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- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746 o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation) o The zombie option can only be enabled in a single player game o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+7
-4
@@ -632,14 +632,14 @@ extern STR16 szUDBGenWeaponsStatsTooltipText[ 23 ];
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extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 23 ];
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extern STR16 szUDBGenArmorStatsTooltipText[ 3 ];
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extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 3 ];
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extern STR16 szUDBGenAmmoStatsTooltipText[ 4 ]; // Flugente Overheating Weapons: 3->4
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extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 4 ];
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extern STR16 szUDBGenAmmoStatsTooltipText[ 5 ]; // Flugente Overheating: 3->4 poison: 4->5
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extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 5 ]; // Flugente Overheating: 3->4 poison: 4->5
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extern STR16 szUDBGenExplosiveStatsTooltipText[ 22 ];
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extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 22 ];
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extern STR16 szUDBGenSecondaryStatsTooltipText[ 26 ];
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extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 26 ];
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extern STR16 szUDBAdvStatsTooltipText[ 56 ]; // Flugente Overheating Weapons: 48->56
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extern STR16 szUDBAdvStatsExplanationsTooltipText[ 56 ]; // Flugente Overheating Weapons: 48->56
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extern STR16 szUDBAdvStatsTooltipText[ 57 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57
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extern STR16 szUDBAdvStatsExplanationsTooltipText[ 57 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57
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extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 52 ]; // Flugente Overheating Weapons: 48->52
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// Headrock: End Externs
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@@ -752,6 +752,7 @@ enum
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CREATURE_TEAM_MERC_NAME,
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MILITIA_TEAM_MERC_NAME,
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CIV_TEAM_MERC_NAME,
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ZOMBIE_TEAM_MERC_NAME,
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//The text for the 'exiting sector' gui
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EXIT_GUI_TITLE_STR,
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@@ -808,6 +809,8 @@ enum
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CHOOSE_REMOTE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR,
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CHOOSE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR,
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CHOOSE_TRIPWIRE_NETWORK,
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MERC_VITAL_STATS_WITH_POISON_POPUPTEXT,
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TEXT_NUM_TACTICAL_STR
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};
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@@ -265,6 +265,8 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "Directional") == 0 ||
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strcmp(name, "DrugType") == 0 ||
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strcmp(name, "BlockIronSight") == 0 ||
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// Flugente: poison system
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strcmp(name, "PoisonPercentage") == 0 ||
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strcmp(name, "fFlags") == 0 ))
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{
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@@ -1331,6 +1333,12 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curItem.blockironsight = (BOOLEAN) atol(pData->szCharData);
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}
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// Flugente poison system
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else if(strcmp(name, "PoisonPercentage") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curItem.bPoisonPercentage = (INT16) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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@@ -1947,6 +1955,9 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile,"\t\t<BlockIronSight>%d</BlockIronSight>\r\n", Item[cnt].blockironsight );
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// Flugente poison system
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", Item[cnt].bPoisonPercentage );
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FilePrintf(hFile,"\t</ITEM>\r\n");
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}
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FilePrintf(hFile,"</ITEMLIST>\r\n");
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+14
-1
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
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L"弱点:",
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L"态度:", // WANNE: For old traits display instead of "Character:"!
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L"Zombies: %d\n", // TODO.Translate
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};
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@@ -2865,6 +2867,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"异形",
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L"民兵",
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L"平民",
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L"ZOMBIE", // TODO.Translate
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L"离开分区",
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L"确定",
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L"取消",
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@@ -2920,6 +2923,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
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L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
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L"Select tripwire hierarchy (1 - 4) and network (A - D):",
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// added by Flugente to display health and poisoning // TODO.Translate
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -3473,6 +3479,7 @@ STR16 pMapScreenStatusStrings[] =
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L"士气",
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L"状态", // the condition of the current vehicle (its "health")
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L"油量", // the fuel level of the current vehicle (its "energy")
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L"Posion", // TODO.Translate
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};
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@@ -5102,8 +5109,9 @@ STR16 zOptionsToggleText[] =
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L"显示脸部装备图",
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L"显示脸部装备图标",
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L"禁止光标切换", // Disable Cursor Swap
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L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
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L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
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L"自动加速敌军回合", // Automatic fast forward through AI turns
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L"Allow Zombies", // TODO.Translate
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//L"武器过热",
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L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
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@@ -5213,6 +5221,7 @@ STR16 zOptionsScreenHelpText[] =
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L"打开时,在交换位置和其它动作时光标不切换。键入 |x 可以快速切换。",
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L"When ON, mercs will not report progress during training.", //TODO.Translate
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L"打开时,敌军回合将被大幅加速。",
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L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
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//L"打开时,武器连续射击时温度逐渐升高引起过热。",
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
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L"强制 Bobby Ray 出货",
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@@ -6924,6 +6933,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
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L"|翻|搅|力|(|开|花|弹|)",
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L"|爆|炸|力|(|炸|子|儿|)",
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L"|过|热|修|正",
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L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
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};
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STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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@@ -6932,6 +6942,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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L"\n \n该值决定子弹打穿护甲击中身体时的伤害力\n加成。\n \n该值大于1时,子弹在穿过护甲后会增加伤害。\n \n当该值小于1时,子弹穿过护甲后会减少伤害。\n \n该数值越高越好。",
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L"\n \n该值是子弹在击中目标前已经造成的潜在伤害的倍率。\n \n大于1的数值可以增加伤害,\n反之则减少伤害。\n \n该数值越高越好。",
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L"\n \n子弹温度系数。\n \n该数值越低越好。",
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L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
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};
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STR16 szUDBGenExplosiveStatsTooltipText[]=
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@@ -7108,6 +7119,7 @@ STR16 szUDBAdvStatsTooltipText[]=
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L"|冷|却|参|数",
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L"|卡|壳|阈|值",
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L"|损|坏|阈|值",
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L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
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};
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// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
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@@ -7169,6 +7181,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
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L"\n \n武器的冷却系数数增加了(百分比)。\n \n该数值越高越好。",
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L"\n \n武器的卡壳阈值增加了(百分比)。\n \n该数值越高越好。",
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L"\n \n武器的损坏阈值增加了(百分比)。\n \n该数值越高越好。",
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L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
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};
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STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
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@@ -2066,6 +2066,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
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L"Weakness:",
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L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
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L"Zombies: %d\n", // TODO.Translate
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};
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@@ -2862,6 +2864,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"CREPITUS", // L"CREPITUS",
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L"MILITIE", // L"MILITIA",
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L"BURGER", // L"CIVILIAN",
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L"ZOMBIE", // TODO.Translate
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L"Verlaten Sector", // L"Exiting Sector",
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L"OK",
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L"Stoppen", // L"Cancel",
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@@ -2917,6 +2920,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
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L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
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L"Select tripwire hierarchy (1 - 4) and network (A - D):",
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// added by Flugente to display health and poisoning // TODO.Translate
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -3469,6 +3475,7 @@ STR16 pMapScreenStatusStrings[] =
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L"Moraal",
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L"Conditie", // the condition of the current vehicle (its "health")
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L"Brandstof", // the fuel level of the current vehicle (its "energy")
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L"Posion", // TODO.Translate
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};
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@@ -5103,6 +5110,7 @@ STR16 zOptionsToggleText[] =
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L"Uit te schakelen Cursor Swap", // Disable Cursor Swap
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L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
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L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
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L"Allow Zombies", // TODO.Translate
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//L"Weapons Overheating", // TODO.Translate
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L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
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@@ -5212,6 +5220,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Wanneer ingeschakeld, zal de cursor niet te schakelen tussen uitwisseling positie en andere acties. Druk op |x om snelle uitwisseling te starten.",
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L"When ON, mercs will not report progress during training.", //TODO.Translate
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L"When ON, AI turns will be much faster.", // TODO.Translate
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L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
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//L"When ON, weapons can be overheated when firing.", // TODO.Translate
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
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L"Force all pending Bobby Ray shipments",
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@@ -6919,6 +6928,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
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L"|B|u|l|l|e|t |T|u|m|b|l|e",
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L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
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L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
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L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
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};
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STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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@@ -6927,6 +6937,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
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L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
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L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
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L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
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};
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STR16 szUDBGenExplosiveStatsTooltipText[]=
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@@ -7103,6 +7114,7 @@ STR16 szUDBAdvStatsTooltipText[]=
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L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
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L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
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L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
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L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
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};
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// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
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@@ -7164,6 +7176,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
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L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
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L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
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L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
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L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
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};
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STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
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+15
-3
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
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L"Weakness:",
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L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
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L"Zombies: %d\n", // Flugente Zombies
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};
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@@ -2865,6 +2867,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"CREPITUS",
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L"MILITIA",
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L"CIVILIAN",
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L"ZOMBIE",
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L"Exiting Sector",
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L"OK",
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L"Cancel",
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@@ -2920,6 +2923,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
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L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
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L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
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// added by Flugente to display health and poisoning
|
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
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};
|
||||
|
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
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@@ -3471,6 +3477,7 @@ STR16 pMapScreenStatusStrings[] =
|
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L"Morale",
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L"Condition", // the condition of the current vehicle (its "health")
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L"Fuel", // the fuel level of the current vehicle (its "energy")
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L"Poison", // for display of poisoning
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};
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@@ -5102,6 +5109,7 @@ STR16 zOptionsToggleText[] =
|
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L"Disable Cursor Swap", // Disable Cursor Swap
|
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L"Quiet Training", // Madd: mercs don't say quotes while training
|
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L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
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//L"Weapons Overheating", // TODO.Translate
|
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L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
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@@ -5113,7 +5121,7 @@ STR16 zOptionsToggleText[] =
|
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L"Debug Options in other builds", // allow debugging in release or mapeditor
|
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L"DEBUG Render Option group", // an example option that will show/hide other options
|
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L"Render Mouse Regions", // an example of a DEBUG build option
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L"-----------------", // an example options screen options divider (pure text)
|
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L"-----------------", // an example options screen options divider (pure text)
|
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// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
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L"THE_LAST_OPTION",
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@@ -5211,6 +5219,7 @@ STR16 zOptionsScreenHelpText[] =
|
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L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.",
|
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L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.",
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
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L"Force all pending Bobby Ray shipments",
|
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@@ -5222,8 +5231,7 @@ STR16 zOptionsScreenHelpText[] =
|
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L"Allows debug options in release or mapeditor builds", // allow debugging in release or mapeditor
|
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L"Toggle to display debugging render options", // an example option that will show/hide other options
|
||||
L"Attempts to display slash-rects around mouse regions", // an example of a DEBUG build option
|
||||
L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
|
||||
|
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L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)
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// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
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L"TOPTION_LAST_OPTION",
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@@ -6911,6 +6919,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|B|u|l|l|e|t |T|u|m|b|l|e",
|
||||
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6919,6 +6928,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
|
||||
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.",
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.",
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7096,6 +7106,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7157,6 +7168,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2069,6 +2069,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"Faiblesse :",
|
||||
|
||||
L"Attitudes :", // WANNE: For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2864,6 +2866,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"CREPITUS",
|
||||
L"Milice",
|
||||
L"CIVIL",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"Quitter Secteur",
|
||||
L"OK",
|
||||
L"Annuler",
|
||||
@@ -2919,6 +2922,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3473,6 +3479,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Moral",
|
||||
L"Etat", // the condition of the current vehicle (its "Santé")
|
||||
L"Carburant", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5093,6 +5100,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Désactiver échange curseur", // Disable Cursor Swap
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Weapons Overheating", // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
|
||||
@@ -5202,6 +5210,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Si activé, le curseur ne basculera pas entre changer de position et une autre action. Appuyez sur |x pour initier un échange rapide.",
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Forcer tous les envois en attente de Bobby Ray",
|
||||
@@ -6894,6 +6903,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|C|u|l|b|u|t|e |d|e |b|a|l|l|e",
|
||||
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6902,6 +6912,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDétermine le potentiel de la balle à faire des dégâts\nsur le corps après avoir traversée l'armure.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts\naprès pénétration\nAvec une valeur inférieure à 1.0, la balle fera des dégâts moindre\naprès pénétration.\n \nValeur élevée recommandée.",
|
||||
L"\n \nMultiplicateur de potentiel de dégâts juste avant\nl'impact de la balle.\n \nAvec une valeur supérieure à 1.0, la balle fera de lourds dégâts\nUne valeur inférieure à 1.0 fera des dégâts moindre.\n \nValeur élevée recommandée.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7078,6 +7089,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7139,6 +7151,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2080,6 +2080,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"Schwächen:",
|
||||
|
||||
L"Persönlichkeit:", // WANNE: For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2866,6 +2868,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"MONSTER",
|
||||
L"MILIZ",
|
||||
L"ZIVILIST",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"Sektor verlassen",
|
||||
L"OK",
|
||||
L"Abbruch",
|
||||
@@ -2923,6 +2926,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Detonations-Frequenz (1 - 4) und die Entschärfungs-Frequenz (A - D):",
|
||||
L"Detonations-Zeit (in Züge) (1 - 4) und die Entschärfungs-Frequenz (A - D):",
|
||||
L"Stolperdraht-Hierarchie (1 - 4) und das Netzwerk (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3440,6 +3446,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Moral",
|
||||
L"Zustand", // the condition of the current vehicle (its "health")
|
||||
L"Tank", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 pMapScreenPrevNextCharButtonHelpText[] =
|
||||
@@ -4951,6 +4958,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Cursor-Wechsel deaktivieren", // Disable Cursor Swap
|
||||
L"Stummes Trainieren", // Madd: mercs don't say quotes while training
|
||||
L"Autom. schnelle Gegner-Züge", // Automatic fast forward through AI turns
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Waffen können überhitzen",
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments
|
||||
@@ -6739,6 +6747,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|K|u|g|e|l|s|t|u|r|z",
|
||||
L"|E|x|p|l|o|s|i|o|n |v|o|r |E|i|n|s|c|h|l|a|g",
|
||||
L"|T|e|m|p|e|r|a|t|u|r |M|o|d|i|f|i|k|a|t|o|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6747,6 +6756,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nBestimmt eine verhältnismäßige Zunahme des Schadenspotentials,\nsobald die Kugel die Rüstung des Ziels\ndurchbricht und den Körper dahinter trifft.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren das Schadenspotential\nder durchbrochenen Kugel.\n \nHöher ist besser.",
|
||||
L"\n \nEin Multiplikator zum Schadenspotential der Kugel,\nder vor dem Treffen des Zieles angewandt wird.\n \nWerte über 1.0 erhöhen, Werte unter 1.0 reduzieren den Schaden.\n \nHöher ist besser.",
|
||||
L"\n \nProzentuale zusätzliche Hitze\ndurch diese Munitionsart.\n \nNiedriger ist besser.",
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -6923,6 +6933,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|M|o|d|i|f|i|k|a|t|o|r|-|A|b|k|ü|h|l|f|a|k|t|o|r",
|
||||
L"|M|o|d|i|f|i|k|a|t|o|r|-|L|a|d|e|h|e|m|m|u|n|g|s|s|c|h|r|a|n|k|e",
|
||||
L"|M|o|d|i|f|i|k|a|t|o|r|-|H|i|t|z|e|s|c|h|a|d|e|n|s|s|c|h|r|a|n|k|e",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -6984,6 +6995,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nAbkühlung wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.",
|
||||
L"\n \nLadehemmungsschranke wird um diesen Prozentsatz erhöht.\n \nHöher ist besser.",
|
||||
L"\n \nHitzeschadensschranke wird um diesen Prozentsatz erhöht.\n \nHöher is besser.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2062,6 +2062,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"Weakness:",
|
||||
|
||||
L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2857,6 +2859,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"CREPITUS",
|
||||
L"ESERCITO",
|
||||
L"CIVILE",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"Settore di uscita",
|
||||
L"OK",
|
||||
L"Annulla",
|
||||
@@ -2912,6 +2915,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3464,6 +3470,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Condizione", // the condition of the current vehicle (its "health")
|
||||
L"Carburante", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5088,6 +5095,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Disabilita Swap Cursore", // Disable Cursor Swap
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Weapons Overheating", // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5197,6 +5205,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Se attivato, il cursore non si alternerà tra la posizione di scambio e altre azioni. Premere |x per avviare lo scambio rapido.",
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
@@ -6907,6 +6916,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|B|u|l|l|e|t |T|u|m|b|l|e",
|
||||
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6915,6 +6925,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
|
||||
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7091,6 +7102,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7152,6 +7164,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2077,6 +2077,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"NiepełnosprawnoŚć:",
|
||||
|
||||
L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2872,6 +2874,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"STWÓR",
|
||||
L"SAMOOBRONA",
|
||||
L"CYWIL",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"WyjŚcie z sektora",
|
||||
L"OK",
|
||||
L"Anuluj",
|
||||
@@ -2927,6 +2930,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3480,6 +3486,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Stan", // the condition of the current vehicle (its "health")
|
||||
L"Paliwo", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5100,6 +5107,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Disable Cursor Swap", // Disable Cursor Swap // TODO.Translate
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Weapons Overheating", // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5209,6 +5217,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"WymuŚ wszystkie oczekiwane dostawy od Bobby Ray's.",
|
||||
@@ -6917,6 +6926,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|B|u|l|l|e|t |T|u|m|b|l|e",
|
||||
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6925,6 +6935,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
|
||||
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7101,6 +7112,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7162,6 +7174,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"Недостаток:",
|
||||
|
||||
L"По жизни:", //Attitudes For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2865,6 +2867,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"РЕПТИОН",
|
||||
L"ОПОЛЧЕНЕЦ",
|
||||
L"ЖИТЕЛЬ",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"Выход из сектора",
|
||||
L"ДА",
|
||||
L"ОТМЕНА",
|
||||
@@ -2920,6 +2923,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3473,6 +3479,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Боевой дух",
|
||||
L"Состояние", // the condition of the current vehicle (its "health")
|
||||
L"Бензин", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5083,6 +5090,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Disable Cursor Swap", // Disable Cursor Swap // TODO.Translate
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Weapons Overheating", // TODO.Translate
|
||||
L"--Читерские настройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments
|
||||
@@ -5192,6 +5200,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Выберите этот пункт чтобы груз Бобби Рэя прибыл немедленно.",
|
||||
@@ -6885,6 +6894,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|П|а|д|е|н|и|е |п|а|т|р|о|н|ы",
|
||||
L"|П|р|е|д|в|а|р|и|т|е|л|ь|н|о|е |в|л|и|я|н|и|е |в|з|р|ы|в|а",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6893,6 +6903,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
|
||||
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7069,6 +7080,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7130,6 +7142,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
|
||||
L"Weakness:",
|
||||
|
||||
L"Attitudes:", // WANNE: For old traits display instead of "Character:"!
|
||||
|
||||
L"Zombies: %d\n", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -2866,6 +2868,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"CREPITUS",
|
||||
L"MILITIA",
|
||||
L"CIVILIAN",
|
||||
L"ZOMBIE", // TODO.Translate
|
||||
L"Exiting Sector",
|
||||
L"OK",
|
||||
L"Cancel",
|
||||
@@ -2921,6 +2924,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
|
||||
L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
|
||||
L"Select tripwire hierarchy (1 - 4) and network (A - D):",
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3474,6 +3480,7 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Condition", // the condition of the current vehicle (its "health")
|
||||
L"Fuel", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -5104,6 +5111,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Disable Cursor Swap", // Disable Cursor Swap
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
//L"Weapons Overheating", // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5213,6 +5221,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.",
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
@@ -6922,6 +6931,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
L"|B|u|l|l|e|t |T|u|m|b|l|e",
|
||||
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
@@ -6930,6 +6940,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
|
||||
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
|
||||
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
@@ -7106,6 +7117,7 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7167,6 +7179,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.", // TODO.Translate
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
|
||||
Reference in New Issue
Block a user