- 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:
Wanne
2012-05-29 22:49:17 +00:00
parent 744ce2ee9c
commit c90f4bce47
73 changed files with 4481 additions and 609 deletions
+14 -1
View File
@@ -2070,6 +2070,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
L"弱点:",
L"态度:", // WANNE: For old traits display instead of "Character:"!
L"Zombies: %d\n", // TODO.Translate
};
@@ -2865,6 +2867,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"异形",
L"民兵",
L"平民",
L"ZOMBIE", // TODO.Translate
L"离开分区",
L"确定",
L"取消",
@@ -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"士气",
L"状态", // the condition of the current vehicle (its "health")
L"油量", // the fuel level of the current vehicle (its "energy")
L"Posion", // TODO.Translate
};
@@ -5102,8 +5109,9 @@ STR16 zOptionsToggleText[] =
L"显示脸部装备图",
L"显示脸部装备图标",
L"禁止光标切换", // Disable Cursor Swap
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
L"自动加速敌军回合", // Automatic fast forward through AI turns
L"Allow Zombies", // TODO.Translate
//L"武器过热",
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
@@ -5213,6 +5221,7 @@ STR16 zOptionsScreenHelpText[] =
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。",
L"When ON, mercs will not report progress during training.", //TODO.Translate
L"打开时,敌军回合将被大幅加速。",
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
//L"打开时,武器连续射击时温度逐渐升高引起过热。",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"强制 Bobby Ray 出货",
@@ -6924,6 +6933,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
L"|翻|搅|力||开|花|弹|",
L"|爆|炸|力||炸|子|儿|",
L"|过|热|修|正",
L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e", // TODO.Translate
};
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
@@ -6932,6 +6942,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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。",
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。",
L"\n \n子弹温度系数。\n \n该数值越低越好。",
L"\n \nDetermines what percentage of a\nbullet's damage will be poisonous.", // TODO.Translate
};
STR16 szUDBGenExplosiveStatsTooltipText[]=
@@ -7108,6 +7119,7 @@ STR16 szUDBAdvStatsTooltipText[]=
L"|冷|却|参|数",
L"|卡|壳|阈|值",
L"|损|坏|阈|值",
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.
@@ -7169,6 +7181,7 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
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。",
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。",
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。",
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[]=