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New feature: food system requires mercs to eat and drink in order to survive
- food and water levels are lowered every hour, eat food to survive - not doing so leads to various penalties and ultimately death - added food items for that purpose. Food can degrade over time. Rotten food poisons. - Mercs automatically consume food if hungry/thirsty and food is in their inventories - for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396 - this feature requires new STI files from the GameDir trunk. - added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future. WARNING: This will break savegame compatibility git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+9
-3
@@ -612,9 +612,12 @@ extern STR16 gzItemDescGenIndexes[ 4 ];
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// HEADROCK HAM 4: Added list of condition strings
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extern STR16 gConditionDesc[ 9 ];
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// Flugente FTW1: Added list of temperature descriptions
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// Flugente: Added list of temperature descriptions
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extern STR16 gTemperatureDesc[ 11 ];
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// Flugente: Added list of food condition descriptions
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extern STR16 gFoodDesc[ 8 ];
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extern CHAR16 gMoneyStatsDesc[][ 14 ];
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// HEADROCK: Altered value to 16 //WarmSteel - And I need 17.
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extern CHAR16 gWeaponStatsDesc[][ 17 ];
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@@ -636,8 +639,8 @@ extern STR16 szUDBGenAmmoStatsTooltipText[ 5 ]; // Flugente Overheating: 3
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extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 5 ]; // Flugente Overheating: 3->4 poison: 4->5
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extern STR16 szUDBGenExplosiveStatsTooltipText[ 22 ];
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extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 22 ];
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extern STR16 szUDBGenSecondaryStatsTooltipText[ 26 ];
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extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 26 ];
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extern STR16 szUDBGenSecondaryStatsTooltipText[ 28 ]; // Flugente Food System: 26 -> 28
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extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 28 ]; // Flugente Food System: 26 -> 28
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extern STR16 szUDBAdvStatsTooltipText[ 57 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57
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extern STR16 szUDBAdvStatsExplanationsTooltipText[ 57 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57
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extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 52 ]; // Flugente Overheating Weapons: 48->52
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@@ -811,6 +814,8 @@ enum
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CHOOSE_TRIPWIRE_NETWORK,
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MERC_VITAL_STATS_WITH_POISON_POPUPTEXT,
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MERC_VITAL_STATS_WITH_FOOD_POPUPTEXT,
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MERC_VITAL_STATS_WITH_POISON_AND_FOOD_POPUPTEXT,
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TEXT_NUM_TACTICAL_STR
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};
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@@ -1785,6 +1790,7 @@ enum
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GIO_NCTH_TITLE_TEXT,
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GIO_IIS_TITLE_TEXT,
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GIO_OVERHEATING_TITLE_TEXT,
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GIO_FOODSYSTEM_TITLE_TEXT,
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GIO_BR_QUANTITY_TEXT,
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////////////////////////////////////
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@@ -267,6 +267,7 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "BlockIronSight") == 0 ||
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strcmp(name, "PoisonPercentage") == 0 ||
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strcmp(name, "ItemFlag") == 0 ||
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strcmp(name, "FoodType") == 0 ||
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strcmp(name, "fFlags") == 0 ))
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{
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@@ -1343,6 +1344,11 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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pData->curElement = ELEMENT;
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pData->curItem.usItemFlag = (UINT32) atol(pData->szCharData);
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}
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else if(strcmp(name, "FoodType") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curItem.foodtype = (UINT32) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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@@ -1960,6 +1966,8 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile,"\t\t<BlockIronSight>%d</BlockIronSight>\r\n", Item[cnt].blockironsight );
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FilePrintf(hFile,"\t\t<ItemFlag>%d</ItemFlag>\r\n", Item[cnt].usItemFlag );
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FilePrintf(hFile,"\t\t<FoodType>%d</FoodType>\r\n", Item[cnt].foodtype );
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// Flugente poison system
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FilePrintf(hFile,"\t\t<PoisonPercentage>%d</PoisonPercentage>\r\n", Item[cnt].bPoisonPercentage );
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+29
-1
@@ -1638,6 +1638,7 @@ STR16 pAssignmentStrings[] =
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L"教练", // training a teammate
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L"学员", // being trained by someone else
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L"工作", // L"Staff", // operating a strategic facility //ham3.6
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"休息", //L"Rest",// Resting at a facility //ham3.6
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L"死亡", // dead
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L"无力中", // abbreviation for incapacitated
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@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
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L"教练",
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L"学员",
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L"设施职员",
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"在设施里休养",
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L"休息",
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L"无力中",
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@@ -2926,6 +2928,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente to display health and poisoning // TODO.Translate
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
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// added by Flugente to display food status
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -3480,6 +3486,8 @@ STR16 pMapScreenStatusStrings[] =
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L"状态", // the condition of the current vehicle (its "health")
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L"油量", // the fuel level of the current vehicle (its "energy")
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L"Posion", // TODO.Translate
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L"Water", // drink level
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L"Food", // food level
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};
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@@ -5337,6 +5345,7 @@ STR16 gzGIOScreenText[] =
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L"新命中率系统(NCTH)", //L"New Chance to Hit System",
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L"改进的中断系统(IIS)", //L"Improved Interrupt System",
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L"武器过热", //L"Weapon Overheating",
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L"Food System",//TODO.Translate
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L"Bobby Ray Quantity",//TODO.Translate
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};
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@@ -6663,6 +6672,7 @@ STR16 gzFacilityAssignmentStrings[]=
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{
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L"环境",
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L"工作人员",
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L"Eat",// TODO. Translate
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L"休息",
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L"修理物品",
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L"修理%s", // Vehicle name inserted here
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@@ -7041,6 +7051,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
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L"|急|救|包",
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L"|医|药|箱",
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L"|破|锁|炸|弹",
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L"|D|r|i|n|k",// TODO. Translate
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L"|M|e|a|l",
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};
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STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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@@ -7071,6 +7083,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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L"\n \n这一战场的基础急救包提供了基本的医疗用品。\n \n可以被用来包扎受伤的角色以止血。\n \n如需要回复生命,使用名副其实的医药箱,并辅以大量的休息。",
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L"\n \n这是名副其实的医药箱,可以用于外科手术或其他复杂的治疗。\n \n安排佣兵进行医疗工作时,该佣兵必须持有医\n药箱。",
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L"\n \n该物品能够用于爆破锁具。\n \n使用它需要爆破技能以避免过早引爆。\n \n使用炸药是一个相对简单的破锁手段,但是会\n发出很大噪音,并且对于大部分佣兵来说过于\n危险。",
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L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
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L"\n \nThis item will still your hunger\nif you eat it.",
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};
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STR16 szUDBAdvStatsTooltipText[]=
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@@ -7286,7 +7300,7 @@ STR16 gzMapInventoryFilterOptions[] =
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L"Hide all",
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};
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// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
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// Flugente: Temperature-based text similar to HAM 4's condition-based text.
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STR16 gTemperatureDesc[] =
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{
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L"当前温度为: ",
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@@ -7302,6 +7316,20 @@ STR16 gTemperatureDesc[] =
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L"."
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};
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// TODO.Translate
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// Flugente: food condition texts
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STR16 gFoodDesc[] =
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{
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L"Food is ",
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L"fresh",
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L"good",
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L"ok",
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L"stale",
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L"shabby",
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L"rotting",
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L"."
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};
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CHAR16* ranks[] =
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{ L"", //ExpLevel 0
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L"列兵 ", //L"Pvt. ", //ExpLevel 1
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+28
-1
@@ -1634,6 +1634,7 @@ STR16 pAssignmentStrings[] =
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L"Trainer", // training a teammate
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L"Student", // being trained by someone else
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L"Staff", // operating a strategic facility // TODO.Translate
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"Rest", // Resting at a facility // TODO.Translate
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L"Dood", // dead
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L"Uitgesc.", // abbreviation for incapacitated
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@@ -1718,6 +1719,7 @@ STR16 pPersonnelAssignmentStrings[] =
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L"Trainer", // training a teammate
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L"Student", // being trained by someone else
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L"Facility Staff", // TODO.Translate
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"Resting at Facility", // TODO.Translate
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L"Dood", // dead
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L"Uitgesc.", // abbreviation for incapacitated
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@@ -2923,6 +2925,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente to display health and poisoning // TODO.Translate
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
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// added by Flugente to display food status
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -3476,6 +3482,8 @@ STR16 pMapScreenStatusStrings[] =
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L"Conditie", // the condition of the current vehicle (its "health")
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L"Brandstof", // the fuel level of the current vehicle (its "energy")
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L"Posion", // TODO.Translate
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L"Water", // drink level
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L"Food", // food level
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};
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@@ -5339,6 +5347,7 @@ STR16 gzGIOScreenText[] =
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L"New Chance to Hit System",
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L"Improved Interrupt System",
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L"Weapon Overheating",
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L"Food System",//TODO.Translate
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L"Bobby Ray Quantity",//TODO.Translate
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};
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@@ -6658,6 +6667,7 @@ STR16 gzFacilityAssignmentStrings[]=
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{
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L"AMBIENT",
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L"Staff",
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L"Eat",// TODO. Translate
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L"Rest",
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L"Repair Items",
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L"Repair %s", // Vehicle name inserted here
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@@ -7036,6 +7046,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
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L"|F|i|r|s|t |A|i|d |K|i|t",
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L"|M|e|d|i|c|a|l |K|i|t",
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L"|L|o|c|k |B|o|m|b",
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L"|D|r|i|n|k",// TODO. Translate
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L"|M|e|a|l",
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};
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STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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@@ -7066,6 +7078,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
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L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
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L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
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L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
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L"\n \nThis item will still your hunger\nif you eat it.",
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};
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STR16 szUDBAdvStatsTooltipText[]=
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@@ -7281,7 +7295,7 @@ STR16 gzMapInventoryFilterOptions[] =
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L"Hide all",
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};
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// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
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// Flugente: Temperature-based text similar to HAM 4's condition-based text.
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STR16 gTemperatureDesc[] = // TODO.Translate
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{
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L"Temperature is ",
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@@ -7297,6 +7311,19 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
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L"."
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};
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// TODO.Translate
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// Flugente: food condition texts
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STR16 gFoodDesc[] =
|
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{
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L"Food is ",
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L"fresh",
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L"good",
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L"ok",
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L"stale",
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L"shabby",
|
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L"rotting",
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L"."
|
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};
|
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// TODO.Translate
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CHAR16* ranks[] =
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||||
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+30
-3
@@ -1638,12 +1638,13 @@ STR16 pAssignmentStrings[] =
|
||||
L"Trainer", // training a teammate
|
||||
L"Student", // being trained by someone else
|
||||
L"Staff", // operating a strategic facility
|
||||
L"Eat", // eating at a facility (cantina etc.)
|
||||
L"Rest", // Resting at a facility
|
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L"Dead", // dead
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L"Incap.", // abbreviation for incapacitated
|
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L"POW", // Prisoner of war - captured
|
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L"Hospital", // patient in a hospital
|
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L"Empty", // Vehicle is empty
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L"Hospital", // patient in a hospital
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L"Empty", // Vehicle is empty
|
||||
};
|
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|
||||
|
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@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Trainer",
|
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L"Student",
|
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L"Facility Staff", // Missing
|
||||
L"Eat", // eating at a facility (cantina etc.)
|
||||
L"Resting at Facility", // Missing
|
||||
L"Dead",
|
||||
L"Incap.",
|
||||
@@ -2926,6 +2928,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3478,6 +3484,8 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Condition", // the condition of the current vehicle (its "health")
|
||||
L"Fuel", // the fuel level of the current vehicle (its "energy")
|
||||
L"Poison", // for display of poisoning
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5335,6 +5343,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
@@ -6649,6 +6658,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Staff",
|
||||
L"Eat",
|
||||
L"Rest",
|
||||
L"Repair Items",
|
||||
L"Repair %s", // Vehicle name inserted here
|
||||
@@ -7028,6 +7038,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|F|i|r|s|t |A|i|d |K|i|t",
|
||||
L"|M|e|d|i|c|a|l |K|i|t",
|
||||
L"|L|o|c|k |B|o|m|b",
|
||||
L"|D|r|i|n|k",
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7058,6 +7070,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
|
||||
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
|
||||
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7272,7 +7286,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] =
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7288,6 +7302,19 @@ STR16 gTemperatureDesc[] =
|
||||
L"."
|
||||
};
|
||||
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
L"Pvt. ", //ExpLevel 1
|
||||
|
||||
+30
-2
@@ -1637,6 +1637,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Entraîneur", // training a teammate
|
||||
L"Elève", // being trained by someone else
|
||||
L"Exploitation", // operating a strategic facility
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Repos", // Resting at a facility
|
||||
L"Mort(e)", // dead
|
||||
L"Incap.", // abbreviation for incapacitated
|
||||
@@ -1721,6 +1722,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Entraîneur",
|
||||
L"Elève",
|
||||
L"Exploitation infras.",
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Repos infras.",
|
||||
L"Mort(e)",
|
||||
L"Incap.",
|
||||
@@ -2925,6 +2927,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3479,7 +3485,9 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Moral",
|
||||
L"Etat", // the condition of the current vehicle (its "Santé")
|
||||
L"Carburant", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
L"Poison", // TODO.Translate
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5327,6 +5335,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",//TODO.Translate
|
||||
L"Quantité de Bobby Ray",//TODO.Translate
|
||||
};
|
||||
|
||||
@@ -6635,6 +6644,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Equipe",
|
||||
L"Eat",// TODO. Translate
|
||||
L"Reste",
|
||||
L"Réparer les objets",
|
||||
L"Réparer %s", // Vehicle name inserted here
|
||||
@@ -7011,6 +7021,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|T|r|o|u|s|s|e |d|e |1|e|r |s|o|i|n|s",
|
||||
L"|T|r|o|u|s|s|e |d|e |s|o|i|n|s",
|
||||
L"|B|o|m|b|e |p|o|u|r |s|e|r|r|u|r|e |d|e |p|o|r|t|e",
|
||||
L"|D|r|i|n|k",// TODO. Translate
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7041,6 +7053,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nIl s'agit d'un kit médical basic, contenant les ustensibles\nrequis pour faire une intervention médicale basic.\n \nIl peut être utilisé pour soigner un mercenaire blessé et\nempêcher le saignement.\n \nPour une guérison optimale, utlisez une véritable trousse\nde soins et/ou beaucoup de repos.",
|
||||
L"\n \nIl s'agit d'un kit médicale complet, qui peut être utilisé\npour une opération chirurgicale ou autre cas sérieux.\n \nUne trousse de soins est toujours nécessaire lorsque vous\nêtes en mission de Docteur.",
|
||||
L"\n \nCet objet peut être utilisé pour faire sauter les portes\nou containeurs vérouillés.\n \nDes compétences en explosion sont nécessaire pour éviter\nune explosion prématurée.\n \nExploser les serrures est relativement facile et rapide\nà faire. Cependant, c'est très bruyant et dangereux pour\nla plupart des mercernaires.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7256,7 +7270,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7272,6 +7286,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
|
||||
+28
-1
@@ -1647,6 +1647,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Trainer", // training a teammate
|
||||
L"Rekrut", // being trained by someone else
|
||||
L"Betrieb", // operating a strategic facility
|
||||
L"Essen", // eating at a facility (cantina etc.)
|
||||
L"Pause", // Resting at a facility
|
||||
L"Tot", // dead
|
||||
L"Koma", // abbreviation for incapacitated //LOOTF - "Unfähig" klingt schlimm. Geändert auf Koma. Vorschläge?
|
||||
@@ -1727,6 +1728,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Trainer",
|
||||
L"Rekrut",
|
||||
L"Betriebspersonal",
|
||||
L"Essen", // eating at a facility (cantina etc.)
|
||||
L"Betriebspause",
|
||||
L"Tot",
|
||||
L"Koma", //LOOTF - s.o.
|
||||
@@ -2929,6 +2931,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning
|
||||
L"Gesundheit: %d/%d\n Gift: %d/%d\Ausdauer: %d/%d\Moral: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Gesundheit: %d/%d\Ausdauer: %d/%d\Moral: %s\nWasser: %d%s\nEssen: %d%s",
|
||||
L"Gesundheit: %d/%d\n Gift: %d/%d\Ausdauer: %d/%d\Moral: %s\nWasser: %d%s\nEssen: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3447,6 +3453,8 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Zustand", // the condition of the current vehicle (its "health")
|
||||
L"Tank", // the fuel level of the current vehicle (its "energy")
|
||||
L"Gift",
|
||||
L"Wasser", // drink level
|
||||
L"Essen", // food level
|
||||
};
|
||||
|
||||
STR16 pMapScreenPrevNextCharButtonHelpText[] =
|
||||
@@ -5182,6 +5190,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"Neues Zielsystem",
|
||||
L"Verbesserte Unterbrechungen",
|
||||
L"Waffen-Überhitzung",
|
||||
L"Nahrungssystem",
|
||||
L"Bobby Ray Auswahl",
|
||||
};
|
||||
|
||||
@@ -6478,6 +6487,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
|
||||
L"UMGEBUNG",
|
||||
L"Betrieb",
|
||||
L"Essen",
|
||||
L"Pause",
|
||||
L"Repariere Gegenstände",
|
||||
L"Repariere %s",
|
||||
@@ -6856,6 +6866,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|E|r|s|t|e|-|H|i|l|f|e|-|K|a|s|t|e|n",
|
||||
L"|A|r|z|t|t|a|s|c|h|e",
|
||||
L"|T|ü|r|s|p|r|e|n|g|s|a|t|z",
|
||||
L"|W|a|s|s|e|r",
|
||||
L"|N|a|h|r|u|n|g",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -6886,6 +6898,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nDas ist ein Erste-Hilfe-Kasten der\nGegenstände enthält die einfache medizinische Hilfe bieten.\n \nEr kann dazu benutzt werden verwundetet Personen zu bandagieren\nund Blutungen zu stoppen.\n \nFür richtige Heilung, benutze eine Arzttasche\nund/oder reichlich Ruhe.",
|
||||
L"\n \nDas ist eine Arzttasche, die für\nOperationen und andere gravierende medizinische\nZwecke genutzt werden kann.\n \nEine Arzttasche wird dazu benötigt\neinem Söldner die Aufgabe Doktor zu geben.",
|
||||
L"\n \nDieser Gegenstand kann dazu benutzt werden verschlossene\nTüren/Behälter zu sprengen.\n \nExplosionsfertigkeit ist erforderlich um\nvorzeitige Detonationen zu vermeiden.\n \nSchlösser zu sprengen ist der einfache Weg um schnell\ndurch verschlossene Türen/Behälter zu kommen. Wie auch immer,\nes ist Laut und für die meisten Personen gefährlich.",
|
||||
L"\n \nMan kann das trinken.",
|
||||
L"\n \nMan kann das essen.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7100,7 +7114,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Alle ausblenden",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] =
|
||||
{
|
||||
L"Temperatur ist ",
|
||||
@@ -7116,6 +7130,19 @@ STR16 gTemperatureDesc[] =
|
||||
L"."
|
||||
};
|
||||
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Nahrung ist ",
|
||||
L"frisch",
|
||||
L"gut",
|
||||
L"in Ordnung",
|
||||
L"alt",
|
||||
L"ranzig",
|
||||
L"verdorben",
|
||||
L"."
|
||||
};
|
||||
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
L"Rekr. ", //ExpLevel 1
|
||||
|
||||
+30
-2
@@ -1630,6 +1630,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Istrutt.", // training a teammate
|
||||
L"Studente", // being trained by someone else
|
||||
L"Staff", // operating a strategic facility // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Rest", // Resting at a facility // TODO.Translate
|
||||
L"Morto", // dead
|
||||
L"Incap.", // abbreviation for incapacitated
|
||||
@@ -1714,6 +1715,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Allenatore",
|
||||
L"Studente",
|
||||
L"Facility Staff", // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Resting at Facility", // TODO.Translate
|
||||
L"Morto",
|
||||
L"Incap.",
|
||||
@@ -2918,6 +2920,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3470,7 +3476,9 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Condizione", // the condition of the current vehicle (its "health")
|
||||
L"Carburante", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
L"Poison", // TODO.Translate
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5325,6 +5333,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",//TODO.Translate
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
@@ -6646,6 +6655,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Staff",
|
||||
L"Eat",// TODO. Translate
|
||||
L"Rest",
|
||||
L"Repair Items",
|
||||
L"Repair %s", // Vehicle name inserted here
|
||||
@@ -7024,6 +7034,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|F|i|r|s|t |A|i|d |K|i|t",
|
||||
L"|M|e|d|i|c|a|l |K|i|t",
|
||||
L"|L|o|c|k |B|o|m|b",
|
||||
L"|D|r|i|n|k",// TODO. Translate
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7054,6 +7066,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
|
||||
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
|
||||
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7269,7 +7283,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7285,6 +7299,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
|
||||
+30
-2
@@ -1645,6 +1645,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Instruk.", // training a teammate
|
||||
L"Uczeń", // being trained by someone else
|
||||
L"Staff", // operating a strategic facility // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Rest", // Resting at a facility // TODO.Translate
|
||||
L"Nie żyje", // dead
|
||||
L"Obezwł.", // abbreviation for incapacitated
|
||||
@@ -1729,6 +1730,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Instruktor",
|
||||
L"Uczeń",
|
||||
L"Facility Staff", // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Resting at Facility", // TODO.Translate
|
||||
L"Nie żyje",
|
||||
L"Obezwładniony",
|
||||
@@ -2933,6 +2935,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3486,7 +3492,9 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Stan", // the condition of the current vehicle (its "health")
|
||||
L"Paliwo", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
L"Poison", // TODO.Translate
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5334,6 +5342,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",//TODO.Translate
|
||||
L"Bobby Ray Quantity", //TODO.Translate
|
||||
};
|
||||
|
||||
@@ -6656,6 +6665,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Staff",
|
||||
L"Eat",// TODO. Translate
|
||||
L"Odpoczywa"
|
||||
L"Naprawa ekwipunku",
|
||||
L"Naprawa %s",
|
||||
@@ -7034,6 +7044,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|F|i|r|s|t |A|i|d |K|i|t",
|
||||
L"|M|e|d|i|c|a|l |K|i|t",
|
||||
L"|L|o|c|k |B|o|m|b",
|
||||
L"|D|r|i|n|k",// TODO. Translate
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7064,6 +7076,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
|
||||
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
|
||||
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7279,7 +7293,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7295,6 +7309,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
|
||||
+30
-2
@@ -1638,6 +1638,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Тренер", // training a teammate
|
||||
L"Ученик", // being trained by someone else
|
||||
L"Штат", // operating a strategic facility //Staff
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Отдых", // Resting at a facility //Rest
|
||||
L"Мертв", // dead
|
||||
L"Недеесп.", // abbreviation for incapacitated
|
||||
@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Тренер",
|
||||
L"Ученик",
|
||||
L"Работает с населением", //Facility Staff
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Отдыхает", //Resting at Facility
|
||||
L"Мертв",
|
||||
L"Недеесп.",
|
||||
@@ -2926,6 +2928,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3479,7 +3485,9 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Боевой дух",
|
||||
L"Состояние", // the condition of the current vehicle (its "health")
|
||||
L"Бензин", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
L"Poison", // TODO.Translate
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5318,6 +5326,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",//TODO.Translate
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
@@ -6625,6 +6634,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Штат", //Staff
|
||||
L"Eat",// TODO. Translate
|
||||
L"Отдых",
|
||||
L"Ремонт вещей",
|
||||
L"Ремонт %s", // Vehicle name inserted here
|
||||
@@ -7002,6 +7012,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|А|п|т|е|ч к|а |п|е|р|в|о|й |п|о|м|о|щ|и",
|
||||
L"|М|е|д|и|ц|и|нс|к|и|й |н|а|б|о|р",
|
||||
L"|Б|о|м|б|а |д|л|я |з|а|м|к|о|в",
|
||||
L"|D|r|i|n|k",// TODO. Translate
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7032,6 +7044,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
|
||||
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
|
||||
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7247,7 +7261,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7263,6 +7277,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
|
||||
@@ -1638,6 +1638,7 @@ STR16 pAssignmentStrings[] =
|
||||
L"Trainer", // training a teammate
|
||||
L"Student", // being trained by someone else
|
||||
L"Staff", // operating a strategic facility // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Rest", // Resting at a facility // TODO.Translate
|
||||
L"Dead", // dead
|
||||
L"Incap.", // abbreviation for incapacitated
|
||||
@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
|
||||
L"Trainer",
|
||||
L"Student",
|
||||
L"Facility Staff", // TODO.Translate
|
||||
L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
|
||||
L"Resting at Facility", // TODO.Translate
|
||||
L"Dead",
|
||||
L"Incap.",
|
||||
@@ -2927,6 +2929,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente to display health and poisoning // TODO.Translate
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
|
||||
|
||||
// added by Flugente to display food status
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -3480,7 +3486,9 @@ STR16 pMapScreenStatusStrings[] =
|
||||
L"Morale",
|
||||
L"Condition", // the condition of the current vehicle (its "health")
|
||||
L"Fuel", // the fuel level of the current vehicle (its "energy")
|
||||
L"Posion", // TODO.Translate
|
||||
L"Poison", // TODO.Translate
|
||||
L"Water", // drink level
|
||||
L"Food", // food level
|
||||
};
|
||||
|
||||
|
||||
@@ -5341,6 +5349,7 @@ STR16 gzGIOScreenText[] =
|
||||
L"New Chance to Hit System",
|
||||
L"Improved Interrupt System",
|
||||
L"Weapon Overheating",
|
||||
L"Food System",//TODO.Translate
|
||||
L"Bobby Ray Quantity",
|
||||
};
|
||||
|
||||
@@ -6661,6 +6670,7 @@ STR16 gzFacilityAssignmentStrings[]=
|
||||
{
|
||||
L"AMBIENT",
|
||||
L"Staff",
|
||||
L"Eat",// TODO. Translate
|
||||
L"Rest",
|
||||
L"Repair Items",
|
||||
L"Repair %s", // Vehicle name inserted here
|
||||
@@ -7039,6 +7049,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
|
||||
L"|F|i|r|s|t |A|i|d |K|i|t",
|
||||
L"|M|e|d|i|c|a|l |K|i|t",
|
||||
L"|L|o|c|k |B|o|m|b",
|
||||
L"|D|r|i|n|k",// TODO. Translate
|
||||
L"|M|e|a|l",
|
||||
};
|
||||
|
||||
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
@@ -7069,6 +7081,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
|
||||
L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
|
||||
L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
|
||||
L"\n \nThis item will still your thirst\nif you drink it.",// TODO. Translate
|
||||
L"\n \nThis item will still your hunger\nif you eat it.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsTooltipText[]=
|
||||
@@ -7284,7 +7298,7 @@ STR16 gzMapInventoryFilterOptions[] =
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
// Flugente: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
L"Temperature is ",
|
||||
@@ -7300,6 +7314,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// Flugente: food condition texts
|
||||
STR16 gFoodDesc[] =
|
||||
{
|
||||
L"Food is ",
|
||||
L"fresh",
|
||||
L"good",
|
||||
L"ok",
|
||||
L"stale",
|
||||
L"shabby",
|
||||
L"rotting",
|
||||
L"."
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
CHAR16* ranks[] =
|
||||
{ L"", //ExpLevel 0
|
||||
|
||||
Reference in New Issue
Block a user