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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:
+310
-12
@@ -11,6 +11,7 @@
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#include "Scheduling.h"
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#include "EditorMercs.h"
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#include "Item Statistics.h"
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#include "Encyclopedia.h"
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#endif
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#endif
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@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
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*/
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CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
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{
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L"",
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};
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//Encyclopedia
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STR16 pMenuStrings[] =
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{
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//Encyclopedia
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L"Locations", // 0
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L"Characters",
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L"Items",
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L"Quests",
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L"Menu 5",
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L"Menu 6", //5
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L"Menu 7",
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L"Menu 8",
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L"Menu 9",
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L"Menu 10",
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L"Menu 11", //10
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L"Menu 12",
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L"Menu 13",
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L"Menu 14",
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L"Menu 15",
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L"Menu 15", // 15
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//Briefing Room
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L"Exit",
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};
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STR16 pOtherButtonsText[] =
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{
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L"Briefing",
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L"Accept",
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};
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STR16 pOtherButtonsHelpText[] =
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{
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L"Briefing",
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L"Accept missions",
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};
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STR16 pLocationPageText[] =
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{
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L"Prev page",
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L"Photo",
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L"Next page",
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};
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STR16 pSectorPageText[] =
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{
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L"<<",
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L"Main page",
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L">>",
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L"Type: ",
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L"Empty data",
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L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
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};
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STR16 pEncyclopediaTypeText[] =
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{
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L"Unknown",// 0 - unknown
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L"City", //1 - city
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L"SAM Site", //2 - SAM Site
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L"Other Location", //3 - other location
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L"Mine", //4 - mines
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L"Military Complex", //5 - military complex
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L"Laboratory Complex", //6 - laboratory complex
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L"Factory Complex", //7 - factory complex
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L"Hospital", //8 - hospital
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L"Prison", //9 - prison
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L"Airport", //10 - airport
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};
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STR16 pEncyclopediaHelpCharacterText[] =
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{
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L"Show All",
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L"Show AIM",
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L"Show MERC",
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L"Show RPC",
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L"Show NPC",
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L"Show Vehicle",
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L"Show IMP",
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L"Show EPC",
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L"Filter",
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};
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STR16 pEncyclopediaShortCharacterText[] =
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{
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L"All",
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L"AIM",
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L"MERC",
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L"RPC",
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L"NPC",
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L"Veh.",
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L"IMP",
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L"EPC",
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L"Filter",
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};
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STR16 pEncyclopediaHelpText[] =
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{
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L"Show All",
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L"Show City",
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L"Show SAM Site",
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L"Show Other Location",
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L"Show Mine",
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L"Show Military Complex",
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L"Show Laboratory Complex",
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L"Show Factory Complex",
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L"Show Hospital",
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L"Show Prison",
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L"Show Airport",
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};
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STR16 pEncyclopediaSkrotyText[] =
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{
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L"All",
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L"City",
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L"SAM",
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L"Other",
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L"Mine",
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L"Mil.",
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L"Lab.",
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L"Fact.",
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L"Hosp.",
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L"Prison",
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L"Air.",
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};
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STR16 pEncyclopediaShortInventoryText[] =
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{
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L"All", //0
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L"Gun",
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L"Ammo",
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L"LBE",
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L"Misc",
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L"Show All", //5
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L"Show Gun",
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L"Show Ammo",
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L"Show LBE Gear",
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L"Show Misc",
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};
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STR16 BoxFilter[] =
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{
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// Guns
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L"Heavy",
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L"Pistol",
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L"M. Pist.",
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L"SMG",
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L"Rifle",
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L"S. Rifle",
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L"A. Rifle",
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L"MG",
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L"Shotg.",
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// Ammo
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L"Pistol",
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L"M. Pist.", //10
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L"SMG",
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L"Rifle",
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L"S. Rifle",
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L"A. Rifle",
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L"MG",
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L"Shotg.",
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// Used
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L"Gun",
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L"Armor",
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L"LBE Gear",
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L"Misc", //20
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// Armour
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L"Helmet",
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L"Vest",
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L"Legging",
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L"Plate",
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// Misc
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L"Blade",
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L"Th. Kn.",
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L"Melee",
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L"Grena.",
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L"Bomb",
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L"Med.", //30
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L"Kit",
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L"Face",
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L"LBE",
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L"Misc", //34
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};
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//-----------
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// Editor
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//Editor Taskbar Creation.cpp
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STR16 iEditorItemStatsButtonsText[] =
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@@ -798,7 +995,7 @@ STR16 pShowHighGroundText[] =
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};
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//Item Statistics.cpp
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CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
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/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
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{
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L"Klaxon Mine",
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L"Flare Mine",
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@@ -835,7 +1032,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
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L"Bloodcat alarm",
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L"Big teargas",
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};
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*/
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STR16 pUpdateItemStatsPanelText[] =
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{
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L"Toggle hide flag", //0
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@@ -2429,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
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L"EXCELLENT", // >= 90
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};
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STR16 gzHiddenHitCountStr[1] =
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{
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L"?",
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};
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STR16 gzMoneyAmounts[6] =
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{
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L"$1000",
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@@ -3278,7 +3480,11 @@ STR16 pMapErrorString[] =
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//6-10
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L"needs an escort to move. Place him on a squad with one.", // merc can't move unescorted .. for a male
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L"needs an escort to move. Place her on a squad with one.", // for a female
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#ifdef JA2UB
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L"Merc hasn't yet arrived in Tracona!",
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#else
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L"Merc hasn't yet arrived in Arulco!",
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#endif
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L"Looks like there's some contract negotiations to settle first.",
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L"Cannot give a movement order. Air raid is going on.",
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//11-15
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@@ -3367,8 +3573,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
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// male version of where equipment is left
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STR16 pMercHeLeaveString[] =
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{
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#ifdef JA2UB
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L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
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L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
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#else
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L"Have %s leave his equipment where he is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
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L"Have %s leave his equipment where he is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
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#endif
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L"is about to leave and will drop off his equipment in Omerta (A9).",
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L"is about to leave and will drop off his equipment in Drassen (B13).",
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L"%s is about to leave and will drop off his equipment in %s.",
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@@ -3378,8 +3589,13 @@ STR16 pMercHeLeaveString[] =
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// female version
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STR16 pMercSheLeaveString[] =
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{
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#ifdef JA2UB
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L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Tracona?",
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L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Tracona?",
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#else
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L"Have %s leave her equipment where she is now (%s) or later on in Drassen (B13) upon catching flight out of Arulco?",
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L"Have %s leave her equipment where she is now (%s) or later on in Omerta (A9) upon catching flight out of Arulco?",
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#endif
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L"is about to leave and will drop off her equipment in Omerta (A9).",
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L"is about to leave and will drop off her equipment in Drassen (B13).",
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L"%s is about to leave and will drop off her equipment in %s.",
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@@ -3624,6 +3840,8 @@ STR16 pBookMarkStrings[] =
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L"Florist",
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L"Insurance",
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L"Cancel",
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L"Encyclopedia",
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L"Briefing Room",
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};
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STR16 pBookmarkTitle[] =
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@@ -3733,8 +3951,10 @@ STR16 pWebPagesTitles[] =
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L"",
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L"URL not found.",
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L"Bobby Ray's - Recent Shipments",
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L"",
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L"",
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L"Encyclopedia",
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L"Encyclopedia - Data",
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L"Briefing Room",
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L"Briefing Room - Data",
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};
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STR16 pShowBookmarkString[] =
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@@ -4698,7 +4918,7 @@ STR16 zSaveLoadText[] =
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//the second is the recommended amount of free space.
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L"You are running low on disk space. You only have %d Megs free and Jagged should have at least %d Megs free.",
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L"Saving...", //When saving a game, a message box with this string appears on the screen
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L"Saving", //When saving a game, a message box with this string appears on the screen
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L"Normal Guns",
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L"Tons of Guns",
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@@ -4714,8 +4934,10 @@ STR16 zSaveLoadText[] =
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L"Excellent Selection",
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L"Awesome Selection",
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L"New Inventory does not work in 640x480 screen size. Please resize and try again.",
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L"New Inventory does not work in 640x480 screen resolution. Please increase the screen resolution and try again.",
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L"New Inventory does not work from the default 'Data' folder.",
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L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
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};
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@@ -4830,7 +5052,7 @@ STR16 zOptionsToggleText[] =
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L"Rain Noises",
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L"Allow Crows",
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L"Show Soldier Tooltips",
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L"Auto Save",
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L"Tactical End-Turn Save",
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L"Silent Skyrider",
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//L"Low CPU usage",
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L"Enhanced Description Box",
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@@ -4935,7 +5157,7 @@ STR16 zOptionsScreenHelpText[] =
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L"When ON, you will hear rain noises when it is raining.",
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L"When ON, the crows are present in game.",
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L"When ON, a tooltip window is shown when pressing |A|l|t and hovering cursor over an enemy.",
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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.",
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L"When ON, game will be saved in 2 alternate save slots after each players turn.",
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L"When ON, Skyrider will not talk anymore.",
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//L"When ON, game will run with much lower CPU usage.",
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L"When ON, enhanced descriptions will be shown for items and weapons.",
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@@ -4968,9 +5190,15 @@ STR16 zOptionsScreenHelpText[] =
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STR16 gzGIOScreenText[] =
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{
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L"INITIAL GAME SETTINGS",
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#ifdef JA2UB
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L"Random Manuel texts ",
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L"Off",
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L"On",
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#else
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L"Game Style",
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L"Realistic",
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L"Sci Fi",
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#endif
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L"Platinum",
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L"Available Arsenal", // changed by SANDRO
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L"Tons of Guns",
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@@ -5010,9 +5238,15 @@ STR16 gzGIOScreenText[] =
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L"Enemies Drop All Items",
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L"Off",
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L"On",
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#ifdef JA2UB
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L"Tex and John",
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L"Random",
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L"All",
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#else
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L"Number of Terrorists",
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L"Random",
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L"All",
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#endif
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L"Secret Weapon Caches",
|
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L"Random",
|
||||
L"All",
|
||||
@@ -5026,6 +5260,12 @@ STR16 gzGIOScreenText[] =
|
||||
L"Old / Old",
|
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L"New / Old",
|
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L"New / New",
|
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// Squad Size
|
||||
L"Max. Squad Size",
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L"6",
|
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L"8",
|
||||
L"10",
|
||||
};
|
||||
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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
|
||||
|
||||
Reference in New Issue
Block a user