MERGED source code from development trunk revision 4545 up to latest current revision 4882

Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-01-18 11:19:01 +00:00
parent c42d68ff0f
commit e64d5a2fa6
264 changed files with 40710 additions and 2771 deletions
+87 -6
View File
@@ -4,9 +4,64 @@
#include "items.h"
#include "types.h"
#include "mapscreen.h"
#include "XML_Language.h"
#include "Encyclopedia.h"
#define STRING_LENGTH 255
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
//Ja25 UB
//enums used for zNewLaptopMessages
enum
{
LPTP_MSG__MERC_SPECIAL_OFFER,
LPTP_MSG__TEMP_UNAVAILABLE,
LPTP_MSG__PREVIEW_TEXT,
};
extern CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS];
//Encyclopedia
extern STR16 pMenuStrings[];
extern STR16 pLocationPageText[];
extern STR16 pSectorPageText[];
extern STR16 pEncyclopediaHelpText[];
extern STR16 pEncyclopediaTypeText[];
extern STR16 pEncyclopediaSkrotyText[];
extern STR16 pEncyclopediaShortCharacterText[];
extern STR16 pEncyclopediaHelpCharacterText[];
extern STR16 pEncyclopediaShortInventoryText[];
extern STR16 BoxFilter[];
extern STR16 pOtherButtonsText[];
extern STR16 pOtherButtonsHelpText[];
//Editor
//Editor Taskbar Creation.cpp
extern STR16 iEditorItemStatsButtonsText[];
@@ -52,7 +107,7 @@ extern STR16 pWaitForHelpScreenResponseText[];
extern STR16 pAutoLoadMapText[];
extern STR16 pShowHighGroundText[];
//Item Statistics.cpp
extern CHAR16 gszActionItemDesc[ 34 ][ 30 ]; // NUM_ACTIONITEMS = 34
//extern CHAR16 gszActionItemDesc[ 34 ][ 30 ]; // NUM_ACTIONITEMS = 34
extern STR16 pUpdateItemStatsPanelText[];
extern STR16 pSetupGameTypeFlagsText[];
extern STR16 pSetupGunGUIText[];
@@ -76,6 +131,8 @@ extern STR16 pDisplaySelectionWindowGraphicalInformationText[];
extern STR16 wszSelType[6];
//--
extern STR16 gzNewLaptopMessages[];
extern STR16 zNewTacticalMessages[];
extern CHAR16 gszAimPages[ 6 ][ 20 ];
extern CHAR16 zGrod[][500];
extern STR16 pCreditsJA2113[];
@@ -361,12 +418,26 @@ enum
MSG_NORMAL_TURN_MODE,
MSG_FTM_EXIT_COMBAT,
MSG_FTM_ENTER_COMBAT,
#ifdef JA2BETAVERSION
MSG_END_TURN_AUTO_SAVE,
#endif
MSG_MPSAVEDIRECTORY,//84
MSG_MPSAVEDIRECTORY,//88
MSG_CLIENT,
MSG_NAS_AND_OIV_INCOMPATIBLE,
MSG_NAS_AND_OIV_INCOMPATIBLE, // 90
MSG_SAVE_AUTOSAVE_TEXT, // 91
MSG_SAVE_AUTOSAVE_TEXT_INFO, // 92
MSG_SAVE_AUTOSAVE_EMPTY_TEXT, // 93
MSG_SAVE_AUTOSAVE_FILENAME, // 94
MSG_SAVE_END_TURN_SAVE_TEXT, // 95
MSG_SAVE_AUTOSAVE_SAVING_TEXT, // 96
MSG_SAVE_END_TURN_SAVE_SAVING_TEXT, // 97
MSG_SAVE_AUTOSAVE_ENDTURN_EMPTY_TEXT, //98
MSG_SAVE_AUTOSAVE_ENDTURN_TEXT_INFO, //99
MSG_SAVE_QUICKSAVE_SLOT, // 100
MSG_SAVE_AUTOSAVE_SLOT, // 101
MSG_SAVE_AUTOSAVE_ENDTURN_SLOT, // 102
MSG_SAVE_NORMAL_SLOT, // 103
TEXT_NUM_MSG,
};
extern STR16 pMessageStrings[];
@@ -565,6 +636,7 @@ extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 48 ];
// Headrock: End Externs
extern STR16 sKeyDescriptionStrings[2];
extern CHAR16 zHealthStr[][13];
extern STR16 gzHiddenHitCountStr[1];
extern STR16 zVehicleName[ 6 ];
enum
@@ -1319,6 +1391,7 @@ extern STR16 zMarksMapScreenText[];
//Weapon Name and Description size
#define ITEMSTRINGFILENAME "BINARYDATA\\ITEMDESC.EDT"
#define SIZE_ITEM_NAME 160
#define SIZE_SHORT_ITEM_NAME 160
#define SIZE_ITEM_INFO 480
@@ -1539,7 +1612,9 @@ enum
SLG_BR_AWESOME_TEXT,
SLG_INV_RES_ERROR,
SLG_INV_CUSTUM_ERROR,
SLG_INV_CUSTUM_ERROR,
SLG_SQUAD_SIZE_RES_ERROR,
TEXT_NUM_SLG_TEXT,
};
@@ -1666,6 +1741,12 @@ enum
GIO_INV_SETTING_NEW_TEXT,
GIO_INV_SETTING_NEW_NAS_TEXT,
// WANNE: Squad size
GIO_SQUAD_SIZE_TITLE_TEXT,
GIO_SQUAD_SIZE_6_TEXT,
GIO_SQUAD_SIZE_8_TEXT,
GIO_SQUAD_SIZE_10_TEXT,
////////////////////////////////////
TEXT_NUM_GIO_TEXT
};
+10
View File
@@ -20,6 +20,8 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include "Soldier Control.h"
INT32 giClockTimer = -1;
INT32 giTimerDiag = 0;
@@ -167,6 +169,9 @@ void CALLBACK TimeProc( UINT uID, UINT uMsg, DWORD dwUser, DWORD dw1, DWORD dw2
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.FadeCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.NextTileCounter );
UPDATETIMECOUNTER( gPSOLDIER->timeCounters.PanelAnimateCounter );
#ifdef JA2UB
UPDATETIMECOUNTER( gPSOLDIER->GetupFromJA25StartCounter );
#endif
}
}
}
@@ -349,3 +354,8 @@ void ResetJA2ClockGlobalTimers( void )
guiFlashCursorBaseTime = uiCurrentTime;
giPotCharPathBaseTime = uiCurrentTime;
}
void SetTileAnimCounter( INT32 iTime )
{
giTimerIntervals[ ANIMATETILES ] = iTime;
}
+5
View File
@@ -18,6 +18,10 @@ enum
NUM_TIMER_CALLBACKS
};
#define TILE_ANIM__NORMAL_SPEED 200
#define TILE_ANIM__FAST_SPEED 30
// TIMER DEFINES
enum
{
@@ -120,6 +124,7 @@ extern CUSTOMIZABLE_TIMER_CALLBACK gpCustomizableTimerCallback;
#endif
void SetTileAnimCounter( INT32 iTime );
#endif
+8
View File
@@ -518,6 +518,10 @@
RelativePath=".\XML_auto_parse.h"
>
</File>
<File
RelativePath=".\XML_Language.h"
>
</File>
<File
RelativePath=".\XML_Parser.h"
>
@@ -744,6 +748,10 @@
RelativePath=".\XML_Items.cpp"
>
</File>
<File
RelativePath=".\XML_Language.cpp"
>
</File>
<File
RelativePath=".\XML_SenderNameList.cpp"
>
+8
View File
@@ -522,6 +522,10 @@
RelativePath=".\XML_auto_parse.h"
>
</File>
<File
RelativePath=".\XML_Language.h"
>
</File>
<File
RelativePath=".\XML_Parser.h"
>
@@ -746,6 +750,10 @@
RelativePath="XML_Items.cpp"
>
</File>
<File
RelativePath=".\XML_Language.cpp"
>
</File>
<File
RelativePath=".\XML_SenderNameList.cpp"
>
+2
View File
@@ -61,6 +61,7 @@
<ClInclude Include="WordWrap.h" />
<ClInclude Include="XMLWriter.h" />
<ClInclude Include="XML_auto_parse.h" />
<ClInclude Include="XML_Language.h" />
<ClInclude Include="XML_Parser.h" />
<ClInclude Include="XML_SenderNameList.h" />
<ClInclude Include="_Ja25DutchText.h" />
@@ -109,6 +110,7 @@
<ClCompile Include="XMLProperties.cpp" />
<ClCompile Include="XMLWriter.cpp" />
<ClCompile Include="XML_Items.cpp" />
<ClCompile Include="XML_Language.cpp" />
<ClCompile Include="XML_SenderNameList.cpp" />
<ClCompile Include="XML_Strings.cpp" />
<ClCompile Include="XML_Strings2.cpp" />
+15 -3
View File
@@ -147,8 +147,15 @@
<ClInclude Include="Cinematics Bink.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="popup_callback.h" />
<ClInclude Include="popup_class.h" />
<ClInclude Include="popup_callback.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="popup_class.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="XML_Language.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="_ChineseText.cpp">
@@ -319,6 +326,11 @@
<ClCompile Include="Cinematics Bink.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="popup_class.cpp" />
<ClCompile Include="popup_class.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="XML_Language.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
+215
View File
@@ -0,0 +1,215 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "Editor All.h"
#include "LuaInitNPCs.h"
#else
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "Item Statistics.h"
#include "LuaInitNPCs.h"
#include "email.h"
#include "InterfaceItemImages.h"
#include "Soldier Profile.h"
#include "aim.h"
#include "mercs.h"
#include "Encrypted File.h"
#include "GameSettings.h"
#include "Text.h"
#endif
#include "XML_Language.h"
typedef enum
{
LANGUAGE_ELEMENT_NONE = 0,
LANGUAGE_ELEMENT_LIST,
LANGUAGE_ELEMENT,
LANGUAGE_ELEMENT_PROPERTY,
LANGUAGE_ELEMENT_SUBLIST,
LANGUAGE_ELEMENT_SUBLIST_PROPERTY,
} LANGUAGE_PARSE_STAGE;
LANGUAGE_LOCATION zlanguageText[1000];
typedef struct
{
LANGUAGE_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
LANGUAGE_LOCATION curLanguageData;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}languageLocationParseData;
BOOLEAN LanguageLocation_TextOnly;
LANGUAGE_LOCATION *pLang;
UINT32 FileTypeXml = 0;
static void XMLCALL
languageLocationStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
languageLocationParseData * pData = (languageLocationParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "MESSAGES") == 0 && pData->curElement == LANGUAGE_ELEMENT_NONE)
{
pData->curElement = LANGUAGE_ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "TEXT") == 0 && pData->curElement == LANGUAGE_ELEMENT_LIST)
{
pData->curElement = LANGUAGE_ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == LANGUAGE_ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "Message") == 0 ))
{
pData->curElement = LANGUAGE_ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
languageLocationCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
languageLocationParseData * pData = (languageLocationParseData *)userData;
if( (pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
){
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
}
static void XMLCALL
languageLocationEndElementHandle(void *userData, const XML_Char *name)
{
languageLocationParseData * pData = (languageLocationParseData *)userData;
if(pData->currentDepth <= pData->maxReadDepth)
{
if(strcmp(name, "MESSAGES") == 0)
{
pData->curElement = LANGUAGE_ELEMENT_NONE;
}
else if(strcmp(name, "TEXT") == 0)
{
pData->curElement = LANGUAGE_ELEMENT_LIST;
if (!LanguageLocation_TextOnly )
{
pLang[pData->curLanguageData.uiIndex].uiIndex = pData->curLanguageData.uiIndex;
if ( FileTypeXml == 0 )
wcscpy(XMLTacticalMessages[pData->curLanguageData.uiIndex], pData->curLanguageData.Message);
}
else
{
if ( FileTypeXml == 0 )
wcscpy(XMLTacticalMessages[pData->curLanguageData.uiIndex], pData->curLanguageData.Message);
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = LANGUAGE_ELEMENT;
pData->curLanguageData.uiIndex = (UINT32) atol(pData->szCharData);
}
else if(strcmp(name, "Message") == 0 )
{
pData->curElement = LANGUAGE_ELEMENT;
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curLanguageData.Message, sizeof(pData->curLanguageData.Message)/sizeof(pData->curLanguageData.Message[0]) );
pData->curLanguageData.Message[sizeof(pData->curLanguageData.Message)/sizeof(pData->curLanguageData.Message[0]) - 1] = '\0';
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInLanguageLocation(STR fileName, BOOLEAN localizedVersion, LANGUAGE_LOCATION *Lang, UINT32 FileType2 )
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
languageLocationParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading NewTacticalMessages.xml" );
LanguageLocation_TextOnly = localizedVersion;
// Open file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( localizedVersion );
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler(parser, languageLocationStartElementHandle, languageLocationEndElementHandle);
XML_SetCharacterDataHandler(parser, languageLocationCharacterDataHandle);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
pLang = Lang;
FileTypeXml = FileType2;
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in NewTacticalMessages.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
XML_ParserFree(parser);
return( TRUE );
}
+17
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@@ -0,0 +1,17 @@
#ifndef __XML_LANGUAGE_H
#define __XML_LANGUAGE_H
#include "Types.h"
#define MAX_MESSAGE_NAMES_CHARS 400
typedef struct
{
UINT32 uiIndex;
CHAR16 Message[MAX_MESSAGE_NAMES_CHARS];
} LANGUAGE_LOCATION;
extern LANGUAGE_LOCATION zlanguageText[1000];
#endif
+317 -7
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,6 +995,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
L"Klaxon Mine",
@@ -835,7 +1033,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2428,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
L"极好", //"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -2942,7 +3145,11 @@ STR16 pMapScreenFastHelpTextList[] =
L"测试文本",
L"测试文本",
L"测试文本",
#ifdef JA2UB
L"您尚未开始Tracona之旅,现在在这个屏幕上您无事可做。当您把队员都雇佣好后,请左击右下方的“时间压缩”按钮。这样在您的队伍到达Tracona前,时间就前进了。",
#else
L"您尚未开始Arulco之旅,现在在这个屏幕上您无事可做。当您把队员都雇佣好后,请左击右下方的“时间压缩”按钮。这样在您的队伍到达Arulco前,时间就前进了。",
#endif
};
// movement menu text
@@ -3277,7 +3484,11 @@ STR16 pMapErrorString[] =
//6-10
L"需要有人护送才能行军。请把他分进一个小队里。", // merc can't move unescorted .. for a male
L"需要有人护送才能行军。请把她分进一个小队里。", // for a female
#ifdef JA2UB
L"佣兵尚未到达Tracona!",
#else
L"佣兵尚未到达Arulco!",
#endif
L"看来得先谈妥合同。",
L"无法发出行军命令。目前有空袭。",
//11-15
@@ -3366,8 +3577,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
#else
L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
#endif
L"要离开了,他的装备将被留在Omerta (A9)。",
L"要离开了,他的装备将被留在Drassen (B13)。",
L"%s要离开了,他的装备将被留在%s。",
@@ -3377,8 +3593,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
#else
L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
#endif
L"要离开了,她的装备将被留在Omerta (A9)。",
L"要离开了,她的装备将被留在Drassen (B13)。",
L"%s要离开了,她的装备将被留在%s。",
@@ -3463,7 +3684,11 @@ STR16 pFilesTitle[] =
STR16 pFilesSenderList[] =
{
#ifdef JA2UB
L"侦察报告",
#else
L"侦察报告",
#endif
L"1号通缉令",
L"2号通缉令",
L"3号通缉令",
@@ -3623,6 +3848,9 @@ STR16 pBookMarkStrings[] =
L"花店",
L"M.I.S 保险公司",
L"取消",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3732,8 +3960,10 @@ STR16 pWebPagesTitles[] =
L"",
L"无法找到URL",
L"Bobby Ray's - 最近的运货",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4697,7 +4927,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"你的硬盘空间不够。你现在只有 %dM 可用空间,JA2需要至少 %dM 可用空间。",
L"保存...", //"Saving...", //When saving a game, a message box with this string appears on the screen
L"保存", //"Saving", //When saving a game, a message box with this string appears on the screen
L"普通武器", //"Normal Guns",
L"包括前华约武器", //"Tons of Guns",
@@ -4715,6 +4945,8 @@ STR16 zSaveLoadText[] =
L"新携行系统不兼容640x480的屏幕分辨率,请重新设置分辨率。",
L"新携行系统无法使用默认的 Data 文件夹,请仔细读说明。",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
};
@@ -4967,9 +5199,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"游戏初始设置",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"游戏风格",
L"现实",
L"科幻",
#endif
L"金版",
L"武器数量", // changed by SANDRO
L"大量武器",
@@ -5009,9 +5247,16 @@ STR16 gzGIOScreenText[] =
L"敌人物品全掉",
L"",
L"",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"通缉犯出现几率",
L"随机",
L"全部",
#endif
L"武器弹药储藏出现几率",
L"随机",
L"全部",
@@ -5025,6 +5270,12 @@ STR16 gzGIOScreenText[] =
L"旧 / 旧",
L"新 / 旧",
L"新 / 新",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5323,12 +5574,26 @@ STR16 pMessageStrings[] =
L"正常回合制模式",
L"离开战斗",
L"强制回合制模式启动,进入战斗",
#ifdef JA2BETAVERSION
L"自动储存成功。",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
L"客户端", //"Client",
L"旧携行系统不能与新附件系统同时使用.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5358,7 +5623,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"去AIM雇几个佣兵( *提示* 在笔记本电脑里)",
#ifdef JA2UB
L"当你准备出发前往Tracona,点击屏幕右下方的时间压缩按钮。",
#else
L"当你准备出发前往Arulco,点击屏幕右下方的时间压缩按钮。",
#endif
};
STR16 pAntiHackerString[] =
@@ -5390,6 +5659,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty公墓",
L"联合花卉服务公司",
L"A.I.M指定保险代理人",
//New Bookmarks // TODO.Translate
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5586,8 +5859,11 @@ STR16 gzLateLocalizedString[] =
L"全部佣兵已被包扎完毕。", //"All your mercs are bandaged.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"屋顶",
L"生命: %d/%d",
@@ -6852,4 +7128,38 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"目标的距离: %d格, 亮度: %d/%d",
L"将发报机装到笔记本电脑上。",
L"你无法支付雇佣%s的费用",
L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
L"费用",
L"在本分区发现有人……",
//L"枪的射程: %d格, 命中率: %d",
L"显示覆盖物",
L"视距",
L"新雇请的佣兵无法到达那里。",
L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
L"(不能在战斗时存盘)",
L"当前的战役名称超过了30个字符。",
L"无法找到当前的战役。", // @@@ new text
L"战役: 默认 ( %S )", // @@@ new text
L"战役: %S", // @@@ new text
L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
};
#endif //CHINESE
+313 -11
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -117,6 +118,201 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -799,7 +995,8 @@ STR16 pShowHighGroundText[] =
L"Hiding High Ground Markers",
};
//Item Statistics.cpp
//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
{
L"Klaxon Mine",
@@ -837,7 +1034,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2426,6 +2623,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3275,7 +3477,11 @@ STR16 pMapErrorString[] =
//6-10
L"heeft een escorte nodig. Plaats hem in een team.", // merc can't move unescorted .. for a male
L"heeft een escorte nodig. Plaats haar in een team.", // for a female
#ifdef JA2UB
L"Huurling is nog niet in Tracona aangekomen!",
#else
L"Huurling is nog niet in Arulco aangekomen!",
#endif
L"Het lijkt erop dat er eerst nog contractbesprekingen gehouden moeten worden.",
L"Cannot give a movement order. Air raid is going on.",
//11-15
@@ -3364,8 +3570,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of in Drassen (B13) bij het nemen van de vlucht uit Tracona?",
L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of later in Omerta (A9) bij het nemen van de vlucht uit Tracona?",
#else
L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of in Drassen (B13) bij het nemen van de vlucht uit Arulco?",
L"Laat %s zijn uitrusting achterlaten waar hij nu is (%s) of later in Omerta (A9) bij het nemen van de vlucht uit Arulco?",
#endif
L"gaat binnenkort weg en laat zijn uitrusting achter in Omerta (A9).",
L"gaat binnenkort weg en laat zijn uitrusting achter in Drassen (B13).",
L"%s gaat binnenkort weg en laat zijn uitrusting achter in %s.",
@@ -3375,8 +3586,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of in Drassen (B13) bij het nemen van de vlucht uit Tracona?",
L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of later in Omerta (A9) bij het nemen van de vlucht uit Tracona?",
#else
L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of in Drassen (B13) bij het nemen van de vlucht uit Arulco?",
L"Laat %s haar uitrusting achterlaten waar ze nu is (%s) of later in Omerta (A9) bij het nemen van de vlucht uit Arulco?",
#endif
L"gaat binnenkort weg en laat haar uitrusting achter in Omerta (A9).",
L"gaat binnenkort weg en laat haar uitrusting achter in Drassen (B13).",
L"%s gaat binnenkort weg en laat haar uitrusting achter in %s.",
@@ -3459,7 +3675,11 @@ STR16 pFilesTitle[] =
STR16 pFilesSenderList[] =
{
#ifdef JA2UB
L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance
#else
L"Int. Verslag", // the recon report sent to the player. Recon is an abbreviation for reconissance
#endif
L"Intercept.#1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Intercept.#2", // second intercept file
L"Intercept.#3", // third intercept file
@@ -3619,6 +3839,8 @@ STR16 pBookMarkStrings[] =
L"Bloemist",
L"Verzekering",
L"Stop",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3728,8 +3950,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL niet gevonden.",
L"Bobby Ray's - Recentelijke Zendingen",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4694,7 +4918,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"Er is te weinig ruimte op de harde schijf. Er is maar %d MB vrij en Jagged heeft tenminste %d MB nodig.",
L"Bewaren...", //When saving a game, a message box with this string appears on the screen
L"Bewaren", //When saving a game, a message box with this string appears on the screen
L"Normale Wapens",
L"Stapels Wapens",
@@ -4710,8 +4934,10 @@ STR16 zSaveLoadText[] =
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
};
@@ -4931,7 +5157,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved after each players turn.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.",
L"When ON, Skyrider will not talk anymore.",
//L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
@@ -4964,9 +5190,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"SPEL-INSTELLINGEN",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Speelstijl",
L"Realistisch",
L"SF",
#endif
L"Platinum", //Placeholder English
L"Wapenopties",
L"Extra wapens",
@@ -5006,9 +5238,15 @@ STR16 gzGIOScreenText[] =
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
@@ -5023,6 +5261,12 @@ STR16 gzGIOScreenText[] =
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5307,7 +5551,7 @@ STR16 pMessageStrings[] =
L"Je kunt %s's dagelijkse salaris van %s niet betalen", //first %s is the mercs name, the seconds is a string containing the salary
L"Overslaan",
L"%s kan niet alleen weggaan.",
L"Een spel is bewaard onder de naam SaveGame99.sav. Indien nodig, hernoem het naar SaveGame10 zodat je het kan aanroepen in het Laden-scherm.",
L"Een spel is bewaard onder de naam SaveGame249.sav. Indien nodig, hernoem het naar SaveGame10 zodat je het kan aanroepen in het Laden-scherm.",
L"%s dronk wat %s",
L"Een pakket is in Drassen gearriveerd.",
L"%s zou moeten arriveren op het aangewezen punt (sector %s) op dag %d, om ongeveer %s.",
@@ -5323,14 +5567,28 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Spel succesvol bewaard in de Einde Beurt Auto Bewaar Slot.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
// TODO.Translate
L"You cannot use the Old Inventory and the New Attachment System at the same time.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5360,7 +5618,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Ga naar AIM en huur wat huurlingen in ( *Hint* dat kan bij Laptop )",
#ifdef JA2UB
L"Als je klaar bent om naar Arulco te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway
#else
L"Als je klaar bent om naar Tracona te gaan, klik dan op TijdVersneller onder rechts op het scherm.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5392,6 +5654,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty's Mortuarium",
L"United Floral Service",
L"Verzekeringsagenten voor A.I.M. contracten",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5587,8 +5853,11 @@ STR16 gzLateLocalizedString[] =
L"Al je huurlingen zijn verbonden.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(dak)",
L"Gezondheid: %d/%d",
@@ -6846,4 +7115,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
#endif //DUTCH
+310 -12
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - city
L"SAM Site", //2 - SAM Site
L"Other Location", //3 - other location
L"Mine", //4 - mines
L"Military Complex", //5 - military complex
L"Laboratory Complex", //6 - laboratory complex
L"Factory Complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - airport
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show All",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Vehicle",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show All",
L"Show City",
L"Show SAM Site",
L"Show Other Location",
L"Show Mine",
L"Show Military Complex",
L"Show Laboratory Complex",
L"Show Factory Complex",
L"Show Hospital",
L"Show Prison",
L"Show Airport",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"Show All", //5
L"Show Gun",
L"Show Ammo",
L"Show LBE Gear",
L"Show Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotg.",
// Used
L"Gun",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmet",
L"Vest",
L"Legging",
L"Plate",
// Misc
L"Blade",
L"Th. Kn.",
L"Melee",
L"Grena.",
L"Bomb",
L"Med.", //30
L"Kit",
L"Face",
L"LBE",
L"Misc", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,7 +995,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
L"Klaxon Mine",
L"Flare Mine",
@@ -835,7 +1032,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2429,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3278,7 +3480,11 @@ STR16 pMapErrorString[] =
//6-10
L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
L"needs an escort to move. Place her on a squad with one.", // for a female
#ifdef JA2UB
L"Merc hasn't yet arrived in Tracona!",
#else
L"Merc hasn't yet arrived in Arulco!",
#endif
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.",
//11-15
@@ -3367,8 +3573,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off his equipment in Omerta (A9).",
L"is about to leave and will drop off his equipment in Drassen (B13).",
L"%s is about to leave and will drop off his equipment in %s.",
@@ -3378,8 +3589,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off her equipment in Omerta (A9).",
L"is about to leave and will drop off her equipment in Drassen (B13).",
L"%s is about to leave and will drop off her equipment in %s.",
@@ -3624,6 +3840,8 @@ STR16 pBookMarkStrings[] =
L"Florist",
L"Insurance",
L"Cancel",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3733,8 +3951,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL not found.",
L"Bobby Ray's - Recent Shipments",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4698,7 +4918,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
L"Saving...", //When saving a game, a message box with this string appears on the screen
L"Saving", //When saving a game, a message box with this string appears on the screen
L"Normal Guns",
L"Tons of Guns",
@@ -4714,8 +4934,10 @@ STR16 zSaveLoadText[] =
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
};
@@ -4830,7 +5052,7 @@ STR16 zOptionsToggleText[] =
L"Rain Noises",
L"Allow Crows",
L"Show Soldier Tooltips",
L"Auto Save",
L"Tactical End-Turn Save",
L"Silent Skyrider",
//L"Low CPU usage",
L"Enhanced Description Box",
@@ -4935,7 +5157,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.\nTo load, press |C|t|r|l+|L (to open the Load Game screen) and then |A|l|t+|A or |A|l|t+|B.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.",
L"When ON, Skyrider will not talk anymore.",
//L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
@@ -4968,9 +5190,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"INITIAL GAME SETTINGS",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Game Style",
L"Realistic",
L"Sci Fi",
#endif
L"Platinum",
L"Available Arsenal", // changed by SANDRO
L"Tons of Guns",
@@ -5010,9 +5238,15 @@ STR16 gzGIOScreenText[] =
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
@@ -5026,6 +5260,12 @@ STR16 gzGIOScreenText[] =
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5308,7 +5548,7 @@ STR16 pMessageStrings[] =
L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Skip", // 70
L"%s cannot leave alone.",
L"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"%s drank some %s",
L"A package has arrived in Drassen.",
L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5324,12 +5564,25 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Successfully Saved the Game into the End Turn Auto Save slot.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
L"Client",
L"You cannot use the Old Inventory and the New Attachment System at the same time.",
L"You cannot use the Old Inventory and the New Attachment System at the same time.", // 90
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5359,7 +5612,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going
#ifdef JA2UB
L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#else
L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5391,6 +5648,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty's Mortuary",
L"United Floral Service",
L"Insurance Brokers for A.I.M. contracts",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5587,7 +5848,11 @@ STR16 gzLateLocalizedString[] =
L"All your mercs are bandaged.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(roof)",
@@ -6845,4 +7110,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
#endif //ENGLISH
+293 -9
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -2428,6 +2625,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"1000",
@@ -3464,7 +3666,11 @@ STR16 pFilesTitle[] =
STR16 pFilesSenderList[] =
{
#ifdef JA2UB
L"Rapport Tracona", // the recon report sent to the player. Recon is an abbreviation for reconissance
#else
L"Rapport Arulco", // the recon report sent to the player. Recon is an abbreviation for reconissance
#endif
L"Interception #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Interception #2", // second intercept file
L"Interception #3", // third intercept file
@@ -3624,6 +3830,8 @@ STR16 pBookMarkStrings[] =
L"Fleuriste",
L"Assurance",
L"Annuler",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3733,8 +3941,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL introuvable.",
L"Bobby Ray - Dernières commandes",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4698,7 +4908,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"Votre risquez de manquer d'espace disque. Il ne vous reste que %d Mo de libre alors que le jeu nécessite %d Mo d'espace libre.",
L"Enregistrement...", //When saving a game, a message box with this string appears on the screen
L"Enregistrement", //When saving a game, a message box with this string appears on the screen
L"Quelques Armes",
L"Toutes Armes",
@@ -4716,6 +4926,8 @@ STR16 zSaveLoadText[] =
L"Le nouvel inventaire (NIV) ne peut se lancer en 640x480. Changez de résolution.",
L"Le nouvel inventaire (NIV) ne fonctionne pas depuis le dossier \"data\" original.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
};
@@ -4968,9 +5180,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"CONFIGURATION DU JEU",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Style de jeu",
L"Réaliste",
L"S-F",
#endif
L"Platinum", //Placeholder English
L"Armes disponibles",
L"Toutes",
@@ -5010,9 +5228,15 @@ STR16 gzGIOScreenText[] =
L"Objets lachés par les ennemis",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Nombre de terroristes",
L"Aléatoire",
L"Tous",
L"Tout",
#endif
L"Cachettes d'armes secrètes",
L"Aléatoire",
L"Toutes",
@@ -5025,6 +5249,12 @@ STR16 gzGIOScreenText[] =
L"Ancien / Ancien",
L"Nouveau / Ancien",
L"Nouveau / Nouveau",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5308,7 +5538,7 @@ STR16 pMessageStrings[] =
L"Vous ne pouvez pas payer le salaire de %s qui se monte à %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Passer",
L"%s ne peut sortir seul.",
L"Une sauvegarde a été crée (Partie99.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.",
L"Une sauvegarde a été crée (Partie249.sav). Renommez-la (Partie01 - Partie10) pour pouvoir la charger ultérieurement.",
L"%s a bu %s",
L"Un colis vient d'arriver à Drassen.",
L"%s devrait arriver au point d'entrée (secteur %s) au jour %d vers %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5324,13 +5554,27 @@ STR16 pMessageStrings[] =
L"Mode tour par tour normal",
L"Mode de combat quitté",
L"Mode tour par tour forcé activé, mode de combat activé",
#ifdef JA2BETAVERSION
L"Partie enregistrée dans l'emplacement de sauvegarde automatique.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
L"Vous ne pouvez pas utiliser l'ancien système d'inventaire et le nouveau système d'accessoire en même temps.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5392,6 +5636,10 @@ STR16 gzLaptopHelpText[] =
L"Morgue McGillicutty",
L"Service des Fleuristes Associés",
L"Courtiers d'Assurance des Mercenaires de l'A.I.M.",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5587,8 +5835,11 @@ STR16 gzLateLocalizedString[] =
L"Tous vos mercenaires ont été soignés.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(toit)",
L"Santé : %d/%d",
@@ -6839,4 +7090,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Distance cible: %d tiles, Brightness: %d/%d",
L"Attachez le transpondeur à votre PC portable.",
L"Vous n'avez pas les moyens d'engager %s",
L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, équipement ci-dessous compris.",
L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offre, l'équipement personnel du mercenaire sans frais supplémentaires.",
L"Frais",
L"Il y a quelqu'un d'autre dans le secteur...",
//L"Portée arme: %d tiles, de chances: %d pourcent",
L"Afficher couverture",
L"Ligne de vision",
L"Les nouvelles recrues ne peuvent arriver ici.",
L"Comme votre PC n'a pas de transpondeur, vous ne pouvez engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.",
L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus à rien.", //the %s is the name of a merc. @@@ Modified
L"Apres avoir scanné la note laissée par le Deputy Commander Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.",
L"En examinant le panneau de contrôle, %s s'aperçoît que les chiffres peuvent être inversés pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...",
L"Ceci est un jeu IRON MAN et vous ne pouvez pas sauvegarder s'il ya des ennemis dans les parages.", // @@@ new text
L"(ne peut sauvegarder en plein combat)", //@@@@ new text
L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text
L"La campagne actuelle est introuvable.", // @@@ new text
L"Campagne: Par défaut ( %S )", // @@@ new text
L"Campagne: %S", // @@@ new text
L"Vous avez choisi la campagne %S. Cette campagne est un mod d'Unfinished Business. Etes-vous sûr de vouloir jouer la campagne %S ?", // @@@ new text
L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new
};
#endif //FRENCH
+305 -10
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -139,6 +140,202 @@ Remove any LOOTF comment that has been checked, except maybe for "alt." (alterna
07/2010 LootFragg
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Orte", // 0
L"Personen",
L"Gegenstände",
L"Aufträge",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Beenden",
};
STR16 pOtherButtonsText[] =
{
L"Auftrag",
L"Akzep.",
};
STR16 pOtherButtonsHelpText[] =
{
L"Einsatzbesprechung",
L"Auftrag annehmen",
};
STR16 pLocationPageText[] =
{
L"Vorherige Seite",
L"Foto",
L"Nächste Seite",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Hauptseite",
L">>",
L"Typ: ",
L"Keine Daten",
L"Es gibt keine Missionen. Fügen Sie Missionen zu der Datei TableData\\BriefingRoom\\BriefingRoom.xml hinzu. Die erste Mission muss SICHTBAR sein. Setzen Sie den Wert Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unbekannt",// 0 - unknown
L"Stadt", //1 - cities
L"Luftwaffen Stützpunkt", //2 - SAM Site
L"Andere Örtlichkeiten", //3 - other location
L"Minen", //4 - mines
L"Militärstützpunkt", //5 - military complex
L"Labor", //6 - laboratory complex
L"Fabrik", //7 - factory complex
L"Spital", //8 - hospital
L"Gefängnis", //9 - prison
L"Flughafen", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Alle anzeigen",
L"AIM anzeigen",
L"MERC anzeigen",
L"RPC anzeigen",
L"NPC anzeigen",
L"Fahrzeuge anzeigen",
L"BSE anzeigen",
L"EPC anzeigen",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"Alle",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"BSE",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Alles anzeigen",
L"Städte anzeigen",
L"Luftwaffenstützpunkte anzeigen",
L"Andere Örtlichkeiten anzeigen",
L"Minen anzeigen",
L"Militärstützpunkte anzeigen",
L"Labor-Komplexe anzeigen",
L"Fabriken anzeigen",
L"Spitäler anzeigen",
L"Gefängnisse anzeigen",
L"Flughäfen anzeigen",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"Alle",
L"Stadt",
L"SAM",
L"Andere",
L"Mine",
L"Mil.",
L"Lab.",
L"Fabr.",
L"Spit.",
L"Gefän.",
L"Flugh.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"Alle", //0
L"Waffen",
L"Mun.",
L"LBE",
L"Sonst.",
L"Alle", //5
L"Waffen",
L"Munition",
L"LBE Gegenstände",
L"Sonstige",
};
STR16 BoxFilter[] =
{
// Guns
L"Schwer",
L"Pistole",
L"M. Pist.",
L"SMG",
L"Gewehr",
L"S.Gew.",
L"A.Gew.",
L"MG",
L"Schrot.",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Gewehr",
L"S.Gew",
L"A.Gew.",
L"MG",
L"Schrot.",
// Used
L"Waffen",
L"Panz.",
L"LBE Ausr.",
L"Sonst.", //20
// Armour
L"Helme",
L"Westen",
L"Hosen",
L"Platten",
// Misc
L"Klingen",
L"Wurfm.",
L"Nah.",
L"Gran.",
L"Bomb.",
L"Med.", //30
L"Kits",
L"Gesicht",
L"LBE",
L"Sonst.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -822,7 +1019,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
{
L"Klaxon Mine",
L"Flare Mine",
@@ -859,7 +1056,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2434,6 +2631,11 @@ CHAR16 zHealthStr[][13] = //used to be 10
L"SEHR GUT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3244,7 +3446,11 @@ STR16 pMapErrorString[] =
//6-10
L"braucht eine Eskorte. Platzieren Sie ihn in einem Trupp mit Eskorte.", // merc can't move unescorted .. for a male
L"braucht eine Eskorte. Platzieren Sie sie in einem Trupp mit Eskorte.", // for a female
#ifdef JA2UB
L"Söldner ist noch nicht in Tracona!",
#else
L"Söldner ist noch nicht in Arulco!",
#endif
L"Erst mal Vertrag aushandeln!",
L"Marschbefehl ist nicht möglich. Luftangriffe finden statt.",
//11-15
@@ -3328,8 +3534,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Soll %s seine Ausrüstung hier lassen (%s) oder in Drassen (B13), wenn er Tracona verlässt?",
L"Soll %s seine Ausrüstung hier lassen (%s) oder in Omerta (A9), wenn er Tracona verlässt?",
#else
L"Soll %s seine Ausrüstung hier lassen (%s) oder in Drassen (B13), wenn er Arulco verlässt?",
L"Soll %s seine Ausrüstung hier lassen (%s) oder in Omerta (A9), wenn er Arulco verlässt?",
#endif
L"geht bald und lässt seine Ausrüstung in Omerta (A9).",
L"geht bald und lässt seine Ausrüstung in Drassen (B13).",
L"%s geht bald und lässt seine Ausrüstung in %s.",
@@ -3338,8 +3549,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Soll %s ihre Ausrüstung hier lassen (%s) oder in Drassen (B13), bevor sie Tracona verlässt?",
L"Soll %s ihre Ausrüstung hier lassen (%s) oder in Omerta (A9), bevor sie Tracona verlässt?",
#else
L"Soll %s ihre Ausrüstung hier lassen (%s) oder in Drassen (B13), bevor sie Arulco verlässt?",
L"Soll %s ihre Ausrüstung hier lassen (%s) oder in Omerta (A9), bevor sie Arulco verlässt?",
#endif
L"geht bald und lässt ihre Ausrüstung in Omerta (A9).",
L"geht bald und lässt ihre Ausrüstung in Drassen (B13).",
L"%s geht bald und lässt ihre Ausrüstung in %s.",
@@ -3575,6 +3791,8 @@ STR16 pBookMarkStrings[] =
L"Florist",
L"Versicherung",
L"Abbruch",
L"Enzyklopädie",
L"Einsatzbesprechung",
};
STR16 pBookmarkTitle[] =
@@ -3676,8 +3894,12 @@ STR16 pWebPagesTitles[] =
L"",
L"URL nicht gefunden.",
L"Bobby Rays - Letzte Lieferungen",
L"",
L"",
L"Enzyklopädie",
L"Enzyklopädie - Daten",
L"Einsatzbesprechung",
L"Einsatzbesprechung - Daten",
};
STR16 pShowBookmarkString[] =
@@ -4547,7 +4769,7 @@ STR16 zSaveLoadText[] =
L"Sie haben zu wenig Festplattenspeicher. Sie haben nur %d MB frei und JA2 benötigt mindestens %d MB.",
L"Speichere...", //While the game is saving this message appears.
L"Speichere", //While the game is saving this message appears.
L"Normale Waffen",
L"Zusatzwaffen",
@@ -4561,8 +4783,10 @@ STR16 zSaveLoadText[] =
L"Ausgezeichnete Auswahl",
L"Fantastische Auswahl",
L"Neues Inventar funktioniert nicht in 640x480 Auflösung. Wählen Sie eine andere Auflösung und versuchen Sie es erneut.",
L"Neues Inventar funktioniert nicht in 640x480 Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.",
L"Neues Inventar funktioniert nicht mit dem ausgewählten 'Data' Ordner.",
L"Die gespeicherte Truppengröße im Spielstand wird nicht unterstützt bei der aktullen Bildschirmauflösung. Wählen Sie eine höhere Bildschirmauflösung und versuchen Sie es erneut.",
};
//MapScreen
@@ -4783,7 +5007,7 @@ STR16 zOptionsScreenHelpText[] =
L"Wenn diese Funktion aktiviert ist, werden Regengeräusche hörbar, sobald es regnet.",
L"Wenn diese Funktion aktiviert ist, sind Krähen im Spiel vorhanden und hacken lautstark an manchen Leichen herum, haben aber sonst keine großen Auswirkungen auf das Spiel.",
L"Wenn diese Funktion aktiviert ist, werden mit Druck auf |A|l|t Informationen über den Gegner eingeblendet, auf dem sich der Maus-Cursor befindet.",
L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch abwechselnd in zwei speziellen Autosave-Spielständen gespeichert.\nLadebildschirm mit |C|t|r|l+|L anzeigen. Danach |A|l|t+|A bzw. |A|l|t+|B.",
L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch abwechselnd in zwei speziellen Autosave-Spielständen gespeichert.",
L"Wenn diese Funktion aktiviert ist, wird Skyrider nichts mehr sagen. Verwenden Sie diese Option, wenn er Ihnen auf die Nüsse geht.",
//L"Aktivieren Sie diese Funktion, wenn Ihr Rechner steinalt ist und anderenfalls Probleme auftreten würden.",
L"Wenn diese Funktion aktiviert ist, werden erweiterte Beschreibungen und Werte zu den Waffen und Gegenständen angezeigt.",
@@ -4815,9 +5039,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"GRUNDEINSTELLUNGEN",
#ifdef JA2UB
L"Random Manuel texts",
L"Off",
L"On",
#else
L"Spielmodus",
L"Realistisch",
L"SciFi",
#endif
L"Platinum", //Placeholder English
L"Waffen",
L"Zus. Waffen",
@@ -4857,9 +5087,15 @@ STR16 gzGIOScreenText[] =
L"Tote Gegner lassen alles fallen",
L"Aus",
L"An",
#ifdef JA2UB
L"Tex and John",
L"Zufällig",
L"Alle vorhanden",
#else
L"Anzahl der Terroristen",
L"Zufällig",
L"Alle vorhanden",
#endif
L"Geheime Waffenlager",
L"Zufällig",
L"Alle vorhanden",
@@ -4872,6 +5108,12 @@ STR16 gzGIOScreenText[] =
L"Alt / Alt",
L"Neu / Alt",
L"Neu / Neu",
// Squad Size
L"Max. Truppengröße",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5152,7 +5394,7 @@ STR16 pMessageStrings[] =
L"Sie können %ss Tagessold von %s nicht zahlen", //first %s is the mercs name, the second is a string containing the salary
L"Abbruch", // 70
L"%s kann alleine nicht gehen.",
L"Spielstand namens Spielstand99.sav kreiert. Wenn nötig, in Spielstand01 - Spielstand10 umbennen und über die Option 'Laden' aufrufen.",
L"Spielstand namens Spielstand249.sav kreiert. Wenn nötig, in Spielstand01 - Spielstand10 umbennen und über die Option 'Laden' aufrufen.",
L"%s hat %s getrunken.",
L"Paket in Drassen angekommen.",
L"%s kommt am %d. um ca. %s am Zielort an (Sektor %s).", //first %s is mercs name(OK), next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival !!!7 It should be like this: first one is merc (OK), next is day of arrival (OK) , next is time of the day for ex. 07:00 (not OK, now it is still sector), next should be sector (not OK, now it is still time of the day) //LOOTF - is this still valid? I assume it's not.
@@ -5168,13 +5410,25 @@ STR16 pMessageStrings[] =
L"Normaler Rundenmodus",
L"Verlasse Kampfmodus",
L"Erzwungener Rundenmodus ist aktiv, gehe in Kampfmodus",
#ifdef JA2BETAVERSION
L"Spiel erfolgreich in Position End Turn Auto Save gespeichert.", // 83
#endif
L"..\\Spielstände\\MP_Spielstände", //The name of the directory where games are saved.
L"Client",
L"Sie können nicht altes Inventar und neues Attachment System gleichzeitig verwenden.",
L"Automatischer Spielstandspeicherung #", //91 // Text des Auto Saves im Load Screen mit ID
L"Dieser Platz ist reserviert für Spielstände die automatisch gespeichert werden. Dies kann ein/ausgeschaltet werden in der Datei ja2_options.ini (AUTO_SAVE_EVERY_N_HOURS).", //92 // The text, when the user clicks on the save screen on an auto save
L"Leerer Platz für automatische Spielstandspeicherung #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSpielstand", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"Zugende Spielstand #", // 95 // The text for the tactical end turn auto save
L"Speichere Automatischen Spielstand #", // 96 // The message box, when doing auto save
L"Speichere", // 97 // The message box, when doing end turn auto save
L"Leere Platz für Spieler-Zugende Spielstandspeicherung #", // 98 // The message box, when doing auto save
L"Dieser Platz ist reserviert für Spielstände am Ende eines Spieler Zuges. Dies kann ein/ausgeschaltet werden in den Spieleinstellungen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSpielstand%02d.sav", // 101
L"Auto%02d.sav", // 102
L"Spielstand%02d.sav", //103
};
CHAR16 ItemPickupHelpPopup[][40] =
@@ -5235,6 +5489,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicuttys Bestattungen",
L"Fleuropa",
L"Versicherungsmakler für A.I.M.-Verträge",
//New Bookmarks
L"",
L"Enzyklopädie",
L"Einsatzbesprechung",
};
STR16 gzHelpScreenText[] =
@@ -5423,7 +5681,11 @@ STR16 gzLateLocalizedString[] =
L"Alle Söldner verarztet.",
//14-16
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(Dach)",
L"Gesundheit: %d/%d",
@@ -6681,4 +6943,37 @@ STR16 gzNCTHlabels[]=
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Entfernung zum Ziel: %d Felder, Helligkeit: %d/%d",
L"Verbinden Sie den Transmitter mit Ihrem Laptop-Computer.",
L"Sie haben nicht genug Geld, um %s anzuheuern",
L"Das obenstehende Honorar deckt für einen begrenzten Zeitraum die Kosten der Gesamtmission, und schließt untenstehendes Equipment mit ein.",
L"Engagieren Sie %s jetzt und nutzen Sie den Vorteil unseres beispiellosen 'Ein Betrag für alles'-Honorars. Das persönliche Equipment des Söldners ist gratis in diesem Preis mit inbegriffen.",
L"Honorar",
L"Da ist noch jemand im Sektor...",
//L"Waffen-Rchwt.: %d Felder, Trefferwahrsch.: %d Prozent",
L"Deckung anzeigen",
L"Sichtfeld",
L"Neue Rekruten können dort nicht hinkommen.",
L"Da Ihr Laptop keinen Transmitter besitzt, können Sie keine neuen Teammitglieder anheuern. Vielleicht ist dies eine guter Zeitpunkt, ein gespeichertes Spiel zu laden oder ein neues zu starten!",
L"%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.", //the %s is the name of a merc. @@@ Modified
L"Nach Ansehen des Hinweises, den Commander Morris hinterließ, erkennt %s eine einmalige Gelegenheit. Der Hinweis enthält Koordinaten für den Start von Raketen gegen verschiedene Städte in Arulco. Aber er enthält auch die Koordinaten des Startpunktes - der Raketenanlage.",
L"Das Kontroll-Board studierend, entdeckt %s, dass die Zahlen umgedreht werden könnten, so dass die Raketen diese Anlage selbst zerstören. %s muss nun einen Fluchtweg finden. Der Aufzug scheint die schnellstmögliche Route zu bieten...", //!!! The original reads: L"Noticing the control panel %s, figures the numbers can be reversed..." That sounds odd for me, but I think the comma is placed one word too late... (correct?)
L"Dies ist ein IRON MAN-Spiel, und es kann nicht gespeichert werden, wenn sich Gegner in der Nähe befinden.",
L"(Kann während Kampf nicht speichern)",
L"Der Name der aktuellen Kampagne enthält mehr als 30 Buchstaben.",
L"Die aktuelle Kampagne kann nicht gefunden werden.",
L"Kampagne: Standard ( %S )",
L"Kampagne: %S",
L"Sie haben die Kampagne %S gewählt. Diese ist eine vom Spieler modifizierte Version der Originalkampagne von JA2UB. Möchten Sie die Kampagne %S spielen?",
L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.",
};
#endif //GERMAN
+302 -10
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,201 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,6 +994,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
{
L"Klaxon Mine",
@@ -835,7 +1032,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2421,6 +2618,11 @@ CHAR16 zHealthStr[][13] =
L"ECCELLENTE", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3270,7 +3472,11 @@ STR16 pMapErrorString[] =
//6-10
L"ha bisogno di una scorta per muoversi. Inseritelo in una squadra che ne è provvista.", // merc can't move unescorted .. for a male
L"ha bisogno di una scorta per muoversi. Inseritela in una squadra che ne è provvista.", // for a female
#ifdef JA2UB
L"Il mercenario non è ancora arrivato ad Tracona!",
#else
L"Il mercenario non è ancora arrivato ad Arulco!",
#endif
L"Sembra che ci siano negoziazioni di contratto da stabilire.",
L"",
//11-15
@@ -3359,8 +3565,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Tracona?",
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Tracona?",
#else
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Arulco?",
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Arulco?",
#endif
L"sta per partire e spedirà il suo equipaggiamento a Omerta (A9).",
L"sta per partire e spedirà il suo equipaggiamento a Drassen (B13).",
L"%s sta per partire e spedirà il suo equipaggiamento a %s.",
@@ -3370,8 +3581,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Tracona?",
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Tracona?",
#else
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Drassen (B13) dopo aver preso il volo da Arulco?",
L"Volete che %s lasci il suo equipaggiamento dove si trova ora (%s) o in seguito a Omerta (A9) dopo aver preso il volo da Arulco?",
#endif
L"sta per partire e spedirà il suo equipaggiamento a Omerta (A9).",
L"sta per partire e spedirà il suo equipaggiamento a Drassen (B13).",
L"%s sta per partire e spedirà il suo equipaggiamento a %s.",
@@ -3723,8 +3939,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL non ritrovato.",
L"Bobby Ray - Spedizioni recenti",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4688,7 +4906,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"Lo spazio su disco si sta esaurendo. Sono disponibili solo %d MB, mentre per giocare a Jagged dovrebbero esserci almeno %d MB liberi .",
L"Salvataggio in corso...", //When saving a game, a message box with this string appears on the screen
L"Salvataggio in corso", //When saving a game, a message box with this string appears on the screen
L"Armi normali",
L"Tonn. di armi",
@@ -4703,8 +4921,10 @@ STR16 zSaveLoadText[] =
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
};
@@ -4923,7 +5143,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved after each players turn.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.",
L"When ON, Skyrider will not talk anymore.",
//L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
@@ -4956,9 +5176,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"INSTALLAZIONE INIZIALE DEL GIOCO",
#ifdef JA2UB
L"Random Manuel texts",
L"Off",
L"On",
#else
L"Versione del gioco",
L"Realistica",
L"Fantascientifica",
#endif
L"Platinum", //Placeholder English
L"Opzioni delle armi",
L"Available Arsenal", // changed by SANDRO
@@ -4999,9 +5225,15 @@ STR16 gzGIOScreenText[] =
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
@@ -5016,6 +5248,12 @@ STR16 gzGIOScreenText[] =
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5300,7 +5538,7 @@ STR16 pMessageStrings[] =
L"Non potete permettervi di pagare a %s un salario giornaliero di %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Salta",
L"%s non può andarsene da solo.",
L"Un salvataggio è stato chiamato SaveGame99.sav. Se necessario, rinominatelo da SaveGame01 a SaveGame10 e così potrete accedervi nella schermata di caricamento.",
L"Un salvataggio è stato chiamato SaveGame249.sav. Se necessario, rinominatelo da SaveGame01 a SaveGame10 e così potrete accedervi nella schermata di caricamento.",
L"%s ha bevuto del %s",
L"Un pacco è arivato a Drassen.",
L"%s dovrebbe arrivare al punto designato di partenza (settore %s) nel giorno %d, approssimativamente alle ore %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5316,14 +5554,28 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Salvataggio riuscito della partita nello slot End Turn Auto Save.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
// TODO.Translate
L"You cannot use the Old Inventory and the New Attachment System at the same time.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5385,6 +5637,10 @@ STR16 gzLaptopHelpText[] =
L"Impresa di pompe funebri McGillicutty",
L"Servizio Fioristi Riuniti",
L"Contratti assicurativi per agenti A.I.M.",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5586,8 +5842,11 @@ STR16 gzLateLocalizedString[] =
L"Tutti i vostri mercenari sono stati bendati.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(tetto)",
L"Salute: %d/%d",
@@ -6845,4 +7104,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Distanza dal bersaglio: %d caselle, Luminosità: %d/%d",
L"Colleghi il trasmettitore al tuo computer portatile.",
L"Non puoi permetterti di ingaggiare %s",
L"Per un periodo limitato, la tariffa qui sopra includerà i costi dell'intera missione, oltre all'equipaggiamento indicato sotto.",
L"Assolda %s adesso e approfitta della nostra nuova tariffa 'tutto incluso'. Compreso in questa incredibile offerta anche l'equipaggiamento personale del mercenario, senza alcun costo aggiuntivo.",
L"Tariffa",
L"C'è qualcun altro nel settore...",
//L"Gittata dell'arma: %d caselle, Probabilità di colpire: %d percent",
L"Mostra nascondigli",
L"Linea di Vista",
L"Le nuove reclute non possono arrivare qui.",
L"Poiché il tuo portatile non ha un trasmettitore, non potrai assoldare nuovi mercenari. Forse questo sarebbe un buon momento per caricare una partita salvata o ricominciare daccapo!",
L"%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.", //the %s is the name of a merc.
L"Dopo aver dato un'occhiata al biglietto lasciato dal Vice Comandante Morris, %s vede una possibilità. La nota contiene le coordinate per il lancio di missili contro diverse città ad Arulco. C'è anche la locazione della base di lancio: la fabbrica di missili.",
L"Guardando il pannello di controllo %s immagina che i numeri possano essere invertiti, cosicché il missile distrugga proprio questa fabbrica. %s deve trovare una via di fuga. L'ascensore sembra offrire la soluzione più rapida...",
L"Questa è una partita a livello IRON MAN: non puoi salvare quando ci sono nemici nei dintorni.",
L"(Non puoi salvare durante il combattimento.)",
L"Il nome della campagna è più grande di 30 caratteri",
L"Campagna non trovata.",
L"Campagna: Default ( %S )",
L"Campagna: %S",
L"Hai selezionato la campagna %S. Questa campagna è una versione amatoriale della campagna originale di Unfinished Business. Sei sicuro di voler giocare la campagna %S?",
L"Per usare l'editor, selezionare una campagna diversa da quella di default.",
};
#endif //ITALIAN
+3 -29
View File
@@ -19,35 +19,6 @@ void this_is_the_Ja25ChineseText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"目标的距离: %d格, 亮度: %d/%d",
L"将发报机装到笔记本电脑上。",
L"你无法支付雇佣%s的费用",
L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
L"费用",
L"在本分区发现有人……",
//L"枪的射程: %d格, 命中率: %d",
L"显示覆盖物",
L"视距",
L"新雇请的佣兵无法到达那里。",
L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
L"(不能在战斗时存盘)",
L"当前的战役名称超过了30个字符。",
L"无法找到当前的战役。", // @@@ new text
L"战役: 默认 ( %S )", // @@@ new text
L"战役: %S", // @@@ new text
L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]=
{
@@ -219,6 +190,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"上/下房顶所需行动点 -%d%s\n",// L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"踢门成功率 +%d%s\n",// L"+%d%s chance to kick doors\n",
L"你的肉搏攻击将有特殊的动画效果\n",// L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +206,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(叠加效果最多是 %d 次)\n",// L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s %s的恐惧抵抗力 (程序参数问题只能用这个语序)\n",// L"+%d%s fear resistence of %s\n",
L"缺陷: 会给其他人造成 %d 倍的士气下降, 如果 %s 的阵亡的话 (程序参数问题只能用这个语序)\n",// L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +295,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"潜行保持无声的几率 +%d%s\n",// L"+%d%s chance to move quietly\n",
L"隐蔽性 +%d%s (没被发现时就是“隐形”状态)\n",// L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"降低移动给隐蔽程度 %d%s 的惩罚\n",// L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
+3 -27
View File
@@ -19,33 +19,6 @@ void this_is_the_Ja25DutchText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
@@ -219,6 +192,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +208,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +297,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
// TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -27
View File
@@ -19,33 +19,6 @@ void this_is_the_Ja25EnglishText_public_symbol(void);
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
@@ -219,6 +192,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors in\n", // MINTY - Changed to "kick doors in"
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +208,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +297,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-30
View File
@@ -1,36 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET, // CPT: not used anymore moved to other array
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH, // CPT: not used, moved to other array
//TCTL_MSG__RANGE_TO_TARGET_AND_GUN_RANGE, // WANNE: Not used
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -26
View File
@@ -19,32 +19,6 @@ void this_is_the_Ja25FrenchText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Distance cible: %d tiles, Brightness: %d/%d",
L"Attachez le transpondeur à votre PC portable.",
L"Vous n'avez pas les moyens d'engager %s",
L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, équipement ci-dessous compris.",
L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offre, l'équipement personnel du mercenaire sans frais supplémentaires.",
L"Frais",
L"Il y a quelqu'un d'autre dans le secteur...",
//L"Portée arme: %d tiles, de chances: %d pourcent",
L"Afficher couverture",
L"Ligne de vision",
L"Les nouvelles recrues ne peuvent arriver ici.",
L"Comme votre PC n'a pas de transpondeur, vous ne pouvez engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.",
L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus à rien.", //the %s is the name of a merc. @@@ Modified
L"Apres avoir scanné la note laissée par le Deputy Commander Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.",
L"En examinant le panneau de contrôle, %s s'aperçoît que les chiffres peuvent être inversés pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...",
L"Ceci est un jeu IRON MAN et vous ne pouvez pas sauvegarder s'il ya des ennemis dans les parages.", // @@@ new text
L"(ne peut sauvegarder en plein combat)", //@@@@ new text
L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text
L"La campagne actuelle est introuvable.", // @@@ new text
L"Campagne: Par défaut ( %S )", // @@@ new text
L"Campagne: %S", // @@@ new text
L"Vous avez choisi la campagne %S. Cette campagne est un mod d'Unfinished Business. Etes-vous sûr de vouloir jouer la campagne %S ?", // @@@ new text
L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
@@ -218,6 +192,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s du nombre de PA nécessaire pour monter/descendre du toit et sauter les obstacles\n",
L"+%d%s de chance d'ouvrir la porte\n",
L"Vous obtenez une animation spéciale pour votre combat au corps-à-corps\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -233,6 +208,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Le maximum de bonus simultanés pour un joueur est de %d)\n",
L"+%d%s de crainte de résistance à %s\n",
L"Inconvénient: %dx perte de moral à la mort de %s pour les autres mercenaires\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -321,6 +297,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s de chance de bouger silencieusement\n",
L"+%d%s en discrétion (étant 'invisible si inaperçu)\n",
L"Réduit la pénalité dû au déplacement silencieux de %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -29
View File
@@ -19,35 +19,6 @@ void this_is_the_Ja25GermanText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Entfernung zum Ziel: %d Felder, Helligkeit: %d/%d",
L"Verbinden Sie den Transmitter mit Ihrem Laptop-Computer.",
L"Sie haben nicht genug Geld, um %s anzuheuern",
L"Das obenstehende Honorar deckt für einen begrenzten Zeitraum die Kosten der Gesamtmission, und schließt untenstehendes Equipment mit ein.",
L"Engagieren Sie %s jetzt und nutzen Sie den Vorteil unseres beispiellosen 'Ein Betrag für alles'-Honorars. Das persönliche Equipment des Söldners ist gratis in diesem Preis mit inbegriffen.",
L"Honorar",
L"Da ist noch jemand im Sektor...",
//L"Waffen-Rchwt.: %d Felder, Trefferwahrsch.: %d Prozent",
L"Deckung anzeigen",
L"Sichtfeld",
L"Neue Rekruten können dort nicht hinkommen.",
L"Da Ihr Laptop keinen Transmitter besitzt, können Sie keine neuen Teammitglieder anheuern. Vielleicht ist dies eine guter Zeitpunkt, ein gespeichertes Spiel zu laden oder ein neues zu starten!",
L"%s hört das Geräusch knirschenden Metalls unter Jerry hervordringen. Es klingt grässlich - die Antenne ihres Laptop-Computers ist zerstört.", //the %s is the name of a merc. @@@ Modified
L"Nach Ansehen des Hinweises, den Commander Morris hinterließ, erkennt %s eine einmalige Gelegenheit. Der Hinweis enthält Koordinaten für den Start von Raketen gegen verschiedene Städte in Arulco. Aber er enthält auch die Koordinaten des Startpunktes - der Raketenanlage.",
L"Das Kontroll-Board studierend, entdeckt %s, dass die Zahlen umgedreht werden könnten, so dass die Raketen diese Anlage selbst zerstören. %s muss nun einen Fluchtweg finden. Der Aufzug scheint die schnellstmögliche Route zu bieten...", //!!! The original reads: L"Noticing the control panel %s, figures the numbers can be reversed..." That sounds odd for me, but I think the comma is placed one word too late... (correct?)
L"Dies ist ein IRON MAN-Spiel, und es kann nicht gespeichert werden, wenn sich Gegner in der Nähe befinden.",
L"(Kann während Kampf nicht speichern)",
L"Der Name der aktuellen Kampagne enthält mehr als 30 Buchstaben.",
L"Die aktuelle Kampagne kann nicht gefunden werden.",
L"Kampagne: Standard ( %S )",
L"Kampagne: %S",
L"Sie haben die Kampagne %S gewählt. Diese ist eine vom Spieler modifizierte Version der Originalkampagne von JA2UB. Möchten Sie die Kampagne %S spielen?",
L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.",
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]=
{
@@ -219,6 +190,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs benötigt um auf oder von Dächern zu klettern und Hindernisse zu überspringen\n",
L"+%d%s Chance eine Tür erfolgreich einzutreten\n",
L"Sie erhalten besondere Kung-Fu-Animationen für den Nahkampf\n",
L"-%d%s Wahrscheinlichkeit um unterbrochen zu werden wenn man sich bewegt\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +206,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Maximal auf einen Söldner wirkende Boni: %d )\n",
L"+%d%s Resistenz gegen Angst für %s\n",
L"Nachteil: %dx Moralverlust bei Tod des %ss für alle anderen Söldner\n",
L"+%d%s Wahrscheinlichkeit für kollektive Unterbrechungen\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +295,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s Chance beim Schleichen kein Geräusch zu erzeugen zu sein\n",
L"+%d%s Chance, 'unsichtbar' zu sein wenn man sich nicht verrät (schleichen)\n",
L"Der Abzug der berechneten Sichtdeckung beim Bewegen ist %d%s geringer\n",
L"-%d%s Wahrscheinlichkeit um unterbrochen zu werden\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-30
View File
@@ -1,36 +1,6 @@
#ifndef _JA25GERMANTEXT__H_
#define _JA25GERMANTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
//TCTL_MSG__RANGE_TO_TARGET_AND_GUN_RANGE, // WANNE: Not used
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -27
View File
@@ -19,33 +19,6 @@ void this_is_the_Ja25ItalianText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Distanza dal bersaglio: %d caselle, Luminosità: %d/%d",
L"Colleghi il trasmettitore al tuo computer portatile.",
L"Non puoi permetterti di ingaggiare %s",
L"Per un periodo limitato, la tariffa qui sopra includerà i costi dell'intera missione, oltre all'equipaggiamento indicato sotto.",
L"Assolda %s adesso e approfitta della nostra nuova tariffa 'tutto incluso'. Compreso in questa incredibile offerta anche l'equipaggiamento personale del mercenario, senza alcun costo aggiuntivo.",
L"Tariffa",
L"C'è qualcun altro nel settore...",
//L"Gittata dell'arma: %d caselle, Probabilità di colpire: %d percent",
L"Mostra nascondigli",
L"Linea di Vista",
L"Le nuove reclute non possono arrivare qui.",
L"Poiché il tuo portatile non ha un trasmettitore, non potrai assoldare nuovi mercenari. Forse questo sarebbe un buon momento per caricare una partita salvata o ricominciare daccapo!",
L"%s sente venire da sotto al corpo di Jerry il rumore di metallo che si accartoccia. E' un suono fastidioso, come se l'antenna del tuo portatile venisse schiacciata.", //the %s is the name of a merc.
L"Dopo aver dato un'occhiata al biglietto lasciato dal Vice Comandante Morris, %s vede una possibilità. La nota contiene le coordinate per il lancio di missili contro diverse città ad Arulco. C'è anche la locazione della base di lancio: la fabbrica di missili.",
L"Guardando il pannello di controllo %s immagina che i numeri possano essere invertiti, cosicché il missile distrugga proprio questa fabbrica. %s deve trovare una via di fuga. L'ascensore sembra offrire la soluzione più rapida...",
L"Questa è una partita a livello IRON MAN: non puoi salvare quando ci sono nemici nei dintorni.",
L"(Non puoi salvare durante il combattimento.)",
L"Il nome della campagna è più grande di 30 caratteri",
L"Campagna non trovata.",
L"Campagna: Default ( %S )",
L"Campagna: %S",
L"Hai selezionato la campagna %S. Questa campagna è una versione amatoriale della campagna originale di Unfinished Business. Sei sicuro di voler giocare la campagna %S?",
L"Per usare l'editor, selezionare una campagna diversa da quella di default.",
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
@@ -217,6 +190,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -232,6 +206,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -320,6 +295,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -27
View File
@@ -20,33 +20,6 @@ void this_is_the_Ja25PolishText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Odległość od celu (w polach): %d, Jasność = %d/%d",
L"Nadajnik został podłączony do twojego laptopa.",
L"Nie mo¿esz zatrudnić %s(a)",
L"Na określony czas, poni¿sze honorarium pokryje koszt całej misji razem z wyposażeniem zamieszonym poniżej.",
L"Zatrudnij %s(a) już teraz i weź udział naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie cały ekwipunek najemnika dostaniesz za darmo.",
L"Honorarium",
L"Ktoś jest w sektorze...",
//L"Zasięg broni (w polach): %d, Szansa na trafienie: %d procent",
L"Pokaż osłonę",
L"Zasięg wzroku",
L"Nowi rekruci nie mogą tam przybyć.",
L"Dopóki twój laprop będzie bez nadajnika, nie będziesz mógł zatrudniać nowych członków zespołu. Możliwe, że to odpowiedni moment żeby odczytać zapisany stan gry lub zacząć grać od nowa!",
L"%s słyszy dźwięk zgniatanego metalu dochodzący spod ciała Jerrego. To niestety zabrzmiało jak dźwięk zgniatanej anteny od twojego laptopa.", //the %s is the name of a merc. @@@ Modified
L"Po przejżeniu notatki zostawionej przez zastępce dowódcy Morris'a, %s zauważa pewną możliwość. Notatka zawiera koordynaty do wystrzelenia pocisków w dwa miasteczka w Arulco. Są na niej również koordynaty z których te pociski zostaną wystrzelone - wojskowej placówki.",
L"Przyglądając się panelowi kontrolnemu, %s zauważa, że cyfry można odwrócić, tak, że pociski mogą zniszczyć tą placówkę. %s musi znaleźć drogę ucieczki. Wydaje się, że winda jest najszybszym rozwiązaniem...",
L"To jest tryb CZ£OWIEK ZE STALI i nie możesz zapisywać gry gdy wróg jest w sektorze.", // @@@ new text
L"(Nie można zapisywać gry podczas walki)", //@@@@ new text
L"Kampania ma więcej niż 30 postaci.", // @@@ new text
L"Nie można odnaleźć kampanii.", // @@@ new text
L"Kampania: Standardowa ( %S )", // @@@ new text
L"Kampania: %S", // @@@ new text
L"Wybrałeś kampanię %S. Ta kampania została stworzona przez fanów gry. Czy jesteś pewien, że chcesz w nią zagrać?", // @@@ new text
L"Żeby użyć edytora powinieneś wcześniej wybrać kampanię inną niż standardowa.", ///@@new
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
@@ -219,6 +192,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors in\n", // MINTY - Changed to "kick doors in"
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +208,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +297,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -27
View File
@@ -19,33 +19,6 @@ void this_is_the_Ja25RussianText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Расстояние до цели: %d ед., Освещенность: %d/%d",
L"Передатчик подключен к вашему ноутбуку.",
L"Вы не можете нанять %s",
L"Предложение действует ограниченное время и покрывает стоимость найма на всю миссию, плюс вы так же получите оборудование, перечисленное ниже.",
L"Наемник %s - наше невероятное суперпредложение 'одна плата за все'. Вы также бесплатно получите его персональную экипировку.",
L"Гонорар",
L"В секторе кто-то есть...",
//L"Дальнобойность оружия: %d ед., Шанс попасть: %d%%",
L"Показать укрытия",
L"Линия прицела",
L"Новые наемники не могут высадиться здесь.",
L"Так как ваш ноутбук лишился антенны, то вы не сможете нанять новых наемников. Возможно, сейчас вам стоит загрузить одну из сохраненных игр, или начать игру заново!",
L"%s слышит металлический хруст под телом Джерри. Кажется, это чмо сломало антенну вашего ноутбука.", //the %s is the name of a merc.
L"После прочтения записей, оставленных помощником командира Морриса, %s видит, что не все еще потеряно. В записке содержатся координаты городов Арулько для запуска по ним ракет. Кроме того, там также указаны координаты самой ракетной базы.",
L"Изучив панель управления, %s понимает, что координаты цели можно изменить, и тогда ракета уничтожит эту базу. %s не собирается умирать, а значит нужно быстрее отсюда выбираться. Похоже, что самый быстрый способ это лифт...",
L"В начале игры вы выбрали сохранение лишь в \"мирное время\" и теперь не можете записываться во время боя.",
L"(Нельзя сохраняться во время боя)",
L"Текущая кампания длиннее 30 символов.",
L"Текущая кампания не найдена.",
L"Кампания: По умолчанию ( %S )",
L"Кампания: %S",
L"Вы выбрали кампанию %S. Эта кампания является модификацией оригинальной кампании Unfinished Business. Вы уверены, что хотите играть кампанию %S?",
L"Чтобы воспользоваться редактором, смените кампанию по умолчанию на другую.",
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
//these strings match up with the defines in IMP Skill trait.cpp
@@ -218,6 +191,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"нужно на %d%s ОД меньше чтобы слезть/залезть на крышу и перепрыгнуть препятствие\n",
L"+%d%s к шансу выбить дверь ногой\n",
L"Вы получаете специальные движения для атак в ближнем бою\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -233,6 +207,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Максимальное количество одновременных бонусов для одного солдата %d)\n",
L"+%d%s сопротивление страху у %s\n",
L"Недостаток: %dx кратное ухудшение боевого духа у наёмников если погибает %s\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -321,6 +296,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s двигаться тихо\n",
L"+%d%s к скрытности (быть 'невидимым' если вас не обнаружили)\n",
L"Уменьшение штрафа на видимость в укрытии на %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+3 -26
View File
@@ -19,32 +19,6 @@ void this_is_the_Ja25TaiwaneseText_public_symbol(void){;}
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - New STOMP laptop strings
@@ -219,6 +193,7 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
@@ -234,6 +209,7 @@ STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
@@ -322,6 +298,7 @@ STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
-29
View File
@@ -1,35 +1,6 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
//TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
//TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
////////////////////////////////////////////////////////
+300 -8
View File
@@ -12,6 +12,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -116,6 +117,207 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Lokalizacje", //0
L"Postacie",
L"Przedmioty",
L"Zadania",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Wejœcie",
};
STR16 pOtherButtonsText[] =
{
L"Odprawa",
L"Akceptuj",
};
STR16 pOtherButtonsHelpText[] =
{
L"Odprawa",
L"Akceptuj misje",
};
STR16 pLocationPageText[] =
{
L"Poprzednia str.",
L"Zdjęcia",
L"Następna str.",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Strona główna",
L">>",
L"Typ: ",
L"Brak danych",
L"Brak zdefiniowanych misji. Dodaj misje do pliku TableData\\BriefingRoom\\BriefingRoom.xml. Pierwsza misja ma byæ widoczna. Ustaw Hidden = 0",
};
STR16 pEncyclopediaTypeText[] =
{
L"Nieznane",// 0 - unknown
L"Miasto", //1 - cities
L"Wyrzutnia rakiet", //2 - SAM Site
L"Inna lokacja", //3 - other location
L"Kopalnia", //4 - mines
L"Kompleks militarny", //5 - military complex
L"Laboratorium", //6 - laboratory complex
L"Fabryka", //7 - factory complex
L"Szpital", //8 - hospital
L"Więzienie", //9 - prison
L"Port lotniczy", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Pokaż wszystko",
L"Pokaż AIM",
L"Pokaż MERC",
L"Pokaż RPC",
L"Pokaż NPC",
L"Pokaż Pojazd",
L"Pokaż IMP",
L"Pokaż EPC",
L"Filtr",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"Wszy.",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Pojazd",
L"IMP",
L"EPC",
L"Filtr",
};
STR16 pEncyclopediaHelpText[] =
{
L"Pokaż wszystko",
L"Pokaż miasta",
L"Pokaż wyrzutnie rakiet",
L"Pokaż inne lokacje",
L"Pokaż kopalnie",
L"Pokaż lokacje militarne",
L"Pokaż laboratoria",
L"Pokaż fabryki",
L"Pokaż szpitale",
L"Pokaż więzienie",
L"Pokaż porty lotnicze",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"Wszy.",
L"Miasta",
L"W-R",
L"Inne",
L"Kop.",
L"Kom.M.",
L"Lab.",
L"Fabry.",
L"Szpit.",
L"Więz.",
L"Por.L.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"Wszystko", //0
L"Broń",
L"Amu.",
L"Oporz.",
L"Różne",
L"Wszystko", //5
L"Broń",
L"Amunicja",
L"Oporz¹dzenie",
L"Różne",
};
STR16 BoxFilter[] =
{
// Guns
L"Inny", //0
L"Pist.",
L"P.masz.",
L"K.masz.",
L"Kar.",
L"K.snaj.",
L"K.boj.",
L"L.k.m.",
L"Strz.", //8
// Ammo
L"Pist.",
L"P.masz.",
L"K.masz.",
L"Kar.",
L"K.snaj.",
L"K.boj.",
L"L.k.masz.",
L"Strz.", //16
// Used
L"Broń",
L"Panc.",
L"Oporz.",
L"Różne", //20
// Armour
L"Hełmy",
L"Kami.",
L"G.ochr.",
L"P.cer.",
// Misc
L"Ostrza",
L"N.do.rzu.",
L"Punch.W.",
L"Gr.",
L"Bomby",
L"Apt.",
L"Ekwi.",
L"N.twa.",
L"Oporz.", //LBE Gear
L"Inne",
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -799,10 +1001,11 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
L"Mina klaksonowa",
L"Mina oŚwietlająca",
L"Mina oświetlająca",
L"Eksplozja gazu Łzaw.",
L"Eksplozja granatu Oszałam.",
L"Eksplozja granatu dymnego",
@@ -813,15 +1016,15 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
L"3x3 Hidden Pit",
L"5x5 Hidden Pit",
L"Mała eksplozja",
L"Średnia eksplozja",
L"średnia eksplozja",
L"Duża eksplozja",
L"Otwórz/Zamknij drzwi",
L"Przełącz wszystkie Akcje1",
L"Przełącz wszystkie Akcje2",
L"Przełącz wszystkie Akcje3",
L"Przełącz wszystkie Akcje4",
L"WejŚcie do burdelu",
L"WyjŚcie z burdelu",
L"Wejście do burdelu",
L"Wyjście z burdelu",
L"Alarm Kingpin'a",
L"Seks z prostytutką",
L"Pokaż pokój",
@@ -836,7 +1039,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
L"Alarm dzikich kotów",
L"Duży gaz łzawiący",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Chowanie flagi", //0
@@ -2430,6 +2633,11 @@ CHAR16 zHealthStr[][13] =
L"DOSKONAŁY", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3279,7 +3487,11 @@ STR16 pMapErrorString[] =
//6-10
L"musi mieć eskortę, aby się przemieszczać. UmieŚć go w oddziale z eskortą.", // merc can't move unescorted .. for a male
L"musi mieć eskortę, aby się przemieszczać. UmieŚć ją w oddziale z eskortą.", // for a female
#ifdef JA2UB
L"Najemnik nie przybył jeszcze do Tracony!",
#else
L"Najemnik nie przybył jeszcze do Arulco!",
#endif
L"Wygląda na to, że trzeba wpierw uregulować sprawy kontraktu.",
L"Nie można przemieŚcić najemnika. Trwa nalot powietrzny.",
//11-15
@@ -4722,6 +4934,7 @@ STR16 zSaveLoadText[] =
L"Nowy inwentarz nie działa w rozdzielczoŚci 640x480. Aby z niego korzystać zmień rozdzielczoŚć i spróbuj ponownie.",
L"Nowy inwentarz nie korzysta z domyŚlnego folderu 'Data'.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
};
@@ -4973,9 +5186,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"POCZ¥TKOWE USTAWIENIA GRY",
#ifdef JA2UB
L"Dialogi Manuel'a",
L"Off",
L"On",
#else
L"Styl gry",
L"Realistyczny",
L"S-F",
#endif
L"Platynowy", //Placeholder English
L"Opcje broni",
L"Mnóstwo",
@@ -5015,9 +5234,15 @@ STR16 gzGIOScreenText[] =
L"Wrogowie upuszczają całoŚć ekwipunku",
L"Wyłączone",
L"Włączone",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Liczba terrorystów",
L"Losowe",
L"Wszystkie",
#endif
L"Tajne składy proni",
L"Losowe",
L"Wszystkie",
@@ -5032,6 +5257,11 @@ STR16 gzGIOScreenText[] =
L"Nowe / Stare",
L"Nowe / Nowe",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5332,13 +5562,27 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Automatyczny zapis został pomyŚlnie wykonany.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
L"Nie możesz używać nowego trybu wyposażenia i nowego systemu dodatków jednoczeŚnie.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5368,7 +5612,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Zajrzyj do A.I.M. i zatrudnij kilku najemników (*Wskazówka* musisz otworzyć laptopa)", // to inform the player to hired some mercs to get things going
L"JeŚli chcesz już udać się do Arulco, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway
#ifdef JA2UB
L"Jeśli chcesz już udać się do Tracony, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway
#else
L"Jeśli chcesz już udać się do Arulco, kliknij przycisk kompresji czasu, w prawym dolnym rogu ekranu.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5400,6 +5648,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty's - Zakład pogrzebowy",
L"United Floral Service",
L"Brokerzy ubezpieczeniowi",
//New Bookmarks
L"",
L"Encyklopedia",
L"Briefing Room",
};
@@ -5595,7 +5847,11 @@ STR16 gzLateLocalizedString[] =
L"Wszystkim twoim najemnikom założono opatrunki.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(dach)",
@@ -6857,4 +7113,40 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
//Ja25 UB
STR16 gzNewLaptopMessages[]=
{
L"Zapytaj o naszą specjalną ofertę",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Odległość od celu (w polach): %d, Jasność = %d/%d",
L"Nadajnik został podłączony do twojego laptopa.",
L"Nie mo¿esz zatrudnić %s(a)",
L"Na określony czas, poni¿sze honorarium pokryje koszt całej misji razem z wyposażeniem zamieszonym poniżej.",
L"Zatrudnij %s(a) już teraz i weź udział naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie cały ekwipunek najemnika dostaniesz za darmo.",
L"Honorarium",
L"Ktoś jest w sektorze...",
//L"Zasięg broni (w polach): %d, Szansa na trafienie: %d procent",
L"Pokaż osłonę",
L"Zasięg wzroku",
L"Nowi rekruci nie mogą tam przybyć.",
L"Dopóki twój laprop będzie bez nadajnika, nie będziesz mógł zatrudniać nowych członków zespołu. Możliwe, że to odpowiedni moment żeby odczytać zapisany stan gry lub zacząć grać od nowa!",
L"%s słyszy dźwięk zgniatanego metalu dochodzący spod ciała Jerrego. To niestety zabrzmiało jak dźwięk zgniatanej anteny od twojego laptopa.", //the %s is the name of a merc. @@@ Modified
L"Po przejżeniu notatki zostawionej przez zastępce dowódcy Morris'a, %s zauważa pewną możliwość. Notatka zawiera koordynaty do wystrzelenia pocisków w dwa miasteczka w Arulco. Są na niej również koordynaty z których te pociski zostaną wystrzelone - wojskowej placówki.",
L"Przyglądając się panelowi kontrolnemu, %s zauważa, że cyfry można odwrócić, tak, że pociski mogą zniszczyć tą placówkę. %s musi znaleźć drogę ucieczki. Wydaje się, że winda jest najszybszym rozwiązaniem...",
L"To jest tryb CZ£OWIEK ZE STALI i nie możesz zapisywać gry gdy wróg jest w sektorze.", // @@@ new text
L"(Nie można zapisywać gry podczas walki)", //@@@@ new text
L"Kampania ma więcej niż 30 postaci.", // @@@ new text
L"Nie można odnaleźć kampanii.", // @@@ new text
L"Kampania: Standardowa ( %S )", // @@@ new text
L"Kampania: %S", // @@@ new text
L"Wybrałeś kampanię %S. Ta kampania została stworzona przez fanów gry. Czy jesteś pewien, że chcesz w nią zagrać?", // @@@ new text
L"Żeby użyć edytora powinieneś wcześniej wybrać kampanię inną niż standardowa.", ///@@new
};
#endif //POLISH
+299 -9
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,203 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,7 +996,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
{
L"Klaxon Mine",
L"Flare Mine",
@@ -835,7 +1033,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2428,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
L"ОТЛИЧНО", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"1000$",
@@ -3277,7 +3480,11 @@ STR16 pMapErrorString[] =
//6-10
L"нуждается в сопровождении чтобы идти. Назначьте его с кем-нибудь в отряд.", // merc can't move unescorted .. for a male
L"нуждается в сопровождении чтобы идти. Назначьте ее с кем-нибудь в отряд.", // for a female
#ifdef JA2UB
L"Наёмник ещё не прибыл в Tracona!",
#else
L"Наёмник ещё не прибыл в Арулько!",
#endif
L"Кажется, сначала надо уладить проблемы с контрактом.",
L"Бежать от самолета? Только после вас!", // Cannot give a movement order. Air raid is going on.
//11-15
@@ -3621,6 +3828,8 @@ STR16 pBookMarkStrings[] =
L"Цветы",
L"Страховка",
L"Oтмeнa",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3730,8 +3939,10 @@ STR16 pWebPagesTitles[] =
L"",
L"Адрес не найден.",
L"Бобби Рэй - последние поступления",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4689,7 +4900,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"У вас заканчивается свободное место на жестком диске. Сейчас свободно %d Мб, а требуется %d Мб свободного места для JA.",
L"Сохраняю...", //When saving a game, a message box with this string appears on the screen
L"Сохраняю", //When saving a game, a message box with this string appears on the screen
L"Нормальный",
L"Огромный",
@@ -4706,6 +4917,8 @@ STR16 zSaveLoadText[] =
L"Сохраненная игра была начата в режиме \"Нового Инвентаря\", этот режим не работат при разрешении экрана 640х480. Измените разрешение и загрузите игру снова.",
L"Загрузка игры, начатой в режиме \"Нового Инвентаря\", невозможна. Установите в Ja2.ini игровую папку 'Data-1.13' и повторите попытку.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
};
@@ -4957,9 +5170,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"УСТАНОВКИ НАЧАЛА ИГРЫ",
#ifdef JA2UB
L"Random Manuel texts ",
L"Off",
L"On",
#else
L"Элементы фантастики",
L"нет",
L"есть",
#endif
L"Платиновая серия",
L"Ассортимент оружия в игре",
L"всё доступное",
@@ -4999,9 +5218,15 @@ STR16 gzGIOScreenText[] =
L"Враг оставляет всё снаряжение",
L"нет",
L"да",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Число террористов",
L"случайное",
L"все сразу",
#endif
L"Спрятанное оружие секторов", //Secret Weapon Caches
L"выборочно",
L"всё возможное",
@@ -5015,6 +5240,12 @@ STR16 gzGIOScreenText[] =
L"старый / старая",
L"новый / старая",
L"новый / новая",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5296,7 +5527,7 @@ STR16 pMessageStrings[] =
L"Не хватает денег, чтобы заплатить %s ежедневный гонорар %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Нет", //Skip
L"%s не может уйти в одиночку.",
L"Файл сохранения был записан под названием SaveGame99.sav. Если необходимо, переименуйте его в SaveGame01 - SaveGame10 и тогда, он станет доступен в списке сохранений.",
L"Файл сохранения был записан под названием SaveGame249.sav. Если необходимо, переименуйте его в SaveGame01 - SaveGame10 и тогда, он станет доступен в списке сохранений.",
L"%s: выпил(а) немного %s.",
L"Посылка прибыла в Драссен.",
L"%s прибудет в точку назначения (сектор %s) в %dй день, примерно в %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5312,12 +5543,26 @@ STR16 pMessageStrings[] =
L"Режим реального времени", //Normal turn mode
L"Выход из пошагового режима", //Exit combat mode
L"Включен только пошаговый режим. Вступаем в бой!", //Forced Turn Mode Active, Entering Combat
#ifdef JA2BETAVERSION
L"Игра сохранена в поле авто-сохранения.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Клиент", //Client
L"Нельзя одновременно установить \"Старый\" инвентарь и \"Новую Систему Навески\".", //You cannot use the Old Inventory and the New Attachment System at the same time.
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5347,7 +5592,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Отправляйтесь в A.I.M. и наймите бойцов (*Подсказка* - это в лэптопе).", // to inform the player to hired some mercs to get things going
#ifdef JA2UB
L"Когда будете готовы отправиться в Tracona, включите сжатие времени в правом нижнем углу экрана.", // to inform the player to hit time compression to get the game underway
#else
L"Когда будете готовы отправиться в Арулько, включите сжатие времени в правом нижнем углу экрана.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5379,6 +5628,10 @@ STR16 gzLaptopHelpText[] =
L"Похоронная служба Макгилликатти",
L"'Цветы по всему миру'",
L"Страховые агенты по контрактам A.I.M.",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5574,8 +5827,11 @@ STR16 gzLateLocalizedString[] =
L"Все ваши наемники перевязаны.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Арулько",
#endif
L"(на крыше)",
L"Здоровье: %d/%d",
@@ -6825,4 +7081,38 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Расстояние до цели: %d ед., Освещенность: %d/%d",
L"Передатчик подключен к вашему ноутбуку.",
L"Вы не можете нанять %s",
L"Предложение действует ограниченное время и покрывает стоимость найма на всю миссию, плюс вы так же получите оборудование, перечисленное ниже.",
L"Наемник %s - наше невероятное суперпредложение 'одна плата за все'. Вы также бесплатно получите его персональную экипировку.",
L"Гонорар",
L"В секторе кто-то есть...",
//L"Дальнобойность оружия: %d ед., Шанс попасть: %d%%",
L"Показать укрытия",
L"Линия прицела",
L"Новые наемники не могут высадиться здесь.",
L"Так как ваш ноутбук лишился антенны, то вы не сможете нанять новых наемников. Возможно, сейчас вам стоит загрузить одну из сохраненных игр, или начать игру заново!",
L"%s слышит металлический хруст под телом Джерри. Кажется, это чмо сломало антенну вашего ноутбука.", //the %s is the name of a merc.
L"После прочтения записей, оставленных помощником командира Морриса, %s видит, что не все еще потеряно. В записке содержатся координаты городов Арулько для запуска по ним ракет. Кроме того, там также указаны координаты самой ракетной базы.",
L"Изучив панель управления, %s понимает, что координаты цели можно изменить, и тогда ракета уничтожит эту базу. %s не собирается умирать, а значит нужно быстрее отсюда выбираться. Похоже, что самый быстрый способ это лифт...",
L"В начале игры вы выбрали сохранение лишь в \"мирное время\" и теперь не можете записываться во время боя.",
L"(Нельзя сохраняться во время боя)",
L"Текущая кампания длиннее 30 символов.",
L"Текущая кампания не найдена.",
L"Кампания: По умолчанию ( %S )",
L"Кампания: %S",
L"Вы выбрали кампанию %S. Эта кампания является модификацией оригинальной кампании Unfinished Business. Вы уверены, что хотите играть кампанию %S?",
L"Чтобы воспользоваться редактором, смените кампанию по умолчанию на другую.",
};
#endif //RUSSIAN
+308 -10
View File
@@ -11,6 +11,7 @@
#include "Scheduling.h"
#include "EditorMercs.h"
#include "Item Statistics.h"
#include "Encyclopedia.h"
#endif
#endif
@@ -115,6 +116,201 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
*/
CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
L"",
};
//Encyclopedia
STR16 pMenuStrings[] =
{
//Encyclopedia
L"Locations", // 0
L"Characters",
L"Items",
L"Quests",
L"Menu 5",
L"Menu 6", //5
L"Menu 7",
L"Menu 8",
L"Menu 9",
L"Menu 10",
L"Menu 11", //10
L"Menu 12",
L"Menu 13",
L"Menu 14",
L"Menu 15",
L"Menu 15", // 15
//Briefing Room
L"Exit",
};
STR16 pOtherButtonsText[] =
{
L"Briefing",
L"Accept",
};
STR16 pOtherButtonsHelpText[] =
{
L"Briefing",
L"Accept missions",
};
STR16 pLocationPageText[] =
{
L"Prev page",
L"Photo",
L"Next page",
};
STR16 pSectorPageText[] =
{
L"<<",
L"Main page",
L">>",
L"Type: ",
L"Empty data",
};
STR16 pEncyclopediaTypeText[] =
{
L"Unknown",// 0 - unknown
L"City", //1 - cities
L"SAM Site", //2 - SAM Site
L"Other location", //3 - other location
L"Mines", //4 - mines
L"Military complex", //5 - military complex
L"Laboratory complex", //6 - laboratory complex
L"Factory complex", //7 - factory complex
L"Hospital", //8 - hospital
L"Prison", //9 - prison
L"Airport", //10 - air port
};
STR16 pEncyclopediaHelpCharacterText[] =
{
L"Show all",
L"Show AIM",
L"Show MERC",
L"Show RPC",
L"Show NPC",
L"Show Pojazd",
L"Show IMP",
L"Show EPC",
L"Filter",
};
STR16 pEncyclopediaShortCharacterText[] =
{
L"All",
L"AIM",
L"MERC",
L"RPC",
L"NPC",
L"Veh.",
L"IMP",
L"EPC",
L"Filter",
};
STR16 pEncyclopediaHelpText[] =
{
L"Show all",
L"Show cities",
L"Show SAM Sites",
L"Show other location",
L"Show mines",
L"Show military complex",
L"Show laboratory complex",
L"Show Factory complex",
L"Show hospital",
L"Show prison",
L"Show air port",
};
STR16 pEncyclopediaSkrotyText[] =
{
L"All",
L"City",
L"SAM",
L"Other",
L"Mine",
L"Mil.",
L"Lab.",
L"Fact.",
L"Hosp.",
L"Prison",
L"Air.",
};
STR16 pEncyclopediaShortInventoryText[] =
{
L"All", //0
L"Gun",
L"Ammo",
L"LBE",
L"Misc",
L"All", //5
L"Gun",
L"Ammo",
L"LBE Gear",
L"Misc",
L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
};
STR16 BoxFilter[] =
{
// Guns
L"Heavy",
L"Pistol",
L"M. Pist.",
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Ammo
L"Pistol",
L"M. Pist.", //10
L"SMG",
L"Rifle",
L"S. Rifle",
L"A. Rifle",
L"MG",
L"Shotgun",
// Used
L"Guns",
L"Armor",
L"LBE Gear",
L"Misc", //20
// Armour
L"Helmets",
L"Vests",
L"Leggings",
L"Plates",
// Misc
L"Blades",
L"Th. Knife",
L"Melee",
L"Grenades",
L"Bombs",
L"Med.", //30
L"Kits",
L"Face",
L"LBE",
L"Misc.", //34
};
//-----------
// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
@@ -798,6 +994,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
/*
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
{
L"Klaxon Mine",
@@ -835,7 +1032,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Bloodcat alarm",
L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
L"Toggle hide flag", //0
@@ -2430,6 +2627,11 @@ CHAR16 zHealthStr[][13] =
L"EXCELLENT", // >= 90
};
STR16 gzHiddenHitCountStr[1] =
{
L"?",
};
STR16 gzMoneyAmounts[6] =
{
L"$1000",
@@ -3279,7 +3481,11 @@ STR16 pMapErrorString[] =
//6-10
L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
L"needs an escort to move. Place her on a squad with one.", // for a female
#ifdef JA2UB
L"Merc hasn't yet arrived in Tracona!",
#else
L"Merc hasn't yet arrived in Arulco!",
#endif
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.",
//11-15
@@ -3368,8 +3574,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off his equipment in Omerta (A9).",
L"is about to leave and will drop off his equipment in Drassen (B13).",
L"%s is about to leave and will drop off his equipment in %s.",
@@ -3379,8 +3590,13 @@ STR16 pMercHeLeaveString[] =
// female version
STR16 pMercSheLeaveString[] =
{
#ifdef JA2UB
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
#else
L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
#endif
L"is about to leave and will drop off her equipment in Omerta (A9).",
L"is about to leave and will drop off her equipment in Drassen (B13).",
L"%s is about to leave and will drop off her equipment in %s.",
@@ -3625,6 +3841,8 @@ STR16 pBookMarkStrings[] =
L"Florist",
L"Insurance",
L"Cancel",
L"Encyclopedia",
L"Briefing Room",
};
STR16 pBookmarkTitle[] =
@@ -3734,8 +3952,10 @@ STR16 pWebPagesTitles[] =
L"",
L"URL not found.",
L"Bobby Ray's - Recent Shipments",
L"",
L"",
L"Encyclopedia",
L"Encyclopedia - Data",
L"Briefing Room",
L"Briefing Room - Data",
};
STR16 pShowBookmarkString[] =
@@ -4699,7 +4919,7 @@ STR16 zSaveLoadText[] =
//the second is the recommended amount of free space.
L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
L"Saving...", //When saving a game, a message box with this string appears on the screen
L"Saving", //When saving a game, a message box with this string appears on the screen
L"Normal Guns",
L"Tons of Guns",
@@ -4715,8 +4935,10 @@ STR16 zSaveLoadText[] =
L"Excellent Selection",
L"Awesome Selection",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
L"New Inventory does not work from the default 'Data' folder.",
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
};
@@ -4936,7 +5158,7 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, you will hear rain noises when it is raining.",
L"When ON, the crows are present in game.",
L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
L"When ON, game will be saved after each players turn.",
L"When ON, game will be saved in 2 alternate save slots after each players turn.",
L"When ON, Skyrider will not talk anymore.",
//L"When ON, game will run with much lower CPU usage.",
L"When ON, enhanced descriptions will be shown for items and weapons.",
@@ -4969,9 +5191,15 @@ STR16 zOptionsScreenHelpText[] =
STR16 gzGIOScreenText[] =
{
L"INITIAL GAME SETTINGS",
#ifdef JA2UB
L"Random Manuel texts",
L"Off",
L"On",
#else
L"Game Style",
L"Realistic",
L"Sci Fi",
#endif
L"Platinum",
L"Available Arsenal", // changed by SANDRO
L"Tons of Guns",
@@ -5012,9 +5240,15 @@ STR16 gzGIOScreenText[] =
L"Enemies Drop All Items",
L"Off",
L"On",
#ifdef JA2UB
L"Tex and John",
L"Random",
L"All",
#else
L"Number of Terrorists",
L"Random",
L"All",
#endif
L"Secret Weapon Caches",
L"Random",
L"All",
@@ -5029,6 +5263,12 @@ STR16 gzGIOScreenText[] =
L"Old / Old",
L"New / Old",
L"New / New",
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
};
STR16 gzMPJScreenText[] =
@@ -5313,7 +5553,7 @@ STR16 pMessageStrings[] =
L"You cannot afford to pay for %s's daily salary of %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Skip", // 70
L"%s cannot leave alone.",
L"A save has been created called, SaveGame99.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"A save has been created called, SaveGame249.sav. If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
L"%s drank some %s",
L"A package has arrived in Drassen.",
L"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
@@ -5329,14 +5569,28 @@ STR16 pMessageStrings[] =
L"Normal turn mode",
L"Exit combat mode",
L"Forced Turn Mode Active, Entering Combat",
#ifdef JA2BETAVERSION
L"Successfully Saved the Game into the End Turn Auto Save slot.",
#endif
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.
L"Client",
// TODO.Translate
L"You cannot use the Old Inventory and the New Attachment System at the same time.",
// TODO.Translate
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
L"Saving Auto Save #", // 96 // The message box, when doing auto save
L"Saving", // 97 // The message box, when doing end turn auto save
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
// Mouse tooltips
L"QuickSave.sav", // 100
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
};
@@ -5366,7 +5620,11 @@ STR16 pMilitiaButtonsHelpText[] =
STR16 pMapScreenJustStartedHelpText[] =
{
L"Go to AIM and hire some mercs ( *Hint* it's in the Laptop )", // to inform the player to hired some mercs to get things going
#ifdef JA2UB
L"When you're ready to travel to Tracona, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#else
L"When you're ready to travel to Arulco, click on the Time Compression button at the bottom right of the screen.", // to inform the player to hit time compression to get the game underway
#endif
};
STR16 pAntiHackerString[] =
@@ -5398,6 +5656,10 @@ STR16 gzLaptopHelpText[] =
L"McGillicutty's Mortuary",
L"United Floral Service",
L"Insurance Brokers for A.I.M. contracts",
//New Bookmarks
L"",
L"Encyclopedia",
L"Briefing Room",
};
@@ -5593,8 +5855,11 @@ STR16 gzLateLocalizedString[] =
L"All your mercs are bandaged.",
//14
#ifdef JA2UB
L"Tracona",
#else
L"Arulco",
#endif
L"(roof)",
L"Health: %d/%d",
@@ -6853,4 +7118,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",
L"Temporarily Unavailable",
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};
STR16 zNewTacticalMessages[]=
{
//L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
//L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
#endif //TAIWANESE