- 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
This commit is contained in:
Wanne
2011-10-24 19:27:32 +00:00
parent c6093ce700
commit cf89b2119d
9 changed files with 20 additions and 20 deletions
+2 -2
View File
@@ -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.",