 pLandMarkInSectorString[]; -extern STR16 gzMercSkillText[]; -extern STR16 gzMercSkillTextNew[]; // added by SANDRO -extern STR16 gzNonPersistantPBIText[]; -extern STR16 gzMiscString[]; - -extern STR16 wMapScreenSortButtonHelpText[]; -extern STR16 pNewNoiseStr[]; -extern STR16 pTauntUnknownVoice[]; // anv: for enemy taunts -extern STR16 gzLateLocalizedString[]; - -extern STR16 gzCWStrings[]; - -extern STR16 gzTooltipStrings[]; - -// These have been added - SANDRO -extern STR16 pSkillTraitBeginIMPStrings[]; -extern STR16 sgAttributeSelectionText[]; -extern STR16 pCharacterTraitBeginIMPStrings[]; -extern STR16 gzIMPCharacterTraitText[]; -extern STR16 gzIMPAttitudesText[]; -extern STR16 gzIMPColorChoosingText[]; -extern STR16 sColorChoiceExplanationTexts[]; -extern STR16 gzIMPDisabilityTraitText[]; // added by Flugente -extern STR16 gzIMPDisabilityTraitEmailTextDeaf[]; // added by Flugente -extern STR16 gzIMPDisabilityTraitEmailTextShortSighted[]; -extern STR16 gzIMPDisabilityTraitEmailTextHemophiliac[]; // added by Flugente -extern STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]; // added by Flugente -extern STR16 gzIMPDisabilityTraitEmailTextSelfHarm[]; // added by Flugente -extern STR16 sEnemyTauntsFireGun[]; -extern STR16 sEnemyTauntsFireLauncher[]; -extern STR16 sEnemyTauntsThrow[]; -extern STR16 sEnemyTauntsChargeKnife[]; -extern STR16 sEnemyTauntsRunAway[]; -extern STR16 sEnemyTauntsSeekNoise[]; -extern STR16 sEnemyTauntsAlert[]; -extern STR16 sEnemyTauntsGotHit[]; -extern STR16 sEnemyTauntsNoticedMerc[]; -extern STR16 sSpecialCharacters[]; -//**** - -// HEADROCK HAM 3.6: New arrays for facility operation messages -extern STR16 gzFacilityErrorMessage[]; -extern STR16 gzFacilityAssignmentStrings[]; -extern STR16 gzFacilityRiskResultStrings[]; - -// HEADROCK HAM 4: Text for the new CTH indicator. -extern STR16 gzNCTHlabels[]; - -// HEADROCK HAM 5: Messages for automatic sector inventory sorting. -extern STR16 gzMapInventorySortingMessage[]; -extern STR16 gzMapInventoryFilterOptions[]; - -// MeLoDy (Merc Compare) -extern STR16 gzMercCompare[]; - -enum -{ - ANTIHACKERSTR_EXITGAME, - TEXT_NUM_ANTIHACKERSTR, -}; -extern STR16 pAntiHackerString[]; - -enum -{ - MSG_EXITGAME, - MSG_OK, - MSG_YES, - MSG_NO, - MSG_CANCEL, - MSG_REHIRE, - MSG_LIE, - MSG_NODESC, - MSG_SAVESUCCESS, - MSG_SAVESLOTSUCCESS, - MSG_QUICKSAVE_NAME, - MSG_SAVE_NAME, - MSG_SAVEEXTENSION, - MSG_SAVEDIRECTORY, - MSG_DAY, - MSG_MERCS, - MSG_EMPTYSLOT, - MSG_DEMOWORD, - MSG_DEBUGWORD, - MSG_RELEASEWORD, - MSG_RPM, - MSG_MINUTE_ABBREVIATION, - MSG_METER_ABBREVIATION, - MSG_ROUNDS_ABBREVIATION, - MSG_KILOGRAM_ABBREVIATION, - MSG_POUND_ABBREVIATION, - MSG_HOMEPAGE, - MSG_USDOLLAR_ABBREVIATION, - MSG_LOWERCASE_NA, - MSG_MEANWHILE, - MSG_ARRIVE, - MSG_VERSION, - MSG_EMPTY_QUICK_SAVE_SLOT, - MSG_QUICK_SAVE_RESERVED_FOR_TACTICAL, - MSG_OPENED, - MSG_CLOSED, - MSG_LOWDISKSPACE_WARNING, - MSG_HIRED_MERC, - MSG_MERC_CAUGHT_ITEM, - MSG_MERC_TOOK_DRUG, - MSG_MERC_HAS_NO_MEDSKILL, - MSG_INTEGRITY_WARNING, - MSG_CDROM_SAVE, - MSG_CANT_FIRE_HERE, - MSG_CANT_CHANGE_STANCE, - MSG_DROP, - MSG_THROW, - MSG_PASS, - MSG_ITEM_PASSED_TO_MERC, - MSG_NO_ROOM_TO_PASS_ITEM, - MSG_END_ATTACHMENT_LIST, - MSG_CHEAT_LEVEL_ONE, - MSG_CHEAT_LEVEL_TWO, - MSG_SQUAD_ON_STEALTHMODE, - MSG_SQUAD_OFF_STEALTHMODE, - MSG_MERC_ON_STEALTHMODE, - MSG_MERC_OFF_STEALTHMODE, - MSG_WIREFRAMES_ADDED, - MSG_WIREFRAMES_REMOVED, - MSG_CANT_GO_UP, - MSG_CANT_GO_DOWN, - MSG_ENTERING_LEVEL, - MSG_LEAVING_BASEMENT, - MSG_DASH_S, // the old 's - MSG_TRACKING_MODE_OFF, - MSG_TRACKING_MODE_ON, - MSG_3DCURSOR_OFF, - MSG_3DCURSOR_ON, - MSG_SQUAD_ACTIVE, - MSG_CANT_AFFORD_TO_PAY_NPC_DAILY_SALARY_MSG, - MSG_SKIP, - MSG_EPC_CANT_TRAVERSE, - MSG_CDROM_SAVE_GAME, - MSG_DRANK_SOME, - MSG_PACKAGE_ARRIVES, - MSG_JUST_HIRED_MERC_ARRIVAL_LOCATION_POPUP, - MSG_HISTORY_UPDATED, - MSG_GL_BURST_CURSOR_ON, - MSG_GL_BURST_CURSOR_OFF, - MSG_SOLDIER_TOOLTIPS_ON, // changed by SANDRO - MSG_SOLDIER_TOOLTIPS_OFF, // changed by SANDRO - MSG_GL_LOW_ANGLE, - MSG_GL_HIGH_ANGLE, - MSG_FORCED_TURN_MODE, - MSG_NORMAL_TURN_MODE, - MSG_FTM_EXIT_COMBAT, - MSG_FTM_ENTER_COMBAT, - MSG_END_TURN_AUTO_SAVE, - MSG_MPSAVEDIRECTORY,//88 - MSG_CLIENT, - MSG_NAS_AND_OIV_INCOMPATIBLE, // 90 - - MSG_SAVE_AUTOSAVE_TEXT, // 91 - MSG_SAVE_AUTOSAVE_TEXT_INFO, // 92 - MSG_SAVE_AUTOSAVE_EMPTY_TEXT, // 93 - MSG_SAVE_AUTOSAVE_FILENAME, // 94 - MSG_SAVE_END_TURN_SAVE_TEXT, // 95 - MSG_SAVE_AUTOSAVE_SAVING_TEXT, // 96 - MSG_SAVE_END_TURN_SAVE_SAVING_TEXT, // 97 - MSG_SAVE_AUTOSAVE_ENDTURN_EMPTY_TEXT, //98 - MSG_SAVE_AUTOSAVE_ENDTURN_TEXT_INFO, //99 - MSG_SAVE_QUICKSAVE_SLOT, // 100 - MSG_SAVE_AUTOSAVE_SLOT, // 101 - MSG_SAVE_AUTOSAVE_ENDTURN_SLOT, // 102 - MSG_SAVE_NORMAL_SLOT, // 103 - - MSG_WINDOWED_MODE_LOCK_MOUSE, // 104 - MSG_WINDOWED_MODE_RELEASE_MOUSE, // 105 - MSG_FORMATIONS_ON, // 106 - MSG_FORMATIONS_OFF, // 107 - MSG_MERC_CASTS_LIGHT_ON, - MSG_MERC_CASTS_LIGHT_OFF, - - MSG_SQUAD_ACTIVE_STRING, - MSG_MERC_TOOK_CIGARETTE, - - MSG_PROMPT_CHEATS_ACTIVATE, - MSG_PROMPT_CHEATS_DEACTIVATE, - - TEXT_NUM_MSG, -}; -extern STR16 pMessageStrings[]; - -extern CHAR16 ItemPickupHelpPopup[][40]; - -enum -{ - STR_EMPTY, - STR_LOSES_1_WISDOM, - STR_LOSES_1_DEX, - STR_LOSES_1_STRENGTH, - STR_LOSES_1_AGIL, - STR_LOSES_WISDOM, - STR_LOSES_DEX, - STR_LOSES_STRENGTH, - STR_LOSES_AGIL, - STR_INTERRUPT, - STR_HEARS_NOISE_FROM, - STR_PLAYER_REINFORCEMENTS, - STR_PLAYER_RELOADS, - STR_PLAYER_NOT_ENOUGH_APS, - STR_IS_APPLYING_FIRST_AID, - STR_ARE_APPLYING_FIRST_AID, - STR_RELIABLE, - STR_UNRELIABLE, - STR_EASY_TO_REPAIR, - STR_HARD_TO_REPAIR, - STR_HIGH_DAMAGE, - STR_LOW_DAMAGE, - STR_QUICK_FIRING, - STR_SLOW_FIRING, - STR_LONG_RANGE, - STR_SHORT_RANGE, - STR_LIGHT, - STR_HEAVY, - STR_SMALL, - STR_FAST_BURST, - STR_NO_BURST, - STR_LARGE_AMMO_CAPACITY, - STR_SMALL_AMMO_CAPACITY, - STR_CAMMO_WORN_OFF, - STR_CAMMO_WASHED_OFF, - STR_2ND_CLIP_DEPLETED, - STR_STOLE_SOMETHING, - STR_NOT_BURST_CAPABLE, - STR_ATTACHMENT_ALREADY, - STR_MERGE_ITEMS, - STR_CANT_ATTACH, - STR_NONE, - STR_EJECT_AMMO, - STR_ATTACHMENTS, - STR_CANT_USE_TWO_ITEMS, - STR_ATTACHMENT_HELP, - STR_ATTACHMENT_INVALID_HELP, - STR_SECTOR_NOT_CLEARED, - STR_NEED_TO_GIVE_MONEY, - STR_HEAD_HIT, - STR_ABANDON_FIGHT, - STR_PERMANENT_ATTACHMENT, - STR_ENERGY_BOOST, - STR_SLIPPED_MARBLES, - STR_FAILED_TO_STEAL_SOMETHING, - STR_REPAIRED, - STR_INTERRUPT_FOR, - STR_SURRENDER, - STR_REFUSE_FIRSTAID, - STR_REFUSE_FIRSTAID_FOR_CREATURE, - STR_HOW_TO_USE_SKYRIDDER, - STR_RELOAD_ONLY_ONE_GUN, - STR_BLOODCATS_TURN, - STR_AUTOFIRE, - STR_NO_AUTOFIRE, - STR_ACCURATE, - STR_INACCURATE, - STR_NO_SEMI_AUTO, - STR_NO_MORE_ITEMS_TO_STEAL, - STR_NO_MORE_ITEM_IN_HAND, - - //add new camo text - STR_DESERT_WORN_OFF, - STR_DESERT_WASHED_OFF, - - STR_JUNGLE_WORN_OFF, - STR_JUNGLE_WASHED_OFF, - - STR_URBAN_WORN_OFF, - STR_URBAN_WASHED_OFF, - - STR_SNOW_WORN_OFF, - STR_SNOW_WASHED_OFF, - - STR_CANNOT_ATTACH_SLOT, - STR_CANNOT_ATTACH_ANY_SLOT, - - STR_NO_SPACE_FOR_POCKET, - - STR_REPAIRED_PARTIAL, - STR_REPAIRED_PARTIAL_FOR_OWNER, - - STR_CLEANED, - STR_CLEANED_FOR_OWNER, - - STR_ASSIGNMENT_NOTPOSSIBLE, - STR_ASSIGNMENT_NOMILITIAPRESENT, - - STR_ASSIGNMENT_EXPLORATION_DONE, - - TEXT_NUM_STR_MESSAGE, -}; - -// WANNE: Tooltips -enum -{ - STR_TT_CAT_LOCATION, - STR_TT_CAT_BRIGHTNESS, - STR_TT_CAT_RANGE_TO_TARGET, - STR_TT_CAT_ID, - STR_TT_CAT_ORDERS, - STR_TT_CAT_ATTITUDE, - STR_TT_CAT_CURRENT_APS, - STR_TT_CAT_CURRENT_HEALTH, - STR_TT_CAT_CURRENT_ENERGY, - STR_TT_CAT_CURRENT_MORALE, - STR_TT_CAT_SHOCK, ///< Moa: shows current shock value. Only for debug tooltip. - STR_TT_CAT_SUPPRESION, ///< Moa: shows current supression value. Only for debug tooltip. - STR_TT_CAT_HELMET, - STR_TT_CAT_VEST, - STR_TT_CAT_LEGGINGS, - STR_TT_CAT_ARMOR, - STR_TT_HELMET, - STR_TT_VEST, - STR_TT_LEGGINGS, - STR_TT_WORN, - STR_TT_NO_ARMOR, - STR_TT_CAT_NVG, - STR_TT_NO_NVG, - STR_TT_CAT_GAS_MASK, - STR_TT_NO_MASK, - STR_TT_CAT_HEAD_POS_1, - STR_TT_CAT_HEAD_POS_2, - STR_TT_IN_BACKPACK, - STR_TT_CAT_WEAPON, - STR_TT_NO_WEAPON, - STR_TT_HANDGUN, - STR_TT_SMG, - STR_TT_RIFLE, - STR_TT_MG, - STR_TT_SHOTGUN, - STR_TT_KNIFE, - STR_TT_HEAVY_WEAPON, - STR_TT_NO_HELMET, - STR_TT_NO_VEST, - STR_TT_NO_LEGGING, - STR_TT_CAT_ARMOR_2, - // Following added - SANDRO - STR_TT_SKILL_TRAIT_1, - STR_TT_SKILL_TRAIT_2, - STR_TT_SKILL_TRAIT_3, - // Additional suppression effects info - sevenfm - STR_TT_SUPPRESSION_AP, - STR_TT_SUPPRESSION_TOLERANCE, - STR_TT_EFFECTIVE_SHOCK, - STR_TT_AI_MORALE, - - TEXT_NUM_STR_TT -}; - -enum -{ - STR_HELI_ETA_TOTAL_DISTANCE, - STR_HELI_ETA_SAFE, - STR_HELI_ETA_UNSAFE, - STR_HELI_ETA_TOTAL_COST, - STR_HELI_ETA_ETA, - - STR_HELI_ETA_LOW_ON_FUEL_HOSTILE_TERRITORY, - STR_HELI_ETA_PASSENGERS, - STR_HELI_ETA_SELECT_SKYRIDER_OR_ARRIVALS, - STR_HELI_ETA_SKYRIDER, - STR_HELI_ETA_ARRIVALS, - - STR_HELI_ETA_HELI_DAMAGED_HOSTILE_TERRITORY, - STR_HELI_ETA_KICK_OUT_PASSENGERS_PROMPT, - STR_HELI_ETA_REMAINING_FUEL, - STR_HELI_ETA_DISTANCE_TO_REFUEL_SITE, - - TEXT_NUM_STR_HELI_ETA, -}; - -// anv: helicopter repairs -enum -{ - STR_HELI_RR_REPAIR_PROMPT, - STR_HELI_RR_REPAIR_IN_PROGRESS, - STR_HELI_RR_REPAIR_FINISHED, - STR_HELI_RR_REFUEL_FINISHED, - - STR_HELI_TOOFAR_ERROR, - - TEXT_NUM_STR_HELI_REPAIRS, -}; - -#define LARGE_STRING_LENGTH 200 -#define MED_STRING_LENGTH 80 -#define SMALL_STRING_LENGTH 20 - -extern CHAR16 TacticalStr[][MED_STRING_LENGTH]; -extern CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ]; - - -extern CHAR16 zDialogActions[][ SMALL_STRING_LENGTH ]; -extern CHAR16 zDealerStrings[][ SMALL_STRING_LENGTH ]; -extern CHAR16 zTalkMenuStrings[][ SMALL_STRING_LENGTH ]; -extern STR16 gzMoneyAmounts[6]; -extern CHAR16 gzProsLabel[10]; -extern CHAR16 gzConsLabel[10]; -// HEADROCK HAM 4: Text for the UDB tabs -extern STR16 gzItemDescTabButtonText[ 3 ]; -extern STR16 gzItemDescTabButtonShortText[ 3 ]; -extern STR16 gzItemDescGenHeaders[ 4 ]; -extern STR16 gzItemDescGenIndexes[ 4 ]; -// HEADROCK HAM 4: Added list of condition strings -extern STR16 gConditionDesc[ 9 ]; - -// Flugente: Added list of temperature descriptions -extern STR16 gTemperatureDesc[ 11 ]; - -// Flugente: Added list of food condition descriptions -extern STR16 gFoodDesc[ 8 ]; - -extern CHAR16 gMoneyStatsDesc[][ 14 ]; -// HEADROCK: Altered value to 16 //WarmSteel - And I need 17. // Flugente: 17->19 -extern CHAR16 gWeaponStatsDesc[][ 20 ]; -// HEADROCK: Added externs for Item Description Box icon and stat tooltips -// Note that I've inflated some of these to 20 to avoid issues. -extern STR16 gzWeaponStatsFasthelpTactical[ 33 ]; -extern STR16 gzMiscItemStatsFasthelp[]; -// HEADROCK HAM 4: New tooltip texts -extern STR16 gzUDBButtonTooltipText[ 3 ]; -extern STR16 gzUDBHeaderTooltipText[ 4 ]; -extern STR16 gzUDBGenIndexTooltipText[ 4 ]; -extern STR16 gzUDBAdvIndexTooltipText[ 5 ]; -extern STR16 szUDBGenWeaponsStatsTooltipText[ 23 ]; -extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 24 ]; -extern STR16 szUDBGenArmorStatsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->5 -extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 5 ]; // silversurfer Repair Ease: 3->5 -extern STR16 szUDBGenAmmoStatsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6 -extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6 -extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23 -extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23 -extern STR16 szUDBGenCommonStatsTooltipText[ 3 ]; // silversurfer new for items that don't fit the other categories -extern STR16 szUDBGenCommonStatsExplanationsTooltipText[ 3 ]; // silversurfer new for items that don't fit the other categories -extern STR16 szUDBGenSecondaryStatsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37 -extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37 -extern STR16 szUDBAdvStatsTooltipText[]; -extern STR16 szUDBAdvStatsExplanationsTooltipText[]; -extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]; - -// Headrock: End Externs -extern STR16 sKeyDescriptionStrings[2]; -extern CHAR16 zHealthStr[][13]; -extern STR16 gzHiddenHitCountStr[1]; -extern STR16 zVehicleName[ 6 ]; -extern STR16 pVehicleSeatsStrings[ 2 ] ; - -// Flugente: externalised texts for some features -enum -{ - STR_COVERT_CAMOFOUND, - STR_COVERT_BACKPACKFOUND, - STR_COVERT_CARRYCORPSEFOUND, - STR_COVERT_ITEM_SUSPICIOUS, - STR_COVERT_MILITARYGEARFOUND, - STR_COVERT_TOOMANYGUNS, - STR_COVERT_ITEMSTOOGOOD, - STR_COVERT_TOOMANYATTACHMENTS, - STR_COVERT_ACTIVITIES, - STR_COVERT_NO_CIV, - STR_COVERT_BLEEDING, - STR_COVERT_DRUNKEN_SOLDIER, - STR_COVERT_TOO_CLOSE, - STR_COVERT_CURFEW_BROKEN, - STR_COVERT_CURFEW_BROKEN_NIGHT, - STR_COVERT_NEAR_CORPSE, - STR_COVERT_SUSPICIOUS_EQUIPMENT, - STR_COVERT_TARGETTING_SOLDIER, - STR_COVERT_UNCOVERED, - STR_COVERT_NO_CLOTHES_ITEM, - STR_COVERT_ERROR_OLDTRAITS, - STR_COVERT_NOT_ENOUGH_APS, - STR_COVERT_BAD_PALETTE, - STR_COVERT_NO_SKILL, - STR_COVERT_NO_UNIFORM_FOUND, - STR_COVERT_DISGUISED_AS_CIVILIAN, - STR_COVERT_DISGUISED_AS_SOLDIER, - STR_COVERT_UNIFORM_NOORDER, - STR_COVERT_SURRENDER_FAILED, - STR_COVERT_UNCOVER_SINGLE, - STR_COVERT_TEST_OK, - STR_COVERT_TEST_FAIL, - STR_COVERT_STEAL_FAIL, - STR_COVERT_APPLYITEM_STEAL_FAIL, - STR_COVERT_TOO_CLOSE_TO_ELITE, - STR_COVERT_TOO_CLOSE_TO_OFFICER, - TEXT_NUM_COVERT_STR -}; - -extern STR16 szCovertTextStr[]; - -enum -{ - STR_POWERPACK_BEGIN, - STR_POWERPACK_FULL, - STR_POWERPACK_GOOD, - STR_POWERPACK_HALF, - STR_POWERPACK_LOW, - STR_POWERPACK_EMPTY, - STR_POWERPACK_END, - - TEXT_POWERPACK_STR -}; - -extern STR16 gPowerPackDesc[]; - -enum -{ - STR_CORPSE_NO_HEAD_ITEM, - STR_CORPSE_NO_DECAPITATION, - STR_CORPSE_NO_MEAT_ITEM, - STR_CORPSE_NO_GUTTING, - STR_CORPSE_NO_CLOTHESFOUND, - STR_CORPSE_NO_STRIPPING_POSSIBLE, - STR_CORPSE_NO_TAKING, - STR_CORPSE_NO_FREEHAND, - STR_CORPSE_NO_CORPSE_ITEM, - STR_CORPSE_INVALID_CORPSE_ID, - - TEXT_NUM_CORPSE_STR -}; - -extern STR16 szCorpseTextStr[]; - -enum -{ - STR_FOOD_DONOTWANT_EAT, - STR_FOOD_DONOTWANT_DRINK, - STR_FOOD_ATE, - STR_FOOD_DRANK, - STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH, - STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS, - STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH, - STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS, - STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH, - STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS, - STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH, - STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS, - - STR_FOOD_ERROR_NO_FOOD_SYSTEM, - - TEXT_NUM_FOOD_STR -}; - -extern STR16 szFoodTextStr[]; - -enum -{ - STR_PRISONER_PROCESSED, - STR_PRISONER_RANSOM, - STR_PRISONER_DETECTION, - STR_PRISONER_TURN_MILITIA, - STR_PRISONER_RIOT, - STR_PRISONER_SENTTOSECTOR, - STR_PRISONER_RELEASED, - STR_PRISONER_ARMY_FREED_PRISON, - STR_PRISONER_REFUSE_SURRENDER, - STR_PRISONER_REFUSE_TAKE_PRISONERS, - SRT_PRISONER_INI_SETTING_OFF, - STR_PRISONER_X_FREES_Y, - STR_PRISONER_DETECTION_VIP, - STR_PRISONER_REFUSE_SURRENDER_LEADER, - STR_PRISONER_TURN_VOLUNTEER, - STR_PRISONER_ESCAPE, - STR_PRISONER_NO_ESCAPE, - - TEXT_NUM_PRISONER_STR -}; - -extern STR16 szPrisonerTextStr[]; - -enum -{ - STR_MTA_NONE, - STR_MTA_FORTIFY, - STR_MTA_REMOVE_FORTIFY, - STR_MTA_HACK, - STR_MTA_CANCEL, - STR_MTA_CANNOT_BUILD, - - TEXT_NUM_MTA_STR -}; - -extern STR16 szMTATextStr[]; - -enum -{ - STR_INV_ARM_BLOWUP_AP, - STR_INV_ARM_BLOWUP, - STR_INV_ARM_ARM_AP, - STR_INV_ARM_ARM, - STR_INV_ARM_DISARM_AP, - STR_INV_ARM_DISARM, - - TEXT_NUM_INV_ARM_STR -}; - -extern STR16 szInventoryArmTextStr[]; - -enum -{ - AIR_RAID_TURN_STR, - BEGIN_AUTOBANDAGE_PROMPT_STR, - NOTICING_MISSING_ITEMS_FROM_SHIPMENT_STR, - DOOR_LOCK_DESCRIPTION_STR, - DOOR_THERE_IS_NO_LOCK_STR, - DOOR_LOCK_DESTROYED_STR, - DOOR_LOCK_NOT_DESTROYED_STR, - DOOR_LOCK_HAS_BEEN_PICKED_STR, - DOOR_LOCK_HAS_NOT_BEEN_PICKED_STR, - DOOR_LOCK_UNTRAPPED_STR, - DOOR_LOCK_HAS_BEEN_UNLOCKED_STR, - DOOR_NOT_PROPER_KEY_STR, - DOOR_LOCK_HAS_BEEN_UNTRAPPED_STR, - DOOR_LOCK_IS_NOT_TRAPPED_STR, - DOOR_LOCK_HAS_BEEN_LOCKED_STR, - DOOR_DOOR_MOUSE_DESCRIPTION, - DOOR_TRAPPED_MOUSE_DESCRIPTION, - DOOR_LOCKED_MOUSE_DESCRIPTION, - DOOR_UNLOCKED_MOUSE_DESCRIPTION, - DOOR_BROKEN_MOUSE_DESCRIPTION, - ACTIVATE_SWITCH_PROMPT, - DISARM_TRAP_PROMPT, - ITEMPOOL_POPUP_PREV_STR, - ITEMPOOL_POPUP_NEXT_STR, - ITEMPOOL_POPUP_MORE_STR, - ITEM_HAS_BEEN_PLACED_ON_GROUND_STR, - ITEM_HAS_BEEN_GIVEN_TO_STR, - GUY_HAS_BEEN_PAID_IN_FULL_STR, - GUY_STILL_OWED_STR, - CHOOSE_BOMB_FREQUENCY_STR, - CHOOSE_TIMER_STR, - CHOOSE_REMOTE_FREQUENCY_STR, - DISARM_BOOBYTRAP_PROMPT, - REMOVE_BLUE_FLAG_PROMPT, - PLACE_BLUE_FLAG_PROMPT, - ENDING_TURN, - ATTACK_OWN_GUY_PROMPT, - VEHICLES_NO_STANCE_CHANGE_STR, - ROBOT_NO_STANCE_CHANGE_STR, - CANNOT_STANCE_CHANGE_STR, - CANNOT_DO_FIRST_AID_STR, - CANNOT_NO_NEED_FIRST_AID_STR, - CANT_MOVE_THERE_STR, - CANNOT_RECRUIT_TEAM_FULL, - HAS_BEEN_RECRUITED_STR, - BALANCE_OWED_STR, - ESCORT_PROMPT, - HIRE_PROMPT, - BOXING_PROMPT, - BUY_VEST_PROMPT, - NOW_BING_ESCORTED_STR, - JAMMED_ITEM_STR, - ROBOT_NEEDS_GIVEN_CALIBER_STR, - CANNOT_THROW_TO_DEST_STR, - TOGGLE_STEALTH_MODE_POPUPTEXT, - MAPSCREEN_POPUPTEXT, - END_TURN_POPUPTEXT, - TALK_CURSOR_POPUPTEXT, - TOGGLE_MUTE_POPUPTEXT, - CHANGE_STANCE_UP_POPUPTEXT, - CURSOR_LEVEL_POPUPTEXT, - JUMPCLIMB_POPUPTEXT, - CHANGE_STANCE_DOWN_POPUPTEXT, - EXAMINE_CURSOR_POPUPTEXT, - PREV_MERC_POPUPTEXT, - NEXT_MERC_POPUPTEXT, - CHANGE_OPTIONS_POPUPTEXT, - TOGGLE_BURSTMODE_POPUPTEXT, - LOOK_CURSOR_POPUPTEXT, - MERC_VITAL_STATS_POPUPTEXT, - CANNOT_DO_INV_STUFF_STR, - CONTINUE_OVER_FACE_STR, - MUTE_OFF_STR, - MUTE_ON_STR, - DRIVER_POPUPTEXT, - EXIT_VEHICLE_POPUPTEXT, - CHANGE_SQUAD_POPUPTEXT, - DRIVE_POPUPTEXT, - NOT_APPLICABLE_POPUPTEXT, - USE_HANDTOHAND_POPUPTEXT, - USE_FIREARM_POPUPTEXT, - USE_BLADE_POPUPTEXT , - USE_EXPLOSIVE_POPUPTEXT, - USE_MEDKIT_POPUPTEXT, - CATCH_STR, - RELOAD_STR, - GIVE_STR, - LOCK_TRAP_HAS_GONE_OFF_STR, - MERC_HAS_ARRIVED_STR, - GUY_HAS_RUN_OUT_OF_APS_STR, - MERC_IS_UNAVAILABLE_STR, - MERC_IS_ALL_BANDAGED_STR, - MERC_IS_OUT_OF_BANDAGES_STR, - ENEMY_IN_SECTOR_STR, - NO_ENEMIES_IN_SIGHT_STR, - NOT_ENOUGH_APS_STR, - NOBODY_USING_REMOTE_STR, - BURST_FIRE_DEPLETED_CLIP_STR, - ENEMY_TEAM_MERC_NAME, - CREATURE_TEAM_MERC_NAME, - MILITIA_TEAM_MERC_NAME, - CIV_TEAM_MERC_NAME, - ZOMBIE_TEAM_MERC_NAME, - POW_TEAM_MERC_NAME, - - //The text for the 'exiting sector' gui - EXIT_GUI_TITLE_STR, - OK_BUTTON_TEXT_STR, - CANCEL_BUTTON_TEXT_STR, - EXIT_GUI_SELECTED_MERC_STR, - EXIT_GUI_ALL_MERCS_IN_SQUAD_STR, - EXIT_GUI_GOTO_SECTOR_STR, - EXIT_GUI_GOTO_MAP_STR, - CANNOT_LEAVE_SECTOR_FROM_SIDE_STR, - CANNOT_LEAVE_IN_TURN_MODE_STR, - MERC_IS_TOO_FAR_AWAY_STR, - REMOVING_TREETOPS_STR, - SHOWING_TREETOPS_STR, - CROW_HIT_LOCATION_STR, - NECK_HIT_LOCATION_STR, - HEAD_HIT_LOCATION_STR, - TORSO_HIT_LOCATION_STR, - LEGS_HIT_LOCATION_STR, - YESNOLIE_STR, - GUN_GOT_FINGERPRINT, - GUN_NOGOOD_FINGERPRINT, - GUN_GOT_TARGET, - NO_PATH, - MONEY_BUTTON_HELP_TEXT, - AUTOBANDAGE_NOT_NEEDED, - SHORT_JAMMED_GUN, - CANT_GET_THERE, - EXCHANGE_PLACES_REQUESTER, - REFUSE_EXCHANGE_PLACES, - PAY_MONEY_PROMPT, - FREE_MEDICAL_PROMPT, - MARRY_DARYL_PROMPT, - KEYRING_HELP_TEXT, - EPC_CANNOT_DO_THAT, - SPARE_KROTT_PROMPT, - OUT_OF_RANGE_STRING, - CIV_TEAM_MINER_NAME, - VEHICLE_CANT_MOVE_IN_TACTICAL, - CANT_AUTOBANDAGE_PROMPT, - NO_PATH_FOR_MERC, - POW_MERCS_ARE_HERE, - LOCK_HAS_BEEN_HIT, - LOCK_HAS_BEEN_DESTROYED, - DOOR_IS_BUSY, - VEHICLE_VITAL_STATS_POPUPTEXT, - NO_LOS_TO_TALK_TARGET, - ATTACHMENT_REMOVED, - VEHICLE_CAN_NOT_BE_ADDED, - - // added by Flugente for defusing/setting up trap networks - CHOOSE_BOMB_OR_DEFUSE_FREQUENCY_STR, - CHOOSE_REMOTE_DEFUSE_FREQUENCY_STR, - CHOOSE_REMOTE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR, - CHOOSE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR, - CHOOSE_TRIPWIRE_NETWORK, - - MERC_VITAL_STATS_WITH_FOOD_POPUPTEXT, - - FUNCTION_SELECTION_STR, - FILL_CANTEEN_STR, - CLEAN_ONE_GUN_STR, - CLEAN_ALL_GUNS_STR, - TAKE_OFF_CLOTHES_STR, - TAKE_OFF_DISGUISE_STR, - MILITIA_DROP_EQ_STR, - MILITIA_PICK_UP_EQ_STR, - SPY_SELFTEST_STR, - UNUSED_STR, - - CORPSE_SELECTION_STR, - DECAPITATE_STR, - GUT_STR, - TAKE_CLOTHES_STR, - TAKE_BODY_STR, - - WEAPON_CLEANING_STR, - - PRISONER_FIELDINTERROGATION_STR, - PRISONER_FIELDINTERROGATION_SHORT_STR, - PRISONER_DECIDE_STR, - PRISONER_LETGO_STR, - PRISONER_OFFER_SURRENDER, - PRISONER_DEMAND_SURRENDER_STR, - PRISONER_OFFER_SURRENDER_STR, - PRISONER_DISTRACT_STR, - PRISONER_TALK_STR, - PRISONER_RECRUIT_TURNCOAT_STR, - - // sevenfm: new disarm trap dialog, new messages for wrong mines when arming - DISARM_DIALOG_DISARM, - DISARM_DIALOG_INSPECT, - DISARM_DIALOG_REMOVE_BLUEFLAG, - DISARM_DIALOG_BLOWUP, - DISARM_DIALOG_ACTIVATE_TRIPWIRE, - DISARM_DIALOG_DEACTIVATE_TRIPWIRE, - DISARM_DIALOG_REVEAL_TRIPWIRE, - ARM_MESSAGE_NO_DETONATOR, - ARM_MESSAGE_ALREADY_ARMED, - INSPECT_RESULT_SAFE, - INSPECT_RESULT_MOSTLY_SAFE, - INSPECT_RESULT_RISKY, - INSPECT_RESULT_DANGEROUS, - INSPECT_RESULT_HIGH_DANGER, - - GENERAL_INFO_MASK, - GENERAL_INFO_NVG, - GENERAL_INFO_ITEM, - - QUICK_ITEMS_ONLY_NIV, - QUICK_ITEMS_NO_ITEM_IN_HAND, - QUICK_ITEMS_NOWHERE_TO_PLACE, - QUICK_ITEM_NO_DEFINED_ITEM, - QUICK_ITEM_NO_FREE_HAND, - QUICK_ITEM_NOT_FOUND, - QUICK_ITEM_CANNOT_TAKE, - - ATTEMPT_BANDAGE_DURING_TRAVEL, - - IMPROVEGEARBUTTON_STR, - IMPROVEGEARDESCRIBE_STR, - IMPROVEGEARPICKUPMAG_STR, - - DISTRACT_STOP_STR, - DISTRACT_TRY_TO_TURNCOAT, - - TEXT_NUM_TACTICAL_STR -}; - -enum{ - EXIT_GUI_LOAD_ADJACENT_SECTOR_HELPTEXT, - EXIT_GUI_GOTO_MAPSCREEN_HELPTEXT, - EXIT_GUI_CANT_LEAVE_HOSTILE_SECTOR_HELPTEXT, - EXIT_GUI_MUST_LOAD_ADJACENT_SECTOR_HELPTEXT, - EXIT_GUI_MUST_GOTO_MAPSCREEN_HELPTEXT, - EXIT_GUI_ESCORTED_CHARACTERS_MUST_BE_ESCORTED_HELPTEXT, - EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR, - EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR, - EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL, - EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL, - EXIT_GUI_ALL_MERCS_MUST_BE_TOGETHER_TO_ALLOW_HELPTEXT, - EXIT_GUI_EPC_NOT_ALLOWED_TO_LEAVE_ALONE_HELPTEXT, - EXIT_GUI_SINGLE_TRAVERSAL_WILL_SEPARATE_SQUADS_HELPTEXT, - EXIT_GUI_ALL_TRAVERSAL_WILL_MOVE_CURRENT_SQUAD_HELPTEXT, - EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR, - TEXT_NUM_EXIT_GUI -}; -extern STR16 pExitingSectorHelpText[]; - - -enum -{ - LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_STR, - LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_AGAINST_CREATURES_STR, - LARGESTR_HAVE_BEEN_CAPTURED, - TEXT_NUM_LARGESTR -}; - - -//Insurance Contract.c -enum -{ - INS_CONTRACT_PREVIOUS, - INS_CONTRACT_NEXT, - INS_CONTRACT_ACCEPT, - INS_CONTRACT_CLEAR, - TEXT_NUM_INS_CONTRACT -}; -extern STR16 InsContractText[]; - - -//Insurance Info -enum -{ - INS_INFO_PREVIOUS, - INS_INFO_NEXT, - TEXT_NUM_INS_INFO, -}; -extern STR16 InsInfoText[]; - -//Merc Account.c -enum -{ - MERC_ACCOUNT_AUTHORIZE, - MERC_ACCOUNT_HOME, - MERC_ACCOUNT_ACCOUNT, - MERC_ACCOUNT_MERC, - MERC_ACCOUNT_DAYS, - MERC_ACCOUNT_RATE, - MERC_ACCOUNT_CHARGE, - MERC_ACCOUNT_TOTAL, - MERC_ACCOUNT_AUTHORIZE_CONFIRMATION, - MERC_ACCOUNT_NAME_PLUSGEAR, - TEXT_NUM_MERC_ACCOUNT, -}; -extern STR16 MercAccountText[]; - -// WANNE: The "Next" and "Prev" button text of the merc account page -extern STR16 MercAccountPageText[]; - - -//MercFile.c -enum -{ - MERC_FILES_HEALTH, - MERC_FILES_AGILITY, - MERC_FILES_DEXTERITY, - MERC_FILES_STRENGTH, - MERC_FILES_LEADERSHIP, - MERC_FILES_WISDOM, - MERC_FILES_EXPLEVEL, - MERC_FILES_MARKSMANSHIP, - MERC_FILES_MECHANICAL, - MERC_FILES_EXPLOSIVE, - MERC_FILES_MEDICAL, - - MERC_FILES_PREVIOUS, - MERC_FILES_HIRE, - MERC_FILES_NEXT, - MERC_FILES_ADDITIONAL_INFO, - MERC_FILES_HOME, - MERC_FILES_ALREADY_HIRED, //5 - MERC_FILES_SALARY, - MERC_FILES_PER_DAY, - MERC_FILES_GEAR, - MERC_FILES_TOTAL, - MERC_FILES_MERC_IS_DEAD, - - MERC_FILES_HIRE_TO_MANY_PEOPLE_WARNING, - MERC_FILES_BUY_GEAR, - MERC_FILES_MERC_UNAVAILABLE, - MERC_FILES_MERC_OUTSTANDING, - MERC_FILES_BIO, //JMich_MMG: Adding two new texts for the small button, assuming we manage to add a silhouette with the gear, add it after this. - MERC_FILES_INVENTORY, - TEXT_NUM_MERC_FILES, -}; -extern STR16 MercInfo[]; - - -//MercNoAccount.c -enum -{ - MERC_NO_ACC_OPEN_ACCOUNT, - MERC_NO_ACC_CANCEL, - MERC_NO_ACC_NO_ACCOUNT_OPEN_ONE, - TEXT_NUM_MERC_NO_ACC, -}; -extern STR16 MercNoAccountText[]; - - - -//Merc HomePage -enum -{ - MERC_SPECK_OWNER, - MERC_OPEN_ACCOUNT, - MERC_VIEW_ACCOUNT, - MERC_VIEW_FILES, - MERC_SPECK_COM, - MERC_NO_FUNDS_TRANSFER_FAILED, - TEXT_NUM_MERC, -}; -extern STR16 MercHomePageText[]; - - -//Funerl.c -enum -{ - FUNERAL_INTRO_1, - FUNERAL_INTRO_2, - FUNERAL_INTRO_3, - FUNERAL_INTRO_4, - FUNERAL_INTRO_5, - FUNERAL_SEND_FLOWERS, //5 - FUNERAL_CASKET_URN, - FUNERAL_CREMATION, - FUNERAL_PRE_FUNERAL, - FUNERAL_FUNERAL_ETTIQUETTE, - FUNERAL_OUR_CONDOLENCES, //10 - FUNERAL_OUR_SYMPATHIES, - TEXT_NUM_FUNERAL, -}; -extern STR16 sFuneralString[]; - - -//Florist.c -enum -{ - FLORIST_GALLERY, - FLORIST_DROP_ANYWHERE, - FLORIST_PHONE_NUMBER, - FLORIST_STREET_ADDRESS, - FLORIST_WWW_ADDRESS, - FLORIST_ADVERTISEMENT_1, - FLORIST_ADVERTISEMENT_2, - FLORIST_ADVERTISEMENT_3, - FLORIST_ADVERTISEMENT_4, - FLORIST_ADVERTISEMENT_5, - FLORIST_ADVERTISEMENT_6, - FLORIST_ADVERTISEMENT_7, - FLORIST_ADVERTISEMENT_8, - FLORIST_ADVERTISEMENT_9, - TEXT_NUM_FLORIST, -}; -extern STR16 sFloristText[]; - - -//Florist Order Form -enum -{ - FLORIST_ORDER_BACK, - FLORIST_ORDER_SEND, - FLORIST_ORDER_CLEAR, - FLORIST_ORDER_GALLERY, - FLORIST_ORDER_NAME_BOUQUET, - FLORIST_ORDER_PRICE, //5 - FLORIST_ORDER_ORDER_NUMBER, - FLORIST_ORDER_DELIVERY_DATE, - FLORIST_ORDER_NEXT_DAY, - FLORIST_ORDER_GETS_THERE, - FLORIST_ORDER_DELIVERY_LOCATION, //10 - FLORIST_ORDER_ADDITIONAL_CHARGES, - FLORIST_ORDER_CRUSHED, - FLORIST_ORDER_BLACK_ROSES, - FLORIST_ORDER_WILTED, - FLORIST_ORDER_FRUIT_CAKE, //15 - FLORIST_ORDER_PERSONAL_SENTIMENTS, - FLORIST_ORDER_CARD_LENGTH, - FLORIST_ORDER_SELECT_FROM_OURS, - FLORIST_ORDER_STANDARDIZED_CARDS, - FLORIST_ORDER_BILLING_INFO, //20 - FLORIST_ORDER_NAME, - TEXT_NUM_FLORIST_ORDER, -}; -extern STR16 sOrderFormText[]; - - - -//Florist Gallery.c -enum -{ - FLORIST_GALLERY_PREV, - FLORIST_GALLERY_NEXT, - FLORIST_GALLERY_CLICK_TO_ORDER, - FLORIST_GALLERY_ADDIFTIONAL_FEE, - FLORIST_GALLERY_HOME, - TEXT_NUM_FLORIST_GALLERY, -}; -extern STR16 sFloristGalleryText[]; - - -//Florist Cards -enum -{ - FLORIST_CARDS_CLICK_SELECTION, - FLORIST_CARDS_BACK, - TEXT_NUM_FLORIST_CARDS, -}; -extern STR16 sFloristCards[]; - -// Bobbyr Mail Order.c -enum -{ - BOBBYR_ORDER_FORM, - BOBBYR_QTY, - BOBBYR_WEIGHT, - BOBBYR_NAME, - BOBBYR_UNIT_PRICE, - BOBBYR_TOTAL, - BOBBYR_SUB_TOTAL, - BOBBYR_S_H, - BOBBYR_GRAND_TOTAL, - BOBBYR_SHIPPING_LOCATION, - BOBBYR_SHIPPING_SPEED, - BOBBYR_COST, - BOBBYR_OVERNIGHT_EXPRESS, - BOBBYR_BUSINESS_DAYS, - BOBBYR_STANDARD_SERVICE, - BOBBYR_CLEAR_ORDER, - BOBBYR_ACCEPT_ORDER, - BOBBYR_BACK, - BOBBYR_HOME, - BOBBYR_USED_TEXT, - BOBBYR_CANT_AFFORD_PURCHASE, - BOBBYR_SELECT_DEST, - BOBBYR_CONFIRM_DEST, - BOBBYR_PACKAGE_WEIGHT, - BOBBYR_MINIMUM_WEIGHT, - BOBBYR_GOTOSHIPMENT_PAGE, - TEXT_NUM_BOBBYR_MAILORDER, -}; -extern STR16 BobbyROrderFormText[]; - -enum -{ - // Guns - BOBBYR_FILTER_GUNS_PISTOL, - BOBBYR_FILTER_GUNS_M_PISTOL, - BOBBYR_FILTER_GUNS_SMG, - BOBBYR_FILTER_GUNS_RIFLE, - BOBBYR_FILTER_GUNS_SN_RIFLE, - BOBBYR_FILTER_GUNS_AS_RIFLE, - BOBBYR_FILTER_GUNS_LMG, - BOBBYR_FILTER_GUNS_SHOTGUN, - BOBBYR_FILTER_GUNS_HEAVY, - // Ammo - BOBBYR_FILTER_AMMO_PISTOL, - BOBBYR_FILTER_AMMO_M_PISTOL, - BOBBYR_FILTER_AMMO_SMG, - BOBBYR_FILTER_AMMO_RIFLE, - BOBBYR_FILTER_AMMO_SN_RIFLE, - BOBBYR_FILTER_AMMO_AS_RIFLE, - BOBBYR_FILTER_AMMO_LMG, - BOBBYR_FILTER_AMMO_SHOTGUN, - //BOBBYR_FILTER_AMMO_HEAVY, - // Used - BOBBYR_FILTER_USED_GUNS, - BOBBYR_FILTER_USED_ARMOR, - BOBBYR_FILTER_USED_LBEGEAR, - BOBBYR_FILTER_USED_MISC, - // Armour - BOBBYR_FILTER_ARMOUR_HELM, - BOBBYR_FILTER_ARMOUR_VEST, - BOBBYR_FILTER_ARMOUR_LEGGING, - BOBBYR_FILTER_ARMOUR_PLATE, - // Misc - BOBBYR_FILTER_MISC_BLADE, - BOBBYR_FILTER_MISC_THROWING_KNIFE, - BOBBYR_FILTER_MISC_PUNCH, - BOBBYR_FILTER_MISC_GRENADE, - BOBBYR_FILTER_MISC_BOMB, - BOBBYR_FILTER_MISC_MEDKIT, - BOBBYR_FILTER_MISC_KIT, - BOBBYR_FILTER_MISC_FACE, - BOBBYR_FILTER_MISC_LBEGEAR, - BOBBYR_FILTER_MISC_OPTICS_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_SIDE_AND_BOTTOM_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_MUZZLE_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_STOCK_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_INTERNAL_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_OTHER_ATTACHMENTS, // Madd: New BR filter option - BOBBYR_FILTER_MISC_MISC, - TEXT_NUM_BOBBYR_FILTER -}; - - -//BobbyRGuns.c -enum -{ - BOBBYR_GUNS_TO_ORDER, - BOBBYR_GUNS_CLICK_ON_ITEMS, - BOBBYR_GUNS_PREVIOUS_ITEMS, - BOBBYR_GUNS_GUNS, - BOBBYR_GUNS_AMMO, - BOBBYR_GUNS_ARMOR, //5 - BOBBYR_GUNS_MISC, - BOBBYR_GUNS_USED, - BOBBYR_GUNS_MORE_ITEMS, - BOBBYR_GUNS_ORDER_FORM, - BOBBYR_GUNS_HOME, //10 - BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1, - BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2, - - BOBBYR_GUNS_WGHT, - BOBBYR_GUNS_CALIBRE, - BOBBYR_GUNS_MAGAZINE, - BOBBYR_GUNS_RANGE, - BOBBYR_GUNS_DAMAGE, - BOBBYR_GUNS_ROF, - BOBBYR_GUNS_AP, - BOBBYR_GUNS_STUN, - BOBBYR_GUNS_PROTECTION, - BOBBYR_GUNS_CAMO, - BOBBYR_GUNS_ARMOUR_PIERCING_MODIFIER, - BOBBYR_GUNS_BULLET_TUMBLE_MODIFIER, - BOBBYR_GUNS_NUM_PROJECTILES, - BOBBYR_GUNS_COST, - BOBBYR_GUNS_IN_STOCK, - BOBBYR_GUNS_QTY_ON_ORDER, - BOBBYR_GUNS_DAMAGED, - BOBBYR_GUNS_WEIGHT, - BOBBYR_GUNS_SUB_TOTAL, - BOBBYR_GUNS_PERCENT_FUNCTIONAL, - - BOBBYR_MORE_THEN_10_PURCHASES_A, - BOBBYR_MORE_THEN_10_PURCHASES_B, - BOBBYR_MORE_NO_MORE_IN_STOCK, - BOBBYR_NO_MORE_STOCK, - TEXT_NUM_BOBBYR_GUNS, -}; - -extern STR16 BobbyRText[]; -extern STR16 BobbyRFilter[]; - - -//BobbyR.c -enum -{ - BOBBYR_ADVERTISMENT_1, - BOBBYR_ADVERTISMENT_2, - BOBBYR_USED, - BOBBYR_MISC, - BOBBYR_GUNS, - BOBBYR_AMMO, - BOBBYR_ARMOR, - BOBBYR_ADVERTISMENT_3, - BOBBYR_UNDER_CONSTRUCTION, - TEXT_NUM_BOBBYR -}; -extern STR16 BobbyRaysFrontText[]; - -//Aim Sort.c -enum -{ - AIM_AIMMEMBERS, - SORT_BY, - PRICE, - EXPERIENCE, - AIMMARKSMANSHIP, - AIMMECHANICAL, - AIMEXPLOSIVES, - AIMMEDICAL, - AIMHEALTH, - AIMAGILITY, - AIMDEXTERITY, - AIMSTRENGTH, - AIMLEADERSHIP, - AIMWISDOM, - NAME, - MUGSHOT_INDEX, - MERCENARY_FILES, - ALUMNI_GALLERY, - ASCENDING, - DESCENDING, - TEXT_NUM_AIM_SORT -}; -extern STR16 AimSortText[]; - -//Aim Policies.c -enum -{ - AIM_POLICIES_PREVIOUS, - AIM_POLICIES_HOMEPAGE, - AIM_POLICIES_POLICY, - AIM_POLICIES_NEXT_PAGE, - AIM_POLICIES_DISAGREE, - AIM_POLICIES_AGREE, - TEXT_NUM_AIM_POLICIES -}; -extern STR16 AimPolicyText[]; - - - - -//Aim Member.c -enum -{ - AIM_MEMBER_CLICK_INSTRUCTIONS, - TEXT_NUM_AIM_MEMBER_TEXT -}; -extern STR16 AimMemberText[]; - - - -//Aim Member.c -enum -{ - AIM_MEMBER_HEALTH, - AIM_MEMBER_AGILITY, - AIM_MEMBER_DEXTERITY, - AIM_MEMBER_STRENGTH, - AIM_MEMBER_LEADERSHIP, - AIM_MEMBER_WISDOM, //5 - AIM_MEMBER_EXP_LEVEL, - AIM_MEMBER_MARKSMANSHIP, - AIM_MEMBER_MECHANICAL, - AIM_MEMBER_EXPLOSIVE, - AIM_MEMBER_MEDICAL, //10 - AIM_MEMBER_FEE, - AIM_MEMBER_CONTRACT, - AIM_MEMBER_1_DAY, - AIM_MEMBER_1_WEEK, - AIM_MEMBER_2_WEEKS, //15 - AIM_MEMBER_PREVIOUS, - AIM_MEMBER_CONTACT, - AIM_MEMBER_NEXT, - AIM_MEMBER_ADDTNL_INFO, - AIM_MEMBER_ACTIVE_MEMBERS, //20 - AIM_MEMBER_OPTIONAL_GEAR, - AIM_MEMBER_OPTIONAL_GEAR_NSGI, - AIM_MEMBER_MEDICAL_DEPOSIT_REQ, - AIM_MEMBER_GEAR_KIT_ONE, - AIM_MEMBER_GEAR_KIT_TWO, //25 - AIM_MEMBER_GEAR_KIT_THREE, - AIM_MEMBER_GEAR_KIT_FOUR, - AIM_MEMBER_GEAR_KIT_FIVE, - TEXT_NUM_AIM_MEMBER_CHARINFO, -}; -extern STR16 CharacterInfo[]; - - - -//Aim Member.c -enum -{ - AIM_MEMBER_CONTRACT_CHARGE, - AIM_MEMBER_ONE_DAY, - AIM_MEMBER_ONE_WEEK, - AIM_MEMBER_TWO_WEEKS, - AIM_MEMBER_NO_EQUIPMENT, - AIM_MEMBER_BUY_EQUIPMENT, //5 - AIM_MEMBER_TRANSFER_FUNDS, - AIM_MEMBER_CANCEL, - AIM_MEMBER_HIRE, - AIM_MEMBER_HANG_UP, - AIM_MEMBER_OK, //10 - AIM_MEMBER_LEAVE_MESSAGE, - AIM_MEMBER_VIDEO_CONF_WITH, - AIM_MEMBER_CONNECTING, - AIM_MEMBER_WITH_MEDICAL, //14 - TEXT_NUM_AIM_MEMBER_VCONF -}; -extern STR16 VideoConfercingText[]; - -//Aim Member.c -enum -{ - AIM_MEMBER_FUNDS_TRANSFER_SUCCESFUL, - AIM_MEMBER_FUNDS_TRANSFER_FAILED, - AIM_MEMBER_NOT_ENOUGH_FUNDS, - - AIM_MEMBER_ON_ASSIGNMENT, - AIM_MEMBER_LEAVE_MSG, - AIM_MEMBER_DEAD, - - AIM_MEMBER_ALREADY_HAVE_MAX_MERCS, - - AIM_MEMBER_PRERECORDED_MESSAGE, - AIM_MEMBER_MESSAGE_RECORDED, - TEXT_NUM_AIM_MEMBER_POPUP -}; -extern STR16 AimPopUpText[]; - -//AIM Link.c -enum -{ - AIM_LINK_TITLE, - TEXM_NUM_AIM_LINK, -}; -extern STR16 AimLinkText[]; - - -//Aim History -enum -{ - AIM_HISTORY_TITLE, - AIM_HISTORY_PREVIOUS, - AIM_HISTORY_HOME, - AIM_HISTORY_AIM_ALUMNI, - AIM_HISTORY_NEXT, - TEXT_NUM_AIM_HISTORY, -}; -extern STR16 AimHistoryText[]; - - - -//Aim Facial Index -enum -{ - AIM_FI_PRICE, - AIM_FI_EXP, - AIM_FI_MARKSMANSHIP, - AIM_FI_MECHANICAL, - AIM_FI_EXPLOSIVES, - AIM_FI_MEDICAL, - AIM_FI_HEALTH, - AIM_FI_AGILITY, - AIM_FI_DEXTERITY, - AIM_FI_STRENGTH, - AIM_FI_LEADERSHIP, - AIM_FI_WISDOM, - AIM_FI_NAME, - AIM_FI_AIM_MEMBERS_SORTED_ASCENDING, - AIM_FI_AIM_MEMBERS_SORTED_DESCENDING, - AIM_FI_LEFT_CLICK, - AIM_FI_TO_SELECT, - AIM_FI_RIGHT_CLICK, - AIM_FI_TO_ENTER_SORT_PAGE, - AIM_FI_AWAY, - AIM_FI_DEAD, - AIM_FI_ON_ASSIGN, - TEXT_NUM_AIM_FI, -}; -extern STR16 AimFiText[]; - - -//AimArchives. -enum -{ - AIM_ALUMNI_PAGE_1, - AIM_ALUMNI_PAGE_2, - AIM_ALUMNI_PAGE_3, - AIM_ALUMNI_ALUMNI, - AIM_ALUMNI_DONE, - TEXT_NUM_AIM_ALUMNI, -}; -extern STR16 AimAlumniText[]; - - - -//Aim Home Page -enum -{ -// AIM_INFO_1, -// AIM_INFO_2, -// AIM_POLICIES, -// AIM_HISTORY, -// AIM_LINKS, //5 - AIM_INFO_3, - AIM_INFO_4, - AIM_INFO_5, - AIM_INFO_6, - AIM_INFO_7, //9 - AIM_BOBBYR_ADD1, - AIM_BOBBYR_ADD2, - AIM_BOBBYR_ADD3, - TEXT_NUM_AIM_SCREEN -}; - -extern STR16 AimScreenText[]; - -//Aim Home Page -enum -{ - AIM_HOME, - AIM_MEMBERS, - AIM_ALUMNI, - AIM_POLICIES, - AIM_HISTORY, - AIM_LINKS, - TEXT_NUM_AIM_MENU -}; - -extern STR16 AimBottomMenuText[]; - - - -// MapScreen -enum -{ - MAP_SCREEN_MAP_LEVEL, - MAP_SCREEN_NO_MILITIA_TEXT, - TEXT_NUM_MAP_SCREEN, -}; -extern STR16 zMarksMapScreenText[]; - - - -//Weapon Name and Description size -#define ITEMSTRINGFILENAME "BINARYDATA\\ITEMDESC.EDT" -#define SIZE_ITEM_NAME 160 -#define SIZE_SHORT_ITEM_NAME 160 -#define SIZE_ITEM_INFO 480 -#define SIZE_ITEM_PROS 160 -#define SIZE_ITEM_CONS 160 - -BOOLEAN LoadItemInfo(UINT16 ubIndex, STR16 pNameString, STR16 pInfoString ); -extern void LoadAllExternalText( void ); -BOOLEAN LoadShortNameItemInfo(UINT16 ubIndex, STR16 pNameString ); -BOOLEAN LoadItemProsAndCons( UINT16 usIndex, STR16 pProsString, STR16 pConsString ); -BOOLEAN LoadBRDesc(UINT16 ubIndex, STR16 pDescString ); -BOOLEAN LoadBRName(UINT16 ubIndex, STR16 pNameString ); - -// sevenfm -inline std::string narrow(std::wstring const& text); -// convert UTF-8 string to wstring -std::wstring utf8_to_wstring(const std::string& str); -// convert wstring to UTF-8 string -std::string wstring_to_utf8(const std::wstring& str); - -enum -{ - //Coordinating simultaneous arrival dialog strings - STR_DETECTED_SIMULTANEOUS_ARRIVAL, - STR_DETECTED_SINGULAR, - STR_DETECTED_PLURAL, - STR_COORDINATE, - //AutoResove Enemy capturing strings - STR_ENEMY_SURRENDER_OFFER, - STR_ENEMY_CAPTURED, - //AutoResolve Text buttons - STR_AR_RETREAT_BUTTON, - STR_AR_DONE_BUTTON, - //AutoResolve header text - STR_AR_DEFEND_HEADER, - STR_AR_ATTACK_HEADER, - STR_AR_ENCOUNTER_HEADER, - STR_AR_SECTOR_HEADER, - //String for AutoResolve battle over conditions - STR_AR_OVER_VICTORY, - STR_AR_OVER_DEFEAT, - STR_AR_OVER_SURRENDERED, - STR_AR_OVER_CAPTURED, - STR_AR_OVER_RETREATED, - STR_AR_MILITIA_NAME, - STR_AR_ELITE_NAME, - STR_AR_TROOP_NAME, - STR_AR_ADMINISTRATOR_NAME, - STR_AR_CREATURE_NAME, - STR_AR_TIME_ELAPSED, - STR_AR_MERC_RETREATED, - STR_AR_MERC_RETREATING, - STR_AR_MERC_RETREAT, - //Strings for prebattle interface - STR_PB_AUTORESOLVE_BTN, - STR_PB_GOTOSECTOR_BTN, - STR_PB_RETREATMERCS_BTN, - STR_PB_ENEMYENCOUNTER_HEADER, - STR_PB_ENEMYINVASION_HEADER, - STR_PB_ENEMYAMBUSH_HEADER, - STR_PB_ENTERINGENEMYSECTOR_HEADER, - STR_PB_CREATUREATTACK_HEADER, - STR_PB_BLOODCATAMBUSH_HEADER, - STR_PB_ENTERINGBLOODCATLAIR_HEADER, - STR_PB_ENEMYINVASION_AIRDROP_HEADER, - STR_PB_LOCATION, - STR_PB_ENEMIES, - STR_PB_MERCS, - STR_PB_MILITIA, - STR_PB_CREATURES, - STR_PB_BLOODCATS, - STR_PB_SECTOR, - STR_PB_NONE, - STR_PB_NOTAPPLICABLE_ABBREVIATION, - STR_PB_DAYS_ABBREVIATION, - STR_PB_HOURS_ABBREVIATION, - //Strings for the tactical placement gui - //The four buttons and it's help text. - STR_TP_CLEAR, - STR_TP_SPREAD, - STR_TP_GROUP, - STR_TP_DONE, - STR_TP_CLEARHELP, - STR_TP_SPREADHELP, - STR_TP_GROUPHELP, - STR_TP_DONEHELP, - STR_TP_DISABLED_DONEHELP, - //various strings. - STR_TP_SECTOR, - STR_TP_CHOOSEENTRYPOSITIONS, - STR_TP_INACCESSIBLE_MESSAGE, - STR_TP_INVALID_MESSAGE, - STR_TP_NAME_HASARRIVEDINSECTOR_XX, - STR_PB_AUTORESOLVE_FASTHELP, - STR_PB_DISABLED_AUTORESOLVE_FASTHELP, - STR_PB_GOTOSECTOR_FASTHELP, - STR_BP_RETREATSINGLE_FASTHELP, - STR_BP_RETREATPLURAL_FASTHELP, - - //various popup messages for battle, - STR_DIALOG_ENEMIES_ATTACK_MILITIA, - STR_DIALOG_CREATURES_ATTACK_MILITIA, - STR_DIALOG_CREATURES_KILL_CIVILIANS, - STR_DIALOG_ENEMIES_ATTACK_UNCONCIOUSMERCS, - STR_DIALOG_CREATURES_ATTACK_UNCONCIOUSMERCS, - - // Flugente: militia movement forbidden due to limited roaming - STR_MILITIAMOVEMENT_NO_LIMITEDROAMING, - STR_MILITIAMOVEMENT_NO_STAFF_ABORT, - - STR_AR_ROBOT_NAME, - STR_AR_TANK_NAME, - STR_AR_JEEP_NAME, - - STR_BREATH_REGEN_SLEEP, - - STR_PB_ZOMBIES, - STR_PB_BANDITS, - STR_PB_BLOODCATRAID_HEADER, - STR_PB_ZOMBIERAID_HEADER, - STR_PB_BANDITRAID_HEADER, - STR_PB_ZOMBIE, - STR_PB_BANDIT, - STR_PB_BANDIT_KILLCIVS_IN_SECTOR, - STR_PB_TRANSPORT_GROUP, - STR_PB_TRANSPORT_GROUP_EN_ROUTE, - - TEXT_NUM_STRATEGIC_TEXT -}; - -//Strings used in conjunction with above enumerations -extern STR16 gpStrategicString[]; - -enum -{ - STR_GAMECLOCK_DAY_NAME, - TEXT_NUM_GAMECLOCK, -}; -extern STR16 gpGameClockString[]; - -//enums for the Shopkeeper Interface -enum -{ - SKI_TEXT_MERCHADISE_IN_STOCK, - SKI_TEXT_PAGE, - SKI_TEXT_TOTAL_COST, - SKI_TEXT_TOTAL_VALUE, - SKI_TEXT_EVALUATE, - SKI_TEXT_TRANSACTION, - SKI_TEXT_DONE, - SKI_TEXT_REPAIR_COST, - SKI_TEXT_ONE_HOUR, - SKI_TEXT_PLURAL_HOURS, - SKI_TEXT_REPAIRED, - SKI_TEXT_NO_MORE_ROOM_IN_PLAYER_OFFER_AREA, - SKI_TEXT_MINUTES, - SKI_TEXT_DROP_ITEM_TO_GROUND, - SKI_TEXT_BUDGET, - TEXT_NUM_SKI_TEXT -}; -extern STR16 SKI_Text[]; - -//ShopKeeper Interface -enum -{ - SKI_ATM_0, - SKI_ATM_1, - SKI_ATM_2, - SKI_ATM_3, - SKI_ATM_4, - SKI_ATM_5, - SKI_ATM_6, - SKI_ATM_7, - SKI_ATM_8, - SKI_ATM_9, - SKI_ATM_OK, - SKI_ATM_TAKE, - SKI_ATM_GIVE, - SKI_ATM_CANCEL, - SKI_ATM_CLEAR, - - NUM_SKI_ATM_BUTTONS -}; -extern STR16 SkiAtmText[]; - -//ShopKeeper Interface -enum -{ - SKI_ATM_MODE_TEXT_SELECT_MODE, - SKI_ATM_MODE_TEXT_ENTER_AMOUNT, - SKI_ATM_MODE_TEXT_SELECT_TO_MERC, - SKI_ATM_MODE_TEXT_SELECT_FROM_MERC, - SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS, - SKI_ATM_MODE_TEXT_BALANCE, - TEXT_NUM_SKI_ATM_MODE_TEXT, -}; -extern STR16 gzSkiAtmText[]; - -//ShopKeeperInterface Message Box defines -enum -{ - SKI_QUESTION_TO_DEDUCT_MONEY_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE, - SKI_SHORT_FUNDS_TEXT, - SKI_QUESTION_TO_DEDUCT_MONEY_FROM_PLAYERS_ACCOUNT_TO_COVER_COST, - - SKI_TRANSACTION_BUTTON_HELP_TEXT, - SKI_REPAIR_TRANSACTION_BUTTON_HELP_TEXT, - SKI_DONE_BUTTON_HELP_TEXT, - - SKI_PLAYERS_CURRENT_BALANCE, - - SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE, - SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_COST, - - TEXT_NUM_SKI_MBOX_TEXT -}; - -extern STR16 SkiMessageBoxText[]; - - -//enums for the above text -enum -{ - SLG_SAVE_GAME, - SLG_LOAD_GAME, - SLG_CANCEL, - SLG_SAVE_SELECTED, - SLG_LOAD_SELECTED, - SLG_SAVE_GAME_OK, //5 - SLG_SAVE_GAME_ERROR, - SLG_LOAD_GAME_OK, - SLG_LOAD_GAME_ERROR, - SLG_GAME_VERSION_DIF, - SLG_DELETE_ALL_SAVE_GAMES, //10 - SLG_SAVED_GAME_VERSION_DIF, - SLG_BOTH_GAME_AND_SAVED_GAME_DIF, - SLG_CONFIRM_SAVE, - SLG_CONFIRM_LOAD, - SLG_NOT_ENOUGH_HARD_DRIVE_SPACE, //15 - SLG_SAVING_GAME_MESSAGE, - SLG_NORMAL_GUNS, - SLG_ADDITIONAL_GUNS, - SLG_REALISTIC, - SLG_SCIFI, //20 - - SLG_DIFF, - SLG_PLATINUM, - - SLG_BR_QUALITY_TEXT, - SLG_BR_GOOD_TEXT, - SLG_BR_GREAT_TEXT, - SLG_BR_EXCELLENT_TEXT, - SLG_BR_AWESOME_TEXT, - - SLG_INV_RES_ERROR, - SLG_INV_CUSTUM_ERROR, - - SLG_SQUAD_SIZE_RES_ERROR, - - SLG_BR_QUANTITY_TEXT, - - TEXT_NUM_SLG_TEXT, -}; -extern STR16 zSaveLoadText[]; - - - -//OptionScreen.h -// defines used for the zOptionsText -enum -{ - OPT_SAVE_GAME, - OPT_LOAD_GAME, - OPT_MAIN_MENU, - OPT_NEXT, - OPT_PREV, - OPT_DONE, - OPT_113_FEATURES, - OPT_NEW_IN_113, - OPT_OPTIONS, - OPT_SOUND_FX, - OPT_SPEECH, - OPT_MUSIC, - OPT_RETURN_TO_MAIN, - OPT_NEED_AT_LEAST_SPEECH_OR_SUBTITLE_OPTION_ON, - TEXT_NUM_OPT_TEXT, -}; - -extern STR16 zOptionsText[]; - -extern STR16 z113FeaturesScreenText[]; // main UI text -extern STR16 z113FeaturesToggleText[]; // toggle button text -extern STR16 z113FeaturesHelpText[]; // hover text -extern STR16 z113FeaturesPanelText[]; // left panel text - -//used with the gMoneyStatsDesc[] -enum -{ - MONEY_DESC_AMOUNT, - MONEY_DESC_REMAINING, - MONEY_DESC_AMOUNT_2_SPLIT, - MONEY_DESC_TO_SPLIT, - - MONEY_DESC_PLAYERS, - MONEY_DESC_BALANCE, - MONEY_DESC_AMOUNT_2_WITHDRAW, - MONEY_DESC_TO_WITHDRAW, - TEXT_NUM_MONEY_DESC, -}; - - -// used with gzMoneyWithdrawMessageText -enum -{ - MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM, - CONFIRMATION_TO_DEPOSIT_MONEY_TO_ACCOUNT, - TEXT_NUM_MONEY_WITHDRAW -}; - - - -// Game init option screen -enum -{ - GIO_INITIAL_GAME_SETTINGS, - - GIO_GAME_STYLE_TEXT, - GIO_REALISTIC_TEXT, - GIO_SCI_FI_TEXT, - GIO_PLATINUM_TEXT, - - GIO_GUN_OPTIONS_TEXT, - GIO_GUN_NUT_TEXT, - GIO_REDUCED_GUNS_TEXT, - - GIO_DIF_LEVEL_TEXT, - GIO_EASY_TEXT, - GIO_MEDIUM_TEXT, - GIO_HARD_TEXT, - GIO_INSANE_TEXT, - - GIO_START_TEXT, - GIO_CANCEL_TEXT, - - GIO_GAME_SAVE_STYLE_TEXT, - GIO_SAVE_ANYWHERE_TEXT, - GIO_IRON_MAN_TEXT, - GIO_DISABLED_FOR_THE_DEMO_TEXT, - - GIO_BR_QUALITY_TEXT, - GIO_BR_GOOD_TEXT, - GIO_BR_GREAT_TEXT, - GIO_BR_EXCELLENT_TEXT, - GIO_BR_AWESOME_TEXT, - - GIO_INV_TEXT, - GIO_INV_OLD_TEXT, - GIO_INV_NEW_TEXT, - GIO_LOAD_MP_GAME, - GIO_INITIAL_GAME_SETTINGS_MP, - //////////////////////////////////// - // SANDRO - added following - GIO_TRAITS_TEXT, - GIO_TRAITS_OLD_TEXT, - GIO_TRAITS_NEW_TEXT, - GIO_IMP_NUMBER_TITLE_TEXT, - GIO_IMP_NUMBER_1, - GIO_IMP_NUMBER_2, - GIO_IMP_NUMBER_3, - GIO_IMP_NUMBER_4, - GIO_IMP_NUMBER_5, - GIO_IMP_NUMBER_6, - GIO_DROPALL_TITLE_TEXT, - GIO_DROPALL_OFF_TEXT, - GIO_DROPALL_ON_TEXT, - GIO_TERRORISTS_TITLE_TEXT, - GIO_TERRORISTS_RANDOM_TEXT, - GIO_TERRORISTS_ALL_TEXT, - GIO_CACHES_TITLE_TEXT, - GIO_CACHES_RANDOM_TEXT, - GIO_CACHES_ALL_TEXT, - GIO_PROGRESS_TITLE_TEXT, - GIO_PROGRESS_VERY_SLOW_TEXT, - GIO_PROGRESS_SLOW_TEXT, - GIO_PROGRESS_NORMAL_TEXT, - GIO_PROGRESS_FAST_TEXT, - GIO_PROGRESS_VERY_FAST_TEXT, - - // WANNE: New strings for start new game screen (for NAS) - GIO_INV_SETTING_OLD_TEXT, - GIO_INV_SETTING_NEW_TEXT, - GIO_INV_SETTING_NEW_NAS_TEXT, - - // WANNE: Squad size - GIO_SQUAD_SIZE_TITLE_TEXT, - GIO_SQUAD_SIZE_6_TEXT, - GIO_SQUAD_SIZE_8_TEXT, - GIO_SQUAD_SIZE_10_TEXT, - - //GIO_FAST_BR_TITLE_TEXT, - - //Inventory AP Cost - GIO_INVENTORY_AP_TITLE_TEXT, - - GIO_NCTH_TITLE_TEXT, - GIO_IIS_TITLE_TEXT, - GIO_BACKGROUND_TITLE_TEXT, - GIO_FOODSYSTEM_TITLE_TEXT, - GIO_BR_QUANTITY_TEXT, - - // anv: new iron man modes - GIO_ALMOST_IRON_MAN_TEXT, - GIO_EXTREME_IRON_MAN_TEXT, - GIO_ULTIMATE_IRON_MAN_TEXT, - - //////////////////////////////////// - TEXT_NUM_GIO_TEXT -}; -extern STR16 gzGIOScreenText[]; - -// OJW - 20081129 -// Multiplayer Join Screen -enum -{ - MPJ_TITLE_TEXT, - MPJ_JOIN_TEXT, - MPJ_HOST_TEXT, - MPJ_CANCEL_TEXT, - MPJ_REFRESH_TEXT, - MPJ_HANDLE_TEXT, - MPJ_SERVERIP_TEXT, - MPJ_SERVERPORT_TEXT, - MPJ_SERVERNAME_TEXT, - MPJ_NUMPLAYERS_TEXT, - MPJ_SERVERVER_TEXT, - MPJ_GAMETYPE_TEXT, - MPJ_PING_TEXT, - MPJ_HANDLE_INVALID, - MPJ_SERVERIP_INVALID, - MPJ_SERVERPORT_INVALID, - TEXT_NUM_MPJ_TEXT -}; - -extern STR16 gzMPJHelpText[]; - -extern STR16 gzMPJScreenText[]; -//Multiplayer Host Screen -enum -{ - MPH_TITLE_TEXT, - MPH_START_TEXT, - MPH_CANCEL_TEXT, - MPH_SERVERNAME_TEXT, - MPH_GAMETYPE_TEXT, - MPH_DEATHMATCH_TEXT, - MPH_TEAMDM_TEXT, - MPH_COOP_TEXT, - MPH_NUMPLAYERS_TEXT, - MPH_SQUADSIZE_TEXT, - MPH_MERCSELECT_TEXT, - MPH_RANDOMMERCS_TEXT, - MPH_PLAYERMERCS_TEXT, - MPH_BALANCE_TEXT, - MPH_SAMEMERC_TEXT, - MPH_RPTMERC_TEXT, - MPH_BOBBYRAY_TEXT, - MPH_RNDMSTART_TEXT, - MPH_SERVERNAME_INVALID, - MPH_MAXPLAYERS_INVALID, - MPH_SQUADSIZE_INVALID, - MPH_TIME_TEXT, - MPH_TIME_INVALID, - MPH_CASH_INVALID, - MPH_DMG_TEXT, - MPH_DMG_INVALID, - MPH_TIMER_TEXT, - MPH_TIMER_INVALID, - MPH_ENABLECIV_TEXT, - MPH_USENIV_TEXT, - MPH_OVERRIDEMAXAI_TEXT, - MPH_SYNC_GAME_DIRECTORY, - MPH_FILE_TRANSFER_DIR_TEXT, - MPH_FILE_TRANSFER_DIR_INVALID, - MPH_FILE_TRANSFER_DIR_TEXT_ADDITIONAL, - MPH_FILE_TRANSFER_DIR_NOT_EXIST, - MPH_1, - MPH_2, - MPH_3, - MPH_4, - MPH_5, - MPH_6, - MPH_YES, - MPH_NO, - MPH_MORNING, - MPH_AFTERNOON, - MPH_NIGHT, - MPH_CASH_LOW, - MPH_CASH_MEDIUM, - MPH_CASH_HIGH, - MPH_CASH_UNLIMITED, - MPH_TIME_NEVER, - MPH_TIME_SLOW, - MPH_TIME_MEDIUM, - MPH_TIME_FAST, - MPH_DAMAGE_VERYLOW, - MPH_DAMAGE_LOW, - MPH_DAMAGE_NORMAL, - MPH_HIRE_RANDOM, - MPH_HIRE_NORMAL, - MPH_EDGE_RANDOM, - MPH_EDGE_SELECTABLE, - MPH_DISABLE, - MPH_ALLOW, - TEXT_NUM_MPH_TEXT, -}; -extern STR16 gzMPHScreenText[]; -enum -{ - MPS_TITLE_TEXT, - MPS_CONTINUE_TEXT, - MPS_CANCEL_TEXT, - MPS_PLAYER_TEXT, - MPS_KILLS_TEXT, - MPS_DEATHS_TEXT, - MPS_AITEAM_TEXT, - MPS_HITS_TEXT, - MPS_MISSES_TEXT, - MPS_ACCURACY_TEXT, - MPS_DMGDONE_TEXT, - MPS_DMGTAKEN_TEXT, - MPS_WAITSERVER_TEXT, - TEXT_NUM_MPS_TEXT, -}; -extern STR16 gzMPSScreenText[]; -enum -{ - MPC_CANCEL_TEXT, - MPC_CONNECTING_TEXT, - MPC_GETSETTINGS_TEXT, - MPC_DOWNLOADING_TEXT, - MPC_HELP1_TEXT, - MPC_HELP2_TEXT, - MPC_READY_TEXT, - TEXT_NUM_MPC_TEXT, -}; -extern STR16 gzMPCScreenText[]; -// Multiplayer Starting Edges -enum -{ - MP_EDGE_NORTH, - MP_EDGE_EAST, - MP_EDGE_SOUTH, - MP_EDGE_WEST, - MP_EDGE_CENTER, - MAX_EDGES, -}; -extern STR16 gszMPEdgesText[]; -// MP TEAM NAMES -enum -{ - MP_TEAM_1, - MP_TEAM_2, - MP_TEAM_3, - MP_TEAM_4, - MAX_MP_TEAMS, -}; -extern STR16 gszMPTeamNames[]; - -extern STR16 gzMPChatToggleText[]; - -extern STR16 gzMPChatboxText[]; - -enum -{ - LAPTOP_BN_HLP_TXT_VIEW_EMAIL, - LAPTOP_BN_HLP_TXT_BROWSE_VARIOUS_WEB_SITES, - LAPTOP_BN_HLP_TXT_VIEW_FILES_AND_EMAIL_ATTACHMENTS, - LAPTOP_BN_HLP_TXT_READ_LOG_OF_EVENTS, - LAPTOP_BN_HLP_TXT_VIEW_TEAM_INFO, - LAPTOP_BN_HLP_TXT_VIEW_FINANCIAL_SUMMARY_AND_HISTORY, - LAPTOP_BN_HLP_TXT_CLOSE_LAPTOP, - - LAPTOP_BN_HLP_TXT_YOU_HAVE_NEW_MAIL, - LAPTOP_BN_HLP_TXT_YOU_HAVE_NEW_FILE, - - - BOOKMARK_TEXT_ASSOCIATION_OF_INTERNATION_MERCENARIES, - BOOKMARK_TEXT_BOBBY_RAY_ONLINE_WEAPON_MAIL_ORDER, - BOOKMARK_TEXT_INSTITUTE_OF_MERCENARY_PROFILING, - BOOKMARK_TEXT_MORE_ECONOMIC_RECRUITING_CENTER, - BOOKMARK_TEXT_MCGILLICUTTY_MORTUARY, - BOOKMARK_TEXT_UNITED_FLORAL_SERVICE, - BOOKMARK_TEXT_INSURANCE_BROKERS_FOR_AIM_CONTRACTS, - TEXT_NUM_LAPTOP_BN_BOOKMARK_TEXT -}; - - -//enums for the help screen -enum -{ - HLP_SCRN_TXT__EXIT_SCREEN, - TEXT_NUM_HLP -}; -extern STR16 gzHelpScreenText[]; - - -extern STR16 gzLaptopHelpText[]; - - -extern STR16 gzMoneyWithdrawMessageText[]; -extern STR16 gzCopyrightText[]; - - - -//enums used for the mapscreen inventory messages -enum -{ - MAPINV_MERC_ISNT_CLOSE_ENOUGH, - MAPINV_CANT_SELECT_MERC, - MAPINV_NOT_IN_SECTOR_TO_TAKE, - MAPINV_CANT_PICKUP_IN_COMBAT, - MAPINV_CANT_DROP_IN_COMBAT, - MAPINV_NOT_IN_SECTOR_TO_DROP, - TEXT_NUM_MAPINV -}; - - -//the laptop broken link site -enum -{ - BROKEN_LINK_TXT_ERROR_404, - BROKEN_LINK_TXT_SITE_NOT_FOUND, - TEXT_NUM_BROKEN_LINK, -}; -extern STR16 BrokenLinkText[]; - -//Bobby rays page for recent shipments -enum -{ - BOBBYR_SHIPMENT__TITLE, - BOBBYR_SHIPMENT__ORDER_NUM, - BOBBYR_SHIPMENT__NUM_ITEMS, - BOBBYR_SHIPMENT__ORDERED_ON, - TEXT_NUM_BOBBYR_SHIPMENT, -}; - -extern STR16 gzBobbyRShipmentText[]; - - -enum -{ - GIO_CFS_NOVICE, - GIO_CFS_EXPERIENCED, - GIO_CFS_EXPERT, - GIO_CFS_INSANE, - TEXT_NUM_GIO_CFS, -}; -extern STR16 zGioDifConfirmText[]; - - -enum -{ - CRDT_CAMFIELD, - CRDT_SHAWN, - CRDT_KRIS, - CRDT_IAN, - CRDT_LINDA, - CRDT_ERIC, - CRDT_LYNN, - CRDT_NORM, - CRDT_GEORGE, - CRDT_STACEY, - CRDT_SCOTT, - CRDT_EMMONS, - CRDT_DAVE, - CRDT_ALEX, - CRDT_JOEY, - - NUM_PEOPLE_IN_CREDITS, -}; - -STR16 gzCreditNames[]; -STR16 gzCreditNameTitle[]; -STR16 gzCreditNameFunny[]; - - -extern STR16 GetWeightUnitString( void ); -FLOAT GetWeightBasedOnMetricOption( UINT32 uiObjectWeight ); - - -//SB: new 1.13 messages -extern STR16 New113Message[]; -extern STR16 New113MERCMercMailTexts[]; -extern STR16 MissingIMPSkillsDescriptions[]; - -extern STR16 New113AIMMercMailTexts[]; // WANNE: new WF Merc text, that does not exist in Email.edt - -// HEADROCK: HAM Messages -extern STR16 New113HAMMessage[]; -enum -{ - MSG113_STORM_STARTED, - MSG113_STORM_ENDED, - MSG113_RAIN_STARTED, - MSG113_RAIN_ENDED, - MSG113_WATHCHOUTFORSNIPERS, - MSG113_SUPPRESSIONFIRE, - MSG113_BRST, - MSG113_AUTO, - MSG113_GL, - MSG113_GL_BRST, - MSG113_GL_AUTO, - MSG113_UB, - MSG113_UB_BRST, - MSG113_UB_AUTO, - MSG113_BAYONET, - MSG113_SNIPER, - MSG113_UNABLETOSPLITMONEY, - MSG113_ARRIVINGREROUTED, - MSG113_DELETED, - MSG113_DELETE_ALL, - MSG113_SOLD, - MSG113_SOLD_ALL, - MSG113_CHECK_GOGGLES, - MSG113_RTM_IN_COMBAT_ALREADY, - MSG113_RTM_NO_ENEMIES, - MSG113_RTM_SNEAKING_OFF, - MSG113_RTM_SNEAKING_ON, - MSG113_RTM_ENEMIES_SPOOTED, - // added by SANDRO - MSG113_THIEF_SUCCESSFUL, - MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL, - MSG113_DO_WE_WANT_SURGERY_FIRST, - MSG113_DO_WE_WANT_SURGERY, - MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT, - MSG113_SURGERY_BEFORE_PATIENT_ASSIGNMENT, - MSG113_SURGERY_ON_TACTICAL_AUTOBANDAGE, - MSG113_DO_WE_WANT_SURGERY_FIRST_BLOODBAG, - MSG113_DO_WE_WANT_SURGERY_BLOODBAG, - MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT_BLOODBAG, - MSG113_SURGERY_FINISHED, - MSG113_LOSES_ONE_POINT_MAX_HEALTH, - MSG113_LOSES_X_POINTS_MAX_HEALTH, - MSG113_BLINDED_BY_BLAST, - MSG113_REGAINED_ONE_POINTS_OF_STAT, - MSG113_REGAINED_X_POINTS_OF_STATS, - MSG113_ENEMY_AMBUSH_PREVENTED, - MSG113_BLOODCATS_AMBUSH_PREVENTED, - MSG113_SOLDIER_HIT_TO_GROIN, - MSG113_ENEMY_FOUND_DEAD_BODY, - MSG113_AMMO_SPEC_STRING, - MSG113_INVENTORY_APS_INSUFFICIENT, - MSG113_HINT_TEXT, - MSG113_SURRENDER_VALUES, - - MSG113_CANNOT_USE_SKILL, - MSG113_CANNOT_BUILD, - MSG113_CANNOT_SPOT_LOCATION, - MSG113_INCORRECT_GRIDNO_ARTILLERY, - MSG113_RADIO_JAMMED_NO_COMMUNICATION, - MSG113_RADIO_ACTION_FAILED, - MSG113_NOT_ENOUGH_MORTAR_SHELLS, - MSG113_NO_SIGNAL_SHELL, - MSG113_NO_DEFAULT_SHELL, - MSG113_NO_MORTARS, - MSG113_ALREADY_JAMMING, - MSG113_ALREADY_LISTENING, - MSG113_ALREADY_SPOTTING, - MSG113_ALREADY_SCANNING, - MSG113_COULD_NOT_APPLY, - MSG113_ORDERS_REINFORCEMENTS, - MSG113_RADIO_NO_ENERGY, - MSG113_WORKING_RADIO_SET, - MSG113_BINOCULAR, - MSG113_PATIENCE, - MSG113_SHIELD_DESTROYED, - MSG113_FIREMODE_GL_DELAYED, - MSG113_BLOODBAGOPTIONS_YESSTAR, - MSG113_BLOODBAGOPTIONS_YES, - MSG113_BLOODBAGOPTIONS_NO, - MSG113_X_APPLY_Y_TO_Z, - - TEXT_NUM_MSG113, -}; - -extern STR16 gzTransformationMessage[]; - -//CHRISL: NewInv messages -extern STR16 NewInvMessage[]; - -// WANNE - MP: New multiplayer messages -extern STR16 MPServerMessage[]; -extern STR16 MPClientMessage[]; - -// WANNE: Some Chinese specific strings that needs to be in unicode! -extern STR16 ChineseSpecString1; -extern STR16 ChineseSpecString2; -extern STR16 ChineseSpecString3; -extern STR16 ChineseSpecString4; -extern STR16 ChineseSpecString5; -extern STR16 ChineseSpecString6; -extern STR16 ChineseSpecString7; -extern STR16 ChineseSpecString8; -extern STR16 ChineseSpecString9; -extern STR16 ChineseSpecString10; -extern STR16 ChineseSpecString11; -extern STR16 ChineseSpecString12; - -enum -{ - NIV_CAN_NOT_PICKUP, - NIV_NO_DROP, - NIV_NO_PACK, - NIV_ZIPPER_COMBAT, - NIV_ZIPPER_NO_MOVE, - NIV_SELL_ALL, - NIV_DELETE_ALL, - NIV_NO_CLIMB, - NIV_ALL_DROP, - NIV_ALL_PICKUP, - NIV_SOLDIER_DROP, - NIV_SOLDIER_PICKUP, - TEXT_NUM_NIV, -}; - -// OJW - MP -extern STR16 gszMPMapscreenText[]; - -//SB -enum -{ - ADDTEXT_16BPP_REQUIRED, - ADDTEXT_DIFFRES_REQUIRED, - ADDTEXT_WRONG_TEAM_SIZE, - ERROR_MAX_MERCSVEHICLES, - ERROR_MAX_ENEMIES, - ERROR_MAX_CREATURES, - ERROR_MAX_MILITIA, - ERROR_MAX_CIVILIANS, -}; -extern STR16 Additional113Text[]; -extern STR16 ranks[]; -//extern STR16 ranks[]; - -enum -{ - POCKET_POPUP_GRENADE_LAUNCHERS, - POCKET_POPUP_ROCKET_LAUNCHERS, - POCKET_POPUP_MEELE_AND_THROWN, - POCKET_POPUP_NO_AMMO, - POCKET_POPUP_NO_GUNS, - POCKET_POPUP_MOAR -}; -extern STR16 gszPocketPopupText[]; - -// rftr: better LBE tooltips -extern STR16 gLbeStatsDesc[14]; - -// Flugente: backgrounds -extern STR16 szBackgroundText_Flags[]; -extern STR16 szBackgroundText_Value[]; -extern STR16 szSoldierClassName[]; - -// Flugente: personality -enum -{ - PERSONALITYTEXT_YOULOOK, - PERSONALITYTEXT_ANDAPPEARANCEIS, - PERSONALITYTEXT_IMPORTANTTOYOU, - PERSONALITYTEXT_YOUHAVE, - PERSONALITYTEXT_ANDCARE, - PERSONALITYTEXT_ABOUTTHAT, - PERSONALITYTEXT_YOUARE, - PERSONALITYTEXT_ADHATEEVERYONE, - PERSONALITYTEXT_DOT, - PERSONALITYTEXT_RACISTAGAINSTNON, - PERSONALITYTEXT_PEOPLE, - PERSONALITYTEXT_MAX, -}; - -extern STR16 szBackgroundTitleText[]; -extern STR16 szPersonalityTitleText[]; -extern STR16 szPersonalityDisplayText[]; -extern STR16 szPersonalityHelpText[]; -extern STR16 szRaceText[]; -extern STR16 szAppearanceText[]; -extern STR16 szRefinementText[]; -extern STR16 szRefinementTextTypes[]; -extern STR16 szNationalityText[]; -extern STR16 szNationalityTextAdjective[]; -extern STR16 szNationalityText_Special[]; -extern STR16 szCareLevelText[]; -extern STR16 szRacistText[]; -extern STR16 szSexistText[]; - -enum -{ - TEXT_SKILL_DENIAL_REQ, - TEXT_SKILL_DENIAL_X_AP, - TEXT_SKILL_DENIAL_X_TXT, - TEXT_SKILL_DENIAL_X_TXT_ORHIGHER, - TEXT_SKILL_DENIAL_X_TXT_ORHIGHER_OR, - TEXT_SKILL_DENIAL_X_MINUTES, - TEXT_SKILL_DENIAL_NOMORTAR, - TEXT_SKILL_DENIAL_ITSCOMPLICATED, - TEXT_SKILL_DENIAL_NODEMON, - TEXT_SKILL_DENIAL_GUNTRAIT, - TEXT_SKILL_DENIAL_AIMEDGUN, - TEXT_SKILL_DENIAL_PRONEPERSONORCORPSE, - TEXT_SKILL_DENIAL_CROUCH, - TEXT_SKILL_DENIAL_FREEHANDS, - TEXT_SKILL_DENIAL_COVERTTRAIT, - TEXT_SKILL_DENIAL_ENEMYSECTOR, - TEXT_SKILL_DENIAL_SINGLEMERC, - TEXT_SKILL_DENIAL_NOALARM, - TEXT_SKILL_DENIAL_DISGUISE_CIV_OR_MIL, - TEXT_SKILL_DENIAL_NOT_DURING_INTERRUPT, - TEXT_SKILL_DENIAL_TURNED_ENEMY, - TEXT_SKILL_DENIAL_ENEMY, - TEXT_SKILL_DENIAL_SURFACELEVEL, - TEXT_SKILL_DENIAL_STRATEGIC_SUSPICION, - TEXT_SKILL_DENIAL_NOT_DISGUISED, - TEXT_SKILL_DENIAL_NOT_IN_COMBAT, - TEXT_SKILL_DENIAL_FRIENDLY_SECTOR, - - TEXT_SKILL_DENIAL_MAX, -}; - -// Flugente: campaign history website -enum -{ - TEXT_CAMPAIGNHISTORY_NAME_PRESSORGANISATION, - TEXT_CAMPAIGNHISTORY_NAME_MINISTRY, - TEXT_CAMPAIGNHISTORY_NAME_REBEL, - TEXT_CAMPAIGNHISTORY_NAME_NEUTRAL_1, - TEXT_CAMPAIGNHISTORY_NAME_NEUTRAL_2, - TEXT_CAMPAIGNHISTORY_NAME_RIS, - - TEXT_CAMPAIGNHISTORY_NAME_PRESSORGANISATION_SUBTITLE, - TEXT_CAMPAIGNHISTORY_DESCRIPTION_1, - //TEXT_CAMPAIGNHISTORY_DESCRIPTION_2, - //TEXT_CAMPAIGNHISTORY_DESCRIPTION_3, - - TEXT_CAMPAIGNHISTORY_LINK_CONFLICTSUMMARY, - TEXT_CAMPAIGNHISTORY_LINK_NEWS_MOSTIMPORTANT, - TEXT_CAMPAIGNHISTORY_LINK_NEWS_RECENT, - TEXT_CAMPAIGNHISTORY_LINK_HOME, - - TEXT_CAMPAIGNHISTORY_MAX, -}; - -extern STR16 szCampaignHistoryWebSite[]; - -enum -{ - TEXT_CAMPAIGNHISTORY_DETAIL_SETTING, - TEXT_CAMPAIGNHISTORY_DETAIL_REBELFORCES, - TEXT_CAMPAIGNHISTORY_DETAIL_ARMY, - - TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKED, - TEXT_CAMPAIGNHISTORY_DETAIL_AMBUSHED, - TEXT_CAMPAIGNHISTORY_DETAIL_AIRDROPPED, - - TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKERDIR, - TEXT_CAMPAIGNHISTORY_DETAIL_DEFENDERDIR, - TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKERANDDEFENDERDIR, - TEXT_CAMPAIGNHISTORY_DETAIL_NORTH, - TEXT_CAMPAIGNHISTORY_DETAIL_EAST, - TEXT_CAMPAIGNHISTORY_DETAIL_SOUTH, - TEXT_CAMPAIGNHISTORY_DETAIL_WEST, - TEXT_CAMPAIGNHISTORY_DETAIL_AND, // " and " text - TEXT_CAMPAIGNHISTORY_DETAIL_UNKNOWNLOCATION, - - TEXT_CAMPAIGNHISTORY_DETAIL_BUILDINGDAMAGE, - TEXT_CAMPAIGNHISTORY_DETAIL_BUILDINGANDCIVDAMAGE, - TEXT_CAMPAIGNHISTORY_DETAIL_REINFORCE_BOTH, - TEXT_CAMPAIGNHISTORY_DETAIL_REINFORCE, - TEXT_CAMPAIGNHISTORY_DETAIL_CHEMICAL_BOTH, - TEXT_CAMPAIGNHISTORY_DETAIL_CHEMICAL, - TEXT_CAMPAIGNHISTORY_DETAIL_TANKS_BOTH, - TEXT_CAMPAIGNHISTORY_DETAIL_TANKS, - TEXT_CAMPAIGNHISTORY_DETAIL_SNIPERS_BOTH, - TEXT_CAMPAIGNHISTORY_DETAIL_SNIPERS, - TEXT_CAMPAIGNHISTORY_DETAIL_SAMSITESABOTAGED, - TEXT_CAMPAIGNHISTORY_DETAIL_SPY_ENEMY, - TEXT_CAMPAIGNHISTORY_DETAIL_SPY_PLAYER, - - TEXT_CAMPAIGNHISTORY_DETAIL_MAX, -}; - -extern STR16 szCampaignHistoryDetail[]; - -enum -{ - TEXT_CAMPAIGNHISTORY_TIME_DEEPNIGHT, - TEXT_CAMPAIGNHISTORY_TIME_DAWN, - TEXT_CAMPAIGNHISTORY_TIME_EARLYMORNING, - TEXT_CAMPAIGNHISTORY_TIME_MORNING, - TEXT_CAMPAIGNHISTORY_TIME_NOON, - TEXT_CAMPAIGNHISTORY_TIME_AFTERNOON, - TEXT_CAMPAIGNHISTORY_TIME_EVENING, - TEXT_CAMPAIGNHISTORY_TIME_NIGHT, -}; - -extern STR16 szCampaignHistoryTimeString[]; - -extern STR16 szCampaignHistoryMoneyTypeString[]; -extern STR16 szCampaignHistoryConsumptionTypeString[]; - -enum -{ - TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_REBEL, - TEXT_CAMPAIGNHISTORY_RESULT_EASY_REBEL, - TEXT_CAMPAIGNHISTORY_RESULT_EASY_REBEL_PRISONER, - TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_REBEL, - TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_REBEL_PRISONER, - TEXT_CAMPAIGNHISTORY_RESULT_HARD_REBEL, - - TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_ARMY_NUMBERS, - TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_ARMY_TRAINING, - TEXT_CAMPAIGNHISTORY_RESULT_EASY_ARMY_NUMBERS, - TEXT_CAMPAIGNHISTORY_RESULT_EASY_ARMY_TRAINING, - TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_ARMY_NUMBERS, - TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_ARMY_TRAINING, - TEXT_CAMPAIGNHISTORY_RESULT_HARD_ARMY, -}; - -extern STR16 szCampaignHistoryResultString[]; - -enum -{ - TEXT_CAMPAIGNHISTORY_IMPORTANCE_IRRELEVANT, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_INSIGNIFICANT, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_NOTABLE, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_NOTEWORTHY, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_SIGNIFICANT, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_INTERESTING, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_IMPORTANT, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_VERYIMPORTANT, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_GRAVE, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_MAJOR, - TEXT_CAMPAIGNHISTORY_IMPORTANCE_MOMENTOUS, -}; - -extern STR16 szCampaignHistoryImportanceString[]; - -enum -{ - WEBPAGE_CAMPAIGNHISTORY_KILLED, - WEBPAGE_CAMPAIGNHISTORY_WOUNDED, - WEBPAGE_CAMPAIGNHISTORY_PRISONERS, - WEBPAGE_CAMPAIGNHISTORY_SHOTSFIRED, - - WEBPAGE_CAMPAIGNHISTORY_MONEYEARNED, - WEBPAGE_CAMPAIGNHISTORY_CONSUMPTION, - WEBPAGE_CAMPAIGNHISTORY_LOSSES, - WEBPAGE_CAMPAIGNHISTORY_PARTICIPANTS, - - WEBPAGE_CAMPAIGNHISTORY_PROMOTIONS, - WEBPAGE_CAMPAIGNHISTORY_SUMMARY, - WEBPAGE_CAMPAIGNHISTORY_DETAIL, - WEBPAGE_CAMPAIGNHISTORY_PREVIOUS, - - WEBPAGE_CAMPAIGNHISTORY_NEXT, - WEBPAGE_CAMPAIGNHISTORY_INCIDENT, - WEBPAGE_CAMPAIGNHISTORY_DAY, -}; - -extern STR16 szCampaignHistoryWebpageString[]; - -// Flugente: wacky operation names for campaign stats -#define CAMPAIGNSTATS_OPERATION_NUM_PREFIX 140 -#define CAMPAIGNSTATS_OPERATION_NUM_SUFFIX 140 - -extern STR16 szCampaignStatsOperationPrefix[]; -extern STR16 szCampaignStatsOperationSuffix[]; - - -// Flugente: merc compare website -#define TEXT_MERCCOMPARE_CUSTOMERSTATEMENTS 7 // number of customer quotes, each with an additional short character name - -enum -{ - // main page - TEXT_MERCCOMPARE_WEBSITENAME, - TEXT_MERCCOMPARE_SLOGAN, - - // links to other pages - TEXT_MERCCOMPARE_SUBSITE1, - - TEXT_MERCCOMPARE_INTRO1 = TEXT_MERCCOMPARE_SUBSITE1 + 5, - TEXT_MERCCOMPARE_BULLET1, - TEXT_MERCCOMPARE_BULLET2, - TEXT_MERCCOMPARE_BULLET3, - TEXT_MERCCOMPARE_BULLET4, - TEXT_MERCCOMPARE_INTRO2, - - // customer quotes - TEXT_MERCCOMPARE_QUOTEINTRO, - TEXT_MERCCOMPARE_QUOTE1, - TEXT_MERCCOMPARE_QUOTE1NAME, - - // analyze - TEXT_MERCCOMPARE_DROPDOWNTEXT = TEXT_MERCCOMPARE_QUOTE1 + 2 * TEXT_MERCCOMPARE_CUSTOMERSTATEMENTS, - TEXT_MERCCOMPARE_DROPDOWNTEXT_MATRIX, - - // error messages - TEXT_MERCCOMPARE_ERROR_NOBODYTHERE, - - TEXT_MERCCOMPARE_MAX, -}; - -extern STR16 szMercCompareWebSite[]; -extern STR16 szMercCompareEventText[]; - -// Flugente: WHO website -enum -{ - // main page - TEXT_WHO_WEBSITENAME, - TEXT_WHO_SLOGAN, - - // links to other pages - TEXT_WHO_SUBSITE1, - - TEXT_WHO_MAIN1 = TEXT_WHO_SUBSITE1 + 3, - - TEXT_WHO_CONTRACT1 = TEXT_WHO_MAIN1 + 3, - TEXT_WHO_CONTRACT_ACQUIRED_NOT = TEXT_WHO_CONTRACT1 + 4, - TEXT_WHO_CONTRACT_ACQUIRED, - TEXT_WHO_CONTRACT_BUTTON_SUBSCRIBE, - TEXT_WHO_CONTRACT_BUTTON_UNSUBSCRIBE, - - TEXT_WHO_TIPS1, - - TEXT_WHO_MAX = TEXT_WHO_TIPS1 + 8, -}; - -extern STR16 szWHOWebSite[]; - -// Flugente: PMC website -enum -{ - // main page - TEXT_PMC_WEBSITENAME, - TEXT_PMC_SLOGAN, - - // links to other pages - TEXT_PMC_SUBSITE1, - - TEXT_PMC_MAIN1 = TEXT_PMC_SUBSITE1 + 3, - - // team contracts - TEXT_PMC_CONTRACT_TEAM_INTRO = TEXT_PMC_MAIN1 + 7, - TEXT_PMC_CONTRACT_DROPDOWNTEXT, - TEXT_PMC_REGULAR, - TEXT_PMC_VETERAN, - - TEXT_PMC_DETAIL, - - TEXT_PMC_SELECTAREA = TEXT_PMC_DETAIL + 3, - TEXT_PMC_TOTALCOST, - TEXT_PMC_ETA, - TEXT_PMC_CONTRACTBUTTON, - - TEXT_PMC_CONFIRMATION, - TEXT_PMC_ARRIVAL, - TEXT_PMC_NEXTDEPLOYMENT, - TEXT_PMC_NODROPOFF, - - TEXT_PMC_MAX, -}; - -extern STR16 szPMCWebSite[]; - -extern STR16 szTacticalInventoryDialogString[]; -extern STR16 szTacticalCoverDialogString[]; -extern STR16 szTacticalCoverDialogPrintString[]; - -// OPINIONEVENT_MAX is 39 -// DOST_MAX is 17 - -extern STR16 szDynamicDialogueText[40][17]; - -// Flugente: dynamic dialogue -extern STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[]; -extern STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[]; -extern STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[]; -extern STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[]; - -extern STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[]; -extern STR16 szDynamicDialogueText_GenderText[]; - -// Flugente: disease -enum -{ - // effect description - TEXT_DISEASE_EFFSTAT_AGI, - TEXT_DISEASE_EFFSTAT_DEX, - TEXT_DISEASE_EFFSTAT_STR, - TEXT_DISEASE_EFFSTAT_WIS, - TEXT_DISEASE_EFFSTAT_EXP, - - TEXT_DISEASE_AP, - TEXT_DISEASE_MAXBREATH, - TEXT_DISEASE_CARRYSTRENGTH, - TEXT_DISEASE_LIFEREGENHUNDREDS, - TEXT_DISEASE_NEEDTOSLEEP, - TEXT_DISEASE_DRINK, - TEXT_DISEASE_FOOD, - - // text when diagnosed - TEXT_DISEASE_DIAGNOSE_GENERAL, - TEXT_DISEASE_CURED, - - // menu entries - TEXT_DISEASE_DIAGNOSIS, - TEXT_DISEASE_TREATMENT, - TEXT_DISEASE_BURIAL, - TEXT_DISEASE_CANCEL, - - // (undiagnosed) - TEXT_DISEASE_UNDIAGNOSED, - - TEXT_DISEASE_PTSD_BUNS_SPECIAL, - TEXT_DISEASE_CONTAMINATION_FOUND, - TEXT_DISEASE_ADD_DISABILITY, - - TEXT_DISEASE_LIMITED_ARMS, - TEXT_DISEASE_LIMITED_ARMS_SPLINT, - TEXT_DISEASE_LIMITED_LEGS, - TEXT_DISEASE_LIMITED_LEGS_SPLINT, -}; - -enum -{ - TEXT_SPY_CONCEAL, - TEXT_SPY_GETINTEL, -}; - -extern STR16 szDiseaseText[]; -extern STR16 szSpyText[]; -extern STR16 szFoodText[]; - -extern STR16 szIMPGearWebSiteText[]; -extern STR16 szIMPGearPocketText[]; - -// Flugente: militia movement -extern STR16 szMilitiaStrategicMovementText[]; - -// Flugente: enemy heli/SAM -extern STR16 szEnemyHeliText[]; - -// Flugente: fortification -extern STR16 szFortificationText[]; - -// Flugente: militia website -enum -{ - // main page - TEXT_MILITIAWEBSITE_WEBSITENAME, - TEXT_MILITIAWEBSITE_SLOGAN, - - // links to other pages - TEXT_MILITIAWEBSITE_SUBSITE1, - - TEXT_MILITIAWEBSITE_MAIN1 = TEXT_MILITIAWEBSITE_SUBSITE1 + 3, - - TEXT_MILITIAWEBSITE_MAX, -}; - -extern STR16 szMilitiaWebSite[]; -extern STR16 szIndividualMilitiaBattleReportText[]; -extern STR16 szIndividualMilitiaTraitRequirements[]; -extern STR16 szIdividualMilitiaWebsiteText[]; -extern STR16 szIdividualMilitiaWebsiteFilterText_Dead[]; -extern STR16 szIdividualMilitiaWebsiteFilterText_Rank[] ; -extern STR16 szIdividualMilitiaWebsiteFilterText_Origin[]; -extern STR16 szIdividualMilitiaWebsiteFilterText_Sector[]; - -// Flugente: non-profile merchants -extern STR16 szNonProfileMerchantText[]; - -// Flugente: externalised weather -extern STR16 szWeatherTypeText[]; - -// Flugente: snakes -extern STR16 szSnakeText[]; - -// Flugente: militia resources -extern STR16 szSMilitiaResourceText[]; - -// Flugente: interactive actions -extern STR16 szInteractiveActionText[]; - -extern STR16 szLaptopStatText[]; -enum -{ - LAPTOP_STAT_TEXT_THREATEN_EFFECTIVENESS, - LAPTOP_STAT_TEXT_LEADERSHIP, - LAPTOP_STAT_TEXT_APPROACH_MODIFIER, - LAPTOP_STAT_TEXT_BACKGROUND_MODIFIER, - LAPTOP_STAT_TEXT_ASSERTIVE, - LAPTOP_STAT_TEXT_MALICIOUS, - LAPTOP_STAT_TEXT_GOOD_GUY, - LAPTOP_STAT_TEXT_REFUSES_TO_ATTACK_NON_HOSTILES, - LAPTOP_STAT_TEXT_FRIENDLY_APPROACH, - LAPTOP_STAT_TEXT_DIRECT_APPROACH, - LAPTOP_STAT_TEXT_THREATEN_APPROACH, - LAPTOP_STAT_TEXT_RECRUIT_APPROACH, - LAPTOP_STAT_TEXT_MERC_REGRESSES, - LAPTOP_STAT_TEXT_FAST, - LAPTOP_STAT_TEXT_AVERAGE, - LAPTOP_STAT_TEXT_SLOW, - LAPTOP_STAT_TEXT_HEALTH_SPEED, - LAPTOP_STAT_TEXT_STRENGTH_SPEED, - LAPTOP_STAT_TEXT_AGILITY_SPEED, - LAPTOP_STAT_TEXT_DEXTERITY_SPEED, - LAPTOP_STAT_TEXT_WISDOM_SPEED, - LAPTOP_STAT_TEXT_MARKSMANSHIP_SPEED, - LAPTOP_STAT_TEXT_EXPLOSIVES_SPEED, - LAPTOP_STAT_TEXT_LEADERSHIP_SPEED, - LAPTOP_STAT_TEXT_MEDICAL_SPEED, - LAPTOP_STAT_TEXT_MECHANICAL_SPEED, - LAPTOP_STAT_TEXT_EXPERIENCE_SPEED, -}; - -// Flugente: gear templates -extern STR16 szGearTemplateText[]; - -// Flugente: intel -enum -{ - // defaults - TEXT_INTEL_TITLE, - TEXT_INTEL_SUBTITLE, - TEXT_INTEL_LINK_1, - TEXT_INTEL_LINK_2, - - TEXT_INTEL_LINK_3, - - // buy info - TEXT_INTEL_BUDGET, - TEXT_INTEL_TEXT_1, - TEXT_INTEL_TEXT_2, - TEXT_INTEL_OFFER_1, - TEXT_INTEL_AIRREGION, - TEXT_INTEL_AIRREGION_BUY1, - TEXT_INTEL_AIRREGION_BUY2, - - TEXT_INTEL_DROPDOWN_HELPTEXT, - TEXT_INTEL_MAPREGION_1, - - // about us - TEXT_INTEL_ABOUTUS_1 = TEXT_INTEL_MAPREGION_1 + 16, - - TEXT_INTEL_ABOUTUS_MAX = TEXT_INTEL_ABOUTUS_1 + 6, - - // sell info - TEXT_INTEL_SELL_1 = TEXT_INTEL_ABOUTUS_MAX, - TEXT_INTEL_SELL_BUTTON_1, - TEXT_INTEL_SELL_BUTTON_2, - TEXT_INTEL_SELL_BUTTON_3, - - TEXT_INTEL_SELL_ALREADYGOT_1, - TEXT_INTEL_SELL_NOTHING_1, -}; - -extern STR16 szIntelWebsiteText[]; - -extern STR16 szIntelText[]; - -extern STR16 szChatTextSpy[]; -extern STR16 szChatTextEnemy[]; - -extern STR16 szMilitiaText[]; - -extern STR16 szFactoryText[]; - -extern STR16 szTurncoatText[]; - -extern STR16 szRebelCommandText[]; -extern STR16 szRebelCommandHelpText[]; -extern STR16 szRebelCommandAdminActionsText[]; -extern STR16 szRebelCommandDirectivesText[]; -extern STR16 szRebelCommandAgentMissionsText[]; - -extern STR16 szRobotText[]; -enum { - ROBOT_TEXT_CANNOT_CHANGE_INSTALLED_WEAPON, - ROBOT_TEXT_CANNOT_ADD_ATTACHMENTS, - ROBOT_TEXT_INSTALLED_WEAPON, - ROBOT_TEXT_SLOT_AMMO, - ROBOT_TEXT_SLOT_TARGETING, - ROBOT_TEXT_SLOT_CHASSIS, - ROBOT_TEXT_SLOT_UTILITY, - ROBOT_TEXT_SLOT_INVENTORY, - ROBOT_TEXT_NO_BONUS, - ROBOT_TEXT_LASER, - ROBOT_TEXT_NIGHT_VISION, - ROBOT_TEXT_CLEANING_KIT, - ROBOT_TEXT_CLEANING_KIT_DEPLETED, - ROBOT_TEXT_METAL_DETECTOR, - ROBOT_TEXT_XRAY, - ROBOT_TEXT_XRAY_ACTIVATED, - ROBOT_TEXT_RADIO, - ROBOT_TEXT_STAT_BONUSES, - ROBOT_TEXT_CAMO, - ROBOT_TEXT_PLATE, - ROBOT_TEXT_PLATE_DESTROYED, - ROBOT_TEXT_SKILL_GRANTED, -}; - -#define TACTICAL_INVENTORY_DIALOG_NUM 16 -#define TACTICAL_COVER_DIALOG_NUM 16 - -// Enumeration support -typedef struct Str8EnumLookupType { - int value; - const STR8 name; -} Str8EnumLookupType; - -typedef struct Str16EnumLookupType { - int value; - const STR16 name; -} Str16EnumLookupType; - -const STR8 EnumToString(int value, const Str8EnumLookupType *table); -const STR16 EnumToString(int value, const Str16EnumLookupType *table); -int StringToEnum(const STR8 value, const Str8EnumLookupType *table); -int StringToEnum(const STR8 value, const Str16EnumLookupType *table); -int StringToEnum(const STR16 value, const Str16EnumLookupType *table); - -void ParseCommandLine(const char *start,char **argv,char *args,int *numargs,int *numchars); -void ParseCommandLine(const wchar_t *start,wchar_t **argv,wchar_t *args,int *numargs,int *numchars); - -#endif - - -//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible -//these are dummy functions. Not all of these may be necessary. They are included for future possible useage -void this_is_the_ChineseText_public_symbol(void); -void this_is_the_DutchText_public_symbol(void); -void this_is_the_EnglishText_public_symbol(void); -void this_is_the_FrenchText_public_symbol(void); -void this_is_the_GermanText_public_symbol(void); -void this_is_the_ItalianText_public_symbol(void); -void this_is_the_PolishText_public_symbol(void); -void this_is_the_RussianText_public_symbol(void); - -void this_is_the_Ja25ChineseText_public_symbol(void); -void this_is_the_Ja25DutchText_public_symbol(void); -void this_is_the_Ja25EnglishText_public_symbol(void); -void this_is_the_Ja25FrenchText_public_symbol(void); -void this_is_the_Ja25GermanText_public_symbol(void); -void this_is_the_Ja25ItalianText_public_symbol(void); -void this_is_the_Ja25PolishText_public_symbol(void); -void this_is_the_Ja25RussianText_public_symbol(void); +#ifndef __TEXT_H +#define __TEXT_H + +#include "items.h" +#include "types.h" +#include "mapscreen.h" +#include "XML_Language.h" + +#define STRING_LENGTH 255 + +enum +{ + //TCTL_MSG__RANGE_TO_TARGET, + TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP, + TACT_MSG__CANNOT_AFFORD_MERC, + TACT_MSG__AIMMEMBER_FEE_TEXT, + TACT_MSG__AIMMEMBER_ONE_TIME_FEE, + TACT_MSG__FEE, + TACT_MSG__SOMEONE_ELSE_IN_SECTOR, + //TCTL_MSG__GUN_RANGE_AND_CTH, + TCTL_MSG__DISPLAY_COVER, + TCTL_MSG__LOS, + TCTL_MSG__INVALID_DROPOFF_SECTOR, + TCTL_MSG__PLAYER_LOST_SHOULD_RESTART, + TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA, + TCTL_MSG__END_GAME_POPUP_TXT_1, + TCTL_MSG__END_GAME_POPUP_TXT_2, + TCTL_MSG__IRON_MAN_CANT_SAVE_NOW, + TCTL_MSG__CANNOT_SAVE_DURING_COMBAT, + TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE, + TCTL_MSG__CAMPAIGN_DOESN_T_EXIST, + TCTL_MSG__DEFAULT_CAMPAIGN_LABEL, + TCTL_MSG__CAMPAIGN_LABEL, + TCTL_MSG__NEW_CAMPAIGN_CONFIRM, + TCTL_MSG__CANT_EDIT_DEFAULT, + TCTL_MSG__SOFT_IRON_MAN_CANT_SAVE_NOW, + TCTL_MSG__EXTREME_IRON_MAN_CANT_SAVE_NOW, + +}; +//Ja25 UB +//enums used for zNewLaptopMessages +enum +{ + LPTP_MSG__MERC_SPECIAL_OFFER, + LPTP_MSG__TEMP_UNAVAILABLE, + LPTP_MSG__PREVIEW_TEXT, +}; + +extern CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS]; + +//Encyclopedia +extern STR16 pMenuStrings[]; +extern STR16 pLocationPageText[]; +extern STR16 pSectorPageText[]; +extern STR16 pEncyclopediaHelpText[]; +extern STR16 pEncyclopediaTypeText[]; +extern STR16 pEncyclopediaSkrotyText[]; +extern STR16 pEncyclopediaFilterLocationText[]; +extern STR16 pEncyclopediaSubFilterLocationText[]; +extern STR16 pEncyclopediaFilterCharText[]; +extern STR16 pEncyclopediaSubFilterCharText[]; +extern STR16 pEncyclopediaFilterItemText[]; +extern STR16 pEncyclopediaSubFilterItemText[]; +extern STR16 pEncyclopediaFilterQuestText[]; +extern STR16 pEncyclopediaSubFilterQuestText[]; +extern STR16 pEncyclopediaShortCharacterText[]; +extern STR16 pEncyclopediaHelpCharacterText[]; +extern STR16 pEncyclopediaShortInventoryText[]; +extern STR16 BoxFilter[]; +extern STR16 pOtherButtonsText[]; +extern STR16 pOtherButtonsHelpText[]; +extern STR16 QuestDescText[]; +extern STR16 FactDescText[]; + +//Editor +//Editor Taskbar Creation.cpp +extern STR16 iEditorItemStatsButtonsText[]; +extern STR16 FaceDirs[8]; +extern STR16 iEditorMercsToolbarText[]; +extern STR16 iEditorBuildingsToolbarText[]; +extern STR16 iEditorItemsToolbarText[]; +extern STR16 iEditorMapInfoToolbarText[]; +extern STR16 iEditorOptionsToolbarText[]; +extern STR16 iEditorTerrainToolbarText[]; +extern STR16 iEditorTaskbarInternalText[]; +//Editor Taskbar Utils.cpp +extern STR16 iRenderMapEntryPointsAndLightsText[]; +extern STR16 iBuildTriggerNameText[]; +extern STR16 iRenderDoorLockInfoText[]; +extern STR16 iRenderEditorInfoText[]; +//EditorBuildings.cpp +extern STR16 iUpdateBuildingsInfoText[]; +extern STR16 iRenderDoorEditingWindowText[]; +//EditorItems.cpp +extern STR16 pInitEditorItemsInfoText[]; +extern STR16 pDisplayItemStatisticsTex[]; +extern STR16 pUpdateMapInfoText[]; +//EditorMercs.cpp +extern CHAR16 gszScheduleActions[ 11 ][20]; // NUM_SCHEDULE_ACTIONS = 11 +extern STR16 zDiffNames[5]; // NUM_DIFF_LVLS = 5 +extern STR16 EditMercStat[12]; +extern STR16 EditMercOrders[8]; +extern STR16 EditMercAttitudes[6]; +extern STR16 pDisplayEditMercWindowText[]; +extern STR16 pCreateEditMercWindowText[]; +extern STR16 pDisplayBodyTypeInfoText[]; +extern STR16 pUpdateMercsInfoText[]; +extern CHAR16 pRenderMercStringsText[][100]; +extern STR16 pClearCurrentScheduleText[]; +extern STR16 pCopyMercPlacementText[]; +extern STR16 pPasteMercPlacementText[]; +//editscreen.cpp +extern STR16 pEditModeShutdownText[]; +extern STR16 pHandleKeyboardShortcutsText[]; +extern STR16 pPerformSelectedActionText[]; +extern STR16 pWaitForHelpScreenResponseText[]; +extern STR16 pAutoLoadMapText[]; +extern STR16 pShowHighGroundText[]; +//Item Statistics.cpp +//extern CHAR16 gszActionItemDesc[ 34 ][ 30 ]; // NUM_ACTIONITEMS = 34 +extern STR16 pUpdateItemStatsPanelText[]; +extern STR16 pSetupGameTypeFlagsText[]; +extern STR16 pSetupGunGUIText[]; +extern STR16 pSetupArmourGUIText[]; +extern STR16 pSetupExplosivesGUIText[]; +extern STR16 pSetupTriggersGUIText[]; +//Sector Summary.cpp +extern STR16 pCreateSummaryWindowText[]; +extern STR16 pRenderSectorInformationText[]; +extern STR16 pRenderItemDetailsText[]; +extern STR16 pRenderSummaryWindowText[]; +extern STR16 pUpdateSectorSummaryText[]; +extern STR16 pSummaryLoadMapCallbackText[]; +extern STR16 pReportErrorText[]; +extern STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[]; +extern STR16 pSummaryUpdateCallbackText[]; +extern STR16 pApologizeOverrideAndForceUpdateEverythingText[]; +//selectwin.cpp +extern STR16 pDisplaySelectionWindowGraphicalInformationText[]; +extern STR16 pDisplaySelectionWindowButtonText[]; +//Cursor Modes.cpp +extern STR16 wszSelType[6]; +//-- + +extern STR16 gzNewLaptopMessages[]; +extern STR16 zNewTacticalMessages[]; +extern CHAR16 gszAimPages[ 6 ][ 20 ]; +extern CHAR16 zGrod[][500]; +extern STR16 pCreditsJA2113[]; +extern CHAR16 ShortItemNames[MAXITEMS][80]; +extern CHAR16 ItemNames[MAXITEMS][80]; +extern CHAR16 AmmoCaliber[MAXITEMS][20]; +extern CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20]; +extern CHAR16 WeaponType[MAXITEMS][30]; + +extern CHAR16 Message[][STRING_LENGTH]; +extern CHAR16 TeamTurnString[][STRING_LENGTH]; +extern STR16 pMilitiaControlMenuStrings[]; //lal +extern STR16 pTraitSkillsMenuStrings[]; //Flugente +extern STR16 pTraitSkillsMenuDescStrings[]; //Flugente +extern STR16 pTraitSkillsDenialStrings[]; //Flugente + +enum +{ + SKILLMENU_MILITIA, + SKILLMENU_OTHERSQUADS, + SKILLMENU_CANCEL, + SKILLMENU_X_MILITIA, + SKILLMENU_ALL_MILITIA, + SKILLMENU_MORE, + SKILLMENU_CORPSES, +}; + +extern STR16 pSkillMenuStrings[]; //Flugente +//extern STR16 pTalkToAllMenuStrings[]; +extern STR16 pSnitchMenuStrings[]; +extern STR16 pSnitchMenuDescStrings[]; +extern STR16 pSnitchToggleMenuStrings[]; +extern STR16 pSnitchToggleMenuDescStrings[]; +extern STR16 pSnitchSectorMenuStrings[]; +extern STR16 pSnitchSectorMenuDescStrings[]; +extern STR16 pPrisonerMenuStrings[]; +extern STR16 pPrisonerMenuDescStrings[]; +extern STR16 pSnitchPrisonExposedStrings[]; +extern STR16 pSnitchGatheringRumoursResultStrings[]; +extern STR16 pAssignMenuStrings[]; +extern STR16 pTrainingStrings[]; +extern STR16 pTrainingMenuStrings[]; +extern STR16 pAttributeMenuStrings[]; +extern STR16 pVehicleStrings[]; +extern STR16 pShortAttributeStrings[]; +extern STR16 pLongAttributeStrings[]; +extern STR16 pContractStrings[]; +extern STR16 pAssignmentStrings[]; +extern STR16 pConditionStrings[]; +extern CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT]; +extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT]; // Lesh: look mapscreen.h for definitions +extern STR16 pPersonnelScreenStrings[]; +extern STR16 pPersonnelRecordsHelpTexts[]; // added by SANDRO +extern STR16 pPersonnelTitle[]; +extern STR16 pUpperLeftMapScreenStrings[]; +extern STR16 pTacticalPopupButtonStrings[]; +extern STR16 pSquadMenuStrings[]; +extern STR16 pDoorTrapStrings[]; +extern STR16 pLongAssignmentStrings[]; +extern STR16 pContractExtendStrings[]; +extern STR16 pMapScreenMouseRegionHelpText[]; +extern STR16 pPersonnelAssignmentStrings[]; +extern STR16 pNoiseVolStr[]; +extern STR16 pNoiseTypeStr[]; +extern STR16 pDirectionStr[]; +extern STR16 pRemoveMercStrings[]; +extern STR16 sTimeStrings[]; +extern STR16 pLandTypeStrings[]; +extern STR16 pGuardMenuStrings[]; +extern STR16 pOtherGuardMenuStrings[]; +extern STR16 pInvPanelTitleStrings[]; +extern STR16 pPOWStrings[]; +extern STR16 pMilitiaString[]; +extern STR16 pMilitiaButtonString[]; +extern STR16 pEpcMenuStrings[]; + +extern STR16 pRepairStrings[]; +extern STR16 sPreStatBuildString[]; +extern STR16 sStatGainStrings[]; +extern STR16 pHelicopterEtaStrings[]; +extern STR16 pHelicopterRepairRefuelStrings[]; +extern STR16 sMapLevelString[]; +extern STR16 gsLoyalString[]; +extern STR16 pMapHeliErrorString[]; +extern STR16 gsUndergroundString[]; +extern STR16 gsTimeStrings[]; +extern STR16 sFacilitiesStrings[]; +extern STR16 pMapPopUpInventoryText[]; +extern STR16 pwTownInfoStrings[]; +extern STR16 pwMineStrings[]; +extern STR16 pwMiscSectorStrings[]; +extern STR16 pMapInventoryErrorString[]; +extern STR16 pMapInventoryStrings[]; +extern STR16 pMapScreenFastHelpTextList[]; +extern STR16 pMovementMenuStrings[]; +extern STR16 pUpdateMercStrings[]; +extern STR16 pMapScreenBorderButtonHelpText[]; +extern STR16 pMapScreenInvenButtonHelpText[]; +extern STR16 pMapScreenBottomFastHelp[]; +extern STR16 pMapScreenBottomText[]; +extern STR16 pMercDeadString[]; +extern CHAR16 pSenderNameList[500][128]; +extern STR16 pTraverseStrings[]; +extern STR16 pNewMailStrings[]; +extern STR16 pDeleteMailStrings[]; +extern STR16 pEmailHeaders[]; +extern STR16 pEmailTitleText[]; +extern STR16 pFinanceTitle[]; +extern STR16 pFinanceSummary[]; +extern STR16 pFinanceHeaders[]; +extern STR16 pTransactionText[]; +extern STR16 pTransactionAlternateText[]; +extern STR16 pMoralStrings[]; +extern STR16 pSkyriderText[]; +extern STR16 pMercFellAsleepString[]; +extern STR16 pLeftEquipmentString[]; +extern STR16 pMapScreenStatusStrings[]; +extern STR16 pMapScreenPrevNextCharButtonHelpText[]; +extern STR16 pEtaString[]; +extern STR16 pShortVehicleStrings[]; +extern STR16 pTrashItemText[]; +extern STR16 pMapErrorString[]; +extern STR16 pMapPlotStrings[]; +extern STR16 pMiscMapScreenMouseRegionHelpText[]; +extern STR16 pMercHeLeaveString[]; +extern STR16 pMercSheLeaveString[]; +extern STR16 pImpPopUpStrings[]; +extern STR16 pImpButtonText[]; +extern STR16 pExtraIMPStrings[]; +extern STR16 pFilesTitle[]; +extern STR16 pFilesSenderList[]; +extern STR16 pHistoryLocations[]; +//extern STR16 pHistoryAlternateStrings[]; +//extern STR16 pHistoryStrings[]; // Externalized to "TableData\History.xml" +extern STR16 pHistoryHeaders[]; +extern STR16 pHistoryTitle[]; +extern STR16 pShowBookmarkString[]; +extern STR16 pWebPagesTitles[]; +extern STR16 pWebTitle[ ]; +extern STR16 pPersonnelString[]; +extern STR16 pErrorStrings[]; +extern STR16 pDownloadString[]; +extern STR16 pBookmarkTitle[]; +extern STR16 pBookMarkStrings[]; +extern STR16 pLaptopIcons[]; +extern STR16 sATMText[ ]; +extern STR16 gsAtmStartButtonText[]; +extern STR16 gsAtmSideButtonText[]; +extern STR16 pDownloadString[]; +extern STR16 pPersonnelTeamStatsStrings[]; +extern STR16 pPersonnelCurrentTeamStatsStrings[]; +extern STR16 pPersonelTeamStrings[]; +extern STR16 pPersonnelDepartedStateStrings[]; +extern STR16 pMapHortIndex[]; +extern STR16 pMapVertIndex[]; +extern STR16 pMapDepthIndex[]; +//extern STR16 sCritLocationStrings[]; +//extern STR16 sVehicleHit[ ]; +extern STR16 pLaptopTitles[]; +extern STR16 pDayStrings[]; +extern STR16 pMercContractOverStrings[]; +extern STR16 pMilitiaConfirmStrings[]; +extern STR16 pDeliveryLocationStrings[]; +extern STR16 pSkillAtZeroWarning[]; +extern STR16 pIMPBeginScreenStrings[]; +extern STR16 pIMPFinishButtonText[1]; +extern STR16 pIMPFinishStrings[]; +extern STR16 pIMPVoicesStrings[]; +extern STR16 pDepartedMercPortraitStrings[]; +extern STR16 pPersTitleText[]; +extern STR16 pPausedGameText[]; +extern STR16 zOptionsToggleText[]; +extern STR16 zOptionsScreenHelpText[]; +extern STR16 pDoctorWarningString[]; +extern STR16 pMilitiaButtonsHelpText[]; +extern STR16 pMapScreenJustStartedHelpText[]; +extern STR16 pLandMarkInSectorString[]; +extern STR16 gzMercSkillText[]; +extern STR16 gzMercSkillTextNew[]; // added by SANDRO +extern STR16 gzNonPersistantPBIText[]; +extern STR16 gzMiscString[]; + +extern STR16 wMapScreenSortButtonHelpText[]; +extern STR16 pNewNoiseStr[]; +extern STR16 pTauntUnknownVoice[]; // anv: for enemy taunts +extern STR16 gzLateLocalizedString[]; + +extern STR16 gzCWStrings[]; + +extern STR16 gzTooltipStrings[]; + +// These have been added - SANDRO +extern STR16 pSkillTraitBeginIMPStrings[]; +extern STR16 sgAttributeSelectionText[]; +extern STR16 pCharacterTraitBeginIMPStrings[]; +extern STR16 gzIMPCharacterTraitText[]; +extern STR16 gzIMPAttitudesText[]; +extern STR16 gzIMPColorChoosingText[]; +extern STR16 sColorChoiceExplanationTexts[]; +extern STR16 gzIMPDisabilityTraitText[]; // added by Flugente +extern STR16 gzIMPDisabilityTraitEmailTextDeaf[]; // added by Flugente +extern STR16 gzIMPDisabilityTraitEmailTextShortSighted[]; +extern STR16 gzIMPDisabilityTraitEmailTextHemophiliac[]; // added by Flugente +extern STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]; // added by Flugente +extern STR16 gzIMPDisabilityTraitEmailTextSelfHarm[]; // added by Flugente +extern STR16 sEnemyTauntsFireGun[]; +extern STR16 sEnemyTauntsFireLauncher[]; +extern STR16 sEnemyTauntsThrow[]; +extern STR16 sEnemyTauntsChargeKnife[]; +extern STR16 sEnemyTauntsRunAway[]; +extern STR16 sEnemyTauntsSeekNoise[]; +extern STR16 sEnemyTauntsAlert[]; +extern STR16 sEnemyTauntsGotHit[]; +extern STR16 sEnemyTauntsNoticedMerc[]; +extern STR16 sSpecialCharacters[]; +//**** + +// HEADROCK HAM 3.6: New arrays for facility operation messages +extern STR16 gzFacilityErrorMessage[]; +extern STR16 gzFacilityAssignmentStrings[]; +extern STR16 gzFacilityRiskResultStrings[]; + +// HEADROCK HAM 4: Text for the new CTH indicator. +extern STR16 gzNCTHlabels[]; + +// HEADROCK HAM 5: Messages for automatic sector inventory sorting. +extern STR16 gzMapInventorySortingMessage[]; +extern STR16 gzMapInventoryFilterOptions[]; + +// MeLoDy (Merc Compare) +extern STR16 gzMercCompare[]; + +enum +{ + ANTIHACKERSTR_EXITGAME, + TEXT_NUM_ANTIHACKERSTR, +}; +extern STR16 pAntiHackerString[]; + +enum +{ + MSG_EXITGAME, + MSG_OK, + MSG_YES, + MSG_NO, + MSG_CANCEL, + MSG_REHIRE, + MSG_LIE, + MSG_NODESC, + MSG_SAVESUCCESS, + MSG_SAVESLOTSUCCESS, + MSG_QUICKSAVE_NAME, + MSG_SAVE_NAME, + MSG_SAVEEXTENSION, + MSG_SAVEDIRECTORY, + MSG_DAY, + MSG_MERCS, + MSG_EMPTYSLOT, + MSG_DEMOWORD, + MSG_DEBUGWORD, + MSG_RELEASEWORD, + MSG_RPM, + MSG_MINUTE_ABBREVIATION, + MSG_METER_ABBREVIATION, + MSG_ROUNDS_ABBREVIATION, + MSG_KILOGRAM_ABBREVIATION, + MSG_POUND_ABBREVIATION, + MSG_HOMEPAGE, + MSG_USDOLLAR_ABBREVIATION, + MSG_LOWERCASE_NA, + MSG_MEANWHILE, + MSG_ARRIVE, + MSG_VERSION, + MSG_EMPTY_QUICK_SAVE_SLOT, + MSG_QUICK_SAVE_RESERVED_FOR_TACTICAL, + MSG_OPENED, + MSG_CLOSED, + MSG_LOWDISKSPACE_WARNING, + MSG_HIRED_MERC, + MSG_MERC_CAUGHT_ITEM, + MSG_MERC_TOOK_DRUG, + MSG_MERC_HAS_NO_MEDSKILL, + MSG_INTEGRITY_WARNING, + MSG_CDROM_SAVE, + MSG_CANT_FIRE_HERE, + MSG_CANT_CHANGE_STANCE, + MSG_DROP, + MSG_THROW, + MSG_PASS, + MSG_ITEM_PASSED_TO_MERC, + MSG_NO_ROOM_TO_PASS_ITEM, + MSG_END_ATTACHMENT_LIST, + MSG_CHEAT_LEVEL_ONE, + MSG_CHEAT_LEVEL_TWO, + MSG_SQUAD_ON_STEALTHMODE, + MSG_SQUAD_OFF_STEALTHMODE, + MSG_MERC_ON_STEALTHMODE, + MSG_MERC_OFF_STEALTHMODE, + MSG_WIREFRAMES_ADDED, + MSG_WIREFRAMES_REMOVED, + MSG_CANT_GO_UP, + MSG_CANT_GO_DOWN, + MSG_ENTERING_LEVEL, + MSG_LEAVING_BASEMENT, + MSG_DASH_S, // the old 's + MSG_TRACKING_MODE_OFF, + MSG_TRACKING_MODE_ON, + MSG_3DCURSOR_OFF, + MSG_3DCURSOR_ON, + MSG_SQUAD_ACTIVE, + MSG_CANT_AFFORD_TO_PAY_NPC_DAILY_SALARY_MSG, + MSG_SKIP, + MSG_EPC_CANT_TRAVERSE, + MSG_CDROM_SAVE_GAME, + MSG_DRANK_SOME, + MSG_PACKAGE_ARRIVES, + MSG_JUST_HIRED_MERC_ARRIVAL_LOCATION_POPUP, + MSG_HISTORY_UPDATED, + MSG_GL_BURST_CURSOR_ON, + MSG_GL_BURST_CURSOR_OFF, + MSG_SOLDIER_TOOLTIPS_ON, // changed by SANDRO + MSG_SOLDIER_TOOLTIPS_OFF, // changed by SANDRO + MSG_GL_LOW_ANGLE, + MSG_GL_HIGH_ANGLE, + MSG_FORCED_TURN_MODE, + MSG_NORMAL_TURN_MODE, + MSG_FTM_EXIT_COMBAT, + MSG_FTM_ENTER_COMBAT, + MSG_END_TURN_AUTO_SAVE, + MSG_MPSAVEDIRECTORY,//88 + MSG_CLIENT, + MSG_NAS_AND_OIV_INCOMPATIBLE, // 90 + + MSG_SAVE_AUTOSAVE_TEXT, // 91 + MSG_SAVE_AUTOSAVE_TEXT_INFO, // 92 + MSG_SAVE_AUTOSAVE_EMPTY_TEXT, // 93 + MSG_SAVE_AUTOSAVE_FILENAME, // 94 + MSG_SAVE_END_TURN_SAVE_TEXT, // 95 + MSG_SAVE_AUTOSAVE_SAVING_TEXT, // 96 + MSG_SAVE_END_TURN_SAVE_SAVING_TEXT, // 97 + MSG_SAVE_AUTOSAVE_ENDTURN_EMPTY_TEXT, //98 + MSG_SAVE_AUTOSAVE_ENDTURN_TEXT_INFO, //99 + MSG_SAVE_QUICKSAVE_SLOT, // 100 + MSG_SAVE_AUTOSAVE_SLOT, // 101 + MSG_SAVE_AUTOSAVE_ENDTURN_SLOT, // 102 + MSG_SAVE_NORMAL_SLOT, // 103 + + MSG_WINDOWED_MODE_LOCK_MOUSE, // 104 + MSG_WINDOWED_MODE_RELEASE_MOUSE, // 105 + MSG_FORMATIONS_ON, // 106 + MSG_FORMATIONS_OFF, // 107 + MSG_MERC_CASTS_LIGHT_ON, + MSG_MERC_CASTS_LIGHT_OFF, + + MSG_SQUAD_ACTIVE_STRING, + MSG_MERC_TOOK_CIGARETTE, + + MSG_PROMPT_CHEATS_ACTIVATE, + MSG_PROMPT_CHEATS_DEACTIVATE, + + TEXT_NUM_MSG, +}; +extern STR16 pMessageStrings[]; + +extern CHAR16 ItemPickupHelpPopup[][40]; + +enum +{ + STR_EMPTY, + STR_LOSES_1_WISDOM, + STR_LOSES_1_DEX, + STR_LOSES_1_STRENGTH, + STR_LOSES_1_AGIL, + STR_LOSES_WISDOM, + STR_LOSES_DEX, + STR_LOSES_STRENGTH, + STR_LOSES_AGIL, + STR_INTERRUPT, + STR_HEARS_NOISE_FROM, + STR_PLAYER_REINFORCEMENTS, + STR_PLAYER_RELOADS, + STR_PLAYER_NOT_ENOUGH_APS, + STR_IS_APPLYING_FIRST_AID, + STR_ARE_APPLYING_FIRST_AID, + STR_RELIABLE, + STR_UNRELIABLE, + STR_EASY_TO_REPAIR, + STR_HARD_TO_REPAIR, + STR_HIGH_DAMAGE, + STR_LOW_DAMAGE, + STR_QUICK_FIRING, + STR_SLOW_FIRING, + STR_LONG_RANGE, + STR_SHORT_RANGE, + STR_LIGHT, + STR_HEAVY, + STR_SMALL, + STR_FAST_BURST, + STR_NO_BURST, + STR_LARGE_AMMO_CAPACITY, + STR_SMALL_AMMO_CAPACITY, + STR_CAMMO_WORN_OFF, + STR_CAMMO_WASHED_OFF, + STR_2ND_CLIP_DEPLETED, + STR_STOLE_SOMETHING, + STR_NOT_BURST_CAPABLE, + STR_ATTACHMENT_ALREADY, + STR_MERGE_ITEMS, + STR_CANT_ATTACH, + STR_NONE, + STR_EJECT_AMMO, + STR_ATTACHMENTS, + STR_CANT_USE_TWO_ITEMS, + STR_ATTACHMENT_HELP, + STR_ATTACHMENT_INVALID_HELP, + STR_SECTOR_NOT_CLEARED, + STR_NEED_TO_GIVE_MONEY, + STR_HEAD_HIT, + STR_ABANDON_FIGHT, + STR_PERMANENT_ATTACHMENT, + STR_ENERGY_BOOST, + STR_SLIPPED_MARBLES, + STR_FAILED_TO_STEAL_SOMETHING, + STR_REPAIRED, + STR_INTERRUPT_FOR, + STR_SURRENDER, + STR_REFUSE_FIRSTAID, + STR_REFUSE_FIRSTAID_FOR_CREATURE, + STR_HOW_TO_USE_SKYRIDDER, + STR_RELOAD_ONLY_ONE_GUN, + STR_BLOODCATS_TURN, + STR_AUTOFIRE, + STR_NO_AUTOFIRE, + STR_ACCURATE, + STR_INACCURATE, + STR_NO_SEMI_AUTO, + STR_NO_MORE_ITEMS_TO_STEAL, + STR_NO_MORE_ITEM_IN_HAND, + + //add new camo text + STR_DESERT_WORN_OFF, + STR_DESERT_WASHED_OFF, + + STR_JUNGLE_WORN_OFF, + STR_JUNGLE_WASHED_OFF, + + STR_URBAN_WORN_OFF, + STR_URBAN_WASHED_OFF, + + STR_SNOW_WORN_OFF, + STR_SNOW_WASHED_OFF, + + STR_CANNOT_ATTACH_SLOT, + STR_CANNOT_ATTACH_ANY_SLOT, + + STR_NO_SPACE_FOR_POCKET, + + STR_REPAIRED_PARTIAL, + STR_REPAIRED_PARTIAL_FOR_OWNER, + + STR_CLEANED, + STR_CLEANED_FOR_OWNER, + + STR_ASSIGNMENT_NOTPOSSIBLE, + STR_ASSIGNMENT_NOMILITIAPRESENT, + + STR_ASSIGNMENT_EXPLORATION_DONE, + + TEXT_NUM_STR_MESSAGE, +}; + +// WANNE: Tooltips +enum +{ + STR_TT_CAT_LOCATION, + STR_TT_CAT_BRIGHTNESS, + STR_TT_CAT_RANGE_TO_TARGET, + STR_TT_CAT_ID, + STR_TT_CAT_ORDERS, + STR_TT_CAT_ATTITUDE, + STR_TT_CAT_CURRENT_APS, + STR_TT_CAT_CURRENT_HEALTH, + STR_TT_CAT_CURRENT_ENERGY, + STR_TT_CAT_CURRENT_MORALE, + STR_TT_CAT_SHOCK, ///< Moa: shows current shock value. Only for debug tooltip. + STR_TT_CAT_SUPPRESION, ///< Moa: shows current supression value. Only for debug tooltip. + STR_TT_CAT_HELMET, + STR_TT_CAT_VEST, + STR_TT_CAT_LEGGINGS, + STR_TT_CAT_ARMOR, + STR_TT_HELMET, + STR_TT_VEST, + STR_TT_LEGGINGS, + STR_TT_WORN, + STR_TT_NO_ARMOR, + STR_TT_CAT_NVG, + STR_TT_NO_NVG, + STR_TT_CAT_GAS_MASK, + STR_TT_NO_MASK, + STR_TT_CAT_HEAD_POS_1, + STR_TT_CAT_HEAD_POS_2, + STR_TT_IN_BACKPACK, + STR_TT_CAT_WEAPON, + STR_TT_NO_WEAPON, + STR_TT_HANDGUN, + STR_TT_SMG, + STR_TT_RIFLE, + STR_TT_MG, + STR_TT_SHOTGUN, + STR_TT_KNIFE, + STR_TT_HEAVY_WEAPON, + STR_TT_NO_HELMET, + STR_TT_NO_VEST, + STR_TT_NO_LEGGING, + STR_TT_CAT_ARMOR_2, + // Following added - SANDRO + STR_TT_SKILL_TRAIT_1, + STR_TT_SKILL_TRAIT_2, + STR_TT_SKILL_TRAIT_3, + // Additional suppression effects info - sevenfm + STR_TT_SUPPRESSION_AP, + STR_TT_SUPPRESSION_TOLERANCE, + STR_TT_EFFECTIVE_SHOCK, + STR_TT_AI_MORALE, + + TEXT_NUM_STR_TT +}; + +enum +{ + STR_HELI_ETA_TOTAL_DISTANCE, + STR_HELI_ETA_SAFE, + STR_HELI_ETA_UNSAFE, + STR_HELI_ETA_TOTAL_COST, + STR_HELI_ETA_ETA, + + STR_HELI_ETA_LOW_ON_FUEL_HOSTILE_TERRITORY, + STR_HELI_ETA_PASSENGERS, + STR_HELI_ETA_SELECT_SKYRIDER_OR_ARRIVALS, + STR_HELI_ETA_SKYRIDER, + STR_HELI_ETA_ARRIVALS, + + STR_HELI_ETA_HELI_DAMAGED_HOSTILE_TERRITORY, + STR_HELI_ETA_KICK_OUT_PASSENGERS_PROMPT, + STR_HELI_ETA_REMAINING_FUEL, + STR_HELI_ETA_DISTANCE_TO_REFUEL_SITE, + + TEXT_NUM_STR_HELI_ETA, +}; + +// anv: helicopter repairs +enum +{ + STR_HELI_RR_REPAIR_PROMPT, + STR_HELI_RR_REPAIR_IN_PROGRESS, + STR_HELI_RR_REPAIR_FINISHED, + STR_HELI_RR_REFUEL_FINISHED, + + STR_HELI_TOOFAR_ERROR, + + TEXT_NUM_STR_HELI_REPAIRS, +}; + +#define LARGE_STRING_LENGTH 200 +#define MED_STRING_LENGTH 80 +#define SMALL_STRING_LENGTH 20 + +extern CHAR16 TacticalStr[][MED_STRING_LENGTH]; +extern CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ]; + + +extern CHAR16 zDialogActions[][ SMALL_STRING_LENGTH ]; +extern CHAR16 zDealerStrings[][ SMALL_STRING_LENGTH ]; +extern CHAR16 zTalkMenuStrings[][ SMALL_STRING_LENGTH ]; +extern STR16 gzMoneyAmounts[6]; +extern CHAR16 gzProsLabel[10]; +extern CHAR16 gzConsLabel[10]; +// HEADROCK HAM 4: Text for the UDB tabs +extern STR16 gzItemDescTabButtonText[ 3 ]; +extern STR16 gzItemDescTabButtonShortText[ 3 ]; +extern STR16 gzItemDescGenHeaders[ 4 ]; +extern STR16 gzItemDescGenIndexes[ 4 ]; +// HEADROCK HAM 4: Added list of condition strings +extern STR16 gConditionDesc[ 9 ]; + +// Flugente: Added list of temperature descriptions +extern STR16 gTemperatureDesc[ 11 ]; + +// Flugente: Added list of food condition descriptions +extern STR16 gFoodDesc[ 8 ]; + +extern CHAR16 gMoneyStatsDesc[][ 14 ]; +// HEADROCK: Altered value to 16 //WarmSteel - And I need 17. // Flugente: 17->19 +extern CHAR16 gWeaponStatsDesc[][ 20 ]; +// HEADROCK: Added externs for Item Description Box icon and stat tooltips +// Note that I've inflated some of these to 20 to avoid issues. +extern STR16 gzWeaponStatsFasthelpTactical[ 33 ]; +extern STR16 gzMiscItemStatsFasthelp[]; +// HEADROCK HAM 4: New tooltip texts +extern STR16 gzUDBButtonTooltipText[ 3 ]; +extern STR16 gzUDBHeaderTooltipText[ 4 ]; +extern STR16 gzUDBGenIndexTooltipText[ 4 ]; +extern STR16 gzUDBAdvIndexTooltipText[ 5 ]; +extern STR16 szUDBGenWeaponsStatsTooltipText[ 23 ]; +extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 24 ]; +extern STR16 szUDBGenArmorStatsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->5 +extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 5 ]; // silversurfer Repair Ease: 3->5 +extern STR16 szUDBGenAmmoStatsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6 +extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6 +extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23 +extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23 +extern STR16 szUDBGenCommonStatsTooltipText[ 3 ]; // silversurfer new for items that don't fit the other categories +extern STR16 szUDBGenCommonStatsExplanationsTooltipText[ 3 ]; // silversurfer new for items that don't fit the other categories +extern STR16 szUDBGenSecondaryStatsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37 +extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32 silversurfer more tags: 32->37 +extern STR16 szUDBAdvStatsTooltipText[]; +extern STR16 szUDBAdvStatsExplanationsTooltipText[]; +extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]; + +// Headrock: End Externs +extern STR16 sKeyDescriptionStrings[2]; +extern CHAR16 zHealthStr[][13]; +extern STR16 gzHiddenHitCountStr[1]; +extern STR16 zVehicleName[ 6 ]; +extern STR16 pVehicleSeatsStrings[ 2 ] ; + +// Flugente: externalised texts for some features +enum +{ + STR_COVERT_CAMOFOUND, + STR_COVERT_BACKPACKFOUND, + STR_COVERT_CARRYCORPSEFOUND, + STR_COVERT_ITEM_SUSPICIOUS, + STR_COVERT_MILITARYGEARFOUND, + STR_COVERT_TOOMANYGUNS, + STR_COVERT_ITEMSTOOGOOD, + STR_COVERT_TOOMANYATTACHMENTS, + STR_COVERT_ACTIVITIES, + STR_COVERT_NO_CIV, + STR_COVERT_BLEEDING, + STR_COVERT_DRUNKEN_SOLDIER, + STR_COVERT_TOO_CLOSE, + STR_COVERT_CURFEW_BROKEN, + STR_COVERT_CURFEW_BROKEN_NIGHT, + STR_COVERT_NEAR_CORPSE, + STR_COVERT_SUSPICIOUS_EQUIPMENT, + STR_COVERT_TARGETTING_SOLDIER, + STR_COVERT_UNCOVERED, + STR_COVERT_NO_CLOTHES_ITEM, + STR_COVERT_ERROR_OLDTRAITS, + STR_COVERT_NOT_ENOUGH_APS, + STR_COVERT_BAD_PALETTE, + STR_COVERT_NO_SKILL, + STR_COVERT_NO_UNIFORM_FOUND, + STR_COVERT_DISGUISED_AS_CIVILIAN, + STR_COVERT_DISGUISED_AS_SOLDIER, + STR_COVERT_UNIFORM_NOORDER, + STR_COVERT_SURRENDER_FAILED, + STR_COVERT_UNCOVER_SINGLE, + STR_COVERT_TEST_OK, + STR_COVERT_TEST_FAIL, + STR_COVERT_STEAL_FAIL, + STR_COVERT_APPLYITEM_STEAL_FAIL, + STR_COVERT_TOO_CLOSE_TO_ELITE, + STR_COVERT_TOO_CLOSE_TO_OFFICER, + TEXT_NUM_COVERT_STR +}; + +extern STR16 szCovertTextStr[]; + +enum +{ + STR_POWERPACK_BEGIN, + STR_POWERPACK_FULL, + STR_POWERPACK_GOOD, + STR_POWERPACK_HALF, + STR_POWERPACK_LOW, + STR_POWERPACK_EMPTY, + STR_POWERPACK_END, + + TEXT_POWERPACK_STR +}; + +extern STR16 gPowerPackDesc[]; + +enum +{ + STR_CORPSE_NO_HEAD_ITEM, + STR_CORPSE_NO_DECAPITATION, + STR_CORPSE_NO_MEAT_ITEM, + STR_CORPSE_NO_GUTTING, + STR_CORPSE_NO_CLOTHESFOUND, + STR_CORPSE_NO_STRIPPING_POSSIBLE, + STR_CORPSE_NO_TAKING, + STR_CORPSE_NO_FREEHAND, + STR_CORPSE_NO_CORPSE_ITEM, + STR_CORPSE_INVALID_CORPSE_ID, + + TEXT_NUM_CORPSE_STR +}; + +extern STR16 szCorpseTextStr[]; + +enum +{ + STR_FOOD_DONOTWANT_EAT, + STR_FOOD_DONOTWANT_DRINK, + STR_FOOD_ATE, + STR_FOOD_DRANK, + STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH, + STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS, + STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH, + STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS, + STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH, + STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS, + STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH, + STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS, + + STR_FOOD_ERROR_NO_FOOD_SYSTEM, + + TEXT_NUM_FOOD_STR +}; + +extern STR16 szFoodTextStr[]; + +enum +{ + STR_PRISONER_PROCESSED, + STR_PRISONER_RANSOM, + STR_PRISONER_DETECTION, + STR_PRISONER_TURN_MILITIA, + STR_PRISONER_RIOT, + STR_PRISONER_SENTTOSECTOR, + STR_PRISONER_RELEASED, + STR_PRISONER_ARMY_FREED_PRISON, + STR_PRISONER_REFUSE_SURRENDER, + STR_PRISONER_REFUSE_TAKE_PRISONERS, + SRT_PRISONER_INI_SETTING_OFF, + STR_PRISONER_X_FREES_Y, + STR_PRISONER_DETECTION_VIP, + STR_PRISONER_REFUSE_SURRENDER_LEADER, + STR_PRISONER_TURN_VOLUNTEER, + STR_PRISONER_ESCAPE, + STR_PRISONER_NO_ESCAPE, + + TEXT_NUM_PRISONER_STR +}; + +extern STR16 szPrisonerTextStr[]; + +enum +{ + STR_MTA_NONE, + STR_MTA_FORTIFY, + STR_MTA_REMOVE_FORTIFY, + STR_MTA_HACK, + STR_MTA_CANCEL, + STR_MTA_CANNOT_BUILD, + + TEXT_NUM_MTA_STR +}; + +extern STR16 szMTATextStr[]; + +enum +{ + STR_INV_ARM_BLOWUP_AP, + STR_INV_ARM_BLOWUP, + STR_INV_ARM_ARM_AP, + STR_INV_ARM_ARM, + STR_INV_ARM_DISARM_AP, + STR_INV_ARM_DISARM, + + TEXT_NUM_INV_ARM_STR +}; + +extern STR16 szInventoryArmTextStr[]; + +enum +{ + AIR_RAID_TURN_STR, + BEGIN_AUTOBANDAGE_PROMPT_STR, + NOTICING_MISSING_ITEMS_FROM_SHIPMENT_STR, + DOOR_LOCK_DESCRIPTION_STR, + DOOR_THERE_IS_NO_LOCK_STR, + DOOR_LOCK_DESTROYED_STR, + DOOR_LOCK_NOT_DESTROYED_STR, + DOOR_LOCK_HAS_BEEN_PICKED_STR, + DOOR_LOCK_HAS_NOT_BEEN_PICKED_STR, + DOOR_LOCK_UNTRAPPED_STR, + DOOR_LOCK_HAS_BEEN_UNLOCKED_STR, + DOOR_NOT_PROPER_KEY_STR, + DOOR_LOCK_HAS_BEEN_UNTRAPPED_STR, + DOOR_LOCK_IS_NOT_TRAPPED_STR, + DOOR_LOCK_HAS_BEEN_LOCKED_STR, + DOOR_DOOR_MOUSE_DESCRIPTION, + DOOR_TRAPPED_MOUSE_DESCRIPTION, + DOOR_LOCKED_MOUSE_DESCRIPTION, + DOOR_UNLOCKED_MOUSE_DESCRIPTION, + DOOR_BROKEN_MOUSE_DESCRIPTION, + ACTIVATE_SWITCH_PROMPT, + DISARM_TRAP_PROMPT, + ITEMPOOL_POPUP_PREV_STR, + ITEMPOOL_POPUP_NEXT_STR, + ITEMPOOL_POPUP_MORE_STR, + ITEM_HAS_BEEN_PLACED_ON_GROUND_STR, + ITEM_HAS_BEEN_GIVEN_TO_STR, + GUY_HAS_BEEN_PAID_IN_FULL_STR, + GUY_STILL_OWED_STR, + CHOOSE_BOMB_FREQUENCY_STR, + CHOOSE_TIMER_STR, + CHOOSE_REMOTE_FREQUENCY_STR, + DISARM_BOOBYTRAP_PROMPT, + REMOVE_BLUE_FLAG_PROMPT, + PLACE_BLUE_FLAG_PROMPT, + ENDING_TURN, + ATTACK_OWN_GUY_PROMPT, + VEHICLES_NO_STANCE_CHANGE_STR, + ROBOT_NO_STANCE_CHANGE_STR, + CANNOT_STANCE_CHANGE_STR, + CANNOT_DO_FIRST_AID_STR, + CANNOT_NO_NEED_FIRST_AID_STR, + CANT_MOVE_THERE_STR, + CANNOT_RECRUIT_TEAM_FULL, + HAS_BEEN_RECRUITED_STR, + BALANCE_OWED_STR, + ESCORT_PROMPT, + HIRE_PROMPT, + BOXING_PROMPT, + BUY_VEST_PROMPT, + NOW_BING_ESCORTED_STR, + JAMMED_ITEM_STR, + ROBOT_NEEDS_GIVEN_CALIBER_STR, + CANNOT_THROW_TO_DEST_STR, + TOGGLE_STEALTH_MODE_POPUPTEXT, + MAPSCREEN_POPUPTEXT, + END_TURN_POPUPTEXT, + TALK_CURSOR_POPUPTEXT, + TOGGLE_MUTE_POPUPTEXT, + CHANGE_STANCE_UP_POPUPTEXT, + CURSOR_LEVEL_POPUPTEXT, + JUMPCLIMB_POPUPTEXT, + CHANGE_STANCE_DOWN_POPUPTEXT, + EXAMINE_CURSOR_POPUPTEXT, + PREV_MERC_POPUPTEXT, + NEXT_MERC_POPUPTEXT, + CHANGE_OPTIONS_POPUPTEXT, + TOGGLE_BURSTMODE_POPUPTEXT, + LOOK_CURSOR_POPUPTEXT, + MERC_VITAL_STATS_POPUPTEXT, + CANNOT_DO_INV_STUFF_STR, + CONTINUE_OVER_FACE_STR, + MUTE_OFF_STR, + MUTE_ON_STR, + DRIVER_POPUPTEXT, + EXIT_VEHICLE_POPUPTEXT, + CHANGE_SQUAD_POPUPTEXT, + DRIVE_POPUPTEXT, + NOT_APPLICABLE_POPUPTEXT, + USE_HANDTOHAND_POPUPTEXT, + USE_FIREARM_POPUPTEXT, + USE_BLADE_POPUPTEXT , + USE_EXPLOSIVE_POPUPTEXT, + USE_MEDKIT_POPUPTEXT, + CATCH_STR, + RELOAD_STR, + GIVE_STR, + LOCK_TRAP_HAS_GONE_OFF_STR, + MERC_HAS_ARRIVED_STR, + GUY_HAS_RUN_OUT_OF_APS_STR, + MERC_IS_UNAVAILABLE_STR, + MERC_IS_ALL_BANDAGED_STR, + MERC_IS_OUT_OF_BANDAGES_STR, + ENEMY_IN_SECTOR_STR, + NO_ENEMIES_IN_SIGHT_STR, + NOT_ENOUGH_APS_STR, + NOBODY_USING_REMOTE_STR, + BURST_FIRE_DEPLETED_CLIP_STR, + ENEMY_TEAM_MERC_NAME, + CREATURE_TEAM_MERC_NAME, + MILITIA_TEAM_MERC_NAME, + CIV_TEAM_MERC_NAME, + ZOMBIE_TEAM_MERC_NAME, + POW_TEAM_MERC_NAME, + + //The text for the 'exiting sector' gui + EXIT_GUI_TITLE_STR, + OK_BUTTON_TEXT_STR, + CANCEL_BUTTON_TEXT_STR, + EXIT_GUI_SELECTED_MERC_STR, + EXIT_GUI_ALL_MERCS_IN_SQUAD_STR, + EXIT_GUI_GOTO_SECTOR_STR, + EXIT_GUI_GOTO_MAP_STR, + CANNOT_LEAVE_SECTOR_FROM_SIDE_STR, + CANNOT_LEAVE_IN_TURN_MODE_STR, + MERC_IS_TOO_FAR_AWAY_STR, + REMOVING_TREETOPS_STR, + SHOWING_TREETOPS_STR, + CROW_HIT_LOCATION_STR, + NECK_HIT_LOCATION_STR, + HEAD_HIT_LOCATION_STR, + TORSO_HIT_LOCATION_STR, + LEGS_HIT_LOCATION_STR, + YESNOLIE_STR, + GUN_GOT_FINGERPRINT, + GUN_NOGOOD_FINGERPRINT, + GUN_GOT_TARGET, + NO_PATH, + MONEY_BUTTON_HELP_TEXT, + AUTOBANDAGE_NOT_NEEDED, + SHORT_JAMMED_GUN, + CANT_GET_THERE, + EXCHANGE_PLACES_REQUESTER, + REFUSE_EXCHANGE_PLACES, + PAY_MONEY_PROMPT, + FREE_MEDICAL_PROMPT, + MARRY_DARYL_PROMPT, + KEYRING_HELP_TEXT, + EPC_CANNOT_DO_THAT, + SPARE_KROTT_PROMPT, + OUT_OF_RANGE_STRING, + CIV_TEAM_MINER_NAME, + VEHICLE_CANT_MOVE_IN_TACTICAL, + CANT_AUTOBANDAGE_PROMPT, + NO_PATH_FOR_MERC, + POW_MERCS_ARE_HERE, + LOCK_HAS_BEEN_HIT, + LOCK_HAS_BEEN_DESTROYED, + DOOR_IS_BUSY, + VEHICLE_VITAL_STATS_POPUPTEXT, + NO_LOS_TO_TALK_TARGET, + ATTACHMENT_REMOVED, + VEHICLE_CAN_NOT_BE_ADDED, + + // added by Flugente for defusing/setting up trap networks + CHOOSE_BOMB_OR_DEFUSE_FREQUENCY_STR, + CHOOSE_REMOTE_DEFUSE_FREQUENCY_STR, + CHOOSE_REMOTE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR, + CHOOSE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR, + CHOOSE_TRIPWIRE_NETWORK, + + MERC_VITAL_STATS_WITH_FOOD_POPUPTEXT, + + FUNCTION_SELECTION_STR, + FILL_CANTEEN_STR, + CLEAN_ONE_GUN_STR, + CLEAN_ALL_GUNS_STR, + TAKE_OFF_CLOTHES_STR, + TAKE_OFF_DISGUISE_STR, + MILITIA_DROP_EQ_STR, + MILITIA_PICK_UP_EQ_STR, + SPY_SELFTEST_STR, + UNUSED_STR, + + CORPSE_SELECTION_STR, + DECAPITATE_STR, + GUT_STR, + TAKE_CLOTHES_STR, + TAKE_BODY_STR, + + WEAPON_CLEANING_STR, + + PRISONER_FIELDINTERROGATION_STR, + PRISONER_FIELDINTERROGATION_SHORT_STR, + PRISONER_DECIDE_STR, + PRISONER_LETGO_STR, + PRISONER_OFFER_SURRENDER, + PRISONER_DEMAND_SURRENDER_STR, + PRISONER_OFFER_SURRENDER_STR, + PRISONER_DISTRACT_STR, + PRISONER_TALK_STR, + PRISONER_RECRUIT_TURNCOAT_STR, + + // sevenfm: new disarm trap dialog, new messages for wrong mines when arming + DISARM_DIALOG_DISARM, + DISARM_DIALOG_INSPECT, + DISARM_DIALOG_REMOVE_BLUEFLAG, + DISARM_DIALOG_BLOWUP, + DISARM_DIALOG_ACTIVATE_TRIPWIRE, + DISARM_DIALOG_DEACTIVATE_TRIPWIRE, + DISARM_DIALOG_REVEAL_TRIPWIRE, + ARM_MESSAGE_NO_DETONATOR, + ARM_MESSAGE_ALREADY_ARMED, + INSPECT_RESULT_SAFE, + INSPECT_RESULT_MOSTLY_SAFE, + INSPECT_RESULT_RISKY, + INSPECT_RESULT_DANGEROUS, + INSPECT_RESULT_HIGH_DANGER, + + GENERAL_INFO_MASK, + GENERAL_INFO_NVG, + GENERAL_INFO_ITEM, + + QUICK_ITEMS_ONLY_NIV, + QUICK_ITEMS_NO_ITEM_IN_HAND, + QUICK_ITEMS_NOWHERE_TO_PLACE, + QUICK_ITEM_NO_DEFINED_ITEM, + QUICK_ITEM_NO_FREE_HAND, + QUICK_ITEM_NOT_FOUND, + QUICK_ITEM_CANNOT_TAKE, + + ATTEMPT_BANDAGE_DURING_TRAVEL, + + IMPROVEGEARBUTTON_STR, + IMPROVEGEARDESCRIBE_STR, + IMPROVEGEARPICKUPMAG_STR, + + DISTRACT_STOP_STR, + DISTRACT_TRY_TO_TURNCOAT, + + TEXT_NUM_TACTICAL_STR +}; + +enum{ + EXIT_GUI_LOAD_ADJACENT_SECTOR_HELPTEXT, + EXIT_GUI_GOTO_MAPSCREEN_HELPTEXT, + EXIT_GUI_CANT_LEAVE_HOSTILE_SECTOR_HELPTEXT, + EXIT_GUI_MUST_LOAD_ADJACENT_SECTOR_HELPTEXT, + EXIT_GUI_MUST_GOTO_MAPSCREEN_HELPTEXT, + EXIT_GUI_ESCORTED_CHARACTERS_MUST_BE_ESCORTED_HELPTEXT, + EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR, + EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR, + EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL, + EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL, + EXIT_GUI_ALL_MERCS_MUST_BE_TOGETHER_TO_ALLOW_HELPTEXT, + EXIT_GUI_EPC_NOT_ALLOWED_TO_LEAVE_ALONE_HELPTEXT, + EXIT_GUI_SINGLE_TRAVERSAL_WILL_SEPARATE_SQUADS_HELPTEXT, + EXIT_GUI_ALL_TRAVERSAL_WILL_MOVE_CURRENT_SQUAD_HELPTEXT, + EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR, + TEXT_NUM_EXIT_GUI +}; +extern STR16 pExitingSectorHelpText[]; + + +enum +{ + LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_STR, + LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_AGAINST_CREATURES_STR, + LARGESTR_HAVE_BEEN_CAPTURED, + TEXT_NUM_LARGESTR +}; + + +//Insurance Contract.c +enum +{ + INS_CONTRACT_PREVIOUS, + INS_CONTRACT_NEXT, + INS_CONTRACT_ACCEPT, + INS_CONTRACT_CLEAR, + TEXT_NUM_INS_CONTRACT +}; +extern STR16 InsContractText[]; + + +//Insurance Info +enum +{ + INS_INFO_PREVIOUS, + INS_INFO_NEXT, + TEXT_NUM_INS_INFO, +}; +extern STR16 InsInfoText[]; + +//Merc Account.c +enum +{ + MERC_ACCOUNT_AUTHORIZE, + MERC_ACCOUNT_HOME, + MERC_ACCOUNT_ACCOUNT, + MERC_ACCOUNT_MERC, + MERC_ACCOUNT_DAYS, + MERC_ACCOUNT_RATE, + MERC_ACCOUNT_CHARGE, + MERC_ACCOUNT_TOTAL, + MERC_ACCOUNT_AUTHORIZE_CONFIRMATION, + MERC_ACCOUNT_NAME_PLUSGEAR, + TEXT_NUM_MERC_ACCOUNT, +}; +extern STR16 MercAccountText[]; + +// WANNE: The "Next" and "Prev" button text of the merc account page +extern STR16 MercAccountPageText[]; + + +//MercFile.c +enum +{ + MERC_FILES_HEALTH, + MERC_FILES_AGILITY, + MERC_FILES_DEXTERITY, + MERC_FILES_STRENGTH, + MERC_FILES_LEADERSHIP, + MERC_FILES_WISDOM, + MERC_FILES_EXPLEVEL, + MERC_FILES_MARKSMANSHIP, + MERC_FILES_MECHANICAL, + MERC_FILES_EXPLOSIVE, + MERC_FILES_MEDICAL, + + MERC_FILES_PREVIOUS, + MERC_FILES_HIRE, + MERC_FILES_NEXT, + MERC_FILES_ADDITIONAL_INFO, + MERC_FILES_HOME, + MERC_FILES_ALREADY_HIRED, //5 + MERC_FILES_SALARY, + MERC_FILES_PER_DAY, + MERC_FILES_GEAR, + MERC_FILES_TOTAL, + MERC_FILES_MERC_IS_DEAD, + + MERC_FILES_HIRE_TO_MANY_PEOPLE_WARNING, + MERC_FILES_BUY_GEAR, + MERC_FILES_MERC_UNAVAILABLE, + MERC_FILES_MERC_OUTSTANDING, + MERC_FILES_BIO, //JMich_MMG: Adding two new texts for the small button, assuming we manage to add a silhouette with the gear, add it after this. + MERC_FILES_INVENTORY, + MERC_FILES_SPECIAL_OFFER, + TEXT_NUM_MERC_FILES, +}; +extern STR16 MercInfo[]; + + +//MercNoAccount.c +enum +{ + MERC_NO_ACC_OPEN_ACCOUNT, + MERC_NO_ACC_CANCEL, + MERC_NO_ACC_NO_ACCOUNT_OPEN_ONE, + TEXT_NUM_MERC_NO_ACC, +}; +extern STR16 MercNoAccountText[]; + + + +//Merc HomePage +enum +{ + MERC_SPECK_OWNER, + MERC_OPEN_ACCOUNT, + MERC_VIEW_ACCOUNT, + MERC_VIEW_FILES, + MERC_SPECK_COM, + MERC_NO_FUNDS_TRANSFER_FAILED, + TEXT_NUM_MERC, +}; +extern STR16 MercHomePageText[]; + + +//Funerl.c +enum +{ + FUNERAL_INTRO_1, + FUNERAL_INTRO_2, + FUNERAL_INTRO_3, + FUNERAL_INTRO_4, + FUNERAL_INTRO_5, + FUNERAL_SEND_FLOWERS, //5 + FUNERAL_CASKET_URN, + FUNERAL_CREMATION, + FUNERAL_PRE_FUNERAL, + FUNERAL_FUNERAL_ETTIQUETTE, + FUNERAL_OUR_CONDOLENCES, //10 + FUNERAL_OUR_SYMPATHIES, + TEXT_NUM_FUNERAL, +}; +extern STR16 sFuneralString[]; + + +//Florist.c +enum +{ + FLORIST_GALLERY, + FLORIST_DROP_ANYWHERE, + FLORIST_PHONE_NUMBER, + FLORIST_STREET_ADDRESS, + FLORIST_WWW_ADDRESS, + FLORIST_ADVERTISEMENT_1, + FLORIST_ADVERTISEMENT_2, + FLORIST_ADVERTISEMENT_3, + FLORIST_ADVERTISEMENT_4, + FLORIST_ADVERTISEMENT_5, + FLORIST_ADVERTISEMENT_6, + FLORIST_ADVERTISEMENT_7, + FLORIST_ADVERTISEMENT_8, + FLORIST_ADVERTISEMENT_9, + TEXT_NUM_FLORIST, +}; +extern STR16 sFloristText[]; + + +//Florist Order Form +enum +{ + FLORIST_ORDER_BACK, + FLORIST_ORDER_SEND, + FLORIST_ORDER_CLEAR, + FLORIST_ORDER_GALLERY, + FLORIST_ORDER_NAME_BOUQUET, + FLORIST_ORDER_PRICE, //5 + FLORIST_ORDER_ORDER_NUMBER, + FLORIST_ORDER_DELIVERY_DATE, + FLORIST_ORDER_NEXT_DAY, + FLORIST_ORDER_GETS_THERE, + FLORIST_ORDER_DELIVERY_LOCATION, //10 + FLORIST_ORDER_ADDITIONAL_CHARGES, + FLORIST_ORDER_CRUSHED, + FLORIST_ORDER_BLACK_ROSES, + FLORIST_ORDER_WILTED, + FLORIST_ORDER_FRUIT_CAKE, //15 + FLORIST_ORDER_PERSONAL_SENTIMENTS, + FLORIST_ORDER_CARD_LENGTH, + FLORIST_ORDER_SELECT_FROM_OURS, + FLORIST_ORDER_STANDARDIZED_CARDS, + FLORIST_ORDER_BILLING_INFO, //20 + FLORIST_ORDER_NAME, + TEXT_NUM_FLORIST_ORDER, +}; +extern STR16 sOrderFormText[]; + + + +//Florist Gallery.c +enum +{ + FLORIST_GALLERY_PREV, + FLORIST_GALLERY_NEXT, + FLORIST_GALLERY_CLICK_TO_ORDER, + FLORIST_GALLERY_ADDIFTIONAL_FEE, + FLORIST_GALLERY_HOME, + TEXT_NUM_FLORIST_GALLERY, +}; +extern STR16 sFloristGalleryText[]; + + +//Florist Cards +enum +{ + FLORIST_CARDS_CLICK_SELECTION, + FLORIST_CARDS_BACK, + TEXT_NUM_FLORIST_CARDS, +}; +extern STR16 sFloristCards[]; + +// Bobbyr Mail Order.c +enum +{ + BOBBYR_ORDER_FORM, + BOBBYR_QTY, + BOBBYR_WEIGHT, + BOBBYR_NAME, + BOBBYR_UNIT_PRICE, + BOBBYR_TOTAL, + BOBBYR_SUB_TOTAL, + BOBBYR_S_H, + BOBBYR_GRAND_TOTAL, + BOBBYR_SHIPPING_LOCATION, + BOBBYR_SHIPPING_SPEED, + BOBBYR_COST, + BOBBYR_OVERNIGHT_EXPRESS, + BOBBYR_BUSINESS_DAYS, + BOBBYR_STANDARD_SERVICE, + BOBBYR_CLEAR_ORDER, + BOBBYR_ACCEPT_ORDER, + BOBBYR_BACK, + BOBBYR_HOME, + BOBBYR_USED_TEXT, + BOBBYR_CANT_AFFORD_PURCHASE, + BOBBYR_SELECT_DEST, + BOBBYR_CONFIRM_DEST, + BOBBYR_PACKAGE_WEIGHT, + BOBBYR_MINIMUM_WEIGHT, + BOBBYR_GOTOSHIPMENT_PAGE, + TEXT_NUM_BOBBYR_MAILORDER, +}; +extern STR16 BobbyROrderFormText[]; + +enum +{ + // Guns + BOBBYR_FILTER_GUNS_PISTOL, + BOBBYR_FILTER_GUNS_M_PISTOL, + BOBBYR_FILTER_GUNS_SMG, + BOBBYR_FILTER_GUNS_RIFLE, + BOBBYR_FILTER_GUNS_SN_RIFLE, + BOBBYR_FILTER_GUNS_AS_RIFLE, + BOBBYR_FILTER_GUNS_LMG, + BOBBYR_FILTER_GUNS_SHOTGUN, + BOBBYR_FILTER_GUNS_HEAVY, + // Ammo + BOBBYR_FILTER_AMMO_PISTOL, + BOBBYR_FILTER_AMMO_M_PISTOL, + BOBBYR_FILTER_AMMO_SMG, + BOBBYR_FILTER_AMMO_RIFLE, + BOBBYR_FILTER_AMMO_SN_RIFLE, + BOBBYR_FILTER_AMMO_AS_RIFLE, + BOBBYR_FILTER_AMMO_LMG, + BOBBYR_FILTER_AMMO_SHOTGUN, + //BOBBYR_FILTER_AMMO_HEAVY, + // Used + BOBBYR_FILTER_USED_GUNS, + BOBBYR_FILTER_USED_ARMOR, + BOBBYR_FILTER_USED_LBEGEAR, + BOBBYR_FILTER_USED_MISC, + // Armour + BOBBYR_FILTER_ARMOUR_HELM, + BOBBYR_FILTER_ARMOUR_VEST, + BOBBYR_FILTER_ARMOUR_LEGGING, + BOBBYR_FILTER_ARMOUR_PLATE, + // Misc + BOBBYR_FILTER_MISC_BLADE, + BOBBYR_FILTER_MISC_THROWING_KNIFE, + BOBBYR_FILTER_MISC_PUNCH, + BOBBYR_FILTER_MISC_GRENADE, + BOBBYR_FILTER_MISC_BOMB, + BOBBYR_FILTER_MISC_MEDKIT, + BOBBYR_FILTER_MISC_KIT, + BOBBYR_FILTER_MISC_FACE, + BOBBYR_FILTER_MISC_LBEGEAR, + BOBBYR_FILTER_MISC_OPTICS_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_SIDE_AND_BOTTOM_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_MUZZLE_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_STOCK_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_INTERNAL_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_OTHER_ATTACHMENTS, // Madd: New BR filter option + BOBBYR_FILTER_MISC_MISC, + TEXT_NUM_BOBBYR_FILTER +}; + + +//BobbyRGuns.c +enum +{ + BOBBYR_GUNS_TO_ORDER, + BOBBYR_GUNS_CLICK_ON_ITEMS, + BOBBYR_GUNS_PREVIOUS_ITEMS, + BOBBYR_GUNS_GUNS, + BOBBYR_GUNS_AMMO, + BOBBYR_GUNS_ARMOR, //5 + BOBBYR_GUNS_MISC, + BOBBYR_GUNS_USED, + BOBBYR_GUNS_MORE_ITEMS, + BOBBYR_GUNS_ORDER_FORM, + BOBBYR_GUNS_HOME, //10 + BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1, + BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2, + + BOBBYR_GUNS_WGHT, + BOBBYR_GUNS_CALIBRE, + BOBBYR_GUNS_MAGAZINE, + BOBBYR_GUNS_RANGE, + BOBBYR_GUNS_DAMAGE, + BOBBYR_GUNS_ROF, + BOBBYR_GUNS_AP, + BOBBYR_GUNS_STUN, + BOBBYR_GUNS_PROTECTION, + BOBBYR_GUNS_CAMO, + BOBBYR_GUNS_ARMOUR_PIERCING_MODIFIER, + BOBBYR_GUNS_BULLET_TUMBLE_MODIFIER, + BOBBYR_GUNS_NUM_PROJECTILES, + BOBBYR_GUNS_COST, + BOBBYR_GUNS_IN_STOCK, + BOBBYR_GUNS_QTY_ON_ORDER, + BOBBYR_GUNS_DAMAGED, + BOBBYR_GUNS_WEIGHT, + BOBBYR_GUNS_SUB_TOTAL, + BOBBYR_GUNS_PERCENT_FUNCTIONAL, + + BOBBYR_MORE_THEN_10_PURCHASES_A, + BOBBYR_MORE_THEN_10_PURCHASES_B, + BOBBYR_MORE_NO_MORE_IN_STOCK, + BOBBYR_NO_MORE_STOCK, + TEXT_NUM_BOBBYR_GUNS, +}; + +extern STR16 BobbyRText[]; +extern STR16 BobbyRFilter[]; + + +//BobbyR.c +enum +{ + BOBBYR_ADVERTISMENT_1, + BOBBYR_ADVERTISMENT_2, + BOBBYR_USED, + BOBBYR_MISC, + BOBBYR_GUNS, + BOBBYR_AMMO, + BOBBYR_ARMOR, + BOBBYR_ADVERTISMENT_3, + BOBBYR_UNDER_CONSTRUCTION, + TEXT_NUM_BOBBYR +}; +extern STR16 BobbyRaysFrontText[]; + +//Aim Sort.c +enum +{ + AIM_AIMMEMBERS, + SORT_BY, + PRICE, + EXPERIENCE, + AIMMARKSMANSHIP, + AIMMECHANICAL, + AIMEXPLOSIVES, + AIMMEDICAL, + AIMHEALTH, + AIMAGILITY, + AIMDEXTERITY, + AIMSTRENGTH, + AIMLEADERSHIP, + AIMWISDOM, + NAME, + MUGSHOT_INDEX, + MERCENARY_FILES, + ALUMNI_GALLERY, + ASCENDING, + DESCENDING, + TEXT_NUM_AIM_SORT +}; +extern STR16 AimSortText[]; + +//Aim Policies.c +enum +{ + AIM_POLICIES_PREVIOUS, + AIM_POLICIES_HOMEPAGE, + AIM_POLICIES_POLICY, + AIM_POLICIES_NEXT_PAGE, + AIM_POLICIES_DISAGREE, + AIM_POLICIES_AGREE, + TEXT_NUM_AIM_POLICIES +}; +extern STR16 AimPolicyText[]; + + + + +//Aim Member.c +enum +{ + AIM_MEMBER_CLICK_INSTRUCTIONS, + TEXT_NUM_AIM_MEMBER_TEXT +}; +extern STR16 AimMemberText[]; + + + +//Aim Member.c +enum +{ + AIM_MEMBER_HEALTH, + AIM_MEMBER_AGILITY, + AIM_MEMBER_DEXTERITY, + AIM_MEMBER_STRENGTH, + AIM_MEMBER_LEADERSHIP, + AIM_MEMBER_WISDOM, //5 + AIM_MEMBER_EXP_LEVEL, + AIM_MEMBER_MARKSMANSHIP, + AIM_MEMBER_MECHANICAL, + AIM_MEMBER_EXPLOSIVE, + AIM_MEMBER_MEDICAL, //10 + AIM_MEMBER_FEE, + AIM_MEMBER_CONTRACT, + AIM_MEMBER_1_DAY, + AIM_MEMBER_1_WEEK, + AIM_MEMBER_2_WEEKS, //15 + AIM_MEMBER_PREVIOUS, + AIM_MEMBER_CONTACT, + AIM_MEMBER_NEXT, + AIM_MEMBER_ADDTNL_INFO, + AIM_MEMBER_ACTIVE_MEMBERS, //20 + AIM_MEMBER_OPTIONAL_GEAR, + AIM_MEMBER_OPTIONAL_GEAR_NSGI, + AIM_MEMBER_MEDICAL_DEPOSIT_REQ, + AIM_MEMBER_GEAR_KIT_ONE, + AIM_MEMBER_GEAR_KIT_TWO, //25 + AIM_MEMBER_GEAR_KIT_THREE, + AIM_MEMBER_GEAR_KIT_FOUR, + AIM_MEMBER_GEAR_KIT_FIVE, + AIM_MEMBER_UB_MISSION_FEE, + TEXT_NUM_AIM_MEMBER_CHARINFO, +}; +extern STR16 CharacterInfo[]; + + + +//Aim Member.c +enum +{ + AIM_MEMBER_CONTRACT_CHARGE, + AIM_MEMBER_ONE_DAY, + AIM_MEMBER_ONE_WEEK, + AIM_MEMBER_TWO_WEEKS, + AIM_MEMBER_NO_EQUIPMENT, + AIM_MEMBER_BUY_EQUIPMENT, //5 + AIM_MEMBER_TRANSFER_FUNDS, + AIM_MEMBER_CANCEL, + AIM_MEMBER_HIRE, + AIM_MEMBER_HANG_UP, + AIM_MEMBER_OK, //10 + AIM_MEMBER_LEAVE_MESSAGE, + AIM_MEMBER_VIDEO_CONF_WITH, + AIM_MEMBER_CONNECTING, + AIM_MEMBER_WITH_MEDICAL, //14 + TEXT_NUM_AIM_MEMBER_VCONF +}; +extern STR16 VideoConfercingText[]; + +//Aim Member.c +enum +{ + AIM_MEMBER_FUNDS_TRANSFER_SUCCESFUL, + AIM_MEMBER_FUNDS_TRANSFER_FAILED, + AIM_MEMBER_NOT_ENOUGH_FUNDS, + + AIM_MEMBER_ON_ASSIGNMENT, + AIM_MEMBER_LEAVE_MSG, + AIM_MEMBER_DEAD, + + AIM_MEMBER_ALREADY_HAVE_MAX_MERCS, + + AIM_MEMBER_PRERECORDED_MESSAGE, + AIM_MEMBER_MESSAGE_RECORDED, + TEXT_NUM_AIM_MEMBER_POPUP +}; +extern STR16 AimPopUpText[]; + +//AIM Link.c +enum +{ + AIM_LINK_TITLE, + TEXM_NUM_AIM_LINK, +}; +extern STR16 AimLinkText[]; + + +//Aim History +enum +{ + AIM_HISTORY_TITLE, + AIM_HISTORY_PREVIOUS, + AIM_HISTORY_HOME, + AIM_HISTORY_AIM_ALUMNI, + AIM_HISTORY_NEXT, + TEXT_NUM_AIM_HISTORY, +}; +extern STR16 AimHistoryText[]; + + + +//Aim Facial Index +enum +{ + AIM_FI_PRICE, + AIM_FI_EXP, + AIM_FI_MARKSMANSHIP, + AIM_FI_MECHANICAL, + AIM_FI_EXPLOSIVES, + AIM_FI_MEDICAL, + AIM_FI_HEALTH, + AIM_FI_AGILITY, + AIM_FI_DEXTERITY, + AIM_FI_STRENGTH, + AIM_FI_LEADERSHIP, + AIM_FI_WISDOM, + AIM_FI_NAME, + AIM_FI_AIM_MEMBERS_SORTED_ASCENDING, + AIM_FI_AIM_MEMBERS_SORTED_DESCENDING, + AIM_FI_LEFT_CLICK, + AIM_FI_TO_SELECT, + AIM_FI_RIGHT_CLICK, + AIM_FI_TO_ENTER_SORT_PAGE, + AIM_FI_AWAY, + AIM_FI_DEAD, + AIM_FI_ON_ASSIGN, + TEXT_NUM_AIM_FI, +}; +extern STR16 AimFiText[]; + + +//AimArchives. +enum +{ + AIM_ALUMNI_PAGE_1, + AIM_ALUMNI_PAGE_2, + AIM_ALUMNI_PAGE_3, + AIM_ALUMNI_ALUMNI, + AIM_ALUMNI_DONE, + TEXT_NUM_AIM_ALUMNI, +}; +extern STR16 AimAlumniText[]; + + + +//Aim Home Page +enum +{ +// AIM_INFO_1, +// AIM_INFO_2, +// AIM_POLICIES, +// AIM_HISTORY, +// AIM_LINKS, //5 + AIM_INFO_3, + AIM_INFO_4, + AIM_INFO_5, + AIM_INFO_6, + AIM_INFO_7, //9 + AIM_BOBBYR_ADD1, + AIM_BOBBYR_ADD2, + AIM_BOBBYR_ADD3, + TEXT_NUM_AIM_SCREEN +}; + +extern STR16 AimScreenText[]; + +//Aim Home Page +enum +{ + AIM_HOME, + AIM_MEMBERS, + AIM_ALUMNI, + AIM_POLICIES, + AIM_HISTORY, + AIM_LINKS, + TEXT_NUM_AIM_MENU +}; + +extern STR16 AimBottomMenuText[]; + + + +// MapScreen +enum +{ + MAP_SCREEN_MAP_LEVEL, + MAP_SCREEN_NO_MILITIA_TEXT, + TEXT_NUM_MAP_SCREEN, +}; +extern STR16 zMarksMapScreenText[]; + + + +//Weapon Name and Description size +#define ITEMSTRINGFILENAME "BINARYDATA\\ITEMDESC.EDT" +#define SIZE_ITEM_NAME 160 +#define SIZE_SHORT_ITEM_NAME 160 +#define SIZE_ITEM_INFO 480 +#define SIZE_ITEM_PROS 160 +#define SIZE_ITEM_CONS 160 + +BOOLEAN LoadItemInfo(UINT16 ubIndex, STR16 pNameString, STR16 pInfoString ); +extern void LoadAllExternalText( void ); +BOOLEAN LoadShortNameItemInfo(UINT16 ubIndex, STR16 pNameString ); +BOOLEAN LoadItemProsAndCons( UINT16 usIndex, STR16 pProsString, STR16 pConsString ); +BOOLEAN LoadBRDesc(UINT16 ubIndex, STR16 pDescString ); +BOOLEAN LoadBRName(UINT16 ubIndex, STR16 pNameString ); + +// sevenfm +inline std::string narrow(std::wstring const& text); +// convert UTF-8 string to wstring +std::wstring utf8_to_wstring(const std::string& str); +// convert wstring to UTF-8 string +std::string wstring_to_utf8(const std::wstring& str); + +enum +{ + //Coordinating simultaneous arrival dialog strings + STR_DETECTED_SIMULTANEOUS_ARRIVAL, + STR_DETECTED_SINGULAR, + STR_DETECTED_PLURAL, + STR_COORDINATE, + //AutoResove Enemy capturing strings + STR_ENEMY_SURRENDER_OFFER, + STR_ENEMY_CAPTURED, + //AutoResolve Text buttons + STR_AR_RETREAT_BUTTON, + STR_AR_DONE_BUTTON, + //AutoResolve header text + STR_AR_DEFEND_HEADER, + STR_AR_ATTACK_HEADER, + STR_AR_ENCOUNTER_HEADER, + STR_AR_SECTOR_HEADER, + //String for AutoResolve battle over conditions + STR_AR_OVER_VICTORY, + STR_AR_OVER_DEFEAT, + STR_AR_OVER_SURRENDERED, + STR_AR_OVER_CAPTURED, + STR_AR_OVER_RETREATED, + STR_AR_MILITIA_NAME, + STR_AR_ELITE_NAME, + STR_AR_TROOP_NAME, + STR_AR_ADMINISTRATOR_NAME, + STR_AR_CREATURE_NAME, + STR_AR_TIME_ELAPSED, + STR_AR_MERC_RETREATED, + STR_AR_MERC_RETREATING, + STR_AR_MERC_RETREAT, + //Strings for prebattle interface + STR_PB_AUTORESOLVE_BTN, + STR_PB_GOTOSECTOR_BTN, + STR_PB_RETREATMERCS_BTN, + STR_PB_ENEMYENCOUNTER_HEADER, + STR_PB_ENEMYINVASION_HEADER, + STR_PB_ENEMYAMBUSH_HEADER, + STR_PB_ENTERINGENEMYSECTOR_HEADER, + STR_PB_CREATUREATTACK_HEADER, + STR_PB_BLOODCATAMBUSH_HEADER, + STR_PB_ENTERINGBLOODCATLAIR_HEADER, + STR_PB_ENEMYINVASION_AIRDROP_HEADER, + STR_PB_LOCATION, + STR_PB_ENEMIES, + STR_PB_MERCS, + STR_PB_MILITIA, + STR_PB_CREATURES, + STR_PB_BLOODCATS, + STR_PB_SECTOR, + STR_PB_NONE, + STR_PB_NOTAPPLICABLE_ABBREVIATION, + STR_PB_DAYS_ABBREVIATION, + STR_PB_HOURS_ABBREVIATION, + //Strings for the tactical placement gui + //The four buttons and it's help text. + STR_TP_CLEAR, + STR_TP_SPREAD, + STR_TP_GROUP, + STR_TP_DONE, + STR_TP_CLEARHELP, + STR_TP_SPREADHELP, + STR_TP_GROUPHELP, + STR_TP_DONEHELP, + STR_TP_DISABLED_DONEHELP, + //various strings. + STR_TP_SECTOR, + STR_TP_CHOOSEENTRYPOSITIONS, + STR_TP_INACCESSIBLE_MESSAGE, + STR_TP_INVALID_MESSAGE, + STR_TP_NAME_HASARRIVEDINSECTOR_XX, + STR_PB_AUTORESOLVE_FASTHELP, + STR_PB_DISABLED_AUTORESOLVE_FASTHELP, + STR_PB_GOTOSECTOR_FASTHELP, + STR_BP_RETREATSINGLE_FASTHELP, + STR_BP_RETREATPLURAL_FASTHELP, + + //various popup messages for battle, + STR_DIALOG_ENEMIES_ATTACK_MILITIA, + STR_DIALOG_CREATURES_ATTACK_MILITIA, + STR_DIALOG_CREATURES_KILL_CIVILIANS, + STR_DIALOG_ENEMIES_ATTACK_UNCONCIOUSMERCS, + STR_DIALOG_CREATURES_ATTACK_UNCONCIOUSMERCS, + + // Flugente: militia movement forbidden due to limited roaming + STR_MILITIAMOVEMENT_NO_LIMITEDROAMING, + STR_MILITIAMOVEMENT_NO_STAFF_ABORT, + + STR_AR_ROBOT_NAME, + STR_AR_TANK_NAME, + STR_AR_JEEP_NAME, + + STR_BREATH_REGEN_SLEEP, + + STR_PB_ZOMBIES, + STR_PB_BANDITS, + STR_PB_BLOODCATRAID_HEADER, + STR_PB_ZOMBIERAID_HEADER, + STR_PB_BANDITRAID_HEADER, + STR_PB_ZOMBIE, + STR_PB_BANDIT, + STR_PB_BANDIT_KILLCIVS_IN_SECTOR, + STR_PB_TRANSPORT_GROUP, + STR_PB_TRANSPORT_GROUP_EN_ROUTE, + + TEXT_NUM_STRATEGIC_TEXT +}; + +//Strings used in conjunction with above enumerations +extern STR16 gpStrategicString[]; + +enum +{ + STR_GAMECLOCK_DAY_NAME, + TEXT_NUM_GAMECLOCK, +}; +extern STR16 gpGameClockString[]; + +//enums for the Shopkeeper Interface +enum +{ + SKI_TEXT_MERCHADISE_IN_STOCK, + SKI_TEXT_PAGE, + SKI_TEXT_TOTAL_COST, + SKI_TEXT_TOTAL_VALUE, + SKI_TEXT_EVALUATE, + SKI_TEXT_TRANSACTION, + SKI_TEXT_DONE, + SKI_TEXT_REPAIR_COST, + SKI_TEXT_ONE_HOUR, + SKI_TEXT_PLURAL_HOURS, + SKI_TEXT_REPAIRED, + SKI_TEXT_NO_MORE_ROOM_IN_PLAYER_OFFER_AREA, + SKI_TEXT_MINUTES, + SKI_TEXT_DROP_ITEM_TO_GROUND, + SKI_TEXT_BUDGET, + TEXT_NUM_SKI_TEXT +}; +extern STR16 SKI_Text[]; + +//ShopKeeper Interface +enum +{ + SKI_ATM_0, + SKI_ATM_1, + SKI_ATM_2, + SKI_ATM_3, + SKI_ATM_4, + SKI_ATM_5, + SKI_ATM_6, + SKI_ATM_7, + SKI_ATM_8, + SKI_ATM_9, + SKI_ATM_OK, + SKI_ATM_TAKE, + SKI_ATM_GIVE, + SKI_ATM_CANCEL, + SKI_ATM_CLEAR, + + NUM_SKI_ATM_BUTTONS +}; +extern STR16 SkiAtmText[]; + +//ShopKeeper Interface +enum +{ + SKI_ATM_MODE_TEXT_SELECT_MODE, + SKI_ATM_MODE_TEXT_ENTER_AMOUNT, + SKI_ATM_MODE_TEXT_SELECT_TO_MERC, + SKI_ATM_MODE_TEXT_SELECT_FROM_MERC, + SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS, + SKI_ATM_MODE_TEXT_BALANCE, + TEXT_NUM_SKI_ATM_MODE_TEXT, +}; +extern STR16 gzSkiAtmText[]; + +//ShopKeeperInterface Message Box defines +enum +{ + SKI_QUESTION_TO_DEDUCT_MONEY_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE, + SKI_SHORT_FUNDS_TEXT, + SKI_QUESTION_TO_DEDUCT_MONEY_FROM_PLAYERS_ACCOUNT_TO_COVER_COST, + + SKI_TRANSACTION_BUTTON_HELP_TEXT, + SKI_REPAIR_TRANSACTION_BUTTON_HELP_TEXT, + SKI_DONE_BUTTON_HELP_TEXT, + + SKI_PLAYERS_CURRENT_BALANCE, + + SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_DIFFERENCE, + SKI_QUESTION_TO_DEDUCT_INTEL_FROM_PLAYERS_ACCOUNT_TO_COVER_COST, + + TEXT_NUM_SKI_MBOX_TEXT +}; + +extern STR16 SkiMessageBoxText[]; + + +//enums for the above text +enum +{ + SLG_SAVE_GAME, + SLG_LOAD_GAME, + SLG_CANCEL, + SLG_SAVE_SELECTED, + SLG_LOAD_SELECTED, + SLG_SAVE_GAME_OK, //5 + SLG_SAVE_GAME_ERROR, + SLG_LOAD_GAME_OK, + SLG_LOAD_GAME_ERROR, + SLG_GAME_VERSION_DIF, + SLG_DELETE_ALL_SAVE_GAMES, //10 + SLG_SAVED_GAME_VERSION_DIF, + SLG_BOTH_GAME_AND_SAVED_GAME_DIF, + SLG_CONFIRM_SAVE, + SLG_CONFIRM_LOAD, + SLG_NOT_ENOUGH_HARD_DRIVE_SPACE, //15 + SLG_SAVING_GAME_MESSAGE, + SLG_NORMAL_GUNS, + SLG_ADDITIONAL_GUNS, + SLG_REALISTIC, + SLG_SCIFI, //20 + + SLG_DIFF, + SLG_PLATINUM, + + SLG_BR_QUALITY_TEXT, + SLG_BR_GOOD_TEXT, + SLG_BR_GREAT_TEXT, + SLG_BR_EXCELLENT_TEXT, + SLG_BR_AWESOME_TEXT, + + SLG_INV_RES_ERROR, + SLG_INV_CUSTUM_ERROR, + + SLG_SQUAD_SIZE_RES_ERROR, + + SLG_BR_QUANTITY_TEXT, + + TEXT_NUM_SLG_TEXT, +}; +extern STR16 zSaveLoadText[]; + + + +//OptionScreen.h +// defines used for the zOptionsText +enum +{ + OPT_SAVE_GAME, + OPT_LOAD_GAME, + OPT_MAIN_MENU, + OPT_NEXT, + OPT_PREV, + OPT_DONE, + OPT_113_FEATURES, + OPT_NEW_IN_113, + OPT_OPTIONS, + OPT_SOUND_FX, + OPT_SPEECH, + OPT_MUSIC, + OPT_RETURN_TO_MAIN, + OPT_NEED_AT_LEAST_SPEECH_OR_SUBTITLE_OPTION_ON, + TEXT_NUM_OPT_TEXT, +}; + +extern STR16 zOptionsText[]; + +extern STR16 z113FeaturesScreenText[]; // main UI text +extern STR16 z113FeaturesToggleText[]; // toggle button text +extern STR16 z113FeaturesHelpText[]; // hover text +extern STR16 z113FeaturesPanelText[]; // left panel text + +//used with the gMoneyStatsDesc[] +enum +{ + MONEY_DESC_AMOUNT, + MONEY_DESC_REMAINING, + MONEY_DESC_AMOUNT_2_SPLIT, + MONEY_DESC_TO_SPLIT, + + MONEY_DESC_PLAYERS, + MONEY_DESC_BALANCE, + MONEY_DESC_AMOUNT_2_WITHDRAW, + MONEY_DESC_TO_WITHDRAW, + TEXT_NUM_MONEY_DESC, +}; + + +// used with gzMoneyWithdrawMessageText +enum +{ + MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM, + CONFIRMATION_TO_DEPOSIT_MONEY_TO_ACCOUNT, + TEXT_NUM_MONEY_WITHDRAW +}; + + + +// Game init option screen +enum +{ + GIO_INITIAL_GAME_SETTINGS, + + GIO_GAME_STYLE_TEXT, + GIO_REALISTIC_TEXT, + GIO_SCI_FI_TEXT, + GIO_PLATINUM_TEXT, + + GIO_GUN_OPTIONS_TEXT, + GIO_GUN_NUT_TEXT, + GIO_REDUCED_GUNS_TEXT, + + GIO_DIF_LEVEL_TEXT, + GIO_EASY_TEXT, + GIO_MEDIUM_TEXT, + GIO_HARD_TEXT, + GIO_INSANE_TEXT, + + GIO_START_TEXT, + GIO_CANCEL_TEXT, + + GIO_GAME_SAVE_STYLE_TEXT, + GIO_SAVE_ANYWHERE_TEXT, + GIO_IRON_MAN_TEXT, + GIO_DISABLED_FOR_THE_DEMO_TEXT, + + GIO_BR_QUALITY_TEXT, + GIO_BR_GOOD_TEXT, + GIO_BR_GREAT_TEXT, + GIO_BR_EXCELLENT_TEXT, + GIO_BR_AWESOME_TEXT, + + GIO_INV_TEXT, + GIO_INV_OLD_TEXT, + GIO_INV_NEW_TEXT, + GIO_LOAD_MP_GAME, + GIO_INITIAL_GAME_SETTINGS_MP, + //////////////////////////////////// + // SANDRO - added following + GIO_TRAITS_TEXT, + GIO_TRAITS_OLD_TEXT, + GIO_TRAITS_NEW_TEXT, + GIO_IMP_NUMBER_TITLE_TEXT, + GIO_IMP_NUMBER_1, + GIO_IMP_NUMBER_2, + GIO_IMP_NUMBER_3, + GIO_IMP_NUMBER_4, + GIO_IMP_NUMBER_5, + GIO_IMP_NUMBER_6, + GIO_DROPALL_TITLE_TEXT, + GIO_DROPALL_OFF_TEXT, + GIO_DROPALL_ON_TEXT, + GIO_TERRORISTS_TITLE_TEXT, + GIO_TERRORISTS_RANDOM_TEXT, + GIO_TERRORISTS_ALL_TEXT, + GIO_CACHES_TITLE_TEXT, + GIO_CACHES_RANDOM_TEXT, + GIO_CACHES_ALL_TEXT, + GIO_PROGRESS_TITLE_TEXT, + GIO_PROGRESS_VERY_SLOW_TEXT, + GIO_PROGRESS_SLOW_TEXT, + GIO_PROGRESS_NORMAL_TEXT, + GIO_PROGRESS_FAST_TEXT, + GIO_PROGRESS_VERY_FAST_TEXT, + + // WANNE: New strings for start new game screen (for NAS) + GIO_INV_SETTING_OLD_TEXT, + GIO_INV_SETTING_NEW_TEXT, + GIO_INV_SETTING_NEW_NAS_TEXT, + + // WANNE: Squad size + GIO_SQUAD_SIZE_TITLE_TEXT, + GIO_SQUAD_SIZE_6_TEXT, + GIO_SQUAD_SIZE_8_TEXT, + GIO_SQUAD_SIZE_10_TEXT, + + //GIO_FAST_BR_TITLE_TEXT, + + //Inventory AP Cost + GIO_INVENTORY_AP_TITLE_TEXT, + + GIO_NCTH_TITLE_TEXT, + GIO_IIS_TITLE_TEXT, + GIO_BACKGROUND_TITLE_TEXT, + GIO_FOODSYSTEM_TITLE_TEXT, + GIO_BR_QUANTITY_TEXT, + + // anv: new iron man modes + GIO_ALMOST_IRON_MAN_TEXT, + GIO_EXTREME_IRON_MAN_TEXT, + GIO_ULTIMATE_IRON_MAN_TEXT, + + //////////////////////////////////// + TEXT_NUM_GIO_TEXT +}; +extern STR16 gzGIOScreenText[]; + +// OJW - 20081129 +// Multiplayer Join Screen +enum +{ + MPJ_TITLE_TEXT, + MPJ_JOIN_TEXT, + MPJ_HOST_TEXT, + MPJ_CANCEL_TEXT, + MPJ_REFRESH_TEXT, + MPJ_HANDLE_TEXT, + MPJ_SERVERIP_TEXT, + MPJ_SERVERPORT_TEXT, + MPJ_SERVERNAME_TEXT, + MPJ_NUMPLAYERS_TEXT, + MPJ_SERVERVER_TEXT, + MPJ_GAMETYPE_TEXT, + MPJ_PING_TEXT, + MPJ_HANDLE_INVALID, + MPJ_SERVERIP_INVALID, + MPJ_SERVERPORT_INVALID, + TEXT_NUM_MPJ_TEXT +}; + +extern STR16 gzMPJHelpText[]; + +extern STR16 gzMPJScreenText[]; +//Multiplayer Host Screen +enum +{ + MPH_TITLE_TEXT, + MPH_START_TEXT, + MPH_CANCEL_TEXT, + MPH_SERVERNAME_TEXT, + MPH_GAMETYPE_TEXT, + MPH_DEATHMATCH_TEXT, + MPH_TEAMDM_TEXT, + MPH_COOP_TEXT, + MPH_NUMPLAYERS_TEXT, + MPH_SQUADSIZE_TEXT, + MPH_MERCSELECT_TEXT, + MPH_RANDOMMERCS_TEXT, + MPH_PLAYERMERCS_TEXT, + MPH_BALANCE_TEXT, + MPH_SAMEMERC_TEXT, + MPH_RPTMERC_TEXT, + MPH_BOBBYRAY_TEXT, + MPH_RNDMSTART_TEXT, + MPH_SERVERNAME_INVALID, + MPH_MAXPLAYERS_INVALID, + MPH_SQUADSIZE_INVALID, + MPH_TIME_TEXT, + MPH_TIME_INVALID, + MPH_CASH_INVALID, + MPH_DMG_TEXT, + MPH_DMG_INVALID, + MPH_TIMER_TEXT, + MPH_TIMER_INVALID, + MPH_ENABLECIV_TEXT, + MPH_USENIV_TEXT, + MPH_OVERRIDEMAXAI_TEXT, + MPH_SYNC_GAME_DIRECTORY, + MPH_FILE_TRANSFER_DIR_TEXT, + MPH_FILE_TRANSFER_DIR_INVALID, + MPH_FILE_TRANSFER_DIR_TEXT_ADDITIONAL, + MPH_FILE_TRANSFER_DIR_NOT_EXIST, + MPH_1, + MPH_2, + MPH_3, + MPH_4, + MPH_5, + MPH_6, + MPH_YES, + MPH_NO, + MPH_MORNING, + MPH_AFTERNOON, + MPH_NIGHT, + MPH_CASH_LOW, + MPH_CASH_MEDIUM, + MPH_CASH_HIGH, + MPH_CASH_UNLIMITED, + MPH_TIME_NEVER, + MPH_TIME_SLOW, + MPH_TIME_MEDIUM, + MPH_TIME_FAST, + MPH_DAMAGE_VERYLOW, + MPH_DAMAGE_LOW, + MPH_DAMAGE_NORMAL, + MPH_HIRE_RANDOM, + MPH_HIRE_NORMAL, + MPH_EDGE_RANDOM, + MPH_EDGE_SELECTABLE, + MPH_DISABLE, + MPH_ALLOW, + TEXT_NUM_MPH_TEXT, +}; +extern STR16 gzMPHScreenText[]; +enum +{ + MPS_TITLE_TEXT, + MPS_CONTINUE_TEXT, + MPS_CANCEL_TEXT, + MPS_PLAYER_TEXT, + MPS_KILLS_TEXT, + MPS_DEATHS_TEXT, + MPS_AITEAM_TEXT, + MPS_HITS_TEXT, + MPS_MISSES_TEXT, + MPS_ACCURACY_TEXT, + MPS_DMGDONE_TEXT, + MPS_DMGTAKEN_TEXT, + MPS_WAITSERVER_TEXT, + TEXT_NUM_MPS_TEXT, +}; +extern STR16 gzMPSScreenText[]; +enum +{ + MPC_CANCEL_TEXT, + MPC_CONNECTING_TEXT, + MPC_GETSETTINGS_TEXT, + MPC_DOWNLOADING_TEXT, + MPC_HELP1_TEXT, + MPC_HELP2_TEXT, + MPC_READY_TEXT, + TEXT_NUM_MPC_TEXT, +}; +extern STR16 gzMPCScreenText[]; +// Multiplayer Starting Edges +enum +{ + MP_EDGE_NORTH, + MP_EDGE_EAST, + MP_EDGE_SOUTH, + MP_EDGE_WEST, + MP_EDGE_CENTER, + MAX_EDGES, +}; +extern STR16 gszMPEdgesText[]; +// MP TEAM NAMES +enum +{ + MP_TEAM_1, + MP_TEAM_2, + MP_TEAM_3, + MP_TEAM_4, + MAX_MP_TEAMS, +}; +extern STR16 gszMPTeamNames[]; + +extern STR16 gzMPChatToggleText[]; + +extern STR16 gzMPChatboxText[]; + +enum +{ + LAPTOP_BN_HLP_TXT_VIEW_EMAIL, + LAPTOP_BN_HLP_TXT_BROWSE_VARIOUS_WEB_SITES, + LAPTOP_BN_HLP_TXT_VIEW_FILES_AND_EMAIL_ATTACHMENTS, + LAPTOP_BN_HLP_TXT_READ_LOG_OF_EVENTS, + LAPTOP_BN_HLP_TXT_VIEW_TEAM_INFO, + LAPTOP_BN_HLP_TXT_VIEW_FINANCIAL_SUMMARY_AND_HISTORY, + LAPTOP_BN_HLP_TXT_CLOSE_LAPTOP, + + LAPTOP_BN_HLP_TXT_YOU_HAVE_NEW_MAIL, + LAPTOP_BN_HLP_TXT_YOU_HAVE_NEW_FILE, + + + BOOKMARK_TEXT_ASSOCIATION_OF_INTERNATION_MERCENARIES, + BOOKMARK_TEXT_BOBBY_RAY_ONLINE_WEAPON_MAIL_ORDER, + BOOKMARK_TEXT_INSTITUTE_OF_MERCENARY_PROFILING, + BOOKMARK_TEXT_MORE_ECONOMIC_RECRUITING_CENTER, + BOOKMARK_TEXT_MCGILLICUTTY_MORTUARY, + BOOKMARK_TEXT_UNITED_FLORAL_SERVICE, + BOOKMARK_TEXT_INSURANCE_BROKERS_FOR_AIM_CONTRACTS, + TEXT_NUM_LAPTOP_BN_BOOKMARK_TEXT +}; + + +//enums for the help screen +enum +{ + HLP_SCRN_TXT__EXIT_SCREEN, + TEXT_NUM_HLP +}; +extern STR16 gzHelpScreenText[]; + + +extern STR16 gzLaptopHelpText[]; + + +extern STR16 gzMoneyWithdrawMessageText[]; +extern STR16 gzCopyrightText[]; + + + +//enums used for the mapscreen inventory messages +enum +{ + MAPINV_MERC_ISNT_CLOSE_ENOUGH, + MAPINV_CANT_SELECT_MERC, + MAPINV_NOT_IN_SECTOR_TO_TAKE, + MAPINV_CANT_PICKUP_IN_COMBAT, + MAPINV_CANT_DROP_IN_COMBAT, + MAPINV_NOT_IN_SECTOR_TO_DROP, + TEXT_NUM_MAPINV +}; + + +//the laptop broken link site +enum +{ + BROKEN_LINK_TXT_ERROR_404, + BROKEN_LINK_TXT_SITE_NOT_FOUND, + TEXT_NUM_BROKEN_LINK, +}; +extern STR16 BrokenLinkText[]; + +//Bobby rays page for recent shipments +enum +{ + BOBBYR_SHIPMENT__TITLE, + BOBBYR_SHIPMENT__ORDER_NUM, + BOBBYR_SHIPMENT__NUM_ITEMS, + BOBBYR_SHIPMENT__ORDERED_ON, + TEXT_NUM_BOBBYR_SHIPMENT, +}; + +extern STR16 gzBobbyRShipmentText[]; + + +enum +{ + GIO_CFS_NOVICE, + GIO_CFS_EXPERIENCED, + GIO_CFS_EXPERT, + GIO_CFS_INSANE, + TEXT_NUM_GIO_CFS, +}; +extern STR16 zGioDifConfirmText[]; + + +enum +{ + CRDT_CAMFIELD, + CRDT_SHAWN, + CRDT_KRIS, + CRDT_IAN, + CRDT_LINDA, + CRDT_ERIC, + CRDT_LYNN, + CRDT_NORM, + CRDT_GEORGE, + CRDT_STACEY, + CRDT_SCOTT, + CRDT_EMMONS, + CRDT_DAVE, + CRDT_ALEX, + CRDT_JOEY, + + NUM_PEOPLE_IN_CREDITS, +}; + +STR16 gzCreditNames[]; +STR16 gzCreditNameTitle[]; +STR16 gzCreditNameFunny[]; + + +extern STR16 GetWeightUnitString( void ); +FLOAT GetWeightBasedOnMetricOption( UINT32 uiObjectWeight ); + + +//SB: new 1.13 messages +extern STR16 New113Message[]; +extern STR16 New113MERCMercMailTexts[]; +extern STR16 MissingIMPSkillsDescriptions[]; + +extern STR16 New113AIMMercMailTexts[]; // WANNE: new WF Merc text, that does not exist in Email.edt + +// HEADROCK: HAM Messages +extern STR16 New113HAMMessage[]; +enum +{ + MSG113_STORM_STARTED, + MSG113_STORM_ENDED, + MSG113_RAIN_STARTED, + MSG113_RAIN_ENDED, + MSG113_WATHCHOUTFORSNIPERS, + MSG113_SUPPRESSIONFIRE, + MSG113_BRST, + MSG113_AUTO, + MSG113_GL, + MSG113_GL_BRST, + MSG113_GL_AUTO, + MSG113_UB, + MSG113_UB_BRST, + MSG113_UB_AUTO, + MSG113_BAYONET, + MSG113_SNIPER, + MSG113_UNABLETOSPLITMONEY, + MSG113_ARRIVINGREROUTED, + MSG113_DELETED, + MSG113_DELETE_ALL, + MSG113_SOLD, + MSG113_SOLD_ALL, + MSG113_CHECK_GOGGLES, + MSG113_RTM_IN_COMBAT_ALREADY, + MSG113_RTM_NO_ENEMIES, + MSG113_RTM_SNEAKING_OFF, + MSG113_RTM_SNEAKING_ON, + MSG113_RTM_ENEMIES_SPOOTED, + // added by SANDRO + MSG113_THIEF_SUCCESSFUL, + MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL, + MSG113_DO_WE_WANT_SURGERY_FIRST, + MSG113_DO_WE_WANT_SURGERY, + MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT, + MSG113_SURGERY_BEFORE_PATIENT_ASSIGNMENT, + MSG113_SURGERY_ON_TACTICAL_AUTOBANDAGE, + MSG113_DO_WE_WANT_SURGERY_FIRST_BLOODBAG, + MSG113_DO_WE_WANT_SURGERY_BLOODBAG, + MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT_BLOODBAG, + MSG113_SURGERY_FINISHED, + MSG113_LOSES_ONE_POINT_MAX_HEALTH, + MSG113_LOSES_X_POINTS_MAX_HEALTH, + MSG113_BLINDED_BY_BLAST, + MSG113_REGAINED_ONE_POINTS_OF_STAT, + MSG113_REGAINED_X_POINTS_OF_STATS, + MSG113_ENEMY_AMBUSH_PREVENTED, + MSG113_BLOODCATS_AMBUSH_PREVENTED, + MSG113_SOLDIER_HIT_TO_GROIN, + MSG113_ENEMY_FOUND_DEAD_BODY, + MSG113_AMMO_SPEC_STRING, + MSG113_INVENTORY_APS_INSUFFICIENT, + MSG113_HINT_TEXT, + MSG113_SURRENDER_VALUES, + + MSG113_CANNOT_USE_SKILL, + MSG113_CANNOT_BUILD, + MSG113_CANNOT_SPOT_LOCATION, + MSG113_INCORRECT_GRIDNO_ARTILLERY, + MSG113_RADIO_JAMMED_NO_COMMUNICATION, + MSG113_RADIO_ACTION_FAILED, + MSG113_NOT_ENOUGH_MORTAR_SHELLS, + MSG113_NO_SIGNAL_SHELL, + MSG113_NO_DEFAULT_SHELL, + MSG113_NO_MORTARS, + MSG113_ALREADY_JAMMING, + MSG113_ALREADY_LISTENING, + MSG113_ALREADY_SPOTTING, + MSG113_ALREADY_SCANNING, + MSG113_COULD_NOT_APPLY, + MSG113_ORDERS_REINFORCEMENTS, + MSG113_RADIO_NO_ENERGY, + MSG113_WORKING_RADIO_SET, + MSG113_BINOCULAR, + MSG113_PATIENCE, + MSG113_SHIELD_DESTROYED, + MSG113_FIREMODE_GL_DELAYED, + MSG113_BLOODBAGOPTIONS_YESSTAR, + MSG113_BLOODBAGOPTIONS_YES, + MSG113_BLOODBAGOPTIONS_NO, + MSG113_X_APPLY_Y_TO_Z, + + TEXT_NUM_MSG113, +}; + +extern STR16 gzTransformationMessage[]; + +//CHRISL: NewInv messages +extern STR16 NewInvMessage[]; + +// WANNE - MP: New multiplayer messages +extern STR16 MPServerMessage[]; +extern STR16 MPClientMessage[]; + +// WANNE: Some Chinese specific strings that needs to be in unicode! +inline constexpr STR16 ChineseSpecString1 = L"%ï¼…"; //defined in _ChineseText.cpp as this file is already unicode +inline constexpr STR16 ChineseSpecString2 = L"*%3d%ï¼…%%"; //defined in _ChineseText.cpp as this file is already unicode +inline constexpr STR16 ChineseSpecString3 = L"%d%ï¼…"; //defined in _ChineseText.cpp as this file is already unicode +inline constexpr STR16 ChineseSpecString4 = L"%s (%s) [%d%ï¼…]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; +inline constexpr STR16 ChineseSpecString5 = L"%s [%d%ï¼…]\n%s %d\n%s %d\n%s %1.1f %s"; +inline constexpr STR16 ChineseSpecString6 = L"%s [%d%ï¼…]\n%s %d%ï¼… (%d/%d)\n%s %d%ï¼…\n%s %1.1f %s"; +inline constexpr STR16 ChineseSpecString7 = L"%s [%d%ï¼…]\n%s %1.1f %s"; +inline constexpr STR16 ChineseSpecString8 = L"%s (%s) [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente +inline constexpr STR16 ChineseSpecString9 = L"%s [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %1.1f %s"; // added by Flugente +inline constexpr STR16 ChineseSpecString10 = L"%s [%d%ï¼…(%d%ï¼…)]\n%s %d%ï¼… (%d/%d)\n%s %d%ï¼…\n%s %1.1f %s"; // added by Flugente +inline constexpr STR16 ChineseSpecString11 = L"%s (%s) [%d%ï¼…(%d%ï¼…)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; // added by Flugente +inline constexpr STR16 ChineseSpecString12 = L"%s (%s) [%d%ï¼…]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente + +enum +{ + NIV_CAN_NOT_PICKUP, + NIV_NO_DROP, + NIV_NO_PACK, + NIV_ZIPPER_COMBAT, + NIV_ZIPPER_NO_MOVE, + NIV_SELL_ALL, + NIV_DELETE_ALL, + NIV_NO_CLIMB, + NIV_ALL_DROP, + NIV_ALL_PICKUP, + NIV_SOLDIER_DROP, + NIV_SOLDIER_PICKUP, + TEXT_NUM_NIV, +}; + +// OJW - MP +extern STR16 gszMPMapscreenText[]; + +//SB +enum +{ + ADDTEXT_16BPP_REQUIRED, + ADDTEXT_DIFFRES_REQUIRED, + ADDTEXT_WRONG_TEAM_SIZE, + ERROR_MAX_MERCSVEHICLES, + ERROR_MAX_ENEMIES, + ERROR_MAX_CREATURES, + ERROR_MAX_MILITIA, + ERROR_MAX_CIVILIANS, +}; +extern STR16 Additional113Text[]; +extern STR16 ranks[]; +//extern STR16 ranks[]; + +enum +{ + POCKET_POPUP_GRENADE_LAUNCHERS, + POCKET_POPUP_ROCKET_LAUNCHERS, + POCKET_POPUP_MEELE_AND_THROWN, + POCKET_POPUP_NO_AMMO, + POCKET_POPUP_NO_GUNS, + POCKET_POPUP_MOAR +}; +extern STR16 gszPocketPopupText[]; + +// rftr: better LBE tooltips +extern STR16 gLbeStatsDesc[14]; + +// Flugente: backgrounds +extern STR16 szBackgroundText_Flags[]; +extern STR16 szBackgroundText_Value[]; +extern STR16 szSoldierClassName[]; + +// Flugente: personality +enum +{ + PERSONALITYTEXT_YOULOOK, + PERSONALITYTEXT_ANDAPPEARANCEIS, + PERSONALITYTEXT_IMPORTANTTOYOU, + PERSONALITYTEXT_YOUHAVE, + PERSONALITYTEXT_ANDCARE, + PERSONALITYTEXT_ABOUTTHAT, + PERSONALITYTEXT_YOUARE, + PERSONALITYTEXT_ADHATEEVERYONE, + PERSONALITYTEXT_DOT, + PERSONALITYTEXT_RACISTAGAINSTNON, + PERSONALITYTEXT_PEOPLE, + PERSONALITYTEXT_MAX, +}; + +extern STR16 szBackgroundTitleText[]; +extern STR16 szPersonalityTitleText[]; +extern STR16 szPersonalityDisplayText[]; +extern STR16 szPersonalityHelpText[]; +extern STR16 szRaceText[]; +extern STR16 szAppearanceText[]; +extern STR16 szRefinementText[]; +extern STR16 szRefinementTextTypes[]; +extern STR16 szNationalityText[]; +extern STR16 szNationalityTextAdjective[]; +extern STR16 szNationalityText_Special[]; +extern STR16 szCareLevelText[]; +extern STR16 szRacistText[]; +extern STR16 szSexistText[]; + +enum +{ + TEXT_SKILL_DENIAL_REQ, + TEXT_SKILL_DENIAL_X_AP, + TEXT_SKILL_DENIAL_X_TXT, + TEXT_SKILL_DENIAL_X_TXT_ORHIGHER, + TEXT_SKILL_DENIAL_X_TXT_ORHIGHER_OR, + TEXT_SKILL_DENIAL_X_MINUTES, + TEXT_SKILL_DENIAL_NOMORTAR, + TEXT_SKILL_DENIAL_ITSCOMPLICATED, + TEXT_SKILL_DENIAL_NODEMON, + TEXT_SKILL_DENIAL_GUNTRAIT, + TEXT_SKILL_DENIAL_AIMEDGUN, + TEXT_SKILL_DENIAL_PRONEPERSONORCORPSE, + TEXT_SKILL_DENIAL_CROUCH, + TEXT_SKILL_DENIAL_FREEHANDS, + TEXT_SKILL_DENIAL_COVERTTRAIT, + TEXT_SKILL_DENIAL_ENEMYSECTOR, + TEXT_SKILL_DENIAL_SINGLEMERC, + TEXT_SKILL_DENIAL_NOALARM, + TEXT_SKILL_DENIAL_DISGUISE_CIV_OR_MIL, + TEXT_SKILL_DENIAL_NOT_DURING_INTERRUPT, + TEXT_SKILL_DENIAL_TURNED_ENEMY, + TEXT_SKILL_DENIAL_ENEMY, + TEXT_SKILL_DENIAL_SURFACELEVEL, + TEXT_SKILL_DENIAL_STRATEGIC_SUSPICION, + TEXT_SKILL_DENIAL_NOT_DISGUISED, + TEXT_SKILL_DENIAL_NOT_IN_COMBAT, + TEXT_SKILL_DENIAL_FRIENDLY_SECTOR, + + TEXT_SKILL_DENIAL_MAX, +}; + +// Flugente: campaign history website +enum +{ + TEXT_CAMPAIGNHISTORY_NAME_PRESSORGANISATION, + TEXT_CAMPAIGNHISTORY_NAME_MINISTRY, + TEXT_CAMPAIGNHISTORY_NAME_REBEL, + TEXT_CAMPAIGNHISTORY_NAME_NEUTRAL_1, + TEXT_CAMPAIGNHISTORY_NAME_NEUTRAL_2, + TEXT_CAMPAIGNHISTORY_NAME_RIS, + + TEXT_CAMPAIGNHISTORY_NAME_PRESSORGANISATION_SUBTITLE, + TEXT_CAMPAIGNHISTORY_DESCRIPTION_1, + //TEXT_CAMPAIGNHISTORY_DESCRIPTION_2, + //TEXT_CAMPAIGNHISTORY_DESCRIPTION_3, + + TEXT_CAMPAIGNHISTORY_LINK_CONFLICTSUMMARY, + TEXT_CAMPAIGNHISTORY_LINK_NEWS_MOSTIMPORTANT, + TEXT_CAMPAIGNHISTORY_LINK_NEWS_RECENT, + TEXT_CAMPAIGNHISTORY_LINK_HOME, + + TEXT_CAMPAIGNHISTORY_MAX, +}; + +extern STR16 szCampaignHistoryWebSite[]; + +enum +{ + TEXT_CAMPAIGNHISTORY_DETAIL_SETTING, + TEXT_CAMPAIGNHISTORY_DETAIL_REBELFORCES, + TEXT_CAMPAIGNHISTORY_DETAIL_ARMY, + + TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKED, + TEXT_CAMPAIGNHISTORY_DETAIL_AMBUSHED, + TEXT_CAMPAIGNHISTORY_DETAIL_AIRDROPPED, + + TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKERDIR, + TEXT_CAMPAIGNHISTORY_DETAIL_DEFENDERDIR, + TEXT_CAMPAIGNHISTORY_DETAIL_ATTACKERANDDEFENDERDIR, + TEXT_CAMPAIGNHISTORY_DETAIL_NORTH, + TEXT_CAMPAIGNHISTORY_DETAIL_EAST, + TEXT_CAMPAIGNHISTORY_DETAIL_SOUTH, + TEXT_CAMPAIGNHISTORY_DETAIL_WEST, + TEXT_CAMPAIGNHISTORY_DETAIL_AND, // " and " text + TEXT_CAMPAIGNHISTORY_DETAIL_UNKNOWNLOCATION, + + TEXT_CAMPAIGNHISTORY_DETAIL_BUILDINGDAMAGE, + TEXT_CAMPAIGNHISTORY_DETAIL_BUILDINGANDCIVDAMAGE, + TEXT_CAMPAIGNHISTORY_DETAIL_REINFORCE_BOTH, + TEXT_CAMPAIGNHISTORY_DETAIL_REINFORCE, + TEXT_CAMPAIGNHISTORY_DETAIL_CHEMICAL_BOTH, + TEXT_CAMPAIGNHISTORY_DETAIL_CHEMICAL, + TEXT_CAMPAIGNHISTORY_DETAIL_TANKS_BOTH, + TEXT_CAMPAIGNHISTORY_DETAIL_TANKS, + TEXT_CAMPAIGNHISTORY_DETAIL_SNIPERS_BOTH, + TEXT_CAMPAIGNHISTORY_DETAIL_SNIPERS, + TEXT_CAMPAIGNHISTORY_DETAIL_SAMSITESABOTAGED, + TEXT_CAMPAIGNHISTORY_DETAIL_SPY_ENEMY, + TEXT_CAMPAIGNHISTORY_DETAIL_SPY_PLAYER, + + TEXT_CAMPAIGNHISTORY_DETAIL_MAX, +}; + +extern STR16 szCampaignHistoryDetail[]; + +enum +{ + TEXT_CAMPAIGNHISTORY_TIME_DEEPNIGHT, + TEXT_CAMPAIGNHISTORY_TIME_DAWN, + TEXT_CAMPAIGNHISTORY_TIME_EARLYMORNING, + TEXT_CAMPAIGNHISTORY_TIME_MORNING, + TEXT_CAMPAIGNHISTORY_TIME_NOON, + TEXT_CAMPAIGNHISTORY_TIME_AFTERNOON, + TEXT_CAMPAIGNHISTORY_TIME_EVENING, + TEXT_CAMPAIGNHISTORY_TIME_NIGHT, +}; + +extern STR16 szCampaignHistoryTimeString[]; + +extern STR16 szCampaignHistoryMoneyTypeString[]; +extern STR16 szCampaignHistoryConsumptionTypeString[]; + +enum +{ + TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_REBEL, + TEXT_CAMPAIGNHISTORY_RESULT_EASY_REBEL, + TEXT_CAMPAIGNHISTORY_RESULT_EASY_REBEL_PRISONER, + TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_REBEL, + TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_REBEL_PRISONER, + TEXT_CAMPAIGNHISTORY_RESULT_HARD_REBEL, + + TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_ARMY_NUMBERS, + TEXT_CAMPAIGNHISTORY_RESULT_ONESIDED_ARMY_TRAINING, + TEXT_CAMPAIGNHISTORY_RESULT_EASY_ARMY_NUMBERS, + TEXT_CAMPAIGNHISTORY_RESULT_EASY_ARMY_TRAINING, + TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_ARMY_NUMBERS, + TEXT_CAMPAIGNHISTORY_RESULT_MEDIUM_ARMY_TRAINING, + TEXT_CAMPAIGNHISTORY_RESULT_HARD_ARMY, +}; + +extern STR16 szCampaignHistoryResultString[]; + +enum +{ + TEXT_CAMPAIGNHISTORY_IMPORTANCE_IRRELEVANT, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_INSIGNIFICANT, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_NOTABLE, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_NOTEWORTHY, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_SIGNIFICANT, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_INTERESTING, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_IMPORTANT, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_VERYIMPORTANT, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_GRAVE, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_MAJOR, + TEXT_CAMPAIGNHISTORY_IMPORTANCE_MOMENTOUS, +}; + +extern STR16 szCampaignHistoryImportanceString[]; + +enum +{ + WEBPAGE_CAMPAIGNHISTORY_KILLED, + WEBPAGE_CAMPAIGNHISTORY_WOUNDED, + WEBPAGE_CAMPAIGNHISTORY_PRISONERS, + WEBPAGE_CAMPAIGNHISTORY_SHOTSFIRED, + + WEBPAGE_CAMPAIGNHISTORY_MONEYEARNED, + WEBPAGE_CAMPAIGNHISTORY_CONSUMPTION, + WEBPAGE_CAMPAIGNHISTORY_LOSSES, + WEBPAGE_CAMPAIGNHISTORY_PARTICIPANTS, + + WEBPAGE_CAMPAIGNHISTORY_PROMOTIONS, + WEBPAGE_CAMPAIGNHISTORY_SUMMARY, + WEBPAGE_CAMPAIGNHISTORY_DETAIL, + WEBPAGE_CAMPAIGNHISTORY_PREVIOUS, + + WEBPAGE_CAMPAIGNHISTORY_NEXT, + WEBPAGE_CAMPAIGNHISTORY_INCIDENT, + WEBPAGE_CAMPAIGNHISTORY_DAY, +}; + +extern STR16 szCampaignHistoryWebpageString[]; + +// Flugente: wacky operation names for campaign stats +#define CAMPAIGNSTATS_OPERATION_NUM_PREFIX 140 +#define CAMPAIGNSTATS_OPERATION_NUM_SUFFIX 140 + +extern STR16 szCampaignStatsOperationPrefix[]; +extern STR16 szCampaignStatsOperationSuffix[]; + + +// Flugente: merc compare website +#define TEXT_MERCCOMPARE_CUSTOMERSTATEMENTS 7 // number of customer quotes, each with an additional short character name + +enum +{ + // main page + TEXT_MERCCOMPARE_WEBSITENAME, + TEXT_MERCCOMPARE_SLOGAN, + + // links to other pages + TEXT_MERCCOMPARE_SUBSITE1, + + TEXT_MERCCOMPARE_INTRO1 = TEXT_MERCCOMPARE_SUBSITE1 + 5, + TEXT_MERCCOMPARE_BULLET1, + TEXT_MERCCOMPARE_BULLET2, + TEXT_MERCCOMPARE_BULLET3, + TEXT_MERCCOMPARE_BULLET4, + TEXT_MERCCOMPARE_INTRO2, + + // customer quotes + TEXT_MERCCOMPARE_QUOTEINTRO, + TEXT_MERCCOMPARE_QUOTE1, + TEXT_MERCCOMPARE_QUOTE1NAME, + + // analyze + TEXT_MERCCOMPARE_DROPDOWNTEXT = TEXT_MERCCOMPARE_QUOTE1 + 2 * TEXT_MERCCOMPARE_CUSTOMERSTATEMENTS, + TEXT_MERCCOMPARE_DROPDOWNTEXT_MATRIX, + + // error messages + TEXT_MERCCOMPARE_ERROR_NOBODYTHERE, + + TEXT_MERCCOMPARE_MAX, +}; + +extern STR16 szMercCompareWebSite[]; +extern STR16 szMercCompareEventText[]; + +// Flugente: WHO website +enum +{ + // main page + TEXT_WHO_WEBSITENAME, + TEXT_WHO_SLOGAN, + + // links to other pages + TEXT_WHO_SUBSITE1, + + TEXT_WHO_MAIN1 = TEXT_WHO_SUBSITE1 + 3, + + TEXT_WHO_CONTRACT1 = TEXT_WHO_MAIN1 + 3, + TEXT_WHO_CONTRACT_ACQUIRED_NOT = TEXT_WHO_CONTRACT1 + 4, + TEXT_WHO_CONTRACT_ACQUIRED, + TEXT_WHO_CONTRACT_BUTTON_SUBSCRIBE, + TEXT_WHO_CONTRACT_BUTTON_UNSUBSCRIBE, + + TEXT_WHO_TIPS1, + + TEXT_WHO_MAX = TEXT_WHO_TIPS1 + 8, +}; + +extern STR16 szWHOWebSite[]; + +// Flugente: PMC website +enum +{ + // main page + TEXT_PMC_WEBSITENAME, + TEXT_PMC_SLOGAN, + + // links to other pages + TEXT_PMC_SUBSITE1, + + TEXT_PMC_MAIN1 = TEXT_PMC_SUBSITE1 + 3, + + // team contracts + TEXT_PMC_CONTRACT_TEAM_INTRO = TEXT_PMC_MAIN1 + 7, + TEXT_PMC_CONTRACT_DROPDOWNTEXT, + TEXT_PMC_REGULAR, + TEXT_PMC_VETERAN, + + TEXT_PMC_DETAIL, + + TEXT_PMC_SELECTAREA = TEXT_PMC_DETAIL + 3, + TEXT_PMC_TOTALCOST, + TEXT_PMC_ETA, + TEXT_PMC_CONTRACTBUTTON, + + TEXT_PMC_CONFIRMATION, + TEXT_PMC_ARRIVAL, + TEXT_PMC_NEXTDEPLOYMENT, + TEXT_PMC_NODROPOFF, + + TEXT_PMC_MAX, +}; + +extern STR16 szPMCWebSite[]; + +extern STR16 szTacticalInventoryDialogString[]; +extern STR16 szTacticalCoverDialogString[]; +extern STR16 szTacticalCoverDialogPrintString[]; + +// OPINIONEVENT_MAX is 39 +// DOST_MAX is 17 + +extern STR16 szDynamicDialogueText[40][17]; + +// Flugente: dynamic dialogue +extern STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[]; +extern STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[]; +extern STR16 szDynamicDialogueText_DOST_SIDEWITH_VICTIM[]; +extern STR16 szDynamicDialogueText_DOST_SIDEWITH_CAUSE[]; + +extern STR16 szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[]; +extern STR16 szDynamicDialogueText_GenderText[]; + +// Flugente: disease +enum +{ + // effect description + TEXT_DISEASE_EFFSTAT_AGI, + TEXT_DISEASE_EFFSTAT_DEX, + TEXT_DISEASE_EFFSTAT_STR, + TEXT_DISEASE_EFFSTAT_WIS, + TEXT_DISEASE_EFFSTAT_EXP, + + TEXT_DISEASE_AP, + TEXT_DISEASE_MAXBREATH, + TEXT_DISEASE_CARRYSTRENGTH, + TEXT_DISEASE_LIFEREGENHUNDREDS, + TEXT_DISEASE_NEEDTOSLEEP, + TEXT_DISEASE_DRINK, + TEXT_DISEASE_FOOD, + + // text when diagnosed + TEXT_DISEASE_DIAGNOSE_GENERAL, + TEXT_DISEASE_CURED, + + // menu entries + TEXT_DISEASE_DIAGNOSIS, + TEXT_DISEASE_TREATMENT, + TEXT_DISEASE_BURIAL, + TEXT_DISEASE_CANCEL, + + // (undiagnosed) + TEXT_DISEASE_UNDIAGNOSED, + + TEXT_DISEASE_PTSD_BUNS_SPECIAL, + TEXT_DISEASE_CONTAMINATION_FOUND, + TEXT_DISEASE_ADD_DISABILITY, + + TEXT_DISEASE_LIMITED_ARMS, + TEXT_DISEASE_LIMITED_ARMS_SPLINT, + TEXT_DISEASE_LIMITED_LEGS, + TEXT_DISEASE_LIMITED_LEGS_SPLINT, +}; + +enum +{ + TEXT_SPY_CONCEAL, + TEXT_SPY_GETINTEL, +}; + +extern STR16 szDiseaseText[]; +extern STR16 szSpyText[]; +extern STR16 szFoodText[]; + +extern STR16 szIMPGearWebSiteText[]; +extern STR16 szIMPGearPocketText[]; + +// Flugente: militia movement +extern STR16 szMilitiaStrategicMovementText[]; + +// Flugente: enemy heli/SAM +extern STR16 szEnemyHeliText[]; + +// Flugente: fortification +extern STR16 szFortificationText[]; + +// Flugente: militia website +enum +{ + // main page + TEXT_MILITIAWEBSITE_WEBSITENAME, + TEXT_MILITIAWEBSITE_SLOGAN, + + // links to other pages + TEXT_MILITIAWEBSITE_SUBSITE1, + + TEXT_MILITIAWEBSITE_MAIN1 = TEXT_MILITIAWEBSITE_SUBSITE1 + 3, + + TEXT_MILITIAWEBSITE_MAX, +}; + +extern STR16 szMilitiaWebSite[]; +extern STR16 szIndividualMilitiaBattleReportText[]; +extern STR16 szIndividualMilitiaTraitRequirements[]; +extern STR16 szIdividualMilitiaWebsiteText[]; +extern STR16 szIdividualMilitiaWebsiteFilterText_Dead[]; +extern STR16 szIdividualMilitiaWebsiteFilterText_Rank[] ; +extern STR16 szIdividualMilitiaWebsiteFilterText_Origin[]; +extern STR16 szIdividualMilitiaWebsiteFilterText_Sector[]; + +// Flugente: non-profile merchants +extern STR16 szNonProfileMerchantText[]; + +// Flugente: externalised weather +extern STR16 szWeatherTypeText[]; + +// Flugente: snakes +extern STR16 szSnakeText[]; + +// Flugente: militia resources +extern STR16 szSMilitiaResourceText[]; + +// Flugente: interactive actions +extern STR16 szInteractiveActionText[]; + +extern STR16 szLaptopStatText[]; +enum +{ + LAPTOP_STAT_TEXT_THREATEN_EFFECTIVENESS, + LAPTOP_STAT_TEXT_LEADERSHIP, + LAPTOP_STAT_TEXT_APPROACH_MODIFIER, + LAPTOP_STAT_TEXT_BACKGROUND_MODIFIER, + LAPTOP_STAT_TEXT_ASSERTIVE, + LAPTOP_STAT_TEXT_MALICIOUS, + LAPTOP_STAT_TEXT_GOOD_GUY, + LAPTOP_STAT_TEXT_REFUSES_TO_ATTACK_NON_HOSTILES, + LAPTOP_STAT_TEXT_FRIENDLY_APPROACH, + LAPTOP_STAT_TEXT_DIRECT_APPROACH, + LAPTOP_STAT_TEXT_THREATEN_APPROACH, + LAPTOP_STAT_TEXT_RECRUIT_APPROACH, + LAPTOP_STAT_TEXT_MERC_REGRESSES, + LAPTOP_STAT_TEXT_FAST, + LAPTOP_STAT_TEXT_AVERAGE, + LAPTOP_STAT_TEXT_SLOW, + LAPTOP_STAT_TEXT_HEALTH_SPEED, + LAPTOP_STAT_TEXT_STRENGTH_SPEED, + LAPTOP_STAT_TEXT_AGILITY_SPEED, + LAPTOP_STAT_TEXT_DEXTERITY_SPEED, + LAPTOP_STAT_TEXT_WISDOM_SPEED, + LAPTOP_STAT_TEXT_MARKSMANSHIP_SPEED, + LAPTOP_STAT_TEXT_EXPLOSIVES_SPEED, + LAPTOP_STAT_TEXT_LEADERSHIP_SPEED, + LAPTOP_STAT_TEXT_MEDICAL_SPEED, + LAPTOP_STAT_TEXT_MECHANICAL_SPEED, + LAPTOP_STAT_TEXT_EXPERIENCE_SPEED, +}; + +// Flugente: gear templates +extern STR16 szGearTemplateText[]; + +// Flugente: intel +enum +{ + // defaults + TEXT_INTEL_TITLE, + TEXT_INTEL_SUBTITLE, + TEXT_INTEL_LINK_1, + TEXT_INTEL_LINK_2, + + TEXT_INTEL_LINK_3, + + // buy info + TEXT_INTEL_BUDGET, + TEXT_INTEL_TEXT_1, + TEXT_INTEL_TEXT_2, + TEXT_INTEL_OFFER_1, + TEXT_INTEL_AIRREGION, + TEXT_INTEL_AIRREGION_BUY1, + TEXT_INTEL_AIRREGION_BUY2, + + TEXT_INTEL_DROPDOWN_HELPTEXT, + TEXT_INTEL_MAPREGION_1, + + // about us + TEXT_INTEL_ABOUTUS_1 = TEXT_INTEL_MAPREGION_1 + 16, + + TEXT_INTEL_ABOUTUS_MAX = TEXT_INTEL_ABOUTUS_1 + 6, + + // sell info + TEXT_INTEL_SELL_1 = TEXT_INTEL_ABOUTUS_MAX, + TEXT_INTEL_SELL_BUTTON_1, + TEXT_INTEL_SELL_BUTTON_2, + TEXT_INTEL_SELL_BUTTON_3, + + TEXT_INTEL_SELL_ALREADYGOT_1, + TEXT_INTEL_SELL_NOTHING_1, +}; + +extern STR16 szIntelWebsiteText[]; + +extern STR16 szIntelText[]; + +extern STR16 szChatTextSpy[]; +extern STR16 szChatTextEnemy[]; + +extern STR16 szMilitiaText[]; + +extern STR16 szFactoryText[]; + +extern STR16 szTurncoatText[]; + +extern STR16 szRebelCommandText[]; +extern STR16 szRebelCommandHelpText[]; +extern STR16 szRebelCommandAdminActionsText[]; +extern STR16 szRebelCommandDirectivesText[]; +extern STR16 szRebelCommandAgentMissionsText[]; + +extern STR16 szRobotText[]; +enum { + ROBOT_TEXT_CANNOT_CHANGE_INSTALLED_WEAPON, + ROBOT_TEXT_CANNOT_ADD_ATTACHMENTS, + ROBOT_TEXT_INSTALLED_WEAPON, + ROBOT_TEXT_SLOT_AMMO, + ROBOT_TEXT_SLOT_TARGETING, + ROBOT_TEXT_SLOT_CHASSIS, + ROBOT_TEXT_SLOT_UTILITY, + ROBOT_TEXT_SLOT_INVENTORY, + ROBOT_TEXT_NO_BONUS, + ROBOT_TEXT_LASER, + ROBOT_TEXT_NIGHT_VISION, + ROBOT_TEXT_CLEANING_KIT, + ROBOT_TEXT_CLEANING_KIT_DEPLETED, + ROBOT_TEXT_METAL_DETECTOR, + ROBOT_TEXT_XRAY, + ROBOT_TEXT_XRAY_ACTIVATED, + ROBOT_TEXT_RADIO, + ROBOT_TEXT_STAT_BONUSES, + ROBOT_TEXT_CAMO, + ROBOT_TEXT_PLATE, + ROBOT_TEXT_PLATE_DESTROYED, + ROBOT_TEXT_SKILL_GRANTED, +}; + +#define TACTICAL_INVENTORY_DIALOG_NUM 16 +#define TACTICAL_COVER_DIALOG_NUM 16 + +// Enumeration support +typedef struct Str8EnumLookupType { + int value; + const STR8 name; +} Str8EnumLookupType; + +typedef struct Str16EnumLookupType { + int value; + const STR16 name; +} Str16EnumLookupType; + +const STR8 EnumToString(int value, const Str8EnumLookupType *table); +const STR16 EnumToString(int value, const Str16EnumLookupType *table); +int StringToEnum(const STR8 value, const Str8EnumLookupType *table); +int StringToEnum(const STR8 value, const Str16EnumLookupType *table); +int StringToEnum(const STR16 value, const Str16EnumLookupType *table); + +void ParseCommandLine(const char *start,char **argv,char *args,int *numargs,int *numchars); +void ParseCommandLine(const wchar_t *start,wchar_t **argv,wchar_t *args,int *numargs,int *numchars); + +#endif + + +//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible +//these are dummy functions. Not all of these may be necessary. They are included for future possible useage +void this_is_the_ChineseText_public_symbol(void); +void this_is_the_DutchText_public_symbol(void); +void this_is_the_EnglishText_public_symbol(void); +void this_is_the_FrenchText_public_symbol(void); +void this_is_the_GermanText_public_symbol(void); +void this_is_the_ItalianText_public_symbol(void); +void this_is_the_PolishText_public_symbol(void); +void this_is_the_RussianText_public_symbol(void); + +void this_is_the_Ja25ChineseText_public_symbol(void); +void this_is_the_Ja25DutchText_public_symbol(void); +void this_is_the_Ja25EnglishText_public_symbol(void); +void this_is_the_Ja25FrenchText_public_symbol(void); +void this_is_the_Ja25GermanText_public_symbol(void); +void this_is_the_Ja25ItalianText_public_symbol(void); +void this_is_the_Ja25PolishText_public_symbol(void); +void this_is_the_Ja25RussianText_public_symbol(void); diff --git a/Utils/_Ja25DutchText.h b/i18n/include/_Ja25DutchText.h similarity index 96% rename from Utils/_Ja25DutchText.h rename to i18n/include/_Ja25DutchText.h index 1520f1ae..d2815750 100644 --- a/Utils/_Ja25DutchText.h +++ b/i18n/include/_Ja25DutchText.h @@ -1,87 +1,87 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25EnglishText.h b/i18n/include/_Ja25EnglishText.h similarity index 96% rename from Utils/_Ja25EnglishText.h rename to i18n/include/_Ja25EnglishText.h index 2f9ceff4..c65dff4b 100644 --- a/Utils/_Ja25EnglishText.h +++ b/i18n/include/_Ja25EnglishText.h @@ -1,88 +1,88 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, - -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, + +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25FrenchText.h b/i18n/include/_Ja25FrenchText.h similarity index 96% rename from Utils/_Ja25FrenchText.h rename to i18n/include/_Ja25FrenchText.h index 1520f1ae..d2815750 100644 --- a/Utils/_Ja25FrenchText.h +++ b/i18n/include/_Ja25FrenchText.h @@ -1,87 +1,87 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25GermanText.h b/i18n/include/_Ja25GermanText.h similarity index 96% rename from Utils/_Ja25GermanText.h rename to i18n/include/_Ja25GermanText.h index a362a000..f5514922 100644 --- a/Utils/_Ja25GermanText.h +++ b/i18n/include/_Ja25GermanText.h @@ -1,87 +1,87 @@ -#ifndef _JA25GERMANTEXT__H_ -#define _JA25GERMANTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25GERMANTEXT__H_ +#define _JA25GERMANTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25ItalianText.h b/i18n/include/_Ja25ItalianText.h similarity index 96% rename from Utils/_Ja25ItalianText.h rename to i18n/include/_Ja25ItalianText.h index 1520f1ae..d2815750 100644 --- a/Utils/_Ja25ItalianText.h +++ b/i18n/include/_Ja25ItalianText.h @@ -1,87 +1,87 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25PolishText.h b/i18n/include/_Ja25PolishText.h similarity index 96% rename from Utils/_Ja25PolishText.h rename to i18n/include/_Ja25PolishText.h index 1520f1ae..d2815750 100644 --- a/Utils/_Ja25PolishText.h +++ b/i18n/include/_Ja25PolishText.h @@ -1,87 +1,87 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/Utils/_Ja25RussianText.h b/i18n/include/_Ja25RussianText.h similarity index 96% rename from Utils/_Ja25RussianText.h rename to i18n/include/_Ja25RussianText.h index 1520f1ae..d2815750 100644 --- a/Utils/_Ja25RussianText.h +++ b/i18n/include/_Ja25RussianText.h @@ -1,87 +1,87 @@ -#ifndef _JA25ENGLISHTEXT__H_ -#define _JA25ENGLISHTEXT__H_ - -extern STR16 gzIMPSkillTraitsText[]; - -//////////////////////////////////////////////////////// -// added by SANDRO -extern STR16 gzIMPSkillTraitsTextNewMajor[]; -extern STR16 gzIMPSkillTraitsTextNewMinor[]; - -extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; -extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; -extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; -extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; -extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; -extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; -extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; -extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; -extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente -extern STR16 gzIMPMajorTraitsHelpTextsNone[]; - -extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; -extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; -extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; -extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; -extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; -extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; -extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; -extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; -extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; -extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; -extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; -extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente -extern STR16 gzIMPMinorTraitsHelpTextsNone[]; - -extern STR16 gzIMPOldSkillTraitsHelpTexts[]; - -extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; - -extern STR16 gzIMPDisabilitiesHelpTexts[]; - -extern STR16 gzIMPProfileCostText[]; - -extern STR16 zGioNewTraitsImpossibleText[]; -/////////////////////////////////////////////////////// - -enum -{ - IMM__IRON_MAN_MODE_WARNING_TEXT, - IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, - IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, -}; -extern STR16 gzIronManModeWarningText[]; - -// display cover message (for tactical usually, seperated) -// display cover terrain type info (used in cover information) -enum -{ - DC_MSG__COVER_INFORMATION, - DC_MSG__GUN_RANGE_INFORMATION, - DC_MSG__NCTH_GUN_RANGE_INFORMATION, - DC_MSG__COVER_DRAW_OFF, - DC_MSG__COVER_DRAW_MERC_VIEW, - DC_MSG__COVER_DRAW_ENEMY_VIEW, - DC_TTI__WOOD, - DC_TTI__URBAN, - DC_TTI__DESERT, - DC_TTI__SNOW, - DC_TTI__WOOD_AND_DESERT, - DC_TTI__WOOD_AND_URBAN, - DC_TTI__WOOD_AND_SNOW, - DC_TTI__DESERT_AND_URBAN, - DC_TTI__DESERT_AND_SNOW, - DC_TTI__URBAN_AND_SNOW, - DC_TTI__UNKNOWN, - DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, - DC_TTI__DETAILED_SOUND, - DC_TTI__DETAILED_STEALTH, - DC_TTI__DETAILED_TRAP_LEVEL, -}; -extern STR16 gzDisplayCoverText[]; - -#endif - - +#ifndef _JA25ENGLISHTEXT__H_ +#define _JA25ENGLISHTEXT__H_ + +extern STR16 gzIMPSkillTraitsText[]; + +//////////////////////////////////////////////////////// +// added by SANDRO +extern STR16 gzIMPSkillTraitsTextNewMajor[]; +extern STR16 gzIMPSkillTraitsTextNewMinor[]; + +extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]; +extern STR16 gzIMPMajorTraitsHelpTextsSniper[]; +extern STR16 gzIMPMajorTraitsHelpTextsRanger[]; +extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[]; +extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[]; +extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[]; +extern STR16 gzIMPMajorTraitsHelpTextsTechnician[]; +extern STR16 gzIMPMajorTraitsHelpTextsDoctor[]; +extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente +extern STR16 gzIMPMajorTraitsHelpTextsNone[]; + +extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]; +extern STR16 gzIMPMinorTraitsHelpTextsMelee[]; +extern STR16 gzIMPMinorTraitsHelpTextsThrowing[]; +extern STR16 gzIMPMinorTraitsHelpTextsStealthy[]; +extern STR16 gzIMPMinorTraitsHelpTextsNightOps[]; +extern STR16 gzIMPMinorTraitsHelpTextsAthletics[]; +extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]; +extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[]; +extern STR16 gzIMPMinorTraitsHelpTextsTeaching[]; +extern STR16 gzIMPMinorTraitsHelpTextsScouting[]; +extern STR16 gzIMPMinorTraitsHelpTextsSnitch[]; +extern STR16 gzIMPMajorTraitsHelpTextsSurvival[]; // added by Flugente +extern STR16 gzIMPMinorTraitsHelpTextsNone[]; + +extern STR16 gzIMPOldSkillTraitsHelpTexts[]; + +extern STR16 gzIMPNewCharacterTraitsHelpTexts[]; + +extern STR16 gzIMPDisabilitiesHelpTexts[]; + +extern STR16 gzIMPProfileCostText[]; + +extern STR16 zGioNewTraitsImpossibleText[]; +/////////////////////////////////////////////////////// + +enum +{ + IMM__IRON_MAN_MODE_WARNING_TEXT, + IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT, + IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT, +}; +extern STR16 gzIronManModeWarningText[]; + +// display cover message (for tactical usually, seperated) +// display cover terrain type info (used in cover information) +enum +{ + DC_MSG__COVER_INFORMATION, + DC_MSG__GUN_RANGE_INFORMATION, + DC_MSG__NCTH_GUN_RANGE_INFORMATION, + DC_MSG__COVER_DRAW_OFF, + DC_MSG__COVER_DRAW_MERC_VIEW, + DC_MSG__COVER_DRAW_ENEMY_VIEW, + DC_TTI__WOOD, + DC_TTI__URBAN, + DC_TTI__DESERT, + DC_TTI__SNOW, + DC_TTI__WOOD_AND_DESERT, + DC_TTI__WOOD_AND_URBAN, + DC_TTI__WOOD_AND_SNOW, + DC_TTI__DESERT_AND_URBAN, + DC_TTI__DESERT_AND_SNOW, + DC_TTI__URBAN_AND_SNOW, + DC_TTI__UNKNOWN, + DC_MSG__COVER_INFORMATION_WITH_DETAILED_CAMO, + DC_TTI__DETAILED_SOUND, + DC_TTI__DETAILED_STEALTH, + DC_TTI__DETAILED_TRAP_LEVEL, +}; +extern STR16 gzDisplayCoverText[]; + +#endif + + diff --git a/i18n/include/language.hpp b/i18n/include/language.hpp new file mode 100644 index 00000000..bd895bcc --- /dev/null +++ b/i18n/include/language.hpp @@ -0,0 +1,23 @@ +#pragma once + +#include + +namespace i18n { +enum class Lang +{ + en, + de, + ru, + nl, + pl, + fr, + it, + zh +}; +} + +extern const i18n::Lang g_lang; + +extern const int MAX_MESSAGES_ON_MAP_BOTTOM; + +auto GetLanguagePrefix() -> const STR; diff --git a/i18n/language.cpp b/i18n/language.cpp new file mode 100644 index 00000000..555b33c2 --- /dev/null +++ b/i18n/language.cpp @@ -0,0 +1,54 @@ +#include + +/* FIXME: The ugliest of ugly hacks. Getting rid of this and letting language + * (ideally text and voice separately) be set in the options menu would be + * ideal. */ +const i18n::Lang g_lang{ + #if defined(ENGLISH) + i18n::Lang::en +#elif defined(CHINESE) + i18n::Lang::zh +#elif defined(DUTCH) + i18n::Lang::nl +#elif defined(FRENCH) + i18n::Lang::fr +#elif defined(GERMAN) + i18n::Lang::de +#elif defined(ITALIAN) + i18n::Lang::it +#elif defined(POLISH) + i18n::Lang::pl +#elif defined(RUSSIAN) + i18n::Lang::ru +#endif +}; + +const int MAX_MESSAGES_ON_MAP_BOTTOM{ +#if defined(CHINESE) // zwwoooooo: Chinese fonts relatively high , so to reduce the number of rows + 6 +#else + 9 +#endif +}; + +auto GetLanguagePrefix() -> const STR { + return +#if defined(ENGLISH) + "" +#elif defined(CHINESE) + "Chinese." +#elif defined(DUTCH) + "Dutch." +#elif defined(FRENCH) + "French." +#elif defined(GERMAN) + "German." +#elif defined(ITALIAN) + "Italian." +#elif defined(POLISH) + "Polish." +#elif defined(RUSSIAN) + "Russian." +#endif + ; +} diff --git a/sgp/Button Sound Control.cpp b/sgp/Button Sound Control.cpp index a2479e9c..b9187034 100644 --- a/sgp/Button Sound Control.cpp +++ b/sgp/Button Sound Control.cpp @@ -180,4 +180,4 @@ void PlayButtonSound( INT32 iButtonID, INT32 iSoundType ) } -} \ No newline at end of file +} diff --git a/sgp/Button System.cpp b/sgp/Button System.cpp index dd3d5b04..9ccc6bc3 100644 --- a/sgp/Button System.cpp +++ b/sgp/Button System.cpp @@ -794,10 +794,7 @@ BOOLEAN InitializeButtonImageManager(INT32 DefaultBuffer, INT32 DefaultPitch, IN return(FALSE); } - if(GETPIXELDEPTH()==16) - GenericButtonFillColors[0]=GenericButtonOffNormal[0]->p16BPPPalette[Pix]; - else if(GETPIXELDEPTH()==8) - GenericButtonFillColors[0]=COLOR_DKGREY; + GenericButtonFillColors[0]=GenericButtonOffNormal[0]->p16BPPPalette[Pix]; return(TRUE); } @@ -3689,145 +3686,63 @@ void DrawGenericButton(GUI_BUTTON *b) else ImgNum=1; - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)(b->XLoc + (q*iBorderWidth)), - (INT32)b->YLoc, - (UINT16)ImgNum, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)(b->XLoc + (q*iBorderWidth)), - (INT32)b->YLoc, - (UINT16)ImgNum, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + (INT32)(b->XLoc + (q*iBorderWidth)), + (INT32)b->YLoc, + (UINT16)ImgNum, &ClipRect ); if(q==0) ImgNum=5; else ImgNum=6; - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)(b->XLoc + (q*iBorderWidth)), - cy, (UINT16)ImgNum, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip((UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)(b->XLoc + (q*iBorderWidth)), - cy, (UINT16)ImgNum, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + (INT32)(b->XLoc + (q*iBorderWidth)), + cy, (UINT16)ImgNum, &ClipRect ); } // Blit the right side corners - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)b->YLoc, - 2, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)b->YLoc, - 2, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + cx, (INT32)b->YLoc, + 2, &ClipRect ); - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, cy, 7, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, cy, 7, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + cx, cy, 7, &ClipRect ); // Draw the vertical members of the button's borders NumChunksHigh--; if(hremain!=0) { q=NumChunksHigh; - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)b->XLoc, - (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), - 3, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)b->XLoc, - (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), - 3, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + (INT32)b->XLoc, + (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), + 3, &ClipRect ); - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), - 4, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip((UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), - 4, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + cx, (INT32)(b->YLoc + (q*iBorderHeight) - (iBorderHeight-hremain)), + 4, &ClipRect ); } for(q=1;qXLoc, - (INT32)(b->YLoc + (q*iBorderHeight)), - 3, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip((UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - (INT32)b->XLoc, - (INT32)(b->YLoc + (q*iBorderHeight)), - 3, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + (INT32)b->XLoc, + (INT32)(b->YLoc + (q*iBorderHeight)), + 3, &ClipRect ); - if(gbPixelDepth==16) - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)(b->YLoc + (q*iBorderHeight)), - 4, &ClipRect ); - } - else if(gbPixelDepth==8) - { - Blt8BPPDataTo8BPPBufferTransparentClip((UINT16*)pDestBuf, - uiDestPitchBYTES, BPic, - cx, (INT32)(b->YLoc + (q*iBorderHeight)), - 4, &ClipRect ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, + uiDestPitchBYTES, BPic, + cx, (INT32)(b->YLoc + (q*iBorderHeight)), + 4, &ClipRect ); } // Unlock buffer diff --git a/sgp/CMakeLists.txt b/sgp/CMakeLists.txt index ddf04225..2a493d63 100644 --- a/sgp/CMakeLists.txt +++ b/sgp/CMakeLists.txt @@ -14,7 +14,6 @@ set(sgpSrc "${CMAKE_CURRENT_SOURCE_DIR}/himage.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/impTGA.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/input.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/Ja2 Libs.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/LibraryDataBase.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/line.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/MemMan.cpp" @@ -22,7 +21,6 @@ set(sgpSrc "${CMAKE_CURRENT_SOURCE_DIR}/PCX.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/PngLoader.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/Random.cpp" -"${CMAKE_CURRENT_SOURCE_DIR}/sgp.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/sgp_logger.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/shading.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/soundman.cpp" diff --git a/sgp/Compression.h b/sgp/Compression.h index f1fb6210..d9b9fefc 100644 --- a/sgp/Compression.h +++ b/sgp/Compression.h @@ -49,4 +49,4 @@ PTR CompressInit( BYTE * pUncompressedData, UINT32 uiDataSize ); UINT32 Compress( PTR pCompPtr, BYTE * pBuffer, UINT32 uiBufferLen ); void CompressFini( PTR pCompPtr ); -#endif \ No newline at end of file +#endif diff --git a/sgp/DirectDraw Calls.h b/sgp/DirectDraw Calls.h index e94ed8c5..f7ba9a91 100644 --- a/sgp/DirectDraw Calls.h +++ b/sgp/DirectDraw Calls.h @@ -95,4 +95,4 @@ HRESULT BltDDSurfaceUsingSoftware( LPDIRECTDRAWSURFACE2 pDestSurface, LPRECT pDe #endif -#endif // __DirectDraw_Calls_H__ \ No newline at end of file +#endif // __DirectDraw_Calls_H__ diff --git a/sgp/DirectX Common.h b/sgp/DirectX Common.h index af2c448c..e25890da 100644 --- a/sgp/DirectX Common.h +++ b/sgp/DirectX Common.h @@ -26,4 +26,4 @@ extern "C" { } #endif -#endif \ No newline at end of file +#endif diff --git a/sgp/Font.cpp b/sgp/Font.cpp index 5caa433b..d853c542 100644 --- a/sgp/Font.cpp +++ b/sgp/Font.cpp @@ -1042,15 +1042,7 @@ UINT8 *pDestBuf; desty+=GetHeight(FontObjs[FontDefault], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferMonoShadowClip(pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground8, FontBackground8); - } - else - { - Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); - } + Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); destx+=GetWidth(FontObjs[FontDefault], transletter); } @@ -1156,15 +1148,7 @@ UINT8 *pDestBuf; desty+=GetHeight(FontObjs[FontDefault], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } - else - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); destx+=GetWidth(FontObjs[FontDefault], transletter); } @@ -1214,15 +1198,7 @@ UINT8 *pDestBuf; desty+=GetHeight(FontObjs[FontDefault], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } - else - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); destx+=GetWidth(FontObjs[FontDefault], transletter); } @@ -1271,15 +1247,7 @@ CHAR16 string[512]; desty+=GetHeight(FontObjs[FontType], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } - else - { - Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); - } + Blt8BPPDataTo16BPPBufferTransparentClip( (UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion ); destx+=GetWidth(FontObjs[FontType], transletter); } @@ -1323,15 +1291,7 @@ CHAR16 string[512]; desty+=GetHeight(FontObjs[FontDefault], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferMonoShadowClip(pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground8, FontBackground8); - } - else - { - Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); - } + Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); destx+=GetWidth(FontObjs[FontDefault], transletter); } @@ -1390,15 +1350,7 @@ UINT16 usOldForeColor; desty+=GetHeight(FontObjs[FontDefault], transletter); } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferMonoShadowClip(pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground8, FontBackground8); - } - else - { - Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); - } + Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); destx+=GetWidth(FontObjs[FontDefault], transletter); } @@ -1469,15 +1421,7 @@ UINT8 *pDestBuf; return 0; } - // Blit directly - if ( gbPixelDepth == 8 ) - { - Blt8BPPDataTo8BPPBufferMonoShadowClip(pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground8, FontBackground8); - } - else - { - Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); - } + Blt8BPPDataTo16BPPBufferMonoShadowClip((UINT16*)pDestBuf, uiDestPitchBYTES, FontObjs[FontDefault], destx, desty, transletter, &FontDestRegion, FontForeground16, FontBackground16, FontShadow16 ); destx+=GetWidth(FontObjs[FontDefault], transletter); } diff --git a/sgp/WinFont.cpp b/sgp/WinFont.cpp index bd046f7c..0760c928 100644 --- a/sgp/WinFont.cpp +++ b/sgp/WinFont.cpp @@ -22,6 +22,7 @@ #include "font.h" #include "Font Control.h" #include "GameSettings.h" +#include #include @@ -37,9 +38,7 @@ typedef struct COLORVAL BackColor; UINT8 Height; UINT8 InternalLeading; -#ifdef CHINESE UINT8 Width[0x80]; -#endif } HWINFONT; LONG gWinFontAdjust; @@ -355,7 +354,7 @@ INT32 CreateWinFont( LOGFONT &logfont ) HDC hdc = GetDC(NULL); SelectObject(hdc, hFont); -#ifdef CHINESE +if(g_lang == i18n::Lang::zh) { SIZE RectSize; wchar_t str[2]=L"\1"; for (int i = 1; i<0x80; i++) @@ -367,7 +366,7 @@ INT32 CreateWinFont( LOGFONT &logfont ) str[0] = L'啊'; GetTextExtentPoint32W( hdc, str, 1, &RectSize ); WinFonts[iFont].Width[0] = (UINT8)RectSize.cx; -#endif +} TEXTMETRIC tm; GetTextMetrics(hdc, &tm); @@ -469,7 +468,7 @@ INT16 WinFontStringPixLength( STR16 string2, INT32 iFont ) if (pWinFont == NULL) return(0); -#ifdef CHINESE +if(g_lang == i18n::Lang::zh) { wchar_t *p=string2; UINT32 size = 0; while (*p!=0) @@ -484,7 +483,7 @@ INT16 WinFontStringPixLength( STR16 string2, INT32 iFont ) p++; } return size; -#else +} else { SIZE RectSize; HDC hdc = GetDC(NULL); @@ -493,7 +492,7 @@ INT16 WinFontStringPixLength( STR16 string2, INT32 iFont ) ReleaseDC(NULL, hdc); return( (INT16)RectSize.cx ); -#endif +} } @@ -504,11 +503,11 @@ INT16 GetWinFontHeight(INT32 iFont) pWinFont = GetWinFont(iFont); if (pWinFont == NULL) return(0); -#ifdef CHINESE //zwwooooo: Correct tactical interface font height to fixed Chinese characters smearing bug +if(g_lang == i18n::Lang::zh) { //zwwooooo: Correct tactical interface font height to fixed Chinese characters smearing bug if (iFont == WinFontMap[TINYFONT1] || iFont == WinFontMap[SMALLFONT1] || iFont == WinFontMap[FONT14ARIAL]) { return pWinFont->Height + 2; } -#endif +} return pWinFont->Height; } diff --git a/sgp/english.h b/sgp/english.h index 09d1f54a..8ac75ff1 100644 --- a/sgp/english.h +++ b/sgp/english.h @@ -128,4 +128,4 @@ #define COMMA 188 #define FULLSTOP 190 -#endif \ No newline at end of file +#endif diff --git a/sgp/imgfmt.h b/sgp/imgfmt.h index 1d3b4463..6bdb6919 100644 --- a/sgp/imgfmt.h +++ b/sgp/imgfmt.h @@ -89,4 +89,4 @@ typedef struct #define STCI_PALETTE_ELEMENT_SIZE 3 #define STCI_8BIT_PALETTE_SIZE 768 -#endif \ No newline at end of file +#endif diff --git a/sgp/input.h b/sgp/input.h index a6ac866b..e045be02 100644 --- a/sgp/input.h +++ b/sgp/input.h @@ -151,4 +151,4 @@ extern BOOLEAN gfSGPInputReceived; } #endif -#endif \ No newline at end of file +#endif diff --git a/sgp/line.cpp b/sgp/line.cpp index 76c344f7..b96a7cc1 100644 --- a/sgp/line.cpp +++ b/sgp/line.cpp @@ -30,11 +30,6 @@ void DrawHorizontalRun(UINT8 **ScreenPtr, int XAdvance, int RunLength, void DrawVerticalRun(UINT8 **ScreenPtr, int XAdvance, int RunLength, int Color, int ScreenWidth); -void DrawHorizontalRun8(UINT8 **ScreenPtr, int XAdvance, - int RunLength, int Color, int ScreenWidth); -void DrawVerticalRun8(UINT8 **ScreenPtr, int XAdvance, - int RunLength, int Color, int ScreenWidth); - void SetClippingRegionAndImageWidth( int iImageWidth, @@ -426,258 +421,3 @@ void RectangleDraw( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, shor LineDraw( fClip, XStart, YStart, XStart, YEnd, Color, ScreenPtr); LineDraw( fClip, XEnd, YStart, XEnd, YEnd, Color, ScreenPtr); } - -/*********************************************************************************** -* 8-Bit Versions -* -* -* -* Added by Derek Beland -***********************************************************************************/ - -/* Draws a rectangle between the specified endpoints in color Color. */ -void RectangleDraw8( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Color, UINT8 *ScreenPtr) -{ - LineDraw8( fClip, XStart, YStart, XEnd, YStart, Color, ScreenPtr); - LineDraw8( fClip, XStart, YEnd, XEnd, YEnd, Color, ScreenPtr); - LineDraw8( fClip, XStart, YStart, XStart, YEnd, Color, ScreenPtr); - LineDraw8( fClip, XEnd, YStart, XEnd, YEnd, Color, ScreenPtr); -} - -/* Draws a line between the specified endpoints in color Color. */ -void LineDraw8( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Color, UINT8 *ScreenPtr) -{ - int Temp, AdjUp, AdjDown, ErrorTerm, XAdvance, XDelta, YDelta; - int WholeStep, InitialPixelCount, FinalPixelCount, i, RunLength; - int ScreenWidth = giImageWidth; - UINT8 col1 = Color & 0x00FF; - - if ( fClip ) - { - if ( !Clip2D( &XStart, &YStart, &XEnd, &YEnd ) ) - return; - } - - /* We'll always draw top to bottom, to reduce the number of cases we have to - handle, and to make lines between the same endpoints draw the same pixels */ - if (YStart > YEnd) { - Temp = YStart; - YStart = YEnd; - YEnd = Temp; - Temp = XStart; - XStart = XEnd; - XEnd = Temp; - } - - // point to the bitmap address first pixel to draw - ScreenPtr = ScreenPtr + YStart*giImageWidth + XStart; - - /* Figure out whether we're going left or right, and how far we're - going horizontally */ - if ((XDelta = XEnd - XStart) < 0) - { - XAdvance = -1; - XDelta = -XDelta; - } - else - { - XAdvance = 1; - } - /* Figure out how far we're going vertically */ - YDelta = YEnd - YStart; - - /* Special-case horizontal, vertical, and diagonal lines, for speed - and to avoid nasty boundary conditions and division by 0 */ - if (XDelta == 0) - { - /* Vertical line */ - for (i=0; i<=YDelta; i++) - { - *ScreenPtr = col1; - ScreenPtr += giImageWidth; - } - return; - } - if (YDelta == 0) - { - /* Horizontal line */ - for (i=0; i<=XDelta; i++) - { - *ScreenPtr = col1; - ScreenPtr += XAdvance; - } - return; - } - if (XDelta == YDelta) - { - /* Diagonal line */ - for (i=0; i<=XDelta; i++) - { - *ScreenPtr = col1; - ScreenPtr += (XAdvance + giImageWidth); - } - return; - } - - /* Determine whether the line is X or Y major, and handle accordingly */ - if (XDelta >= YDelta) - { - /* X major line */ - /* Minimum # of pixels in a run in this line */ - WholeStep = XDelta / YDelta; - - /* Error term adjust each time Y steps by 1; used to tell when one - extra pixel should be drawn as part of a run, to account for - fractional steps along the X axis per 1-pixel steps along Y */ - AdjUp = (XDelta % YDelta) * 2; - - /* Error term adjust when the error term turns over, used to factor - out the X step made at that time */ - AdjDown = YDelta * 2; - - /* Initial error term; reflects an initial step of 0.5 along the Y - axis */ - ErrorTerm = (XDelta % YDelta) - (YDelta * 2); - - /* The initial and last runs are partial, because Y advances only 0.5 - for these runs, rather than 1. Divide one full run, plus the - initial pixel, between the initial and last runs */ - InitialPixelCount = (WholeStep / 2) + 1; - FinalPixelCount = InitialPixelCount; - - /* If the basic run length is even and there's no fractional - advance, we have one pixel that could go to either the initial - or last partial run, which we'll arbitrarily allocate to the - last run */ - if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) - { - InitialPixelCount--; - } - /* If there're an odd number of pixels per run, we have 1 pixel that can't - be allocated to either the initial or last partial run, so we'll add 0.5 - to error term so this pixel will be handled by the normal full-run loop */ - if ((WholeStep & 0x01) != 0) - { - ErrorTerm += YDelta; - } - /* Draw the first, partial run of pixels */ - DrawHorizontalRun8(&ScreenPtr, XAdvance, InitialPixelCount, Color, ScreenWidth); - /* Draw all full runs */ - for (i=0; i<(YDelta-1); i++) - { - RunLength = WholeStep; /* run is at least this long */ - /* Advance the error term and add an extra pixel if the error - term so indicates */ - if ((ErrorTerm += AdjUp) > 0) - { - RunLength++; - ErrorTerm -= AdjDown; /* reset the error term */ - } - /* Draw this scan line's run */ - DrawHorizontalRun8(&ScreenPtr, XAdvance, RunLength, Color, ScreenWidth); - } - /* Draw the final run of pixels */ - DrawHorizontalRun8(&ScreenPtr, XAdvance, FinalPixelCount, Color, ScreenWidth); - return; - } - else - { - /* Y major line */ - - /* Minimum # of pixels in a run in this line */ - WholeStep = YDelta / XDelta; - - /* Error term adjust each time X steps by 1; used to tell when 1 extra - pixel should be drawn as part of a run, to account for - fractional steps along the Y axis per 1-pixel steps along X */ - AdjUp = (YDelta % XDelta) * 2; - - /* Error term adjust when the error term turns over, used to factor - out the Y step made at that time */ - AdjDown = XDelta * 2; - - /* Initial error term; reflects initial step of 0.5 along the X axis */ - ErrorTerm = (YDelta % XDelta) - (XDelta * 2); - - /* The initial and last runs are partial, because X advances only 0.5 - for these runs, rather than 1. Divide one full run, plus the - initial pixel, between the initial and last runs */ - InitialPixelCount = (WholeStep / 2) + 1; - FinalPixelCount = InitialPixelCount; - - /* If the basic run length is even and there's no fractional advance, we - have 1 pixel that could go to either the initial or last partial run, - which we'll arbitrarily allocate to the last run */ - if ((AdjUp == 0) && ((WholeStep & 0x01) == 0)) - { - InitialPixelCount--; - } - /* If there are an odd number of pixels per run, we have one pixel - that can't be allocated to either the initial or last partial - run, so we'll add 0.5 to the error term so this pixel will be - handled by the normal full-run loop */ - if ((WholeStep & 0x01) != 0) - { - ErrorTerm += XDelta; - } - /* Draw the first, partial run of pixels */ - DrawVerticalRun8(&ScreenPtr, XAdvance, InitialPixelCount, Color, ScreenWidth); - - /* Draw all full runs */ - for (i=0; i<(XDelta-1); i++) - { - RunLength = WholeStep; /* run is at least this long */ - /* Advance the error term and add an extra pixel if the error - term so indicates */ - if ((ErrorTerm += AdjUp) > 0) - { - RunLength++; - ErrorTerm -= AdjDown; /* reset the error term */ - } - /* Draw this scan line's run */ - DrawVerticalRun8(&ScreenPtr, XAdvance, RunLength, Color, ScreenWidth); - } - /* Draw the final run of pixels */ - DrawVerticalRun8(&ScreenPtr, XAdvance, FinalPixelCount, Color, ScreenWidth); - return; - } -} - - -/* Draws a horizontal run of pixels, then advances the bitmap pointer to - the first pixel of the next run. */ -void DrawHorizontalRun8(UINT8 **ScreenPtr, int XAdvance, - int RunLength, int Color, int ScreenWidth) -{ - int i; - UINT8 *WorkingScreenPtr = *ScreenPtr; - UINT8 col1 = Color & 0x00FF; - - for (i=0; i +#include static void MAGIC(std::string const& aarrrrgggh = "") {} @@ -173,9 +175,6 @@ CHAR8 gzCommandLine[100]; // Command line given CHAR8 gzErrorMsg[2048]=""; BOOLEAN gfIgnoreMessages=FALSE; -// GLOBAL VARIBLE, SET TO DEFAULT BUT CAN BE CHANGED BY THE GAME IF INIT FILE READ -UINT8 gbPixelDepth = PIXEL_DEPTH; - INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam) { @@ -367,14 +366,6 @@ INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LP case WM_SYSKEYDOWN: case WM_KEYDOWN: -#ifdef USE_CODE_PAGE - if(s_DebugKeyboardInput) - { - static vfs::Log& debugKeys = *vfs::Log::Create(L"DebugKeys.txt"); - static int input_counter = 1; - debugKeys << (input_counter++) << " : " << (int)wParam << vfs::Log::endl; - } -#endif // USE_CODE_PAGE KeyDown(wParam, lParam); gfSGPInputReceived = TRUE; break; @@ -514,24 +505,6 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow) } } -#ifdef USE_CODE_PAGE - charSet::InitializeCharSets(); - - if(!s_CodePage.empty()) - { - try - { - CodePageReader cpr; - cpr.ReadCodePage(s_CodePage); - } - catch(std::exception& ex) - { - std::wstringstream wss; - wss << L"Could not process codepage file \"" << s_CodePage() << L"\""; - SGP_RETHROW(wss.str().c_str(), ex); - } - } -#endif // USE_CODE_PAGE if(g_bUseXML_Strings) { @@ -791,7 +764,16 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC HWND hPrevInstanceWindow; UINT32 uiTimer = 0; + // Make sure the game works out of the box on Linux/macOS/Android (WINE) + if (wine_add_dll_overrides()) + { + /* newly added dll overrides only work after a restart */ + char exe_path[MAX_PATH] = { 0 }; + GetModuleFileNameA(NULL, exe_path, _countof(exe_path)); + ShellExecuteA(NULL, "open", exe_path, pCommandLine, NULL, sCommandShow); + return 0; + } vfs::Log::setSharedString( getGameID() ); //if(!vfs::Aspects::getMutexFactory()) @@ -884,13 +866,13 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC } #endif -# ifdef ENGLISH + if( g_lang == i18n::Lang::en ) { try { SetIntroType( INTRO_SPLASH ); } HANDLE_FATAL_ERROR; -# endif + } gfApplicationActive = TRUE; gfProgramIsRunning = TRUE; @@ -1210,8 +1192,6 @@ void GetRuntimeSettings( ) iResY = iResY - 70; } - // Adjust again - gbPixelDepth = PIXEL_DEPTH; SCREEN_WIDTH = iResX; SCREEN_HEIGHT = iResY; @@ -1255,10 +1235,6 @@ void GetRuntimeSettings( ) // haydent: mouse scrolling iDisableMouseScrolling = (int)oProps.getIntProperty("Ja2 Settings","DISABLE_MOUSE_SCROLLING", iDisableMouseScrolling); -#ifdef USE_CODE_PAGE - s_DebugKeyboardInput = oProps.getBoolProperty(L"Ja2 Settings", L"DEBUG_KEYS", false); - s_CodePage = oProps.getStringProperty(L"Ja2 Settings", L"CODE_PAGE"); -#endif // USE_CODE_PAGE // WANNE: Highspeed Timer always ON (no more optional in the ja2.ini) // get timer/clock initialization state diff --git a/sgp/sgp.h b/sgp/sgp.h index c97f4b55..138628da 100644 --- a/sgp/sgp.h +++ b/sgp/sgp.h @@ -15,7 +15,6 @@ extern "C" { extern BOOLEAN gfProgramIsRunning; // Turn this to FALSE to exit program extern CHAR8 gzCommandLine[100]; // Command line given -extern UINT8 gbPixelDepth; // GLOBAL RUN-TIME SETTINGS extern BOOLEAN gfDontUseDDBlits; // GLOBAL FOR USE OF DD BLITTING diff --git a/sgp/soundman.h b/sgp/soundman.h index be09f429..ac29eb72 100644 --- a/sgp/soundman.h +++ b/sgp/soundman.h @@ -105,4 +105,4 @@ extern void SoundLog(CHAR8 *strMessage); #endif */ -#endif \ No newline at end of file +#endif diff --git a/sgp/timer.h b/sgp/timer.h index e94e9ea5..75770151 100644 --- a/sgp/timer.h +++ b/sgp/timer.h @@ -27,4 +27,4 @@ UINT32 ClockIsTicking(TIMER uiTimer); } #endif -#endif \ No newline at end of file +#endif diff --git a/sgp/video.cpp b/sgp/video.cpp index bd1bcca2..f6ca2caf 100644 --- a/sgp/video.cpp +++ b/sgp/video.cpp @@ -356,7 +356,7 @@ BOOLEAN InitializeVideoManager(HINSTANCE hInstance, UINT16 usCommandShow, void * // if( 0==iScreenMode ) /* Fullscreen mode */ { - ReturnCode = IDirectDraw2_SetDisplayMode( gpDirectDrawObject, SCREEN_WIDTH, SCREEN_HEIGHT, gbPixelDepth, 0, 0 ); + ReturnCode = IDirectDraw2_SetDisplayMode( gpDirectDrawObject, SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_DEPTH, 0, 0 ); if (ReturnCode != DD_OK) { IDirectDraw2_SetCooperativeLevel(gpDirectDrawObject, ghWindow, DDSCL_NORMAL); @@ -372,7 +372,7 @@ BOOLEAN InitializeVideoManager(HINSTANCE hInstance, UINT16 usCommandShow, void * gusScreenWidth = SCREEN_WIDTH; gusScreenHeight = SCREEN_HEIGHT; - gubScreenPixelDepth = gbPixelDepth; + gubScreenPixelDepth = PIXEL_DEPTH; ///////////////////////////////////////////////////////////////////////////////////////////////// // @@ -2756,11 +2756,6 @@ BOOLEAN GetRGBDistribution(void) Assert ( gpPrimarySurface != NULL ); - // ONLY DO IF WE ARE IN 16BIT MODE - if ( gbPixelDepth == 8 ) - { - return( TRUE ); - } ZEROMEM(SurfaceDescription); SurfaceDescription.dwSize = sizeof (DDSURFACEDESC); diff --git a/sgp/vobject.cpp b/sgp/vobject.cpp index c784a383..154c2c5d 100644 --- a/sgp/vobject.cpp +++ b/sgp/vobject.cpp @@ -959,45 +959,23 @@ BOOLEAN BltVideoObjectToBuffer( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJE // Switch based on flags given do { - if(gbPixelDepth==16) + if ( fBltFlags & VO_BLT_SRCTRANSPARENCY ) { - if ( fBltFlags & VO_BLT_SRCTRANSPARENCY ) - { - if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) - Blt8BPPDataTo16BPPBufferTransparentClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); - else - Blt8BPPDataTo16BPPBufferTransparent( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); - break; - } - else if ( fBltFlags & VO_BLT_SHADOW ) - { - if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) - Blt8BPPDataTo16BPPBufferShadowClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); - else - Blt8BPPDataTo16BPPBufferShadow( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); - break; - } + if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) + Blt8BPPDataTo16BPPBufferTransparentClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); + else + Blt8BPPDataTo16BPPBufferTransparent( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); + break; + } + else if ( fBltFlags & VO_BLT_SHADOW ) + { + if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) + Blt8BPPDataTo16BPPBufferShadowClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); + else + Blt8BPPDataTo16BPPBufferShadow( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); + break; + } - } - else if(gbPixelDepth==8) - { - if ( fBltFlags & VO_BLT_SRCTRANSPARENCY ) - { - if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) - Blt8BPPDataTo8BPPBufferTransparentClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); - else - Blt8BPPDataTo8BPPBufferTransparent( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); - break; - } - else if ( fBltFlags & VO_BLT_SHADOW ) - { - if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect)) - Blt8BPPDataTo8BPPBufferShadowClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect); - else - Blt8BPPDataTo8BPPBufferShadow( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex ); - break; - } - } // Use default blitter here //Blt8BPPDataTo16BPPBuffer( hDestVObject, hSrcVObject, (UINT16)iDestX, (UINT16)iDestY, (SGPRect*)&SrcRect ); diff --git a/sgp/vobject_blitters.cpp b/sgp/vobject_blitters.cpp index 999aa63e..21225e64 100644 --- a/sgp/vobject_blitters.cpp +++ b/sgp/vobject_blitters.cpp @@ -1589,283 +1589,6 @@ BlitDone: - - - - - - - - - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZIncClip - - Used for large brushes (larger vertically than a single tile). Increments the Z - value by Z_SUBLAYERS for every WORLD_TILE_Y lines of pixels blitted. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZIncClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - UINT16 usZLevel, usZLinesToGo; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - usZLevel=usZValue; -// usZLinesToGo=WORLD_TILE_Y; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZLevel - ja BlitNTL2 - - mov ax, usZLevel - mov [ebx], ax - - xor eax, eax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - // check for incrementing of z level - dec usZLinesToGo - jnz RSLoop2 - -// mov ax, usZLevel -// add ax, Z_SUBLEVELS -// mov usZLevel, ax - -// mov ax, WORLD_TILE_Y -// mov usZLinesToGo, ax - -RSLoop2: - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - - /********************************************************************************************** InitZBuffer @@ -1953,4911 +1676,6 @@ BZR1: - - -//***************************************************************************** -//** 8 Bit Blitters -//** -//***************************************************************************** - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBuffer - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBuffer( UINT8 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - static UINT32 uiOffset; - static UINT32 usHeight, usWidth; - static UINT8 *SrcPtr, *DestPtr; - static UINT32 LineSkip; - static ETRLEObject *pTrav; - static INT32 iTempX, iTempY; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - LineSkip=(uiDestPitchBYTES-(usWidth)); - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - xor ebx, ebx - xor ecx, ecx - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - clc - rcr cl, 1 - jnc BlitNTL2 - - movsb - -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL3 - - movsw - -BlitNTL3: - - or cl, cl - jz BlitDispatch - - xor ebx, ebx - -//BlitNTL4: - - rep movsd - - jmp BlitDispatch - -BlitTransparent: - - and ecx, 07fH - xor al, al - rep stosb - - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferMonoShadow - - Uses a bitmap an 8BPP template for blitting. Anywhere a 1 appears in the bitmap, a shadow - is blitted to the destination (a black pixel). Any other value above zero is considered a - forground color, and zero is background. If the parameter for the background color is zero, - transparency is used for the background. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferMonoShadow( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT8 ubForeground, UINT8 ubBackground) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - - mov al, [esi] - cmp al, 1 - jne BlitNTL6 - - xor al, al - mov [edi], al - jmp BlitNTL5 - -BlitNTL6: - or al, al - jz BlitNTL7 - - mov al, ubForeground - mov [edi], al - jmp BlitNTL5 - -BlitNTL7: - cmp ubBackground, 0 - je BlitNTL5 - - mov al, ubBackground - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - and ecx, 07fH - - mov al, ubBackground - or al, al - jz BlitTrans1 - - rep stosb - jmp BlitDispatch - - -BlitTrans1: - add edi, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferMonoShadowClip - - Uses a bitmap an 8BPP template for blitting. Anywhere a 1 appears in the bitmap, a shadow - is blitted to the destination (a black pixel). Any other value above zero is considered a - forground color, and zero is background. If the parameter for the background color is zero, - transparency is used for the background. - - **********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferMonoShadowClip( UINT8 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT8 ubForeground, UINT8 ubBackground) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - xor eax, eax - mov al, [esi] - cmp al, 1 - jne BlitNTL3 - - // write shadow pixel - xor al, al - mov [edi], al - jmp BlitNTL2 - -BlitNTL3: - or al, al - jz BlitNTL4 - - // write foreground pixel - mov al, ubForeground - mov [edi], al - jmp BlitNTL2 - -BlitNTL4: - cmp ubBackground, 0 - je BlitNTL2 - - //write background pixel - mov al, ubBackground - mov [edi], al - -BlitNTL2: - inc esi - inc edi - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - sub LSCount, ecx - - mov al, ubBackground - or al, al - jz BTrans2 - - rep stosb - jmp BlitDispatch - -BTrans2: - add edi, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZPixelate - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT32 uiLineFlag; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - uiLineFlag=(iTempY&1); - - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - test uiLineFlag, 1 - jz BlitNTL6 - - test edi, 2 - jz BlitNTL5 - jmp BlitNTL7 - -BlitNTL6: - test edi, 2 - jnz BlitNTL5 - -BlitNTL7: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL5 - - mov ax, usZValue - mov [ebx], ax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - xor uiLineFlag, 1 - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNBPixelate - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on. The Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT32 uiLineFlag; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - - uiLineFlag=(iTempY&1); - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - test uiLineFlag, 1 - jz BlitNTL6 - - test edi, 2 - jz BlitNTL5 - jmp BlitNTL7 - -BlitNTL6: - test edi, 2 - jnz BlitNTL5 - -BlitNTL7: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL5 - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZClipPixelate - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZClipPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT32 uiLineFlag; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - uiLineFlag=(iTempY&1); - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - mov edx, pPal8BPP - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - test uiLineFlag, 1 - jz BlitNTL6 - - test edi, 2 - jz BlitNTL2 - jmp BlitNTL7 - -BlitNTL6: - test edi, 2 - jnz BlitNTL2 - -BlitNTL7: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL2 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - xor uiLineFlag, 1 - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNBClipPixelate - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, the Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and must be the same - dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClipPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT32 uiLineFlag; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP=hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - uiLineFlag=(iTempY&1); - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - mov edx, pPal8BPP - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - test uiLineFlag, 1 - jz BlitNTL6 - - test edi, 2 - jz BlitNTL2 - jmp BlitNTL7 - -BlitNTL6: - test edi, 2 - jnz BlitNTL2 - -BlitNTL7: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL2 - - xor eax, eax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - xor uiLineFlag, 1 - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - - - - - - - - - - - - - - - - - -/****************************************************************************** - Blt8BPPDataTo8BPPBufferTransparentClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. Clips the brush. - -*******************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransparentClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr; - UINT32 LineSkip; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - LineSkip=(uiDestPitchBYTES-(BlitLength)); - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - mov edx, pPal8BPP -// mov edx, pointer to shade table here - xor eax, eax - mov ebx, TopSkip - xor ecx, ecx - - or ebx, ebx // check for nothing clipped on top - jz LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec ebx - jnz TopSkipLoop - - - - -LeftSkipSetup: - - mov Unblitted, 0 - mov ebx, LeftSkip // check for nothing clipped on the left - or ebx, ebx - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, ebx - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, ebx // skip partial run, jump into normal loop for rest - sub ecx, ebx - mov ebx, BlitLength - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub ebx, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, ebx - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, ebx // skip partial run, jump into normal loop for rest - mov ebx, BlitLength - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub ebx, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov ebx, BlitLength - mov Unblitted, 0 - -BlitDispatch: - - or ebx, ebx // Check to see if we're done blitting - jz RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, ebx - jbe BNTrans1 - - sub ecx, ebx - mov Unblitted, ecx - mov ecx, ebx - -BNTrans1: - sub ebx, ecx - - clc - rcr cl, 1 - jnc BlitNTL2 - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - inc esi - inc edi - -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL3 - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - - add esi, 2 - add edi, 2 - -BlitNTL3: - - or cl, cl - jz BlitLineEnd - -BlitNTL4: - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - - mov al, [esi+2] - mov al, [edx+eax] - mov [edi+2], al - - mov al, [esi+3] - mov al, [edx+eax] - mov [edi+3], al - - add esi, 4 - add edi, 4 - - dec cl - jnz BlitNTL4 - -BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, ebx - jbe BTrans1 - - mov ecx, ebx - -BTrans1: - - sub ebx, ecx - add edi, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransparent - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransparent( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *pPal8BPP; - UINT32 LineSkip; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - LineSkip=(uiDestPitchBYTES-(usWidth)); - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - xor ebx, ebx - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - clc - rcr cl, 1 - jnc BlitNTL2 - -// movsb - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - inc esi - inc edi - -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL3 - -// movsw - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - - add esi, 2 - add edi, 2 - -BlitNTL3: - - or cl, cl - jz BlitDispatch - -BlitNTL4: - -// rep movsd - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - - mov al, [esi+2] - mov al, [edx+eax] - mov [edi+2], al - - mov al, [esi+3] - mov al, [edx+eax] - mov [edi+3], al - - add esi, 4 - add edi, 4 - - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - -BlitTransparent: - - and ecx, 07fH - add edi, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZ - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ, uiZComp; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - uiZComp=(UINT32)usZValue; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - clc - rcr cl, 1 - jnc BlitNTL2 - -// do a byte - mov ax, [ebx] - cmp eax, uiZComp - ja BlitNTL4 - - mov eax, uiZComp - mov [ebx], ax - - xor eax, eax - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - - -BlitNTL4: - inc esi - inc ebx - inc edi - inc ebx - -// do a word -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL6 - -// word - first pixel - mov ax, [ebx] - cmp eax, uiZComp - ja BlitNTL3 - - mov eax, uiZComp - mov [ebx], ax - - xor eax, eax - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -// word - second -BlitNTL3: - mov ax, [ebx+2] - cmp eax, uiZComp - ja BlitNTL12 - - mov eax, uiZComp - mov [ebx+2], ax - - xor eax, eax - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - -BlitNTL12: - - inc esi - inc edi - inc esi - inc edi - add ebx, 4 - -// do a dword -BlitNTL6: - or cl, cl - jz BlitDispatch - -BlitNTL7: - -// dword - first pixel - mov ax, [ebx] - cmp eax, uiZComp - ja BlitNTL8 - - mov eax, uiZComp - mov [ebx], ax - - xor eax, eax - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -// dword - second -BlitNTL8: - mov ax, [ebx+2] - cmp eax, uiZComp - ja BlitNTL9 - - mov eax, uiZComp - mov [ebx+2], ax - - xor eax, eax - mov al, [esi+1] - mov al, [edx+eax] - mov [edi+1], al - -BlitNTL9: -// dword - third pixel - mov ax, [ebx+4] - cmp eax, uiZComp - ja BlitNTL10 - - mov eax, uiZComp - mov [ebx+4], ax - - xor eax, eax - mov al, [esi+2] - mov al, [edx+eax] - mov [edi+2], al - -// dword - fourth -BlitNTL10: - mov ax, [ebx+6] - cmp eax, uiZComp - ja BlitNTL11 - - mov eax, uiZComp - mov [ebx+6], ax - - xor eax, eax - mov al, [esi+3] - mov al, [edx+eax] - mov [edi+3], al - - -BlitNTL11: - add esi, 4 - add edi, 4 - add ebx, 8 - dec cl - jnz BlitNTL7 - - jmp BlitDispatch - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNB - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on. The Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - xor eax, eax - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL5 - - xor ah, ah - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNBColor - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on. The Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. Any pixels that fail the Z test - are written to with the specified color. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT8 ubColor) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - xor eax, eax - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL5 - - xor ah, ah - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - jmp BlitNTL6 - -BlitNTL5: - xor ah, ah - mov al, ubColor - mov al, [edx+eax] - mov [edi], al - -BlitNTL6: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL2 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNBClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, the Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and must be the same - dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL2 - - xor eax, eax - - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransZNBClipColor - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, the Z value is - not updated, for any non-transparent pixels. The Z-buffer is 16 bit, and must be the same - dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClipColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT8 ubColor) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - xor eax, eax - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - ja BlitNTL2 - - xor ah, ah - mov al, [esi] - mov al, [edx+eax] - mov [edi], al - jmp BlitNTL3 - -BlitNTL2: - - xor ah, ah - mov al, ubColor - mov al, [edx+eax] - mov [edi], al - -BlitNTL3: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadowZ - - Creates a shadow using a brush, but modifies the destination buffer only if the current - Z level is equal to higher than what's in the Z buffer at that pixel location. It - updates the Z buffer with the new Z level. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL5 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - mov al, [edi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadowZNB - - Creates a shadow using a brush, but modifies the destination buffer only if the current - Z level is equal to higher than what's in the Z buffer at that pixel location. - The Z buffer is NOT updated with the new information. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL5 - - xor eax, eax - mov al, [edi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadowZClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, the Z value is - updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL2 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - mov al, [edi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadowZNBClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, the Z value is - NOT updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL2 - - xor eax, eax - mov al, [edi] - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransShadowZ - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. If the source pixel is 254, - it is considered a shadow, and the destination buffer is darkened rather than blitted on. - The Z-buffer is 16 bit, and must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 *p16BPPPalette ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL5 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - mov al, [esi] - cmp al, 254 - jne BlitNTL6 - - mov al, [edi] -// mov al, ColorTable[eax] ********************************************* - mov [edi], al - jmp BlitNTL5 - - -BlitNTL6: - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransShadowZNB - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - NOT updated, for any non-transparent pixels. If the source pixel is 254, - it is considered a shadow, and the destination buffer is darkened rather than blitted on. - The Z-buffer is 16 bit, and must be the same dimensions (including Pitch) as the destination. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 *p16BPPPalette ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - UINT8 *pPal8BPP; - - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*iTempY) + (iTempX*2); - LineSkip=(uiDestPitchBYTES-(usWidth)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - -BlitDispatch: - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - -BlitNTL4: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL5 - - xor eax, eax - mov al, [esi] - cmp al, 254 - jne BlitNTL6 - -// mov al, [edi] -// mov al, ColorTable[eax] ********************************************* -// mov [edi], al - jmp BlitNTL5 - - -BlitNTL6: - mov al, [edx+eax] - mov [edi], al - -BlitNTL5: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - - -BlitTransparent: - - and ecx, 07fH - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec usHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransShadowZClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - updated to the current value, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. Pixels with a value of - 254 are shaded instead of blitted. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT16 *p16BPPPalette ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL2 - - mov ax, usZValue - mov [ebx], ax - - xor eax, eax - mov al, [esi] - cmp al, 254 - jne BlitNTL3 - - mov al, [edi] -// mov ax, ColorTable[eax] ************************************************ - mov [edi], al - jmp BlitNTL2 - -BlitNTL3: - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferTransShadowZNBClip - - Blits an image into the destination buffer, using an ETRLE brush as a source, and a 16-bit - buffer as a destination. As it is blitting, it checks the Z value of the ZBuffer, and if the - pixel's Z level is below that of the current pixel, it is written on, and the Z value is - NOT updated, for any non-transparent pixels. The Z-buffer is 16 bit, and - must be the same dimensions as the destination. Pixels with a value of - 254 are shaded instead of blitted. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT16 *p16BPPPalette ) -{ - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr, *ZPtr; - UINT32 LineSkip, LineSkipZ; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight, LSCount; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - UINT8 *pPal8BPP; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // check if whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // check if whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*2*(iTempY+TopSkip)) + ((iTempX+LeftSkip)*2); - LineSkip=(uiDestPitchBYTES-(BlitLength)); - LineSkipZ=LineSkip*2; - pPal8BPP=hSrcVObject->pShade8; - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, ZPtr - xor ecx, ecx - mov edx, pPal8BPP - - cmp TopSkip, 0 // check for nothing clipped on top - je LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec TopSkip - jnz TopSkipLoop - -LeftSkipSetup: - - mov Unblitted, 0 - mov eax, LeftSkip - mov LSCount, eax - or eax, eax - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, LSCount - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, LSCount // skip partial run, jump into normal loop for rest - sub ecx, LSCount - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub LSCount, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, LSCount - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, LSCount // skip partial run, jump into normal loop for rest - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - jmp BlitTransparent - - -LSTrans1: - sub LSCount, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov eax, BlitLength - mov LSCount, eax - mov Unblitted, 0 - -BlitDispatch: - - cmp LSCount, 0 // Check to see if we're done blitting - je RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: // blit non-transparent pixels - - cmp ecx, LSCount - jbe BNTrans1 - - sub ecx, LSCount - mov Unblitted, ecx - mov ecx, LSCount - -BNTrans1: - sub LSCount, ecx - -BlitNTL1: - - mov ax, [ebx] - cmp ax, usZValue - jae BlitNTL2 - - xor eax, eax - mov al, [esi] - cmp al, 254 - jne BlitNTL3 - -// mov al, [edi] -// mov ax, ColorTable[eax] ************************************************ -// mov [edi], al - jmp BlitNTL2 - -BlitNTL3: - mov al, [edx+eax] - mov [edi], al - -BlitNTL2: - inc esi - inc edi - add ebx, 2 - dec cl - jnz BlitNTL1 - -//BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: // skip transparent pixels - - and ecx, 07fH - cmp ecx, LSCount - jbe BTrans1 - - mov ecx, LSCount - -BTrans1: - - sub LSCount, ecx - add edi, ecx -// shl ecx, 1 - add ecx, ecx - add ebx, ecx - jmp BlitDispatch - - -RightSkipLoop: // skip along until we hit and end-of-line marker - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - add ebx, LineSkipZ - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadow - - Modifies the destination buffer. Darkens the destination pixels by 25%, using the source - image as a mask. Any Non-zero index pixels are used to darken destination pixels. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadow( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex) -{ - UINT8 *pPal8BPP; - UINT32 uiOffset; - UINT32 usHeight, usWidth; - UINT8 *SrcPtr, *DestPtr; - UINT32 LineSkip; - ETRLEObject *pTrav; - INT32 iTempX, iTempY; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - // Validations - CHECKF( iTempX >= 0 ); - CHECKF( iTempY >= 0 ); - - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*iTempY) + (iTempX); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(usWidth)); - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - xor eax, eax - mov ebx, usHeight - xor ecx, ecx - mov edx, OFFSET ShadeTable - -BlitDispatch: - - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - jz BlitDoneLine - -//BlitNonTransLoop: - - xor eax, eax - - add esi, ecx - - clc - rcr cl, 1 - jnc BlitNTL2 - - mov ax, [edi] - mov ax, [edx+eax*2] - mov [edi], ax - - add edi, 2 - -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL3 - - mov ax, [edi] - mov ax, [edx+eax*2] - mov [edi], ax - - mov ax, [edi+2] - mov ax, [edx+eax*2] - mov [edi+2], ax - - add edi, 4 - -BlitNTL3: - - or cl, cl - jz BlitDispatch - -BlitNTL4: - - mov ax, [edi] - mov ax, [edx+eax*2] - mov [edi], ax - - mov ax, [edi+2] - mov ax, [edx+eax*2] - mov [edi+2], ax - - mov ax, [edi+4] - mov ax, [edx+eax*2] - mov [edi+4], ax - - mov ax, [edi+6] - mov ax, [edx+eax*2] - mov [edi+6], ax - - add edi, 8 - dec cl - jnz BlitNTL4 - - jmp BlitDispatch - -BlitTransparent: - - and ecx, 07fH -// shl ecx, 1 - add ecx, ecx - add edi, ecx - jmp BlitDispatch - - -BlitDoneLine: - - dec ebx - jz BlitDone - add edi, LineSkip - jmp BlitDispatch - - -BlitDone: - } - - return(TRUE); - -} - -/********************************************************************************************** - Blt8BPPDataTo8BPPBufferShadowClip - - Modifies the destination buffer. Darkens the destination pixels by 25%, using the source - image as a mask. Any Non-zero index pixels are used to darken destination pixels. Blitter - clips brush if it doesn't fit on the viewport. - -**********************************************************************************************/ -BOOLEAN Blt8BPPDataTo8BPPBufferShadowClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion) -{ - UINT8 *pPal8BPP; - UINT32 uiOffset; - UINT32 usHeight, usWidth, Unblitted; - UINT8 *SrcPtr, *DestPtr; - UINT32 LineSkip; - ETRLEObject *pTrav; - INT32 iTempX, iTempY, LeftSkip, RightSkip, TopSkip, BottomSkip, BlitLength, BlitHeight; - INT32 ClipX1, ClipY1, ClipX2, ClipY2; - - // Assertions - Assert( hSrcVObject != NULL ); - Assert( pBuffer != NULL ); - - // Get Offsets from Index into structure - pTrav = &(hSrcVObject->pETRLEObject[ usIndex ] ); - usHeight = (UINT32)pTrav->usHeight; - usWidth = (UINT32)pTrav->usWidth; - uiOffset = pTrav->uiDataOffset; - - // Add to start position of dest buffer - iTempX = iX + pTrav->sOffsetX; - iTempY = iY + pTrav->sOffsetY; - - if(clipregion==NULL) - { - ClipX1=ClippingRect.iLeft; - ClipY1=ClippingRect.iTop; - ClipX2=ClippingRect.iRight; - ClipY2=ClippingRect.iBottom; - } - else - { - ClipX1=clipregion->iLeft; - ClipY1=clipregion->iTop; - ClipX2=clipregion->iRight; - ClipY2=clipregion->iBottom; - } - - // Calculate rows hanging off each side of the screen - LeftSkip=__min(ClipX1 - min(ClipX1, iTempX), (INT32)usWidth); - RightSkip=__min(max(ClipX2, (iTempX+(INT32)usWidth)) - ClipX2, (INT32)usWidth); - TopSkip=__min(ClipY1 - __min(ClipY1, iTempY), (INT32)usHeight); - BottomSkip=__min(__max(ClipY2, (iTempY+(INT32)usHeight)) - ClipY2, (INT32)usHeight); - - // calculate the remaining rows and columns to blit - BlitLength=((INT32)usWidth-LeftSkip-RightSkip); - BlitHeight=((INT32)usHeight-TopSkip-BottomSkip); - - // whole thing is clipped - if((LeftSkip >=(INT32)usWidth) || (RightSkip >=(INT32)usWidth)) - return(TRUE); - - // whole thing is clipped - if((TopSkip >=(INT32)usHeight) || (BottomSkip >=(INT32)usHeight)) - return(TRUE); - - SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset; - DestPtr = (UINT8 *)pBuffer + (uiDestPitchBYTES*(iTempY+TopSkip)) + ((iTempX+LeftSkip)); - pPal8BPP = hSrcVObject->pShade8; - LineSkip=(uiDestPitchBYTES-(BlitLength)); - - - __asm { - - mov esi, SrcPtr - mov edi, DestPtr - mov edx, pPal8BPP - xor eax, eax - mov ebx, TopSkip - xor ecx, ecx - - or ebx, ebx // check for nothing clipped on top - jz LeftSkipSetup - -TopSkipLoop: // Skips the number of lines clipped at the top - - mov cl, [esi] - inc esi - or cl, cl - js TopSkipLoop - jz TSEndLine - - add esi, ecx - jmp TopSkipLoop - -TSEndLine: - dec ebx - jnz TopSkipLoop - - - - -LeftSkipSetup: - - mov Unblitted, 0 - mov ebx, LeftSkip // check for nothing clipped on the left - or ebx, ebx - jz BlitLineSetup - -LeftSkipLoop: - - mov cl, [esi] - inc esi - - or cl, cl - js LSTrans - - cmp ecx, ebx - je LSSkip2 // if equal, skip whole, and start blit with new run - jb LSSkip1 // if less, skip whole thing - - add esi, ebx // skip partial run, jump into normal loop for rest - sub ecx, ebx - mov ebx, BlitLength - mov Unblitted, 0 - jmp BlitNonTransLoop - -LSSkip2: - add esi, ecx // skip whole run, and start blit with new run - jmp BlitLineSetup - - -LSSkip1: - add esi, ecx // skip whole run, continue skipping - sub ebx, ecx - jmp LeftSkipLoop - - -LSTrans: - and ecx, 07fH - cmp ecx, ebx - je BlitLineSetup // if equal, skip whole, and start blit with new run - jb LSTrans1 // if less, skip whole thing - - sub ecx, ebx // skip partial run, jump into normal loop for rest - mov ebx, BlitLength - jmp BlitTransparent - - -LSTrans1: - sub ebx, ecx // skip whole run, continue skipping - jmp LeftSkipLoop - - - - -BlitLineSetup: // Does any actual blitting (trans/non) for the line - mov ebx, BlitLength - mov Unblitted, 0 - -BlitDispatch: - - or ebx, ebx // Check to see if we're done blitting - jz RightSkipLoop - - mov cl, [esi] - inc esi - or cl, cl - js BlitTransparent - -BlitNonTransLoop: - - cmp ecx, ebx - jbe BNTrans1 - - sub ecx, ebx - mov Unblitted, ecx - mov ecx, ebx - -BNTrans1: - sub ebx, ecx - - clc - rcr cl, 1 - jnc BlitNTL2 - - mov ax, [edi] - mov ax, [edx+eax] - mov [edi], ax - - inc esi - add edi, 2 - -BlitNTL2: - clc - rcr cl, 1 - jnc BlitNTL3 - - mov ax, [edi] - mov ax, [edx+eax] - mov [edi], ax - - mov ax, [edi+2] - mov ax, [edx+eax] - mov [edi+2], ax - - add esi, 2 - add edi, 4 - -BlitNTL3: - - or cl, cl - jz BlitLineEnd - -BlitNTL4: - - mov ax, [edi] - mov ax, [edx+eax] - mov [edi], ax - - mov ax, [edi+2] - mov ax, [edx+eax] - mov [edi+2], ax - - mov ax, [edi+4] - mov ax, [edx+eax] - mov [edi+4], ax - - mov ax, [edi+6] - mov ax, [edx+eax] - mov [edi+6], ax - - add esi, 4 - add edi, 8 - dec cl - jnz BlitNTL4 - -BlitLineEnd: - add esi, Unblitted - jmp BlitDispatch - -BlitTransparent: - - and ecx, 07fH - cmp ecx, ebx - jbe BTrans1 - - mov ecx, ebx - -BTrans1: - - sub ebx, ecx -// shl ecx, 1 - add ecx, ecx - add edi, ecx - jmp BlitDispatch - - -RightSkipLoop: - - -RSLoop1: - mov al, [esi] - inc esi - or al, al - jnz RSLoop1 - - dec BlitHeight - jz BlitDone - add edi, LineSkip - - jmp LeftSkipSetup - - -BlitDone: - } - - return(TRUE); - -} - - - - //***************************************************************************** //** 16 Bit Blitters //** @@ -16788,79 +11606,6 @@ BOOLEAN UpdateBackupSurface( HVOBJECT hVObject ) */ -BOOLEAN FillRect8BPP(UINT8 *pBuffer, UINT32 uiDestPitchBYTES, INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT8 color) -{ -INT32 x1real, y1real, x2real, y2real; -UINT32 linelength, lines, lineskip; -UINT8 *startoffset; - - // check parameters - Assert(pBuffer!=NULL); - Assert(uiDestPitchBYTES > 0); - Assert(x2 > x1); - Assert(y2 > y1); - - // clip edges of rect if hanging off screen - - x1real=__max(0, x1); - x2real=__min(639, x2); - y1real=__max(0, y1); - y2real=__min(479, y2); - - startoffset=pBuffer+(y1real*uiDestPitchBYTES)+x1real; - lines=y2real-y1real+1; - linelength=x2real-x1real+1; - lineskip=uiDestPitchBYTES-linelength; - - __asm { - mov edi, startoffset - mov al, color - mov ah, al - shl eax, 16 - mov al, color - mov ah, al - mov edx, lines - mov ebx, linelength - -// edi = destination pointer -// eax = dword of color value -// ebx = line length -// ecx = column counter -// edx = row counter - -LineLoop: - - mov ecx, ebx - - clc - rcr ecx, 1 - jnc FL2 - - mov [edi], al - inc edi - -FL2: - clc - rcr ecx, 1 - jnc FL3 - mov [edi], ax - add edi, 2 - -FL3: - or ecx, ecx - jz FillLineEnd - - rep stosd - -FillLineEnd: - add edi, lineskip - dec edx - jnz LineLoop - - } - return(TRUE); -} - BOOLEAN FillRect16BPP(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color) { INT32 x1real, y1real, x2real, y2real; diff --git a/sgp/vobject_blitters.h b/sgp/vobject_blitters.h index 2f7c1e1c..6a1b81d6 100644 --- a/sgp/vobject_blitters.h +++ b/sgp/vobject_blitters.h @@ -53,50 +53,9 @@ CHAR8 BltIsClippedOrOffScreen( HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 UINT16 *InitZBuffer(UINT32 uiPitch, UINT32 uiHeight); BOOLEAN ShutdownZBuffer(UINT16 *pBuffer); -// 8-Bit to 8-Bit Blitters - -//BOOLEAN Blt8BPPDataTo8BPPBufferTransZIncClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT8 ubColor); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClipColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT8 ubColor); - -// pixelation blitters -BOOLEAN Blt8BPPDataTo8BPPBufferTransZPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZClipPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClipPixelate( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); - - -BOOLEAN Blt8BPPDataTo8BPPBufferMonoShadowClip( UINT8 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT8 ubForeground, UINT8 ubBackground); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransparent( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransparentClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo16BPPBufferTransMirror( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo8BPPBufferTransZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); - -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); - -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo8BPPBufferShadowZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 *p16BPPPalette ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 *p16BPPPalette ); - -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT16 *p16BPPPalette ); -BOOLEAN Blt8BPPDataTo8BPPBufferTransShadowZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT16 *p16BPPPalette ); - -BOOLEAN Blt8BPPDataTo8BPPBufferShadowClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo8BPPBufferShadow( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo8BPPBuffer( UINT8 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); - // 8-Bit to 16-Bit Blitters +BOOLEAN Blt8BPPDataTo16BPPBufferTransMirror( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); BOOLEAN Blt8BPPDataTo16BPPBufferTransZNBColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 usColor); BOOLEAN Blt8BPPDataTo16BPPBufferTransZNBClipColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion, UINT16 usColor); @@ -152,19 +111,13 @@ BOOLEAN Blt8BPPDataTo16BPPBufferTransShadow(UINT16 *pBuffer, UINT32 uiDestPitchB BOOLEAN Blt8BPPDataTo16BPPBufferTransShadowAlpha(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, HVOBJECT hAlphaVObject, INT32 iX, INT32 iY, UINT16 usIndex, UINT16 *p16BPPPalette, BOOLEAN fIgnoreShadows); BOOLEAN Blt8BPPDataTo16BPPBufferShadowClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN DDBlt8BPPDataTo16BPPBufferShadow( HVOBJECT hDestVObject, HVOBJECT hSrcVObject, UINT8 level, COLORVAL maskrgb, UINT16 usX, UINT16 usY, SGPRect *srcRect); BOOLEAN Blt8BPPTo8BPP(UINT8 *pDest, UINT32 uiDestPitch, UINT8 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight); BOOLEAN Blt16BPPTo16BPP(UINT16 *pDest, UINT32 uiDestPitch, UINT16 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight); BOOLEAN Blt16BPPTo16BPPTrans(UINT16 *pDest, UINT32 uiDestPitch, UINT16 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight, UINT16 usTrans); BOOLEAN Blt16BPPTo16BPPTransShadow(UINT16 *pDest, UINT32 uiDestPitch, UINT16 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight, UINT16 usTrans); -BOOLEAN Blt16BPPTo16BPPFog(UINT16 *pDest, UINT32 uiDestPitch, UINT16 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight, UINT8 *pFog, UINT16 usFogPitch); BOOLEAN Blt16BPPTo16BPPMirror(UINT16 *pDest, UINT32 uiDestPitch, UINT16 *pSrc, UINT32 uiSrcPitch, INT32 iDestXPos, INT32 iDestYPos, INT32 iSrcXPos, INT32 iSrcYPos, UINT32 uiWidth, UINT32 uiHeight); -BOOLEAN Blt8BPPDataTo16BPPBufferFogZ( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo16BPPBufferFogZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt8BPPDataTo16BPPBufferFogZNB( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN Blt8BPPDataTo16BPPBufferFogZNBClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); BOOLEAN Blt16BPPBufferPixelateRectWithColor( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, SGPRect *area, UINT8 Pattern[8][8], UINT16 usColor ); BOOLEAN Blt16BPPBufferPixelateRect(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, SGPRect *area, UINT8 Pattern[8][8]); @@ -186,12 +139,6 @@ BOOLEAN Blt8BPPDataSubTo16BPPBuffer( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, H BOOLEAN Blt8BPPDataTo16BPPBufferHalf( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVSURFACE hSrcVSurface, UINT8 *pSrcBuffer, UINT32 uiSrcPitch, INT32 iX, INT32 iY); BOOLEAN Blt8BPPDataTo16BPPBufferHalfRect( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVSURFACE hSrcVSurface, UINT8 *pSrcBuffer, UINT32 uiSrcPitch, INT32 iX, INT32 iY, SGPRect *pRect); -BOOLEAN DDBlt8BPPDataTo16BPPBuffer( HVOBJECT hDestVObject, HVOBJECT hSrcVObject, UINT16 usX, UINT16 usY, SGPRect *srcRect ); -BOOLEAN DDBlt8BPPDataTo16BPPBufferFullTransparent( HVOBJECT hDestVObject, HVOBJECT hSrcVObject, UINT16 usX, UINT16 usY, SGPRect *srcRect ); -BOOLEAN DDFillSurface( HVOBJECT hDestVObject, blt_fx *pBltFx ); -BOOLEAN DDFillSurfaceRect( HVOBJECT hDestVObject, blt_fx *pBltFx ); -BOOLEAN BltVObjectUsingDD( HVOBJECT hDestVObject, HVOBJECT hSrcVObject, UINT32 fBltFlags, INT32 iDestX, INT32 iDestY, RECT *SrcRect ); - BOOLEAN BlitZRect(UINT16 *pZBuffer, UINT32 uiPitch, INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom, UINT16 usZValue); @@ -202,7 +149,6 @@ BOOLEAN Blt32BPPTo16BPPTransShadow(UINT16 *pDest, UINT32 uiDestPitch, UINT32 *pS BOOLEAN Blt16BPPDataTo16BPPBufferTransparentClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); BOOLEAN Blt16BPPDataTo16BPPBufferTransZClip( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); -BOOLEAN Blt16BPPDataTo16BPPBufferTransparent( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); // ATE: New blitters for showing an outline at color 254 BOOLEAN Blt8BPPDataTo16BPPBufferOutline( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, INT16 s16BPPColor, BOOLEAN fDoOutline ); @@ -226,7 +172,6 @@ BOOLEAN Blt8BPPDataTo16BPPBufferTransShadowZNBObscuredClipAlpha(UINT16 *pBuffer, BOOLEAN Blt8BPPDataTo16BPPBufferTransZClipPixelateObscured( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex, SGPRect *clipregion); BOOLEAN Blt8BPPDataTo16BPPBufferTransZPixelateObscured( UINT16 *pBuffer, UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex ); -BOOLEAN FillRect8BPP(UINT8 *pBuffer, UINT32 uiDestPitchBYTES, INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT8 color); BOOLEAN FillRect16BPP(UINT16 *pBuffer, UINT32 uiDestPitchBYTES, INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color); /* diff --git a/sgp/vsurface_private.h b/sgp/vsurface_private.h index 29310d90..b60cc0a7 100644 --- a/sgp/vsurface_private.h +++ b/sgp/vsurface_private.h @@ -15,4 +15,4 @@ LPDIRECTDRAWPALETTE GetVideoSurfaceDDPalette( HVSURFACE hVSurface ); HVSURFACE CreateVideoSurfaceFromDDSurface( LPDIRECTDRAWSURFACE2 lpDDSurface ); -#endif \ No newline at end of file +#endif diff --git a/wine/CMakeLists.txt b/wine/CMakeLists.txt new file mode 100644 index 00000000..6206a988 --- /dev/null +++ b/wine/CMakeLists.txt @@ -0,0 +1,4 @@ +add_library(wine + wine.cpp +) +target_include_directories(wine PUBLIC include) diff --git a/wine/include/wine.h b/wine/include/wine.h new file mode 100644 index 00000000..2929c543 --- /dev/null +++ b/wine/include/wine.h @@ -0,0 +1,15 @@ +#ifndef WINE_H +#define WINE_H + +#define IS_WINE (GetProcAddress(GetModuleHandleA("ntdll.dll"), "wine_get_version") != 0) + +// ### types ### + +// ### Variables ### + +// ### Functions ### + +BOOL wine_add_dll_overrides(); +BOOL wine_add_dll_override(const WCHAR* dll_name); + +#endif diff --git a/wine/wine.cpp b/wine/wine.cpp new file mode 100644 index 00000000..17c5c4af --- /dev/null +++ b/wine/wine.cpp @@ -0,0 +1,65 @@ +#include +#include +#include "wine.h" + + +BOOL wine_add_dll_overrides() +{ + BOOL dd = wine_add_dll_override(L"ddraw"); + //BOOL ws = wine_add_dll_override(L"wsock32"); + + return dd; // || ws; +} + +BOOL wine_add_dll_override(const WCHAR* dll_name) +{ + if (!IS_WINE) + return FALSE; + + WCHAR exe_path[MAX_PATH] = { 0 }; + if (!GetModuleFileNameW(NULL, exe_path, _countof(exe_path) - 1)) + return FALSE; + + WCHAR exe_file_name[MAX_PATH] = { 0 }; + WCHAR exe_file_ext[MAX_PATH] = { 0 }; + _wsplitpath(exe_path, NULL, NULL, exe_file_name, exe_file_ext); + + WCHAR reg_path[512] = { 0 }; + _snwprintf( + reg_path, + _countof(reg_path) - 1, + L"SOFTWARE\\Wine\\AppDefaults\\%s%s\\DllOverrides", + exe_file_name, + exe_file_ext); + + BOOL result = FALSE; + HKEY hkey; + LONG status = + RegCreateKeyExW( + HKEY_CURRENT_USER, + reg_path, + 0, + NULL, + REG_OPTION_NON_VOLATILE, + KEY_WRITE | KEY_READ, + NULL, + &hkey, + NULL); + + if (status == ERROR_SUCCESS) + { + if (RegQueryValueExW(hkey, dll_name, NULL, NULL, NULL, NULL) != ERROR_SUCCESS) + { + WCHAR v[] = L"native, builtin"; + if (RegSetValueExW(hkey, dll_name, 0, REG_SZ, (LPCBYTE)v, sizeof(v)) == ERROR_SUCCESS && + RegQueryValueExW(hkey, dll_name, NULL, NULL, NULL, NULL) == ERROR_SUCCESS) + { + result = TRUE; + } + } + + RegCloseKey(hkey); + } + + return result; +}