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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:
@@ -2069,6 +2069,8 @@ STR16 pPersonnelRecordsHelpTexts[] =
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L"Faiblesse :",
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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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@@ -2864,6 +2866,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"CREPITUS",
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L"Milice",
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L"CIVIL",
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L"ZOMBIE", // TODO.Translate
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L"Quitter Secteur",
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L"OK",
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L"Annuler",
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@@ -2919,6 +2922,9 @@ 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"Moral",
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L"Etat", // the condition of the current vehicle (its "Santé")
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L"Carburant", // 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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@@ -5093,6 +5100,7 @@ STR16 zOptionsToggleText[] =
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L"Désactiver échange curseur", // 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", // 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"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
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@@ -5202,6 +5210,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Si activé, le curseur ne basculera pas entre changer de position et une autre action. Appuyez sur |x pour initier un échange rapide.",
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L"When ON, mercs will not report progress during training.",
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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"Forcer tous les envois en attente de Bobby Ray",
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@@ -6894,6 +6903,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
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L"|C|u|l|b|u|t|e |d|e |b|a|l|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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@@ -6902,6 +6912,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
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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.",
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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.",
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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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@@ -7078,6 +7089,7 @@ 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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@@ -7139,6 +7151,7 @@ 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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