From cf89b2119d19489361d7b734f937d79fc2023aa0 Mon Sep 17 00:00:00 2001 From: Wanne Date: Mon, 24 Oct 2011 19:27:32 +0000 Subject: [PATCH] - Fixed a few EDB description text mistakes (by arkantos) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4742 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Utils/_ChineseText.cpp | 4 ++-- Utils/_DutchText.cpp | 4 ++-- Utils/_EnglishText.cpp | 4 ++-- Utils/_FrenchText.cpp | 4 ++-- Utils/_GermanText.cpp | 8 ++++---- Utils/_ItalianText.cpp | 4 ++-- Utils/_PolishText.cpp | 4 ++-- Utils/_RussianText.cpp | 4 ++-- Utils/_TaiwaneseText.cpp | 4 ++-- 9 files changed, 20 insertions(+), 20 deletions(-) diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 1cba7d122..a6a8522f4 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -6609,7 +6609,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \n爆破造成的非致命性眩晕伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害,\n而具有持续效果的爆破品每回合都可以造成伤\n害,直到效果消失。\n \n该数值越高越好。", L"\n \n这是该爆破品的有效杀伤半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。", L"\n \n这是该爆破品的眩晕伤害半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。", - L"\n \n这是该陷阱所发出噪音的传播距离。\n \n在该距离之内的士兵可能听到这个噪音\n并有所警觉。\n \n越低越好。", + L"\n \n这是该陷阱所发出噪音的传播距离。\n \n在该距离之内的士兵可能听到这个噪音\n并有所警觉。\n \n该数值越高越好。", L"\n \n这是该爆破品释放出的催泪毒气的初始半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。", L"\n \n这是该爆破品释放出的芥子毒气的初始半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。", L"\n \n这是该爆破品发光的初始半径。\n \n距爆炸中心较近的格子会变得非常明亮,而接近\n边缘的格子只会比平常亮一点点。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。", @@ -6835,7 +6835,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一白天视觉修正只在光照度为平均值或更高时有效。\n \n该数值越高越好。", L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一高光视觉修正只在光照度过高时有效,\n例如直视闪光弹照亮的\n格子或在正午时分。\n \n该数值越高越好。", L"\n \n当完成该武器的举枪动作时,\n由于附件或武器的本身特点,使用者的\n视觉范围将依照所列比例得到修正\n \n这一洞穴视觉修正只在昏暗且位于地下时有效。\n \n该数值越高越好。", - L"\n \n当完成该武器的举枪动作时,\n将改变使用者的视野范围,视野\n范围减少会导致可视角度变窄。\n \n该数值越低越好。", + L"\n \n当完成该武器的举枪动作时,\n将改变使用者的视野范围,视野\n范围减少会导致可视角度变窄。\n \n该数值越高越好。", L"\n \n这是射手在点射和连发时,制退后坐力的能力。\n \n该数值越高越好。", L"\n \n这是射手频繁估量制退力大小以应对后坐力的能力。\n \n如果武器缺乏点射和连发功能,则此能力无\n效。\n \n低修正值能提高连发的总体精度,此外,由于射手能\n正确制退后坐力,其长点射也更\n加准确。\n \n该数值越低越好。", L"\n \n由于所装的附件,弹药或其内置特性,这件武\n器的命中率得到了修正。\n \n命中率的提高使该武器在精瞄时\n更容易命中目标。\n \n该数值越高越好。", diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 5208cbfff..8ca56c187 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -6603,7 +6603,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6829,7 +6829,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 7777b3354..0c6fb4b33 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -6602,7 +6602,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6828,7 +6828,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 908b729e0..89cdbc073 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -6605,7 +6605,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nLa quantit de dgts non mortels (tourdissant) causs\npar cet explosif.\n \nNotez que les explosifs de type 'explosion' livrent leurs dgts seulement\nune fois (quand ils partent), tandis que les explosifs d'effet\nprolongs livrentcette quantit de dgts\nd'tourdissement chaque tour jusqu' ce que l'effet dissipe.\n \nValeur leve recommande.", L"\n \nRayon de l'explosion caus par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dgts.\n \nValeur leve recommande.", L"\n \nRayon de l'etourdissement caus par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dgts.\n \nValeur leve recommande.", - L"\n \nDistance du parcours du bruit caus par ce pige.\n Les ennemis placs en de de cette distance entendront\n votre pige et sonneront l'alerte.\n \nValeur faible recommande.", + L"\n \nDistance du parcours du bruit caus par ce pige.\n Les ennemis placs en de de cette distance entendront\n votre pige et sonneront l'alerte.\n \nValeur leve recommande.", L"\n \nRayon de dpart libr par la lacrymogne.\n \nLes ennemis placs en de de cette distance subiront\ndes dgts et des tourdissements chaque tour,\n moins qu'ils portent un masque gaz.\n \nA noter galement la fin du rayon et la dure de\nl'effet (afficher ci-dessous).\n \nValeur leve recommande.", L"\n \nRayon de dpart libr par le gaz moutarde.\n \nLes ennemis placs en de de cette distance subiront\ndes dgts et des tourdissements chaque tour,\n moins qu'ils portent un masque gaz.\n \nA noter galement la fin du rayon et la dure de\nl'effet (afficher ci-dessous).\n \nValeur leve recommande.", L"\n \nRayon de dpart mis par le flash lumineux.\n \nLes cases autours du centre de l'effet deviendront trs\nlumineuses, quand celles autours ne seront que\nlgrement plus lumineuse que la normale.\n \nA noter galement la fin du rayon et la dure de\nl'effet (afficher ci-dessous).\n \nA noter aussi que contrairement aux autres explosifs qui\nont une dure d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparatre.\n \nValeur leve recommande.", @@ -6831,7 +6831,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nLorsque cette arme est prte tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrce un accessoire ou un attribut inhrent l'arme.\n \nModification de la vision de jour lorsque l'intensit de la lumire\nest normale ou forte.\n \nValeur leve recommande.", L"\n \nLorsque cette arme est prte tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrce un accessoire ou un attribut inhrent l'arme.\n \nModification de la vision lorsque l'intensit de la lumire est trs forte.\n \nValeur leve recommande.", L"\n \nLorsque cette arme est prte tirer,\nelle modifie la vision du porteur du pourcentage suivant,\ngrce un accessoire ou un attribut inhrent l'arme.\n \nModification de la vision lorsque vous tes dans un sous-sol sombre.\n \nValeur leve recommande.", - L"\n \nLorsque cette arme est prte tirer,\nelle modifie le champs de vision du porteur.\n \nRduisant le champs de vision de chaque cot.\n \nValeur faible recommande.", + L"\n \nLorsque cette arme est prte tirer,\nelle modifie le champs de vision du porteur.\n \nRduisant le champs de vision de chaque cot.\n \nValeur leve recommande.", L"\n \nHabilit du tireur faire face au recul\nlors d'un tir en mode Rafale ou Auto.\n \nValeur leve recommande.", L"\n \nFrquence de recalcule du tireur pour ajuster la force\nqu'il doit mettre pour contrer le recul de l'arme, lors d'un tir\nen mode Rafale ou Auto.\n \nUne frquence faible rend la salve plus prcise en supposant que\nle tireur puisse surmonter le recul correctement.\n \nValeur faible recommande.", L"\n \nLa chance de toucher la cible avec cette arme\na t modifi par une munition, un accessoire ou\nun attribut inhrent l'arme.\n \nAugmenter la chance de toucher permet de toucher plus souvent\nune cible,en supposant que le tireur a bien vis.\n \nValeur leve recommande.", diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index bc053ec97..11b30a410 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -4688,7 +4688,7 @@ STR16 zOptionsToggleText[] = L"Neues Zielsystem verwenden", // use NCTH L"Gesichtsequipment-Grafiken", L"Gesichtsequipment-Icons", - L"Cursor-Wechsel deaktivieren", // Disable Cursor Swap // TODO.Translate + L"Cursor-Wechsel deaktivieren", // Disable Cursor Swap L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER, L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END @@ -6436,7 +6436,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nDer Betäubungschaden (nicht tödlich) der durch diesen\nSprengstoff verursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.", L"\n \nDas ist der Radius der Explosionswelle den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", L"\n \nDas ist der Radius des Betäubungsschlags den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.", - L"\n \nDie Entfernung die das Geräusch der Explosion\nzurücklegen wird. Soldaten innerhalb der Entfernung \nsind fähig das Geräusch zu hören und werden gewarnt.\n \nNiedriger ist besser.", + L"\n \nDie Entfernung die das Geräusch der Explosion\nzurücklegen wird. Soldaten innerhalb der Entfernung \nsind fähig das Geräusch zu hören und werden gewarnt.\n \nHöher ist besser.", L"\n \nDas ist der Startradius des Tränengas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Betäubungsschaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", L"\n \nDas ist der Startradius des Senfgas\nder durch diesen Sprengstoff freigesetzt wird.\n \nFeinde die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jeden Zug,\nbis Sie Gasmasken tragen.\n \nAchte auf Endradius und Dauer der Wirkung.\n \nHöher ist besser.", L"\n \nDas ist der Startradius des Lichts\nder durch den Sprengstoff freigesetzt wird.\n \nFelder in der Nähe der Wirkung leuchten \nsehr hell, Felder nahe zum Rand\nsind nur ein weniger heller als normal.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nZur Erinnerung: Im Unterschied zu anderen Sprengstoffen mit\nzietlich festgelegter Wirkung, wird die Wirkung des Lichts nach einiger\nZeit weniger, bis es verschwindet.\n \nHöher ist besser.", @@ -6657,12 +6657,12 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWenn in der Hand gehalten, verändert sich\ndie Tarnung des Soldaten in Schneegebieten.\n \nHöher ist besser.", L"\n \nWenn in der Hand gehalten, verändert sich\ndie Fähigkeit des Soldaten sich leise zu bewegen.\n \nHöher ist besser.", L"\n \nWenn in der Hand gehalten, verändert sich\ndie Hörfähigkeit (in Felder) des Soldaten.\n \nHöher ist besser.", - L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.", // TODO.Translate L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nDas ist die Fähigkeit des Schützen Rückstoß\nwährend der Feuerstoß-/Autofeuersalven zu bewältigen.\n \nHöher ist besser.", L"\n \nDas ist die Fähigkeit des Schützen Rückstöße\ngenauer auszugleichen.\n \nDies hat keine Wirkung bei Einzelschüssen!\n \nEin hoher Wert hilft dem Schützen die Mündung der Waffe\nbei Salven genauer auf das Ziel zu richten.\n \nNiedriger ist besser.", L"\n \nDer Treffer Modifikator wird verändert durch\nMunition, Erweiterungen oder eingebauter Attribute.\n \nEin erhöhter Treffer Modifikator erlaubt es entfernte Ziele\n öfter zu treffen sofern\nanständig gezielt wird.\n \nHöher ist besser.", diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 5646f8ba6..c294d57f1 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -6602,7 +6602,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6828,7 +6828,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index fa1f7b237..0dc0b10ec 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -6608,7 +6608,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6834,7 +6834,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index d46da2ec0..6b2d5dee6 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -6585,7 +6585,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6811,7 +6811,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.", diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp index 57f1cb5ec..d20a5421d 100644 --- a/Utils/_TaiwaneseText.cpp +++ b/Utils/_TaiwaneseText.cpp @@ -6610,7 +6610,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]= L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.", L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.", L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.", - L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nLower is better.", + L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.", L"\n \nThis is the starting radius of the tear-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the mustard-gas\nreleased by this explosive item.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn,\nunless wearing a gas mask.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nHigher is better.", L"\n \nThis is the starting radius of the light\nemitted by this explosive item.\n \nTiles close to the center of the effect will become\nvery bright, while tiles nearer the edge\nwill only be a little brighter than normal.\n \nAlso note the end radius and duration\nof the effect (displayed below).\n \nAlso remember that unlike other explosives with\ntimed effects, the light effect gets SMALLER\nover time, until it disappears.\n \nHigher is better.", @@ -6836,7 +6836,7 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]= L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.", L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.", - L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.", + L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.", L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",