- 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
+13
View File
@@ -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[]=